#ror2-feedback-and-ideas

1 messages · Page 12 of 1

narrow epoch
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!feedback artificer's new alt m1 feels a bit underwhelming, maybe make it a bit louder with a bit more damage

fading wave
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!feedback Arti alt Utility: Flame Pillar

Flame Pillar is a to-the-point offensive variant of Snap Freeze, which instead of producing a rather short wall of ice spikes, instead summons a singular, tall pillar of lingering fire. It's more effective against tougher enemies as well as aerial ones due to repeatedly hitting within it's high-reaching area, but lacks the finishing blow property of the original skill.

hot agate
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!Feed back Elites

I know this likely wont be seen. But I really hope to see the log book containing the different elites. So it would be easier to learn what exactly they do. Like, fire elite debuff, ect ect ect 😄 Not to mention, a kill count on the different sorts of elites, not which monsters, but the type of elites 😄

Like, for instance, the new elite. I dont have a clue what it does other than it hurts very suddenly.

left robin
#

!feedback

While artifacts are still in the works, perhaps you guys can try to push to make more shrines like the shrine of order, to imitate other artifacts we'll get down the line?
They can have varying lunar coin costs, and activate effects similar to artifacts from RoR1 (or whatever wacky ideas you all have for new artifacts). The effects can be permanent like the order shrine, or they can be for that stage (like, a shrine of glass for 5x damage and -90% max HP on that stage?).

ebon linden
#

!feedback
Engineer Challenge
The "100% Calculated" challenge isn't as fun or hard as I and my friend wants it to be. Because either you have to get lucky early with items (which is based on RNG and not skill) or you have to wait for prismatic trials to have the snow map where it spawns a preon accumulator in order to kill the boss. This forces restarts until you to get "The perfect run"
My friend (who loves to play engineer) suggested that the challenge should be more player-dependent or just make the challenge more possible in all circumstances. like increasing the timer you are allowed to kill the boss.

I saw post on the "top-feedback" channel where somebody said: "Make challenges less tedious for the sake of being tedious." And I agree

Hoped this helped! I love the game and I hope other people can too!

mint vapor
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!feedback change were the shattering justice is on mult, because were it is currently makes you feel like you COULD use it but ultimately with disappointment you cant. plus it could confuse some one new to the game and also clips on the model of mult a bit...

tidal orchid
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!feedback Make the healthbars above the Teleporter bosses stand out more and be visible through walls at all times - sometimes it's hard to find the boss when they spawn out of sight, or to tell Teleporter bosses apart from normally spawned bosses.

pliant lance
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!feedback Have commando's grenade explode on impact with an enemy or have a separate detonation button making it easier to aim and explode.

hasty bough
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!feedback an item that speeds up the teleporter timer would be interesting, and a dodge on the artificer would be amazing

steady steppe
#

!feedback item idea!
name: grandfather clock
rarity: lunar
effect: the more time that passes since gathering the item, the more damage u do at a multiplier of 0.5% per every few minutes. the catch is once every minute after 10 of having it or so, u become slower for a short period of time signified by a cuckoo sound. the slow lasts 10 seconds and affects attack speed

valid ivy
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!feedback
Buff the equipment item Crowdfunder.
Right now I avoid it at all costs. It never seems worth it unless I'm already very late game and have no other equipment for some reason

royal thistle
#

!feedback
Pinging enemies as engineer should prioritize turret target tracking with default or Lazer turrets until the target is dead or ping is removed, its kind of annoying turrets
Just swap between targets sometimes

little loom
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!feedback Blood shrine rewards should scale better.

languid copper
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!feedback make equipment always require you to press F to pick it up, even if you don't already have one, so that you can't accidentally kill your run with crowdfunder/gesture

digital ermine
#

!feedback Change how Onhit items work with Artificer so she scales with them. She scales with the fewest items out of any of the characters.

manic relic
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!feedback Mercenary's Rising Thunder is fun, but it needs a better sound effect to make it feel good to use. The current one is rather quiet compared to his normal secondary.

bright egret
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!feedback an item that speeds up teleporter event charging but only as long as you stay close to a second sphere inside the first, and it increases per stack. sometimes the teleporter event can feel too long for some things that you want to do, and adding an unlockable item for it could make it easier. you could make it a white item as all it does is speed up the charge rate, but if its too broken then green or red could be used as well.

carmine lake
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!feedback A "Quick Restart" button that instantly starts a new game with your current settings/character. For multiplayer, multiple players would need to agree by using the Quick Restart button.

main pawn
#

Add a crossbow item?>

glass nexus
#

!feedback There's a rare case of spawning right on top of a geyser when starting Siren's Call. While a minor inconvenience, it's still quite disorienting and probably an oversight.

olive geyser
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!feedback Allow the commando to shoot his Frag Grenade ability to detonate the grenade. Or allow the grenade to be cooked beforehand, but holding it too long will cause self-harm.

little barn
#

!feedback Add a Strafe Sprinting mechanic so players can sprint in any direction other than forward. This would make characters that can attack while sprinting use their mobility as more of an advantage and generally make it easier to move around for everyone.

tidal orchid
#

!feedback

Shrine of Regret: Consumes 1 green item or 2 grey items (75% chance of greys, 25% chance of green), resets your progress to the beginning of the stage and rerolls all rng-related aspects of the stage. Chest spawns, Newt Altars, Environment, Teleporter location - everything.

For example, if you arrive at stage 3 at 6 minutes and you're disappointed that you got Scorched Acres because you're trying to go fast for Loader's Swing By, you find the shrine and use it. You return to 6 minutes, you're on Rallypoint Delta, with the Teleporter and Preon right next to you. However, you lost a Focus Crystal and a Backup Magazine.

Another example: You arrive at Distant Roost on stage 5. You're disappointed that you can't find the Newt Altar by the dropoff, and the door is closed and the bridge is not there. You use the shrine. Now you're on Distant Roost again, but this time, the door is open, and you activate the Newt Altar that spawned there. But this time, you no longer have the Ukulele that carried you through the first 4 stages, but the bridge spawned, and there's an Ukulele printer on it.

echo niche
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!feedback with the addition of skills 2.0 it would be interesting if huntress could get a new primary (I’m going to call it the crossbow). The crossbow has higher DPS and has an arc but no auto aim.

atomic dragon
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!feedback Logbook: make the logbook accessible from the pause/esc menu while in game. This would help players check on/for challenges, etc... while playing.

tame leaf
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!feedback counterpoint: Commando should do something anything at all besides just slouch slightly. Dude looks both bored to be there and boring in comparison.

twin stirrup
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!feedback change the color of opened chests or provide an indicator that a chest has already been opened without having to walk across the map to find out.

lavish sundial
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!feedback give huntress a new alternate primary attack skill when she can aim freely instead of the targeted shot, maybe a horizontal triple shot or charged heavy shot (like mult)

fresh fulcrum
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!feedback Move Chronobobble to Common, Move Stun Grenade to Uncommon, but allow it to stun all basic enemies with a higher % chance.

hardy sphinx
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!feedback add idle animations in both character select screens and in game, just adds that little touch of your character feeling alive, things like streching or posing after a while of standing still

carmine nebula
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!feedback please stop enemies from attacking you when in the animation for teleporting into a stage.
This could be done by giving the characters a few seconds of immunity to damage when spawning into a stage, or by making a zone in which enemies can't spawn in when the player first teleports into the stage.

earnest stirrup
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!feedback Please add a way to see "overall stats"?! like how many kills you got, elite kills, boss kills, deaths, item pickups etc. etc. etc. 🙂

fresh fulcrum
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!feedback After a long discussion in #gd1-nullified , Nerf Shaped Glass: Instead of Half HP, make it take 2x damage taken (so not as heavy OSP abuse and doesn't make shields awful to pick up). In addition, make the damage buff always 2x base damage instead of exponential power.

lavish sundial
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!feedback engineer should get a new shift ability where they give themselves and nearby turrets and allies a health barrier and attack speed buff

vestal island
#

!feedback add a fourth difficulty that's even harder than monsoon

safe karma
#

!feedback

change the artificer's M1 skill (fire bolt) cooldown mechanism - change to charging faster with higher attack speed.

she's M1 skill is getting weaker from lately game,
because the enemies are getting stronger and stronger
but it only reduce the cooldown with skill-cooldown items,
like alien head, brain stalks, or bandolier (most of them is red items.)

so i think its much better if she can use M1 skills more often without collecting rare items.

loud brook
#

!Feedback REX new M2 is what the character needs! I have been testing Rex new skill and I can confirm one of the biggest issue. Rex problem is not based around sustain nor his dps but rather his M2 ability which made him more aggressive. Rex is more of a crow control/aoe/supportish character that thrives in controlling his enemies and sustaining himself from it in a zone of his choosing. His new M2 allows him to stay in the fight longer, gives him defense and naturally you play more tactically to get the most out of his kit. I found myself using shift more often to control the fight. Wether it was to push the enemy to my R skill, away from me, or to wall. Playing more conservative and setting up a fight is the key. Not only this but items like Warbanner and dual magazine gives me the tools necessary to fight for even longer periods of time without much concern for my health since I decide when to use my M2. I strongly encourage to give REX more abilities that allow him to play more tactically , give him more control over the fight, and rewards him for staying in the fight. If you do this REX won't have much issue with his regenerative abilities nor his dps. This in turn allows me to focus on other items that do AOE damage, or items that reward me for killing enemies like the Topaz Brooch. In turn healing items become even less of an hazzle since all I might need is a few medkits and monster tooth items to help me stay in the fight. Items like Corpseblooom become even more useful to me because I dont have to spam my M2 anymore to get the most dps and stay alive. Great job with the new M2 ability!!!

twilit shadow
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!feedback An idea for Engie's skin unlock: slightly dulled, rusted armor with strands of Bustling Fungus protruding from a cracked visor. He's more mushroom than man at this point...

simple willow
#

!feedback Bring back ROR1 teleporters

weak sparrow
#

!feedback Please add local multiplayer split-screen

little barn
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!feedback i think, in its current state, headstompers v2 would be better as an equipment, not a red item
just make it give you the jump boost as a passive if its off cooldown, and let us use stacks of it from fuel cell to spam-stomp enemies
its already got a base cooldown, stacks only reduce its cooldown, its activation being based on jump button interferes directly with other characters now, and it doesnt have to be a red item given its a sequel item rather than a direct ported item like crowbar
itd be a good alternative to milky chrysalis, itd be a good equipment to not use with gesture, itd no longer conflict with character movement, i only see upsides to it!

lament gazelle
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!feedback In multiplayer have the server host switch to a different player instead of ending the entire session when the host leaves. Pretty annoying to suddenly be kicked back to the title screen with no explanation.

craggy bobcat
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!feedback change the model of the rusty lockbox to be more distinguishable. I understand the presumed intent of having to decide on spending time to find it or skipping it but currently it is very difficult to see, especially in certain areas or if you have visual difficulties. Currently I can barely find it unless I have radar scanner, even when making an active effort.

tidal orchid
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!feedback Loader's M1 doesn't really fit her get in-get out playstyle. It's useful early game, but later on, it's too risky to stay next to a boss for long periods of time without any i-frames. It would be more useful to her if it was a close-range burst damage tool akin to Commando's new M2, or if it at least gave her a momentum boost to synergize with her utility.

lime basalt
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!feedback
to help those slow moments at the beginning of the game and the first few minutes of other stages
the director gets 2x more points while there are less than 5 enemies

DISCLAMER: this feedback is not balanced ;)

snow saffron
#

!feedback
Nerf lesser wisps and/or make it where they spawn less frequently.

weak sparrow
restive plinth
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Please rework the new Boss theme, it really sounds pretty boring in my opinion, just flat.

brave wasp
#

!ideas I think a character who uses daggers would fit the game theme very well

gritty hawk
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!feedback scavenger for final playable character

mint vapor
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!feedback update the rules slightly to account for two things
1 the devs do not put any emotes on anything in top feedback (which is understandable because there doing a good job making ro2 instead)
2 the amount of votes actually needed (still says 45 in top-feedback and not 50 which is now the current needed votes)

weak sparrow
clever mica
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!feedback New Item: Eye of Ghor, Tier: Red, Effect: Give player bonus damage but reduce the FOV of the player. One of them would barely be a debuff but stacking them is a dangerous game. Plays off the of idea of the powerful but blind fighter trope.

mild tangle
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!feedback Add a "Suspend" option in Singleplayer modes so you can close the game and resume it later instead of just pausing it.

floral tide
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!feedback Make the Artificer's hover togglable by either leaving on the hover all the time or double click/press. This will solve her picking up the headstompers and relieve everyone of holding down the jump button all the time. (Small edit:) This will help controller players like me who have to play with the Claw hand positioning.

weak sparrow
#

!feedback the character selection screen's lighting makes it hard to see the actual color of the skins

wheat lion
#

!feedback
When two or more Clay Dunestriders link with a player only first one to link should have the pull force applied. When it ends, the next one most recent should have its force applied. Clay Dunestriders should not be allowed to link and pull other Clay Dunestriders.

floral tide
#

!feedback
I think the Electric skill variant for the Ice wall should be an Electron Vortex that pulls enemies towards its center like the Primordial cube. Perhaps it shouldn't be persistent, just a single pull

hardy pumice
#

!feedback
For whatever reason, Jellyfish tend to spawn much further away than their spawn sound... sounds.

stoic hawk
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!feedback Follow up to Athrial's "Suspend" idea: Call it rain check

hoary fjord
#

Please add gyro aim to switch

vivid hedge
#

!feedback

A Lunar item; "Warpstone" An equipment slot item that only takes effect during the Teleporter event. When the teleporter is activated, the holder of the lunar item is restricted to the Teleporter Zone, they cannot escape out of it, the effect triumphs any conflicting elements or effects. This also effects all enemies that come into contact with the teleporter zone. Enemies that come into contact with the teleporter boundaries are explosively repelled back, dealing damage and "pinball" damage to other enemies they hit. The player will also spawn nearby the teleporter in future zones while equipped.

woven summit
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!feedback Add a in game Compass rose allowing players to call out locations by saying things like "the teleporter is on the North side of the map" right now you have you just use land marks (which there arent always alot of like the sawmp)

wheat lion
#

!feedback Allow Commando's Tactical Drive have invulnerability frames (like RoR1 did)

hoary fjord
#

Gyro aim for switch

lament gazelle
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!feedback As it stands right now the commandos new Frag Grenade skills is very lack luster and not worth picking over supressive fire. I feel like giving it something to provide a little more oomph like having it stick to enemies or detonate upon contact is really needed.

wicked spoke
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!feedback Now that Engineer has been freed from his Bungus curse, Bustling Fungus should have it's startup time decreased from 2 seconds to 1 second so everyone can make use of it.

dusk shell
#

!feedback
This might only really apply to me, but I'd like to see a "vote" feature applied to teleporter events. I play a lot of Quick Play multiplayer (PS4 user) and when a random teammate decides to start the teleporter event while others are still trying to open chests, it can quickly ruin the fun of the current run.

dire anchor
#

!feedback overall I like the new difficulty, but I think Medkit should be 15/stack and Monster Tooth should be 10/stack. Similar to what you guys did with cautious slug. Everyone just stacks crit + scythes eventually and prints these but having them reward just a bit more would make getting a decent stack of them worth it throughout more stages of the game.

fading wave
#

!feedback

Rex R alt, Arid Vineyard: It's the Clay Dunestrider's succ ability. You plant yourself in the ground, pulling all nearby enemies to you while gaining massive damage reduction, healing and damaging every enemy you pull in. 20 second cooldown.

simple hearth
#

!feedback green item that increases crit damage by additive 10%

clear lion
#

!feedback
Since the teleporters tend to be rather frustrating to find on some levels due to them blending in with the surroundings, with only a faint red glow to show them (which in my experience, tends to not be enough to make it obvious when the teleporter is surrounded by similarly colored environment), how about making the teleporters a lighter color than the dark grey/brown they are now, just to make them contrast the surrounding area more

brazen plume
#

!feedback

I know everyone's been making suggestions for the commando to be buffed, but I honestly don't think it can be stressed enough. The commando seriously needs sauce.

While the rest of the cast feels well-balanced and fun to use, commando desperately needs more oomph to be on the same level. If mul-t gets damage resistance from his shift and merc becomes intangible, why can't commando? If mul-t can throw a grenade while simultaneously firing, why can't commando? It almost feels like there's a determination to make it so the Commando can't have too much fun. Why not make his alt a powerful, satisfying hitscan blast? Why not let his roll actually make him dodge attacks? Why not make him able to use his grenade in conjunction with firing his other abilities? Hell, even his animation when selected can be seen as emblematic of the problem: Huntress warps in, Mul-t falls on the floor and shakes the screen, Loader does some punches, but commando just materializes in with a stationary pose.

Commando was intended to be a jack of all trades and a master of none, but instead it feels like he's just a jack of about two trades and lackluster in everything else. A character whose supposed to be well rounded doesn't have to be boring.

hollow basin
#

!feedback Give Artificer a Newt themed skin, since she is found in the Bazaar

sonic sable
#

!feedback
I want to suggest an option that disables visible items on the player's character because when you're pretty far in the run we can't really see the character's skin or body anymore we only see a pile of items stuck on their body.(personal preference)

wicked spoke
#

!feedback
Make distance to enemy calculations use their hitbox or be compensated for their hitbox in some way, instead of some point in the enemy. This is extremely noticeable with Commando's grenade, a 'direct' hit on a boss will do very little damage because the 'center' of the boss is very far from the grenade. This also affects Focusing Crystal, and is most obvious with Beetle Queen, who's 'center' is her upper torso/head

olive linden
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!feedback Make certain items combine into a specific piece of gear on your character (Only cosmetic) for instance make like a teddy bear and medkit combine to look like a teddy bear with bandages all over it or something. Or even stacks of specific items having cosmetic changes the more you stack them. Either one works. The first suggestion would be more convenient for reducing you character from looking super cluttered. You could also add small challenges like "Defeat this boss while using (Item+item+item+) cosmetic combination"

quiet dragon
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!feedback Can we get the ability to lock a channel once a game starts? I had 15 people in the cousre of 8 minutes join to ask if we wer playing a game and it causede trolling and a whole pisode along with this dude that joins and is all "Have a great day!!!!!!!!!" to all open lobbies and hes like 8 and annoying as heck

north citrus
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!feedback Regarding Engineer's new turrets, I feel like it should be walking turrets OR laser beams. not both. specially since their ai makes them stand still and jump when the engineer dies, plus their range is so nerfed its not even a question which is better.

random pagoda
#

!feedback Being in the top 10% of Prismatic Trials should award the player with a great amount of lunar coins.

woven wedge
#

!feedback will steam achievements come out for the game at any point?

ocean peak
#

!feedback Elder Lemurians need a much louder spawn sound, they're way too lethal to be spawning as silently as they do.

rare knot
#

!feedback It'd be nice to have a "reconnect to last game" button somewhere if the game crashes while you're in quickplay. The "Recent Players" in steam doesn't always update.

lime basalt
dire anchor
#

!feedback I've suggested having friendly AI stay close to the player and target things the player pings but ping should last wayy longer by default easily at least twice as long as they do now (approx 15 seconds?) and remove the spam limit in single player or fix the pinging not working from the crosshair and instead going from the character.

uneven lotus
#

!feedback Make Huntress' new multi-blink ability usable vertically like the Primary Blink

floral tide
#

!feedback
Rather than making the Commando grenades explode instantly on impact, let players hold and "Cook" the grenades, and let it explode in their hand of it waits too long. This will mean players won't have to exactly hit a target and still makes it take some skill to use.

drowsy coral
#

!feedback
add the preon chest to sacred acres. It's a reward for getting through the first couple of stages quickly but now it's a 50/50 if skipping all the items was worth it.

vestal island
#

!feedback allow huntress to run in any direction to make her sprinting while firing passive ability more relevant and to match what her passive ability does in the first game

last ravine
#

!feedback Give Loader an alt skin with a cowboy hat and some chaps so she can grapple onto magma worms and ride them in style

bronze bison
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!feedback With the introduction of skins. I would like to suggest to include an option to visually hide specific items on your character by clicking on them in the tab menu. (or just hide all items on your character in the settings).

random pagoda
#

!feedback The newt market is one of my favorite locations in the game, mainly because it offers so many different kinds of utility and special items. However, even with all the additions that have been made to it, it could still do with some more content. Maybe a special minion that you can hire for lunar coin could be an interesting addition, one based on the species of the Newt merchant itself.

static olive
#

!feedback make a visual ping indicator that lights up when your mouse is hovering over an object far away to ping

oak lotus
#

!feedback We on consoles need better menu navigation. The directional buttons as they stand have no functionality in menus. The standard back button also does nothing. Risk 1 had these implemented alongside a mouse, I see no reason as to why standard menu navigation options should be excluded from Risk 2.

umbral swan
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!feedback add the ability to set individual keybinds for different characters. If you want to use, for example, ctrl for commando's dodge, but F for Loader's charged punch, you can't do that and would have to rebind that key every run.

old socket
#

!feedback artificer's ice spike does the same damage and has the same cool down as the nano bomb but its piercing and freezing doesn't feel as effective as the nano bomb's aoe and sparks, so I think it deserves a buff to either damage or recharge time by a small amount (+200% damage or a 4 second cool down)

idle stratus
#

!feedback 'Die three fiery deaths' is more specific than its vague description implies. Don't leave players guessing and just write out what, exactly, is required.

lavish sundial
#

!feedback Add gyro aim for switch - made by Alexxx

hoary tulip
#

!feedback Add the cooldown timers for loadouts, so i can see what the differences are.

