#ror2-feedback-and-ideas

1 messages · Page 11 of 1

rugged mesa
#

!feedback Adjust Commando's grenade ability so that it doesn't require the Commando to stop doing anything in order to throw a grenade. I think it's a very useful alternative skill, but its current requirement to allow the player to throw a grenade feels bad for the pace of the character.

raven dust
#

!feedback

Make Engineer's mines attachable to teammates again. I miss Jihadi MUL-T.

opal hollow
#

!feedback The ability to make a custom game.

For example: Only enemies on the ground, but are more dangerous and spawn more. This can be applied to everything.

You want to use a melee character with only flying enemies? You want bosses to make up 1/100 of every enemy spawned? Then you could do it.

digital ruin
#

!feedback very debatable suggestion:
A way to remove lunar items wether from a new printer or after a shop terminal that could spawn after a loop? My reasoning being that transcendance is pretty handy early but then the game decides to drop you just too many healing items that it feels like a waste to have, and sole way to change your lunar items currently is through the shrine of order. I understand the point of lunar items so argueing in discussions would be neat

torn maple
#

!feedback Allow Artificer to hold Nano Spear indefinitely until the button is released. Since the skill has no AoE, it requires a lot more aim and precision than Nano Bomb

spare night
#

!feedback I know the real solution to this is just to get better at the game but I really dislike the change in the health regen rate. I know it was a popular suggestion but I'm enjoying the game much less now - I haven't been able to access any of the new content so far.

sweet dew
#

!feedback Make engineer's "100% calculated" timer count from when the boss first takes damage, not from when it first spawns. This should make bosses that spawn far away still be at least viable for getting the achievement, or things like magma worms taking 5+ seconds to get to you and invalidating any attempt no matter how perfect the setup.

static hawk
#

!feedback it would be cool if we got a couple more bleed items. In the same way lens makers and crit is made into a litte archetype with instincts and harvesters. Here are some ideas:

Bloodlust:
Rarity: green
Gain increased stats while near bleeding enemies

Poisoned dagger:
Rarity: green
Bleeding enemies deal less damage and take increased damage

Disembodied eye:
Rarity:red
Bleeding enemies explode on death, dealing damage to nearby enemies and inflicting bleed.

austere pond
#

!feedback Allow Worship Unit (the new boss) spawns way too easily on the new level, you get one magma worm and he will go around destroying all the eggs, Makes the level disproportionally difficult

lavish barn
#

!feedback The new Artificer primary fire isn't very satisfying to use because it's so much quieter and has no 'weight', similar to the problem with Commando's old primary fire sound.

Additionally, it seems to fire at a slower rate than Arti's regular firebolts. At base stats, I could unload the firebolts in ~1.5s, but there seems to be more delay between shots with the new one.

modern rain
#

!feedback Loader's alternate m2, Spiked Fist, makes her default m2 feel obsolete. The new m2 functions exactly the same as the default, except it does damage, stuns, and pulls in lighter monsters. 2 of those things are objectively better, one of them is just a point of preference. I suggest making her default m2 do the stun, and the unlockable m2 do stun, that way it doesnt feel like youre playing a worse version of the character when you use her default m2.

west talon
#

!feedback The Alloy Worship Unit has far too much health - at least four times that of the teleporter boss on loops, makes it a miserably long fight even with a good build. Please consider nerfing the thing, especially since it's so easy to accidentally summon late game - anytime past 1.5-2 hours its presence just makes the stage a slog.

sharp basin
#

!feedback Allow for Phase Blink usage in-between Ballista shots on huntress without cancelling the ability, so that you can shoot, blink to relocate, shoot, blink, shoot. If needed, a slight damage nerf to make this balanced would be acceptable I think? As is now, it leaves her open to so many hits regardless of how fast you spam m1 after using it, and spamming m1 that quickly makes your shots with it unreliable and inaccurate-- she's already squishy enough sob

real terrace
#

!feedback Have Laser Turrets be able to crawl on walls. It's a pretty good turret supplement but their traversal ability is just a bit limited, and they tend to get lost on the more complicated parts of the map. This would make it a lot easier for them to follow.

young jasper
#

!feedback First impressions of the Commando's grenade are that it is horribly undertuned by all metrics, most notably its pathetic blast radius. I will keep experimenting and I will hope I'm wrong, but please keep an eye on it too.

knotty night
#

!feedback Add "+% increased pick up range per stack" on monster tooth

celest drift
#

!feedback mark recently dead drones you can buy back with an arrow

river reef
#

!feedback Bring back the spooky bell tolls from RoR1 that indicate an increase in difficulty.

weak sparrow
#

!feedback alternative ability one for engineer

Guided missile (like ability 3 in ror1)
Challenge: kills 30 air enemies with grenades

smoky panther
#

!feedback Celestine Wisps do not need to be Teleboss spawns. They're run enders for achievements like Loader: Swinging by. Either remove them or make them more manageable, like not being blown back 300 miles by a single hit.

opal hollow
#

!feedback

Being able to track certain challenges. Have them pinned somewhere on your screen detailing what you need to do in order to complete it.

little barn
#

!feedback why is the mercenaries challenge Ethereal orders of magnitude harder then the challenges for every other class?

Mild clarification, im not saying it's too hard. It's just very strange that for example... commando merely needs to play the game long enough for the boss to spawn, and artificers challenge may as well merely read "own gasoline as artificer" but the melee character needs to do a run where he doesnt take any damage.

frail swallow
#

!feedback changes for some of the new alt skills:
MUL-T grenade launcher: increase projectile speed.
MUL-T chainsaw: really great!
Mercenary wind blades: increase projectile hitbox size, make the projectile keep going until it hits 3 enemies or an obstacle.
Commando grenade: make grenades explode on impact and increase the damage, it's really hard to hit and the damage is too low. Tbh feels lackluster.
Commando alternative ult idea: make it more like ROR1, just like the starting ult but will fire with precision at all enemies in front of you, spliting the damage but stunning.
Artificer electric basic attack: Remove the charges and add a small chance to proc electric elites effect.
Artificer mega jump: really great!
Engineer mobile turrets: just like the drones, they're unreliable. Improve the AI and implement a way to direct their attacks. Other than that, they're really fun and cute.
Engineer new starting mines: feel much better now!

vivid relic
#

!feedback Carbonizer turrets need a mobility rework to make them feel like moving turrets. Such as either the ability to properly jump or scale walls like an insect to help them get stuck less.

mystic radish
#

!feedback challanges needed for unlocking alternate loadout should be visibile in the character selection menu

mild folio
#

!feedback Can we get an option to make Loader's grapple fist a toggle? Holding down M1 and M2 while trying to keep the mouse on the enemy you're spinning around on is pretty painful.

tired briar
#

!feedback as many have noticed, the new turrets are lackluster. Their mobility isn't that good while also losing the ability to protect them with the bubble and not being able to use fungus. While the speed is low, I think improving the abysmal range is important. Range is so low it looks like bad AI, and it's lower than wisps.

rotund bolt
#

!feedback you should release a collector's edition once the full game is complete for consoles, it'd be cool to buy a version that has all the content directly on the switch's cartridge.

nocturne osprey
#

!feedback Add an option that allows a player to know if he has lost health at all so they can instantly know if they failed a no hit challenge(like the ones added in loadouts).

tough kestrel
#

!feedback Can you guys add an achievement called Usurper for killing a Beetle Queen while wearing a milky chrysalis, transcendence, and a brittle crown, and have it unlock a legendary item called Queens Hive, that makes it to where your kills summon a small swarm of beetles that swarm and bleed targets. Like a cloud of small ones, not the large ones we see normally. I think we need more bleed items.

drifting kelp
#

!feedback Make the jellyfish spawn sound quieter or at least more distant and appropriate to where the jellyfish actually spawns. Right now every time I hear one spawn it sounds like there's one literally right behind me when it's actually a couple meters away

weak sparrow
#

!feedback Loader's alt grapple make it pointless to use the original. Maybe give the original longer range or shorter cool down.

vast knoll
#

!feedback so I've been playing ror2 for a while now and I main artificer and she is a great character but Ive noticed one thing about her that the rest of the cast doesn't have to deal with. When hovering with artificer if you get hit really hard(aka stone golens laser attack/stone titans fist attack) your knock back is dramatically increased so that you fly off the level or into a wall. I've had some good runs that were ruined because the world took half my health from having to fall off the level and then getting my ankles took after coming back because I only had like 20% hp. Please make the knock back normal for artificer when hovering!!

floral knoll
#

!feedback Commando's frag grenades are a pain in the ass to use, they just bounce everywhere and end up too far away to do significant damage. Less bounce and/or exploding on contact with an enemy would help make them more reliable and less of a downgrade to the default skill.

zinc shuttle
#

!feedback Just tossing this out there. I have NO idea how busy the artists are but:

--Slightly enhanced item models for higher and higher stack amounts--

Example:
Stickybombs on Engi
1 is just one on his belt
5 (or 10?) is a bundle on his belt
20 (or 50?) is a bouquet of them hanging down
100 is something unique or absurd like the model being plastered with them, or one Comically HUGE one on his belt with a smilieface on it

It would make 4/5 times the models, but it could be an neat little side add for later production.

nimble shell
#

!feedback give us an option to restart the run I'm losing a lot of time grinding the merc prismatic trial challenge having to go back to menu and reselecting the character

near steeple
#

!feedback let loader cancel her charge

cyan roost
#

!feedback ion surge is a great ability, but the blast radius should probably be very slightly bigger considering how much dps you're giving up in flamethrower

lilac zodiac
#

!feedback Burning is still far too OP. An Elite single burning stack deals >75% of health.

hollow bough
#

!feedback Make it so that each character has a level up system where the exp you get in game converts into some a form of character exp which can unlock perk points which you can then spend in the perk tree. The perk tree could have different branches offering different bonuses such as; Offense (Attack Dmg, Attack Speed, CDR, etc...), Defence (Armor, Increase miss rate when hit, Shield increase, etc...), Support/Utility (Extra HP, Extra Healing from all sources, Increased Movement Speed, a sort of 'nearby allies' bonus for multiplayer etc...) and Unique which grants perks based mostly around RNG like a 2% chance for extra items from chest. And then, at the end of each tree you could add an active ability which could be activated with keys 1, 2, 3, 4 for each different tree. i.e. Off tree gives you 200% Dmg boost for 10 seconds, or the Def one makes you immune to damage for 3 seconds, Util could be extra skills like huntress' Laser Glaive bouncing to more enemies, or Engineer placing more mines/turrets - where each final skill being more character-based than the normal stat upgrades. With this you could also add things like prestige which would give out better rewards for runs, it should allow you to still keep some stats from the first perk tree set but would reset your skill points to 0 and you'd have to start over with the upside that you'd get better perks - more suited toward late-game runs.
There's a lot that could be explored with the game and I'm eager to see if the artifact system would cover some of these things I've talked about, either way, it would be nice to have some form of reward for your 'main' character since you'll probably spend a lot longer playing that character than other ones.
Thanks for reading 🙂

drifting kelp
#

!feedback Let us look at challenges during runs

proven mason
#

!feedback I really feel like Artificer's new Ion Surge should be an alternative replacement for her Ice Wall. The mobility it offers fits perfectly as a Utility skill, and it would still allow for her Flamethrower to be a part of the kit.

ashen oar
#

!feedback Add some text when picking up multiple of the same item that shows their stacked influence. (ex: Each Lens-Makers Glasses shows your total critical chance from all stacked glasses in the form of some simple text that reads “Current Crit Chance: 50%”)

broken hawk
#

!feedback
Artificer - M1 - Alternative Version feedback
Right now, Alt version is really just weaker version of primal M1. Considering, that Primal version is more for Single Target, I would suggest couple of ideas:

  1. Make AoE significantly bigger. Or, to make things more interesting - Size of the bolts increases with distance - The longer it flies, the larger the size
    Or
  2. Increase amount of the charges and make cooldowns shorter.
    Or
  3. Remove the particle, and instead, make the explosions instant, so that clicking M1 will create 1 Static Explosion at the center of your Aim.

Those are just concept ideas. IMO, right now this skill, well, isn't even viable.

stone minnow
#

!feedback
There should be a way to disable equiptment or targeted abilities while in the Bazaar Between Time. Equipment such as the Royal Capacitor may be auto activated (because of gesture of the drowned) when you turn the corner and see the newt, and ruin your visit to the Bazaar Between Time on accident when you get teleported out of the shop for attacking the newt.

placid loom
#

!feedback (Suggested by Zertux)

There should be a way to disable equiptment or targeted abilities while in the Bazaar Between Time. Equipment such as the Royal Capacitor may be auto activated (because of gesture of the drowned) when you turn the corner and see the newt, and ruin your visit to the Bazaar Between Time on accident when you get teleported out of the shop for attacking the newt.

hollow bough
#

!feedback Scanner shows chests and other things that have have already been opened as a different colour (light-grey for example)

fallow oyster
#

!feedback if the brilliant behemoth model is moved to the Loader's wrists, she can have ROCKET PUNCHES!

hollow nimbus
#

!feedback
Add a lunar item printer to the newt shop?

night cradle
#

!feedback

Earn out-of-game XP for each character based on how far you get into the game with them, allowing you to spend skill points into skill trees enhancing various skills and adding more interactions with varies items and other characters

little barn
#

!feedback Focus gem is too big on character models and looks silly. Notably on loader where there' just this prism the size of her hand on the, well, back of her hand.

clear halo
#

!feedback Malachite enemies still have far too much health for how powerful their aura is, especially when some of the naturally more tanky enemies get the modifier.

stray violet
#

!feedback Playing Loader has really made me realize just how bad Red Whip feels. I suggest that abilities that are purely mobility focused and have no damage attached to them, such as Commando's base Roll and Loader's base Grappling Hook not break Red Whip's speed. Alternatively, just have Red Whip only interrupt when either you are damaged, or when enemies are damaged by you directly.

mint vapor
#

!feedback maybe some sort of lunar thing that allows you to swap load outs mid game? i mean some stuff early on is EXTREMLY good but late game it kind of sucks sort of deal

mental cave
#

!feedback Change the way H34D-ST v2 works for the Artificer. Currently, it disables your ability to properly hover. Maybe allow it to work by allowing you to tap to get an air-boost (like a very small double jump) after you pick it up with just enough cooldown and altitude boost to keep you in the air for as long as you can with Artificer? Or change it so that a very quick double tap will trigger the ground slam instead. In general I feel like the latter solution wouldn't be so bad because it feels kinda unresponsive with the hold to begin with.

gloomy whale
#

!feedback new ping button: when pinging, friendly minions will walk to the specified area and/or attack pinged enemy if able

bold schooner
#

!feedback
Item change QoL idea
Each rusted key you pick up makes the rusted lock box slightly larger, until it's comparable to the size of a tier 2 chest at around eight keys.

little barn
#

!feedback
On artificier press space to switch on/off on reactor instead of holding it

lament sable
#

!feedback
Alternate M1:
Remove autoaim on huntress M1, and buff it to 180% damage (give or take)

Credit to Trent for the idea of making this an alternate M1

earnest laurel
#

!feedback from @lament sable (his was edited)
Alternate M1:
Remove autoaim on huntress M1, and buff it to 180% damage (give or take)

Credit to Trent for the idea of making this an alternate M1

covert beacon
#

!feedback engineers new skin should have the bustling fungus color pallete 👏

near narwhal
#

!feedback
give ability to hold R for Commando Frag grenade to control time of explosion, adding some player skill to it's usage or give it similar thing as huntress's R (preview of trajectory and explosion radius that changes in real time depending on how long you hold R).

idle echo
#

!feedback add a scroll / page feature to the prismatic trials leaderboards

half apex
#

!feedback
it would be really nice if when bustling fungus heals turn on, small fungi sprout near your feet like in the first game

little lava
#

!feedback
Barreling Bastille [(red item) Wooden Barrel] On kill, enemies corpse sends out 3-5 (Directional) rolling barrels that explode on impact

fading wave
#

!feedback

An alternate version of Sanngrior's idea: Add a lunar shrine that randomizes your loadout for the run, using both unlocked and locked alternate skills. It might change nothing, or it could completely screw over your run, not unlike an order shrine. It could also give you a taste of skills you haven't yet unlocked, which could then lead to you wanting to actually unlock that skill.

torpid barn
#

!feedback

Add RoR1 classic skills for the returning characters, like Engineer's thermal harpoons, huntress explosive arrow, commando's FMJ and so on

real nymph
#

!feedback Allow sprinting towards the camera

vivid gull
#

!feedback

More Loader talks. I love this character and wanna see her be the best she can be if possible.
Been looking at her in-game model a lot and analyzing the way she moves and swings.

  1. The arms of her suit are not connected (at least visibly) to the main chest frame. She's effectively holding them just with her hands- Which brings me to my first point.

Her natural hold is an underhanded grip, which leads to her kind of having a relaxed position with her upper arms (elbows are furthest back, hands furthest forward.) This position and grip immediately carries the feeling that the most organic use of these tools in an offensive manner is for delivering punches in a forward/upwards direction. Swinging side to side- while possibly effective- just looks uncomfortable and awkward given her grip and the shaping of the suit itself.

2: The suit's gauntlets: These look like they're able to swivel and rotate per need, allowing for the best grip on any given object, of course. The fists themselves, however, are armoured and shaped in such a way that I'd much rather deliver a punch to the gut than swipe like some primal beast. Perhaps there's something I'm not reading of her being poorly trained with these and using them in a primal way, but between her grip and the shaping of the gauntlets, it just reads so much more natural to punch than her current 'swipe' attack. She's def got the muscles to follow through.

odd ingot
#

!feedback
Allow Huntress's Ult to stay in animation when using her teleport skills, that way you can reposition to get a better view without waiting on cooldown.

barren arch
#

!feedback improve Healing Drone AI

foggy tusk
#

!feedback Mercenary's alt secondary's (uppercut) knockback can sometimes feel inconsistent. Should always send enemies to the vertical position where Merc himself will end up, and Merc's velocity should not be able to be affected during the rise. More points below:

Enemies that are impulsed normally by the move are sent ABOVE Merc in the air, rather than to the position of his apex.
-This makes it harder for both my teammates and I to consistently combo off of it, and makes the knockback feel more disruptive than helpful at several points.

Certain flying enemies (the bronze spike ball contraption) can have the knockback ADDED to their current velocity, sending them much farther, in a less predictable direction.
-The knockback should override their current velocity altogether if they're supposed to be affected by it.
-The attack also sends them higher than you if you hit them at the apex, making it, again, more disruptive than useful.
-IMO, the knockback an enemy takes should be calculated based on Merc's CURRENT upward momentum in the attack to prevent the above from happening.

Occasionally, Merc himself takes increased knockback from boss attacks during the uppercut, being sent flying much higher up than normal (into the skybox).
-The attack should have Super Armor (i.e. ignore enemy knockback). This would not make the skill overpowered as Merc can still take damage, but it'd help prevent awkward interactions when the player simply expects to jump off the ground with it.

ashen oar
#

!feedback Make attack speed items increase the rate at which Artificer's M1 restores charges.

rugged mesa
#

!feedback The way sprint works is honestly terrible, and has bugged me since day one. It's unfortunate, since several skills and items are built around sprint, but the fact that most things "break sprint" and require the player to constantly be aware of their sprint status, is just an annoyance. It's not a challenge, it's a bother. Finding a way to normalize movement speed for the player and remove the need to be conscious of if you're sprinting (since it can mean life or death eventually) would help how movement feels a lot.

If that isn't possible at this stage of the game (which is reasonable), having an automatic sprint enable when the player is in a valid sprint state would resolve the issue of it being a chore for the player to pay attention to.

supple drift
#

!feedback The engineer's mines are a step in an awesome direction. They're already way more viable than what they used to be, but they unfortunately suffer from diminishing returns from their benefits when the game's pacing accelerates. The charge time of the mines remain static, even though the game speeds up. I genuinely thing that the engineer's mines' charge time needs to be dictated by fire rate, otherwise they do not scale to end game as well as every other skill.

eager plume
#

!feedback can "The raindrop that fell to the sky" (the new level's music) be used for the end credits when we get them?

stray wyvern
#

!feedback change mercenary's sword slashes red when using his new skin to match the color

brazen plume
#

!feedback
A setting that makes it so the player will automatically sprint if they are not shooting or moving backward, just for QoL

proven plover
#

!feedback Add a menu option to sort your items alphabetically or by color in-game.

mint escarp
#

!feedback I think you guys did really well with Loader's abilities, keep up the good work!

tardy condor
#

!feedback Alloy worship shouldn't block TP charging if the main boss has already been killed; that thing is too tanky and spawns randomly

river anchor
#

!feedback Add in the ability to bunny hop, or just something that doesn't kill your momentum when grappling around or being launched or things like that, it's very jarring to be grappling around at the speed of sound, then go to jump to prolong it, and then immediately have all of your momentum cancelled

fading wave
#

!feedback Alt M1 for merc: Wind Slicer.

Instead of the 3 hit combo, Wind Slicer is a two-swing loop that fires wind-slash projectiles like the Alloy Vultures. It still has a melee component to it, so it's better to whack things directly (so you'll hit with the sword itself and the projectile), and the projectile is rather slow, so it's not useful at very long ranges unless you can predict the future.

stray wyvern
#

!feedback timer starts when you exit the pod

mint vapor
#

!feedback change loaders fist hook to match that of the classic skin when in use (as of now it still is grey when using the skin and not yellow)

surreal oasis
#

!feedback

this is a 'wishlist' you could say for the update when it comes out on consoles.
1: Better UI interaction; get rid of that cursor
2: Gyro for switch
3: enable splitscreen (it can already be enabled on PC through the console)
these things will just make the game flow much better as well as fit better in the 'console space' with local multiplayer.

Extra: this is something I would like personally: the ability to set the target frame rate to 60 at the cost of fidelity. The game just feels off while running at 30 and choices are good as well.

tough pendant
#

!feedback

Please make it so that Malachite elites can't have natural regeneration. They're tanky enough as is, plus it would make sense because they stop your regeneration. I lost ~8 minutes in a run to a malachite Imp.

lunar pilot
#

!feedback

My initial thoughts were: Yay! Unique character challenges that unlock new abilities is awesome!

Then I got to the Mercenary's challenge list and saw the challenge for unlocking his alternate 4th ability, and now I'm sad, because I've spent over two hours resetting and resetting to try and get this unlock. Honestly, this is just frustrating. Asking the player to complete three consecutive stages without taking damage would have been hard enough, but making it so you have to do it through the prismatic trial system is pretty damn infuriating. By all means, tie some of the unlocks to the trials, I needed more reason to play those anyway, but make it actually fit with the theme of the trials. Make it another speedrunning challenge, the one for the Loader was tons of fun!

jaunty cape
#

!feedback

There should be a toggle option for Loader's grapple.

sick aspen
#

!feedback
if possible, airstrafing like in source games would make movement more enjoyable for all characters, and surfing off of golem lasers and stuff like that could be viable strats

bleak harbor
#

!feedback

Make the new engi turrets more aggresive with slighty loner range and bigger detection area. Also would be wonderful if you could add the ability to call them back to you

odd ingot
#

!feedback
Have Nano-Spear slight buff damage due to the lack of AOE and static discharge.

solemn sapphire
#

!feedback The new, alternate engineer turrets aren't currently worth using over the default for 2 reasons. The AI on them isn't the best, and the low range makes them useless in a number of situations. Rather then have the range be the trade-off for mobility, you could instead have the damage be the trade-off. Give the stationary turrets higher damage, while the mobile turrets have the same range, but less damage.

tepid loom
#

!feedback

Rex's new M2 skill, Seed Volley, doesn't extend downward from where it's aimed in the slightest. This means that if a Lumarian walks down the slightest incline or a Lesser Wisp descends a bit they're immediately outside of the attack. I feel like this shouldn't be the case for a move that Rex heavily relies on for additional damage that he lacks in other places. Thus, I think the skill should extend a meter or two down from where it's placed.

lavish barn
#

!feedback Given that this update added many options for vertical mobility, could we make the teleporter zone taller? It doesn't need to be an infinitely-tall cylinder, but I would appreciate a change from its current state. The addition of Loader, items like Volcanic Egg, and Artificer's new ability make it difficult to stay in the zone. In particular, a single use of Arti's new ability from ground level puts her out of TP range.

sick aspen
#

!feedback
if you start charging your punch while sprinting as loader, you should keep sprinting while you charge, it's kind of a hassle to reach down to ctrl while also dodging stuff with wasd

hushed tree
#

!feedback
Allow M1 to be held to fire Huntresses new R to fire as quickly as possible instead of it being tap to fire

digital gate
#

!feedback During some stages, add optional objectives that you can do to earn a bonus item or two. So if you find a mountain shrine, and do the bonus objective, you can leave with a pretty hefty amount of items on the first stage or so.

supple quarry
#

!feedback i would like to see a quick stats screen for your character in the pause menu i dont mean like total kills or damage i mean thing like current hp regen current damage crit rate etc

stone nebula
#

!feedback I would like to be able to customize key-binds differently for different survivors. e.g. move mercenary's shift to r-click but keep shift the same for other characters

hoary estuary
#

!feedback
Have matchmaking settings in quickplay so you can find people who want to play at a certain difficulty, or artifacts when they come out

stray wyvern
#

!feedback give commando some animation love in the character select menu, like all the other survivors

fading wave
#

!feedback

engi turret idea: Incinerator turrets. Unlike the normal ones, Incinerator turrets have a flamethrower that procs burn DOTs, and are "lightweight".

By lightweight, I mean that you throw them out like mines. Stick them to walls, put em on the ceiling for safety, get your friendly neighborhood Loader to stand still for a second so you can stick flamethrower turrets on her fists.

near quartz
#

!feedback let Loader's charge not interrupt her sprint

digital galleon
#

!feedback
my headass typed a non-existent command last time but owell
I'm thinking a lunar item that gives a good buff to all stats during a teleporter event but locks the user inside of the zone during the teleporter would be cool.

left robin
#

!feedback
A "Sandbox" mode would be wonderful for letting players experiment with builds and test their skills in an environment where they can control their items and opponents. It would come with a simple and barren map, where several stations for item/enemy spawning would be set up, among other features that would let us learn more about the game without having to potentially throw away a good run for it.

mint vapor
#

!feedback once unlocked allow us to see the skins of characters in the log book (example being there being a button for each character with the normal and the new skin along side with it)

near quartz
#

!feedback allow us to unlock challenges for hefty lunar coin prices

steady bridge
#

!feedback
On the challenges page, place a badge next to unlocked challenges representing the highest difficulty level the challenge has been unlocked at. This would encourage players who do tough unlocks on drizzle to get the content unlocked to come back later and try the same challenge again on rainstorm or monsoon for the challenge/glory of it without penalizing them in any way.

sleek yew
#

!feedback
I here a lot of people complaining about the change in the regeneration bug fix. I
don't think that it should be changed back because its the way that the game was meant to be played, I do however want that regeneration back. So I suggest that you bring back mysterious vial: +160% regeneration (+20% per stack)

plain dust
#

!feedback
The ai for the new engi special is very buggy but besides that id like for them to prioritize staying in your bubble. Its frusterating for them to attack a boss like the wandering vagrant and walk out of your bubble into the nuke and just die.
I really think its cool the tradeoffs you get with it, and i like the ability. It does still feel a little rough.

weak sparrow
#

!feedback Merc Ethereal

Is WAY to hard the only people to have I would suspect hacks

vague hearth
#

!feedback Adjust the Merc Ethereal challenge to fail when you fall below 90% instead of 100%

This would make the challenge still tough as nails, but not infuriating, so you don't have to reset when you take a smidge of damage from stubbing your toe on a wisp

left robin
#

!feedback

I know this has been mentioned a thousand times in the past, but the Commando's base secondary fire feels really shitty. Not that the ability is bad, but compared to RoR1, it visually looks pathethic. Making the projectile louder, faster and maybe leave a smoky trail as it travels would help it feel more like its old self. Hell, maybe you can make it hitscan like in RoR1, instead of a (relatively) slow projectile. Anything to give the move its oomph back.

hardy sphinx
#

!feedback with the changes to the regen, could we start with 25 more gold for each mode after drizzle, rainstorm has 50 and monsoon has 75, just so we can possibly escape the heal problem early by buying those 3 chests instead of just none, this would only affect the first area and nothing else, the rest would be completely the same, the modes are harder so little pushes would be nice

reef nest
#

!feedback revert the passive healing regen fix, it doesnt make the game any more difficult, it just makes early game a slog, and makes good runs over-reliant on healing items.

crude edge
#

!feedback just a nit-pick but when you pick up a Goat Hoof as Huntress, where it replaces the leg on her model it doesn't attach so there's just a floating void at the knee.

old grail
#

!feedback Taking damage!

You guys have a really solid base for a game, and all of the content additions have been wonderful (new maps especially). Every time I play the game though I find myself thoroughly not havin a good time. I'll play for a few hours when there's new content, but that excitement quickly fades and I recall why playing the game feels a bit draining.
Most damage sources in the game that I'm actually getting hit by are either unavoidable without the use of an ability, or without enough speed items. Dodging boils down to a lot of running, jumping, and hoping. To give a few examples -

Wisps are nearly hitscan and they spawn nonstop

Golem laser is hard to avoid with base speed

Golem boss laser locks on and cannot be run out of. Hiding behind a rock for the duration of the attack isn't fun

Wandering vagrant attack is similarly rough when there's no where to hide. Would prefer a safe spot under the boss so there's always a place to run to, especially for closer ranged characters

Those definitely aren't the only places I have issue with, but that gives a feel for what I'm talking about. That trend stays like that for most enemies and bosses. Also worth noting that once you have enough speed, nearly nothing can hit you at all so it feels very "I can't do anything" to "I can't be stopped", and there's little gradient in between. I feel a lot of balance can be done to help these things feel better, but I think more telegraphed and dodge-able attacks is very important.

pearl harbor
#

!feedback Loader does not currently have an alternative primary move or a wrench icon in the loadout indicating one is in development, however the 3-hit combo from the original Risk of Rain could work very well as a slower alternative with some other benefit as well as potentially being pretty fun to use if she were to get one.

little barn
#

!feedback the +250% hp regen on monsoon definitely felt too high before, but now it's just a little too low. Perhaps somewhere in the middle?
Could look like this:
Drizzle: +250%
Rainstorm: +150%
Monsoon: +50%

mint vapor
#

!feedback an idea for engineer shield ability would be to sim (but not the same) as the old beta one before it was changed note for anyone wondering what the beta one did it was a temp shield that would fallow the player giving temp immunity to dmg basically speaking and could be applied to allys but not turrets it could be a potential life saver to basically anyone who cant find cover or is in the middle of a bad battle (examples varg blast about to go off) this could also be applied to turrets and drones giving them a MUCH better survivability standard vs varg and high aoe foes this here is only a suggestion for his other load out shield

https://66.media.tumblr.com/42257044eec29c44cd2033239d73688b/tumblr_inline_ou4givwG5r1rcwq50_500.gif

vestal iris
#

!feedback [Reposted for user @mint vapor] an idea for engineer shield ability would be to sim (but not the same) as the old beta one before it was changed note for anyone wondering what the beta one did it was a temp shield that would fallow the player giving temp immunity to dmg basically speaking and could be applied to allys but not turrets it could be a potential life saver to basically anyone who cant find cover or is in the middle of a bad battle (examples varg blast about to go off) this could also be applied to turrets and drones giving them a MUCH better survivability standard vs varg and high aoe foes this here is only a suggestion for his other load out shield

https://66.media.tumblr.com/42257044eec29c44cd2033239d73688b/tumblr_inline_ou4givwG5r1rcwq50_500.gif

winter obsidian
#

When artifacts are added there should be a Order Shard

candid dove
#

!feedback New engi shield concept.
A bubble shield that spawns around him and his turrets that reduces incoming damage by 80%.
the goal is to create an imperfect yet mobile shield for the more "battle engi" playstyle included in the current update.

unkempt citrus
#

!feedback
I feel like one of the main reasons why a lot of people don't like Brainstalks, is that it's often hard to tell when they have procced. So it would be neat if there was a better visual cue when it happens than just a small icon in the bottom left corner. Maybe a border that appears on your camera?

clear lion
#

!feedback ITEM CONCEPT: Dashing Cloak
Gives an extra usage of the SHIFT ability for the character and reduces the cooldown by 10% (+10% per stack)
A shining red cloak that flows gracefully in the wind... even when there isn't any.

fast walrus
#

!feedback Soooo... I just discovered that Stone Titan eye beams can lock onto you even when you're invisible. Don't think that's how it's supposed to work.

native meadow
#

!feedback The new turrets definitely feel underwhelming, especially with their current range, but I'd be satisfied just by having them count as sprinting whenever they're not firing.

rugged mesa
#

!feedback No one actively likes Stone Titan's ability to 100% home in on a player and cause them to hide/die. It only gets worse when they're in groups. If this ability can't be balanced to be a threat to the player without being totally locked on to the player's center of mass, maybe you should consider giving them a different signature attack.

random pagoda
#

!feedback New Unlockable Loader Passive: Hyper Drifter
You lose most air friction, you can jump off from walls that you hit yourself against.

little barn
#

!feedback one, or both, of the lunar seers in the shop shouldnt be locked to the binary options of the next stage in generic loop order
it'd be really interesting to be able to get a 2nd floor abyssal depths, or a 4th floor rallypoint delta, 3rd floor titanic plains, a 5th floor abandoned aqueduct, etc, skew the level cycle and see how it changes up runs
could be really neat, could help lots with achievement hunting, could add lots of spice!

languid copper
#

!feedback the problem with the Titan's laser isn't perfect tracking (which it doesn't have initially), but instead that once it hits you once, it suddenly gains perfect instant tracking and sticks to you through all movement abilities regardless of movement speed until you break LoS or the duration ends.
you should probably be able to move out of the way of the laser even after taking a few ticks of damage from it.
possibly have it gain speed over time, giving you more time to get behind cover, and scale tracking speed based on how close you are (closer = slower, further away = faster) so if you're running through its legs you can avoid the laser

north citrus
#

!feedback make strides of heresy a green/red item, it doesn't really have a downside unless you're engineer... and even then...

hoary estuary
#

!feedback
In light of the healing buff being fixed, I feel REX should be given a compensation buff. REX is borderline unplayable early game in monsoon. Something as simple as a little more healing or less damage taken on attack

mental mantle
#

!feedback please change the Merc Ethereal challenge from 100% to 80-90%. It's hard enough during this challenge where there's plenty of Topaz Brooches. Can't bear to think of what to do for the next cycle. Even something as simple as taking fall damage will cancel the requirement, which is infuriating.

cyan roost
#

!feedback suggestion: a red item that acts like a permanent radar in a radius around the player

lime basalt
#

!feedback
option for a HP bar near the crosshair
so I dont have to look down and miss the iron golem about to lase me to little bits of fried survivor

brave heron
#

!feedback
How about some type of Indicator that tell us where our Purchased Drone went down so that we can Re-Purchase them instead of looking around the Map for them?

hexed raven
#

!feedback A quick reset button for the Prismatic Trial escape menu.
Seriously, if you guys are keen on keeping the Merc challenge a flawless run then it would be much faster for players attempting this challenge in the future to have a quick reset so that, if their run fails, they don't have to parse through two menus and reselect their character just to fail again and repeat the menu inputs all over again.

bronze harbor
#

!feedback loader's grapple hook should lock onto her ultimate if you put your crosshair over it

random pagoda
#

!feedback Make commando's alternative special explode on contact with an enemy. Right now, it's incredibly bouncy and unreliable while providing no additional benefit, unlike the free 600% and more damage from suppressive fire.

fast walrus
#

!feedback I know the elitists are going to eat me alive for this one, but... I think the regen values for Rainstorm and Monsoon should be reverted. Regen accounted for a ton of early game survivability, especially for slow-starters like Merc.
Not having that extra bit of buffer early on leads to a slower, more defensive early game... and a slow early game often leads to a bad run (especially on Monsoon). You've also got to pray for enough healing items to show up if you want to keep up a viable pace.
As it is, the regen "fix" is leaving a huge early-game gap that wasn't there prior. Please consider reverting this fix.

sick aspen
#

!feedback make commando m2 an instant travel beam like in the first game, it has no punch to it now

dim jewel
#

!feedback The new loader feels amazing to play right now, but her unique movement abilities make me wish the game had more nuanced player physics. As it stands now, touching the ground or colliding with an obstacle just completely deletes all momentum the player has, and that makes movement feel very stiff.

misty depot
#

!feedback Allow keybinds to be rebound per character. Loader is an immediate favorite but certain other games with punching characters have made me accustomed to using M2 to charge a punch and I'd like to be able to change the bind without it affecting all other characters.

quartz gazelle
#

!feedback Corpsebloom has been a bad lunar item since launch, and needs changes. This is by no means a perfect rework, but hopefully will give it a better thematic flavor and also promote a new, more unique play style that doesn't overlap with other lunar items.

Corpsebloom now heals you slowly after you get a kill. If you spend a few seconds of not getting a kill, you gradually start taking damage. This damage can't kill you, but will rapidly ramp up the longer you go without killing something.

This promotes a new playstyle that rewards aggression and constant killing, and punishes you if you can't find prey to feast on. There may be other tweaks that could work, (the self damage could be temporarily suspended if you at least are attacking something for example) but I like how it works now. It also retains its primary identity of healing over time and synergies with other healing items.

fading wave
#

!feedback Why don't we just do the middle path here for HP regen? Give Monsoon the current regen, and then give Rainstorm half the regen of Drizzle. Now monsoon-only people can do their stuff, and rainstorm players still get a buff.

scenic arrow
#

!feedback
i dunno if its really necessary but being able to edit keybinds for each character would be a nice additive, you would still be able to let a general profile tho.

little barn
mental mantle
#

!feedback On the subject of doing these survivor specific challenges to unlock different abilities, maybe add a way to mark these challenges so that if we fail the game can tell us. Going back to the example of Mercs Ethereal; I have to constantly watch my hp to make sure I'm still meeting the criteria. Not really enjoyable.

indigo tangle
#

!feedback Please add a way of selecting specific challenges to be tracked

plush wasp
#

!feedback Unavoidable/undodgeable damage is something to be used cautiously, and is currently extremely annoying and frustrating to deal with in its current implementation (namely through Lesser Wisps and Stone Titan).
Wisps themselves have near-unavoidable hitscan attacks that are virtually impossible to dodge--which would be fine if not for the ungodly prolific amount of Lesser Wisps that actually spawn at any given time, especially teleporter events. In Monsoon they do enough damage to semi-efficiently whittle down your HP to zero, and considering they seemingly spawn in handfuls in every direction and replace themselves in the time it takes to kill them (along with the fact they're flying enemies) makes them infuriating for characters that can't kill them quickly, especially playing solo. A reduced spawn rate or spawn cap may help, but there are other options. And that's not even to mention the abundancy of elite Lesser Wisps in Monsoon, which are much worse.
Stone Titan's death beam is also an incredibly frustrating problem on higher difficulties considering it will melt most characters' entire health bars in one go no matter the items you have. Not only is it also virtually impossible to dodge, (like Wisps) it carries no counterplay other than sitting behind terrain (which depends heavily on teleporter location) which is not only not fun but also extremely counterintuitive/unsatisfying compared to the rest of the game's mechanics. I personally would insist on its removal/replacement considering how much raw damage the Titan's stone pillar attack does, but even so much as reducing the length of the attack would do heaps in making it less frustrating to deal with.
Both of these make high-difficulty solo play incredibly annoying, but (even in multiplayer) taking undodgeable damage--not to mention getting straight up one-shot melted--is not fair nor fun.

peak cargo
#

!feedback Lets bring RoR2 game options into the current century and include a "Restart" button when you pause the game. Which will allow you to restart your run with your current options selected/

valid hound
#

!feedback allow frag grenade to override double tap like suppressive fire does

karmic bay
#

!feedback I just want to echo sentiments here to bring more attention to it

Wisps and golem lasers aren't broken or anything, but they're just obnoxious to play against and unfun to get hit by. Wisp attacks can come from offscreen without an indicator, and the amount of wisps that spawn just mean you're constantly getting poked by enemies you can't see and can't dodge. In the first game, the range was limited, telegraphed, and dodgeable with a simple jump.

Additionally, wisps are especially annoying for melee characters to deal with, and are making Merc's Ethereal challenge really difficult. I don't know what kind of solution there is, but right now it just feels frustrating getting constantly hit by wisps.

I don't have anything to add about the Titan laser; again, it's unfun to be hit by and forces you to play lame.

I think the new skills update is great and changing loadouts is a cool idea that's been implemented well, but I think @old grail put it well; there's just constant, near unavoidable damage that gets frustrating after a while. Still, keep up the good work! Still in beta and improving with each update.

sharp flower
#

!feedback I feel like it's been a while and I can still safely say Huntress should be able to sprint in all directions. Having to run at enemies to use her basic passive is lame when she should be a kiting-based character.

primal vector
#

!feedback To make corpse bloom worth considering, maybe have the drawback be lowered damage? and then lower the healing percentage so it doesnt become a rejuv rack replacement. If that doesn’t sound good, then maybe change it to double health regen but you move significantly slower.

odd fossil
#

!feedback Plasma Bolt is incredibly underwhelming. Firebolt has amazing graphics, sound design, and impact to the player. It's very satisfying fire it, to see the unique polygons in its wake, and to hear it crash into the target. The added DoT makes it glorious as the enemies flash from the burning (which is hotter if you land the hit on its tiny AoE!)

Plasma bolt deliver a single sphere with no trailing particle effects, a weaker firing sound than a can of soda, and the 'damage' graphic of hitting adjacent targets is... ... it feels like tickling them regardless of the damage I'm putting out. AoE is its big selling point. Hitting big groups with it shouldn't feel as dull as spritzing them with a spray bottle.

Its the early commando M1 problem all over again.

tl;dr Firebolt feels more arcane and electric than a blue soap bubble filled with a summer sea breeze. Stat balance can be discussed elsewhere.

sonic lintel
#

!feedback hunteress' ballista ability would benefit greatly from being on an ammo system. It would still have the 3 total charges,but the player could jump back after only having one.

The idea behind this is to further make it a useful single target hitter by allowing each charge to have a shorter cooldown and can be used at the player's discretion.It would ALSO create an amazing synergy with brainstalks in actually achieving the dream of becoming a turret of long range destruction. as it stands now the windup of having to jump every time you use it means you get about 50% effectiveness from the brainstalks effect.

uncut turtle
#

!feedback some type of vehicle (jetpack, special flying skates, etc.) for a few seconds to improve map movement after exploring and some interaction with the menu of objects, repeated or unwanted objects, such as rolling 3 for a unlikely 1 better

wild needle
#

!feedback can we have a setting to allow character-specific hotkeys. I have been practicing with loader and I think shift isn't the best hotkey for her utility ability but I didn't want to change every time I swap characters

sonic lintel
#

!feedback perhaps this is already intended to be included eventually, but a list of stats for each character and their abilities would be nice to have access to. Proc coefficients on various abilities, base attack speed, hp growth, things like that.

idle stratus
#

!feedback Artificer's alternative LMB is not sufficiently different from her original, and should be replaced with something that differs from it more. Most of the other alternative skills have quite extensive gameplay impacts, including the alternative R, but her new LMB simply seems to be a direct downgrade and does nothing to change its playstyle.

spark kettle
#

!feedback have a story unfold through the notes of items and characters. Personally I would really enjoy to piece together this mystery based off the information I have gathered over time through my logbook.

weary dirge
#

!feedback Skills 2.0 so far seems like a great idea, but I feel like it has been executed pretty poorly;

  1. You have teased us about having alternate skills, but when the patch drops all of the skills are locked behind challenges. Normally this would be fine, but a lot of the challenges right now are tough as hell and require plenty of restarting to get good rng drops. This is not fun at all and it locks the more casual player from getting it.
  2. More than half of the skills are just downgrades from the base skills. Combined with the frustratingly hard challenges making these skills feels worthless to get.
fading wave
#

!feedback Having gotten Commando's alt skills, I now see why the grenade sees very little use. It doesn't function in any reasonable manner. It's timed, but the timer only starts on impact for some reason. It can't be held like Mul-T's, and you don't get shown a trajectory either. Just giving it the ability to be held and the trajectory would make it a much more usable alt than it currently is. Similarly making it a proper timed grenade that can be cooked by being held would allow it to be used at various ranges (as well as to explode yourself, should you have a reason to do so).

dense flax
#

!feedback add a spectator option with a freecam like in this latest trailer https://youtu.be/84_c-s0Vp68 , or have a freecam mode for when you die and want to watch your friends play. I feel like a different perspective to move around freely would make the game feel more grand to watch and could help content creators make some dope videos

Available Now! ➡ https://store.steampowered.com/app/632360/Risk_of_Rain_2/ The Skills 2.0 Update brings a new depth to gameplay alongside the return of Risk ...

▶ Play video
leaden badge
#

!feedback
Make loader's default [M2]'s cooldown refresh when [SHIFT] hits an enemy.
(Once per [SHIFT] punch)

This would allow better aerial moves, I think it would be quite fun and not too unbalanced considering [M2] doesn't deal any damage.

tribal river
#

!feedback would it be possible to add a restart button to the ESC menu? Sometimes you just know that a run will fail based on your first items or your friend just died after 3min and you want to restart the run. It would be nice not having to go back to the main menu to do so.

strange shadow
#

!feedback Loader grappling hook should preserve momentum better and break less often.

glad summit
#

!feedback pls make loader's m1 animation look more like shes actualy punching things as opposed to goin all limp-arm slap happy. and fix way you animated her physical arms - slapping the hands onto the metal arms and letting the IK rig do the work looks really bad, her actual arms are constantly crumpling up in impossible ways

random siren
#

!feedback Even after aiming at airborne enemies with REX's Seed Volley its not guaranteed that you will him them. Maybe it could work like Huntress Arrow Rain or create a sphere in the air which deals damage.

surreal bluff
#

!feedback
Being able to change trajectory/have air control even after Loader's Grapple Fist & Utility Skill Dash.. maybe?

leaden badge
#

!feedback
I think artificer's new R would fit more as a new SHIFT.
Trading a damage ability for a mobility ability doesn't feel right.
(and I'd love to flamethrower enemies from above)

trail dagger
#

!feedback it should be a "!feedback" and an "!idea" cause it's 2 different thing

random pagoda
#

!feedback A new alternate special ability for loader that allows her to grab a boulder from the ground and throw it, dealing a hefty amount of damage. You can also hook onto the boulder to get pulled with it's trajectory.

unkempt solar
#

!feedback poll should be redone now with the update here, in my opinion it was too slow so as I said before let us rate 5-7 items each time instead

heavy lantern
#

!Feedback When Artifacts come out, add one like Glass back from the RoR1. Or just some way I can instantly die. That way if I take any damage during Rallypoint Delta as Huntress, at least my run can end right there, and I don't have to constantly watch my health for a single sliver of damage.

crisp smelt
#

!feedback change the 100% health challenges for skills. alt skills are supposed to make a character fit your playstyle more so why do we need to learn how to perfectly play them in a way we prefer less first?

leaden badge
#

!feedback
Huntress' challenges's rewards should be swapped.
It makes more sense for the challenge to not lose health in rallypoint delta to grant the triple blink ability, and the one to stack crowbar to give you the ballista ability.

verbal kettle
#

!feedback I like the new lunar seers in the bazaar are wonderful love the concept adds more value to the lunar shop and its currency. My issue is that the images are hard to distinguish between on lot of them could we get more distinguishing details between them either in the form of color, text (such as above the cauldrons) or anything else you think of? (Revised)
Any concerns or suggestions @AlphonseHavoc

random pagoda
#

!feedback Artificer's current Alt LMB feels like a strictly worse version of her original left click while also being graphically similar to her original Secondary ability. Giving artficer different means of attacking other than more spherical shaped projectiles would be better.

knotty night
#

!feedback commando's alt R could be improved if it exploded on impact instead of bouncing off of ground or enemies it just bounced off of ground

round copper
#

!feedback I feel the games focus on speed punishes those of us that play with the music on by limiting how much of it we hear. Until today I didn't even know there was more to the boss music after the first couple of minutes (spent 6 minutes hunting a blazing imp who got lost). My suggestion is that once we reach HAHAHA... difficulty, each track should transition into the more intense sections faster, if not right away, to emphasize the increased difficulty and intensity of the gameplay.

novel bloom
#

!feedback Having the option to bind actions to multiple keys instead of just one would be nice, that or being able to bind different keys for different characters, or both idk. I say this because honestly I find it really awkward for Loaders' Charged Gauntlet ability to be bound to shift, but I like having the other characters' utility key be shift.

little barn
#

!feedback As a Monsoon player, the complete removal of Drizzle Regen and the change to the Director has turned the experience from undertuned to overtuned. I believe a happy medium exists.
Instead of completely turning off the bonus regen, I suggest using a lower value for harder difficulties. It used to feel way too high, now it feels a smidge too low.
Ex:
Drizzle: +250%
Rainstorm: +150%
Monsoon: +50%
The director changes don't feel good. Scorched Acres enemy spawns were more fun, and out of the 3 iterations of the game we've had so far, Scorched Acres has been the most enjoyable. Maybe just dial the large monster spawns back a little bit from where they stand currently.

full aurora
#

!feedback I know the Switch release is really new, but it needs some quality of life fixes like controlling menus with face buttons instead of digital cursor and/or gyro aming for handheld and docked modes (maybe as part of Skills 2.0 if it comes to the platform).

hasty oyster
#

!feedback Not played a great deal of the new update yet, loved the feel of the last one and have noticed some finetuning of character abilities in this.
As an engineer player, I have noticed a HUGE difference in the mines. The mines now have a charge cycle. It used to be difficult to hit things with them. Now it's impossible to hit ANYTHING unless you let them charge up first. I like the reduced number, and think the buff balances that, but if the radius was just a little larger when you first place them it would be really useful. Also they seem a little buggier. They seem to fly though enemies (stone golems etc)

primal vector
#

!feedback Okay thinking of corpsebloom ideas again, what if every kill gets you a small stack of regen that slowly decays over a few seconds (say for example, 5-10 health a second in early game, decays over 5 seconds). The huge drawback is, corpsebloom will be your only source of healing (rejuv rack still may apply, but leech/med/scytche/etc are unsuable)

little barn
#

!feedback Change Focus crystal's color to blue instead of red so you don't mistake it for gasoline.

deft mason
#

!feedback for the top feedback idea of the verdant bloom lunar item, (elite enemies can drop items) the downside should not be "all enemies are elite" but should instead be "you cannot open chests"

this way it doesnt

  1. effect all players negatively when one player picks it up
  2. feed into its own positive effect making it not really negative
  3. have the unintentional benefit of making the game easier when stacking guillotines
little barn
#

!feedback

While sprinting as a whole is the biggest issue with the game currently, for loader in particular, though you can sprint after starting the charge for charged gauntlet, it should just allow you to start charged gauntlet from a sprint. Grappling shouldn't break sprint either.

Also, Loader's Charged Gauntlet charges faster while doing a grappled swing. But while you still continue flying with high momentum, the Charged Gauntlet charges at it's normal charge rate if you release the grapple. Allow Charged Gauntlet to still do the faster charge after letting go of the grapple.

fair token
#

!feedback Make the Lepton Daisy wave it's effect every few seconds (say every 10-15seconds or something) however it heals 50 health, +50 per stack or really any way you can balance it, it feels pretty random right now and doesn't exactly help or have any use

hardy sphinx
#

!idea how bout yall dont copy paste cause your message gets drowned in the others

nocturne moon
#

!feedback Keep the blue grapple indicator visible while charging your Shift as Loader, because charging the fist into a grapple and then letting go is an amazing method of travel that should be encouraged.

verbal kettle
#

!feedback can we get some animations on the character selection screen when switching between skills under loadout. Just short animation of the skill or switching to the skill in MULT's case
Any comment suggestions @verbal kettle

lunar spindle
#

!feedback An idea for future Artifact, perhaps - similar to loadout, character-specific item blacklist. Say, you can forbid 5-10 items from dropping. It's no secret that some items are downright insultingly useless on certain characters. No need to nuke them altogether, instead make it possible to blacklist them. Never get Focus Crystal on huntress, never get Head-ST on Artificer, that kind of deal. Everyone has relics that they absolutely hate to get from a chest or as a reward.

placid loom
#

!feedback Building off of the idea above, instead of banning one item the whole run, it prevents one item of every rarity from dropping that level. However, the catch is that the item is random, so you may lose out on something useful, or something useless.

stuck granite
#

!feedback the color of merc’s sword should be changed along with his skin. The skin is great but the color difference of the sword feels a bit silly

snow hearth
#

!feedback I know it's a bit early to be thinking about the next update, but can we get the ancient scepter in ROR2? I think it would add another really interesting and potentially powerful red item to the pool. I loved being able to change my special to be more powerful and I feel like it would open some really interesting possibilities for further skill differentiation.

random siren
#

!feedback Corpsebloom should be reworked because it is literally Rejuvenation Rack with a downside and it would be better if it did something completely unique, like the rest of the Lunar items.

sleek yew
#

!feedback
Have the devs do a live stream where they play RoR2 and answer questions about the game

lavish barn
#

!feedback REX feels quite bad right now. Even if you root ~10 enemies, the heal it + M1 provides is not enough to abuse the low cooldown of your M2. If you have to limit using your M2 (which is your best DPS ability), why even play the character? Why not play someone that can put out more damage AND can stay healthy while doing it (Loader, Arti, MUL-T)?

Without the 250% HP regen crutch, REX just doesn't provide anything unique or powerful. MUL-T with a single Leeching Seed has better sustain than REX, whose identity revolves around powerful healing and damage output at the cost of % max HP. To top it all off, using your best abilities as REX means you completely forgo one-shot protection, so his lategame is nonexistant.

cedar wraith
#

!feedback idea for corpsebloom improvement: instead of the downside being healing is over time it could be “passive health regen is halved” while all other healing is doubled. With the lowered passive healing now, this would be better.

surreal oasis
#

!feedback
Welp everyone is now talking about corpsebloom so here I go.

While below half health your healing is doubled but your healing is halved when over 50% health.

Makes the name fit better aswell, your healing 'blooms' when you're closer to being a corpse 🙃

echo niche
#

!feedback I think it would be interesting if the time changes in stages when you loop (for example delta point rally being bright and sunny, sirens call being in the evening, and scorch acres being noon)

graceful ether
#

!feedback
Since the update the game feels laughably easy. I can't quite pinpoint the cause, but I am leaning towards the director changes and malachite nerfs. (No, I don't take lunars and yes, I am on monsoon)

I get that not everyone wants the game to feel punishing, but maybe a solution could be a custom difficulty with a slider that allows you to pick the difficulty coef. Alternatively, a difficulty one notch past monsoon would be nice as well.

In my opinion at least, when I pick the highest difficulty in a game I want to feel unsure of if I will be able to do well, that is not the case this patch.

wispy vault
#

!feedback Make drones teleport back to you when they get further than 30m away, they're already underwhelming without getting stuck in the ground and killed. Alternatively, make them follow the players movements more closely like in the first game

long flame
#

!feedback show infusion stacks count in status effects

snow hearth
#

!feedback please increase the time it takes a vagrant to charge a nuke, if the teleporter doesn't spawn in a spot with a ton of cover it's almost impossible not to get hit without speed items to get away.

earnest steppe
#

!feedback Although Cloaked Chest is unique in a way, it still feels underwhelming to get a white item from it most the time.
Maybe make it so it has a balanced chance of gettting a White, Green and Red item (each have 33%)!
That way it would be more exciting to find 1.

shrewd silo
#

!feedback loaders right click feels wonky in battle, would be cool if either:
-after reaching the hook it did damage in an area around you
-you could shoot using left click while riding the hook
-you could ground slam while riding the hook
these are just ideas but right now it feels like the loader has a lot more mobility outside of combat and not in combat

peak cargo
#

!feedback Enemy health should not increase when they are already spawned in. Nothing feels worse than being in a slog boss fight and seeing their health increase just because you've got a weak build and took too long.

dusky swift
#

!feedback Make chests have a white light strip near the lid that shuts off when you open it so that you can tell which chests are open and closed from a distance. I can't tell you how frustrating it is to loop back to an area and think I missed a chest but come to find it's already opened. 😔

shy reef
#

!feedback a unique drop sound for lunar coins?

clear lion
#

!feedback If you collect more than 1 of Paul's Goat Hoof, you should be able to have it on multiple legs at once (e.g. double goat legs on huntress, quad legs on REX)

forest igloo
#

!feedback revert the health regen and director changes, monsoon is too difficult now

tough pendant
#

!feedback Make it so that all healing items are slightly more powerful now to compensate for the health regen changes.

languid copper
#

!feedback realistically, any enemy light enough to fly should probably get pulled towards Loader instead of her getting pulled towards them with the grappling hook

fading wave
#

!feedback Loader's grapple fist is in a somewhat weird spot. It's alt is better in just about every way, and the one way it isn't is relatively meaningless.

How about we swap the alt to be her default, and rework the now-an-alt? Instead of simply grappling, it becomes a taser. As long as an enemy is grappled it takes rapid small electric hits (which don't proc scrap barrier), with a chance to stun.

long zenith
#

!feedback Multiply the spawn rate of enemies in multiplayer instead of the rate at which difficulty scales. The first few waves feel very boring with 4 people since very few enemies spawn and a lot of it is just running around while your teammates kill enemies because none spawned near you, and the way it currently works (increasing the difficulty quicker) increases the damage enemies deal at a rate that makes multiplayer significantly more difficult than singleplayer.

little barn
#

!feedback add more content

pastel lantern
#

!feedback
I've noticed the old guillotine is stacking the visual of execute more than the actual threshold for executing. It may just have come up in translating white to green, but I consistently see elites' health go down further than what the threshold seems to be, especially as I get more stacks of the guillotine. Please fix this, it's just kind of confusing to see in late-game 🙃

mint veldt
#

!feedback
After testing Mercenary's Alt. Ultimate and chatting with others on this discord for a moment, I feel like I can justifiably say that Mercenary's Slicing Winds is a fundamentally bad skill by nature. Personally, I think it can be good, outside of having Airborne Enemies floating/falling out of it, or it having a less than desirable hitbox to land on targets with. My issue with the skill isn't how it's bad in function; the issue is how you are forced to swap out Mercenary's Best tool of Evasion & DPS for it. Unless Slicing Winds can do Artificer-levels of damage with less cooldown than it has now (w/o item synergies), Slicing Winds will almost always be an inferior option as a Skill versus Eviscerate. This is because in Bullet Hells and/or Mob-Heavy Games, the meta for them will always favor Survivability, Damage, or Both. As it stands right now, Eviscerate is a superior option in ~95% of situations because it gives Mercenary I-Frames, the best form of evasion in this game, Out-of-Combat Mobility in Early Game, and better Item Synergies to increase its damage output using items like Soldier Syringes or Brainstalks. It's not that Slicing Winds as a standalone skill is bad, it definitely has potential. But there is no point in trying to find it if its potential means sacrificing so much of what keeps Mercenary Alive and Relevant.

blissful raft
#

!feedback I find that when playing Artificer with a backup mag, I hold down my mouse button until I fire my secondary fire which leads to me unintentionally firing the second one. Perhaps there could be a delay between using secondary fire while holding down right click so I have time to react and let go of mouse 2.

river summit
#

!feedback On siren's call, there is a box like object which the player can get stuck in on the upper section of the map. No movement ability could get me out (Loader). I would recommend an unstuck command to prevent this in any future maps.

woven quest
#

!feedback.
Minor Rework for the Bustling Fungus, after standing still for a few seconds (maybe still 2, maybe slightly more?) 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 a few 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, and on harder difficulties where standing still becomes suicide. While not actually nerfing or making engineer overpowered.

(Repost due to my original being posted at 1am because 3rd shift)

vital pike
#

!feedback please revert the director changes, Monsoon feels terrible after the update. It used to be reasonably difficult, now it essentially entirely depends on your first stage build, because if you dont get a good synergy going, you are doomed to fail the run.

native meadow
#

!feedback most of the challenges rely too much on rng. If you don't get just the right setup, you don't stand a chance of completing them. Such as the huntress one shot challenge basically requires finding a crowbar printer

scenic arrow
#

!feedback
a grapple fist variant for the Loader could be a hook that doesnt swing, takes you directly and stops at the target (no damage), if you cancel the hook midcourse you're launched in the tangent.

vague ocean
#

!feedback unlock new R for merc impossible

sullen sparrow
#

!feedback add exit confirmation to avoid missclick through pause menu

near quartz
#

!feedback have attack speed affect how many times Loader's R pulses

spring mantle
#

!feedback the (auto) aiming on commando's alt M2 phase blast feels a little off. oftentimes i will aim upwards and jump, to make sure the shotgun of blasts reach the boss i'm aiming at, and they will still auto-track to a beetle who's beneath me, doing no damage to my intended target. i understand that they aren't piercing like phase round, but please have the spread actually be aimed at my crosshair

jovial stump
#

!feedback just a silly item idea.
Item:Valve
Location on character: back of the head.
Rarity: 1 (White)
Description: chance for/ shrines have a sale on their prices. Price decreases by 5% (+5 per stack)
The values are just placeholders. This is just a silly idea to reference valve. Thank you!

tepid sandal
#

!feedback The new laser turrets feel extremely weaker in comparison to the engineer standard turrets: Mushrooms don't work on them, their range is considerable smaller (Most of the time unable to attack wisps) and they're unable to keep up with the engineer (in movement). My suggestion is to increase their range or make them flying laser drones or increase their range and their movement speed. They really need to be buffed.

scarlet aurora
#

!feedback Was playing loader and noticed that their jump is a little buggy on landing, not sure if this is really that big of an issue but it's just a bit odd to look at is all.

tepid glen
#

!feedback Monsoon runs feel overly-dependent on finding a good printer.

viral shard
#

!feedback Events where only one type of enemy spawns don't seem very fun, especially when it's a scenario like Mercenary vs. only wisps

atomic cipher
#

!feedback
Elite and special bosses are far too tanky. Alloy worship unit is too easy to summon accidentally for how overtuned it is.
Stage 7, monsoon, celestine bison: 230,000 life. The only way to reasonably kill it was to lure it off a cliff and use fall damage against it.
Stage 8, magma worms: 130,000 life. Nearly half the life of the previous boss.
Stage 8, alloy worship unit: 490,000 life. In no world should the extra boss be 1) able to be summoned by accident, 2) have 4X the life of the main boss, and 3) be required to proceed. It's a complete run killer.

acoustic temple
#

!feedback i was worried Loader wouldn't translate super well to 3d (because i was bad at him in ror1) but i'm LOVING HIM. charging up a grappling hook boosted knuckle boom and doing 5k damage is CATHARTIC. having close combat items makes mercenary and loader extra fun to! awesome job with them guys!

forest igloo
#

!feedback add a time stop item like Unstable Watch from ror1

opal hollow
#

!feedback

A variant skill for Engi's m1.

Each arc is 1 meter wide, does fire damage. This skill can also be charged for 3 seconds to shoot a 2 meter wide plasma arc which does fire damage as well but to a higher extent. It also pierces which allows you to attack large groups.

Flaws: 8 meter range for the normal Arc and a 16 meter range for the Charged up arc. Each arc takes 3 seconds to recharge.

P.S. The reason for not giving any damage numbers is because I don't know anything about how damage work.

tepid nimbus
#

!feedback

A fourth difficulty level called Risk of Pain

finite parrot
#

!feedback

Gonna echo what others have been saying about the new monsoon difficulty, its a bit too insane at the moment and even getting past the first couple stages with certain characters is nigh impossible without the right drops. While luck is a factor in this game I feel like majority of the time skill should still allow for solid runs through persistence. But after playing for roughly an hour or two with the artificer, I was unable to even get past the 3rd teleporter event. I even had a run where I got rejuvenation rack on the first floor and still died early on as I was still healing far too slow.

The current challenges for unlocks are a bit too obscene too, the Huntress and Mercenary specifically, if the goal is to make me try other characters making them more accessible might be more paramount. But I think this is a bit less of an issue than the current healing on monsoon.

little barn
#

!feedback make healing drones heal multiple units, when i pick multiple up they just heal themselves while im hurt lol

unique owl
#

!feedback

Minor change to challenges:
Rather than having some specify a difficulty for completion, each challenge once completed could instead have the subtext 'Completed on Drizzle', etc., saying the highest difficulty that challenge was completed on. Then specific unlocks can be tied to beating challenges on specific difficulties, and there can even be multiple unlocks for achievements tied to different difficulties. This also encourages completionists to complete every achievement on the highest difficulty.

For achievements with more abstract incremental progress such as activating 8 unique newt altars, the old system is fine, but for ones such as 'Defeat 500 elites', the progress can be tracked separately for each difficulty, perhaps having a pop-up box display the progress in each difficulty when hovering over the challenge in the logbook.

stone charm
#

!feedback With Loadouts and new skills, it would be awesome if we could assign buttons to specific characters. Having Loader's Grapple, and charge punch on LT / LB controller wise kind of sucks for comboing. If I could swap one or the other to RB specifically for Loader it would be so nice. So as a general update thing it would be cool if it could be character based in the settings menu for controls.

little barn
#

!feedback
Add a visual indicator near our equipment button when we have Gesture of the Drowned equipped

ocean coral
#

!feedback Make Artificers primary skill alt have a higher clip size and a slightly faster recharge. As it currently works it is flat out worse for damage than the fireball, requiring ~5-6 to kill a basic enemy. Giving it a natural chance to send lightning arcs (10-15% would work so Uke is still good) would make it much stronger against groups than just having a medium sized explosion radius.

stone charm
#

!feedback as it is Volcanic Egg is neat, but the damage is really bad for the risk. If you could crash into enemies multiple times, but have to fully pass through and like loop around for a second / third etc hit it would be more offensive, As it is, people probably won't see it as more than a movement Equipment.

little barn
#

!feedback
Visual indication of Focus Crystal's effective range

worthy mantle
#

!feedback As far as i'm aware soldier's syringes does not affect engineer's carbonator turrets. I say this after playing a game with them and collecting 63 syringes

limpid crystal
#

!feedback Give Commando's shotgun a beefier sound.

coarse gale
#

!feedback An idea for engineers utility. Oppression Dome: All friendlies under the dome deal extra damage

fading wave
#

!feedback Character idea after hearing all these talks of sniper, bandit and enforcer in #gd1-nullified .

Marksman: A mid-to-long range critical fiend who if given the chance can easily oneshot bosses. The basic idea is generally Sniper, but with a touch of bandit as well.

Marksman has a passive ability called No Kill Like Overkill (NKLO for short). NKLO allows him to over-stack critical damage, like in Warframe. A crit chance over 100% means guaranteed crits with a chance to double-crit (for triple instead of double damage), over 200% for triple-crits, and so on. Aside from this, NKLO also allows you to hit weak-points on enemies to guarantee critical hits (or upgrade a hit that's already crit). Weakpoints are generally the same between enemies, though not all have them. Lemurians and similar creatures have weakpoints on their heads, golems and beetle guards on their eyes.