Another thing, make it like Risk of Rain 1, if you hover over your skill when holding tab, you should be able to see what the base cooldown timer is.

knotty night
#

!feedback since we got a new dev (ghor) on the team there should be an item related to him

cinder pewter
#

!feedback A terminal in the Bazaar Between Time that only appears in multiplayer and allows players to trade items.

still thistle
#

!feedback add the forced item sharing from the first game to stop people from getting twice the amount of items than the other player without noticing, would be toggleable in character select

still thistle
#

!feedback engineers m1 should have the alternate ability of his lock on rockets from the first game except you can choose where they go sorta like royal capacitor by aiming at them when you attack. if the enemy dies then the extra rockets get regular rocket ai and go for the nearest enemy. This m1 alternative ability would have 2 charges of 4 rockets each, you can move while the rockets are coming out and you can sprint while doing it too. The charge would be 2 or 3 seconds and all the rockets would come out in 1 - 1.5 seconds dealing 4 x 200% damage. Engineers primary fire shouldn't be as good as everyone else's because he has his 2 support turrets to help out.

cinder pewter
#

!feedback The ability for REX to walk on walls or even ceilings, the character model already does that and it would give REX some pseudo-mobility.

rotund harbor
#

!feedback there really needs to be some kind of matchmaking in the game. I'm constantly getting put into lobbies with people from Asia. It's super frustrating not becuase of the huge ping but because more often than not I get disconnected late into the mission.

barren onyx
#

!feedback Something I have recently noticed in this game is there is an awkward limit to how far you can look down. I understand why you can’t look directly down, but it gets in the way of bombarding enemies from above as Artificer because it forces me to move farther away before I can hit enemies on the ground.

lilac quartz
#

!feedback

Equipment item idea:
Stealth-Drone

Spawn a drone and take control of it. While controlling the drone your character stays static, but is immune to damage. The drone stays spawned for a maximum of 10 seconds, but despawns earlier when your character received 500% of his maximum health as damage or the drone received 100% of its maximum health.
After despawning the player gets a brief invincibility window to get back into the fight without being killed instantly.

Drone Abilities:
M1: Rapid Fire gun. A normal machine gun. Damage scales with your level.
M2: Heavy gun. Kind of like the sniper from MUL-T. Higher damage and lower fire rate.
Shift: Bomb drop. What the name suggests, it drops a bomb. Your movement should affect the trajectory.
R: Switch between attack and stealth mode. You can fly much faster and cannot be detected by enemies, but you cannot use your other abilities. Bullets aimed at your allies can still hit you, if you're in the way.

Just like the turrets from the engineer, the drone inherits all items you have.

Cooldown: 90 seconds.

This is just what I thought about in the last 30 minutes, so I'm not sure about the time and damage values proposed.
Change them to achieve a balanced item.

Keep up the great work with the game 🙂

static olive
#

!feedback visually indicate when the teleporter is at 99% and remove the filter on music outside of the teleporter zone when at this threshold

rustic cape
#

!feedback Separate the terms for green health and health+shields combined. Some challenges refer to health as health+shields, while some items mean green health only.

coral wagon
#

!feedback follow-up to the above feedback, refer to green health as Health, and shield as Shield, with the two combined being referred to as Hit Points, or Max HP or whatever.

mint rapids
#

!feedback Nerf the attack spped of Brass Contraptions, or atleast make them less accurate, one shot protection is useless if 4 of them spawn on you, they're currently harder to deal with then bosses

carmine lake
#

!feedback Please make the jumping puzzle in the Celestial Portal a bit easier for slower characters, or at very LEAST raise the respawn floor in the area. If you're not familiar with where the platforms spawn it can be hard to find them, and even if you know where they are it's hard to get to some of them if you're a slower character.

little barn
#

!feedback Why does spider mines not follow the engineer around? D:

limpid crystal
#

!feedback Remove the need to stop firing your guns when you want to throw a grenade as Commando

primal vector
#

!feedback Its a bad idea but hear me out. A character that’s randomized to the core. It would start out with abilities taken from other characters (ex. Your first ability may be artificer flame but your second could be loader grapple), and random base stats. I imagine it would look like a corrupted, purple looking monster.

cunning dove
#

!feedback add in an option to keep the sprinting sensitivity the same as your non sprinting sensitivity, as right now the distance i get from a 360 is gives me a 180 and that's definitely something that would be nice to have the ability to opt out of imo Ive been told this option exists, but i keept looking under "sensitivity" where i would find it natural that these options exist, perhaps move it there as i personally find sensitivity related options being right next to eachother a lot more natural

vestal island
#

!feedback add a toggleable option that enables cooldown indicators. this would be a very small graphic likely next to the crosshair that shows you what abilities are ready. it can be as simple as having four/five small dots that light up when their corresponding abilities are no longer in cooldown. (M1 being represented might be redundant depending on the character) i find it hard to constantly check the status of my cooldowns or trying to memorize the cooldown times as this game requires way more concentration now. https://media.discordapp.net/attachments/559901472339525644/565722218093608960/unknown.png

placid loom
#

!feedback Suggested by Sisau#1682:
Add an option to manually pick up items? Or maybe a way of dropping/discarding them? Its anoying to lose a buttload of suvivability bc you picked up one shield gen thingy and now instakill protec. is off

dire rain
#

!feedback
Modify the activation for the H3AD-5T while playing the Artificer as it's activation conflicts with her ENV Suit. It's quite troublesome trying to use Ion Surge to escape a dangerous situation and hover to safety while firing form above, only to immediately be shot back into the mess you had just tried to launch yourself out of.

tawny tundra
#

!feedback

As of right now Clay Dunestrider is the only boss I think could be called a 'stat check' boss. It's healing isn't broken or even a problem when it is alone, but when the game starts spawning 3 or more, it becomes a case of either having enough dps to kill them before they heal or giving up. Had a few runs end just because they kept healing off each other and GETTING MORE BACK THAN THEY WERE SPENDING. Please fix it so that the Dunestriders don't heal more than they deal to OTHER Dunestriders.

frigid tulip
#

!feedback instead of giving the turrets a speed / range buff so that they're able to take out targets at longer range, make engi's alt m1 a longer ranged attack, like a miniaturised version of the gauss rifle that the stationary turret has or something else entirely.

lime basalt
#

!feedback
a turret class?
(yes i know this is 99% a dumb idea)

gloomy wadi
#

!feedback add an item like 56 leaf clover but instead to apply to chance to make it grants +1 to all flat number, it means like the bounce of ukelele instead of beeing 3 now are 4, the number of jumps given by hopo feather now are 2 per stacks, the lightings of tesla coil are 4, the number of knifes etc.

loud anvil
#

!feedback Add an Elder Lemurian horde as a possible boss on stage 1 or 2.

Dunno how many of them, but if greater wisps can be bosses so can elder lemurians.

clear lion
#

!feedback
Equipment drones seem pretty useless at the moment, since they can't use most equipment. How about making some changes? Equipment that already works like DML stay the same, but add some new things to them.
Foreign Fruit: they throw a seed on the ground that could grant a Nature's Blessing effect temporarily
Gnarled Woodsprite: they just throw it to players and other drones that need healing
Milky Crysalis: the drone produces a low gravity aura constantly that players can utilize to launch themselves and break their falls
Crowdfunder: they just use the crowdfunder
Etc.

little barn
#

!feedback For engineer's Carbonizer turrets, maybe make it so that whenever they move, it counts as sprinting? I noticed that both energy drinks and rose buckler don't affect them, and I think it could help them stand a little bit more equal to the normal turrets.

haughty herald
#

!feedback i-frames for commando roll so that it's worth something besides weak mobility

echo niche
#

!feedback once you kill the teleporter boss the teleporter timer should then speed up

hoary fjord
#

!feedback Add gyro aim to switch

deft nest
#

!feedback A new Legendary or Equipment item which gives you a robo dog companion, who opens chests you ping and brings you the item. Also provokes nearby enemies to chase it, it's a tanky boi. Or just make a pet class survivor

north citrus
#

!feedback
Lunar item that has the opposite effect of 57 leaf clover (rolls for a negative proc as opposed to positive proc) but doubles damage of said procs.

viscid stump
vast terrace
#

!feedback

Monsoon probably shouldn't have elite versions of bosses showing up so early. It's just an automatic start over pretty much if you happen to get a mob of glacials/blazings/etc on the first three levels and have to use 5 minutes to get through the massive health pool

brazen plume
#

!feedback Give huntress' m1 a slightly better default fire rate

warped charm
#

!feedback

I know it's been said, but adding another voice to the crowd--Commando's grenade needs a physics change, either in the form of detonating on impact with an enemy, sticking to them, or even just changing physics so it won't ricochet off enemies like it does the ground. As is it's extremely inconsistent and hard to use properly, even though it has a lot of potential to be fun and interesting.

clear ledge
#

!feedback Head-Stompers need some rework. Right now its a frustrating item that ruins the flow of the game with no real ability to control the jump height. If you get it as the Artificer, it ruins his passive float. If you try to float you slam to the ground. It's the only item I ignore and it really kills the excitement of getting a red drop.

clear lion
#

!feedback ITEM CONCEPT

Keyring / Lockpick - GREEN rarity

Gives you a 6% (+2%) chance for any chest you activate to be opened without spending any money. If the chest is able to be opened in this way, it will have a green glow accents rather than white.

timber canyon
#

!feedback Malachite elites are stoopit

cunning dove
#

!feedback a lot of people have talked about being able to check which challenges you can do, and i think a thing that could work as neat way to do that would be if you like track (for the lack of a better word) challenges that you wanna complete and they show up as like objectives on the HUD with a progress bar if applicable (like the getting 12 crowbars, or finding 8 different located newt altars, having 12 minions as the engineer), that would also show if you failed a challenge like the current mercenary prismatic trial one, or even some others like the naturopath challenge/the REX alt secondary skill unlock challenge so you at least know how you're currently doing on an attempt at unlocking something

peak hemlock
#

!feedback

I really think REX needs the ability to passively climb walls. He could use that kinda mobility since he has no sort of dash or jump. Plus, his sprint animation looks like it should already do that.

chilly crag
#

!feedback Horde of Many balance needs to be checked. 90% of the time they deal more dmg and take (much) more damage than regular bosses. They're just not fun to fight.

minor sable
#

!feedback As mentioned by someone else above, REX seriously needs extra mobility such as being able to walk up walls/steep terrain. This would be really cool and also a good compensation buff for REX being gutted by the health regen changes for Monsoon

last ravine
#

!feedback Deepen the sound of the warhorn activating. It currently sounds like an insect buzzing its wings

viscid stump
#

!feedback graphics option to disable certain screen effects like hue/brightness change to improve the visibility in late game (not to see what is on the screenshot)

velvet walrus
#

It would be cool if, at the end of each run, we saw a full screen (or at least zoomed in) image of your survivor all decked out in items

astral ingot
#

!feedback this doesn't really have an impact on gameplay, but it would be nice if Mercenary's mastery skin changed the color of his sword, too.

tidal orchid
#

!feedback make Wisps knockback resistant so they don't get physic'd across the map

hardy sphinx
#

!feedback It would be cool if, at the end of each run, we saw a full screen (or at least zoomed in) image of your survivor all decked out in items for @velvet walrus

static olive
#

!feedback lunar item that causes turrets & other minions to inherit your items (excluding things like the beetle minion item) but significantly reduces the player's dps

sand quest
#

!feedback
A green item that reduces the healing received by 50% when you hit a critical strike.
Value could change for balance.

viscid stump
fresh fulcrum
#

!feedback Popcorning off of @sand quest 's idea, I would say a Uncommon item that reduces enemy healing on Crit would be nice. Pairing it with the launch of a new Elite type that grants healing would make sense.

tidal orchid
#

!feedback
Make a more noticeable sound/video effect when you pick up Bandolier, often you're in a heated battle and you don't even realize that you can use your abilities again because that Clay Dunestrider's succ sound is louder than Bandolier.

minor sable
#

!feedback Would be amazing if Huntress could actually strafe sideways. Her Strafe shot range is already at a bad spot, and sprinting sideways would be great for her kiting

little barn
#

!feedback

Something somewhat fun to see would be having all your items fall off your body when you die (as an option).
This further accentuates your lifeless, limp corpse flopping to the ground after getting nutted by another brass contraption.

river anchor
#

!feedback More elite types that bring in more gameplay other than "Shoot angry looking thing for X seconds, angry thing can sometimes be slightly angrier, or more angrier based on angry meter"

Medic Elite - Greenish, has a small halo over their head. Does what the name implies, goes around healing various enemies and attempting to ressurect recently killed ones ( 1-3 second if in the area ) healing would work off of a small aura they project ( orange tinted, pulses ) that is interrupted for 10 seconds should they be attacked.
Notes - Cannot spawn on bosses, cannot heal or ressurect bosses, ressurect can only work if it is uninterrupted, allowing CC and AoE to shut them down extremely hard, these elites will prioritize healing over attacking, and as such will try to keep some distance from the player
Buffs - 40% increase to HP, slight movement speed increase, -25% damage

I have a few more ideas but character limits exist, so I will post them in Discussion if you're interested

fair wraith
#

!feedback Sandbox mode for testing items (with limitations FE: no more than 75 or so of a certain item) and the ability to spawn in monsters/bosses (achievements are disabled in sandbox mode.

lapis gyro
#

!feedback
Don't know if anyone has said this yet, but Loader, despite being the most interesting addition to this game yet, has some pretty severe issues with their movement and momentum. Using the grapple to maximize your charged punch damage often times just sends you flying away from the boss after landing the hit, which always takes you out of combat for a few seconds and forces you to always reposition, this makes the primary attack very ineffective forcing you to kind of choose between using just the primary or just using the charged hit. Another issue is that the grapple will almost never fully reel in, which makes you sort of fly around in orbit of enemies like the greater wisp or brass bois, making the viability of hitting them in the air impossible because your momentum just sends you flying away again. I feel like the first attack in a chain of primary attacks should have a short, momentum altering lunge to it so that you can control what happens after a grapple/charged punch, and in addition to this, make it a bit easier to continue attacking airborne enemies. It always seems like I get one attack off and then fall, there's nothing to allow you to beat up the tanky flying enemies.

fresh prairie
#

!feedback Seeing as how we're into alternative skills since the loadout update and this is something people ask for a lot, why not have an alt utility skill for commando that has a longer cooldown (e.g. 3 seconds longer) but adds brief invincibility during the rolling animation? Perhaps you could make the challenge to get it a callback to the first game's challenge to unlock soldier's syringe.

lament sable
#

!feedback
Alternate M1 for Commando:
It would be like double tap but with a "gallop", similar to how it was in ROR1. It could do more damage but have a slower overall attack speed. I just love the "gallop" double tap had in ROR1!

high crane
#

!feedback

Engi's alternate shield unlock could be something that works kind of like the Gnarled Woodsprite.

-Is a very small Engi shield bubble that just fits around the player/ally model

-Can be attached onto self or Allies

-Gives 25% (Stackable) or 50% - 75% (Static) shield based off of ally's health

-Holds several charges (2-4?)

-Only goes on cooldown when shield is destroyed (30 sec?)

-When shield is destroyed, it is gone and must be applied again

-Rechages after a set amount of time if not destroyed (5-15 seconds?)

How does that sound? I think it would give the engineer a more mobile approach then to just plop down a big shield and wait out damage. and also be a little more supportive of the team!

I love engi, but I want him to be a little more mobile just like the rest of the character roster! The mobile turrests are a great start! but there not very good right now..

lilac zodiac
#

!suggestion

"Dark Enemies" - Dark versions of the player characters with their own sets of items and loadouts.

coral wagon
#

You have to type !feedback

"Dark Enemies" - Dark versions of the player characters with their own sets of items and loadouts.

old socket
#

!feedback loader is the fastest, strongest and tankiest character and needs to be nerfed in some way like less health or have lower base damage that scales higher than it is now with momentum

latent isle
#

!feedback Let Huntress strafe left to right with her sprint! I've seen this suggested a few times and I love the idea - it feels really weird to play huntress sometimes bc you always want to be sprinting, but then if you want to M1 while sprinting you have to run towards your target to sprint while shooting. It just doesn't feel right, especially considering that the move is named Strafe.

I don't really think that Huntress needs a buff - I think she's good where she is - so if she gets nerfed a tiny bit to accommodate for the increased mobility I think that's probably ok, but I think that horizontal sprinting would definitely make Huntress feel much better to play.

minor sable
#

!feedback Alternate Skills ideas:

Commando M1 - Ra-ta-tap

Shoot twice in quick succession, dealing more damage than current M1, but having less attack speed overall. The time in between two-hit attacks is decreased with attack speed.

Commando M2 - Full Metal Jacket

Shoot a piercing beam (that has no travel time; instant) that knocks back and stuns all enemies it hits.

Commando Shift - Slide

Slide forward. While sliding, you can shoot at enemies and use abilities. The slide lasts longer than Commando's current Tactical Dive, and you can reach a longer distance but is slower and has a longer cooldown. The speed and distance of the slide can be greatly increased with movement speed and if you're on a slope surface.

Huntress M1 - Precise Arrow

No longer auto-aim. You shoot a longer range, piercing arrow at your crosshair, dealing more damage than strafe. You can still sprint while shooting. Aside from having to aim, you shoot slightly slower.

Huntress M2 - Reaping Glaive

No longer auto-aim. You throw a glaive in a straight line in front of you, damaging all enemies it hits along the way before boomeranging back to you. It deals bonus damage when coming back to you. Once it returns to you, you are healed a % of damage dealt. The glaive can ricochet off walls but will always come back after it reaches its max distance. (Note: Its not that big of a heal; but it will still synergize with items like Aegis well)

Huntress Shift - Tether Arrow

Launch a grapple arrow forward, latching onto terrain. Reactivate ability to be pulled to the location of the arrow. This is a long-range version of Blink/Phase Blink. The arrow also pierces through enemies, and only latches onto terrain. Unlike Loader you can't swing, you are pulled directly to the location.

Huntress R/Ult - MK7 RocKeye

Teleport back, shoot an explosive arrow that deals large AOE damage. Upon detonation, it spawns smaller bomblets that explode for less damage. (Needs tweaking)

lilac quartz
#

!feedback

I've read about the proc coefficient of MUL-T being very low, because of his Nailgun. Unfortunately the sniper does feel very underpowered with that and not worth using except there is really no close range target in sight. And during teleporter events thats almost never the case, especially when the teleporter bosses are so big, that the nailguns spread doesn't matter.

misty root
#

!Feedback I think it would be cool if Rex could walk like a spider.(walk verticaly and upside down)🙂

shell bolt
#

!feedback

add a guaranteed shrine of order to the celestial portal area to make it not useless if you're not ending a run and a fun way to end a run to see how far you can get with the rerolled items. It isn't broken but isn't useless because you leave it up to chance, just a fun thing that makes celestial portal slightly cooler

covert ether
#

!feedback Loader is amazingly fun. Unfortunately Pylon seems largely useless past like stage 4 on monsoon. It already proc's on hit effects. But it's damage really isn't there. Perhaps if it scaled with items like engineers turrets but at a reduced rate (IE: every 2 of the same item is one stack of an item on pylon rounded down to the lower whole number). As of right now, if I get a god tier run on loader, it always includes an item that accomplishes what pylon is supposed to do (unstable tesla coil, gesture + missle pods, etc).

plucky light
#

!feedback
There have been a lot of complaints about the loadout challenges recently, but I think the root of the problem is that they often aren't directly related to the character they're for, or take too many circumstances to line up in order to complete.

I think every challenge should be based on some degree of mastery with the respective character. A few of the challenges do this. Killing enemies while in midair as Artificer comes to mind. Others do not.

Getting a bunch of crowbars while also needing to play as Huntress isn't fun, nor based in skill. Getting a massive multikill as Artificer requires both waiting around for enough enemies to spawn, and then waiting for them to get close enough to each other, which the enemies just don't want to do. Then you need to kill them all in one shot, which I'm not sure is even possible with base abilities, which calls into question why it's an Artificer challenge.

Some people may be thinking I'm suggesting these challenges should be easy. Maybe too easy. Keep in mind, these aren't upgrades. They're alternate abilities. These challenges might be justified for item unlocks, but those aren't limited by character, and tend to be pretty good. Alternate abilities are side-grades, not upgrades.

You shouldn't need to get good luck in order to bring some variety to your favorite characters.

floral stone
#

!feedback
So I had a thought that I think would make commando's new Frag Grenade Skill a bit more fun to play with. Simply put, the Grenade should also be able to push the Commando away from the grenade.

What I'm thinking is it would work like Rex's Disperse skill, and allow you to jump higher on with grenade.

It's just an addition that I think would make for fun movement.

old socket
#

!feedback I love loader but she is a bit too good since you can easily clear the first 2-4 stages without items even in monsoon and you can get to the teleporter in about 20 seconds from almost anywhere in the map so she needs some sort of nerf

gaunt wing
#

!feedback I love how Commando's Frag Grenade ability works. Since the fuse of the grenade starts on impact, there is a fair bit of skill involved if you want to consistently deal high damage with it. The only reason I am typing this is because I strongly disagree with a lot of other feedback that suggests giving Commando the ability to 'cook' his grenades. Furthermore, I feel that the suggestion that his grenades should 'detonate on impact' is misguided, and completely goes against the whole concept of giving him a grenade ability. A grenade that detonates on impact is basically a missile (or mortar if you will). The Frag Grenade ability is fresh as it is, I don't think it needs to be turned into Artificer's Nano Bomb

covert birch
#

!feedback
A very down the path idea, but a secret boss fight with the shop keeper in the blue portal could be a awesome addition. The decision would mean that shrines for the blue portal would no longer work, but the fight gives a ton of items.

Maybe the boss has fixed health and damage or the items dropped get better depending how far you are into the run?

unique gazelle
#

!feedback
Bring back Ifrit.

north citrus
gritty hawk
#

!feedback remove whatever is making imp overlords spawn a million miles away from the teleporter.

lime basalt
#

!feedback
Lunar Item "Multiplication Matrix" -
Limit damage/sec to 10% max health of the target (stacks similar to corpsebloom). Remove proc limits and gain an additional 50% (+25%) to proc items.

"Proc limits" - Items with a proc chance greater than 100% can proc twice at once (120% chance means you have a 20% to have double effect on proc).

EDIT: changed downside, plsae let me know if it fits with the upside

crystal terrace
#

!feedback As the Engineer when you ping a target your turrets will attack that target. If it is out of range and you are using the mobile turrets they will walk towards that target, the regular turrets will wait until it is in range. They would resume normal functions once the target is dead or the ping goes away. I don't feel like this is a change that would break balancing but it is something that I feel would really add a nice layer of strategy to the Engineer.

old socket
#

!feedback add stages to sprinting so if you just want to get around fast you can just keep sprinting and it gets faster and faster (it wouldn't work while attacking with Merc or huntress)

static olive
#

!feedback implement items that make you want to consider actually taking drones more heavily

unique gazelle
#

!feedback
Mercenary’s Prismatic Trials challenge “Ethereal” easily crosses the line that divides aversively acceptable and artificially difficult. As stated in previous feedback, loadout unlocks should focused on mastery. This specific achievement raises a bit of concern with the Developer’s design philosophy and what they deem to be achievable. Being expected to not get hit in a game where ranged foes have close to perfect accuracy and some seemingly having hit scan is just not feasible, especially when it must be done on a melee character. This is not a worthwhile challenge to complete for the reward that is given. It is not fair, it is not practical, it is not fun, and if things like Ethereal continue to release as something that is thought to be “challenging”, then I fear for what the future brings to Risk of Rain 2.

lime basalt
#

!feedback
a passive item that is an upgraded radar scanner
but you have to open a cloaked chest to unlock it for future runs

random pagoda
#

!feedback An equivalent of Huntress's triple blink for Commando; maybe side thrusters that, while not great for travelling, allows for quick dashes, greater for avoiding damage if used properly.

little barn
#

!feedback I believe this game could get more attention if it were available on other OS as well. Youve already got Play Every Ware porting this game to consoles, perhaps you could also have them provide Linux/MAC ports, or do so yourselves? I would like to see how this runs on my thinkpad. Thanks in advance

wise cairn
#

!feedback - For the love of god please make it so i can use m2 to walk forward. As of right now i cant bind m2 to walk forward without the game unbinding my walk backwards. Really kills my experience not being able to play with the controls i want.

rotund schooner
#

!feedback More balancing and love towards other difficulties that are not Monsoon, I have had a MUCH easier time getting my first loop on Monsoon than Normal (forgot the name of the difficulty, sorry), also, I have seen some more casual players complaint about early game on Easy, which kind of sucks for kids or other players that are not interested in the more hardcore aspect of the game (so maybe give some more health regeneration for the Easy difficulty). So, basically my biggest difficulty in the game was dealing with the early game in Normal, especially with Commando, once I got Mul-T everything was better, so I think some of Commandos' skills should be reworked, because it does not reflect what the basic gameplay loop of the game really is. Comparing to Ryu from Street Fighter, you do not have to adapt or change the way to play the game so drastically in order to play him, but Commando feels a bit out of place in comparison to the other characters, mainly because he lacks a lot of AoE. Monsoon just feels like it is more balanced, even though it is more difficult, for sure, the difficulty curve for new players is steeper on normal in my opinion

urban pawn
#

!feedback On some of the new abilities: Most of them are great, some need tweaking.
Artificer's Alternative M1 Skill "Plasma Bolt" has underwhelming SFX and is a straight downgrade to the Flame Bolt.
Commando's Frag Grenades should not interrupt all other actions after using them. A shorter fuse and larger blast radius would also be appreciated!
Mul-T's Power Saw is fun but dangerous to use. Maybe it could use a slight increase in knockback.
Loader's alternative M2 ability however is a little problamatic. There seems to be little reason not to use it once it's been unlocked, giving the same mobility/ utility as the standard one while dealing damage on top of that.

Everything else is fine, being either a sidegrade or a complete change of pace. Unlocking takes a long time on some of the abilities though.

limber plover
#

!feedback give imp overlords bleed an effect indicator that shows how long is left similar to the burn effect indicator.

nocturne anvil
#

!feedback celestine enemies need to go or at least be reworked. I don't know why anyone would think that an enemy that takes years to kill and does massive damage should also obsure everything. how is that difficulty? let me just react to these things I can't see. if you look up artificial difficulty, killing a player with something that they cannot see coming would be right there.

gaunt wing
#

!feedback Character ability challenges that span multiple runs, and are tied to player stats. For example...
To unlock Commando's Frag Grenade, complete 20 teleporter events without holding an Lunar items in your inventory. Can be completed over multiple runs.
-teleporter events cleared without Lunar items (0/20)

So you play one (1) game as Commando on Rainstorm and only manage to complete 6 stages before dying. Whether voluntarily or not, you just so happened to abstain from picking up Lunar items. The achievement above is updated to:
-teleporter events cleared without Lunar items (6/20)

Now you can another game as Commando on Monsoon, and hope to complete 14 stages without Lunar items. You could play 14 individual games as Commando on Drizzle and just restart after completing the first teleporter. You can cheese all you want, or you can just play the game normally. The progression is natural, but it can also be controlled by the player.

dreamy rune
#

!feedback My friends and I tend to use the ping feature pretty often. The problem is (most likely due to my inability to notice things) I have trouble finding the ping location. I usually lose the icon amongst all the enemies and stage decorations. Sometimes I don't even notice someone pinged an item or location. What if upon pinging something it made a noise to notify when player used the feature? In addition having some sort of blinking effect to better draw our attention towards the icon. This could just be me, so I'd appreciate hearing peoples thoughts on this.

clear ledge
#

!feedback make Bustling Fungus more consistent. If you stand still and use huntresses m2 it removes the effect even though you haven't moved but she did a small jump. Its already a bad item (aside from engi) and it makes it even worse on some characters

sterile zodiac
#

!feedback Would love if PlayEveryWare could add motion controls to Switch. Love the game, but would really help the aiming considering the joysticks

gusty torrent
#

!feedback buff plant

neat cliff
#

!feedback make commando's grenade stop refusing to throw when you're holding m1 thanks

river anchor
#

!feedback Someone mentioned this earlier with the mention of "Ethereal" challenge in the topic of artificial difficulty. Increasing something's health for the reasons of increasing difficulty does increase difficulty, but it also increases the tediousness of the game. As I mentioned in one of my previous posts about elite recommendations, there should be a noticeable gameplay change when it comes to Elites, the "challenge" of shooting something that has a 2000% increase to it's health is not fun, it is not enjoyable, it is a stat check that checks whether or not you can execute something within a reasonable time, or if it is better to leave it alone. The game needs more things that add actual difficulty without just increasing stats. Add more game mechanics, not more meaningless numbers

karmic bay
#

!feedback when new poll

coral wagon
#

!feedback Can the hurtbox on Volcanic Egg be more clear? Just got decimated by a golem laser because I couldn't tell if it was going to hit me or not

solar ore
#

!feedback how about making the first hit of the mul-t's circular saw make a little dash forward towards enemy to increase mobility instead of being attracted on it. I feel those secondary skill are interesting for different builds but they are not reliable because two dangerous. I feel like for them to work more they need a little something extra

olive linden
#

!feedback nerf wisps

nocturne pollen
#

!feedback How about make default character more fun for beginners? My friends thought this game is boring just because of first impression of Commando and they almost threw away this masterpiece. I think he is for experienced player even though he has simple skills.

fading wave
#

!feedback

Nowhere near as fleshed out as my other class suggestions, but I want a heavy gunner that's the bastard child of Enforcer and a clay templar.

Put a shield on his gun that blocks projectiles from the front when he's not firing, give him a non-debuffing, longer range rex boop for m2, shift could be some sort of tackle that works like a mix of commando's roll and Mul-T's charge, and I'm thinking some sort of "hunker down" turret mode that allows him to fire while guarding, at the cost of being unable to move, for a toggleable R skill.

Bonus points if his gun is ambiguous to allow for a variety of alt M1s like a automatic shotgun or a grenade machinegun instead of just delivering dakka.

cinder pewter
#

!feedback Artificer's alternate M1 Plasma Bolt should probably deal more damage than the flame bolt and have much greater velocity, on account of being... uh, plasma. Maybe have less charges to counterbalance that.

hollow brook
#

!feedback There are mods that address this so it's not a big deal, but I'd love it if the first stage was more active in terms of enemy spawns. I hate having to wait five years for enemies to finally show up

unreal schooner
#

!feedback The challenge for Mercenary to unlock the alternate skill to replace the skill that defaults to the R key feels a bit too difficult for most players to be able to complete reasonably, unlike the skills for most of the other characters. Huntress has a challenge that is similar, but you only have to complete a single stage for that challenge, and can simply loop around a few times if you get hit. The challenge for mercenary however, if you get hit even once, you are forced to restart if you are aiming to get the skill. Perhaps alter the challenge to allow for some breathing room, such as, "Complete the second stage of a prismatic trial without getting hit." I feel iit would allow the challenge to be more completable, without completely ruining the challenge that was envisioned to get it initially.

viscid stump
#

!feedback make it possible to dismiss minions. When using the happiest mask with several clovers in late game, the number of ghosts makes it hard to see, and it would be great to be able to destroy them (especially dunestriders, the bastards pull everything into them when in health leech mode, even the player, which, in my opinion should also be changed: teammate dunestriders shouldn't damage the player)

sweet shard
#

!feedback The Horde of Many is often unbalanced and not fun to encounter. they are just really harder than normal bosses.
like Elite Greater Wisps... Elite Elder Lemurains...
It's painful. They should be removed or reworked.

lyric locust
#

They should make Horde of Many so that they drop their elite items with more ease, so they are harder but they also have a higher chance to improve your run... maybe make their drop same rate as boss item drop?

rare knot
#

!feedback

  1. The new sub-boss feels like a slog to fight, and it has way too many "abilities". It's super cool and all, but:

It has ridiculous amounts of health, and even if we put that aside, it's constantly spamming an attack that just slaps like 50% extra shielding over his health, forcing you to pretty much just stop hitting it until it goes away, making the fight take absolute ages even on Drizzle.

It spawns a massive AoE directly on top of you, which slows and can almost one-shot you. If it doesn't one-shot you, it has a tendency to launch you into the skybox, triggering a reset and slamming you into the floor with 1 health into a group of enemies. The massive AoE spawning directly on top of you and forcing you to be slowed is particularly problematic for characters who lack mobility, or whose mobility relies on movement speed, meaning they literally cannot escape. It can also surround you with multiple of the AoE circles so that you have nowhere to escape, forcing you to take the hit. This is not okay.

  1. Teleporters should not spawn in small caves/tunnels. If everything is going to be a massive health sponge, bypass one-shot protection by spamming tons of high damage attacks at you, or force you to get behind cover, then forcing players to make the choice of either staying in a cramped environment with no cover where they are literally incapable of dodging out of the way of certain attacks (such as the Vagrant's orb bombardment or Titan's laser) in order to charge the teleporter so they can stop spawns and actually get somewhere, or kite the enemies around for an hour and charge the teleporter a few percent at a time while the game continues to get harder, is bad, and changes the game from being skill-based (Know when to dodge, keep an eye on your surroundings in case a titan spawns) to luck based (hoping the teleporter environment is somewhere you can hide/run from bosses whose mechanics revolve entirely around them).
viscid stump
#

!feedback make a stat menu similar to the death screen that can be opened mid game.

steel agate
#

item idea
heal on activate interactable
like fireworks but heal not damage

dire anchor
#

That's just.. foreign fruit or shrine of the woods.

echo niche
#

!feedback huntress and mercenary both have challenges were you can’t take dmg. If your going to do that at lest A. Not have it on mercenary (loader and engineer are a better choice) or B. Nerf wisps

little barn
#

!feedback make it so when you have an elite affix respective elite debuffs don't harm your character as in:
you can't be lit on flames with flame elites affix and so on

would be a good buff for wake of vultures imooo

placid eagle
#

!feedback Make it so Chests and Printers and Shrines dont spawn in a place that when you open it, they fall off the cliff to never be retrieved and thus a waste of time and money

zenith lichen
#

!feedback
When trading items in at the Bazaar Between Time, make it so people can select the crap they don't want. A single Hopoo Feather has actually ruined my run because it was literally the last thing to be "chosen" by the stupid trade altars. I only have that now. No other greens. I'm upset...

viscid stump
#

!feedback interactables become a huge pain in late game, when speaking of 5+ hour late game, movement speed makes it uncomfortable to interact with objects and to pick up items. I propose three ways of dealing with this:
-Making pickup range linearly related to the player's speed: the faster the movement speed is, the wider the interaction range.
-Adding acceleration to the player's movement: ramp up the speed from maybe 25-50% of full to full over a period of time from 0,5-2s, numbers to be tweaked for balance purposes.
-Adding a "walk" bind to reduce movement speed to, say, 33% of full.

dull needle
#

!feedback make greater wisps stunnable

frigid tulip
#

!feedback item idea - turbocharged vacuum - green item that increases pickup range (for ammo packs and health orbs) by 100% (+25% per stack), definitely useful in making the bandolier and monster tooth more relevant + could be better if more pickups were added

olive saffron
#

!feedback item idea - hopoo please listen, red item, no name yet when picked up, grants you an extra equipment slot ( you can only have one extra equipment, stacking does not add another slot) and reduces equipment cool down by 10or15% (+10% per stack). Is item is traded up through a red printer or something, your second equipment drops so you can pick it up if you want.

brittle finch
#

!feedback buff Mul-T’s shift damage. It should at least have enough to kill beetles.

storm scaffold
#

!feedback Add a function to discard an item, Its pure death to pick up a shield item after stacking shaped glass. Maybe a function to not "auto-pickup" items would be nice.

open relic
#

!feedback on the console version, there appears to be some sort of soft lock with rex's seed barrage. the problem with that is the barrage tends to get pulled away from where the reticle is aimed at, particularly when enemies are grouped together. my guess is that it is an aim assist issue, so perhaps having an aim assist toggle could solve the problem.

viscid stump
#

!feedback another issue with integer overflow: 6.5 hours in, item prices get close to the maximum stored money, making it incredibly hard to earn enough to buy something, because it almost immediately overflows.

median estuary
#

!feedback Loader output damage is totally unbalanced: the charged punch makes way too much damage if you have an acceleration superior to 0 (which is easy to do by swinging). Please nerf it.

primal estuary
#

!feedback You should be able to go back in Menus with the ESC-button

pine geyser
#

!feedback less feedback and more dumb idea I had while having breakfast
Perhaps give the Artificer an ability that swaps the primary fire with a small burst of tiny fireballs that don't explode as big but do good direct damage. Maybe have it be a hold down the button thing too? Where the longer you hold it, the more speed and force is put behind the burst? That, or make it so it's infinitely fireable, but it has an overheat bar. It would make choosing Artificer feel less like you're shooting yourself in the foot with no recovery or easy-to-access primary in a pinch.
But that's my two cents, I'm not a game dev.

dire anchor
#

!feedback
Single Target in Ideal situations for each skill (ie I took 90 seconds, divided it by the seconds cooldown and cast time of the skill if applicable)
Commando
Double Tap: 2x90/second = 16,200% over 90 seconds.
Phase Shot: 230%/3seconds = 6,900% over 90 seconds
Phase Blast: 8x200 or 1600%/3 seconds = 48,000% over 90 seconds.
Suppressive Fire: 600%/9 = 6,000% over 90 seconds
Total Damage over 90 seconds with Phase Blast: 124,200%

Huntress
Strafe: 13,500%
Glaive on first target between two targets: 1,352%
Arrow Rain: 11,647%
Ballista: 14,294%
Total Damage in 90 seconds, Ballista Loadout: 42,194%

Artificer
Flame Bolt (220% + 200% over 8 ticks)/1.3 seconds = 29,076%
Nano: 1200%/7 seconds (5 sec CD /2 sec charge) = 15,428%
Flamethrower 4400% single target. (5 sec CD /3 sec duration) = 49,500%
Total damage over 90 seconds: 94,004%
Huntress has less than half the "ideal damage potential" Obviously you're not using double tap at the same time you're using suppressive fire or phase blast, it'd be tedious as all hell to get that minute and I figured these numbers were just fine for the purpose of comparison. Regardless of how you feel about Huntress or the different characters I don't think anyone should be playing with less than half the damage potential of the rest of the cast. I'm simply suggesting a serious balance pass as part of the next CU.

steel agate
#

!feedback
Change the Celestine look
From an awkward bubble
To something more like a particle effect
Or like a mist/fog

vapid summit
#

!feedback
Is it possible to have an option for Artificer's float to be toggable? As someone with past repetitive muscle injuries, holding down jump while wielding dual analogs and mashing triggers is a lot to ask from my hands.

pallid vale
#

!feedback Alternate Loader Special Skill “Latcher”:
Use your gauntlet to dig into an enemy, clinging yourself onto them. Your fist deals 400% damage per second that lasts for 4 seconds (% and duration could be changed). (Works with Scrap Barrier)

Activate “Latcher” within 1m of an enemy to attach onto them. While attached, the loader will cling to the enemy following their movements and dealing damage over time. While active, you can use your M1 on the enemy and use your equipment. If you activate the skill at the top of an enemy, you would be attached at the top of the enemy and if activated at the bottom, you would attach at the bottom.