Marksman's weapon choice is also rather strange, as he doesn't specifically use a sniper rifle, but a semi-automatic combat rifle which has an under-barrel sniper on it (See the Type 115 from Arma 3 Apex).

M1 fires the normal rifle, which functions like Bandit's lever action, in that it's semi-automatic but has great range and accuracy, but without the magazine component.
M2 utilizes the scope, which then switches you over to the sniper component, which functions like Sniper's M2, but with a crit chance bonus for sustained scoping.
Marksman's Shift ability is Translocator, which is just an ender pearl Which is a grenade that teleports you to it's impact location, allowing for getaways and vantage-point reaching.

Lastly, his R is Suresight. Suresight is a short lived buff, which gives an outline on all enemies on-screen, through walls, and allows Marksman's rifle to pierce. Not just enemies, but walls as well. Use it to take out dangerous enemies from behind cover, or for some crowd control after a bit of grouping up.

austere tree
#

!feedback Engineer's alt turrets are neat, but need some help to play catchup to his original turrets. Making them move faster and chase down foes might make them able to make up for their mack of range, or at least having them utilize items like the hopoo feather to get closer and stay closer to an airborne target. Either they need to be able to get closer/stay closer to enemies, or they need a higher range.

little barn
#

!feedback
Not really sure why anyone would take Artificier's new Primary attack over the fire one. The explosion radius of the new attack is pretty small and the damage over time from the firebolt's igniting ability seems way more valuable. Perhaps the electric primary can be reworked to be a continuous stream of minor damage as long as you hold down the ability

The ice spear and the ion surge jump are really awesome though, they cover different options and facilitate different play styles than the nano bomb and flame thrower (i particularly enjoy the mobility that ion surge provides)

obtuse nimbus
#

!feedback Engineer's new turrets can just walk out of range while attacking, so better turret ai, make so they chase enemies if there are any close by, better aim so they don't spend 20 seconds killing a wisp, walking off the edge for no reason

elder anvil
#

!feedback Due to Engie not having any skins, I was thinking that maybe a DJ skin for him would be neat. The part where his bombs come out could possibly be speakers, but that is all i have come up with

wispy vault
#

!feedback increase the spawn rate when you start out in stage 1, there's nothing more annoying than waiting 45+ seconds between enemy spawns with nothing to do

lavish barn
#

!feedback
On certain stages, it can be very difficult to find the orange particles that indicate the position of the TP (esp. Abyssal Depths and Scorched Acres). The devs could change it so that the TP emits a unique particle color on each stage i.e. default orange on Titanic Plains, light-blue for Scorched Acres, and purple on Abyssal Depths

minor sable
#

Some skill variant ideas:

Commando Shift - Shooting Gallery
Slide forward, auto-shooting all enemies in front of you. The slide is a slightly longer distance than Commando's roll, with a smaller hitbox, but can only be cast forward and lasts longer. It loses speed overtime, but if you're on a slope (going downwards), you speed up and continue shooting. The auto-shooting will rapidly fire bullets at enemies, with amount of bullets scaling with attack speed.

MUL-T M2 - Flash Mine
Place a small sticky grenade at the location, sticking onto walls, other players, etc. If an enemy comes near it, the mine bursts, stunning all nearby enemies and doing small damage. This ability stores charges, probably up to 4-6 charges total.

MUL-T Utility - Tank Mode
Transform into a moving tank, moving slower than the current car, but lasting longer. While in tank mode, you take less damage and can shoot tank missiles which deal a good chunk of damage and have a small aoe explosion. However, you won't deal damage by crashing into enemies.

Huntress M2 - Reaping Glaive
Throw a non-homing glaive in a straight line, dealing damage to all enemies it passes through. Once it reaches its max distance, it will return back to you, dealing bonus damage to enemies it passes through. Once you grab the glaive back, you are healed a % of damage dealt via the glaive. If you're max hp, you will gain barrier instead at a reduced %.

Engi Utility - Drone Shield
Target an ally, or target nobody to target yourself. Pressing this ability sends a drone out to the target, deploying a moving shield at their location. The shield bubble moves wherever they go, but lasts for a shorter amount of time.

Artificier Utility - Wall of Flame
Create a translucent wall of fire in in front of you. Similar in function to Snapfreeze but burns all enemies that come in contact. Shooting through this wall will make your and ally attacks have fire procs.

edit: someone pls repost i forgot to !feedback

native meadow
#

!feedback if you're not gonna improve red whip or chronobauble, at least don't let them drop from bosses. It's demoralizing.

hollow nimbus
#

!feedback
REPOST FOR @minor sable

Some skill variant ideas:

Commando Shift - Shooting Gallery
Slide forward, auto-shooting all enemies in front of you. The slide is a slightly longer distance than Commando's roll, with a smaller hitbox, but can only be cast forward and lasts longer. It loses speed overtime, but if you're on a slope (going downwards), you speed up and continue shooting. The auto-shooting will rapidly fire bullets at enemies, with amount of bullets scaling with attack speed.

MUL-T M2 - Flash Mine
Place a small sticky grenade at the location, sticking onto walls, other players, etc. If an enemy comes near it, the mine bursts, stunning all nearby enemies and doing small damage. This ability stores charges, probably up to 4-6 charges total.

MUL-T Utility - Tank Mode
Transform into a moving tank, moving slower than the current car, but lasting longer. While in tank mode, you take less damage and can shoot tank missiles which deal a good chunk of damage and have a small aoe explosion. However, you won't deal damage by crashing into enemies.

Huntress M2 - Reaping Glaive
Throw a non-homing glaive in a straight line, dealing damage to all enemies it passes through. Once it reaches its max distance, it will return back to you, dealing bonus damage to enemies it passes through. Once you grab the glaive back, you are healed a % of damage dealt via the glaive. If you're max hp, you will gain barrier instead at a reduced %.

Engi Utility - Drone Shield
Target an ally, or target nobody to target yourself. Pressing this ability sends a drone out to the target, deploying a moving shield at their location. The shield bubble moves wherever they go, but lasts for a shorter amount of time.

Artificier Utility - Wall of Flame
Create a translucent wall of fire in in front of you. Similar in function to Snapfreeze but burns all enemies that come in contact. Shooting through this wall will make your and ally attacks have fire procs.

dapper forge
#

!feedback I think unlocking new skill on mercenary with prisma trial is little pain in the... i spend 7h today trying to unlock skill i think this should be change to complete any other stage with no dmg on health

foggy schooner
#

!feedback let the host of a lobby stop the countdown timer, Ive had friends go afk plenty of times only for someone to prematurely start the round.

lime basalt
#

!feedback
this would go well with chronobauble
maybe even make it better? (plz dont downvote just cuz i said chrono can be made better lol)

elder anvil
#

!feedback With Commando's new grenade skill, it takes a little while for it to blow up, so I propose that you should be able to hold it and then throw whenever the time is right so you can quickly get rid of groups and get enemies that are high up. Right now, you have to perfectly arc your grenades so they blow up near flying enemies. So being able to cook your grenade and throwing it would make it a lot better!

little barn
#

!feedback
Let Commando either "cook" or charge his grenade so he can target enemies with it more reliably
If fully cooked, the grenade would explode on impact
Alternatively, if it was a charge, at full charge his grenade could act as a sticky grenade

cinder raft
#

!feedback The skill unlock requirements that are based on absolute chance(i.e. 12 crowbars for the Huntress, more or less 100% reliant on getting a crowbar 3D printer after having 12 white items in your inventory) are a bit tedious, since the only way to get them is to grind and there's really nothing you can do to aim for them or speed them up. [Anything] without taking damage is also, frankly, a bit of a tedious one since there are so many tiny things that can do a single HP of damage to you and whoops, gotta start over because you didn't perfect it! The good unlock requirements are usually something that could happen in the course of normal play, not something that requires absolute chance or 100% perfect play because then it's real easy to just have wasted half an hour of your life.

sinful crown
#

!feedback Monsoon doesn't feel right at the moment.

obtuse nimbus
#

!feedback Engi new turrets are replaceable(they die easily, you replace them to move them from half the map way), so they should have a bit lower cd

chilly crag
#

!feedback Make Engineer Turrets reduce the cooldown of equipments items with Soulbound Catalyst.

fair thistle
#

!feedback Please give Equipment Drones a visible indicator that shows that their equipment is available to use along with a cooldown timer to the player who owns it (this indicator would likely be right next to its icon/healthbar). That way we can better know when it might use its equipment again.

deft mason
#

!feedback monster tooth and topaz brooch are directly comparable. Brooch gives 15 "health" per kill and you dont need to do anything to get it, while monster tooth gives only 6 and you have to pick up the green orbs, which most characters will have to put some small effort into doing. Monster Tooth should be balanced much closer to brooch.

mint vapor
#

!feedback the shattering justice is great but it isn't very useful stacking wise only adding on seconds and no more armor decreasing (and as we know it is really easy to get speed boost compared to the original game) the suggestion being adding extra armor reduction of armor per stack instead of increase of seconds in effect

crimson kernel
#

!feedback all players should be able to use a chest in multiplayer rather than having people fight and compete for chests

tropic vessel
#

!feedback A way to see your character-specific challenges when you tap Tab or pause would be cool. (Pause in particular for single player where it actually pauses the game.)

slender dew
#

!feedback prevent enemies that flee from players (e.g. hermit crabs) from becoming teleporter boss enemy (as in Horde of Many)

tepid sandal
#

@deft mason They could make monster tooth launch homing healing orbs on kills, somewhat similar to RoR1.

lime basalt
#

!feedback
Precision HUD (Lunar Item)
Reveal a weakness on most enemies (elites, large enemies, bosses).
If you hit it, deal 25% more damage. If not, deal 25% less damage.

The "weakness" is a small point on an enemy (similar to a "headshot" in most other games)

tribal river
chilly crag
#

!feedback Horde of Many balance needs to be checked in general

deft mason
#

!feedback id like to see engineers missiles come back as an alternate ability at some point, i loved them in RoR1

craggy aspen
#

!feedback Just a thought but could we get a flying hero, with long range aoe dps moves, with a stealth ability to drop aggro, like the bandit, but with sub skills for like healing or support. I think others could put more thought into this, but it'd be great to have for mp. 🙂

warped charm
#

!feedback Merc's Slicing Winds could use a larger hitbox--it's frustrating to miss distant enemies on such a long cooldown. It wouldn't really make it much stronger in general, just make it less annoying to use

void basin
#

!feedback With regards to the Nests on Siren's Call, some items will destroy nests without the player's knowledge. We had a ton of Gasoline and triggered it once, and it destroyed every Nest, causing the boss to spawn and kill us.
Edit: Could it possibly be made that you can only destroy the nests via interaction?

thorn storm
#

!feedback can we make the skills and skins more difficult to obtain? After a day of the update, everyone that I have played with already has most of the skins. It doesn't feel like much of an achievement if everyone has them.

proven cliff
#

can you make something so people can know if they didn't go bellow 100% for each stage so at least we know we got hit like not perfect notification or something

visual talon
#

!feedback Having a trade system in the game would be nice. Just in case you pick up fungus that you meant to give your engie or you get an item someone else wanted. Maybe make it be in the bazar between time? Maybe make it cost 1 lunar coin per item trade? If not just free

young cloud
#

!feedback Give engineer his missiles back with mouse tracking, as an alternate to his bombs.

brazen plume
#

!feedback If there's more than one boss spawned from the teleporter then there should be a counter next to the healthbar indicating how many there are left. This should apply to hordes of many, as well

subtle acorn
#

!feedback allow the host of a multiplayer game be able to kick players. As of right now if a random joined your game or someone goes afk; you have to start a new lobby in order to get rid of them.

sleek stag
#

!feedback Can we please have a message that pops up when you enter a map that has a radio tower in it, something subtle like "a faint signal is broadcasting nearby..." if only to prevent fruitless hours searching around for them without the scanner?

vocal fossil
#

!feedback Ion Surge in its current inarnation is going to be a nightmare to balance. It throws her whole damage rotation out of whack by removing her most reliable damage spell and replacing with a utility skill. Artificer's left click is on a charge system with a strict recharge rate, her right click has too long a cooldown, and her shift doesn't hit anything that flies. Taking away her flamethrower means that there are periods of time where you're completely unable to defend youself against anything in the air. This ability feels more like it belongs on shift as a utility skill more than on her R. I also think it shouldn't be usable while in the air, as it means you can pretty much fly infinitely, and never have to worry about grounded enemies and bosses.

little barn
#

!feedback There should be an option to turn on extended item descriptions. Displaying an item's damage percentage and/or proc chance, as well as how those numbers increase with each stack of that item would be really helpful. I could see the lighter descriptions being someone's preference, though, so I think its addition as an option would be great. Displaying a lighter version of the logbook's stats for an item would save from the occasional google search that has to happen mid-run, to check an item's stats, and imo just be a good quality-of-life change for the game.

serene solstice
#

!feedback I think Skills 2.0 could have been executed a little bit better. The abilities in and of themselves are fine, but some of the achievements required to unlock them are asinine, and this only serves to be a detriment to what Skills 2.0 seems to be trying to accomplish.

Building up to the release, I heard from devs through posts and discord messages that Skills 2.0 would be a "reason to revisit characters," but this has had no effect for me in some cases based solely on the challenges. The best example is Commando. Commando is an extremely underwhelming character compared to the entire rest of the cast, so upon hearing that some new gameplay element will make him more exciting, I get interested. Perhaps they gave him abilities that expand his role and make him interesting?

But the problem is, the way the challenges are designed make me not want to revisit him. After playing 100+ hours of other, much more interesting characters, forcing me to slog through a 20 stages run with Commando before being able to unlock even one slightly interesting new perk is not a fun and interesting challenge; it's a boring and tedious chore. If I don't enjoy the design of a character, why am I forced to play an excessive amount of that character in order to properly "revisit" it? It's backwards logic to me.

wanton jungle
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!feedback I think it should have a system that locks for about 10 - 20 seconds an item that someone bought from a chest or shrine or anything, so that way only the person that bought it can take it in that amount of time (when the time ends, anyone could take it), it also should have something similar for boss drops, like one item locked for each survivor, that way you can avoid trolls who steals itens

crimson dagger
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!feedback Allow Commando's 'Frag Grenade' to be used seamlessly while holding down fire, so you don't have to release M1 every time you want to use it

austere flint
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!feedback Make it so that enemies have to face the direction they're attacking. Even if it means they do absurd 180s to do it, I'd rather see that an enemy is facing me about to attack than have an Elder Lemurian or the Alloy Observer blast me into oblivion while I'm behind it and can't see the attack tell

quaint cobalt
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!feedback Hopoo games, please do not wait 4 months or some absurd time to throw in some new skills. This was my most favorite change because it creates new skill combinations for interesting play and amazing new gameplay. Casually add some skills as you think of them, even if you have to add a challenge for them later. This keeps gameplay new and interesting.

little barn
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!feedback make Monster Teeth either instantly grant the health gain, or make them have a much larger magnet radius

quaint current
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!feedback Since adding Gyro aiming to the switch would have to be implemented by PlayEveryWare, could you please consider adding an aim assist option (toggleable would be nice) so people who play on switch/console could enjoy the intensive aiming characters more? I´ve read that a good amount of switch players, including me, play almost exclusively with huntress and engi because aiming is really hard compared to a mouse, and would love to be able to use all the other amazing characters in the game.

random pagoda
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!feedback Since there is more places to spend lunar coins into, could their drop rate be made more frequent (atleast, in harder difficulties)?

unkempt valley
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!feedback Artificers alt m1 should apply the overloading electric orb on direct hits, helping it deal with smaller enemies but since the damage of the electric orbs is generally much smaller than the fire damage it's still weaker against single large targets

hollow basin
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!feedback Allow us to see item stats and how they stack when we hover over them

little barn
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!feedback Make Combat Shrines a lot more common since I love having the ability to choose how hard I want the game to be

slender copper
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!feedback I'd like to optionally see health and possibly cooldowns near your crosshair (kinda like how it is in Half-Life 2).

cinder steppe
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!feedback
I found this texture glitch in the new stage. It is intangible. I just wanted to showcase it so it gets fixed 😄

crystal tiger
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!feedback It was great idea to release high tier elites in the late. But even that can get boring. I have an idea, when you get far enough into the game the Director will start fuzing 2 elite types into 1 enemy. Starting with normal elite types on small monsters then big ones and then bosses. The it will fuze enemies with all 3 normal elite types. Even later into the game enemies with malachite or celesting fuzed with normal elites. Even malachite fuzed with celestine and all three normal types of elite but thats hours into a run.

covert ether
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!feedback Commando after unlocking his new skills still feels underwhelming and underpowered compared to most of the other cast. His AOE still feels lacking and I find it difficult to take grenade on him when MUL-T has a grenade himself with a bigger AOE, a stun attached, explosion on impact and is affected by back-up mags. Please consider re-tweaking Commando. I know he's supposed to be the first character to understand the basics, but just because he's basic doesn't mean he should be so over-shadowed by the rest of the cast.

severe ore
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!feedback Why does rex's mainfire shoot in a small fan from left to right, it's neat but its something you can do yourself and just makes it slightly more annoying to fire past close range? Can this be very tightened at the least?

lunar pond
#

!feedback Let dead players fly around the map as ghosts. Maybe an option to toggle between spec mode and ghost mode would be helpful

round badger
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!feedback i hate to come off as rude or mean but the mercenary challenge may be the most fun destroying thing i've had to deal with in this game as someone who's been playing since day one and thats with this current seed is actually really optimal for it i can only imagine how'd i'd be feeling on something worse. i understand wanting to have challenge in your game but getting a 0 damage run to earn a new ability pushes things from difficult to just obnoxious. dumping it in the primastic trial moves it to obnoxious and dull. im not a primastic player i find the game fun for all its randomness and how things can be different every time. in primastic im just mostly basing my run off a video in pins at the moment and trying to figure out ways to maybe rush the boss faster while being safe and this is just boring. if i was playing primastic normally i'd probably feel differently but in this run im just rinsing and repeating what i've been doing and restarting everytime i've taken a hit. to make matters more upsetting this special really isnt worth the effort and thats problematic. if your hiding something behind a challenge like taking 0 damage it should at least feel worth it and it really doesnt.

torn maple
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!feedback Idea for a new (green? red?) item that increases the range of attacks (where applicable). Bigger AoE/Explosions, Larger projectiles, longer reach for movement oriented skills, etc.

dire anchor
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!feedback Loader constantly generates barrier but it looks a bit janky / out of place. Consider scaling it up to fit her model?

cinder steppe
#

!feedback
Radio scanner use item change:
Has special check to say that another radio tower is on the stage. As a fun element it would hinder the use of the item until the radio tower is bought or the player has the log for this world. This would make it more useful to players of all skill levels as a search for radio towers can be tedious especially when you don't know if there even is one.

The quote could say something like this:
"Some static interfers with your scanning"
This message would only play when you don't have the log or haven't bought the tower

gentle matrix
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!feedback It can be hard to tell how much damage Loader's utility charge punch does based on the speed scaling. A nice QoL change would be to have a subtle sparkle + sound effect play when you land a hit at 90% of the maximum damage - makes for nice juicy feedback to the player that they did a good combo.

lunar umbra
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!feedback Loader's M551 Drone should pulse faster with more attack speed, right now it's -just- slow enough so that it can't stack Shattering Justice

little barn
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@cinder steppe so you're saying you think a "Fun element" to the game would be making one of the worst actives in the entire game not work sometimes till the player buys an over priced log for the level even if they dont care about the logs at all?

hardy sphinx
#

this isnt the channel you go to to talk about the feedbacks @little barn

sweet flare
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!feedback Ever since I started playing again when the Skill 2.0 update I've noticed something. On Rex's release aerial enemies flew around perfectly fine, but now some of them (Brass contraption and Greater Wisp especially) fly around spinning in place like they downed a couple bottles of moonshine (Luneshine.....new lunar item.....please?) after getting in an argument with their significant other. It can make it hard to tell when an attack comes out.

shy turtle
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!feedback Loader's unlockable M2 feels more like a direct upgrade over the base ability, rather than an alternative to it. I wish the two abilities gave me reasons to use one over the other by creating different gameplay and/or presenting different strengths/weaknesses.

stark girder
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!feedback Mercs new m2 ability send wisps straight to the stratosphere if they don’t die on hit, so maybe if they get too high they should die from a kill barrier or something? I hate seeing them just fly up and out of reach for 2 minutes when I need the kills for infusion or bandolier.

dire anchor
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!feedback Both Loader's M1 and Mul-T's Saw could use a bit more range, unnecessarily difficult/inconsistent to hit things with them.

willow musk
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!feedback Huntresses alternate shift should be able to be aimed. As it is right now, it only goes directly in the direction you're moving in and can not go upwards or downwards.

sharp sparrow
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!feedback The Engenieers Alternative laser Turrets could use a bit more range and they keep on focusing on dead enemys for like 1.5-2 seconds

jaunty cape
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!feedback Commando's grenade should explode upon contacting an enemy instead of bouncing right off.

naive cradle
#

!Feedback
Move Artificers Ion Surge ability into Utility. The move is far more utilitarian in nature than being a Special.

Imo, Utility moves, like the Ice Wall, should be causing some form of effect over dealing damage.
The Wall acts like a Guillotine, and slowing and enemies advance, over dealing damage.
Ion Storm gives you aerial mobility over dealing damage.

sand kite
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!feedback because I have seen both the new lunar item and every so often the request to return the ancient sceptre why not make it also a lunar item that replaces the 4th skill with a skill that is solely dependant on the survivor?
in case of artificer it could be an explosion in a 20m radius around her or something like that that deals say 600% damage with base 2 seconds stuntime for artie herself (decreases with attackspeed pickups)
or for engie it could be stationary turrets that inherit items and attack with half of the rate of fire than the normal stationary turrets while firing explosives that deal 300% damage when they hit in the center (kinda like mulT's grenade launcher primary) which also are more squishy than both other turrets
gonna leave this idea for others to experiment with for the whole cast of characters

echo niche
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!feedback one of the ways the commandos gernade could be buff while keeping it the same is allowing you to cook the gernade, by holding down R, the longer you cook it the sooner it blows up

raw vigil
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!feedback change the merc prismatic challenge to something less absolutely fucking miserable

tribal river
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!feedback the start of the game feels way too slow. periodically you have minutes of not spawning anything and then get ether 2-3 mobs and than nothing, or get swarmed by way to many mobs. I think it should be more spread out in waves of small groups without minutes of downtime. It just feels awful standing there waiting a minute and then get 2 mobs and then waiting again to get the gold for your first chest

sweet flare
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!feedback Not sure at to just how strong and crazy this sounds but maybe make Old Guillotine and Snapfreeze (Artificer' Utility) stack. Maybe not add the full 30% execute from Snapfreeze to Old guillotines execute range but give it diminishing returns, like 30% of the remaining heath required for an execute. Mainly so the execute isn't overshadowed after getting a couple Old Guillotines.

young bison
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!feedback Especially with the new skins added to the game, can a visual option be added to not show the items on the characters as it gets really cluttered.

random oyster
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!feedback I believe everyone will agree to the fact that the new variant of loader's Grapple (second ability) clearly surpasses the former, then how about this:

Make the original grapple ability no to lower cooldown to allow for the extra mobility sacrificed for no damage and CC that the other variant provides, giving Loader a nice way to move around scouting for chests, teleporter etc.

clear lion
#

!feedback Remove/Change the challenges to do something without dropping below 100% health. They genuinely just make players feel like they wasted their time because they start the challenge and get super close to victory, only to take 1 damage and have to start all over. It's obnoxious for Merc, it's obnoxious for Huntress, it's obnoxious in general.

supple quarry
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!feedback I think Arti's alternate M1 could use a bit of a change because its to close to the Regular M1 without any of the extra damage ticks from the fire
My suggestion is to change it so rather than Aoe it instead act similar to the ukulele where each attack arks to up to 3 other enemies in range this would give it some good crowd clear and help make it an actual side grade to the Regular M1

vital cape
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!feedback The new engineer turrets are very fun and amusing, but they are also very suicidal, fragile, and have a hard time keeping up with the player.

The short range makes sense because of their mobility, but they cannot reach some tall or flying enemies.

The slow movement causes them to fall behind, which somewhat defeats the purpose of making them mobile. They can't keep up with the engineer very well and they frequently get caught on ledges and obstacles.

The mobility of the turrets makes bustling fungus nearly unusable, which is a very large sacrifice. I think that is perfectly fine, but I think the usefulness of the new turrets needs to take that large sacrifice into account.

little barn
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!feedback Can we PLEASE get a status indicator for Imp Overlord's ability that deals damage over time. You can even cleanse it with blast shower.

cyan roost
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!feedback you should be able to manually exit strides of heresy's intangible effect by pressing shift again

verbal kettle
#

!feedback
The LOADERS grapple fist can we get a short ability to cling to what we grappled too while holding the secondary key for a brief period of time. This will help her deal with aerial combat better specially with the higher health opponents as well as add some great utility to allow one to see angles and loot on the map from perches. Simply make it so the grapple either does not start to refresh it's cool down while perched or make it have a significantly longer cooldown when being used in this fashion.

clear lion
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!feedback The Rusted Key lockbox is obnoxiously difficult to find, to the point where you might as well not take the item in the first place. Easy remedy to this would be to give it a similar texture palette to the rusted chests and barrels (i.e. make it blue with worn paint to show degradation.)
This would make it so much more rewarding to pick up the Rusted Key because you wouldn't be waiting until it eventually showed up on the path you were running on before you actually could collect it.

latent hazel
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!feedback I think the minimum spawn distance for enemies - especially lesser wisps should be increased. Since the update, I've noticed a lot of times that you can be in a corner trying to fungus heal or cautious slug heal, and then about 5 wisps will spawn and be capable of shooting you within 3 seconds. Situations like this might not always kill you, but when they're happening several times in a row it makes it impossible to survive, especially if you're commando or someone with low health and poor crowd control

paper river
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!feedback I honestly don’t think Frost Relic should be a red item, while it can be useful in some situations it’s almost impossible to use effectively unless you’re playing a close range character, nothing’s worse than finally getting a red and then it’s frost relic and it doesn’t even work well for your character at all, even then it’s extremely difficult to use well. I think it should be nerfed a little and dropped down to a green.

river anchor
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!feedback Allows us to stun ALL units that aren't considered boss' or miniboss', there is no reason why we shouldn't be able to stun bells and greater wisps out of their attacks, being able to interrupt enemies from attacking is the only reason flash bang is good imo, and having that only work half on some because of random things saying " no, you can't stun that" is rather annoying

warped stratus
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!feedback In a game where dodging is half the battle when it comes to survivability, the engie's new TR58 Carbonizer Turret, aka the mobile turret, sacrifices far too much for it's gimmick. It has less than half the lock-on range, terrible AI (it just circles the enemies it tries to fight), the slow means nothing because it ends up running into enemies anyway. My preposal:

Damage: 200% -> 100% (this is the normal turret's damage)
Range: Increased mildly
Slow: Removed (?)
New effect: Laser chains to 1-2 additional targets
New effect: Now has Loaders "gains a shield based on damage".

This preserves the mobile gimmick, gives it a little more survivability, and still gives it more damage than the stationary turret but in a way that would scale better for a mobile turret (letting it naturally scale better with on-hit healing items rather than fungus that normal turrets need).

junior halo
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!feedback the new alt skill of rex feel really weak like the primary attack and aswell on Mul-T chainsaw alt skill they both feel really weak and they do the same damage at lvl 1 they should be reworked to do more dmg

idle salmon
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!feedback this mercenary challenge isn't ok

mint veldt
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!feedback
Some of the new skills for characters are Very Poorly Balanced.

Huntress' Ballista, IMO, is a great example as to how I think Alternative Skills should be balanced. Arrow Rain will be a more optimal skill for runs where you are are going to be staying in runs for a long time, while Ballista is stronger for runs where you are going to be completing the game faster & speedrun through stages. One will always outscale the other in performance by a fair margin, but only due to the player's preference as to how they play; in this case, how long they will be wanting to play the game. IMO, this is a great form of balance, as it is changing the performance & playstyle of a character at a level that compliments the mechanics of the game, as well as both the characters' and the player's personal playstyle, rather than simply making a skill obsolete because of an alternate choice to bring.

However, other skills like Engi's Mobile Turrets, Merc's Slicing Winds, and Loader's Spiked Fist, are too poorly balanced because they do not seem to be considering One of the Two:

1.) How Good/Bad the other option is in a direct comparison of performance between the skills.

2.) How Vital & Essential the Mechanics the other option brings that makes the characters themselves viable & worth playing in the first place when compared to the performance of other characters.

Gimmick Changes to Character Playstyles are really great, but in a game like RoR 2, unless players want to meme around and not take the game seriously, we will always pick the options that will be superior. Therefore, if you want to make every skill worth running, they should neither make the skills given to the characters come with overwhelmingly superior advantages complementing their base playstyle when compared to the other option, nor cause the removal of core mechanics/viability of characters due to swapping a skill that made the characters themselves worth using in the first place.

cinder steppe
#

!feedback
A lot of characters now have thrown items like loader and commando or multi.
Can we make them all function the same. Like being able to hold them or not and to prime the grenade/ability so it does something sooner or explodes immediately.
I am pleading for consistency.

ashen oar
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!feedback Remove CC immunity from Greater Wisps, it’s strange that they’re the only non-boss enemy completely immune to being frozen, pulled, stunned, etc. and ends up making them difficult for all the wrong reasons.

native meadow
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!feedback There are just too bloody many wisps no matter what you're doing and it's a pain, especially if playing a melee character. There are too many wisps and their autoaim is just cancerous. At least give the possibility to dodge. Otherwise it's not a matter of skill, just getting lucky.

solemn token
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!feedback
The Artificer's 1 second burst of damage challenge, while possible, is reliant on an unforeseen amount of perfect spawns and luck for it to be possible. Just to list, ideally you'd need:

  • A crowbar printer
  • An AP Bullet printer
  • A Preon Accumulator
  • Only one boss to spawn OR All bosses spawning right next to each other
    Getting all four of these things to happen in one run is extremely difficult, especially when after a certain point, singular bosses will not spawn from the portal for a while. While I think it would be better to change the challenge entirely, I think changing it to a 3 second burst of damage would work as a temporary, if not permanent, fix. This way, it would still be difficult, but not nearly as much.
graceful frost
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!feedback For the next update, Arti's new Shift should be a fire pool/wall which damages enemies passing by.
Kinda like this

edgy merlin
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!feedback I'm very disappointed to see that movement abilities not cancelling sprint (which was one of the first acknowledged community requests) has been tied solely to the huntress' alternate movement ability, rather than being applied globally to all movement abilities like it should be. It's not a balance issue, it's a large annoyance.

visual talon
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!feedback Drop the Huntress and Mercenary challenges to no lower than 90% hp instead of 100% because of wisps and fall damage can ruin it easily.

earnest stirrup
#

!feedback Allow us to fully customize the HUD!

rigid gazelle
#

!feedback Yes, the Loader does seem one-dimensional. Please do something about it loaderwalk

warped pilot
#

!feedback please make the engineers shield alt ability harpoon so engi has a reliable way of hitting enemies at range

wide ocean
#

!feedback head st should require a new input such as spamming the jump button instead of holding it due it completely ruining artificer play

clear marten
#

!feedback Retry button when playing prismatic, solo and multiplayer.
When doing Mercenary's challenge, being hit means restarting.
Clicking multiple buttons, waiting for the screens to wait while tryharding is boring and tiresome for the nerves
The map/run is always the same. A retry button can be programmed
I also think of a vote to restart a new run in multiplayer, so as not to leave, ask your friend to comeback and waiting for them
Instead you start a vote and then restart a game.

vagrant flint
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!feedback Commando's grenade is kinda wack, being able to detonate it in mid-air by shooting it would be a big improvement.

cinder moth
#

!feedback with the new changes to spawning, the first stage feels very slow especially when the director waits to spawn several elites.

unkempt citrus
#

!feedback Have characters automatically continue sprinting after completing a non-sprintable ability. You always want to be sprinting in the game cause it makes you harder to hit, and reduces the damage the take when you have Rose Buckler.

I understand that some abilities are not usable while sprinting, but what it ends up causing is forcing players to always click ctrl right after using that ability. So what I propose is making using the abilities that currently break your sprint like Huntress' Glavie slow you down to normal run speed for the duration of the animation, but have the character continue sprinting right after without having to manually click sprint.

It feels really clunky currently, and puts a lot of strain on your pinky finger :^)

real rover
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!feedback The 100% health challenges I feel are not very fun and not very creative. Punishing me for tiny mistakes is against the nature of the game. Going for never getting hit makes half the items in the game useless, any kind of healing, shielding, or defensive item becomes pointless. You could just tell me “git gud” but all the guides for getting these 100% hp require sitting in the corner waiting for cooldowns and slapping wisps. Is that fun? Many of the challenges on other characters require doing something for one boss battle or getting something special to happen without changing the whole play style.

Also, this never getting hit play mode will presumable already exist for those who want it when they release the artifacts. Theres that 500% damage artifact from risk of rain 1. At least then when im going for 100% health ill have the damage on my side.

Anyway, theres gotta be something more creative you can choose for the huntress and commando.
Maybe for the huntress,: kill every enemy type in a run, which would fitting because she hunts.
And for mercenary, maybe earn 20k gold in a run? Cuz he’s a mercenary?

ashen birch
#

!feedback Merc's rising uppercut is cool but I don't find it a viable alternative to whirlwind as with backup mags, you can get a lot more damage out faster with his whirlwind rather than uppercut. Maybe try adding a second attack to uppercut that makes him slash back down rather than going up again. (Example: Hit M2 once: attack up. Hit M2 again: attack back down. It's all one attack under a cooldown similar to his utility blink where it will have a short window to hit the attack again before the cooldown starts.)
This would allow for better damage output to allow it to keep up with whirlwind's potential dps.

bitter lintel
#

!feedback I feel that the AI on the engineer's mobile turrets should be tweaked a bit, I was playing him and they would run away form me when I was fighting the boss, either that or they should have a type of priorities list where they will focus on bosses and
enemies who are more dangerous,

I also would find them to be really slow so they seem more like a downgrade than an upgrade since they won't work with the the fungus now, all I'm suggesting is to either make them faster to start with or to give them a type of sprint to them so they can keep up with the engineer when he is moving around the map, the sprint part would also make them synergize with the energy drink too.

nova acorn
#

!feedback The 100% health challenges I feel are not very fun and not very creative. Punishing me for tiny mistakes is against the nature of the game. Going for never getting hit makes half the items in the game useless, any kind of healing, shielding, or defensive item becomes pointless. You could just tell me “git gud” but all the guides for getting these 100% hp require sitting in the corner waiting for cooldowns and slapping wisps. Is that fun? Many of the challenges on other characters require doing something for one boss battle or getting something special to happen without changing the whole play style.

Also, this never getting hit play mode will presumable already exist for those who want it when they release the artifacts. Theres that 500% damage artifact from risk of rain 1. At least then when im going for 100% health ill have the damage on my side.

Anyway, theres gotta be something more creative you can choose for the huntress and commando.
Maybe for the huntress,: kill every enemy type in a run, which would fitting because she hunts.
And for mercenary, maybe earn 20k gold in a run? Cuz he’s a mercenary?

(Reposting due to incorrect format)

agile swan
#

!feedback Please have engineers reworked mines not denote until they are fully charged. Ive run into many instances where enemies spawn the moment I place one causing it do detonate for tickle damage. Its also almost impossible to set one up later in the run which leaves it feeling like a dead skill.

This should keep them strategic and give them more late game viability.

stable matrix
#

!feedback The new artificer primary attack seems a bit weak compared to it's normal attack, mainly due to the fire rate being significantly lower than the normal attack. A buff to this would be appreciated though this does make attack speed items useful for the artificer so something other than buffing attack speed might be the most interesting.

random pagoda
#

!feedback A new Artificer utility would be nice. Maybe being able to create a temporary geyser, that stuns enemies and causes them to take fall damage while also being able to use it as a jump pad (for obvious reasons, this wouldn't be usable in the air).

vital pike
#

!feedback the game director changes made the monsoon way worse. After the first 10-15 minutes the spawn becomes insane, thus making the game unbeatable unless you get lucky and find a good synergy within the first stages. It is almost unplayable now, quite frankly. Please look into it, thanks.

zealous burrow
#

!feedback Engineers new turret seems considerably weaker at scaling with items. It would be great if its niche was better defined: scales with attack speed for super fast procs? Piercing beam for more aoe? Slow actually stacks and freezes for cc? Currently the niche is 'it moves' but this is frankly more of a downside considering how easy the base version is to replace.

jade birch
#

!feedback The idea behind Abilities 2.0 is very good, but a primary concern for my favorite character Artificer is that only one of them actually changes the way she plays, being Ion Surge giving her altitude in the earlygame. Her new first and second abilities function very similarly to their original counterparts, with the exception being that Nano-Spear applies the frozen cull effect that her utility does, but that would be more valuable if she had a new utility to swap it out for. Was hoping for a hitscan primary or a focused laser type attack, but something that would let her depart from the "ability-damage items only" playstyle I seem to be stuck with. Something like the stark difference in MUL-T's primary attacks, as the melee weapon makes him feel fresher and new.

shrewd lance
#

!feedback it would be really better if behemoth, attack speed and other stuff work on the new Inge turrets (example: attack speed increases the number of 'tic' of the laser (like the R of the mercenary) because currently, that's weird

finite lynx
#

!feedback Add in an item ban system , with so many items in the game some are bound to be stinkers compared to others and it wouldn't be so bad if the bad items weren't diluting the loot pool. Maybe have a screen pop up after you have selected your character and difficulty showing all of the items in game and you can select which ones you don't want showing up at all. Of course to balance this so players don't just leave the best items, have a limit to how many you can ban and depending on the difficulty you selected will affect how many bans you have. For example: drizzle gets you 5 item bans, rainstorm gets you 3, Monsoon gets you 1 . This can help reduce those very frustrating moments when you take on a big challenge and your reward is a item you hate while the limiter can help still keep some of the fun of the randomness.

serene briar
#

!feedback Bustling Fungus stays active as long as you are inside the ring once it sprouts up after 2 seconds of standing still. This way you still get the healing even if you're slightly bumped by wisp shots, yet you can still be punished for standing still by other enemies, and stone golems and wisps will still knock you back far enough out of the circle. (Maybe also becoming airborne cancels the healing circle? that way Beetle guards can knock you up out of it.)

digital gate
#

!feedback The Mercenary's ethereal challenge is ridiculous, not being able to take ANY damage as a MELEE character is almost impossible. Adding the fact that any damage including fall damage ruins the entire run, Also that its based around prismatic challenges. The seed for the current one makes it possible, but after the seed changes, it will probably be the hardest challenge in the game, a pretty Dull and unfun one at that. The next seed may not even have brooches to let you take damage with the shields that you get. Maybe tone down the difficulty? Maybe don't fall below 80%? That way you can at least take one or two hits, because not taking ANY damage is just impossible on a game like Risk of Rain.

restive sedge
#

!feedback maybe add item something like new crystal but for defense, i mean when you are close to mobs you got less dmg from then, that would be great item for close range survivors

echo niche
#

!feedback since so many people want an item ban system maybe it can be added in as an artifact.

subtle gale
#

!feedback if u you plan on keeping the requirement at 100% hp, let transcendence actually help with the Ethereal challenge.

young jasper
#

!feedback To add, I'm not a big fan of the "beat 20 stages" challenges. To me they feel like too much of an endurance test. I would appreciate a reduction to maybe 10 or 15 stages.

bold sparrow
#

!feedback Add an item (white/green) that increases the AOE of the teleporter event and substantially reduces the price of objects inside of the AOE.

chilly crag
#

!feedback Change OSP to be a small frame of one second or something instead of being a single shot. Instantly dying late-game when you're having a blast because an elder lemurian came from behind you, because a small enemy like an elite wisp shot you amidst hundreds of other is NOT fun. At all.

minor sable
#

!feedback

Please allow REX to climb up steep walls when sprinting. This has been suggested many times and has yet to be added. This would make REX so much more interesting and fun to play!

vast condor
#

!feedback
Add a way to tell what item you lost from 3d printing in case you missed the item going in.

unkempt prism
#

!feedback

Info on elite variants in the logbook would be awesome, maybe elites have a chance to drop log entries and elite boss have a higher chance of dropping said log entry

clear lion
#

!feedback Please can we have enemies that don't automatically hit you no matter what? Stone Titan lasers travel exactly as fast as the player sprints no matter how fast they sprint, making any chance of avoiding it and still being able to attack the enemy basically impossible without taking unnecessary damage. Lesser Wisps hit you regardless of what you do, since as long as they've started charging their attacks, you WILL take damage unless you're in an I-frame or you kill the wisps. Wandering Vagrant's lightning pulse attack requires you to disengage from combat (not very fun in a fast paced combat game like this) just to hide from the attack unless you want to be instakilled. It's overall obnoxious to have attacks like that because they take away from having any skill and just make combat with these enemies feel like nuisances above all else.

rich ice
#

!feedback add a quick restart button in the pause menu of the prismatic trials

late nova
#

!feedback PLEASE add a tiny smoke trail for MUL-T's wheel feet. i'd really like to feel like im using wheels for feet if im using a shopping cart

thick citrus
#

!feedback Add an extra step to summoning the alloy worship unit so you can't accidentally do it, killing your run

little barn
#

!feedback The changes to spawning make the first stage seem to take longer before the game "gets going." However, the change has made any later levels feel daunting and incredibly imposing in all the right ways. The sense that every fight is an uphill battle for survival is something I adored in RoR 1 and the spawning changes as a whole have brought that feeling to RoR 2 in a way that is incredibly satisfying.

warm scaffold
#

!feedback Please make sure that the teleporter boss ALWAYS spawns ON the teleporter. The Imp basically always spawns on the other side of the map (or at least it feels that way) which costs a lot of time and surely isn't intended, since every other boss spawns in the teleporter radius. Sometimes this issue occours also with the magma worm.

spare pilot
#

!feedback The extra AI to limit how often a boss spawns on the other side of a wall on Wetland Aspect should be added to Scorched Acres as well. Have had multiple scenarios where a boss spawned a floor up on the multi-level circles and on classes without good vertical mobility that forces them to spend a lot of time outside the teleporter zone to get to the next floor up, and in general punishes the player for not playing someone who could blink/climb up to the boss more directly. Especially when these teleporter spawns are among the hardest to locate in the first place it feels doubly punishing when the boss can’t be bothered to show up on the same floor as the teleporter.

last ravine
#

!feedback Make red whip a white item

tribal idol
#

!feedback recent changes to commandos base kit made him feel good, the new shotgun ability is great. However grenades can feel underwhelming at times due to the prevelence of flying enemeies, the unwillingness of enemies to cluster unless you have certain items, and the low edge damge and sometimes frustrating bouncing off enemies. I would consider potentially tweaking the grenade.
Maybe enemies have some tendency to wonder towards the shiney ball? damage buff? cooking? just a little something to make it not as detrimental vs the rapidfire.

cunning dove
#

!feedback please make it so it's possible aim straight up and down, it's incredibly inconvenient that you can't when dealing with flying enemies as well as when you play the artificer and ion surge only to realize you can't deal damage to the enemies that didn't die in the blast, as well as when you play huntress and using either of her special abilities

stray wyvern
#

!feedback wouldnt it be fun if mul-t’s new saw weapon turned into a spinning mop head when using the janitor skin?

not priority but just a fun idea

solid quiver
#

!feedback
... The mercenary's new ultimate, earned through clearing a prismatic trial without taking damage...

What it is: essentially, the mercenary "Throws" his old ultimate, he shoots this wave, and when it hits, it explodes into a flurry of strikes for some reason, hitting all in the area of effect 8 times for okay damage.

The good:
+It does slightly more damage than the old ult
+It's got a lot of range.
+It does the full 8 strikes to all that are in it, as opposed to the old 8 strikes split between.
+it is an aoe, good for hordes.
+Procs things like crazy

The Bad:

  • It does not pierce, first target hit procs the aoe.
    -The aoe is small, like, about as big as his original Right click when on the ground.
  • It's not very wide, at all, i keep shooting it between two things trying to hit them both.
  • No invinc. Frames, at all.
  • No dash component, loses mobility.
  • seems unreliable against fliers.
    -lacks the tracking the old ult has

I like it in it's core, but not it's execution, the Mecenary and the loader's whole design kind of needs the speed and mobility of his original kit... While i like the rising slash so far, i find it hard to bring myself to use the new ultimate...

If i had to suggest a fix for it, I don't know how much it'd hurt balancing, put perhaps consider letting the merc Dash to, or Catch the projectile as its flying if it gets reactivated, this would require the range to be nerfed, or it'd be an insane distance dash, But i feel like the ability to do that would make it more palatable to many mercenary players. Ideally, catching it would let you continue it where it lands, and get some I-Frames of sweet sweet invincibility, but even i can admit that would make it a bit too powerful.

Another one would be to let it pierce, and then pressing it again would detonate it, no dash, but makes it a bit more user friendly, allowing the merc to choose his targets, similar to what the dash at the start of the old one lets you do

north moss
#

!Feedback

Add an "Are you Sure?" Option after selecting Quit to Menu/Desktop

The amount of times I've almost hit that button..

spark bay
#

Make Commando able to be launched by his grenades for movement (just a suggestion)

fading wave
#

!feedback

A lunar item that instantly charges the teleporter, at the cost of dramatically strengthening the boss (as in getting several elite bosses stage 2).

shell kettle
#

!feedback
Give us a "Restart" button when pressing ESC ingame to instantly start another round

austere tree
#

!feedback A new primary fire for Engineer could easily increase his active involvement in battles, like rockets coming from the cannons on his shoulders going in a straight line. A weapon with a longer, more clear range can make him focus a lot less on smaller enemies, or be forced to look up to arc and hit bosses from farther away

hot palm
#

!feedback
I'm liking the Commando's new Grenade skill, though it does have some practical shortfalls. The main of which is literally its usability: it locks you out of other skills AND requires you to not be currently attacking.

As such I propose two changes:

  • Have the Grenade take precedence over other skills. E.G. if you're holding down fire for double tap, you don't have to release the fire button to throw a grenade.
  • Lower the amount of lock-out time. Ideally I'd say allow Double-Tap to continue while throwing (even if at reduced speed), but if nothing else, remove the long delay before/after it's thrown.

Both of the issues addressed are especially problematic due to the great uptime of the grenades, so it greatly hinders other shooting if you want to use them at all.

eager plume
#

!feedback Alloy warship is incredibly hard to beat at the later game, and even about 25 minutes in, is by far the hardest boss in the game. Its health and damage are slightly too high, like, in a 2 player game at 70 minutes on Drizzle, it had 2.5 million health and one orb killed my character( 800 health) in one shot, and my other teammate was unable to get it to lower than 1/4th health even with fully upgraded turrets with a Nkuhana x2 combo.
I just think the Alloy warship is slightly too powerful, a reduction in health and damage by 25% would make it a bit easier, or if 10% is the right number, that would be good too

dry bloom
#

!feedback The vulture eggs in Sirens Call should not be targeted by turrets at all or only breakable by the player themselves. Its annoying when the Alloy Worship Eye of Doom shows up after your walky talky turrets want to make a vulture omelette for you.

spark bay
#

!feedback Make Commando able to be launched by his grenades for movement (just a suggestion)

little barn
#

!feedback I really like these new skills for commando! However with the grenade im noticing I have to stop all my attacks to be able to throw my frag which i dont really like. I'm used to the old R where i could smoothly transition between full-auto and fullER-auto. I really like how you can offensively roll with mando's new m2 just like his old R, it leaves a lot of opportunity for an offensive strafing build. It's exactly what he needed to not suck dick in early game -- burst damage. Keep up the good work frens!

static olive
#

!feedback make shields and health (and barrier!) display with distinct colors on the boss health bar

little barn
#

!feedback if you play in a party and the host leaves, it would be great if the game would transer to a new host. If it would technically need a break/pause of the game i think that would be fine.

hollow escarp
#

!feedback Make the time it takes for medkit to activate decrease the more you stack it.

deep mica
#

!feedback The Mercenary's new ultimate skill isn't bad but it unfortunately takes the wrong slot for what it does as his current ult gives too much utility to give up. Here's a few suggestions:

  1. Keep it on the same slot but give it extra utility. Maybe a dash back kind of like the current ult when it whiffs.

  2. Move it to secondary slot and reduce the damage to compensate.

  3. Move it to the primary slot and make it a short range beam with lower damage and atk speed than the normal primary to compensate.

fading wave
#

!feedback

Alt idea for Arti M2: Fireball.

Unlike the electric bombs, Fireball doesn't arc to nearby enemies. However, fireball has a much larger AOE and has a burn DoT.
More importantly, Fireball can be overcharged. After charging up fully, you can continue to hold the charge, using extra charges from Backup Mag to further increase the power and radius of the ability. This makes it amazing at burst DPS, but makes it less useful as a common mobbing tool, unless you can figure out the timing to charge a fireball perfectly without undercharging it or going into the next charge and wasting some of it.

soft grove
#

!feedback I am an active player who has played a lot of risk of rain 2 over the past month. I love that the skins give us new options to customize our characters, however, I find most of the skins are kind of lacking. Characters like Mercenary and MUL-T all have great skins with updates to their mesh, however, skins like artificer and loader are kind of lacking. I mean for loader it was just reversing the colours for the arms and her main body. The dev team is doing amazing and I love all the work you guys are doing for our enjoyment, however, I think if there is time some of the skins could be changed a little bit 🙂

lime basalt
#

!feedback medkit change
medkit isnt interrupted by multiple hits
stacking medkits increases amount of hits it will heal
1 medkit = get 10hp a little after u get hit, any hits while the medkit is charging dont affect it
5 medkit = get hit five times, heal 10hp for each hit, any hits past 6 hits wont do anything until the others have finished

sweet flare
#

!feedback Bring the Harpoon missles back to Engi and here is a way how.

Make them a special equipment unique to the turrets. Maybe it fires 4 Harpoon Missles in either a straight line at their target or straight up and homing like in RoR1 (30 second cd)
That way Items like Fuel Cell, Gesture of the Drowned, Soulbound Catalyst, and and Warhorn can all benefit the Turrets.
However they only Activate the Harpoon Missles Equipment when you use your Equipment. (Gesture of the Drowned would ignore you having to use your equipment for the turrets to use theirs.)

gentle spade
#

!feedback make sure that when items from chests etc. spawn and fly off the edge into the abyss..that either they just don't do that, or they respawn nearby

elder anvil
#

!feedback To elaborate a little bit more on my "cooking" (holding) the grenade idea for Commando's new grenades, I feel a good way to make sure you don't just always blow yourself up is by having 3 ticks before it blows up. Fairly simple and I'm sure when I gave the idea initially you guys already thought of that but I wanted to elaborate a bit.

earnest steppe
#

!feedback
For Commando's new R
Make it so you can hold the grenade by holding the button, the longer you hold, the further you throw. And just adjust/buff the grenade in general.

digital gate
#

!feedback Make large variant's for the Health, damage and utility chests

mellow terrace
#

!Feedback I really love risk of rain and enjoy every moment of it but honestly im not the best and having awesome skills like mercs locked away under a no hit run is near on impossible. Im getting through the others but challenges like that are kinda mentally hard as hell. Maybe make a easier challenve to allow players who arnt the best to still try new loadouts and skills.

little barn
#

!feedback i would love an option to group drones and instead of a lifebar, show a number of drones and have more screen space.

gentle spade
#

!feedback Let Engineer's turret kills proc Brainstalks/Soulbound Catalyst/Infusion etc. for you

cobalt adder
#

!feedback I think you should exclude jellyfish from the "hoard of many" pool

pine timber
#

!feedback
commandos grenades (R)

  1. Make it so you can throw them well still useing your m1 (could make it so your only shooting one gun well your throwing the grenade).

  2. Make the grenades sticky and leave them like they are. Then it's player skill for landing the grenades on mobs. They would stick to the ground and walls to. This would reword the player for getting good with aiming the grenades as well as solve the proplome of a perfectly aimed grenade that just bounces away and is wasted.

stoic hawk
#

!feedback
Move Shattering Justice on Loader’s model so she’s holding it in her hand rather than having it on her back

mint vapor
#

!feedback if doing a challenge around certain items and or (hp needed) allow us to mark said challenge and it will highlight hp and items necessary to complete said challenge

little barn
#

Enemys need critzones!

thorny hemlock
#

!feedback can you make it so when the host left the game a new host is choosen between the remaining players without resetting the current game?? it's so annoying seeing hosts that when they die they just left and everybody get kicked out...

rocky wraith
#

!feedback make it so that only direct main fire shots can destroy eggs in sirens call, alloy worship unit is already a really tough grindy SECRET boss so if you can just accidentally spawn it by doing collateral damage from things like huntresses ricochet and gasoline etc then it kinda detracts it from being a secret and it also puts a huge halt on the run when youre in that stage. id just like for it to be a deliberate thing to fight...

zenith aspen
#

!feedback I love huntress new special ability "Ballista" but every time I use it I find myself wanting the 3 arrows it fires to have pierce. I think it would be cool if it hit every enemy in a line to allow for you to line up big shots.

austere tree
#

!Feedback A small, simple Primary change for Mercenary would be to replace his katana with a Tetsubo (Japanese spiked club), and change it's stats. Increased proc chance, decreased base damage, base bleed stat, These small changes would make the way a player builds him completely different, and could make him go from using invincibility frames to using hit and run tactics. Small changes in base stats can change the way a character is approached

sharp flower
#

!feedback Commando's grenade is really good as it is, aside from one change: I'd like to be able to throw it without letting go of M1. It feels really awkward needing to stop shooting to throw the grenades when every other ability can be canceled into another ability (to my knowledge.)

fallen lynx
#

!feedback For the Huntress most specifically, the only way to start or stop sprinting should be with whatever button the sprint toggle is set to. AKA, abilities should not flip the state of sprinting from true to false.

reef nest
#

!feedback fix headstompers essentially removing artificer's passive, maybe make it require a double tap of space or something?

ember dove
#

!feedback Cross Platform play becoming available by using a similar system to Modern Warfare or Fortnite

finite parrot
#

!feedback The mercenary Prismatic trial challenge is the least fun Ive ever had playing a game. The huntress one was a decent challenge.

The healing is fairly frustrating too, even on Rainstorm, getting past the first couple levels and dodging with slower characters like the Artificer makes it super luck dependant. If I dont get a few goat hoofs early on it ends up being a lost run. Hiding isnt really an option either as healing is so slow even on medium difficulty. The "meta" of this game has always favored the speedier characters like Merc and Huntress (or the engi cause hes insane) but currently slower characters feel really squishy and surviving at all feels so luck based as it stands right now. Luck obviously plays a part in any rogue lite, but if the majority of my runs on monsoon and rainstorm end in death by the 2nd or 3rd stage, something is really off with the balance. I strictly played on Monsoon before and had only some trouble in the later game by time the malachite stuff came out.

As it stands now the content of the update itself is great, the idea of changeable skills and unlockable skins is great for this type of game and offers so much longevity. But as someone with 120 hours already clocked, the current health balance drastically needs to be reworked.

spare night
#

!feedback Perhaps add spme sort of way to choose which items go into the 3D printers and the reforgers? I've avoided using them in most situations for fear they're going to take an item I'm relying on.

finite parrot
#

^^Thats the point, the randomness and potential punishment is the trade off for them. They're meant to potentially help focus a build. If you could trade any item for them it would ruin the balance of them.

mint vapor
#

!feedback make the new electric M1 (artificers new primary) shoot out lighting sim of that of the nano bomb (but with less damage/lighting) this would be a MAJOR buff too it and give a logical sort of polar opposites ordeal with them (electric makes high aoe while flames make hard punches but closer and compact)

lofty sun
#

!feedback i jumped off the edge of Siren's Call and kept falling forever. I got the Mercenary uppercut achievement (the one where there's no touching the ground for 30 seconds) for free this way, but i had to end my run as there was no tping back to land.

lime basalt
#

!feedback
red item
Equipment Box
+1 equipment slot

cunning dove
#

!feedback make it so you can browse logbooks by pressing arrows so you can go from item to item without having to click back, and maybe give it a/d + ←/→ button navigation to make it more convenient for those that wanna read the lore/just browse the items

little barn
#

!feedback

Huntress' Ballista shots can be fired by hitting the both the 'R' and 'M1' buttons once you initially press 'R' and "leap back".
Make it so hitting 'R' after activating the ballista will unload all remaining ballista shots, while leaving 'M1' as the semi-auto fire it is now.

sonic lintel
#

!feedback Tl:DR; make ability based characters better by allowing greater item diversity and consistency across multiple runs.

with the addition of skills there comes great variety, especially with the introduction of damage per second skills that don't rely on attack speed. I think this is a great way to make playstyles other than"all the on-hit" effective later in the game.

However, for the more ability focused characters in which on-hit items aren't optimal, what items are there to build? Backup mags are a staple of course, crowbars never hurt, crit CAN be useful, but is typically better on faster hitting characters, old guillotine--but that's useful on everyone. Bandoliers, but they aren't always reliable to proc,much less get to safely. Then you have alien head, hardlight afterburner, and brainstalks. 3 legendary items that are integral to the continued scaling of ability-based characters. I suggest that alien head be brought down to a green item and reduced in effectiveness to 10-15% cooldown reduction. That way at least 1 of the three legendary's are more consistently accessible throughout multiple runs. Another change would be to decouple the bonus effect of reducing charge times from soldier's syringe and making that its own item, it would likely have to include something else to make it worthwhile as a solo item, such as taking reduced damage while charging.This would help differentiate build paths for all the characters while still requiring only minimal effort to accomplish.

grave totem
#

!feedback remove Han-d from the back of character select since he will not be entered into the game.

stray notch
#

One message removed from a suspended account.

covert hemlock
#

!feedback don't lock content behind really-hard achievements like merc's Ethereal. Those achievements rewards should unlock vanity stuff like costumes, or just the right to show off them on your Steam profile.

dapper lark
#

!feedback At the bazaar i think i would be a fun idea to pay a certain amount of lunar coins to fight the shop keep guy (without the jacked hp) and make him like his own separate boss and arena (possible the room behind him) It could drop an artifact, a bunch of items, lunar coins i don't quite know.

stark girder
#

!feedback Make Mercs' sword abilities combine when used at once, like unique attack speeds and animations when meshing attacks and skills together. Say you use his new M2 on an enemy and they go up into the air, so his shift would slam them back down when used right after and allow for unique combos. Of course if you haven't used M2 to launch them up the shift would work normally. I'd just like to see greater skill synergy for cooler combos, or actual combos, for characters that rely so much on their skills for mobility and dps.

hushed root
#

!feedback make characters dash abilities stop canceling sprint. (it's still not in the game yet)

indigo tangle
#

!feedback allow us to ping an enemy for our drones/ minions to attack

shrewd silo
#

!feedback vr support for the game on a much later stage
all key bindings are definitively transferable to vr controllers
disclaimer: if you are concerned about dizziness or mobility you definitely didnt spend a lot of time in vr. its all about getting used to it
i wont be able to rest until i can see one of these incredibly intimidating giant bosses in front of me

craggy aspen
#

!feedback merc new ult cd is a bit too long, and lacks the utility, if it'd make you dodge backwards a bit that be great for combos, also maybe so attack speed scaling in there. Though the second part is just a wish. 🙂

lime monolith
#

!feedback mercenary's alternate skin should color your effects red to match

fading wave
#

!feedback
Another new survivor idea: The Outcasts (Note the plural).

The Outcasts are a tag-team of an bizzarely-dressed lemurian and his stand companion, a small wisp with some strange abilities.

The main mechanic of the pair is the Wisp. He is AI controlled and inherits your items, not unlike an engineer's turret. However, he can also be commanded through one of the Lemurian's skills (which is vital to the character).

As for those skills, the Lemurian himself only has two of them: Bite, and Spit. They work pretty much like the basic lemurian attacks, except that Spit has a DoT to it like Arti's firebolt.
As for the other two skills, those are Command and Possess. I'll go into Command first.

Command, when used, changes your skills out temporarily for a list of commands to give to the Wisp.
Your first option is Enchant, which buffs one of your other attacks into a new form.
Bite becomes Envenom, which has a long-lasting DoT, which uniquely can proc effects on it's own, making it very dangerous if applied correctly.
Spit becomes Inferno, a flamethrower breath used by Elder Lemurians.
Possess doesn't change in name, but changes otherwise.
Your second option is Search, which has the wisp go out and look for an unopened chests or shrines, marking them for you.
Your third option is Cancel, which does exactly what it says.
Your fourth option is Retreat, which causes the Wisp to move away from you, hopefully to a safer location.

Now for Possess. When used on an enemy corpse, your wisp will go over to it and possess it's spirit, temporarily turning into a short-lived Happiest Mask ghost inheriting your non-regen items. When Enchanted, this becomes permanent for the level. Note that while possessing an enemy corpse, you cannot command the wisp.

If your wisp dies, he will respawn 2 minutes later.

The basic idea here is something like a mix of CHEF but with Sniper's drone, which now takes a larger role in the pairing.

wispy vault
#

!feedback Make the orbs dropped by monster tooth automatically return to the player, like the orbs created by infusion. As it stands monster tooth is next to useless as an item, since running to collect orbs dropped by enemies is a great way to lose more health.

torpid carbon
#

!feedback

tepid glen
#

!feedback Auto-sprint would make the gameplay feel much more fluid.

steady bridge
#

!feedback Add vultures to post-loop Distant Roost. It's a roost, birds belong there.

thorny merlin
#

!feedback make some adjustment to some og skills, such as Loader's Grapple Fish, Enginner's static mine and turret, etc since their 2.0 skills are straight upgrade of the og and you use the upgraded ones most of the time

stray wyvern
#

!feedback have merc's new m2 not shoot monsters above him, it makes combat really awkward and lacks the fluidity when used in skill combos plus it just makes flying enemies (like wisps) blast off, which can be pretty annoying.

drifting jewel
#

!feedback Brittle Crown needs a little help when it comes to the Loader. I think it should lose gold on health damage, or health and shield damage; it makes grabbing Brittle Crown when it pops from a Moon bud random thing more than detrimentle (I can't spell today sorry) on her.
Heck, making the Loader have a unique health/shield type on her over-health on-hit passive, when she's hit but doesn't take health, shields, or over-health damage, so Brittle Crown doesn't wreck her pockets when she's doing her job correctly.

hardy sphinx
#

!feedback but its really an idea, have merc have 2 charges on his knockup thing and make it so that you can slam enemies does, merc cant combo well off the knockup and a slam down with all that was knocked up would work really well

chilly crag
#

!feedback Is bot down?

edit: bot is down

thorn storm
#

!feedback fix the fucking game, this mental update makes my computer freeze!

little barn
#

!feedback Commando's falloff is excessive and outright comical at times. I understand you don't want us standing at the top of the chain and sniping Aurelionite from far beyond where he can ever hope to reach, but when I lose damage standing directly under a wandering vagrant at spawn height, I really have to wonder exactly what his "effective range" is supposed to be.

#

!feedback Idea for Huntress, add a slider in the options that allows for "fine tuning" the auto-aim (i.e. if you have the slider set to 100, it'll basically always aim at the enemy you're looking at, unless there's another around. If you have it set to 1, it won't care which way your screens oriented, act based off range, etc.)

loud anvil
#

!feedback Unlockable skins that change the survivor's gender to the opposite. MaleArtificer, FemCommando, etc.

Just a neat alternative skin, nothing too important but adds more challenges to the board and the possibility for extra skins.

void basin
#

!feedback It seems like the optional Alloy boss in Siren's Call has an insane HP scaling in later loops. People are able to tear up teleporter bosses in no time but they are doing incredibly miniscule. The first loop seems fine, but later loops can get out of hand.

elder anvil
#

!feedback PLEASE let Volcanic Egg have invincibility

harsh remnant
#

!feedback Just a suggestion for a future update, but I think that you should be able to change a characters' skin in the logbook, so that you can have a closer look at each of them

ancient palm
#

!feedback Don’t know if this was said, But having mods would be really cool. If we can change what the bosses and characters look like and with different maps to download. Possibilities are endless

warped stratus
#

!feedback it feels like the item pool is a little imbalanced atm, and this is even more apparent in multiplayer matches. The reliance on self healing without reliable in-combat self healing options in the common/"white" item tier makes for a swingy experience if you don't get any healing items very early on.

While making Leeching Seed a white tier item is probably overpowered, some sort of in-combat "offensive" common/"white" healing item would be nice.

dire anchor
#

!feedback The Ping system is fairly fleshed out and a good tool for communicating in multiplayer overall but can we please have them not expire until they're irrelevant (ie the interactable is used, or the enemy is dead) and force friendly AI such as turrets and drones and so on to target your pinged enemy or move to your pinged location? This would be such a massive QoL change imo.

plucky crystal
#

!feedback Please make it so headstompers doesn't override Artificer's hover. I'd suggest making it pressing jump twice quickly to drop.

ebon tundra
#

!feedback can we please save runs? I dont want to quit a really good run out of tiredness or if i have to go out to do something, this has probably been said before but it needs more attention

cobalt ridge
#

!feedback. I feel like the new patch just increased the number of elites? At 40 minutes or so I swear it is all elites. The real issue isn't that it makes it harder, it doesn't really. The issue I was finding is that since it turns some fights into absolute slogs, kills the pacing. When elites were more rare their bullet spongeyness (new word) wasn't an issue, but when literally every enemy is an elite it makes everything feel slow and less fun. To quote my friend, "popcorn is more fun than beef jerky".

little barn
#

!feedback
The lighting in character select makes the color-pallets for the new skins COMPLETELY DIFFERENT than they actually look in game. Would be nice to have a more accurate representation

peak cargo
#

!feedback The Loader’s grappling hook and charge punch should be switched. The grappling hook should be a utility skill, as its used for movement like 90% of the other utility skills.

hardy sphinx
#

!feedback but its really an idea, have merc have 2 charges on his knockup thing and make it so that you can slam enemies does, merc cant combo well off the knockup and a slam down with all that was knocked up would work really well

serene solstice
#

!feedback The beetle guard from Queen's Gland could look a little bit more visually distinct. It has it's own color, but the color isn't different enough to make the difference obvious at first glance. A more extreme color change might do the trick.

verbal kettle
#

!feedback
The loader's grapple secondary skills feel painfully similar. The only distinguishing differences being is the original allows you to swing from wisps, and the other does damage and pulls wisps to you. To make it so there is an actual trade off of value between the skill. We should be able to hold the secondary action key till we have completely reeled in with the GRAPPLE version of the skill and allow us to prech to our grapple while holding the action key. The rocket punch and physical obstacles would obviously pull you from a position perch back to lined grapple. Allowing for all thr fun swings currently going on.
Feel free to ask me about or make suggestion to me in #ror2-feedback-discussion @verbal kettle

little barn
#

!feedback I know this has been done to death but every suggestion complaining about mando nades adds on another idea I don't like to the issue at hand. So I'm gonna make mine simple.