Using your special again, m2, or utility will cancel “Latcher”. If the attached enemy teleports or goes into the ground (i.e. imp/worm) the skill will also cancel itself.

steel agate
#

!feedback
have minions follow orders when you ping an entity to heal/attack

minor sable
#

!feedback Alt skills

Huntress M2 - Throw a bola that will stun the first enemy hit, bringing together all nearby enemies into a small cluster

Merc M1 - Slower attack speed and less damage in melee. 3 hit move that shoots energy waves like legend of zelda master sword

late nova
#

!feedback the fuel array on the back of the drop pods should enable an xp boost while using it. (1.5x?)

Give it a use other than just getting rex. It would be interesting to see how people deal with it as an optional 'hard mode' since you cant take an equipment or fall below 50% health while using it.

dire anchor
#

!feedback
Lunar Item: Soul Jar
When activated, reset all cooldowns, lose % of health (or maybe money?) equal to skill cooldowns (possibly account for remaining duration?) reset.

dreamy rune
#

!feedback
The Lunar Cleanser (Version 1): Upon entering the Bazaar Between Time, the player will have access to a unique altar. Approaching the altar gives the player the option to pay 5 Lunar coins. Doing so will cause the player to drop all Lunar items onto the floor. Afterwards the player has the option to pick up any items they want to keep. Once the player leaves the Bazaar the items that were left behind will be lost.
The Lunar Cleanser (Version 2): The player will have access to the same unique altar, but instead of paying 5 coins the player must pay 2. Doing so will allow the player to select one item. Upon making a choice a single stack of the selected item will be destroyed.

magic gazelle
#

!feedback
It would be nice to be able to pin 2 or 3 challenges to your Tab menu so you can check the technicalities of an unlock if you're not certain.

dire anchor
#

!feedback revision on Soul Jar idea, each stack gives you some curse but reduces your skill cooldowns. A sort of bootleg Gigantic Amethyst.

gentle pine
#

has anyone put up the idea of artificer's alternate R to be directionally controlled instead of a single directional leap? like some kind of psychocrusher, that'd be pretty sick

maiden vigil
#

!feedback
Whats about to make an a pause mode, but in a coop game, like a single player mode. It will be look like command in chat or all people in party must to press Esc button in same time. If one of them dont push the Esc button - pause will no work.

crisp geyser
#

!feedback Change H3AD-5T v2 to make it so you have to jump to get the slam. Artificer's ability to hover is drastically affected by the slam cooldown forcing her to land.

digital ermine
#

!feedback make Loader immune/resistant to the passive damage burning enemies do when your close to them.

sleek crescent
#

!feedback Change headstompers to deal damage relative to the fall damage you would've taken from the fall.

This would solve a lot of problems with it, namely the activation targeting random enemies, and artificer not being able to use it.

The scaling of the item would need to be changed from cd of the stomp to maybe a damage boost per stack, with the stomp itself now having no cd but less damage than before.

peak cargo
#

!feedback

Artificers new R should be a utility skill, and launch the player in the direction they are facing. Reduce damage to compensate.

digital ermine
#

!feedback Make an alternate control for Huntress's Alt R where it fires all 3 bolts in one click. (Option you can enable in the settings menu.) OR make right click fire all 3 at once, left click fires one at a time.

languid copper
#

!feedback for loader's pylon, either increase the cap on the max # out to somewhere in the 5-8 range or remove the cap entirely
brainstalks is very disappointing on her

fast walrus
#

!feedback Change H34D-ST/Headstompers to activate on holding the interact key instead of the jump key.
I can't think of any situation where you'd need to hold E at high altitude to do something else, so there'd be no real overlap.

ebon linden
#

!feedback
Engineer Challenge
The "100% Calculated" challenge isn't as fun or hard as it should be. Because either you have to get lucky early with items (which is based on RNG and not skill) or you have to wait for prismatic trials to have the snow map where it spawns a preon accumulator in order to kill the boss. This forces restarts until you to get "The perfect run"
My friend (who loves to play engineer) suggested that the challenge should be more player-dependent or just make the challenge more possible in all circumstances. like increasing the timer you are allowed to kill the boss.

I saw post on the "top-feedback" channel where somebody said: "Make challenges less tedious for the sake of being tedious."

winged raven
#

!feedback Give Cylinder shaped attacks what I've coined as 'pass-down'. The targeting normally can end up being set just at the top tip of a tall enemy, especially ones like Wandering Vagrant, or Clay Dunestrider. This can be very very sad when you'd otherwise be erasing that group, and instead are doing slight damage to the tallest of them.
-Giving them 'pass-down' would make the attack deal it's damage down along it's trajectory until it hits terrain, rather than being based off of just the enemy's hitbox it was aimed at.
This would in particular make Rex's Secondary M2 more consistent, which compared to his standard M2, could use a bit of a buff anyway.

clear lion
#

!feedback
ITEM CONCEPT

Energy Siphon - LUNAR ITEM

Grants double damage during a teleporter event, but slows down the teleporter charge speed by 25% (+25%)

desert seal
#

!feedback
item concept
teleporter charger - lunar item
speeds up the teleporter charge speed by 100%, but spawns 100% more enemies

glad atlas
#

!feedback Possible changes for merc's slicing wind. I know a lot of people don't really have any use for slicing wind, and it's overall usefulness will depend on the alternate utility merc recieves. But I don't think it's a bad skill. Like a lot of people have said, eviscerate is just too good in comparison. While I don't think it should be nerfed to be on a closer level to slicing wind, I think modifying cooldowns and benefits of slicing wind might help to make it more viable. For starters, even with the lack of range eviscerate provides a bunch of I frames which can always save you until your dash is recharged. In comparison, while wind offers better damage, you can barely get up close because if you do your only way out is a dash. And that also happens to be one of your only good means of damage when up close. While I think it's impossible to change slicing wind to work as well as eviscerate without scrapping the skill completely in favor of something else. And it's also impossible to see how well it'll work until the alt utility comes out. I do think the cooldown is rather long, especially when the alternative is shorter cooldown and better as a skill. If the utility skill doesn't end up being focused around a more range focused high burst playstyle, akin to how arti plays. Then slicing wind needs to at least provide some benefits over eviscerate. Such as being a much more readily available skill, in spite of the fact it lacks I frames.

And one more note: It makes merc much harder to play against bosses. Since his main damage is focused on hopping in close range and doing large amounts of damage before popping out. It's hard to get up close with the lack of solid protection when in the heat of combat, so bosses become much more tedious with slicing wind.

rocky wraith
#

!feedback PLEASE make it so that the forecast events as I like to call them (where only one kind of enemy spawns like golems or beetles for an entire stage) happen WAY more often, they're so fun and from my experience I've only seen them happen once every couple dozen runs whereas I'd love to see like them once every like... 5-ish runs. Itd be interesting to see sirens call with only probes, that'd be funny

hot isle
#

!feedback make it so you can control what items to put in the 3D printers, or at least bring back the relic of Control and have it do that

velvet anchor
#

!feedback prevent the loader's M551 pylon from going into the ground when looking down and deploying it.

finite lynx
#

!feedback

Short Version: Replace the lesser wisp's shotgun with a single projectile instead

Long Version: You guys have taken the time to add in the mechanic of one shot protection to prevent unfair sudden deaths when at full health, however because wisps fire in a shotgun they can completely bypass this mechanic. It seems silly to have one of the most common and hardest enemy to dodge be able to bypass one shot. By having it be a single projectile they will no longer bypass one shot and this will also help reduce their accuracy a little.

lament gazelle
#

!Feedback It would be nice if the timed chest on rally point delta was also on scorched acres. A big part of my stradegy on monsoon difficulty is to rush to rally point delta as quickly as possible to get that gaureenteed preon accumulator as it's such an amazing item. It's a bit dissapointing when I get scorched acres because I know I'll have a harder time finding a preon accumulator.

chilly crag
#

!feedback It would be nice if Alloy Worship Unit's health didn't scale like Aurelionite's. He's way too tanky to fight on monsoon and is much harder than just simply buying a chest (Legendary Chest from Abyssal Depths).

olive geyser
#

!feedback Buff the Rusted Key by adding an audio cue to the lockbox to make finding it less tedious. The closer you get the lockbox, the louder the sound cue gets. Such a sound cue could be the rattling of a lock or a sound of a full toolbox being jostled. Possibly make it so the more keys you have, the farther away this audio cue begins so there is more incentive to stack Rusted Keys besides a better loot table.

lyric locust
#

!feedback Keep the Horde of Many boss battle unchanged but make it so the relative elite equipment (such as "Silence Between Two Strikes") has the same chance to drop as any other boss item (such as "Little Disciple") after the teleporter boss fight is completed

vague hearth
#

!feedback Since the Ocular HUD becomes useless later game as enough passive items can cause your character to have a 100% crit rate, I suggest that the Ocular HUD is the only item that allows you to Overcrit while active. It would only Overcrit if you landed a critical strike with passive items, and the Overcrit would have a double effect on Crit based items; Predatory Instincts, Harvesters Scythe, etc.

coral wagon
#

!feedback Possible Artifact concept?
"Thunder(dome)": When the teleporter zone is activated, all enemies and survivors outside of the zone are teleported into it, and the outer wall of the teleporter is a solid object that can't be escaped until full charge. For some amount of time (50-80 seconds) the game will spawn enemies, and instead of a charge %, you must kill every enemy to complete the teleporter event

little barn
#

!feedback Sort buddies on the sidebar by type to make keeping track of the status of certain ones easier

tidal orchid
#

!feedback Let players control their movement after the apex of a geyser jump. It's annoying and potentially lethal to be stuck barely moving at the top of your trajectory for so long.

snow hearth
#

!feedback I’ve seen a lot of comments about how difficult some of the skills achievements are. I agree that many are not easy or fun to complete so I propose future challenges are made with class skills in mind. I think the most fun challenges were the class specific ones, like the artificers challenge to kill enemies before touching the ground. That is something specific to the artificer and feels like an actually fun and possible unlock. Therefore I think future challenges would benefit from a similar style. An example could be something like: As MUL-T use 4 different equipments in a single run. Or “as Rex catch 10 enemies in one Tangling Growth.” Or “as Engineer kill 50 enemies with turrets.” These could possibly be completed incrementally, over several runs, or all in a single run without being too easy or too difficult.
TLDR: Basically, for future skills unlocks, make the challenges survivor skill specific and not generalized challenges that feel more like an item unlock. This way it feels like you are testing the ability of your favorite character and not running errands.

mellow schooner
crude edge
#

!feedback expanding on @lament gazelle 's idea of having an accumulator chest on Scorched Acres. I think a similar chest but a new item would be nice. One that matches the theme of the level and the power of the accumulator. The Preon is nice in the salvage of the survivors last stand but I'm not sure a Wisp lair would hide such a secret weapon.
As of right now I have no idea what kind of alternative item to offer to match that but.. Mh.

crude turtle
#

!feedback After pretty much completing the challenges for most characters it has become even more evident to me: The mercenary ethereal challenge is absolutely unfair and over the top difficult. He and the huntress have the single two most difficult challenges but the merc takes the cake. Please correct this

prime sedge
#

!feedback a laser sword mercenary skin (Jedi mercenary)

chilly radish
#

!feedback

With the introduction of the new artificer jump ability(even without this) , the h3ad-5t item will override the hover passive that the artificer has. I don't know an exact fix but I just thought I could bring this to yalls attention. Thank you!

twin stone
#

!feedback

Please make it so that if you skip an obliteration, once you actually do it in a run they all stack. So if you skip 3, and hit the 4th, you'd get around 20 coin.

raven hedge
#

!feedback I'm sure this has been requested countless times before but, with Loader proving alternative mobility methods are viable, I'd be much more interesting to see REX being able to walk up walls or even full on upside down(and perharps the camera flips along with it to help with orientation, as well as looking cool). It'd make them even more unique, as Loader is with her grapple moves.

frigid tulip
#

!feedback while it plays into one of the downsides of the item, i'd like it if there was an option to disable / reduce the distortion effect of the spinel tonic, it was giving me a headache after ~20 mins of using it (i got it and the extra stuff first loop).

tardy kernel
#

!feedback

Instant restart button with the same preset from the pause menu on singleplayer.

tough pendant
#

!feedback

Commando alternate utility that is a sort of jet-slide. It has 10 uses, uses up 4 per second of use, recharges one every 2 seconds, and can be used continually until all charges are used up. You must have 5 charges to use it so that you can't just hold down the button and use it every 2 seconds. I don't know if you should have the ability to use abilities while using it, but I'm leaning towards not.

static olive
#

!feedback artifact that randomly switches all your skills each minute in a matter akin to Distortion from the first game

wintry tapir
#

!feedback Engie's shield shouldn't block ally attacks as well. I've encounted playing as REX with someone in multiplayer playing engie, and whenever I do Tangling Growth the flower stick to the shield instead of on the ground like how I expected it.

vast terrace
#

!feedback

Red Whip shouldn't be a green item. It's basically a more situational Energy Drink that rarely ends up doing anything late game. Either that or its functionality could be changed to work even while you're attacking, while shortening the time it takes for it to start working after getting hit.

chilly crag
#

!feedback Sky Meadow is beautiful map with beautiful music. Can we have it back?

fresh fulcrum
#

!feedback On the topic of Merc's Slicing Winds: Could the ability knock up/stun enemies (similar to MULT's Shift on small mobs) hit by all 3 waves of damage? It would still function as saving HP (enemies stunned won't attack you) and is fitting for the skill's name.

chilly halo
#

!feedback, as engi alt turrets move will the movement items E.G Paul Goat Hoof, effect the turrets because at the moment there really really slow, and after you place them the cooldown seems to be too high

snow hearth
#

!feedback One of the many things that I think could carry over from the first game are the ropes and vines. They were everywhere in ROR1 so I was wondering if we could have some place here and there around the maps instead of only using the jump pads. On maps like the titanic planes I think it would be visually and gameplay unique to have vines or something different to climb.

tough pendant
#

!feedback

Add in a stage similar to the hive from the original risk of rain. The hive was an organic, purple cave layout stage. It had a sort of top room, and then it had a bottom room that you could fall into through holes spotted around the area. It would transition well into RoR2 as long as they make the top and bottom areas easy to access from each other.

earnest laurel
#

!feedback let us change our discord nicknames again

unique gazelle
#

!feedback
The return of the playable character Acrid would introduce a very potent crowd control survivor that is able to reduce the armor of its foes.

little barn
#

!feedback let mobile turrets sprint, as it is even if you get movement items to speed them up they wont keep up because you gain speed too

old socket
#

!feedback artificer is supposed to be the glass cannon, but her damage output is about the same as if not less than mercenary and loader, who have actual survival options like eviscerate or swinging all over the place, and they scale better with items so artificer needs some sort of buff like more damage or maybe even getting a kill takes 1 second off cooldowns (that sounds op and it is but to be fair she is a glass cannon)

haughty herald
#

!feedback could we please have the timer start once we actually leave the pod?

merry bear
#

!feedback I know it's been mentioned before, but hordes tend to be run killers if you get them in monsoon. A single beetle queen is far easier than 3 overloading beetle guards + 2 regular ones on stage 2 at 7 minutes in. Please tweak the scaling so they're a little more manageable/comparable to a regular boss.

stoic hawk
#

!feedback Have Loader's Spiked Fist trigger her passive barrier gain. It does the same damage as Knuckleboom so it can act as a ranged punch if you don't hold the ability down

upbeat bridge
#

!feedback Skills 2.0 Unlocks Feedback. Long steam post in which there's analysis: https://steamcommunity.com/app/632360/discussions/2/1628538707061255836/ In summary, I think a good skill unlock challenge is

  1. One an average player can complete at a satisfying pace if they focus specifically on doing so. It shouldn't feel tedious, impossible, or extremely random. Extreme difficulty has its place, but not for earning key content. Players want to just have fun.
  2. One that makes the player think about some aspect of the game, whether it be a general concept (charging the teleporter efficiently) or a character concept (hovering as Artificer), and possibly learn something or polish a skill, and have fun doing so.
steady wing
#

!feedback Some of the low ground level branches on Wetland Aspect don't block the eyebeam from the Stone Titan. First time I've ever felt frustrated dying on either RoR 1 or 2. Please fix.

snow jetty
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

barren onyx
#

!feedback I have thought about this for a while and I think i finally have a good idea on how to make the Alloy Worship Unit a more interesting fight. Currently, it is easy to fight the boss after the teleporter event has ended so no other enemies spawn. This makes for a fight that is less than interesting because the Alloy Worship Unit attacks relatively slowly and you can just attack it from a distance and evade the large AoE attack when it occurs, so the fight currently feels like it lacks the spice to make it more enjoyable. To make the fight more interesting is for alloy vultures to start spawning only if the teleporter is fully charged (which is when enemies don't naturally spawn). The vultures could start spawning at a lowered spawn rate so that the boss isn't impossible during most games. This change will mean the player(s) will have to work harder to defeat the secret boss rather than cheesing if they have enough mobility/the right character.

digital gate
#

!feedback New Location: The Factory
Stage: 2
A Factory that was once apart of the ship that you had been aboard, has now crashed in a remote part of the planet. The Factory however, still produces Drones, Han-D and Mul-T Units. The Solus and Alloy control Units have since taken over and corrupted the Machines. Now under the commands of the units, they see anything as a potential threat, that includes you. (Although it does sound cool fighting Mul-T and Han-D units, the setting doesn't really make sense but oh well.)

noble sail
#

!feedback Shadow Strider lunar item makes champions like Loader's force charge punch, Mul T's rammer, Rex's sonar shove, Mercenary's three way dash completely useless. Witnessed multiplayer run when people accidentedly took those without asking and one instance who was the host, shuts off our game post 25 mins Monsoon epic run just because...the host who was the Loader took this item. Either change the Shadow Strider item to inflict damage like the Dragon Egg or have a Lunar 3D printer.

river anchor
#

!feedback Stating once again I am requesting a buff to the new map, as a fourth stage map that has a chance to give a red item compared to a guaranteed red item, there are some serious issues, as well as the fact that the boss that you have to fight at any time creates a scenario that essentially means getting the new map as a fourth stage generally sucks, especially when you're on solo, I have a screenshot of the wax quail I just received from killing the alloy unit who was sitting at 2 billion health btw

compact path
#

!feedback wandering vagrant feels like a death sentence if you get it on the first stage as an immobile character, it seems the design for the projectile that you can target was intended for you to shoot it and destroy it before it reaches you, however the fact that it still explodes in a decently sized aoe means if you're the artificer and you don't have m2 ready when it comes out, you're just going to lose half your health. I think the easiest fix would be simply making the projectile fizzle out if you destroy it, rather than still explode

hoary estuary
#

!feedback Please make Ion Surge on Artificer be an alternate utility, not a special.