I really think that his grenade is a meh skill ATM because you can't throw it while M1ing. It should be possible to throw the nade and M1 at the same time.

steady bridge
#

!feedback On Wetland Aspect, swap Stone Titan for Grovetender. More opportunities to get Little Disciple that way.

proven plover
#

!feedback I'm currently in a 300+ minute game, here's my thoughts from this game:
-Finding hidden stuff around the map is fun and it would be nice to see some more puzzles hidden around.
-Everything is dying immediately (maybe add a late game boss that is immune to certain effects? Somehow force the player to interact with the boss or it wont die.)

jade birch
#

!feedback Allow lunar items' cost in coins to be "refunded" if you end your run at the obelisk, or maybe increase the obliteration reward depending on how far the run has gone. It's a minor thing for sure, but most of my friends have already cheated in buckets of lunar coins simply for lunar item build experimentation, so I thought rewarding players for obliterating successful runs would both add a "can we versus should we" choice for late run "banking", but also give players more elbow room to spend a little more frugally.

stoic nest
#

!feedback let people unlock skill by using lunar coin. NOT the achievement they still need to unlock it by their own. Just let people unlock skill by farming lunar coin, so if they dont want to try get the achievement let them farm so now you can make hard achievement without people complain

cyan roost
#

!feedback the new director changes to spawn more elite monsters isfine, but it's kind of boring how it decides to spawn them all in at once. dealing with 7 lesser wisps and then 4 golems is less interesting than dealing with a mix of them would be

prisma bridge
#

!feedback
"Quit to desktop"
"Are you sure?"

vital elk
#

hay so when ever i fall of stage i don't teleport back

sharp flower
#

!feedback Any chance we can get some items that grant armor, like Tough Times for RoR1? Might help out with the late game if we didn't have to rely solely on one shot protection to stay alive

plucky crystal
#

!feedback With changes to health regen the issue of undodgeable lesser wisps has kind of become a bigher deal. I think the regen is fine on monsoon but characters without invincibility frames can just die if they get unlucky with wisps early now. Running away and healing also doesn't really work anymore. I'd really like to have their tracking be slowed down a little to allow all characters a better chance to dodge and not be shredded by them in early monsoon.

steady bridge
#

!feedback Equipment idea: Scrap Reclaimer
When used near an unwanted item on the ground that you haven't picked up, it destroys the item and turns it into gold/healing/buffs or something of the sort. If used when not near an item, it drops a random item you have on the ground, where it can be picked back up, scrapped, abandoned, or taken by another player. The cooldown is much lower for dropping items than for scrapping them.

open meadow
#

!feedback I think the guaranteed red item on siren's is substantially better than the hidden chest on abyss from a gameplay perspective. I don't think many people would complain if a miniboss was retroactively worked in to replace the gold chest on abyssal depths and gold chests were relegated to a rare random event after the first loop. As it stands the abyss gold chest is something to be ignored by most players who know what they are doing and it seems archaic by comparison.

tawny tundra
#

!feedback

An idea for the Mercenaries Skills 2.0 dash: Mercenary throws a wind slice forward, which passes through enemies. Reactivating the ability teleports him to the projectile's location.

cyan roost
#

!feedback you definitely shouldn't lose health from fire while in strides of heresy

hardy sphinx
#

!feedback i know its been said but even with no speed items i just turn around as engi and see the new turrets coming like slugs to me, they should just rush to you unless they're in combat they initiated or just give them like 300% speed and they arent affected by speed item so they wouldnt just become the flash ( i dont think they're affected by speed items)

barren kernel
#

!feedback Loader and Mercenary can both clip into enemies while using their respective "Utility" abilities and force them to go flying, causing them to take insane amounts of damage from hitting terrain and essentially one shots them, this can trivialize some things like the new secret boss for example, it works on greater wisps, Wandering Vagrants, the new secret boss.

timber junco
#

!feedback Increase the health regen in monsoon for the first 20 minutes of the run to give the players time to find healing items. After 20 minutes the health regen can gradually reduce back to its current state. This will smooth out the currently unfun first few stages without sacrificing too much of the new difficulty.

torn maple
#

!feedback Red Item idea, Transmutator. Once picked up, it changes into either a 10x stack of a random white item or 5x stack of a random green item

deep stream
#

!feedback I'm not sure if I see the logic behind making the challenges for new abilities so difficult? Or, at least, making SOME of them so difficult. The "challenges" range from ridiculously easy to outright dependent on getting a sequence of perfect rolls. Also kinda feels bad to have new abilities locked behind hours of grinding for those rolls, especially as someone who doesn't have a huge amount of time to sink into the game and just wants to have fun with some buds every once in a while. I'd rather the challenges not exist at all and just have instant access to the abilities, at least with the current way the challenges are structured. If the biggest obstacle gating some of these new abilities is pure RNG, what's the point of calling it a challenge in the first place?

cyan roost
#

!feedback if an item gets tossed out of bounds it should spawn back on the ground just like players do when they fall out

knotty night
#

!feedback to increase everyone's mobility we should get strafing in the air.
while we still can change the way we are heading after a jump that is not the case with loader's m2 and shift as well as geysers

vapid cosmos
rocky wraith
#

!feedback loader's pylon should have a fixed distance in travels so that we can accurately send it at whoever we want it to kill, giving it physics and having it bounce around like a balloon feels like a joke. at the very least it should have a mul-ti style highlight when you hold it

vestal island
#

!feedback make huntress able to sprint in any direction as many other survivors can sprint while charging abilities which makes huntress's limit of only shooting forward pretty redundant

clever pine
#

!feedback HEAD-STD red item should let you always high jump for consistency's sake, and not just when the head stomp is off cooldown.

vestal island
#

!feedback Monsoon Loader

instead of nerfing the difficulty and/or nerfing loader, buff everyone else to make up for loader's overperformance and the rise in difficulty as a result of regen being gutted.
if everyone else were buffed to around loader's level it would make up for the spike in difficulty and we'd have everyone be super fun and viable, yet balanced at the same time! DrizzleUwU

sweet flare
#

!feedback Commando Utility alt: Reload Dive

Roll a Short Distance (same distance or a little shorter than Tactical Dive) resetting the cooldown of your Special. (It would refill both charges of Frag Grenade.)
8 second cooldown

You would take this if you are more confident with your evading without having your utility up every 4 seconds like Tactical Dive.

lavish barn
#

!feedback As others have already stated, Horde of Many encounters need to be rebalanced and have a higher point value for the AI director to spawn in. This Stage TWO boss (with no mountains activated) at ~eleven minutes spawned FOUR Blazing Beetle Guards + two regular ones.

I feel like 137k HP for a Stage 2 boss is a little crazy, even if you manage to get quality item drops

clear wren
#

!FeedBack. I Bougth the Switch Version of the game Yesterday. and the Performance in the Main menu is realy bad. a Seperate Menu/Overlay for Consoles would be nice w a better Performance.
And it would be nice if i could Change the Mappings of the Buttons for skills 🙂

little barn
#

!feedback pinging the teleporter permanently marks it

willow musk
#

!feedback show us the base cooldowns while hovering over the abilities in the character select.

cunning dove
#

!feedback make pings target whatever you have your crosshair on rather than what's in the way of the characters line of sight as sometimes you can see an interactable but your character's head is too far down so it pings the ground, this is also noticeable when you ping from behind a cover, where it just pings the cover instead rather than what you actually have your crosshair on

little barn
#

!feedback Here's how I see difficulty in RoR2. And you're free to disagree with this but if you don't, please upvote this so it gets into the top feedback so it gets taken into consideration. As it stands right now with this update, things are busted. Drizzle is far too easy and monsoon is far too hard. and that's down to a single thing... Healing values. You get a 250% healing income on drizzle and an astoundingly low 50%, HALF THE NORMAL healing income. That's just... No. Nonono. Get rid of healing multiplication. Get rid of base stat changes. Have everything be 100% on all three difficulties. BUT. Here's where the actual difficulty comes into play. The differences that SHOULD be present in the the three different difficulties are a simple change to how fast the director gains additional spawning points for it's mob spawning purposes... That's it. That should be it. No really that is how this game would just become balanced again. Because the start would be the same on all three difficulties, but the higher you go, the FASTER the game gets harder. So you have to have a higher tempo per difficulty level to keep up with the scaling.

wild dawn
#

Combat log, so I know what caused me to die. Many times I'm suddenly low/dead and I don't know why.

olive linden
#

!feedback The fire egg item should make you invincible while in use

royal fjord
#

!feedback please add larger font size options in settings for Switch. In game font is nearly impossible to read on Switch Lite.

distant lance
#

!feedback Have the eggs on Siren's Call be unable to be destroyed by enemy attacks. It's frustrating when 3 magma worms spawn and you try to rush the portal just for them to destroy all the eggs and you be forced to fight the alloy worship unit.

distant night
#

!feedback Can we get a "Are you sure?" window after you hit the "Quit to menu" or "Quit to desktop while ingame? I just did that mistake when about to change the options.

stoic hawk
#

!feedback Concept: late lategame elites that revive other enemies in an AOE around them with invisible dio's

near quartz
#

!feedback make seeded runs a thing

lean star
#

!feedback survivor specific keybinds

echo niche
#

!feedback can we remove the whole "enimes regan health we the difficulty goes up" its annoying bringing the alloy airship down to 300 hp and she just gets 10,000 back (no im not talkining about the shield phase)

little barn
#

!feedback Boss item for magma worm/overloading worm. Molten Larvae. Whenever you jump you create a small AOE explosion around you that deals decent damage and triggers a fire stack. Additional molten larvae's will increase the range of the explosion. Overloading Larvae, everytime you jump you send out 5 orbs that explode on landing in a small AOE and deals decent damage. additional stacks increase the amount of orbs spawned by 3

shrewd lance
#

!feedback allow us to see everyone in the prismatic score, not only people who are close to us pls

limpid thicket
#

!feedback not sure how the "significantly more damage" from the doomfist skill is, but its absolutely insane with a quick spiderman grapple into a charge and basically rip 69% of the bosses' health if not upright take it out. loader right now feels like an absolute wrecking ball that gets insane mobility, is easy to learn and does way too much damage when skills are used correctly, which is even crazier if you have a few backup mags and a burner. im not sure how this should be balanced in the first place but right now the class is insanely strong but also extremely fun to play, lol

cunning dove
#

!feedback please never "fix" the big ping text on the door to runald and kjaro's dungeon it's so funny

sharp ocean
#

!feedback The altar's in Gilded Coast should have some sort of outline or something, when Aurelionite is spawned he always hides on top of one of the altars so I can't tell where it is and get confused.

little slate
#

!feedback please make the boss you fight different from the last one! No one likes fighting 15 stone titans in a row.

jovial stump
#

!feedback I know a lot of people are already saying this but I feel I need to put my voice in here too. I think the new spawn and regen mechanics don't fit too well with the game right now. Personally, I think the scorched acres update had the best enemy spawn mechanics. In the SA update, Drizzle felt nice and calm and was a difficulty you could play if you just wanted a chill game of risk of rain, collecting lots of items and equipment while drilling through enemies. Rainstorm felt like the perfect balance of Drizzle and Monsoon, and it felt right calling it a "Normal" Difficulty. Monsoon really felt like a challenge, but a good one that let you test your skill as your character. Now, in the new update, the spawning system just completely makes the game less fun for me. There are so many more "macho" enemies spawning and elites spawning at once that I can die just by walking through them on round 11 of drizzle. As some others are saying, on Monsoon, it's just getting hard to pass round 4 or 5 now. WAY too hard. I think the spawn system should go back to the way it was in the SA update. It was much more of a balance between fun AND difficult.

gritty sapphire
#

!feedback I was wondering whats wrong when I was playing loader and I think I got it...
Her utility skill is on her alternative fire skill

tawny tundra
#

!feedback

More skills 2.0 ideas: Loader!
-Alternate Utility has Loader launch themselves forward and do a heavy ground slam, knocking targets up and away from her.
-Alternate Special has them create a 'Tesla Arena' that zaps and slows enemies that pass through these electric fences that are spawned in a slightly wide circle around her. Good for crowd control and area setup if someone gets really good at mastering her mobility.

paper river
#

!feedback Minions should level up the longer they are with you, the more they level up the more it takes to repair them. When they level up their damage and health increase so they don’t become useless late game where they die super quick to vagrant

hollow nimbus
#

!feedback
Make Loader's Grapple Fist have an extended reach compared to the Spiked Fist to give it more of a difference other than damaging enemies on hit, and bringing lighter ones to you. This will allow more flexibility between the two, making both a suitable choice instead of one with an upside and the other being without said upside.

opal ridge
#

!feedback Allow the player to cancel mul-t transport mode early.

placid loom
#

!feedback Variant of the grapple skill: Grapples onto the target and pulls you directly to it instead of swinging around.

Just for those who want the old style of grapple. Won’t mess with the current grapple for those who want it.

weak glade
#

!feedback Have Ion Surge replace Artificer's Utility as opposed to her Special

tawny tundra
#

!feedback

Last one for awhile but I feel like every character should have the same amount of skills 2.0 unlockable. Even if some characters don't get a skill 2.0 ability for every skill (a lot of m1s for example) having a big discrepancy between mastery unlocks kinda screws things towards playing a certain character more.

Additionally, some of these skills 2.0 stuff could be automatically unlocked simply after playing a run or 2 with a character so that way people will get a new ability really quickly and then have incentive to try them out more and if they like them with the free alternate, they're more likely to try to unlock the other alternates.

little barn
#

!feedback
I'm an editor, and I'd absolutely love to see some sort of replay system in the game. Maybe a different tab for it could be added? But I'd absolutely kill for one <3!

buoyant wyvern
#

!feedback from playing around with mods before this patch I noticed a couple easy skills that half finished characters like Assassin and Paladin had that could be easily added to existing characters. And also had a few ideas of my own.

Assasin basic attack = new single target Mercenary primary using daggers instead of sword.

Paladin Shield = new engineer sheild that works off of a charges mechanic to block damage.

Sniper in general could be added as skills to commando since they both so similar.

Huntress could make use of a tether skill in place of glaive to drag enemies in together kinda like Rex special without the healing.

Engineer turrets that function like the Hermit Crabs as long range mortars.

Loader alternate utility skill could be a slam like beetle guards that increases damage and size with height it was started at.

Rex special that "parasites" an enemy making them an ally while it drains health from them to heal rex.

Rex utility that rapidly borrows him forward underground knocking up enemies in the path (at a speed between commando roll and MULT dash)

Mercenary special ability that is a steroid, buffs damage or speed and reduces damage taken in place of losing I-Frames.

Mercenary special charge slash like loaders punch but cannot move while charging (can be used/charges faster in the air)

Mercenary utility that blocks the next instance of damage within 1 or 2 seconds and teleports him forward slashing if hit.

median trench
#

!feedback For huntress, it would be nice to manually aim her arrow if and only if she is not sprinting. Shes really fun to play, but it would be nice to have more utility for long range

peak cargo
#

!feedback

Idea for Commando skill: alternative M1.

Ricochet Shot: Fire two shots for 70% damage each, each bullet bounces to a different target after striking. Shots only bounce once.

Gives commando better crowd control at the cost of single target damage. I would recommend buffing his current M1 to 100% as well.

chilly mirage
#

!feedback

Add some way to change your loadout during a match

minor sable
#

!feedback

Loader Alternate Special idea: Tesla Tower

Its the same as Loader's Special in RoR1, with some changes. The idea is that you can place up to 2 conduits, with each conduit having an area around them where they shock nearby enemies.

Once you place two conduits, an electric surge is created between them. Enemies that near the surge are damaged slightly per second, and enemies who actually come in contact with the surge take massive damage per second. You cannot place these conduits too far away from each other or else they won't make a surge. You also cannot have a wall blocking them for a surge to be made.

They can be grappled to, but to make things more interesting: Loader and allies can ride the electric surge by interacting with a conduit. Riding the surge works in a similar manner to the Eccentric Vase, but you are still vulnerable to being hit. If you ride the surge, you will travel from one conduit to the other. Works in a similar way to Pathfinder's Zipline Ultimate from Apex Legends.

trim bramble
#

!feedback Make Artificer's M1 cooldown get affected by attack speed to help her scale better

wooden geyser
#

!feedback

Allow for some way to save games mid-run. For balance, maybe it can only work a couple times per run or costs Lunar coins to initiate save.

Core reason why: I love long runs, but my (and probably others) schedules doesn't.

ocean field
#

!feedback You should allow all survivors a passive stair walk ability so that you dont get stuck on those really low obstacles like for example almost everywhere in Scorched Acres.

little barn
#

!feedback the "current run" info on steam friends list should contain the survivor that is being played instead of just the run time. example: instead of showing just "32m", "commando - 32m"

loud anvil
#

!feedback A random button that lets you play as a random survivor with a random assortment of skills from the ones you've unlocked. For those times when you don't know who to play as

velvet anchor
#

!feedback The commando's new grenades are cool, however it'd be real nice if I didn't have to manually stop firing to throw them. If I press the button to throw them it should automatically interrupt my firing. Just feels a bit clunky at the moment.

Also in the red level in the later stages with lots of magma worms flying around it gets very red and very bright which is hard on the eyes. Maybe a visual update could tone that down a bit?

little barn
#

!feedback
A skin based on Clay Men from Risk of Rain 1 for Mercenary would be pretty cool

chilly mirage
#

!feedback make Carbonizer turrets sprint while they are not shooting to benefit from sprint related items.

wraith anchor
little barn
#

!feedback Add taunts for the characters

north citrus
#

!feedback If multiple bosses are spawning they should have set spawn locations respective to the teleporter zones (like x distance away from each spike in each direction)
With the skills 2.0 update and the engineer's challenge to instakill/kill in under 5 seconds its real hard when multiple bosses spawn near constantly without having a god run and you 1shot them anyway. Whilst yeah this could be the way you do it the entire achievement is regarding the mines, so maybe make it easier to predict where bosses spawn so you can actually do it with the mines instead of just getting super powerful.

peak cape
#

!feedback Make it so that when you teleport to a new stage enemies can't spawn within a certain distance of you so you don't get one shot by an enemy right as you spawn

old sleet
#

!feedback you can choose which enemy the minions should attack by marking them.

sinful crown
#

!feedback I really like the elder lumerians but they feel a little overpowered. They’re fast and they excel in both long range and close quarters combat. I don’t know about you but I think they should be leaning towards excelling in cqb because there’s already the greater wisps and contraptions. Maybe decrease the amount of fireballs they shoot down to 3 instead of 5? I feel that would help balance them out more.

spare hamlet
#

!feedback crossplay

little barn
#

!feedback got an overloading solus control unit as a boss on sirens call, riding the boss to fight it as a melee character actually makes it float out of bounds meaning you can't reach or kill it at all because you get teleported back, by the time it floats back into the map, its regenerated all its shields, essentially soft locking the run.

kind grail
#

!feedback A shrine that revives all dead players per use. The shrine can have a max of three charges before it's dead and the cost for each charge can increase every use as well. The base cost and difficulty scaling for the shrine should also be fairly high as to discourage players from using them too much.

lime basalt
#

!feedback
nerf clay templars
they do more damage than a TP boss

faint ginkgo
#

!feedback The eggs which spawn the Alloy Worship Unit should not be destructible from every single source of player damage in the game. I just had a run where the last two loops I had an unavoidable Alloy Worship spawn and that thing had so much hp. Like 4 mil and 8 mil respectively. I had no good red damage items and each one took 30 minutes to kill. It should always be an optional boss.

mint vapor
#

!feedback buff the newer celestine elite via any one with in the radius of the invisible effect have there shields removed over time this would give a con for actually using transcendence late game and bring it to be quite polar opposite in style of the mach elites (one is more direct combat while the other is support)

supple quarry
#

!feedback item idea
Weighted Dice Green Tier
Crits have increased proc chance for on hit items 10% (+5%)
"You know what they say when it rains it pours"

hoary estuary
#

!feedback Aegis, despite its buff, is still a very situational item and is severely outclassed by topaz brooch. The problem lies within the fact that in order to get any benefit from Aegis, you must be at full HP. This only benefits builds/survivors that are healing oriented, which is really only the generic turtle engie and rex.
I propose this change. Aegis would grant the player a % of given healing as barrier, no matter what health you're at. Say if you gain 1000HP from a foreign fruit, you'd gain, say, 250 barrier (25%). This change would allow a lot more benefit to come from Aegis, and to not be shunned by the currently more superior Topaz Brooch

lament gazelle
#

!feedback The Stone Titan boss is still a really big issue. I'm not stumped on any other boss as much as that one. The laser beam attack needs to be fixed, it is way too accurate, does way too much damage, and working around it by standing behind a wall isnt fun. Every time I see one spawn it sucks all the fun out of the game for me and just makes me go " oh great this asshole again". Please fix this boss and make them actually fun/interesting to fight.

tribal canopy
#

keyboard locked up had to shut down and restart. played an hour before this happened at easy level, didnt die for thirty min. dont know if you want more info than that?

fervent badger
#

!feedback I really like the idea of the Prismatic Trials, but I feel they need some tweaking. I understand they're likely less a priority then other things at the moment, but even just one or two new modifiers would shake things up. So far all I ever see is "Rich" and the random progression mod. Maybe add some wacky mods for difficulty, like changing survivors after every teleporter event, or maybe a "All Enemies are Elites, but you start with Wake of Vultures and an Old Guillotine" modifier could be neat. Maybe these aren't great ideas, but just something to spice things up would be nice, is my point.

merry bear
#

!feedback It takes a whole minute before enemies start spawning (at least on drizzle, which I'm using to complete achievements) and even then they're few and far between

I understand in the latest update you made it so the enemy spawner could "build up points" before using them, but it seems like it's making enemies come in waves, with lots of downtime in the middle. That problem goes away later in the game, but it makes the early game boring. Maybe make it spawn smaller enemies with some more consistency?

kind grail
#

!feedback A new survivor.
Name: Bulwark.

Description: A slow, methodical melee survivor with an emphasise of tanking punishment and being able to dash right into the heat of combat with ease. Bulwark is an robot knight with the highest amount of health and armor among survivors in the game, however his movement speed is less than that of the other survivors.

Stats:
Health: 250(+25 per level)
Health Regen: 1.5/s(+0.25 per level)
Damage: 12(+2.5 per level)
Speed: 5 m/s
Armor: 25

Skills:
Name: Suit up!
Type: Passive.
Description: Bulwark's high tech armor grants him a defencive shield with 100 health.

Name: My Trusty Shield.
Type: Passive.
Description: All frontal damage that Bulwark takes is decreased by 100%. Does not block damage from AOE attacks and hazzards.

Name: Sword Play.
Type: Primary.
Description: Bulwark swings a sword at nearby enemies for 325% damage.

Name: Axeman.
Type: Primary.
Description: Bulwark Swings an axe at nearby enemies for 350% damage,

ember vector
#

!feedback the mercenary "survive a prismatic trial without losing any health" challenge is basically setting a challenge on a 62 hour lockdown.

this is the only challenge that is like this. the current seed has no shield or barriers as far as i can see, rendering this challenge basically impossible; it's not just the hardest challenge in the game, but the ONLY one that requires solo play, the ONLY one that requires playing prismatic trials, and one of the only TWO that requires taking no damage.

it'd work fine if the parameters were less strict, it might be fine if you came up with a more specific restriction, but as it is i don't like the fact that a bad seed means i have to wait 3 days for a challenge to not be completely impossible by design

humble nexus
#

!feedback So when playing as the Huntress (thats who ive tested this on) when in air after stepping in a geyser, after using any of the utility skills, you loose all momentum and are stuck, loosing altitude. Not sure if intentional or not though, just pointing it out.

last ravine
#

!feedback Give commando another alt skill for sticky grenades that do flat damage instead of having a sweet spot like the current ones

frigid tulip
#

!feedback make ghosts summoned by the mask not do friendly fire damage (i.e dunestrider not stealing health)

plush cobalt
#

!feedback Add some amount of punchthrough / pierce to Huntress' Ballista. It feels really meaty, and seems to fit a sniper role like MUL-T's Rebar Puncher, but it can't pierce targets at all despite feeling like it should.

lost coral
#

!feedback Activating some moves takes survivors out of sprint but you can press the sprint key immediately after to sprint while the move is going off. Examples include Engineer's M1 and the start up to Loader's Shift. It would make more sense to allow players to continuously sprint through these sorts of activations or disallow them to sprint while the moves are happening.

snow oar
#

!feedback Ghosts summoned by Happiest mask should have their attack related particles and effects be the light blue/ghost color to prevent confusion with real enemies. Hermit boulders, Titan lasers, Brass balls, etc should all match the blue color so you don't try to dodge attacks that would never hurt you.

clever pine
#

!feedback Radius for wandering vagrants is too big considering how and where they can spawn, consider shrinking it, changing how terrain interacts, or add other ways to dodge it. Too many areas with no cover and few survivors with no defense against it.

little barn
#

!feedback Green Engineer skin

warped charm
#

!feedback The "aspect" equipments are extremely cool and rare, and it's super exciting to find one. However, that excitement pretty quickly turns to disappointment given that they're really just quite bad. You're giving up a powerful, activated feature for a (usually subpar) passive one. It feels even worse for Malachite/Celestine, as they ought to be extra special, but are really just very weak.

Given that they're rare enough that even were they OP it would have little impact on overall game balance, I think they really need a buff, and could see three possible ways to improve them:

  1. Immunity. Have each aspect grant immunity to its respective type--no worrying about frost explosions if you're ice, you can see invisible enemies as Celestine, etc. This would be particularly powerful for Malachite and Fire, but that might be okay.

  2. Make them yellow (or some unique rarity) items. They'd still just feel like a fun boost that way, not a liability you reluctantly need to leave behind eventually. What to do if you obtained multiple is a problem that would need to be solved.

  3. Active features. Each could, in addition to passive features, have an activatable one on a CD. Shock generates extra shields, ice freezes enemies in a radius, Malachite spews Malachite bombs, etc. This could incorporate some of the features of that type you don't get to see otherwise (like ice's death freeze) while also making them more worth your equipment slot by giving them more power and making them actually function with Gesture/War Horn/Fuel Cell, instead of turning those into dead items.

Whatever the approach, these items really deserve to be exciting, not crippling

craggy aspen
#

!feedback I love the new skins to death, but I think for example the Oni skin for merc should have his move effects also turn red, or maybe add those as more challenges, so we have more to grind for. 🙂

steep echo
#

!feedback radio scanner should instead of pop up question marks should pop up letters to better explain what kind of interactable is it (if it's a chest it'll have a neat lil C if it's a drone a neat lil D. shrines would be if it's a shrine of chance a SC shrine of combat would be CS to stand for combat shrine and etc.)

brazen plume
#

!feedback
Keep Loader's spiked fist unchanged and make it into her default m2 ability and then make something entirely different as a new alternate.

The spiked fist is nearly a direct upgrade from her default ability, but it's not really overpowered by any means; it makes loader more fun and interesting to play. The developers expressed that they felt Loader's playstyle was a tad one dimensional, so I think it would be a good idea to give her a new alternate that promotes a much different playstyle instead of just tweaking what's currently in place.

empty verge
#

!feedback Clay templars seem to be very strong, even at higher stages it feels like they are stronger than most bosses. idk might need a slight nerf to damage or fire rate

languid smelt
#

!feedback lunar item idea: three legged goat
description: The faster you are the more damage you do, BUT getting hit slows you down by (-x%, I don't know what would be a good number, but could be a cool lunar item)

frigid tulip
#

!feedback make early drizzle slightly more bearable by upping spawn rates, it's a bit of a slog just not getting anything for the first few stages

fast walrus
#

!feedback To expand on ruddy's feedback, up spawn rates in early Rainstorm as well. One of the only reasons I usually play Monsoon is because Rainstorm has such an absurdly slow start in terms of spawn rates.

kind grail
#

!feedback Had an idea for an interesting survivor, however due to the amount of information I've come up with for this character, I had to use pastebin to get it here as it exceeds Discord's character limit for messages. The idea behind this character is for her to be a sort of jack-of-all-trades survivor, with an emphasis on mobility and DPS. Here is the information for her:
https://pastebin.com/LB4H3WZr

brazen plume
#

!feedback

I dislike how random the lunar coins are; you don't do anything special or unique to get one, they just drop when the game says so.

My proposal is reworking them so that, while they no longer carry over between runs, they are also obtained much less randomly. What if shrines of combat, instead of rewarding you with ordinary money, gave lunar coins upon defeating all of the spawned enemies? What if giving 93% of your health to a shrine of blood would grant a lunar coin in addition to the money? What if using a shrine of the mountain made it so you could get a lunar coin upon completing the teleporter event? Hell, what if a system was added so you could "sell" items to the newt in exchange for lunars, with 2 lunar coins for a white item, 4 for a green, and 12 for a red? (Lunar items would not be able to be sold, as that would too heavily nullify the risk you take when picking one up.)

I think all of these would go a long way in incentivizing players to take more risks with shrines and experiment more by doing things they wouldn't normally do. Beyond trying to get some easy cash in the first stage, you almost never bother with shrines of combat. In addition, adding some bartering would help by both giving players a method of getting rid of certain items and accentuating that the bazaar between time is, well, a bazaar.

still thistle
#

!feedback a use item that lets you reroll the nearest item into a different item of the same rarity

mint vapor
#

!feedback allow an AI to control a/the player that left instead of out right being removed altogether and allow the option to give items to said ai player this would (at least) allow a reasonable way to use items from players who left

warped stratus
#

!feedback While making leeching seed a "white" or common item might be overpowered, the reliance on in-combat aggressive healing makes the game super swingy depending on if you get healing items early in a run, and there are no good "white-tier" healing items.

Buff the "white-tier" healing items... give Monster Tooth more pickup range, give Cautious Slug some in combat functionality (right now it's 300% regen out of combat, give it like, 150% in combat?), and make medkit a better item to stack.

old stag
#

!feedback bring back the golden gun item from ror1

crude scarab
#

!feedback Bighorn Bison get way too much health to justify how many of them there are when they're the boss in a teleporter event. They aren't hard to fight, but are ungodly tanky and above all else could ruin a run simply for being the boss.

frigid tulip
#

!feedback make it so the alloy worship unit's aoe up throw attacks either can't stack or don't deal as much damage, because ive had them deal upwards of 4k damage, which doesn't seem right

kind grail
#

!feedback Please, for the love of the gods, PLEASE nerf the Wandering Vagrant's AOE charge up attack! It charges up far too fast and deals far too much damage for how fast it charges up.

near quartz
#

!feedback display the stats of each survivor on the character select screen and how much they increase per level

little barn
#

!feedback QOL suggestions for ping system:

-Remove anti ping spam from Singleplayer
-Increase duration of pings (disappear too fast currently)
-Allow multiple chests to be pinged simultaneously (limit of 3-4 chests maximum)
-Since ping's are drawn in a line from your character to where your Crosshair is aimed rather than straight out from the Crosshair in the center of the screen, it can be difficult to aim a ping where you want.
-A "ping wheel" consisting of 4 options(5 total including the basic ping), similar to other games that also use this ping system. Things like, "Area clear of Loot", "Please save that chest", "Chest saved for Ally", and a "ready check" to start the TP/Proceed to next level. (This would be a huge improvement for Silent Communication)

true pumice
#

!feedback A lot of times (particularly in longer runs) I'll find myself accidentally summoning the secret boss on Siren's Call due to uncontrollable AoE from all the items I have at that point. That late in the run I'd really rather not be summoning it, because it gets immensely tanky. I think it shouldn't be that easy to unintentionally summon the secret boss (maybe the eggs could be changed to only be killable by direct fire from your abilities?)

cyan shell
#

!feedback kind of a bug, kind of a feedback.
personally i really like just playing for a really long time, to the point where im literally unkillable.
however, around stage 60-70 you start getting negative money, and as you keep going it starts looping back to 0. its essentially made so you cannot open any chests unless you are lucky with how much money you can get
late games monster spawns are practically null, especially if you have multiple of the happiest mask... all your minions fill up the spawn count, atleast as far as i understand it. either way, having a way to dismiss minions would be great, especially since they can either be extremely annoying or extremely helpfull and theres not really any inbetween
and honestly the most annoying thing late game... the portal events... please add items, they can be legendary tier or whatever, but please make items to increase the portal event range and/or decrease the time required for them to complete. i spend most of late game just sitting bored at the portal because all i can do is watch the counter go from 10%-100% over a few minutes
late game, bosses and chests also start displaying their costs/hp as the negative 32 bit integer limit, which honestly is just really annoying. making a way for money/hp to scale like you did with damage would be awesome
on the note of bosses... why does the alloy warship have so much hp? late game when everything is a oneshot i was just sitting on him for like 20 minutes to kill him?.... like cool i guess, its a challenge, but kinda boring and really not worth the red item
sorry for making you read my long feedback lul ❤ this stuff has probably been mentioned somewhere, but i wanted to bring it up in case it hasnt yet, or reiterate it cus its really annoying ❤

fickle valve
#

!feedback This is for the co-op side of things. Is it possible to add a way to drop your items for your friends? Example: If someone accidentally picks up an item someone else needs you can just drop it. Example 2: If a player find an item on the other side of the map, they can just can just pick it up for their friend and then drop it instead of having a them run across the entire map.

fading parcel
#

!feedback Bustling Fungus, to make it usable in practice besides with Engineer (while also not especially buffing him with it), could be changed to activate upon half a second standing still, and the healing zone would remain where it was placed until another was set or the character that placed the zone was outside the zone for a period of time.