old socket
#

!feedback artificer should be buffed by giving her a passive that reduces cooldowns by 1 second for each kill, and with slightly longer cooldowns on all of her skills. It would make her dish out more damage and it would force you to strategize what to aim for (kind of like bandit)

river anchor
#

!feedback Change the eggs on sirens watch to be interactables, Im currently on a run that might get ended soley because of the fact that I have 8 Gasolines and 5 Wisps, stop punishing players for playing the game please, I shouldnt be punished for being forced into a map that is basically guaranteed to spawn a boss on me because of the fact that I took certain items, with currently the only way to switch maps is to spend lunar coins

fresh fulcrum
#

!feedback Artificer isn't weak. She plays differently with burst and cooldowns, and that's a good thing that's unique to her. She doesn't need attack speed scaling (besides maybe Flamethrower), or reduced Cooldowns put into her kit (Hell with Alien Head she basically does this already) because she'll just end up a character with strong early game, CC, and better scaling that Commando, which shouldn't exist. If her Plasma Bolt proc bug gets fixed and Headstompers interaction with Jetpack gets fixed Artificer will be more than fine. She's already been considered one of the best in the game for dedicated Monsoon players for a while.

little barn
#

!feedback Rusted Key is a great item, but it is excessively difficult to find the box in some levels. I would love to see a "glow" effect on the box come with this item, stacking with the number of keys. Rusted_Key Rusted_Key Rusted_Key Rusted_Key Rusted_Key

lusty arch
#

!feedback Add in character specific keybinds. Personally I would like to switch Loader's punch keybind with grapple, but I would like to keep the keybinds the same on all the other characters.

gaunt wing
#

!feedback
Artificer 3rd Utility Variant Idea (meant to come after a plasma themed variant)
Faultline Punch:
Cooldown 6s
Proc Coefficient 0.5
The Artificer uses her magic to violently rip a cylindrical chunk of earth out of the ground, which sends enemies flying into the air (basically the Stone Titan's punch ability). It deals 50% base damage, and afflicts enemies with a stackable armor debuff that lasts 30 seconds, and scales based on the health of the individual enemy.
80%-100% = -4 armor (30s)
60%-79% = -3 armor (30s)
40%-59* = -2 armor (30s)
20%-39% = -1 armor (30s)
00%-19% = no effect
This is meant to be the antithesis of Snapfreeze. Instead of her utility being a way to end fights, this one is meant to start them. Ideally, the armor debuff would also apply to bosses as well. Faultline Punch is meant to benefit both the Artificer and her allies.

sour pond
#

!feedback

  1. Allowing the Huntress to sprint in any direction to better make use of her ability to attack while sprinting or allowing her to strafe while sprinting
  2. The addition of the Sniper from Risk of Rain 1 as I feel they are incredibly well suited to this game actually even more so than they were in Risk of Rain 1
clever pine
#

!feedback Do something about shotgunning projectiles. Currently one shot protection barely works and it's because this is one of the most overlooked balance problems. POE had a similar problem where shotgunned projectiles hitting all at once would cause too much damage, fixing this would remove most inconsistencies vs enemies.

lime basalt
#

!feedback
instead of disappearing
monster necklace orbs fly to you for half the effect
maybe apply this to all pickups?

lucid granite
#

!feedback
Rework on Horde of Many:
Instead of killing all the elite monsters, make one elite the Leader with more health than the others. Then, if the leader is killed, maybe kill of all the followers (other elites that spawned with the Leader) or at least remove the elite buff on those followers

bold schooner
#

!feedback
"Steadfast Alliance" boss fight. When the director has enough points to summon multiple boss mobs for the boss, it has a chance to roll "Steadfast Alliance", which allows each rolled boss monster to be any boss monster in the pool, allowing late game teleporter events to be more dynamic and interesting.

lime basalt
#

!feedback
why on earth does the Alloy WOrship Unit count as a TP boss?
please remove this

old socket
#

!feedback overloading bosses should be valued alittle more than the glacial or blazing at least early on since their shields make them much harder to beat than just burning or slowing

golden meadow
#

!feedback
Add the evolved lemurians from risk of rain 1 to the abyssal depths, would be cool to see more than just greater and lesser wisps as aerial enemies on stages that aren't sirens call. Also works as a counterpart to the alloy vultures.

wild shadow
#

!feedback
Please add steam achievements!

cold flare
#

!feedback Please do something to the Solus boss' big ground area attack. It seems completely impossible to actually get out of it in time to avoid getting killed if you're playing the Artificer or Engineer. Either make it smaller or make it have a longer time to actually pop, or just do something to make it so you don't need to have a stack of movement speed or just play another character to avoid.

ebon tundra
#

!feedback have a small chance of a red item to drop from teleporter event boss after killing it. Its a slap in the face when you get an item you dont really need/want after fighting a boss that almost killed you

dire anchor
#

!feedback To build on sunnyside's idea, have boss drops effectively act as large chests with their boss item in the pool.

random pagoda
#

!feedback More Boss items would be really fun! Currently there is only 4, even though the amount of existing bosses is much higher than that!

Currently, the Worm and it's Overloading brother, the Imp Overlord, the Wandering Vagrant, the Clay Dunestrider and the Secret Robot Boss don't have anything special to them. While it is complex to keep interesting themes while making the items, I believe that having each boss have a drop unique to them could spice up the item pool quite a bit more in addition to making the bosses you get more interesting/rewarding.

jaunty cape
#

!feedback
Very small thing but it would be nice to be able to damage the Stone Titan's fist when it comes out of the ground (thus dealing damage to him)

knotty night
#

!feedback infernal depths are too bright if there are any amount of magma worms.
And because its hard to see in there it makes you vulnerable to swarms of blazing elites.
pls re-do lighting in infernal depths

rain plinth
#

!feedback add a faint beacon light to teh portal pedastal to make it more visable or an item that gives a beacon highlight to the portal/ other improtent items howver u wanna arrange it

wild dawn
#

!feedback you probably already thought of this, but, every Character has a unique animation when selecting him, yet the commander is the only one without an animation, just standing there with nothing interesting to show, don't do that to my boy :((

median estuary
#

!feedback Commando's tumble doesn't allow him to consistently and safely escape most of the attacks. Its short cooldown doesn't make up for that. Make it so the skills has up to 2 stacks, 2-3 seconds of cooldown each, so that you could make two tumbles in a row if necessary

cyan roost
#

!feedback a white item that increases the radius of the teleporter zone

hardy sphinx
#

!feedback a legendary item that increases teleporter radius once activated and probably gives some sort of buff or effect while inside cause just increasing is stale but important that the teleporter zone shouldnt be 3/4 of the damn map, the point of it is to hold you in the spot and make you fight for your life, at least early to mid game

uncut chasm
#

!feedback building off of @old socket idea if you want a damage output buff, how you could always just buff level ups, but not initial damage

river anchor
#

!feedback Make teleporter drops scale in spiciness values based on the amount of health a boss has, this buffs shrine of the mountain, and makes fighting the boring hyper tanks of Aurelionite and Alloy worship unit give us things that aren't awful. Being forced to fight an Alloy unit that has 9 billion health for it to drop me a single chronobauble is unacceptable, especially considering if I wasn't so far ahead in that run I would have had my run ended there because of how long it took to kill something that I had 0 way of opting out of because I picked up items

barren onyx
#

!feedback What about a lunar item that halves (or just reduces) the size of the teleporter charging zone but increases the rate it gets charged at? In multiplayer, t would probably work by restricting only the player that has the item but that player being in he zone charges it faster than other players.

clear lion
#

!feedback An idea for a Huntress alt primary. A crossbow. Acts as a charge shot that deals between 150% and 500% damage with the maximum charge taking 3 seconds to charge fully, being reduced through attack speed items.

stoic hawk
#

!feedback Bringing back Burning Witness, Nematocyst Nozzle, and Imp Overlord's Tentacle would be sweet. (Potential alternate to Burning Witness for Overloading Worm since it's a separate boss now?)

bright egret
#

!feedback it'd be nice to have a secondary item menu to open up during runs if you REALLY need a more in depth description of the item's stats and interactions, as well as perhaps adding other features to the game like a toggle-able item trading setting. simply having the option ability to tap the i button instead of just holding tab to mouse over an item and see its tooltips could greatly improve moment-to-moment knowledge of the game. it'd also be nice if there was a simulation mode to test out items or item interactivity between each other and characters by spawning them in.

lime basalt
#

!feedback
slow enemy spawning during the first map can be solved by more combat shrines

ashen oar
#

!feedback Or just make the director start the game with credits so enemies appear immediately.

bright egret
#

!feedback An Equipment item that functions like the gravity gun from Half-Life with low recharge, so I can pick up those damn crabs and yeet them off the side of titanic plains like empty Fanta cans. having some mechanical way to accomplish the gesture of the drowned quest would be nice. it would also be useful for flying enemies that take damage when hitting walls, and it could also grab projectiles from bosses and enemies and send them back, giving a more useful edge to the Wandering Vagrant's projectiles being interactable, as well as potentially others. also, throwing enemies at each other to deal damage every 15 seconds is just fun.

lime basalt
#

!feedback
Armor_Piercing_Rounds should... pierce armor (-1 armor to all enemies, does not go into negative values)

and then add a different item that does what Armor_Piercing_Rounds used to do

strange bramble
#

!feedback the new merc skin is lit, but can you make it that the sprite for the horns isnt one sided.

narrow quartz
#

I want to thank everyone involved in making this game. It is so crazy to be playing something so similar yet different to the previous game. You are thinking about this game with us (the gamers) in mind. I go past the chance shine often and always bet, and almost always win. That is not chance. That is planned. Unless I'm an anomaly. You designed it to have a higher chance to give positive results. Because that is more fun than other games that handicap you. You guys done so much to make it feel like I'm cheating, when I'm just playing a game. "This can't be possible... Oh yes!! " [Getting 8x the most badassest upgrade in 2 worlds] and then getting rekt by that thing that looks like something out of Naruto, only to start the game again and have a totally different experience. Thank you so much. And then the effort in building this discord. It's the small things, and again, for them I'm thankful.

sonic lintel
#

!feedback a buff in the corner for how many infusion stacks you are currently at

stoic hawk
#

!feedback
Potential logbook section / entry for Elite variants? This could either be its own section in the logbook, or be put into the item catalog for the respective Aspect item. It'd be cool to see a description of what elites do (for people who may not understand), and what lore could be come up with for the elites

ruby jungle
#

!feedback
A message that tells you if the Imp Overlord spawned near the teleporter or if you have to run across the map just to find them. (It's especially annoying on Scorched Acres)

livid sonnet
#

!feedback
One item drop per boss enemy killed, non tp bosses pulling from a less desirable pool than their tp spawned brethren.

wraith grove
#

!feedback When all the eggs are destroyed it spawns an interactable like a shrine or a button. This way you must deliberately interact with something to spawn the Alloy Woship Unit. Also, let a red chest spawn in Sirens call. Killing the boss simply gets you a second red. The boss is hard enough to deserve another red from killing it.

hardy sphinx
#

!feedback a boss thats as nimble as the player and can follow them quick ad attacks fast but with low damage without taking like 18 years and also has smaller range, this would make the teleporter event for this boss a very active fight where you actually need to run around and cover wouldnt protect you from this boss since it would just run to you. idk of a name of attacks, a boss name or anything, just a boss idea very different from what we have with our slow heavy hitter bosses, perhaps a shadow of the player or something along those lines

clear lion
#

!feedback LUNAR ITEM CONCEPT

Crooked Wing / Broken Wing

Grants a 100% damage increase (+100%) while airborne, but either increases the amount of fall damage taken by 100% (+100%) OR increases the amount of damage taken while airborne by 50% (+50%)

glossy wind
#

!feedback Re loader damage loop and playstyle being sort of repetative.

Split Charged Gauntlet into two separate skills: mobility remains utility and punch becomes an R. Tweaking can be done with how exactly damage scales, but that would make the character more multi-dimensional (will probably require a bit of tweaking of the pylon as an alternative R)

Tie the scrap barrier to the pylon somehow?

Potential fixes for the M2's

  1. Default Grappling fist has longer range (will make learning the swings harder, personally not my fav solution)
  2. Shorten the default Grappling Fist's recharge time
  3. Give the default Grappling Fist a stun and/or armour debuff
little barn
#

!feedback add a hood to the Huntress skin or I’m gonna freak

echo niche
#

!feedback this is a bit related to muteness feedback. Add more mobile bosses, currently we only got 2. The imp and the magma worm, and even then the imp is only mobile because it can teleport

night relic
#

!feedback Walking turrets get more range and better reflexes cuz i think they are just like a dead cat at this point :/

lapis shell
#

!feedback Whenever you unlock a new character, have a locked drop pod fall down on the map like in the first game. It was a pretty cool effect!

coral wagon
#

!feedback Add an easter egg that makes it so standing still next to a Beetle Guard summoned by the Queen's Gland for a second or two creates an interact prompt that says "Press E to pet" and causes your character to pat the beetle guard or give them neck scratchies.

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, ability to SLOW you and auto aiming. At least the other auto lock mechanics have a set interval of when they fire, or deal low damage.

gusty glacier
#

!feedback Commando's "Frag Grenade" ability should not force you to manually let go of the primary fire button.

silent eagle
#

!feedback
Commando: Phase Round:
Since this ability is rarely used for its piercing and more to hit tiny wisps in the early game i would suggest giving this ability a damage increase for the first enemy it hits but let it continue doing normal damage afterwards to make it more viable and keep the original spirit of this ability...

Engineer: Pressure mines:
You rarely get your mines fully armed mid-fight and lose quite a bunch of damage because of that. To combat that you could make that the mines damage scales up and once the damage reaches its cap you could make the range increase a "bonus reward" for defending the mine long enough.
Either that or you also let it scale up.

Artificer: Plasma Bolt:
The current Plasma Bolt is extremly underwhelming.
It's slower and does less damage just for a tiny increase of aoe
It would be better if the plasma bolt discharges tiny bolts from itself like the preon accumulator or the charged nano-bomb since this bolt is obviously meant to deal with tiny enemies rather than large ones
It would also be cool if you made the sounds more intense because it feels weak compared to the firebolt, but not in terms of firepower (and i swear i didnt want to make a pun out of this)

random pagoda
#

!feedback Lunar item: Solar Beacon
Doubles the teleporter charging speed... But doubles the spawn rate of monsters.

edgy palm
#

!feedback
I feel like environment scanners appear far too infrequently. Although I'm not opposed to them being a rare find in maps, I feel that they don't appear near often enough at the moment. As someone who loves this game to pieces and wants to complete everything, upping the spawn rate even slightly would make my experience much more enjoyable. Or instead of a flat increase, having the spawn chance increase slightly with each loop would be an excellent addition and make completing the Log more enjoyable.

tidal orchid
#

!feedback
Remove the environment scanners, and add hidden environment logs in every map instead. It was really fun to look around the special stages like Bazaar Between Time and Gilded Coast, and it would be more fun to have secrets like that instead of pure RNG decide how you unlock environment logs.

craggy aspen
#

!feedback Where be the Malachite and Celestine bosses? Waiting for the "Oh shit it's a Malachite Shocky Long Boii"

tough pendant
#

!feedback

Add a "Luminary" character that summons up to 3 wisps passively and does something with them. Here is a possible moveset:

Luminary

Passive: Summon a wisp every 10 seconds when you're not running or attacking. You can have up to 3 wisps.
M1: Your wisps shoot out a small ball of energy for 60% damage each. Shoots slower with less wisps. You slice with your dagger for 80% damage.
M2: One of your wisps shoots out a long range beam that deals 200% and has a chance to burn. Wisps cannot use any moves unless they have a charge of this move. 5 second cooldown on you, 15 second cooldown on wisps.
Utility: Gather your wisps in front of you, nullifying damage that hits them. If they take enough damage, they die. Move 25% slower while using. 8 second cooldown after putting shield down.
Special: Shoot out a wisp which explodes for 500% damage. That wisp is dead. 8 second cooldown.

Prone to balancing.

EDIT: I didn't quite finish, accidentally pressed enter.

rotund schooner
#

!feedback
Item suggestion: Items that would be specific to each character, for example: engineer is able to place an additional turret, or Artificer replaces her M2 with a Laser version of it. These items would be specific to each character and give an upgrade to one of their skills. You have to complete a mission that only that survivor can (based on their skills and strengths) to unlock them, and in order to get these items in a run, you also need to do something specific that only that survivor can to get a special chest to appear at a Stage.
Example for Engineer:

  • Unlock: Kill every enemy on stage 4 using only turrets
  • Item: Engineer is able to place an additional turret
  • How to get Engineer's chest in a run: Kill all initial 4 bosses without engineer's turrets taking damage. The chest appears when stage 4 boss is defeated.
    (This was just an example to illustrate what I suggested, the final items, effects, ways to unlock and etc. can and probably should be different)
bright egret
#

That's... the scepter isn't it?

little barn
coral wagon
#

I play on minimum graphics settings and those trees don't even spawn for me lmao

frigid tulip
#

!feedback for artificer, swap the effects of the syringe and the backup mag (m1 gets more charges, m2 gets faster cd (possibly lowered effect) / cast rate

mint vapor
#

!feedback a red tier item that would be like some survivors passives (example primary being able to give foes natural toxins,a slow hovering effect and a small amount of temp barrier given for each hit) stacking these items would make the effect happen more likey or make it stronger in power (examples toxins lasting longer, hover even more slowly and extra barrier per hit)

dreamy rune
#

!feedback
The Lunar Trials:
Upon collecting your first Lunar item every stage has a chance to spawn a Lunar Trial Shrine. Upon approaching the shrine, the player will have the option to activate it for 2 Lunar coins (+1 per extra player). Activating the shrine will increase enemy spawn rates and cause more enemies to spawn as elites. In addition, the boss during the Teleporter event for that stage will become a Lunar elite.
Lunar elites slowly regenerate health if they haven’t taken damage for a while and cause all players in a radius around itself to have reduced gravity but will also have reduced aerial control. Defeating the boss will guarantee another Lunar Trial Shrine on the next stage and will be free to activate. If the player successfully activates 3 shrines in a row and survives, a portal will open at the end of the third teleporter event.
This portal brings the player to the Bazaar Between Time. Within this Bazaar there will be no Lunar items to purchase, but instead an altar that will allow the player to select and purify one of their Lunar items. Purifying the item causes all current and future stacks of that item to retain their positive effects but removes the “negative” effects. A purified Strides of Heresy will allow the player to attack (but not use abilities) while under the effects of Shadowfade. A purified Effigy of Grief is half price in the Bazaar, gives 1 extra charge per effigy purchased, and no longer affects the player or allies. Only one item can be purified per every 3 shrines even in multiplayer, but that item is purified for everyone.
I tried to make the difficulty significant enough to justify the reward, but I would appreciate it if people would give their own thoughts on how to make this better or if it’s a bad idea completely please let me know as well and let me know why.

brave kraken
#

!feedback For Loader's skill unlock, make it so that the 25minutes is the ingame time. Not clear that it means realtime instead

placid loom
#

!feedback Suggested by @brave kraken:
For Loader's skill unlock, make it so that the 25minutes is the ingame time. Not clear that it means realtime instead

worthy condor
#

!feedback Add auto-save feature that triggers at the end/start of every level to counter crashes or to allow players to continue runs later on.

rustic fractal
#

!feedback add the enforcer from risk of rain 1 to the game

limpid tinsel
#

!feedback with the regen speed fix/nerf in place it feels like mysterious vial would be a good returning item!

vast terrace
#

!feedback
A toggleable option for shared loot - setting the number of containers equal to a single player game while allowing everyone to gain the items. Shared money pool as well, while still allowing individual customization through 3d printers. Would help for people who experience loot hogging.

fallen sapphire
#

!feedback Just a lot of artificer ideas
M1
-A single burst of homing projectiles, each weak but can proc items. Perhaps less/no stacks. Similar to arcane missles from wow
-Frost bolts that do slightly less damage, hold up to 6 and freeze if 3/4 hit the same targer.
M2
-A more traditional "Fireball" with longer charge, higher damage,bigger AOE,significantly longer cooldown and applies several stacks of burn
-A short cooldown no charge relatively weak wave of energy/electricy (that can multihit a single target?)
-A set-it-and-forget-it area of elemental dmg, possibly freezes if ice, burn if fire, etc
R/Special
-A line of lightning strikes
-A finger of death style ability, massive dmg super long cd
-Aurelionite's spikes but in a triangle and enemies cant move through them
Utility and Misc ideas
-Invisibility
-Buffs to self/allies, speed,dmg,armor etc
-Debuffs to enemies to take more dmg, be slower (not just movement wise)
-A heal, just a straight out heal, for self or allies.

Arti's called the mage of the game and really mages can do next to anything given spells and ample prep time, hell put them in armor and you can call them paladins for some reason
Arti is probably my favorite character despite not playing her that much. Would love to see more skills.

rich tendon
#

!feedback Bighorn Bisons should have some kind of spawning animation instead of just appearing out of thin air.

woeful mango
#

!feedback Multiplayer difficulty scaling is genuinely too demanding in comparison to single player. My point is that the game is incredibly harsh towards players who mainly progress by playing online.

Let me share some of my observations. Whilst playing solo on Monsoon, 20 stage god runs happen every few hours. With 2 players, you can barely reach up to stage 8. With 3 player, dying on stage 6 could be considered a god run. I don't want it to sound like me complaining but we spent tens of hours trying out different strategies to optimise the item farming. Yet, the stage 6-8 barrier seems unbeatable as we get obscenely out scaled by the meter. After the stage transition, it often skips an entire difficulty when it's only 25 minutes into the run. This is talking about an organised group of the same people in every game. Let alone playing in quickplay.

At the end of the day, it is always the numbers that make you lose and no strategy, optimisation nor team composition will change it.

Potential solutions for multiplayer:
-Increase the number of chests spawned further into the run. For now, multiplayer enemies scale many times faster and players still acquire the same amount of power after each stage (due to a very limited number of chests).
-Nerf the difficulty coefficient formula. Perhaps slow down the exponential growth as the time/stages pass.
-Add another solution to stay relevant in late game such that it could be accomplished in multiplayer only. For example, creating stronger reliance on team play or adding new synergies.
-Give the players a higher chance to comeback after they died in a previous stage. This is so one person's mistake doesn't always ruin the entire team's run.
-Prevent the strategy where everyone buys items for one player as it misses the point of the game (and is currently a reliable way to survive through multiplayer runs).

shell narwhal
#

!feedback Rex’s skill Seed Barrage has serious targeting issues on Switch handheld mode:

  1. If there is some enemies near Rex, it is really hard to switch target to the enemies on the further distance or in the air.
  2. This skill will target enemies’ corpses before they disappear. Combine with the first issue, it becomes very annoying.
  3. Sometimes, the white circle which shows target area won’t show up when I use this skill. Even I move the right joystick a lot, I still can’t find target area and which enemy it targeted.
  4. Sometimes, I hold the button of this skill to choose target, it will instantly switch to another target when I release the button.
  5. If there are lots enemies around Rex, this skill seems like to target enemies are out of Rex’s field of vision, like enemies behind Rex.

If there are more enemies on the map, all above issues will happen more frequently.
If devs could make the Seed Barrage targeting way like MUL-T’s Blast Canister, it would be much better on the Switch.

kindred fable
#

!feedback

The current drones have some questionable AI decisions causing the to lag behind or get lost away from their survivor. In order to bolster this AI behavior, I believe additional functionality could be added in the ping system. The survivor should be able to ping the target that they want the drones/turret to focus on. Drones should try to follow this process:

  1. Ping is administered
  2. Drone attempts to move to ping after waiting buffer period of like 2 or 3 second (first priority over other external stimuli), stationary turrets attempt to see Line of sight with target.
  3. Upon entering specific radius, circle around target (scanning area), stationary companions ignore this step.
  4. Attempt to interact (heal drones heal allies, attack drones attack enemies)
  5. If 4 is true, continue interaction to best of Ai ability.
  6. If 4 is false, stay in ping radius and address other stimuli
  7. After target interaction is complete, wait 2-3 seconds for potentially another ping before resuming random basic Ai.

This may lead to better control of drones and turrets (Beetle guard should not follow pings since it's a living creature and should have a mind of its own)

If this too powerful, introduce this ability as a red item with stacking of 25% increased drone speed and 10% increase fire/heal rate.

Edit: added clarification for step 7.

sweet dew
#

!feedback
Add Enemy Based Items

New Challenge: Wisped Away
-Kill 100 lesser wisps
New Item: Fly Swatter (common)
-Deal 10% (+10%) more damage to wisp type enemies (grovetender, greater wisp, and lesser wisp)

New Challenge: Hell's Purifier
-Kill 100 Imps
New Item: The Purifier (common)
-Deal 10% (+10%) more damage to imp enemies (imps and Imp Overlord)

New Challenge: The Exterminator
-Kill 100 Beetles
New Item: Squishin' Boots (common)
-Deal 10% (+10%) more damage to beetle enemies (HERMIT CRABS, beetles, Beetle guards, and Beetle Queen)

etc. for brass contraptions, lemurians, magma worms, until all enemy types accounted for

bright egret
#

!feedback Sad to say, the TC-280, and drones in general, are kind of bad. I feel like you should give them more health, and for the TC280 in particular, better AI. Furthermore, set the TC apart by giving it something like a mortar, carpet bomb, or missile swarm. At this point the only reason to get drones is early game, and the TC280 is just for novelty. you could also introduce an item like arms race in the first game to better drones overall when acquired. in return for these buffs, you could make them rarer, for money well spent.

tough pendant
#

!feedback Add a dead zone in the center of the joysticks for controllers.

thorn sentinel
#

!feedback
Bring back the pie chart on games played per character from the first game

drowsy sorrel
#

!feedback
Add the song "Double Fucking Rainbow" from RoR1 back into the game.

cyan roost
#

!feedback huntress alt m2: laser boomerang: fire a piercing boomerang that travels straight forward for a fixed duration and then returns, damaging all enemies along its path and gaining 10% damage for each enemy hit. attack speed would increase the travel speed and covered distance

ocean peak
#

!feedback Please fix blast shower so that it doesn't cancel Loader's charged gauntlet, grappel fist, and Artificer's nanobomb/nanospear. It's already a very situational active item, and as it's not a lunar item it should not have such a huge "downside."

last yoke
#

!feedback The Bettle Guard is one of the most frustrating boss drops because of its ability to body block you and projectiles on accident. If the guard is hitting the enemy you are also targetting theres a good chance your attacks will get soaked up by the guard instead of the enemy.

sharp flower
#

!feedback Giving Engineer a new alternate M1 to complement a more run-and-gun playstyle could help boost the new turrets into viability as you could just let them do their own thing as opposed to needing to play around them due to the grenades being lackluster on their own. I'm not sure what exactly it could be but a shotgun sounds fun, if that's possible.

pine geyser
#

!feedback Please. Don't fix the fact Lemurians can moonwalk through existence and phase through walls. It is so fun to see one just "hee hee" into hyperspace.

winged raven
#

!feedback People have suggested giving Wisps or Lemurians a charge time before they can begin attacking when they spawn.
This should be taken one step further and be applied to every enemy. And if it already has, the time should be lengthened on every enemy. The time it takes for an enemy to be able to deal a potentially lethal burst of damage immediately after spawning is too short. Even if it's lengthened by just a bit, it would be fantastic.

hardy sphinx
#

!feedback i dont know if i'm really unlocked but it seems like some items are really less likely to drop than others, mainly legendary tier items, just feels like you never see half of them and they're pretty rare to obtain

plain gorge
#

!feedback add an option to "allways sprint when able" constantly having to manually trigger it is rather awkward and unneeded, especially since its broken by little things like movement skills

hardy sphinx
#

!feedback an equipement that just slams enemies to the ground in a radius around you, the enemies would be slightly dazed for an amount of time depending on the heigth they were at, this would not have a "ceiling" and anything in the area which i'm thinking would be a cylinder of like idk, 45 units. ground units would also get this daze but it would be much shorter since they dont slam as hard. this would help a lot with flying enemies and it would be a nice "pause" for a second as everything around you gets dazed, this would not be an item that would happen for a duration of time, just an instant cast on like a 15-20s cooldown

rugged trench
#

!feedback Going forward, I would like to see less "100% HP" Challenges, as well as Skill unlocks for Prismatic Trials. Maybe cosmetics like a skin for doing something like Ethereal, but locking a skill behind a "Do not get hit" Challenge through two stages feels a bit over the top. It's also very dependent on the items you get in a certain seed. A change as small as "Below 80-90% Health" would still keep it quite challenging but much less of a stressful grind. Huntress's Challenge was doable with a run grabbing plenty of brooches pretty easily, but the Mercenary challenge is just not enjoyable in my opinion. I was super excited for all the rest of the new content, have unlocked much of it already. Even the Mastery Challenges, although tough, feel balanced with Difficulty vs. Reward.

rocky patio
#

!feedback add the option to use keyboard and mouse on PS4 or at least to be able to change the mouse sensitivity and keybinds for keyboard and mouse. Cause I tried using a keyboard and mouse and it works with the default controls.

little barn
#

!feedback a new turret replacement for engineer: a drone that inherits items like the turrets, but you can only summon one to balance out the increased mobility.

void basin
#

!feedback differentiate incoming attacks and projectiles from normal enemies and elite enemies (such as Fire Elites having flaming particles around their attacks.)

frank plinth
#

!feedback Elite Beetle Guards,when using attacks,have them colored in their Elite color(so Blazing Elite has red outlined AoE attack and red spikes)

fading wave
#

!feedback Building off WuniKmn's idea, perhaps make it a sort of modified medic drone, with a needle gun not unlike Rex's M1. Could have it heal whatever friendly unit is closest to the hit enemy, to make it fill a better support role.

merry bear
#

!feedback The Carbonizer Turrets are the most adorable things this game has to offer, but they're weaker than the base turrets due to derpy AI, lesser item synergy, and lacking range. Still, they're objectively better because they're just too cute to pass up.

I believe these turrets would be fantastic if they were smaller (thus cuter) and had many more charges (like 5 or something) so you could have a swarm of tiny adorable turrets. The larger number of them will minimize the effect of the derpy AI, and perhaps give them a better (more unique) use case vs the gauss turrets. Plus they're just so adorable and I love them and I want more of them.

I need more adorable turrets, please, I'm begging you.

little barn
#

!feedback earlier at work today I was contemplating a previous discussion about REX's shift being used for mobility, and it made me think about the console ports for a moment: How in the HELL are people supposed to be able to pull off good rex boosts if they cannot flip 180 degrees on a dime?

Suggestion: 180-degree-flip bind for console and PC.

fading wave
#

!feedback

There should be some flying malachite worm that spits nkhuana skulls as a step-above the Overloading Worm.

lunar cliff
#

!feedback The fact that Loader's Spiked Fist pulls Bells yet pushes you to Great Wisps feels very strange considering the size of both things. Maybe make Great Wisps also be able to be pulled?

silent eagle
#

!feedback make it possible for huntress' arrow rain to be set on flying enemies too instead of only ground surfaces, in case you're getting a wandering vagrant in the first stage you're missing out quite a bit of dps that could've been dealt to the boss

eager cedar
#

!feedback and 'are you sure' prompt when quitting to desktop/quitting to main menu

vague isle
#

!feedback pls nerf the clay templar he does too much dmg in early games

clear lion
#

!feedback SEEDS! PLEASE! Players should be able to see the seed for their run after the end and be able to put in seeds to run through. I want to be able to show friends great runs I had in singleplayer so that they can try to get even further.

vapid torrent
#

!feedback I dont feel like certain challenges are designed well at all, when the idea of a challenge system is to make a hard task that is also fun with a reward. Some challenges are just to random and not skill based. I bet you ive mastered merc down to a tee, but what does my mastery of my character have to do with taking no damage what so ever on 2 whole stages. Just cause I have the most I-frames in the game doesnt mean its fun relying on rng and better spawns along with game sense to make a perfect no damage run. Then on top of that everyone saying it was easy got to play it on a seed where it was a cake walk, but the people who couldnt play that seed missed their chance? I just think challenges need to be looked at because I cant get people to enjoy this game and the challenges if they have to no life it and pray to rng even though they are good as hell at the game and their main.

vast terrace
#

!feedback It would be nice to see the late-game shift a bit towards a slightly more defense-viable meta. As it stands, every run that goes far inevitably ends up in a position where the death is very sudden, usually an abrupt one or two-shot. Shifting towards a more defensive meta and making the health bar less of an on-off switch and something more actively manageable could help alleviate this phenomenon, though other means would have to be taken to adjust the difficulty, perhaps in the form of reduced healing, or turning most forms of healing to an over-time effect and balancing enemy damage around the changes.

fresh fulcrum
#

!feedback Change Ethereal to, "Charge the Teleporter without taking damage." It's not reliant on certain PT seeds which really hurt the longevity of the challenge, can be done early on or simply in a strong run, and still plays to that skill ceiling for Merc dodging instances of damage. We already have Flawless existing, so a Merc specific Flawless isn't too overbearing to ask. As for those who have the mission unlocked already I'd suggest keeping it that way if the Challenge were to be redone after the time investment that it took to finish it.

cinder pewter
#

!feedback small QoL, but it would be nice if "overworld" bosses had a small chance to drop their respective boss items. And on that note, items like chronobauble, armor piercing rounds and abilities like artificer's freezing should be able to affect overworld bosses as well, or the guillotine should not be able to. Why should one item apply where nothing else does?

heavy glen
#

!feedback when the equivalent of a Command artifact is released, instead of manually selecting each item you receive from a chest, it instead operates on a banlist, which allows you to remove "junk" items like Chronobauble and Rusted Key or create a more challenging experience by banning items like Ceremonial Dagger. This would also solve the issue of some unlockable items being intentionally avoided, such as the Rusted Key or Personal Shield Generator.

rotund schooner
#

!feedback let me type the percentage that I want directly in the menus instead of having to use only the sliders

vast terrace
#

!feedback
Would be good to have some kind of interaction between shields and healing items. As it stands, there are far more healing items than shield items, and the majority of them are stronger than shield items which makes things like Transcendence just turn a large portion of things you get completely useless.

narrow epoch
#

!feedback
what if REX had an alt ability (shift maybe)
that allowed him to burrow into the ground to hide from enemies.
new enemies would just see a plant and ignore it
enemies that have already seen him wont be fooled though.
because he's rooted in place
his plant will take root and give him some healing (plants like being planted afterall)
it would also synergise with fungus, making it useful on someone other than engineer.
and with most of his robot parts under the ground he'd gain some defensive bonus like armor, as well as a smaller hitbox from being mostly underground

tidal orchid
#

!feedback Add a few randomly generated mini-challenges specific to every run that are visible from the scoreboard screen and give you lunar coins based on the difficulty. For example, you might enter a game as Artificer. You get a challenge to reach stage 10, (1 lunar coin), a challenge to one-shot 10 enemies at a time (2 lunar coin), and another challenge to collect 5 red items items (1 lunar coin). You get a bonus of 2 lunar coins if you complete them all. Next run, your challenges are randomly generated again.
Challenge progress is displayed in the scoreboard screen - for example, if you have 50 items out of 75, or if you've one-shot 7 enemies once but not 10 yet.
(Edited because I pressed enter too early)

clear lion
#

!feedback
Stop spawning Shrine of Pain after the first loop. They stop giving enough money to open even one chest after that point, so there's no point in keeping them around.

drifting kelp
#

!feedback bot is broken woo party time

tidal orchid
#

!feedback let us right click on people in our party and add friend/mute

earnest laurel
#

!feedback pay Dyno more so he stops going on strike

sweet marsh
#

!feedback Add an option in the settings to adjust HUD margins so there isn't a huge gap around the screen

turbid iris
#

!feedback Clarify the interaction of Greater Wisp with freeze effect like Artificer's Nano Spear. All other flying enemies, including Lesser Wisps, are properly frozen and executed by it, and yet Greater Wisp seems to ignore that effect (still takes proper damage though)

waxen bough
#

!feedback
Mul-T's alternate M1 of the saw should not cancel sprint.

If you can sprint while using it then the only difference is that you just have to hit your sprint button immediately after using the ability.

It doesn't make it more balanced: it just makes it an inconvenience.

clear lion
#

!feedback
Stop spawning Shrine of Pain after the first loop. They stop giving enough money to open even one chest after that point, so there's no point in keeping them around.

faint fractal
#

Better way to balance them is just give more money per use!

viscid stump
#

!feedback add a progress bar to equipment cooldowns when having several charges ready (like the progress bar on secondary when having Backup Magazines and 1+ charges already ready)

steady shoal
#

!feedback Please let us choose which items we exchange at 3D Printers and in the Bazaar. I'm tired of taking the chance of losing an item I want to keep and keeping the items I want to get rid of

solid cosmos
#

!feedback I noticed the Engineer doesn't have a wrench next to his primary attack, I hope that just means your not currently working on one and not he isn't getting one. 2 Ideas for an alternative:
1 a lock on homing missile where attack speed increases lock on speed, so faster firing. whether its a multi lock then release or a simple 1 lock 1 shot type of gun, I'll leave up to you.
2: A set of miniguns with ramp up time and High accuracy decay, I think attack speed should increase fire rate slightly but mostly decreases the rate accuracy decays allowing you to shoot for longer. great for big guys and groups not so good against imps and the such since the ramp up time would let them get a hit unless you move.

steady shoal
#

!feedback Is it possible to allow us to view challenges in the middle of a run instead of only before one. Checking challenge progress would be a big plus, or just clarifying a challenge's unlock conditions while in a run

dreamy rune
#

!feedback (I pretty much stole this idea from Dead Cells, but I think it could work well here too)
Custom Mode: Before each game the host has the option to make a game "Custom." Players would have the option to join a custom game or a normal game in quick match. What does it do? It allows players to select which items they want to appear during their run. If custom mode is enabled achievements will be unobtainable for that run and possibly disable lunar coin drops to prevent easy farming. This is meant for players who want to experiment or just use fun combos they think up without going through the hassle of downloading a mod editor. Perhaps other features could be available like making events occur more often or increasing the spawn rate/elite spawn rate.

rough hornet
#

!feedback Artificer's alternative M1 doesn't feel as much of a "viable alternative" as it does a downgrade of her starting M1. The fire bolts already do enough AOE to make the plasma bolts useless, and the plasma bolts do less damage at every stage of the game.

A suggestion how to fix this, is to either increase the AOE range on the plasma bolts by probably a lot, so that it can actually hit other enemies when you hit one.
Another suggestion, maybe have them do more base damage than the fire bolts not including the burn effect.
Last suggestion, my least favorite, is to remove the AOE properties from Fire Bolt.

frigid tulip
#

!feedback possibly to add to @rough hornet's suggestions, either give the alt M1 more charges or make it so the alt M1 has a some amount of homing, to allow for the afformentioned differences and keep it viable

viscid stump
#

!feedback add an option to choose between numbers showing cooldown remaining time regardless of already existing charges and move the charge count to, say, above the ability icon, and the already existing design of charge count at the bottom and rising line indicating time remaining. It would be awesome to still be able to see the cooldowns in seconds even with multiple charges.

fair wraith
#

!feedback when commando uses his grenade instead of stop shooting shot with one hand.

tidal orchid
#

!feedback Add a few randomly generated mini-challenges specific to every run that are visible from the scoreboard screen and give you lunar coins based on the difficulty. For example, you might enter a game as Artificer. You get a challenge to reach stage 10, (1 lunar coin), a challenge to one-shot 10 enemies at a time (2 lunar coin), and another challenge to collect 5 red items items (1 lunar coin). You get a bonus of 2 lunar coins if you complete them all. Next run, your challenges are randomly generated again.
Challenge progress is displayed in the scoreboard screen - for example, if you have 50 items out of 75, or if you've one-shot 7 enemies once but not 10 yet. (repost because feedback bot was broken)

serene glen
#

!feedback add a type of host migration to multilayer so a good run isn't completely ended by a salty/poor connection host

gaunt wing
#

!feedback Mul-T's Scrap Launcher ability feels a little weak in comparison to his other primary attacks. The radius of each grenade's explosion is on the small side, so dealing damage consistently can be difficult. If the ability were to be buffed, I would prefer that both the radius and the damage are increased. I wouldn't want the radius cranked up so high that it turns into Blast Canister, nor would I want it to deal more damage than Rebar Puncher. A measured buff to Scrap Launcher could really make it feel 'meatier'

bright egret
#

!feedback you could solve the problem with drones and Engineer not having a passive all in one swoop by giving engineer a passive that applies to all followers in the group, buffing them by a specific amount. Call it "Cybernetic enhancements" and have it be a regeneration/damage buff.

mint vapor
#

!feedback while charging up H3AD-5T V2 please put some sort of cursor would pop onto the foe that would be attacked by H3AD-STs stomping attack because some times it gets really damm confusing what it will target and would allow loaders to properly know what too strike EDIT : it seems like dyno is currently down for now so i will repost this feedback when it is back up again

shy atlas
#

!feedback I really want some unicode symbols usable in chat. I need this ♂ for ♂ various ♂ reasons ♂

little loom
#

!feedback Engineer's reworked mines need a change. It feels like they're supposed to be traps to take down bosses or big groups, but they get set off by the first lemurian that walks by, thus making them pretty useless.