Standing still for even a second alone can very easily be very detrimental without planning or strategy, but attempting to remain in place as is, even with cover if you can secure it, will more often than not leave you wide open to punishment. The flexibility that simply being able to move whatsoever can provide would make this item immensely more usable in general, even if still niche

queen cloak
#

Can the guardian of sirens call have a boss item for it that gives a shield that when it breaks it releases a damaging pulse that knocks enemies away

floral ice
#

!feedback I think it'd be cool if dio's best friend could count when using the altar in the celestial portal. That way you could possibly still get the skin and keep going, or just die a few more times to get extra lunar coins

torpid carbon
#

!feedback i think your drones and turrets should focus enemy's that you mark, its kinda annoying that your turrets dont focus the boss when they are still really close to him and it be nice that your drones help you eliminate elite monsters faster

chilly crag
#

!feedback Alt enfi turrets sould have more range and Sprint when out combat

snow hearth
#

!feedback Expanding on Kururu's post I think drones could use a buff to hp and damage. As they are in the game they are kinda nice to get through the first loop, and then buying them is a waste. If they maybe scaled in damage and health with your levels or maybe with the stages completed they could be more useful again. Maybe an item that increases their health and damage could also work. As it stands right now though they just don't feel that great between the low health, damage and sometimes weird A.I.

mint vapor
#

!feedback add a "host public game" button to the multiplayer lobby screen some times you just wana host so you dont lag out so hard

tough pendant
#

!feedback

Lunar Item Idea, I don't know what to call it.
Upside: The interactables director is given extra credits. That would mean more chests, barrels, shrines, stuff like that.
Downside: Everybody constantly loses money. I was thinking around 2% per second would work, maybe more or less.

This would provide some interesting play. One, you have more stuff to spend money on but you have to find it quickly. Two, stacking it would basically mean burst buying stuff after killing a bunch of enemies before you lose all your money.

tl;dr More interactables, slowly lose money over time.

near quartz
#

!feedback bring back the sassy death screen quotes

crude scarab
#

!feedback Wandering Vagrant's discharge AOE should be given a pattern of sorts. As of now their powerful ability can be done as short as ten seconds from the last, or as long as never again. It makes it quite frustrating when each second counts, forcing the player to duck and cover constantly. Some form of pattern, say, thirty seconds from eachother, or whatever the devs decide, would make the explosion more tolerable.

little loom
#

!feedback At the moment, engineer's mines get set off by the pots in aqueduct. If they didn't, you could set mines up next to pots for a one-time trap.

frail swallow
#

!feedback It feels like MUL-T Grenade Launcher alt basic attack cooldown increases the higher attack speed you have, it feels really bad once you have a good attack speed.
Base attack speed: the cooldown starts once you fire the first grenade so it feels nice, like it has a 1 second cooldown due to the time it takes to fire all the grenades.
High attack speed: you fire all the grenades so fast you have to wait 4 seconds (I think it's the actual cooldown of the skill) to fire again.

Sugestion 1: make the cooldown decrease as you get more attack speed.
Sugestion 2: set the cooldown to 1, but make the cooldown start only after the last charge is used.
Sugestion 3: remove charges and cooldown, give it a low base attack speed and increase damage a bit to compensate.

earnest laurel
#

!feedback add the ability to drop items
BUT
You can only drop items you got in the current stage. Move to the next stage, you can't drop items anymore.

stable seal
#

!feedback I dont know how feasible this is but it would be cool if when you pinged enemies as engineer itd act as an attack order for your turrets.

north citrus
#

!feedback
Let us shoot through allies, or at least big things like beetle guards and aurelionite.
It isn't fun when your aurelionite is bodyblocking your damage to a boss because of his new ai making him hug them

vague hearth
#

!feedback Because of all the new challenges requiring you to be above or below a certain stat, a Challenge Tracker would be very useful to know if you’re still eligible to complete a certain challenge, or if you need to retry. For example, in the new Mercenary and Huntress character challenges, it can be very hard to know if you failed it or are still eligible. The way it would work is that you should be able to select a Challenge from the logbook and the necessary information and progress will appear in the ‘Objectives’ center of the HUD.

deep moon
#

!feedback Ok so this is my idea can we remove the color swaps and add a color pallet.I love the new update but i don't like how commando and merc were the only ones with new skins.The fix for this is to just let us put any color we want if you want to be a fully pink merc dashing threw mobs and burning your teammates eyes so be it.I also want more skins that make the character look different. I'm not asking for this right now but maybe with the full release of the game.

native meadow
#

!feedback an idea to balance the alloy worship unit everyone's complaining about. Have it where if you trigger it, it instead replaces the regularly scheduled teleporter boss and always insures a red item. That or have destroying the nests spawn a special altar that summons it, maybe atop the weird tower thing in the middle.

sharp flower
#

!feedback I just got the Gilded Coast as both Lunar Seer options in the Bazaar Between Time. Since they're supposed to be things that let you choose the next stage, I feel like it shouldn't be possible for it to be both the same option, that's really lame. Infact, if having the Gilded Coast as a Lunar Seer option means that it can possibly screw you out of getting the stage you want for a challenge at all, I'd rather not have the option to go to the Gilded Coast from Lunar Seers.

hardy pumice
#

!feedback
I like the idea of an optional challenge to get a red item reward. More interesting than the guaranteed legendary chest spawn in Abyssal Depths. That said...
Alloy Worship Unit seems like it's supposed to be optional. You can leave the stage without any interaction. That's where the problem lies. Destroying vulture eggs to spawn their guardian is a good concept. Problem is, the eggs are too easy to break.
Both your procs and enemy attacks can break eggs. This leads to the AWO to spawn accidentally fairly often, and this spawn is mostly out of your control, especially if you have drones. When you accidentally spawn the AWO, you're then forced to kill it before you can go through the teleporter. Fighting a tanky boss like that is a chore when you have a sub par run.
A change making the eggs harder to destroy, or another method of spawning the AWO would be very helpful and reduce a lot of annoyance on Siren's Call.

serene widget
blazing perch
#

!feedback add exclusive character items. There should also be a specific chest that gives exclusive items only. Opening it with the character you are playing as will make the chest spawn a exclusive item tailored to that character. The chest should also generally cost a bit more money then the rest of the crates and chests. These exclusive items can really improve the character you are playing as. Like for example, you can play as commando and open exclusive item chest and get an exclusive item for the commando that buffs his damage by 45.5%

cyan roost
#

!feedback add a prefer host or prefer client option to quickplay

dire anchor
#

!feedback I think a simple change that would make balancing things easier and the game more enjoyable overall is not having the difficult jump every time you teleport. It scales over time on it's own already, and there's definitely a feeling of "racing against the clock" but right now the game is pretty short and either you get just the right items or you take too long killing things and get left behind by the compounding difficulty. I know it sounds simple and it might be a divisive opinion but I honestly think this would give the game a lot more longevity and give you a chance to get some kind of run going before it's all tier 2 elites in your face - which even if you do have the skill to kill them the time it took you to do that works against you anyway.

languid smelt
#

!feedback maybe add different animations for when you're going really fast? like if you're going at (insert whatever value is superspeed) you should have a different running animation. For example, huntress' run could turn into a cool sprint animation where it looks like her feet are realistically colliding with the ground instead of a sped up animation. Just some flavor to the animations would be cool

cinder raft
#

!feedback The Engineer's new spider mines are an amazing upgrade on his normal mines, but not because they're overpowered, rather because the normal mines are underpowered. The thing that makes the new ones more useful is that you're far more guaranteed that they'll actually blow up in an enemy's face rather than being ignored, considering the highly mobile nature of most combat in RoR2. Normal mines might measure up if they had a larger activation+blast radius. Larger activation radius would mean larger chance that they'd actually blow up, larger blast radius would make them superior against large swarms compared to spider mines. Alternately, some sort of debuff effect could also make me consider using the old mines.

The Engineer's new turrets, however, just aren't as good as his normal ones. They seem to hand out damage better, but their inferior range means that they're hot garbage for dealing with flying enemies, which is what the Engineer's other attacks are already a bit troubled by. I'd suggest boosting their range and perhaps adding an effect where, every X seconds they check their distance from the Engineer, and if they're too far away, they teleport to him, because they move pretty slowly and their pathfinding is not ideal. With those two additions, I'd actually consider using them rather than the standard turrets.

remote loom
#

!feedback Dying in multiplayer is a bit of a drag, especially when you know your buddy can win but it will take a lot of time. What if there was an item that allows you to spawn as a ghost or drone and continue to contribute / actually have something to do when you die and you have at least one ally alive.

vast knoll
#

!feedback engineer with the spinal tonic is okay but his turrets aren't so okay cause they receive the affliction but they don't receive the benefits of the spinal tonic which is dumb because it makes the spinal tonic useless on the engineer but everyone else is okay

little loom
#

!feedback Can your health regen gradually go back up to 100% instead of being stuck at 0 for a bit when a malachite elite hits you? The Rex mains are suffering.

unreal delta
#

!feedback Tweak merc's alt m2 uppercut to reduce knockback so it can be comboed with his m1 rather than just knocking enemies out of range

dreamy jetty
#

!feedback Mul-t buzzsaw magnet pulling you into baddies can make it difficult to position yourself at best, and magnet you in a direction you don't want to go at worst.
Could it just, not force your movement?

mint vapor
#

!feedback when you destroy your self with an elite drop (irifts distinction, her biting embrace, silence between two strikes, etc, etc) they should become a skin that can be used by the character that got destroyed with it (note when mentions skin i do not mean the actual effect of elite) with it i feel like these cool as hell looking color on characters are underused due to extreme luck inorder to find them and even use them properly

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 and also maybe have an option to have them interchange with eachother. For instance before you start the tele you hear RoR 1 ost but then you start tele and the tele fight music is RoR 2 ost.

gentle spade
#

!feedback make the TC-280 Prototype actually be able to fit places, be worth the money, regen and not be paper...

supple drift
#

!feedback Come winter season, Engineer needs a skin where he's Santa and his turrets have antlers and little red noses. His cluster bombs are presents and his shield is a giant snowglobe.

static olive
#

!feedback add a cheat code of some sort that unlocks everything so that people who do not find the unlocking process fun have the option of foregoing it to play the game in the way they find most fun

blazing smelt
#

!feedback Add the ability to change your skill loadout in the newt shop. Something to spice things up a bit in a run, or alter your loadout to better work with the items you've found so far.

wild dawn
#

!feedback make dio's best friend work on teammates too (if it doesn't already)

tribal hull
#

!feedback have an option to have different key bindings for different characters, similar to what Overwatch has

gentle spade
#

!feedback Make Mul T's Saw a Saw Launcher, a piercing sawblade that rebounds off the floor/walls with a slight gravity arc (obviously don't keep it at 1000% DPS) ideal for short-medium range, with long range possible if you really know the arc and/or reflect correctly. I say this because he's not really a melee character, there's already a shortrange weapon in his kit, and a long range weapon.Also he already has one bad weapon besides (Scrap Launcher).

severe ore
#

!feedback REX 4th ability healing aoe already looks like it should heal allies that are in the obviously dangerous enemy filled zone, so why not let it, it's not like it hyperheals all too often and he's basically a support with debuffs and basic clearing. That or change the circle around it to be more brownish so it doesn't confuse anyone.

craggy schooner
#

!feedback Make the Celestite spawn noise as loud as Malachite, I never hear the laughter

fast walrus
#

!feedback Instead of Malachite debuffs just blocking healing entirely for their duration... why not make it so that it absorbs a certain (scaling) amount of healing, and if you manage to heal for that amount, the effect ends early? e.g. You get debuffed; the current absorb amount is 300. If you produce 300 points of healing before the duration ends, poof! Debuff gone in less time than if you'd waited it out.

As it is, when fighting Malachites, if you aren't bulldozing them with Guillotine or something, you're basically forced to stop what you're doing and retreat any time you get debuffed if you want to keep living.

Having some kind of active, direct (but not necessarily easy) way of removing the Malachite debuff so you have a reason to try and stay in the fight would feel a lot better.

winged grove
#

!feedback I'm loving the new turrets of the Engi, but right now I feel they are too dumb running towards enemies.
I feel like the turrets should prioritize staying inside your bubble if you deploy it but if you don't they'll run around and kill stuff.
I like the idea of mobile turrets as long as they aren't suiciding themselves to bosses.

cold flare
#

!feedback As it stands now, the TC-280 is super duper expensive (comparable to a golden chest), but it does not by any means carry its own weight. So, how about letting it inherit a copy of the items you had at the time of purchase? It is a prototype after all, so it makes sense that it would be different from all the other drones and turrets. It would make it able to heal, if you have items, have more damage, if you have the items, and so on.

twin burrow
river anchor
#

!feedback There is absolutely no reason for for the eggs to summon solus should be so easy to pop, I get the point that "if you don't want the boss to spawn don't shoot the eggs" but that's not scientifically possible due to the fact that eggs spawn around every corner. A single shot from the BFG ( Proton cannon ) can pop all 5 eggs if fired in a certain location. Either the boss needs to not stop the teleporter from being finished, or the eggs need to be things you walk up and interact with

earnest stirrup
#

!feedback Make that ball boss - on the new map, possible to turn his eye in all directions. It's too easy too get in that blind spot as melee and to not get hit.

radiant star
#

!feedback Can we make it so Rex can climb and stick to surfaces, or at the very least, climb really steep surfaces as to add more options for Rex?

frank meadow
#

Well I forgot the prefix, that’s a rip Nerf imps and imp overlord 👌

rain plinth
#

!feedback bookworm like option in settings to disable or enable a description of what the item does (ONLY if you have picked it up before) while looking at items like at shop vending and such things to allow those who have hard times remember thign or just cant read fast etc be able to know what they about to pick up

cinder steppe
#

!feedback
I have found some bugs in the game.
The first is with Multiplayer and Loader. When you dash into an enemy and a friend at the same time (they have to be beside or in the same spot) you do continuous lags because it cancels by hitting a friend then hits again provided it does no more damage only the lag. It sounds and feels really bad.
The second is that sometimes Beatle Queens spit attack bounces off of you. This should not be the intended mechanic I think.

cyan roost
#

!feedback huntress' ballista shot should work on an ammo/recharge based system like artificer's m1s
EDIT: Also, it should only teleport you upwards and backwards if you cast it while on the ground. if you use it in the air, it should just freeze you in place and switch to the ballista targeting

ebon tundra
#

!feedback Can we have an option in the pause menu where i can check the logbook for achievements. That would be really helpful to check on the progress or remembering what to do

cerulean ginkgo
#

!feedback Vampire Teeth Saps 1 health from every enemy within 10m per second (+1 per stack).

little barn
#

!feedback give loader a jojo skin

limpid crystal
#

!feedback Region locking for quickplay. I'm sick of connecting to Chinese hackers with infinite health.

elder anvil
#

!feedback This is probably a bad idea but it would be neat if there was a new equipment item that was a grappling hook, of course not as good as Loader's but I think it would be a neat addition

fallen trail
#

!feedback Please add a toggle for hold to sprint

clever pine
#

!feedback Make all utility skills/dodge skills disrupt enemy aim and lock-on and reset attack patterns. Avoiding damage relies too heavily on cover + I-frames, it's not feasible in areas without cover, or when there's too many enemies.

frank meadow
#

!feedback Imps are really annoying, I feel like a simple decrease in their base health could go a long way.

still thistle
#

!feedback having too many fireworks makes it so you can't use shrines or printers as quickly because it needs to spit out like 50 fireworks before its intractable again, can you make it so that doesn't stop you from interacting or make the fireworks come out faster?

dire anchor
#

!feedback My proposed balance changes based on my play time with most of the survivors and how they stack up mathematically to each other.
Commando:
Phase Shot 230->320% damage per shot, so it's on par with his phase blast on average if you're piercing a large (6+) group of enemies.
Frag Grenade make these stick to enemies and terrain, right now they're hella awkward to use despite having decent damage potential.
Mul-T:
Increase hitbox of saw, slightly reduce spread of nailgun
Huntress:
Strafe 150->200% damage, increase angle from 30° to 45° and make the center of the screen more sensitive to selecting new targets.
Arrow Rain 17->12 sec CD
Ballista 17->12 sec CD. 900->1200% damage per shot or make it pierce enemies.
Artificer:
Snapfreeze Consider giving the columns collision so they can be used as temporary cover from enemy projectiles and beams.
Rex:
Seed Volley Increase AoE to the same as Huntress' Arrow Rain
Loader:
Knuckleboom Reduce knockback and slightly increase range, it's very difficult to land successive hits on enemies unless completely surrounded.
Grapple Fist Consider increasing the range of the grapple that doesn't damage or stun.

dry bramble
#

you should add an assault rifle for commando, would be awesome!

full saddle
#

!feedback you should add an assault rifle for commando, would be awesome! From CheeseHawk

still thistle
#

!feedback (i posted this a while back but it was like a day before the update so it got drowned out by loader suggestions, im not sure if im able to do this but im reposting it) 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) 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

hollow wind
#

!feedback The alternative weapon for loader is a bit underwhelming. The addition of being able to pull enemies is nice and all, but it doesn't really add much to the character. I'd be much more interesting if the alt grapple would change the way the character move. Maybe it could let you stay at a constant swing height without pulling, idk.
But my bottom line is that it doesn't feel significantly different from the original grapple to warrant being a separate weapon unlocked via the challenge.

clever pine
#

!feedback Add logs and models for the alternate skins as well when you unlock them, maybe they're different characters, nice to view the models separate regardless.

jaunty cairn
#

!feedback add a portal back out at the start of the obliterate yourself map.
I am in that mix where I have too much speed and too little at the same time (no hoppo feather either)
I have fallen respawned and fallen again 10-12 times already just trying to get down
If you dont have the timing/movement items it makes that level just annoying

oak oar
#

!feedback Ethereal mercenary was extremely hard for an ability unlock and took me about 3 hours of trial and error. Despite that I actually had a ton of fun with it, routing out your own path and practicing repeatedly reminded me of speedrunning and gave me an appreciation for speedrunners. While I did have fun with the challenge, I think I'm in the minority; maybe put cosmetics or less impactful rewards behind hard challenges like this?

sharp ivy
severe ore
#

!feedback Alternate passive abilities, such as changing REX's poison or having a auto-charging burst damage on next hit mercenary in the cost of his doublejump, you can change the very core of survivors or turn a less liked survivor into a role you like better.

little barn
#

!feedback Give the Loader's default grapple no cooldown besides the time it takes to retract, and keep his spiked fist at a 5 second cooldown. Doesn't make sense making the spiked fist just a direct upgrade with more features and the same cooldown and you could do so much more with normal grapple without it having a cooldown.

fading parcel
#

!feedback Artificer's Plasma Bolts are an interesting addition, but at the moment they can't help but feel incredibly lackluster compared to the Flame Bolts, let alone by themselves. They just feel pitiful in general, with weak, plain blasts, unsatisfying bubbly projectiles, and rather unimpactful sound effects.

I would at least want them to produce the same blast visuals as the other shock spells, and the projectiles themselves could really do with a remodel to look more "bolt" like and sharp, and their sound effects could be made much more impactful with effects, again, similar to those of the other shock spells.

cinder tusk
#

!feedback (I forgot to put the feedback command earlier ._. , so I’m reposting this)
Hi! NepYay
This is a really minor idea and not at all essential, but I think it would be kinda neat to have ^-^
Having a small portrait of the survivor you’re playing at the bottom left of the screen, right next to your health bar.

stray wyvern
#

!feedback put drones into the logbooks

red axle
#

!feedback make the vines on rex's mastery skin change color to suit the colors of the skin rather than keeping them as the normal pink

silent eagle
#

!feedback
Instead of instantly arming the mines of engineers first secondary after a set amount of time, make it that the damage climbs to 900% over time instead
I had enough times where i lost the other 600% of the damage because an enemy decided to walk into the mine before fully armed... While its not that frustrating, its still pretty annoying

velvet anchor
#

!feedback bring back ror1's item sharing toggle

gray forge
#

@dry bramble I was just about to say that same thing

dawn hatch
#

!feedback I think it would be good for the teleporter to charge faster once you defeated the boss. Or an item that charges it faster.

stoic hawk
#

!feedback
In the first game, the first enemies would always spawn at around 10 seconds into the run. This made it easy to purchase at least one chest - those enemies would give you enough to get something, or at least use a Shrine. I think implementing this or something similar to ROR2 would help make the first stage feel consistent. With the change to the director in the recent update, there can be a lot of deadspace upon starting a run where the director saves up points for upwards of an entire minute where the player is forced to wander around opening barrels, hoping it'll be enough to purchase a chest. I feel like having a static time where enemies spawn could help alleviate this and get the run moving, even if a little bit

kind grail
#

!feedback I think it would be nice for the Vagrants to indicate when they'll start charging, that way we can better escape the AOE attack. It's especially hard to do when there's so much going on in the map to the point where it's too easy to not see the Vagrant's bubble start spreading out as it charges the AOE attack. Perhaps make it so Vagrants flash once or twice before they start to charge their AOE attack? This would especially benefit mercenary and loader mains who like to get on top of the Vagrants and whale on them from there.

TL;DR: A nice little flash or two before WV's start charging their AOE that is just subtle enough for players to miss if they're not paying attention to the vagrants, but just noticeble enough for players to catch eye of it if they are paying attention. Nothing too obvious.

main hornet
#

!feedback Please give Arti a way to actually benefit from attack speed, because getting syringe on Monsoon runs is just painful. There are so many attack speed items that Arti is especially succeptible to getting unlucky with builds.

dusk junco
#

!feedback

I think it’s saying something about your choices for these challenges when a decent chunk of the community is opting to just cheat complete the challenges, rather than do them. Talking about the Merc Prismatic and Huntress Rallypoint. Basically, don’t make these sort of challenges sadistically difficult. There’s a difference between fun and un-fun difficulty, and with the change of the director to be even more aggressive, most of these challenges are REALLY un-fun.

ebon tundra
#

!feedback can we please save runs? I dont want to quit a really good run out of tiredness or if i have to go out to do something, this has probably been said before but it needs more attention

Said this before but it got drowned so I'm just putting it here again just for the people who really need this addition to the game. you could also scroll up and try and find the same one but that depends on you

kind grail
#

!feedback Adding onto Sunny's idea. While I know that this game is about trying to get as far as you can in runs before dying, would be nice to have some sorta feature that lets you save the run until you die and have to start all over again. Maybe have the save feature be in Newt's Bazaar and cost one lunar coin to save a run?

frigid tulip
#

!feedback to add on to wyrm and Sunny's ideas, instead of having the save be inthe bazaar, either make it it's own portal or put it in the celestial portal, down by the obelisk

reef wagon
#

!feedback When we hover over items in the tab screen in game, can we get detailed information about the item? Or maybe an option to enable more details? I'd like to see what my stacks of crowbars/syringes/etc are contributing at a glance. 🙂

lament gazelle
#

!feedback Commando's combat roll, Huntress' blink, and the Loader's charged gauntlet should not interrupt your characters sprinting and let it continue once the ability is used/in use.

river anchor
#

!feedback Yet another day of me asking for Stone Titans to not lock on through stealth, and to not fire through their own skulls

kind grail
#

!feedback I don't know if anyone else has suggested this before, but how about adding the music from Risk of Rain 1 into Risk of Rain 2's pool of soundtracks?

pallid iris
#

Having played too much Commando for anyone's sanity, I love this new secondary. And I want to love this new R grenade. But I'm sure everyone who's used it knows it's the weirdest little thing. Bounces before exploding, no timer until it bounces, radius not really shown. I think by changing one thing it will be perfect. Still bounces, still starts arming after a bounce, but instead of bouncing off enemies, it only bounces off terrain, and will stick to the first enemy hit. That 4x damage becomes guaranteed on the guy you hit first, AOE everything near it. You miss, it still bounces and maybe catches some enemies if you miss. And hucking across the map to hit a boss will feel epic.

rigid coral
#

!feedback repost for @pallid iris
Having played too much Commando for anyone's sanity, I love this new secondary. And I want to love this new R grenade. But I'm sure everyone who's used it knows it's the weirdest little thing. Bounces before exploding, no timer until it bounces, radius not really shown. I think by changing one thing it will be perfect. Still bounces, still starts arming after a bounce, but instead of bouncing off enemies, it only bounces off terrain, and will stick to the first enemy hit. That 4x damage becomes guaranteed on the guy you hit first, AOE everything near it. You miss, it still bounces and maybe catches some enemies if you miss. And hucking across the map to hit a boss will feel epic.

fading parcel
#

!feedback I posted this same idea a while ago, but I'm reposting this to see if it garners enough traction since the last time it seemed decently received

Going off of the idea people had a while ago to add "Warframe style multi-crits"^, perhaps that system could be applied to Ocular HUD specifically. Either as a passive effect or during activation, I think it would make for an interesting and unique item to use.

^That is, that as your critical chance goes above 100% you then incrementally gain the chance to land more powerful critical strikes, something like +50% or +100% power per "critical level".

cursive fox
#

!feedback
Given the skills 2.0 update is helping survivors explore new play styles, I think it would be cool to see the engineer receive a PDW type SMG as a primary attack. A little bit of spread, some damage falloff, and low damage could make it work.

As someone who has mained engie, I only liked their primary with high attack speed, otherwise it stops feeling viable very quickly, and turrets/sometimes mines become the only viable source of damage. An SMG could work in tandem with the shield to encourage getting in close to your targets, and would assist in being some use against flying targets that the engie doesn’t have reliable answers for outside of the turret.

I think a clip system might work out here too. 25-35 shots for a clip, then it cools down as a reload. No more than a couple of seconds to start off here. Affected by cooldown reduction and refreshes (bandolier). Partial clips begin a cooldown to full if the player stops firing for a moment, and can be interrupted.

cinder raft
#

!feedback Huntress' new skills feel like distinct downgrades compared to her normal ones.

Triple Blink: The total distance feels about the same, BUT, it feels like the smaller blinks aren't as willing to give you verticality, so where the normal one can be used to jump up ledges, the triple blink feels a lot less useful for that. It's nice that it doesn't break sprinting but, honestly, neither should the normal Blink, because that was always annoying.

Ballista: Theoretically as good, or good against single targets, the main problem is that it's less "fire and forget." For a character that relies a lot on mobility to not get pasted(though, which character doesn't, to some degree), the difference between hovering while you nail a specific target three times, vs a single quick click on an area feels like a big deal. It definitely feels like her default ult "flows" a lot better and doesn't break up your movement as much.

glossy sierra
#

!feedback i had a profile corrupt lat night? i had just unlocked alot of characters and now i have to resart all my proggress

tough pendant
#

!feedback about Stone Titans Perfect Tracking Laser

Around half the time, it works correctly. It's possible to outrun it with no items. The other half the time, it tracks perfectly. Even with a bunch of Wax Quails, Headstompers, and a slope, it still tracked perfectly, which is ridiculous. Please make it not track perfectly half the time.
Also, if it loses it's track perfectly half the time bit, it should also track faster as the difficulty increases. That would make up for the speed you gained, so as to make it still a threat.

crude scarab
#

!feedback Considering there is evident newt influence in the world, how about an enemy/elite variant that is a newt worshiper? They'd have some form of double-edged gimmick that could both benefit and hinder them, or simply be some form of hard-hitting glass cannon of sorts.

wild needle
#

!feedback can we have a 'damage recieved log' of some sort at the end of runs. even just the last 20? instances of damage so that we could actually tell the sequence of events that lead to our death

chilly crag
#

!feedback Carbonizer turrets should sprint when not attacking enemies.

snow jetty
spare pilot
#

!feedback requesting the AI that tries to stop bosses spawning behind walls in Wetland Aspect to be applied to Scorched Acres as well. Bosses have a tendency to spawn a level up on the circle platforms and if your char has no vertical mobility you waste up to half a minute+ running to the single ramp that can take you up to the boss, oftentimes leaving the teleporter zone to do so

granite siren
#

!feedback how come the old engi mines aren't an alt-skill

nova acorn
#

!feedback The Artifacer's alternate primary fire should be louder, so it has the same sort of "oomf" as the firebolt. As it is, it feels rather wimpy

tough pendant
#

!feedback Add back in the 56 leaf clover from RoR1, or at least some form of it. For those of you who don't know, it gives a small percent chance for items to drop from killed elites.

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 and also maybe have an option to have them interchange with eachother.

snow hearth
#

!feedback Can we get the thermal harpoon ability for the engineer from Risk of Rain 1? It could be an alt for the shield since we don't have an alt for that yet. It would also increase the offense capabilities of the engineer beyond spamming mines and planting turrets for damage.

crisp smelt
#

!feedback reintroduce simple but useful items from RoR one such as damage reduction (tough times), unconditional health regen and + max health

river anchor
#

!feedback some things I noticed about reasons why the challenge is a lot harder than it needs to be, and should probably be fixed

  • Enemies sometimes spawn in silently ( yes silently, it's rare but I've had wisps pop up in front of me )
  • Wisps don't always play their attack noise
  • Wisps don't always show their attack notifier ( small red beam )
worldly pulsar
#

!feedback Some abilities end sprint, despite being exclusively used for mobility. The ones that immediately come to mind are commando's roll and Huntress' Blink. Since they are mobility abilities, they probably shouldn't need the user to keep hitting shift to reactivate sprint after use.

vital pike
#

!feedback make drones closely follow you all the time, like in the RoR1 and allow them to level up with your character. This will drastically increase their potential and overall will make them more useful. Also, a dead player can control one of the drones instead of spectating other players. This is already possible with the right mods, so why not make it a feature?

crude turtle
#

!!feedback Mercenary prismatic trial challenge is way more harder than any of the other challenges for other characters. he truly got the shorter end of a stick and i dont see why.

gentle shadow
#

!feedback fix the hitbox/ai of TC-280 again because I just bought two a couple runs ago on stage 3 and the instant i went to stage 4 they got stuck in the floor and got cheesed to death by an imp overlord mauling them down with melee, wasting my 3000+ gold and a lot of time. I literally just intantly restarted a run as soon as they died because I knew i was screwed without that dps with the increase difficulty

eager plume
#

!feedback The new Turrets are useful in the following situations:
-Near you
-teleporter Event
-low time
-gathering money in far away places
The mobile turrets are really cool but they still suffer from the general problem with AI allies, they stick too far away from you and aren't there when you need them. Proposed changes that are minor enough to make them more usable while still not overpowered:
-Pinging an area/monster to attack causes allies to move to location and/or move within range attack target.
-AI allies have special AI to stay within combat distance of player that owns them, about 20m.
-AI Allies rush towards player when they take damage.
-(Engi-mobile-turrets only) stay in front of the player or around them constantly as opposed to lagging behind.
In any case, these ally changes will make them much more useful, as they will be much more "protect my master" oriented than just, "I'm here to kill monsters and protect my master and I'm all out of master".

frigid tulip
#

!feedback a change to strides of heresy - make it so the player can cancel out of the shadow mode in exchange for 25% (placeholder) of their health

crude turtle
#

!feedback Mercenary prismatic trial challenge is way harder than any of the other challenges for other characters. He truly got the shorter end of a stick and i dont see why (posting this again because of typos)

gritty hawk
#

!feedback Gesture is completely overpowered, give it a 1/10 chance to activate a glowing meteorite instead of your normal equipment, and maybe remove the auto-use functionality

brazen plume
#

!feedback Make ocular hud’s effect more obvious when it’s active and make it last just a little bit longer, it’s not a bad item but it just doesn’t feel very satisfying to use

naive cradle
#

!feedback
Skill 4. 0
Skills will have different forms in different Skill Type(Primary Skill,Secondary Skill,Utility Skill,Special Skill).
For example, if the Slicing Wind is placed as the Secondary Skill, it will let merc slice a balde wave through enemies which causing lesser damage. And when Rising Thunder is placed as Special Skill, it will be more powerful and even causing a Thunder down(or rise?). But for some special skills(like Strategic Dive can't be used as a Primary Skill), some skills would be limited its usable skill types.(like "can't be used as Primary Skill"or "can only be used as Primary Skill")

little rover
#

!feedback Newt altars could be destroyed to get 1 lunar coin if you do not wish to spend one to spawn the blue portal. This would fit with the occasional lunar coin drops and the reward for destroying it isn't too big

tidal orchid
#

!feedback To balance Chronobauble, it could slow less but the slow could affect attack animations.

frigid tulip
#

!feedback don't count the bazaar as a stage for the purposes of the stage counter up by the timer

long flame
#

!feedback make Commando's grenade "sticky" to enemies

native meadow
#

Oof feedback auto reacts seem to be down

hardy sphinx
#

THE BOT IS DOWN

vocal stone
#

WEE WOO

still thistle
#

🦀 bot is gone 🦀

sudden hornet
#

loud anvil
#

!feedback fix the bot

old agate
#

!feedback for wake of vultures, make it more obvious if the elite effect is yours or the enemies

frigid tulip
#

!feedback don't count the bazaar as a stage for the purposes of the stage counter up by the timer

static olive
#

!feedback rethink how you design your achievements. Right now you seem to be making them with the aim of making them hard, without thinking about making them fun. This is just frustrating and I'd rather the game go without these kinds of unlocks. If these challenges are in the game, they should be achievements that aren't tied to any unlocks, like is the case in Slay the Spire where actually unlocking things consists of simply playing the game while the achievements are separate and challenging, but entirely optional.

lapis gyro
#

!feedback A function should be implemented for the new Engineer turrets where they react to/ follow pings. IE: They will prioritize a pinged enemy or go to a pinged location

tidal orchid
#

!feedback It feels like Loader's R doesn't really accomplish anything besides deal with a few Wisps and low HP monsters, and it also kinda feels like her M1 doesn't fit because her playstyle is like this: grapple in, hit the punch, get out.