Can you please make it so that, instead of activating automatically the moment something walks by, the player can set them all off at once manually by holding the button? That way, you could actually use them against bosses more than once per teleporter(at best).

tidal orchid
#

!feedback Add a few randomly generated mini-challenges specific to every run that are visible from the scoreboard screen and give you lunar coins based on the difficulty. For example, you might enter a game as Artificer. You get a challenge to reach stage 10, (1 lunar coin), a challenge to one-shot 10 enemies at a time (2 lunar coin), and another challenge to collect 5 red items items (1 lunar coin). You get a bonus of 2 lunar coins if you complete them all. Next run, your challenges are randomly generated again.
Challenge progress is displayed in the scoreboard screen - for example, if you have 50 items out of 75, or if you've one-shot 7 enemies once but not 10 yet. (repost because feedback bot was down 2 times in a row lol)

bright egret
#

!feedback you could solve the problem with drones and Engineer not having a passive all in one swoop by giving engineer a passive that applies to all followers in the group, buffing them by a specific amount. Call it "Nanotech Booster" and have it be a regeneration/damage buff. I posted this again as the bot wasn't working before.

gaunt wing
#

!feedback Here's a buff idea for Commando's Phase Round ability:

Fire a piercing bullet that hits all enemies in a line for 230% damage and ignores enemy armor.

So if you shoot a boss with 20 armor, the damage is calculated if the boss had 0 armor; and if you shoot an enemy that has a -20 armor debuff, the damage is still calculated as if the enemy had -20 armor. This idea is aimed at keeping Phase Round relevant when compared to Phase Blast

dreamy rune
#

!feedback Suggestion for the Mercenaries alternate shift skill.

Parry: The Mercenary performs a quick parry for a fraction of a second swinging his sword once in the direction the camera is facing. If the player parries the while being struck by an attack the player takes no damage from that attack and the cooldown for parry is reduced significantly. In addition, the Mercenary gains increased movement speed and attack speed for a few seconds upon a successful parry.

If the player misses the parry, the skill goes on full cooldown. Damage over time effects cannot be parried, nor can the damage from an overloaded elites electric effect. However, attacks that would cause these effects can be parried, preventing the negative effect from being applied. (Just wanted to split up the message a little bit)

fresh fulcrum
#

!feedback Bouncing off @dreamy rune's idea, I feel like this Reflect could simply be added to the swing cast of Slicing Winds, just without the buff after succession. The main complaint about Slicing Winds is that you sacrifice the safety of Eviscerate, so a reaction based nullify could work.

coral wagon
#

!feedback To wrap both those above ideas up in a nice little bow, have the slill fucntion as follows:
Upon pressing R you enter a "parry state" where upon taking direct damage you will gain i-frames and perform a counterattack which unleashes a wave of energy out of your blade in the direction you are facing. After performing a successful counter you are granted a movement speed boost so that you can beat cheeks and get out of danger.

open vortex
#

!feedback When playing in multiplayer, I've found sometimes not everyone wants to continue with the run. There may be one, two or even three players that would like to "obliterate" themselves whenever it's available (leaving another person who would like to continue playing). There should be an option that allows other players to continue with the run whilst keeping the difficulty fair to however many players are in the run afterwhich.

serene glen
#

!feedback using Mercenary's eviscerate while near a friendly will make you stop to try and attack them which is annoying to say the least

clear lion
#

!feedback While this really doesn't need to be done right now, maybe we could have Steam mod support when the game fully releases? Mostly just for the more technologically incapable of us (e.g. me)

limpid cape
#

!feedback Add Steam achievements, im addicted to unlocking achievements, and if you do, make alot of them. Thanks!

vale kite
#

!feedback Allow pressing Shift to cancel Strides of Heresy

frail swallow
#

!feedback
Add new basic attacks for other characters, not just artificer and MUL-T.
MUL-T new basic attacks spice things up and chage the playing style quite a lot. Artificer new basic attack isn't that different from the other one so for the next ones you make, try to make them more special like MUL-T's.

Ideas:

+ Mercenary could have a wind sword slash with a medium-low range that goes through enemies (limit it to 3 maybe, so it's not OP), to combo with his new R.
+ Huntress could get a stronger, chargeable attack that isn't homing.
+ Commando could get twin SMGs, lower damage but faster attack speed. Or twin Magnuns, lower attack speed but higher damage and proc coeficient.
+ Rex could get some sort of root attack that hits multiple enemies if they're close together, also applying the weaken debuff.
+ Engineer could get a twin plasma beam that shoots from the same place the grenades do, dealing increased continuous damage the longer you fire
gritty haven
#

!feedback
Engineer’s “Better with Friends” achievement can be cheesed very slightly, both by using Back Up (which most people know of) but another, lesser known way is that there is a split second where, upon putting down a turret, all three are active at once, giving you one more ally

little loom
#

!feedback
I know ideas for new lunar items frequently get buckets and buckets of downvotes, especially when they make changes to core gameplay mechanics, but fuck it.

I think it would be interesting to see an item that gives you a discount on every chest, drone, shrine, etc. but makes you automatically buy anything you get close to(with the exception of stores, lunar stuff, and anything else that would just be annoying to automatically interact with).

On one hand, it would make it a lot easier to get stuff and could make for a powerful synergy with drones(since you can just fix them instantly by walking close enough to them), but on the other, it would make it a lot harder to save for anything, potentially making it more difficult to open the legendary chest in the Abyssal Depths.

Stacking this item would increase the discount(stacking like tougher times so you can never get everything for free), but also increase the range of the autobuying.

hollow nimbus
#

!feedback
Idea for a new MUL-T Special.

Upon use, will swap out the secondary slot for the misc slot.

This allow you to use two primary abilities at once.

Attacking with the two abilities at the same time will power up your attack.

Two nailguns could focus fire, rebar puncher could increase radius, scrap launcher could have secondary effects, and the saw could become even more of a monster.

*Damage for the misc could be lowered for balancing, equipment switching could still be included.

stray notch
#

One message removed from a suspended account.

old stag
#

!feedback
Ok, hear me out....
Bring back item sharing, but only with your friends and not with random people online

balmy crystal
#

!feedback moving the third shot heal/ debuff for rex to the first shot so his early game heal is more reliable or just make the heal slightly greater

north citrus
#

!feedback
When we kill a Brass contraption (or even if they just miss) their 'mines' are on the floor. make these not despawn and let us shoot them to harm other enemies, or ourselves. I think it'd be a cool gameplay mechanic.

lilac beacon
#

!feedback Add color blind options in general, or at least for the particles that show up around the portal and the colors of chests as they can be hard to see in certain maps.
(Making it so we could change the color of said particles would help a lot)

nocturne island
#

!feedback
You should make it so people can give other people items, or just drop an item if you want to

sonic lintel
#

!feedback all these crossbow ideas for huntress, why don't we try something to the other extreme:
(To preface I think huntress' strafe ability should be buffed to 180% to at least match Commando in damage per shot--attack speed and double the proc rate would still make Commando come out on top for just M1 spamming)

Double Helix: A double notched recurve bow capable of locking on to 2 targets at once dealing 100% to each.

It will only fire 1 bolt if there is not a secondary target. The range would be about equal with the basic strafe, maybe about 2-4m less. attack speed would be about 5% faster. These minor adjustments are mainly to keep the feel of each M1 distinct.

lavish barn
#

!feedback A frozen Brass Contraption armed with its spikes will still shoot even though it's frozen (easier to notice with Arti's new secondary). It shouldn't be able to act while frozen.

Also let us freeze Greater Wisps

stray notch
#

One message removed from a suspended account.

bright egret
#

!feedback okay, after playing the new update for a few weeks now, waiting of course to look on the site overall, I'd like to say I love the alt skills. seems a lot of the people on here do. so I'd like to make a post specifically for consensus of our feedback, as people keep suggesting feedback, and the votes for those posts are scattered to the wind because not all of them get popular. I'd like to pose a simple question to present its results as feedback to the developers: Do we like the Loadout Update, and do we want more? Of course the reaction answers are simple. thumbs up or thumbs down. I just want to consensus all of us so we can concisely tell DE we like the new feature.

narrow harness
#

!feedback If a multiplayer host disconnects allow the game to continue with another player automatically becoming the host.

rugged trench
#

!feedback Consider changing the mechanic for spawning Alloy Worship Unit, or making it more of a deliberate action. More often than not me and a friend I play with accidently spawn him when we are not ready due to kill skills or explosions hitting eggs, and sometimes we are not anywhere near them. This often ends our run, and has happened several times to us.

gritty haven
#

!feedback

Updated worm types for each elite (but that’s not all)

Glacial Worm: frizzes the entire map upon death, like you would expect

Overloading Worm: gives random enemies shield equal to its full health, calls down capacitor strikes around it randomly

Magma Worm: wherever it lands, magma will appear and cause damage and burn for 10 seconds until dissipating, as well as raining meteors from the sky

Malachite Worm: completely disables all auto-heal until dead, doesn’t summon an urchin upon death

Celestine Worm: causes all enemies to become invisible, as well as health bars/status effects (note that it will still be visible and is not affected by other Celestine elites)

And finally, a hidden area, “The Battleground of Gods” where you must fight “The Grand Hydra, a monstrous dragon with on of each type of worm as it’s heads, it flies overhead and will only land to attack

little barn
#

!feedback
I assume the in-game status on Steam which shows your time and whether you're on Monsoon is meant as a way to show off to your Steam friends.
Let us show off even more by showing the current stage number as well.

peak cargo
#

!feedback

The Clay Dunestrider is some of the worst boss design I've ever seen in a video game by competent developers.

Not only does it have a ton of health, tons of damage, it also heals itself.

The heal wouldn't be so bad, if not for the nature of a hoard based game. The longer the boss fight goes on, and it will go on for a long time due to its tank nature, the more enemies spawn and the more it will heal.

This again, wouldn't be so bad, if not for the fact that a lot of these small enemies have almost hitscan attacks. Meaning you have to focus on the trash to not die from being knocked around by wisps. Because you spend time killing the trash, you're not killing the boss. By the time you kill the trash, hes ready to heal again. Which he just facetanks your damage and heals back up to half. Rinse and repeat.

If you get a clay dunestrider on the third stage on monsoon and you've gotten bad luck with damage items on any subpar character (commando, huntress), you might as well restart. This is not only bad game design, its also not fun. The most positive thing about the clay dunestrider is its design, which is very cool.

Other than that, its garbage, and needs changes to actually be engaging to fight.

heavy glen
#

!feedback reduce wisp tracking. Honestly I think that and removing their ability to instantly charge up and fire a shot after spawning would fix everyone's complaints about them.

uncut chasm
#

personally i feel magna worm is much worse than clay dunestride for its hard for melee to attack and it also has a lot of health meaning a huge time consumer

sinful crown
#

!feedback I think that a cool idea for bustling fungus is that once you've started the healing, you could move around in that circle and when you step out of it, it goes away.

fresh fulcrum
#

!feedback Loader Alt Special: M440B Conduit Pylons

Proc Coeff: 1

Cooldown: 12 per charge

This ability holds two charges. Place a pylon at Loader's location that lasts for 8 seconds. Placing the second pylon conducts an electrical surge between the two, damaging enemies for 300% damage. A pylon can be placed during any of Loader's abilities, and if more than two pylons exist on the field at once, every pylon surges together. Enemies can only be hit by one surge at a time.

An obvious homage to RoR's Loader, these pylons aren't a continous damage source, but rather pulses of burst damage as a reward for good placement. Being castable at any times lets Loader set up some nasty combos with Charged and either Fist, and sacrifices some AoE for more precise targetting and even more burst. If Loader were to significantly have the cooldown on M440Bs lowered over the course of a run, a new pylon resets each pylon's shock and can create some large chains of lightning from multiple angles.

steady wing
#

!feedback When Rex sprints on a metal surface it should be shards of metal that come up instead of dirt. Perhaps some sparks as well.

north citrus
#

!feedback
Too many jellyfish on new map.
I know theyre supposed to spawn here but you cant fight that map without getting swarmed by them even earlygame. they arent exactly fun either, large health pools only to explode near you and waste the time you spent trying to kill them cause you get no gold.

heavy glen
#

!feedback
Add "Tough" enemies that consume more Director Credits than usual in return for getting buffed HP corresponding with how many credits they consumed. This would be in addition to Elite spawning mechanics, preventing the confusion of RoR1's Shade elites that had multiple Elite effects while preserving the difficulty they added to the endgame.

It also fixes non-Elite Bosses being easier to deal with than Malachite Wisps, but also introduces an interesting counter to the Old Guillotine by allowing a non-Elite enemy to have elite HP.

little loom
#

!feedback
Can you please make the rarer drones respawn at the start of the next stage like dead players do? If you find an equipment drone and put a good item in it, it's only fair for that drone to stick around for the rest of the run. Same with TC-280.
Edit: I meant when they die.

heavy glen
#

!feedback

Configurable Drone AI? Maybe you'd rather have Drones stick close to you instead of drawing aggro from across the map, or you like that they do that

sonic lintel
#

!feedback for the slightly forgetful a buff/indicator would be nice showing whether or not you got the rusty lockbox on the level. Doesn't need to show the location or anything, just like a small key with a check in the bottom corner or something

north citrus
#

!feedback
I feel like MUL-T's chainsaw has something wrong with it. either the tooltip is completely wrong or the damage it does is, the tooltip says it does 1000% damage per second, whilst nailgun does only 60% damage per hit. yet you only do about the same damage with each except the nailgun is further range. i think it's bugged in some way or another.

Also if you jump when using chainsaw on something you fly forward into them. this isnt fun.

peak osprey
#

!feedback Being able to use ESC to go back in a menu like Logbook instead of needing to click the button would be a great quality of life addition.

merry bear
#

!feedback Add a green item that spawns a unique type of gunner drone. Your other drones should try to swarm around it, causing it to be kind of like a "mother drone" of sorts. It would give a buff to nearby drones, and cause your drones to share targeting. Stacking multiple should either increase the range of the buff, or increase the strength of the buff.

The buff could be armor, or attack speed, or health regen, or maybe some kind of mix of them. Just some way to let drones scale better in an entertaining way.

This also helps since they have a habit of not sticking near the player, and then getting themselves killed trying to solo enemies.

jolly forge
#

!feedback Adjust tracking on projectiles such as the Vagrant's ball and the Grovetender's wisps to be less aggressive. I've been actually orbited by the projectile wisps before and the electro ball feels too hard to shake off in the earlygame.

raven hedge
#

!feedback Please, make elite effects from the wake of vultures visually distinct from enemies', like a solid color for all/each of the effects. e.g. Malachite spikes spawned from the player or turrets could be entirely green. Late game gets really nutty and stopping to guess which is which is just wack.

north citrus
#

!feedback
Remove the 5+ Dunestriders from the boss pool. it really isnt fun if they all start sucking everything in at the same time. even with high move speed you physically can't get away....

digital ermine
#

!feedback
Allow Ice effect executes to add onto guillotines instead of guillotines replacing them entirely.

bright egret
#

!feedback add back some legacy bosses like Colossus as a rare spawn chance on loops to make looping more interesting. make it a unique boss on Titanic plains.

knotty night
#

!feedback commandos phase round need a buff
just give it increased damage on the first enemy hit

little barn
#

!feedback New idea for multiplayer mode: shared pool, where all gold and items are shared between players. This make the game easier and allow some potential crazy builds for noobs like me.

jaunty cape
#

!feedback

A prompt to confirm to quit to main menu or desktop would be great.

shell nebula
#

!feedback

Increase the self knockback on Rex' shift. Too many people think he doesnt have any kind of movement option, yet his shift can make him one of the most mobile character there is

zenith lichen
#

!feedback
Nerf the Alloy Worship Unit. It ruins runs with how broken it is. Like way too much health to even deal with.
I also wouldn't mind of the "cheat" command that disables progression actually worked. It's like, a 2-for-1. I guess.

clever pine
#

!feedback Give Mercenary and alt M1 that works closer to Loader's M1, slower but does 2-3 flat medium damage slices instead of two light hits and a heavy third. You could make this sword Red to match better with the Oni skin.

timid nexus
#

!feedback
Add some additional lighting for the 3D models in the logbook. Things like AtG and Ukulele are hard to look at.
Additionally it would be nice for the player models to be able to switch through the unlocked skins.

swift cape
#

!feedback the new spawn rates feels great past the first stage, but there's this awful lul maybe first 30sec into the stage where nothing spawns and you cant open any chests or feasibly do anything. Any potential to either, boost lvl1 gold (2x chests?) or have some native spawns already on the map (like some bosses do on later levels, just hanging out).

hidden hedge
#

!feedback adjust the drone AI so that they stick closer to you. Its so annoying to buy a healing drone in monsoon because of the health regen nerf, and see it 5 feet from you not healing, or doing anything, just looking at you.
Or add a setting of how you would like their AI to work.
I.E.: Agressive(seeks out enemies), Passive (Stick close to you), Smart (Healing drones dont heal your other drones, or prioritizes you until your HP is full, then switches to drone healing), etc.