Recommendations to make the R and/or M1 more impactful:
-R supplies Barrier or some other defense mechanism (Floating Engi shield?) to help Loader survive in close quarters, as the Barrier from her passive is negligible most of the time
-R is an AoE burst damage tool that can be hit while flying by enemies but has a long CD. Potentially similar to Artificer's original M2 but without the charge-up, as it has to be usable when the Loader is punching through crowds
-M1 could give a momentum boost to synergize better with the grapple+punch combo
-M1 could have some sort of AoE/chaining effect or damage to make it actually accomplish something in the short skirmishes Loader engages in

lofty goblet
#

I request keyboard and mouse support for switch.

sharp flower
#

!feedback Scorched Acres is absolutely the worst map in the game as of right now, due to limited space to run around and due to the Clay Templars. If I see Scorched Acres as my 7th level while trying to go for a Mastery achievement, I know my run is over by that point. There's just no way to deal with a million Clay Templars spawning all around you at once, with their near-perfect tracking, hitscan weapons, and absurd tankiness, and there's very little room to maneuver around on Scorched Acres due to the general layout of the map.

I have done two masteries so far, on Commando and Huntress, and both of those last maps were on Rallypoint because there's no templars to screw you over and clock free damage on you, and there's plenty of room to kite enemies around if you get overwhelmed. With the lack of healing on Monsoon and the new spawning system, it's far too hard to pull out a win on Scorched Acres unless you have an incredibly broken run by that point, and that's all left to RNG. That's my two cents.

cinder tusk
#

!feedback
Hi! NepYay
It would be really convenient if, in addition to the explanations of survivor’s abilities, it also shows the cooldowns for the abilities as well — both in character-select and in-game.

pliant musk
#

!feedback I appreciate how the indicator tells you whether or not Loader's RMB is in range of terrain. It would be great if that was extended to the sprint chevron crosshair as well.

native meadow
#

!feedback
Small qol thing, I think it would make it a little easier on loader if her sprint crosshair turned blue when you can use her grapple. I know it does when you're not sprinting, but a lot of time you'll be sprinting along and want to go straight into a grapple. It's just a small change that isn't necessary but wouldn't detract in any way from what I can tell.

rancid narwhal
#

!feedback add an "Are you sure" prompt after clicking Quit to Menu during any run

gusty torrent
#

!feedback make green bad bois reduce healing instead of negating it

odd nacelle
#

!feedback the lesser wisps could do with a small nerf. mid to late game they are a bit more powerful than they really should be. unless you have one shot protection an elite can easily cut you down in one or two hits and being so small its hard to pay attention to them all the time leading to getting sniped out of nowhere on an otherwise fine run.

shadow shard
#

!feedback increase the number of charges plasma bolt has from 4 to 6 on Artificer to make it a viable alternative to flame bolt

echo niche
#

!feedback have some enemies around the map when you spawn, its a bit boring just standing next to a chest for a minute

vestal island
#

!feedback idea
hematite super elite
enemies have a magnetic effect that draws players towards them and inflicts damage to them at close range (like a toned down dunestrider black hole effect)

frank panther
#

!feedback make malachite elites give you the negative of corpsebloom, cap your healing at a % of your max hp per second, or for the duration of the entire buff so that staying debuffed is a heavier negative. Optionally also: if the whole point of malachites is to end "god healing runs", then also make it disable one-shot-protection for its duration. If you are already hit by the malachite debuff, you should be under 90% HP, so OSP shouldn't matter, but it prevents you from just overhealing and OSP abusing during malachite fights.

I feel this would make malachites not as soul-crushing for non-god runs, while still allowing them to wreck 800 bustling fungus engineers late game

lofty apex
#

!feedback in settings being able to choose which screen you're playing the game on if you have multiple screens connected

finite lynx
#

!feedback Have the reward for obliterating yourself increase with the number of 7th stages complete, basically something like the 7th stage portal gets you 5 lunar coins while the 14th gets you like maybe 10 or more. It would add some nice incentive and add some what of a gamble, do i risk getting to the 14th stage for a better reward or cash out now. Might have to cap it so people who get a run going where their mere existence causes the death of thousands don't break the lunar currency by getting to stage 350.

little barn
#

!feedback
Make it so Use items show cooldowns even when you have charges of that item (via fuel cell), similar to other abilities when they have extra charges.

lilac quartz
#

!feedback It would be really helpful as engineer to see how many mines/turrets are placed. It gets really confusing with multiple engineers otherwise to see who has still placed theirs.

vestal island
#

!feedback buff ice elites. give them a bigger reason to be afraid of other than their death, and also so wake of vultures has a better effect other than just slowing down enemies

lofty goblet
#

!feedback
Please provide mouse and keyboard support for the switch edition.

random pagoda
#

!feedback Scale Mul-T's utility ability's damage and knockback with their speed: Getting hit by a fast car instead of a slow makes a large difference in damage.

tawny tundra
#

!feedback

By the time the game full releases, all the characters should have the same number of skills 2.0 unlocks, even if it means some characters have multiple alternates for the same ability. It would be super disappointing to have a character just have less unlockables simply because their M1 is really basic (hello Commando)

tame rune
#

!feedback do so, that Loader doesn't lose movementspeed, when charging, "Charged Gauntlet", so that you can keep the speed up, and thereby also the damage.

waxen bough
#

!feedback pings should be used to get AI to target certain enemies. For example, if you ping a certain enemy as an Engineer, your turrets should try to target those enemies if they are in range.

earnest laurel
#

!feedback make Arti's alternate R instead be an alternate utility. It feels more like a mobility skill anyway, and we all want to replace her ice wall.

echo niche
#

!feedback the game should start raining once you get to the HAHAHA difficulty (or add a 10th difficulty call rain). the rain could also have a unique effect on each stage (ex: wetlands starts to flood increasing jump height, random structures and unique enemies fall from the sky in abyssal depths, wind storm on siren's call pushing you in random dirrections, etc). it would make playing longer feel more interesting and less repetative (and make the title make more sense)

dire anchor
#

!feedback Please make AI react to the ping system, targeting the monsters you ping or moving to where you ping, otherwise they should stick close to you like the first game. Half the reason drones and mobile engi turrets are worthless is because they waste so much time miles away from any fight and you can't focus fire on a boss when it's do or die time.

runic oyster
#

!feedback could some of the future skills be returning skills from RoR 1 for the returning characters, Engineer's Harpoon would be fun to have again

waxen bough
#

!feedback
Strides of Heresy needs some balance in its stack scaling. The current 25% + 25%/stack of max health healing (alongside the 3 + 3/stack second intangibility) seems too strong.

An alternative would be to either lower the increment per stack, or to change the heal to current health as opposed to max health.

tawny tundra
#

!feedback

Some character's skill 2.0 unlocks feel really lame. Huntress' triple dash works very differently from her base blink, but it's still just a different blink. Idk about the rest of the community, but I'd rather each skill 2.0 unlock be something really unique to allow really personal loadouts. Loader's Spiked Gaunlet and Rex's Seed Barrage fall into this camp as well.

tough pendant
#

!feedback Add an option to automatically scale down the amount of particles on screen as more of them become apparent. If not that, at least make it so that we can make certain particles invisible so that I don't have giant bags of money constantly flying around, lagging the game.

autumn condor
#

!feedback
idk if someone already said this but im gonna say it anyway
can we have Commando's grenade cook?
like the longer you press R the shorter its timer becomes
I really like this new grenade i just kinda wish there was a way to hit flying enemies

broken skiff
#

!feedback Add a testing game mode where you can give yourself items to try out different combinations. (possibly taking place on the cargo ship before it crashed)

crude scarab
#

!feedback The only real problem with lesser wisps is the fact they can charge immediately upon spawning. Give them some cooldown time before they can charge their shot, it is not fair for them to spawn right ontop and immediately chip away your health.

main hornet
#

!feedback Please give Rex compensation buffs for HP regen changes. He's not in the best spot.

stoic hawk
#

!feedback Bring back Snowlems from ROR1. They could replace Golems on Rallypoint Delta (and act functionally the same, like they did in ROR1)

static olive
#

!feedback make turrets inherit the health you've gained from infusions so far

meager chasm
#

!feedback Make nests immune to Magma Worms in Siren's Call.

tidal orchid
#

!feedback remove knockback from Commando's M2 so Wisps don't go flying

waxen bough
#

!feedback

Sometimes, you have a chest/terminal/etc located close to the edge of the map. Unfortunately, when you get the items, they may fall off the map, wasting both the item location as well as your resources.

I suggest having items also "teleport" back to the surface, similar to how survivors will spawn back when they fall off the edge.

hardy sphinx
#

!feedback the new engi turrets should be affected by movement items that increase speed or are affected by sprinting such as buckler and just plain old speed items so you dont leave them behind by literally just walking

tardy cairn
#

!feedback Make regular health not take damage until after shield health is depleted, similar to shields in the first game with Guardian Heart. This gives shield health a better identity as a protection against big hits that takes a while to charge back up, while if you're being swarmed with smaller hits it's not going to be too strong. It also helps personal shield generator be much more useful which it needs.

little barn
north citrus
#

!feedback
Using Spinel tonic and getting the debuff that lowers your max hp shouldn't make you lose huntress' and mercenary's 100% challenges.

Just had it happen where one person hid in the corner of the map, got hit by nothing and i solo'd the teleporter and upon moving to the next map they didn't get it.

little barn
#

!feedback On Rally Point Delta, theres a few fences that let enemies (mainly the bison) charge right through and do damage. Can we make the hitboxes more clear so half the bison isn't sticking through the fence?

last ravine
#

!feedback reduce the overall accuracy and range of wisps

gentle spade
#

!feedback One of the many buffs Engi's alt turrets need (and drones) is better following capability

north citrus
#

!feedback
I don't know if its intended or a previous feature but i love that beetle guards can pick up monster logs for you. Perhaps have this included in the AI where it actively seeks out things dropped like Lunar coins that you have missed? (or maybe as a beetle scout that's a separate minion you could get).

last kraken
#

!feedback Make skins also change their ability animation color (for example: the oni mercenary skin's abilities are blue even tho the skin is red, which looks a bit weird imo. They should be red imo) Just a small change

cinder raft
#

!feedback Alongside the Huntress and Engineer, the Artificer is probably one of my most-played classes, so here's my feedback on the feel of the Artificer skills(with focus on the new ones):

The Nanobomb replacement is nice, but needs work. For actually hitting multiple enemies, it needs faster travel time, a wider projectile, no/less charge time or the ability to pass through terrain. As it is, unless you're willing to some shots for it, the penetrating aspect is usually wasted and it just hits one enemy, and the Artificer already has plenty of stuff that can put hurt on one enemy, so losing the Nanobomb's AoE ability for tackling hordes is a hard price to pay.

I'd suggest making a bit more of the edge of the Nanobomb "intangible," though, same goes for other big-projectile attacks like the Preon Accumulator, it's REALLY annoying when you lose a shot(especially with a two-minute charge time for each!) to just clipping a single pixel of a stalagtite or whatever.

The replacement for the Flamethrower is amazing as a mobility skill. It lets you peace out of encounters in seconds, enemies tend to be not very good at targeting flying players and combined with the floating ability I've spent a couple of boss fights barely being anywhere near the ground. The damage output lost is pretty big, though, so as fun as it is, I feel like it's a net loss.

Wrt to the Icewall, it's probably the weakest link in the Artificer's loadout at the moment. It's no good for blocking enemies off(like you'd think a wall would) and it's weird as hell to target. I'd suggest either making the wall thicker, so it's easier to hit enemies with OR simply rotating it 90-degrees so it's more like an icewave pointed away from you, it would make it a LOT easier to target on the fly.

stuck meadow
#

!feedback The new Blast Shower active item cancels Loader's punch mid-charge without causing the punch to happen, and also removes her grapple if it's out (even if it's not attached to anything). The description for the item explicitly says that it cleanses "all negative status effects," and I wouldn't consider those two moves to be negative in any way.

olive linden
#

!FEEDBACK delete Old Stealthwar Kit

sharp flower
#

!feedback I don't know if you're already planning on it or not but I think it'd be nice if at some point down the line you could alter the models on some of the new Mastery skins. The recolors are generally better color schemes but other than Commando and Mercenary, the fact that they're just palette swaps is kind of unrewarding compared to the aforementioned two that actually have changes to the model to make them stand out.

fast ridge
#

!feedback I feel like scorched acres is a pretty interesting maps, but not on the first loop. The difference between getting the free Preon Accumulator or not is pretty huge, and the number of mobility item don't feel enough when you get at the third stage to navigate the level efficently.

Maybe give another free equipment in that maps, or block it in the first loop.

glossy vale
#

!idea add a !lfg command like the apex discord

austere flint
#

!feedback Either change the text of Huntress' "Piercing Wind" challenge (finish Rallypoint~ without dropping below 100% HP) to reflect the fact that taking shield damage invalidates the challenge as well, or change the conditions so that shield damage doesn't cause you to fail. There's been too many times I've had Shield Generators or Wake of the Vultures on Shock where I take a tiny tick of shield damage and nothing else (not even fall damage) and do not get the credit.

gentle spade
#

!feedback Elder Lemurians should not be able to burst you down close AND long range with their fireballs/fire breath in less than a second from full HP

rugged mesa
#

!feedback Challenge implementation overall is pretty poor. A good portion of them are things the player won't come across unless they get lucky, and they have to actively remember what it is they need to do with that character or miss the opportunity. In addition, the fact that players right now who have bought the game in Early Access are having to complete these challenges to test your content and give you feedback about whether or not it's working for them. I don't think that's the best idea if you want your playerbase to experience everything and be able to provide constructive feedback.

sharp flower
#

!feedback An idea for a new Commando utility skill: A slower roll that allows Commando to fire a barrage of bullets while rolling, turning it into a more offensive skill as opposed to just one for pure dodging.

hardy sphinx
#

!feedback another take on the idea right above, commando just does a like dash thats not a roll, could be with like a little rocket backpack and he just shoots wildy around him while spinning, with a chance to hit enemies in the area once basically a dash in where he does a 360

fathom flare
#

!feedback after a number of monsoon rounds with Rex, I think it would be nice if his ult could proc on-hit items with each healing pulse. (if it does already then greatly increase the coefficient) Perhaps even doing some chip damage as well.

lost sky
#

!feedback Currently messing around with some of the new skills and made it to the Engineers adorable walking turrets. At the moment I have no idea what their AI is trying to do but they do their job. I did notice however that they'll sometimes just stare at me when next to them while there's clearly an enemy not 10m away trying to kill me. They tend to ogle me when I get too close. Less aggressive stare and more attacky-attacky please.

lime basalt
#

!feedback
Shield Battery (Lunar Item)
Shields always regenerate at 8% (+8%) of max shields BUT
Your hitbox while shielded is 30% (+20%) larger
(converts your shield into an egg shape around you)

elfin horizon
#

!feedback
Variant for Loader's M551 Pylon:
2 to 3 pylons, electric shots between each, except too far away; new one replaced old one.

bright egret
#

!feedback make the Mercenary Prismatic Trial loadout challenge 80% health instead of 100

trail vault
#

!idea players die after they disconnect so that they can reconnect and participate in the game of next level, instead of not being able to reconnect anymore!

alpine flame
#

idk where to put this but im a massive fan of the music and it is my dream job and what I will be going to school for. I want to say thank you to Chris for both games, a major insiration for me in what I make. I would love to be able to contact him but I have no way to.

drowsy coral
#

!feedback
keep track of those who obliterate themselves as engie so when the skin releases it will be available for those who already completed the challenge

snow hearth
#

!feedback Can we get the thermal harpoon ability for the engineer from Risk of Rain 1? It could be an alt for the shield since we don't have an alt for that yet. It would also increase the offense capabilities of the engineer beyond spamming mines and planting turrets for damage.

bright egret
#

!feedback I'd prefer that as an alt for his 1

long meteor
#

!feedback Could Mercenary launch himself as high as he launches enemies with Rising Thunder. I think it feels like you should be able to launch into a left click combo, but enemies just get launched why higher than you. Also it'd be cool if he had an animation where he turned his sword around to reverse grip while sprinting instead of it phasing through his body weirdly. Thanks for the hard work guys!

eager ledge
#

!feedback Navigating the menus in the game is a chore with a controller. When controller input is detected, the cursor should disappear and navigation should be like almost any other game that uses controllers, or can use controllers. Using stick or D-Pad selects the next item in the menu.

clever pine
#

!feedback Allow a non scalable strides of heresy utility skill to be selectable once you've used it once. I love this ability on some characters, and it'd be neat if you could select it as a default.

dense flax
#

!feedback a small detail that I would love to see is to have the character portrait change depending on what skin you have. It would add a lot of polish and be fun to see the different skins displayed in multiplayer.

cinder pewter
#

!feedback Add minor active abilities to the Aspects in addition to their passive effects in order to give players a reason to pick them over standard equipment.

digital gate
#

!feedback Item: Broken Magnet
Rarity: Common/uncommon
Effect: Pick up range for drops (Healing orbs, ammo) Is increased by 20% (10% for each stack)

elfin horizon
#

!feedback
Innate improvement for Commando:
If Commando moves while successfully hitting a target, he gains a tiny speed boost; lost boost if stops moving, or failed hitting a target for 2 seconds.
If Commando stays while successfully hitting a target, he gains a tiny attack speed / attack damage; lost boost if moved or moved by effect (enemy blast, etc.), or failed hitting a target for 2 seconds.

half gust
#

!feedback
Lunar Item: EMP Dart
Use Item: fire a dart that prevents shield regeneration on a singular target for 30 seconds. (40 second cooldown)

Stats could be whatever but it would be a handy way to deal with overloading bosses and elites.

ebon tundra
#

!feedback Item idea
Fire hydrant/extinguisher
uncommon
Reduce fire damage by 5-10%

little barn
#

!feedback With characters having many abilities based around speed and dashes, sprinting turning off after dashes clashes with these concepts in the game, enabling auto sprint/toggle sprint would help with game feel quite a bit

frigid tulip
#

🦀 🎵 the bot is gone 🎵 🦀

vocal scaffold
#

!feedback
Fix Dyno bot

clever pine
#

!feedback Give Commando an active ability, he's the only character in the game without one. Huntress gets run, Mul-t gets two equip slots and the run buffs, etc.

still thistle
#

🦀 🅱 🇴 🇹 🇮 🇸 🇬 🇴 🇳 🇪 🦀

frank panther
#

!feedback Bot test
BOT IS BACK
Please check for "Dyno" in the bot category to the right before posting feedback. It sometimes messes up even when it says it is online, but it is rare

cinder pewter
#

!feedback The lifesteal on the third hit of REX's M1 should take into account the previous two hits or get stronger if you hit all three hits.

cosmic patrol
#

!feedback
make engi laser turrents sprint when you do, this will allow sprint related items to be used with them.

Also maybe a small range or damage buff for them,classic turrents outrank them.

dire anchor
#

!feedback I'll do a suggestion per character with my ideas for balancing them.
Commando:
Phase Shot 230%->320% Piercing 5 enemies nets the same overall damage as Phase Blast, single target not high but at least worth using.
Frag Grenade This should stick to enemies, enabling use against aerial enemies. It'd also be much less awkward to use in general.
Suppressive Fire My only suggestion for this is appearance - have him fire both guns rapidly as opposed to mag-dumping a single pistol.

golden meadow
#

!feedback
Give the ability to ping unlocked chests so you don't walk up to an already unlocked chest.

thorn sentinel
#

!feedback
Let us continue sprinting when looking backwards

knotty night
#

!feedback Its not cool to spawn in with the invincibility on the levels where imps exist and just get chunked cause their bleed ignored it.
At least make bleed getting blocked by level change invincibility

bright egret
#

!feedback increase the range at which Mobile Turrets detect enemies, and have them calculate priority based on whether they are attacking the engineer that owns them, are within a certain radius, and also prioritize following engineer, sprinting when he leaves a certain distance from them. as it stands, the turrets just don't do as well as they should at the thing that is so unique about them- mobility. the ability to "Sprint" as well as "Hunt" would improve their overall use.

analog coyote
#

!feedback change Shaped Glass to give +100% damage additively instead of multiplicatively, while reducing health appropriately so it becomes 1/2 1/3 1/4 etc. This could help prevent completely curbstomping the game solely with a few shaped glass items, but still make it useful as a quick way to get damage for a cost.

clever pine
#

!feedback Give Commando an active ability, he's the only character in the game without one. Huntress gets run, Mul-t gets two equip slots and the run buffs, etc.

still thistle
#

didnt you already ask that like not even 6 hours ago

bright egret
#

he did. that would be a passive not an active. I guess you could give him the basic "determinator" ability and have him rarely survive lethal damage. also, Engineer has yet to receive a passive. It might take time for every character to become equally well rounded as they work on more important content.

cosmic patrol
#

!feedback
Corpsebloom Rework
You can only heal by killing enemies,elites and bosses grant double healing
10 HP each kill (+10 each stack)

The idea is that you must create corpse for the flower to bloom granting healing.
DISCLAIMER NUMBER VAULES CAN BE CHANGED

cinder pewter
#

!feedback New Rare(red) Item: Portable 3D printer
Gives you 1 +1 per stack random item you already have whenever you fully charge the teleporter.

raw shell
#

!feedback Make opened chests and barrels turn gray to better indicate them as already being opened

dire anchor
#

!feedback Next for my balance suggestions:
Mul-T
Reduce the spread of nailgun slightly, he has a hard time hitting stuff even when it's right in front of him. The saw is really awkward to use with it's forward movement scaling with movement speed and awkward hitbox so hopefully that gets addressed.

shell narwhal
#

!feedback It would be much better and convenient if devs could add motion controls on the Switch version. The controller support for game interface also need a lot of optimization. Currently, it feels like devs ported the entire PC keyboard and mouse control scheme directly to Switch version, just replace the mouse with joystick.

winged grove
#

!feedback As of now the grenade of the Comando is pretty neat but I found one counter intuitive issue that is really bothering me.
You can't throw your grenade while holding M1, which is super annoying to deal with since I need to stop shooting (manually) throw the grenade and then start shooting again, and that messes up with the gameplay of the character.
Please allow the Comando to just throw the grenade while holding M1!

nova wolf
#

!feedback most challenges are way to easy with the exception of the mercenary one, which i think is ironically to easy due to fact you have to actively try to get it on prismatic instead of passive playing

fallen sapphire
cosmic patrol
#

!feedback
make aspects gold items,since they are so rare and refer to old bosses
could lead to cool personal goals like collect all of the aspects etc.

brave nova
#

!feedback An option during the escape menu in Singleplayer to allow a Restart of the run, and an option that can be given a vote to either "Try Again?" like from the original Risk of Rain, while keeping the option to continue, with a majority rule.

static olive
cinder pewter
#

!feedback Aspects should make you immune to the effects of their respective elite type. They should be more useful for how rare they are.

hollow escarp
#

!feedback Rex alternate r move: Similar to bandit. Fire a strong needle that costs 25% hp to use and does 500% damage. If it kills an enemy then regain 50% of your hp.

full saddle
#

!feedback Add the skins to the logbook, so we can admire even more of your work

ashen oar
#

!feedback Make attack speed items affect the rate at which artificer M1 charges are restored so they aren’t useless on her aside from faster M2 charge.

shrewd lance
#

!feedback pls give us a a menu where we can see every runs we've done, with our score and items, the character we used and the time. Like other game like slay the spire for example, it would be so cool, please !

stoic hawk
#

!feedback
You should be able to give Equipment Drones fuel cells / Gestures. One of the things that makes Equipments viable in the late game is the ability to use them in rapid succession - and when an equipment is on an Equipment Drone, it'll only use it once its cooldown expires. This isn't too bad, but I honestly forget I even have Equipment Drones active sometimes because they take so long to use their equips. I feel like being able to lower their cooldowns by giving them Fuel Cells could increase their usefulness early on and even into the late game depending on the item

meager harbor
#

!feedback When using Frag Grenade on Commando it should automatically cancel your M1 to conduct the attack. Right now you have to release M1 before you can use it, making it harder to use than it should be.

serene solstice
#

!feedback Let us set a custom FPS limit, or at the very least increase the number of options we have. 60 to 120 is a pretty big jump, and I'd prefer to have the smoothness of ~90 FPS without letting my computer heat itself up by cranking 115

twin flax
#

!feedback make monster teath function like they did in Ror 1

wispy vault
#

!feedback Make the frost relic not detonate nearby barrels, it's an awful way to end a run and makes it just as dangerous to you as it is to enemies

willow ocean
#

!feedback We haven't changed the poll in a week now 👀

cold flare
#

!feedback Please make Loader's charge punch less of a danger to use in a group of enemies. Either remove the pause on connecting a hit, or make the Loader not take damage while in that pause. As it is now, you can take a lot of damage while you can't really do anything about it because you're in that brief impact stop, and that feels really bad. It's a really cool effect, but being smashed because of it sucks. I'd personally prefer a brief window of invincibility during the hits, so that you can enjoy the cool-ass effect without just dying.

placid loom
#

!feedback Drowned out a while ago, so reposting it so more people can see: Make an Alt skill of Loader’s grapple instead of swinging you, bring you directly to your target if your grapple connects.

stable girder
#

!feedback Huntress's triple blink only moves horizontally. Make it move in the same way as her normal blink. The triple blink is way more useful but not being able to move vertically really nerfs her.

hardy sphinx
#

!feedback mul-t also suffers from the same pause that affects loader’s charged punch even thoug it hasnt been mentionned, this issue is affecting two characters now i dont really have a fix for it, seems like their damage is calculated on each enemy instead of just hitting them all for the same amount

tidal orchid
#

!feedback Adding on to Kyzura's comment on Commando not being able to throw grenade during M1, I've noticed that the ability also has a recovery time of almost a whole second. This really messes with the consistency of Commando and just feels really bad to wait for.

fair token
#

!feedback Iron Surge is a great mobility skill for Artificer, however, I feel like it shouldn't take away her main damage dealer (the flamethrower) but instead it should probably take away the Ice wall (shift) which would make more sense because most of the other mobility skills are often activated with shift. Either that or try to make it's damage raidus bigger so you don't have to be literally in an enemy to deal damage.

haughty herald
#

!feedback A drone that flies around you and blocks projectiles. That way we would have some way of avoiding wisp shots and tracking lasers

bright egret
#

!feedback perhaps after you have finished making this game, within the foreseeable future sometime down the line, you could remake the original and change the coding so that the multiplayer works, and perhaps make some small tweaks.

rough seal
#

!feedback Clay Templars should not be able to fire pretty much indefinitely for the amount of damage they deal combined with their range and auto aiming. At least the other auto lock mechanics have a set interval of when they fire, or deal low damage.

mild tangle
#

!feedback Allow unfinished Challenges to be seen from the pause menu.

limpid crystal
#

!feedback Give Huntress a manually aiming charge shot in which holding M1 has her visually pull back her arrow for greater damage, with a base click doing even less damage than her default M1. As it is now, you just pepper enemies with Strafe until Ballista and your glaive are ready. It's a very boring way to play. Having an attack that you have to aim for more damage besides just Ballista would be fantastic.

peak cargo
#

!feedback

There needs to be a considerable amount of thought into the design philosophy regarding the difficulty of this game. Difficulty seems to translate into tedium for the team and it’s simply strange.

The new Celestine enemies are just more bullet sponges.

100% health challenges are tedious and force restarts until you get the perfect run.

This isn’t about “haha, well you won’t get it in the first week ;)”. It’s boring. Make me want to actually complete the challenges, make them engaging. The Rex one is good, the M2 Merc one is good.

Doesn’t help that these new abilities are more often than not, worse than the original ones.

TLDR: Make challenges less tedious for the sake of being tedious.

pulsar finch
#

!feedback Allow players to come back to their run after quitting game

severe ore
#

!feedback Reverse printers, spawns with 1 item someone has in-game and gives a random item of the same rarity, allowing to pluck and change those mushrooms or other less useful items for your class for something else rather then half-sequencing yourself. Rarer then printers probably 4:1.

glossy wind
#

!feedback increase the guard radius/agression of engi's mobile turrets so they can be in range to fire at their targets without changing their overall range

little barn
#

!feedback please make it so you can look at the challenges while you are ingame

craggy dust
#

!feedback Not super serious, of course, but Knuckleboom would be a much cooler and fitting name for Charge Gauntlet

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 and also maybe have an option to have them interchange with eachother from level to level.

sleek jasper
#

!feedback I don’t know if anyone is talking about this or if I’m just stupid, but multi’s power saw does not do 1000% damage per second. Correct me if I’m wrong but it seems like it does less than the nail gun. It also pulls enemies in all sorts of directions so you can’t even maintain the damage. Would love to use this weapon though. Please fix.

digital ruin
#

!feedback weird idea, probably been asked before, but should mercenary have the same passive of getting topaz shield on m1 swings like loader?

opal hollow
#

!feedback Survivor idea.

Berserker:

Passive: For every 1% missing health, gain 2 armor, +2% attack speed, and +2% health regen. Probably need a flat regen value to stay consistent between difficulties.

M1: Battle Axe

M2: Throw a spear. If charging with a small enemy, can be used to stop the charge and throw them instead. 3/3 charges.

Shift: Charge forward, damaging enemies hit. If it hits a small enemy, it grabs them, damaging it when an enemy or wall is hit.

R: Through great exertion, you take % current health damage and leap toward a target area. You crater upon landing, damaging nearby enemies and knocking them toward the center.

Cooldowns and damage are left up to the devs to decide.

brave nova
#

!feedback Artificer suggestion in regards to her Primary fire, that isn't just let the recharge be affected by Attack Speed. Continue to not allow it be affected by Attack Speed, but instead allow it to work like MUL-T new Primary fire, where it will recharge all 4 charges at once, allowing for her to have more uptime in her damage instead of still waiting for charges to return.

potent garden
#

!feedback I really would appreciate some way to change my textures to low and particles to low as well kinda like Minecraft so us Xbox and PS4 players can actually achieve higher levels. It's disappointing to know you can only get to stage 10-15 before suddenly things get crazy and your Xbox crashes. It ruins the point of the game... To go even further into it and get into those super charged bosses it's all a big goal.

reef zealot
#

!feedback
Frag Grenade is severely underpowered right now. from what i gather with a calculator, against a single enemy at point blank, Suppressive Fire does more DPS than frag grenade sweetspot. On top of this, missing the frag grenade sweetspot against a single enemy gives up half of your dps over just shooting it with double tap. this is, unfortunately, more often than not the case, as the grenade bounces (albeit somewhat predictably) off of terrain with no explosion on contact with an enemy. Often the terrain is sloped in such a way that hitting your target with grenade is near impossible, especially when being chased. Another odd feature of the grenade is that it doesnt seem to explode a set amount of time after being thrown, but rather a set amount of time after making contact with a surface, which makes it virtually impossible to hit flying enemies. also, it's worth mentioning that grenade doesnt offer the guaranteed stun that SF does.
Now to break down the positives of what grenade offers:

  • A Higher DPS than suppressive fire and double tap at most ranges early game. The problem with this is it only holds true early game, and ONLY under the assumption of accuracy,as attack rate and procs of double tap will fully outclass the damage grenade offers later on.
  • Hitting multiple targets at once. This is probably the only true benefit grenade offers, although its worth noting that it takes hitting about 4 targets to actually outclass the damage of hitting them all individually with DT. Not to mention, later on itd be more worth your while to focus down one enemy with Double Tap or Phase Blast and cruise off the benefits of will o wisp or gasoline (and even aoe procs like ukelele)

As a final note, the single hit, high damage archetype of frag grenade does not fit in with Commando's main strength, which is on-hit procs.

Overall, while the idea is nice on paper, I recommend either large buffs or a total rework of frag grenade.

echo niche
#

!feedback a way to buff commandos gernade while keeping it similar to how it is is by allowing you to “cook” the gernade like Titanfall2 . The longer you hold r the sooner the gernade explodes

vestal island
#

!feedback bring back the bell sound that rings every time a new difficulty is reached. i miss the thrilling feeling you get hearing that there's more danger coming

fresh fulcrum
#

!feedback Posted on Twitter to hopoo, but moving Shrine of Order to the Bazaar. By the time you find it, it's often a run killer, and as such rarely utilized. In the Bazaar means it could be used in 2nd or 3rd loops to turn a mishmash of items into a possible desireable run, but missing the jackpot isn't too punishing. Might need a boost from 1 coin to 2 to balance, but the Bazaar itself often costs to access as is.

Alternative, Various Shrine of Order types based on rarity, and ramping costs to match.

little barn
#

!feedback More of a Community/Discord Poll suggestion -- we have pretty much put together a community tier list for items, what if we did a tier list of songs from the OST next?

clear lion
#

!feedback Since so many people have their opinions on the frag grenade, with one person pointing out that it barely has any positives over the alternative of Suppressive Fire, I propose a change to it.

Along with giving it a visual arc and making it so that it is able to be "cooked" make the frag grenade act more akin to an actual frag. An explosion in the immediate area dealing some damage, and a bunch of shrapnel dealing the bulk of the damage spraying out from the explosion. The shrapnel could scale damage with the player and inflict a bleed proc on hit, similar to actual shrapnel. Since the spray of shrapnel would be random, it doesn't guarantee that all of the shrapnel will hit the main target, instead making it useful for crowd control.

sullen sparrow
#

!feedback add lunar counter in character select

broken skiff
#

!feedback Engineer's grenade launchers should fire as soon as they finish charging while holding the fire button instead of having to release to fire sooner

peak cargo
#

!Feedback

Loot from the teleporter event should be more variable.

Have multiple options.

You can either get

  1. One red item, very very very rarely.
  2. One green item
  3. Two white items

Change the Mountain Shrine to roll again on the loot table instead of duplicating the same drop.

So if you get a shrine of the mountain, you could get 2 green items, 4 white items, or 2 white items and 1 green item, etc.

This would shake up boss drops a bit and make mountain shrines less disappointing. Nothing like killing a Horde of Burning Templars only to get 2 red whips for the trouble.

restive sentinel
#

!feedback challenges that require you not to lose HP when there's literally only one barrier item in the game is an incredibly bad idea

valid ivy
#

!feedback

I would love an option to switch the music soundtrack for the game to that of Risk of Rain 1. That would mean retrofitting the music to match the teleporter sequence.
I enjoy the new soundtrack, but the first game has my favorite video game OST of all time

willow ocean
#

!feedback The new boss, Alloy Worship Unit, is super cool, however I find him a bit annoying to fight against due to his ungodly amount of HP and occasional massive shield. I would suggest increasing his damage and reducing his hp, and also lowering the amount of shields he gains to an amount that's feasible to break through, but make it last longer. Honestly the shield just completely interrupts gameplay because there's no reason to attack him in that state since the shield is unbreakable

real rover
#

!feedback
Commando roll alternate:
Toss a repulsion charge that works like pharah’s ability from overwatch, knocking all characters away from a point, including the commando.

cosmic patrol
#

!feedback
More Drones and Turrets

Drones

Carrier Drone
This drone is armed with bombs, the drone will hover over enemies dropping them causing aoe damage

Purifier Drone
this drone will cleanse any ally of a elite debuff (item debuffs not included)
if no allies have a elite debuff,it will grant a buff to allies that will cause the next debuff to be 50% weaker

Turrets
FlameTurret
its a flamethrower turret

Speed Pylon
Similar to Shrine of the woods,but instead gives off a aoe that will increase movespeed

heavy fable
#

!feedback Look into adjusting certain boss spawns. The Imp Overlord has a habit of getting stuck/lost/spawning miles away and standing around awkwardly until you damage it to "wake" it.

vestal island
#

!feedback buff artificer's new m1 plasma bolt. it's awful and is just directly worse than flame bolt. maybe make it wayy faster and have way more charges, but be weaker. just like how it's a faster weaker alternate, but more emphasized. or give it overloading or ukelele effects.

maiden venture
#

!feedback everyone seems to complain about the new m1 for artificer so let me suggest a change, make it zap nearby targets when it passes them similar to your m2 this would make it better as an aoe against flying units. similar to how your m2 benefits from the zap effect when used against flying units (i dont know whether it already does that, but it seems like a nice way to buff it)

digital gate
#

!feedback The Lesser wisp's damage needs to be nerfed severely at later stages especially the elite ones. It just doesn't make sense that a lesser variant of a enemy does more damage then the greater one. It also doesn't help that swarms of them spawn at a time and can hit you as soon as they spawn.

dire anchor
#

!feedback Alternate for Loader's Pylon - grant 100% of total health as shield for 15 seconds, 20 second cooldown (same uptime/cooldown as pylon). Gives you a tank button when your main method of dealing damage is punching through a horde of elites and further cements her as "the tank" able to soak a bit more damage here and there. Shields take 7 seconds of not getting hit to recharge so having it last 15 seconds isn't too big a deal imo, it'll likely be gone by then if you're punching through monsters since they can still hurt you during hitstun.
edited for spelling errors.

wraith anchor
#

!feedback An opt-in setting to allow for Aim-Assist while on a Controller. I feel no one is at a disadvantage if it would be added, and would benefit people who are less capable to aim with Joysticks. Especially because Risk of Rain 2 is very much a KB&M focused game.

lapis shell
#

!feedback Update the "Overview" section of the characters when you change your loadout to provide extra tips / descriptions for the new skills instead of the old ones

fresh fulcrum
#

!feedback Simple suggestion: but a fast paced boss. Mini boss or otherwise. All bosses are simply HP sponges, but we could have something that traverses the tp zone/map quickly, but with less HP. Still keep predictable attack patterns for the sake of the genre, but something that's more active tracking sounds very engaging vs "aim centermass for 1-40 seconds."

lapis shell
#

!feedback Provide more information about the skills. It would be nice to know things like cooldowns, how long Huntress's "Arrow Rain" lasts for or how speed affects Loader's "Charged Gauntlet" damage for example

abstract brook
#

!feedback A nerf on that gatling gun enemy, its almost impossible to dodge his shots and on late game hes completely broken, ended alot of my runs.

river anchor
#

!feedback Let us stun bells and Greater Wips and watch them drop out of the sky like vultures do

crude edge
#

!feedback Make the Brass Contraptions a 'heavy' enemy. They're hunks of metal and every time I try to loader grapple them with her alt I'm always taken off guard by it being dragged to my face. If a Greater Wisp is a heavy type enemy you can swing off I think they should be too.

gritty hawk
#

!feedback let bandolier pickup affect headstompers icd

real rover
#

!feedback
Weird request but can boss wisps not be affected by knockback so much? I had celestial wisp boss, which wasnt that hard, but it became frustrating when using my commando R would send them into the statosphere

blissful raft
#

!feedback Hear me out. Steam. Achievements.

tidal orchid
#

!feedback A few ideas for Warbanner, as staying within its area for a long time is very risky because monsters will swarm you, and later on, leveling up rarely happens.
-The Warbanner is always located on the Teleporter (Like Lepton Daisy), and when the player kills a monster, they receive a temporary buff if they are within the Teleporter zone and in LoS of the Teleporter.
-The Warbanner is always located on the Teleporter and gives the player a buff while the Teleporter boss is alive
-The Warbanner is always located on the Teleporter and gives the player a buff after the Teleporter boss is dead
-Let the player pick up and drop Warbanners as they please, with a small movement (or other) penalty while they carry it. The Warbanner's affects do not apply while being carried.

snow hearth
#

!feedback Could we have an item that negates knockback? You could have it negate more knockback the higher it is stacked, and possibly benefit armor in some way. Not sure what rarity or stats this item would have, but having reduced knockback would be nice even without an extra buff.

thin mirage
#

!feedback Loader Tethering the M551 Pylon with Knuckleboom/Grapple Fist should zap enemies around the Loaders position as well

candid plover
#

!feedback Have a lock-on-missile barrage as an alternative to the bouncing grenades

tidal orchid
#

!feedback Make Commando's Frag Grenade deal 500% dmg in the whole area and stick to the first enemy it hits

hollow nimbus
#

!feedback
When the game is eventually finished, can we have the option to choose what the color of the background is, such as the different ones that are happening throughout the content updates?
It would be nice to have the option if we liked one look over the rest, so we don't have to deal with a static color scheme on the main menu.

snow hearth
#

Friendly reminder to look at the list of bots on the right. If Dyno isn't there the feedback system probably isn't working.

wraith grove
#

!feedback give loaders default grapple charges (3 or 2) so that spiked grapple isn’t a strictly superior upgrade. That way you sacrifice mobility for the stun, dmg, and pull the spiked one gives.

lament gazelle
#

!feedback Stop having hordes of enemies as "bosses" at the end of stages. It is so underwhelming and annoying having to fight a load of greater wisps or brass contraptions instead of something fun and interesting.

little barn
#

!feedback It's been mentioned a lot by other people within the last week or so and I'm gonna hop on the bandwagon-- can we please nerf the Stone Titan's beam? So long as you're within about 220 degrees of the front of his eye, you're all but doomed. Above, behind, and zero idea that he can hit you for both newcomers and veterans alike. "Hiding behind cover" is only something you can do if you're not:

  1. Knocked into the air
  2. Unlucky enough to be faced in a tele position that lacks cover
    Bosses in general have little a tell if you're playing with friends, especially if you're faced on one side with your friend on the other. It'll fire at your friend, retarget to you, and then all of a sudden you've got the beetle's acid heading straight towards you with no warning. Relying on reaction time is one thing, but relying on a "hey, he's about to do [attack]" is another.
winged grove
#

!feedback I feel like the knockback from the Lesser Wisps is too annoying especially for Artificer, they can literally send you flying across the map like a Stone Golem laser, but they are harder to dodge and they are way too many Wisps in the early game in Monsoon.
So I found myself constantly using weird maneuvers just to 'try' not to get knocked back as often, some times it can really be a detriment and you can't do much about it until you get a substantial amount of MS.
I'm not saying it should be removed just adjusted a little to be less annoying to deal with especially in the early game 😋

minor sable
#

!feedback Expand the skybox for all maps so if we go really high we dont just teleport down to the ground. It would neat

lime wraith
#

!feedback Clay dunestriders should not be allowed to heal eachother, it is god awful to do a shrine of the mountain for more items and essentially have your run end cause the fuckers melt you on monsoon if you try to attack them during "the suck", and then they are both back at half HP. The entire point of the move is for them to heal at the expense of all of the minions around it, there is no expense if 2 striders start to suck eachother off.

hollow nimbus
#

!feedback
When the game is eventually finished, can we have the option to choose what the color of the background is, such as the different ones that are happening throughout the content updates?
It would be nice to have the option if we liked one look over the rest, so we don't have to deal with a static color scheme on the main menu.
(Repost since Dyno was down the first time.)

jovial cairn
#

!feedback Add on a slowdown status effect for MUL-Ts Grenade Launcher skill, and if possible remove the knockback effect against airborne enemies.

frosty heart
#

!feedback archer bugs

kindred fable
#

!feedback An interesting idea that can be used as an alternative for engineer's m1 grenades is four, slow moving homing (randomly targeting) missiles that only target airborne enemies (wisp, greater wisp, jellyfish, brass contraption, solus units, alloy vultures) and boss grade minions (beetle queen, vagrant, stone titan, grove tender, loader boss, etc). They take longer to load (4 rockets = 8 grenades) and can be used in conjunction with cute walking turrets which usually lack the range to kill higher up wisps. If that is not strong enough, add flak that fall on to enemies below.

merry bear
#

!feedback A fun alternative utility skill for Artificer could be a teleporting blast. When you press shift, you get a chance to target an enemy (the same way that royal capacitor/huntress work albeit only when you've clicked shift)
After selecting a target, Artificer teleports to them and blasts them from point blank range. Either going the fire route and burning them, or going the lightning route and stunning them.

last yoke
#

!feedback Late game teleporter charging is so sluggish. In a drizzle run I just took 27 minutes to do stages 20-30. My average boss fight length was less than 5 seconds and time to find the teleporter was around 20 seconds (being very generous). Using the following numbers 22 minutes was spent sitting in the teleporter zone charging (after the boss was defeated) I have two suggestions. 1. When you beat the teleporter boss, the charge should jump forward a significant amount. 2. Killing enemies in the zone increases the teleporter percent based on how tough the enemies are.

fleet narwhal
#

!feedback In terms of skills, I'd like to present an idea for a Merc M2 or Special. In exchange for a bit less damage, and no movement, you pull enemies into a blade tornado, knocking them away or stunning them at the end.

woeful ridge
#

!feedback Artificer Alt M1 change
It feels really underwhelming to say the least i mean i get that its trying to not be to powerful but really its just the normal M1 with slightly more AOE but drops the fire effect. I personally feel is that it should be a single projectile probably 150% damage as apposed to its current 220% but also making it so it causes a arcing effect similar to electric ukulele that deals 100% to like 4-5 targets. The main projectile should have 1 proc efficiency and the arc have .75 or .66

vocal stone
#

!feedback Purchased turrets should be placed randomly around the next stage if they survive

mystic plover
#

!feedback I'd like to see a challenge/unlock tied to activating and surviving shrines of combat during a teleporter event. Call it "Showing Off" or "Overachiever".

waxen bough
#

!feedback

When you kill the boss, defeating enemies inside of the teleporter zone should speed up the charge. When you nib the boss in 10 seconds and have to wait around even after you've collected all the items, it's more of an inconvenience than a challenge.

This will at least make it so that if players want to leave the charge on pause, they can simply leave the zone and kill enemies outside of it.

stoic hawk
#

!feedback Teleporter Imp Overlords should auto aggro on players rather than spawning a bit too far away and deciding to lounge around instead

old iron
#

!feedback Potentially rework the egg nests in the Siren's Call stage, so that instead of being breakable by anything, they'd be a player-only interactable ( [E] Break Eggs ), as to avoid somewhat random spawns of AWU when Magma Worms are present, as they usually tend to break the eggs themselves.
People usually try to avoid Siren's Call past a certain amount of loops in long-runs since they don't want to have their run (sometimes) ended by a boss that, by such points, has negative HP, and spends 4 lunar/loop trying to access the altar, then the dream for Abyssal Depths.

tacit prism
#

!feedback Add a pull effect to plasma bolt so enemies are pulled slightly towards the center of the explosion. This way it can do less damage than fire bolt but set up other skills as a tradeoff.

limpid crystal
#

!feedback Give Commando back his Suppressive Fire from Risk of Rain 1 as an alternative skill: Commando crouches to brace himself and fires with both guns rapidly for 1200% damage if all rounds land on the target. The attack makes him stationary, removes all stun, and aiming is limited to directly in front of him to better differentiate and balance from his current default Suppressive Fire.

sinful crown
#

!feedback Please oh please have the teleporter boss spawn in the teleporter area. If not just a couple meters out. Thanks!

ocean kettle
#

!feedback
(For when there's an actual final boss in the game) Create an Artifact that allows the final boss to scale to your level, items and everything in between. I'd love to have an optional artifact that allows you to be decked out after 3 hours of looping and end it in a final battle against the final boss, instead of insta' one shotting him because of hard outscaling. A final challenge for a final boss.

oak lotus
#

!feedback One of the artifacts should allow you to choose what items go into 3D printers. Possibly a secondary trait for Command?

subtle maple
#

!feedback Add a new shrine called Shrine Of Fate, which for 5 Lunars will spawn a red item in addition to the green at the end of the teleporter, but will move you 4 stages forward after activating the teleporter. Difficulty will go up as if you waited 20 minutes and progressed 4 stages.

olive linden
#

!feedback more unlockable skins

jaunty cape
#

!feedback

Might be interesting to see a lunar item that plays with Status Effects. Like all Player's Status Effect's durations are shortened/lengthened whether positive or negative.

little barn
#

!feedback
Artificer
Ion Surge:
Burst into the sky, dealing 400% damage to enemies on the way up, then striking the ground at the apex of the leap with a burst of electricity dealing 800% damage and stunning enemies.

As Ion Surge is now, you have to intentionally run toward enemies if you want the damage, and the skill has less of an ability to deal with enemies above you compared to flamethrower.
With this change, enemies have a bit of time to run toward you and the explosion, rather than you running toward them, and it gains the ability to deal with some aerial enemies.

jolly pulsar
#

!feedback
Can anything be done about H3AD-5T v2 on artificer? Every time this item drops as artificer you either avoid it like the plague and lose a red item or accidently pick it up and your hover becomes painful to use, especially on monsoon (you pretty much instantly die if you slam into malachite elites).
I think adding a different way to activate the item to avoid conflict with hover such as triple-tapping spacebar or holding ctrl+space would be very nice and make this item useful in a run rather than a serious detriment.

lime basalt
#

!feedback
press and hold E on teleporter to speed it up
if u get damaged it interrupts your speed up 🙂

finite parrot
#

!feedback
Definitely want to agree that some of the challenges feel more focused on tedium than challenge, or the merc challenge which is just zero fun. I think locking skins behind tedium is whatever as its a reward that could be earned over time (like kill 200 elder lemurians), but a lot of the skills unlocks seem to be more frustrating or arbitrary than interesting. If the goal is to make people play other characters, maybe make them unlockable on that character only and make them accessible enough so that it doesnt take more than a few runs to unlock.

Perhaps an option to fight another harder boss if you clear the teleporter boss under a certain %, sometimes just standing there waiting if you clear it fast feels rather boring as its just waiting for the clock to run and slows the pace of the game.

little barn
#

!feedback
There are way too many glitches associated with the Volcanic Egg and dying. Using the Volcanic Egg right before dying can cause you to go into negative health while still being alive after detonating. Enemies will not attack you in this state, and you cannot use your abilities. As well as this, using it right before you die can put you in another state of being dead, but being able to use the Volcanic Egg. You will not be able to detonate but you can do damage by running through enemies. It also breaks spectator mode, as you can't watch your friends in multiplayer from their perspective in this state. These are glitches that need to be fixed as they can exploit the game.

drowsy coral
#

!feedback
stone titans can't summon their fists in mid air

random pagoda
#

!feedback Please increase the Monster Logs drop chance / environment logs spawn chance, they are obnoxiously annoying to farm.

hardy pumice
#

!feedback
Riding off of the above message, I noticed after Scorched Acres, rare spawns like legendary chests and the TC-380 started spawning drastically less often. Since the Scorched Acres update, I've only seen two legendary chests that weren't the guaranteed spawn in Abyssal Depths, and two TC-380's. When I was farming Grovetender monster logs, I noticed the environment log never spawned despite my many, many visits. I think the rare spawn change(?) is the cause. Please make the environment logs spawn more often. The monster logs are fine, but with decent luck, it'll take hours and hours of grinding for the environment logs and the environment logs alone. People who bought the game Scorched Acres and later are gonna have to play at least 250 hours to complete the game which is ridiculous.

unique raven
#

!feedback Better UI for console, UI is currently obviously better for PC, and needs some basic accessibility features (B button to cancel/go back, Rstick for scrolling through pages). LB/RB for scrolling through horizontal tabs as well. Basically just copy Warframe's menus.

tame leaf
#

!feedback I like Loader but something about her run cycle is bugging me. My best guess is that the bright flashes on her legs draw too much attention while her neutral arms and almost view-negative overalls don't look like much at a glance so it looks like her legs are overactive. A simple fix would be to add some orange to her jumpsuit(?)'s sleeves to even out the colors along her height and make a bit more sense to the eye.

Relatedly, it seriously bugs me that her powered exoskeleton, which is supposed to both be used to throw massive punches now AND be used to lift cargo normally, has zero leg support components. Secondarily, even if your arms are strong enough to lift a 4-ton box, you still need legs that can support that weight too, but Primarily, if you added a gray support rig down the side of each leg with a thin panel for each foot to rest on (mirroring real-life exoskeleton legs much as her arms do), it would do a lot to also even out her colors and go toward fixing the problem above while also letting her rig make much more sense.

frank plinth
#

!feedback A way to drop items out of your inventory,like moving them out of the items tab

little barn
#

!feedback. Make Merc's new R scale off atk speed like eviscerate, lower the cd by 1 second, and make it so using it doesnt interrupt sprint. The removal of a dash, i frames, and no atk speed scaling makes picking merc's new R not worth it for what it brings to the table.

light socket
#

!feedback In RoR1 you can sit in one stage and farm items from random spawned bosses and sometimes I really liked to just sit in one place alone or with friends and relax and "build" something like a "fortress". But in RoR2 where you can find items only in chests, you have to move on through stages. So what about to item-drop from spawned bosses?

gentle mango
#

!feedback Commando is a character that I feel is underperforming compared to other characters in the game right now. With the regen changes it is much harder to get a run going with him compared to other characters due to his heavy reliance on items mob clearing. I think increasing his damage to Engi 14+(2.8) per level from 12+(2.4) per level will still keep that difficulty with him but make him a tad bit easier to use.

sharp flower
#

!feedback Please nerf Clay Templars, for their amount of damage output and range they have WAY too much HP. Nerfing the HP down reduces the amount of time you have to devote to killing them, meaning that they aren't absolute run killers by virtue of just staying alive for so long unless you have nuclear damage output. I'd suggest 500 HP, down from the current 700 they have now.

fading wave
#

!feedback Alternatively, perhaps add more moves to clay templars, and make them a full blown boss monster instead of just "scorched acres' resident buff boi".

sudden igloo
#

!feedback Corpse Bloom seem pretty bad. In non heal builds it does pretty much nothing, in a heal build it just limits your heal per second. And stacking them just makes the heal even SLOWER, it really feels like a lose-lose item. I never pick it up, and I have never seen anyone else pick it up. this makes me believe its bad enough to deserve some sort of rework

I think I came up with an idea that sticks to the theme of increasing heal over time while limiting heal in bursts.
Disable ALL healing from items. Instead, gain a significant amount of HP regen per healing item you have (based on their tier) For example, monster necklace, slug, fungus, etc... are all disabled, but each provide you with (numbers might need changing) 5% (+1% per stack) Max HP per second healing, Green heal items might do 10% (2% per stack), and Red heal items might do 20% (+4% per stack). Other lunar items like Transcendence, Gesture and, Crown stack favorably so I don't see a reason this shouldn't either.

This way, you can still make a pretty good heal based build with corpse bloom, with a reasonable down side as all lunars should have.
If you think corpse bloom is a good item, please teach me how to use it.

frank plinth
#

!feedback pinging very rare items like Legendary Chest or Gold Altar pings them for eternity until someone uses them

You can ping unlimitely in Singleplayer

Pings do not display names,only in chat

spice fog
#

!feedback ||Huntress Phase Blink should be 3d as well, similar to how the regular Blink works. Having it limited to not be able to go up or down feels sluggish, especially since it interrupts sprint.||

cinder pewter
#

!feedback Engineer's alternate M1 could be him just reversing his thrusters and using them as a flamethrower.
The skill would have a fuel gauge on your crosshair that refills over time.
Since he uses his engines for sprinting you wouldn't be able to sprint while using the attack and if you run out of fuel you won't be able to sprint for a short while, in exchange for a lot of close-range damage that ignites.
Alien head would increase the fuel gauge refill rate and attack speed would make it tick faster per fuel consumed.
Activating the attack at full fuel gives off an exhaust blast that knock enemies back a little, akin to clay Templar's reload gust.

frank plinth
#

!feedback If Royal Capacitor certainly kills the enemy when used,but you have a Fuel Cell and Gesture of the Drowned,Royal Capacitor should use only 1 charge,not 2(or more,the more Fuel Cells survivor has)

cinder pewter
#

!feedback new Lunar Item: Warped Lunette
You deal significantly more damage the further away your target is, but severely less damage the closer you are to it. Stacking increases the scaling both ways.

fading wave
#

!feedback 6am merc alt ideas:

Round Gale (M2): Round Gale is a wide-area spin attack, with easily twice the range of Merc's normal M2. It only hits once, and for notably less damage, but it launches enemies away with enough force for them to take damage on wall impacts. It's got a 5 second cooldown, but is an effective way of getting a moment to yourself, yeeting things off cliffs, or proccing entire crowds.

Blazing Blitz (Utility): Blazing Blitz functions like Merc's usual dash with two key differences. Namely: You can't chain it, and it leaves a trail of fire behind you. It goes a good deal further as well, and direct contact with the fire can proc effects, so it can be far more powerful than the default when going through bosses and thick crowds like anything in a claystrider fight.

Distributed Death (R skill): In a similar vein to Blazing Blitz: D. Death differs from it's default only minorly. You skip the initial dash of Eviscerate, and instead attack a much wider area. However, instead of focusing one enemy at a time, each slash is directed at a different enemy in range. The damage and amount of slashes are otherwise the same.

sour fog
#

!feedback i think the loaders pylon is pre good, but it can be hard to grapple onto when swinging from place to place. I think the pylon should be a little bigger so its easier to swing to

jaunty sand
#

!feedback Suggestion about fixing Shield and OSP mechanics. Shield currently is rather underwhelming and many players avoid it to abuse lategame Glass OSP build. How to fix it: Health and Shield should be separated and one shot protection should be removed entirely. Instead your shield should act like OSP instead so no single attack can damage both your health and shield. Shield regenerates slowly so it won't be OP in any way. With this change we solve many problems:

  • Health and Shield mechanic now completely clear and understandable. No more confusion about what "Health" exactly is.
  • OSP is also clear meachanic. You know when you have protection and when you don't. Plus it perfectly fits thematically - your "Shield" protects you from sudden death.
  • PSG now is desireable item at any point of the game.
  • Lightning aspect no longer bad.
  • Stuff like Transcendence + Aegis will work properly. Right now Aegis won't fill the shield if you don't have full "total health". This is extremely counter-intuitive since with 1 HP ALL your healing should be converted to shield. But it doesn't because mechanic is inconsistent.
  • Corpsebloom is finally good.
  • REX should use his HP to attack and should not lose his shield. To prevent the spam with 1 HP you can make something like "if REX doesn't have enough HP for the skill, the damage of skill is reduced by 50%". This way REX can use Transcendence just fine but will lose half of his damage. Sort of anti-glass if you really want a tanky build for him. It also much more thematically consistent, since REX using his "life" energy for "plant" skills, shield has nothing to do with this.
  • Challenges like "don't lose HP" will be a bit easier. Now you can use PSG not only brooches so more seeds will allow you to complete the challenge. Or you can cheese it with Transcendence with lucky seed.
  • Glass should return to only cutting your HP down. Stacking PSG with Glass should be a good combo again.
shy turtle
#

!feedback https://clips.twitch.tv/RamshacklePuzzledSprout4Head
This is a clip of a celestial lesser wisp one shotting a commando with over 100% max hp.
Celestines are supposed to be scary, but I think the design of lesser wisps' attacks (which are almost unavoidable) does not fall in line with this high damage numbers.

cinder pewter
#

!feedback
Holding Loader's M1 while swinging with grapple fist should just continuously extend her free fist and deal damage to enemies you collide with like a wrecking ball instead of just normally slapping, so you have some other form of mobile damage other than her shift.
Also it would be really cool.

viscid stump
#

!feedback
-Many aspects of the game get ridiculous with scale, like corpse schmutz (wandering vagrant tentacles, shatters of clay dunestrider), money drops (the corpses and money capsules erupt with money pots at higher difficulties), and also something I am not entirely sure of the nature of, but after one of the recent updates I am seeing weird orange circle explosions when I kill/heal (I think it is the broche / whatever other item gives temporary protection). It would be incredible to be able to turn that off.
-Money gains after a while become so large that integer overflow occurs. It would be great to change the memory location for money to something more capable of storing much larger quantities of money, like simply increasing the bit count of storage or adding a separate location for, say, storing the number of millions of coins acquired. It is really sad to earn little to no experience after a stage because the money count had overflowed right before teleporting out.

sonic lintel
#

!feedback Lunar item: Truly wicked ring

critical hits reduce cooldowns of your abilities by 0.4 (+0.4) seconds

Critical hit chance is maxed at 40%, non critical hits deal 45% (+25%) reduced damage.

OR

(this might require more fine tuning with values and either on crit or on kill) Crit cap is reduced to 40%, cooldowns are doubled (I was originally going to say, "do not tick down normally, but that could lead to some issues with artificer in particular)

A nice homage to the wicked ring of the first game, given the more consistent ability to get crits (barring command artifact) I figured it would make more sense as a lunar item than a red, plus lunar items offer more gameplay variety than pretty much anything short of the character themselves.

hoary mesa
#

Please make the Oni skin's sword red, or I'll cry.

full saddle
#

!feedback Please make the Oni skin's sword red, or I'll cry. From KingOfStarrySkies

cinder steppe
#

!feedback
Here is how I would change Malachites:
Make them have 750% health or lower but then give them a healing effect. This healing effect would trigger when the player or other allies of the player is hit with the malachite debuff.

M = malachite
GG = good guys aka allies of the players or the players

M debuffs the GG as long as the debuff lasts all healing for them is nulified but whatever healing they would have done in % of their total health is applied to M. This would make transcendence/shield builds strong against M and Shaped Glass users would fear them even more than they currently do.

dire anchor
#

!feedback Next one on the list for my balance suggestions:
Huntress:
Increase Targeting angle from 30°->45° and make crosshair set new target more consistently.
Reduce Glaive CD to 5 secs, and Special cooldowns to 12 seconds. She heavily relies on her glaive to deal with just about everything and her specials are pretty underwhelming for how long their cooldown is.

sonic lintel
#

!feedback Corpsebloom, Always thought it was weird that it had the same effect as rejuvenating rack but was just worse in every way possible, and doesn't even synergize with rejuv-rack. So rather than double down on the duplicate benefit, we'll keep the same detriment and rework that benefit.

Lunar item: Corpsbloom "As beautiful in death as it is in life"

Damage taken is applied over a 3 (+1) second period

Healing occurs over a 6(+0.5) second period.

static ice
#

!feedback kind of random, but i think it would be cool if you could "supercharge" active items based on the number of charges you have for them. Example: instead of using 3 capacitor strikes individually, you could hold down the active use button for a bigger, more badass lightning strike. This could scale infinitely, and would be nice on those runs where you have a lot of fuel cells because you wouldn't need to button mash Q all the time.

stoic hawk
#

!feedback Please bring back Hyper Threader from ROR1. I need my laser pistol Commando build to live, please my crops are dying my children are wilting

tidal orchid
#

!feedback Add a toggleable setting for automatically picking up items

steady bridge
#

!feedback The timescale difficulties, carried over from RoR1, don't really fit this game quite as well, as early HAHAHA is quite different than late HAHAHA difficulty. They could do with expanding so there's more categories since the difficulty scales higher - an example is that malachites and celestines still don't show up very often in early HAHAHA whereas they do quite often later on. There'd be no functional difference in the difficulty, it's just to let players know where they stand a bit more accurately.

earnest laurel
#

!feedback Make it so you can drop an item, but ONLY THE LAST ITEM YOU PICKED UP.
No more "oh sh*t didnt mean to grab that" moments
And you can give Engi those shrooms without waiting for him to cross the map!

languid smelt
#

!feedback someone suggested this a while ago and it didn't get much recognition so I will suggest it again because I think it's cool!!
Have different colors show as you progress further into the HAHAHAHA difficulty, maybe different shades of red or a rainbow on a gradient. It would be cool to show off your different haha depths each run, as it doesn't always completely correlate with time because some people are faster or slower

mild garnet
#

!feedback Invert Artificer's hover so you fall from holding space rather than hover by it. My thumb starts to cramp up on longer runs :D (maybe just as an option?)

barren onyx
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!feedback This is a possible lunar item idea I had pass through my head today. The Metronome; Every five seconds you swap between having two different buffs/debuffs. The first buff would greatly increase your damage output but lower your speed. The second buff would decrease your damage output but greatly increase your mobility such as increased speed and more jumps. In short, every five seconds you swap between high damage output with low mobility and low damage output with high mobility.

tidal orchid
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!feedback

Equipment: Tortoise Shell

Unlocked via the Unbreakable challenge: Block 1,000+ damage with Barriers in 1 second, and live to tell the tale.

Tortoise Shell: Gives you a few seconds of invulnerability (turns your healthbar completely white). Should be used as a panic button, like if you've just realized that you have no way to escape a Vagrant explosion. Cooldown is as follows: 50 + (Damage blocked/10) For example, if the player has no Fuel Cells or Gestures of the Drowned, and they block 1000 damage in the duration, the cooldown will be 150s. Cooldown should be capped at something like 200 seconds.

Add a mechanic where the player can never use the equipment more than once in a span of 15 (or more) seconds. This is important so people can't just farm charges with Fuel Cell or spam it with Gesture of the Drowned and be invulnerable for longer than intended.

Potential cosmetic: The Tortoise Shell is located on the player's back and repairs itself as the cooldown recharges.

little barn
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!feedback
Sometimes, no Newt Altar spawns on the Distant Roost map.

sonic lintel
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!feedback Gesture of the drowned changes: This might be a little more controversial--and I really like it as it is too-- but it just doesn't feel like a true lunar item its one drawback actually makes it MORE convenient in many situations. Anyways...

Lunar Item: Gesture of the Drowned

Equipment cooldown is reduced by 50% (+50%, returning its original power)

Equipment activates whenever its off cooldown, and after each use there is a 5% (+2.5%) chance of consuming the equipment.

Gesture builds basically boil down to 2 items, capacitor and rockets, their low cooldown and wide-reaching effect make them pretty much the best in most circumstances. Adding a chance to consume the item makes it so survivors have to diversify their playstyle to make continued use of the item.
(Edit for spelling)

dusky swift
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!feedback can we have a reset option in the menu for prismatic trials? if you're trying for those challenges having to go all the way back to the menu to load back into the same seed seems pretty annoying. i wouldn't be against it for regular play as well, but i definitely feel that reset button on prismatic trials is a must have.

dense surge
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!feedback When pressing esc in solo games don't blur the items. Sometimes I want to take a picture of them without having to go out of my way to do it. Just want to be able to pause the game and then snip the items.

viscid stump
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!feedback long runs can sometimes be too long for a single go, and it is preferable to be able to pause comfortably. I propose either making it possible to save&load or relieve the computer of stress in pause menu.

grim coral
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!feedback have Engineer's turrets be able to equip Equipment the same way is done with equipment drones and they would activate them on cooldown when the turret is destroyed either the item could be lost or it just drops down

scarlet valley
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!feedback For challenges that have to be completed in time please use the ingame timer instead of real time. it is quite frustrating otherwise.

tidal orchid
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!feedback Make Commando's Frag Grenade have a smaller AoE but deal 500% damage in the whole area and stick to the first enemy it comes in contact with. Also remove the recovery time after throwing it, as not being able to shoot for almost a full second as a M1-spam character really throws off the rhythm.

alpine saffron
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!feedback holding commandos m1 stops him from being able to use his new grenade ability unlike the old ability which was able to be used whenever. I personally dislike the fact I have to stop shooting completely just to use the grenade or have to hold down the 4th ability button just to use it as soon as I stop holding m1.

echo niche
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!feedback it would be nice to see some new elites that doesn’t start spawning late. Such as the lighting and healing elites.

lime basalt
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!feedback
ALL enemies can be stunned

Stronger enemies (like bosses) have higher stun tolerance
For example, if a Stun_Grenade proc gives 10 stun points, and a WanderingVagrant has 50 stun tolerance, you must proc Stun_Grenade five times before the WanderingVagrant is stunned

other things to keep balance include:
successful stuns increase stun tolerance
current stun points resets after X seconds of no new stun
stun can only occur once every X seconds

fading wave
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!feedback

For whenever artifacts come out, The Artifact of Order, unlocked by obliterating yourself after having used a shrine of order in the same playthrough.

All chests in each level drop the same item. The item dropped changes with each level, but rare, common, uncommon chests, all drop the same item. Similarly, all equipment barrels have the same equipment, and Newt's lunar shop has the same item in every slot every time.