TLDR: nothing is more annoying to me than seeing a healing drone healing another drone while im sitting at 20% health in Monsoon

fading parcel
#

!feedback Perhaps Mercenary's Slicing Winds could be granted the ability to stun targets to help give it utility to compete with Eviscerate? Slicing Winds' main defensive niche seems to be letting you stay farther away while still attacking, but that alone isn't all that helpful in Mercenary's case or even paired with any other advantages it could provide, so something to interrupt enemy attacks would be very useful for this skill I think.

minor sable
#

!feedback Some adjustments to Merc's Alts

M2 - Make it so it actually stuns enemies when hit and that lighter enemies don't go too high above you. Someone else suggested to give Merc a reverse-hand grip when you activate the ability

Ult - Remove the cap of hitting only 3 enemies (or just make it higher than 3). Also us to recast and teleport to the location of the slice, which would immediately activate the ability.

earnest steppe
rough seal
#

!feedback Please make it so that Mercenary's R does not target drones, my own Beetle Guard summon, or Engineer Turrets. What ends up happening is I try to attack a monster nearby a non-targetable unit, but the R selects the non-targetable unit instead, doesn't do any attack, and I just reappear

trim olive
#

!feedback make a song selection menu with all of Risk of rain 1s music incorporated. Something like smash ultimates way of picking a song for a stage would be cool :D I'm in love with the soundtracks for each game

dense flume
#

!feedback Can we have a counter for how many kills we have during a run, visible in the tab menu? Would act as a way to gauge your carnage and also keep track of kills for infusion.

wraith anchor
tough pendant
#

!feedback Make it so that you have to directly attack vulture eggs in order for them to be destroyed.

rocky wraith
#

!feedback loader's unlockable grab really just feels like a better version of her normal grapple, like the addition of it doing damage as well as pulling small enemies/being pulled to big enemies shouldve been in her base moveset. itd make her feel way less of a one dimensional character (a very fun one dimensional character)

fallen sapphire
#

!feedback grovetender's wisps to be less/not homing

coral wagon
#

!feedback People keep asking for immunity to damage and effects related to elements when they have the elite item that corresponds with it. What they don't consider is the fact that elite enemies have the elite item and will also be immune to those effects. Thought you hated blazing elites before? Imagine a world where they're immune to gasoline, K'jaro's and half of Artificer's base skills. Please for the love of god don't add elemental resistance to elites!

steady jay
#

!feedback release the same tools used to make maps in RoR2 to the public, set up a new online multiplayer where it's unofficial maps in random rotation, with the pool of chosen maps being the top 100, 50, or 20 rated maps amongst the publicly submitted maps made with said tools

subtle acorn
#

!feedback Fire Elites can get set on fire. Although they can drop Ifrit's distinction which, makes you fire proof. Elemental elites should not be able to be affected by their own element. Fire elites can't be set on fire, Glacial elites can't get frozen, malachite elites can't get malachited. Etc.

plain dust
#

!feedback the new boss on sirens call is really cool but the health he has is absurdly high for any normal run on the fourth stage making him a huge grind to kill. Couple that with the fact he gets a shield for half his huge health bar that comes in way to often, and putting the fight on pause while it lingers. Giving him the shield OR giving him high health is fine but both make the boss extremely unfun.

high crane
#

!feedback
To Buff up the Engi's mobile turrets, how does this sound?

  • = Priority level

+++ Have them move the same speed as the engi, sprinting, quail jumping, etc. And able to catch up. They will speed towards engi if the turrets leave a small radius around engi, prioritizing sticking with him.

+++ Increase range from what they have now
Example: Instead of what feels like 50% of the range of the normal turrets, give them 80% of the normal turrets range!

++ Change the beam they currently have, back to just the normal turret cannon shots. I'm not a big fan of the beam, but that's just my opinion.
To balance this, decrease the damage by 10% per shot for example.

  • There AI is a little weird where they will shoot and kill a target, but then keep shooting the dead target for around 1 second, then switch targets.
    This lowers there total DPS by a tad and can be annoying. I guess fix that, but it's not a major priority.

How does that sounds? Any different Ideas? @ me in #ror2-feedback-discussion !

obtuse inlet
#

!feedback Add spiderman skin for loader

vague hearth
#

!feedback Not urgent or anything, but at the launch of the game it would be an awesome feature to be able to unlock a setting to play the original games soundtrack as a blast to the past.

shell nebula
#

!feedback
Upon killing newt make a portal spawn in the shop bringing you to a stage with ror1 ost and an acrid statue

cloud furnace
#

!feedback

Add a compass for giving teammates directions

silent eagle
#

!feedback Newt death animation... thats it

ancient pivot
#

!feedback Here's some feedback and suggestions for Rex's alternative skills.
The main issue with Rex's M2 and alt-M2 is that the balancing doesn't seem to take into account his ability to cancel M1 and M2into each other, effectively bypassing the limitations of his attack speed at the cost of his health. The alternate M2 does more damage than the normal one, in a bigger area, but its cooldown makes the cancels nearly useless and due to the higher cost, even stacking backup mags doesn't really help. Ultimately, the regular M2 seems to dish out more dps in a more consistent and controlled manner since you recast it every time and can adjust for enemy movement.

The other big reason it's hard to find a place for Alt-M2 in Rex loadouts is how bad his M1 deals with flying enemies, including lesser wisps. Landing all 3 shots of M1 on a lesser wisp at level one will barely not kill it and that feels wrong. It makes it so Rex tends to rely on M2 to deal with them when there's a number of them spawning at the same time, and everything in Alt-M2's design goes against that. So either M1 should be very slightly buffed to kill wisps, or the upcoming alt-M1 has to provide a reliable way to deal with flying foes and hopefully make alt-M2 more comfortable/viable.

sour cairn
#

!feedback As a few people have suggested, an alternate primary fire for engineer in the form of lock on missiles. This would fit both with the overall design of engineer and give the character a greatly needed method of dealing with airborne targets, especially while using the mobile turrets as their decreased range only serves to highlight this problem. A few people have suggested that these should also be charged up to release them as a cluster attack but the problem this presents is that if the target dies before firing then you have just wasted that attack. I think mechanically a better alternative could be missiles that deal 100% damage and fire once per second or every 1.25 seconds. This puts them relatively equal in damage, if a bit lower than the normal bombs.

TL;DR
Lock on missiles that deal 100% damage and fire once per second to deal with engineer's lack of anti air capabilities

craggy dust
#

!feedback
Maybe this could be worked out better, but with the new loadout options, how would the idea of being able to change our loadouts mid-run sound? I think it could be interesting if we were allowed to change our loadouts at the Bazaar between time using lunar coins like how we can pick stages now.

serene solstice
#

!feedback Overloading Greater Wisps are an absolutely unfun chore to fight as Loader. The only way to consistently damage it is to charge-punch upwards at it, but all that does is nudge it further upwards, making it even more difficult to hit them. Grappling hook disconnects as soon as you get in close enough for melee hits, and the shock probe barely does enough damage to matter. With all this free time, the wisp regens its shield and you basically have to start back over. It's so painfully boring.

vague hearth
#

!feedback Due to the recent additions of the console ports, can we have a bug report channel for each edition? Only having one bug channel can lead to confusion, as people often forget to tell what platform they're on.

umbral swan
#

!feedback add a shrine of order to the lunar shop after the first loop in a run

tardy storm
#

!feedback Make the person who hurt the blue portal store keeping be the only one locked out of the shop. Ive had a lot of games where a boi with gesture and royal capacitor looks at him and now the whole team just bashes o him

buoyant wigeon
#

!feedback Me and my brother really love this game and would like to play together, but our connection isn't good for multiplayer like this and we cannot. Could splitscreen or LAN play be added?

tidal orchid
#

!feedback If magma works just flew around infinitely instead of burrowing half the time, they would be a lot less tedious to fight.

fast walrus
#

!feedback Let Arti's ice pillars deal a bit of bonus damage to enemies that are immune to freezing, such as bosses.

nocturne island
#

!feedback
Maybe add a toggle able map or mini map that shows marked items and the layout of the current stage. It could also show other player's locations. Maybe it can also show where bosses are.

drowsy sedge
#

!feedback Malachite's are insane, regardless of the nerf that was done a while ago. A few of them can be run enders, and the fact that their mines completely block healing, damage loader and merc charging through them (keep in mind merc's ctrl is supposed to have iframes) is rediculous. They need to be toned down. Alot. The spawn rate is bogus on monsoon too.

digital gate
#

!feedback A option to pause or quit your run on Solo then have the option to resume it later. Like when you have to turn off your computer, or you wanna play with your friends but you have a really good run going.

foggy fiber
#

!feedback Having a area for risk of rain 1 for us that have normal risk of rain and wants to do co-op

mystic plover
#

!feedback With regards to the save profiles breaking and losing progress, it is still there. While this should be fixed ASAP, for anyone that is running into an issue with losing your entire profile and any progress, you can thank Steam user https://steamcommunity.com/profiles/76561198006084187 with the solution. "Go to your Steam installation folder. Find the Userdata folder. Find the 632360 folder which belongs to Risk of Rain. Your save files are stored in there in .xml format. Now look at which one is the oldest ( the one you lost). Then find the newest one, copy it's name, and then rename your oldest save file with the name of your newest one. Basically you are fooling the game by making it believe that your oldest save file is the newest save file, by giving it the new save file's name."

little barn
#

!feedback Make MUL-T's saw not move you foward when you use it

low phoenix
#

!feedback The health regen nerf just adds more tedium than actually making gameplay more interesting. It pushes a higher need for RNG to get heal-dependant items. However, items such as medkit and monster tooth are still heavily unreliable for healing. Lowering health regen forces the players to hide more often. Hiding more often means stages take longer to complete, which makes the enemies much stronger.

simple frigate
#

!feedback Give lesser wisps a slight latency on their aim (about 0.2 seconds if I were to guess)

So far the game implies that you should dodge most attacks but wisps go against that, sniping you with deadly precision even if you teleport or go quite far away right before they shoot. It doesn't help that they spawn in large quantities later in game so you have almost no escape other than insta-killing them with OP build. Neither is the fact that elite lesser wisps are quite likely to appear in middle game, which makes their shots also a danger some bosses may only dream about.

Giving wisps slight delay on their aim should give at least some freedom in dodging their shots by strafing, and also make "quick move" abilities a bit more relevant

little barn
#

!feedback remove horde of many overloading clay templar

clever pine
#

!feedback remove the ability of some enemies to shoot through their allies, makes dodging way to inconsistent.

wraith galleon
#

!feedback cooldown for Mul-T's grenade launcher loadout should have it's cooldown reduced a little proportional with the current primary firerate.

limpid sage
#

!feedback give an option to select random survivor for each game. ( little fun factor )

mystic plover
#

!feedback Add quite a few skins for each character (maybe 15-20). Have the best or "coolest" one be the mastery skin, but have others able to be purchased from the lunar bazaar with lunar tokens (maybe 5-10 coins per skin). Reasoning: It'll give more customization which people love, and also a way to get rid of all our excess coins.

regal kettle
#

!feedback

Add the ability to purchase new skills with lunar coins. The achievements can be frustrating to unlock.

thorn sentinel
#

!feedback
Make killing an overloading worm with wake of vultures give you the overloading effect

merry bear
#

!feedback I've realized why hordes of malachite enemies are hated so much in monsoon. The health modifier for malachite enemies is 23.5. I just got a horde of three malachite imps (and two regular ones) as my final boss for my MUL-T mastery run. I got pretty close, but it required kiting them around the entire map and I still died in the end. I decided to compare them to the clay dunestriders that had also spawned on that stage. A clay dunestrider has 2100 base health. A malachite imp has 4700 base health.

Instead of a horde of malachite imps, the alternative around where I was could have been 2-3 clay dunestriders. The elite imps have well over double the health. Now, I do believe malachite enemies are well balanced, but everything about hordes is not. Considering that on that stage I only fought a single celestine elite and 0 malachite enemies, the director obviously thought that tier 2 elites were still quite a big deal. So why would it throw so many at me as a boss?

Please, just fix the horde balance. I've only talked about health here, but damage is also an issue. Malachite imps have a base damage of 60 whereas clay dunestrider has a base damage of 20. These two are not on a comparable difficulty

winter geyser
#

!idea give engineer new basics instead of a grenade launcher you could give him a rocket launcher or reconfigure it into a channeling laser beam

mystic plover
#

!feedback

Lunar usage idea:

I'd like to see something like a slot machine added to the Bazaar Between Time lunar shop. As it is, we're eventually going to have so many lunar coins, that it won't even be fun or exciting to get them.

My idea would work something like a shrine of chance, but for lunar coins. This machine would cost 5 coins (or more if deemed needed for balance) and be limited to 1 use per blue portal. You have a chance of getting randomly:
60% chance for 5 whites
20% chance for 3 greens
15% chance for 2 lunars
5% chance for 1 legendary

jaunty cape
#

!feedback

Elite Lesser Wisps may perhaps be a bit too much on Monsoon. I'm not sure if this is because of the elite procs (burn, electric sticky bombs) or because it is so hard to avoid getting hit by them.

fading wave
#

!feedback
Here's a more refined version of a survivor idea I posted a while back.

Meet the Juggernaut: the bastard threesome-child of MUL-T, Enforcer, and a clay templar.

Juggernaut is a chungus with an incredibly large (and equally ambiguous-looking) gun with a shield attached to it. His main schtick is that he automatically blocks projectile attacks from the front when not actively firing.

His other gimmick is the ambiguity of his big chonker of a gun. He has various M1 variations, ranging from a gatling gun, to a flamethrower, to a grenade machinegun, and even a completed (though far weaker) preon accumulator. Your weapon choice is a great factor in what items you may want.

Juggernaut's M2 is Reflector Pulse. When performed, the Juggernaut fires a burst of energy from his gun, which not only boops enemies, but also reflects projectiles directly, if timed properly. It's got a rather long cooldown for an M2 skill though, so having a backup mag may be a good idea.

As for his utility skill, he has Tackle. Tackle is similar to MUL-T's transport mode, but is one short, uncontrolled charge instead. It also has a launching effect like Rex's boop and his own M2. However, it is more useful for his last skill.

Said last skill is "Hold The Line". The juggernaut hunkers down with his gun and a dainty little bipod, rooting him totally in place. While in this state, he can fire without cancelling his guard, and has less bloom on his projectile-based weapons. You ability to aim is reduced (lowered sensitivity), however, and you are immobile until you cancel the stance. You can use Tackle to quickly reposition yourself (and relocate some enemies in the process) without exiting the stance, though it's distance is relatively short.

void basin
#

!feedback

Monsoon damage might need reduced for some enemies or elites, or the health gate might need to be tuned more, such as temporary invulnerability if you take so much damage within a short period of time. Seen too many runs end with being at full health and then suddenly dead within a second, even at full HP, out of nowhere.

cinder pewter
#

!feedback
The ability to instakill wisps or at least increased damage against them if you hit the inside of their masks from behind. (ideally the former against lesser and the latter against greater wisps)

rough totem
#

! feedback further improve the worm ai and have them pop their heads out of terrain to attack briefly between moves.

merry bear
#

!feedback make barrier decay proportional to the amount of barrier you have. Currently Aegis isn't good unless you have a lot of healing, and topaz brooch isn't good until you stack a lot of them. This would solve two problems that are currently in place. Barrier runs out the moment you get it, making it mostly useless. Once you hit that point where you have enough brooches or enough healing for aegis, suddenly barrier flips and becomes absolutely insane instead of garbage.

Making the barrier decay proportional to the amount of barrier you have means that even a single topaz brooch has some potential, aegis can feel like a proper rare without copious amounts of healing to support it, and neither of them will end up being essentially "double your health" once you get the proper support for them.

lament hawk
#

!feedback When the artifact update comes out, make an artifact that reflects stages across a bisecting plane, effectively creating “mirror stages” to occasionally mix up playthroughs. Alternatively, it could have a 50% chance of doing this instead, increasing the apparent level variety without having to design whole new stages (or both the 50 and 100% options could both be available).

It would be similar to how some Mario Kart games offer a “mirrored course” setting to challenge one’s self and interfere with their previous mental map of a stage in a fun way.

coral wagon
#

!feedback instead of mirroring stages with an artifact, just make that an aspect of the random map generation. Bonus points if part of a map can be mirrored yet stil connected to the other half in a way that makes sense (obviously very few maps cam do that)

glossy wind
#

!feedback

Cloaked chests (the extremely rare invisible free chests) should drop a red item/affix equipment.

They are already super hard to stumble upon unless you clear the whole stage with radar, which takes too long on Monsoon. This will make it a nice little risk-reward Easter egg bonus

lilac zodiac
#

!feedback Use a monospaced font, so the numbers don't shift back and forth, and you can read the boss health.

loud burrow
#

!feedback make it so the "horde of many" boss only spawns enemies that should spawn at this time in the game, getting obliterated by 4 Greater Wisps (see screenshot) that all spawn at once two minutes in isn't fun nor is it possible to react to.

rocky wraith
cinder pewter
#

!feedback As an aesthetic and convenient way to expand the Bazaar Between Time, add a small space filled with bean pillows and various trinkets and ribbons hanging from the ceiling called the Lounge where you can "rest" to save and quit the run to continue at a later time without having to leave the game open.
It would probably not work in multiplayer or it would be very inconsistent, unless you would be able to continue a multiplayer run with less players/solo.

little barn
#

!feedback item idea: a lunar item that turns chests and whatnot on levels into shrines of the mountain (ex 2 per first pick +1 per stack)

fleet narwhal
#

!feedback Lower the drop rate of Rose Bucklers from boss drops. I get those so often from bosses, it's not even funny.

strong grove
#

!feedback give Engi his thermal lance back as an alternate skill. It could have a 4 charge system like Artificer but maybe have a variable lock on system allowing you to hold aim over 1-4 enemies before releasing the volley

rotund schooner
#

!feedback I know this is a small thing, but some characters and skins look weird or just a little too dark on the select screen, maybe just brighten up the menu a little bit?

dense flume
#

!feedback add a kill counter accessible in game via tab menu. This can help in completing challenges, tracking infusion, and gauging carnage altogether

heavy glen
#

!feedback future speed- or time-based items should have challenges involving the Prismatic Trials. Just seems thematic

fervent meteor
#

!feedback Alright....I'm not saying y'all are cruel, but some of the challenges introduced in the skills 2.0 patch are just maddening. Many of them are very reliant on RNG (the crowbar stacking for huntress), require some 4D chess to even attempt (merc's flawless prismatic trial), or are just an infuriating time sink ( Commando's uncorruptable challenge). The fact that character customization and SKILLS are locked behind these walls is the real crime here. Listen, I'm not "good" at this game. I'm just not gonna be able to see the majority of this content. It saddens me because it is SO FUCKING COOL to finally have loadouts with these dope characters. Conversely, all the mastery challenges are perfect imho. They're straight forward and have an obvious skill barrier to them while not taking all day to complete. As a casual boi, I ask that any new challenges set forth be more....accessible for the layman.

tidal flower
#

!feedback please just buff my baby rex , he suffers enough Tearstorm

tender copper
#

!feedback
Alternate skill for Engineer's R
Pet Rock

  • Rock inherits your items
  • Cannot use items, it is a rock
night osprey
#

!feedback
Alternate skill for Engineer's Shield

Battery Barrier
-has no timer but instead has a health bar of 200% of engineer's HP. Max Placed = 3.

dreamy rune
#

!feedback
(This is a repost of one of my older suggestions, but I wanted to make some slight changes and explain it a little better)

Suggestion for the Mercenaries alternate shift skill. Mercenary

Parry: The Mercenary performs a quick parry for a fraction of a second swinging his sword once in the direction the camera is facing. If the player parries the while being struck by an attack the player takes no damage from that attack and the cooldown for parry is reduced significantly. The Mercenary gains increased movement speed, attack speed and temporary barrier (like the topaz brooch) on a successful parry. If the player misses the parry, the skill goes on full cooldown. Damage over time effects cannot be parried, nor can the damage from an overloaded elites electric effect once applied. However, attacks that would cause these effects can be parried, preventing the negative effect from being applied.

Things that cannot be parried (suggestions):
Damage over time (bleed, fire, etc)
Overloaded elite electric effect
Standing in fire from fire elites
Damage from self-harm and ally harm (Glowing meteorite and Helfire Tincture)
Clay Dunestriders life drain effect
Shrine of Blood
Acid aoe of Beetle Queens “bug mines”

Reason for suggestion: I enjoy parrying in games. It’s a great way to reward the player for skillful play. I know this adds a lot into one skill, but bear in mind, the Mercenarys Blinding Assault skill is not only one of his biggest sources of mobility and survivability, but also his main source of damage in most cases.

knotty night
#

!feedback sometimes it feels awful just to see how an ally can block your shots while enemies just casually throw literal fire from their mouths through each other.
this needs to stop. i feel bad each time i block my friend's preon on accident

sonic lintel
#

!feedback To piggy-back off Alterior's idea, a lunar shop addition that randomizes all your equipped skills mid-run for some added spice in addition to stuff like shrines of order

north stump
#

!feedback Can Engineers old mines where he just throws them out as he pleases return as an alternative mine ability/ skill. I kinda liked his old ones.

stoic hawk
#

!feedback Try and give Bighorn Bisons a more distinct spawn sound? At the moment, at least to me, Bighorn Bisons and Beetle Guards have a very similar spawn sound which can be hard to distinguish unless I see which one has spawned with my own eyes. I wouldn't say it's the biggest problem per se (and it may not even BE a problem, I may just be hearing things wrong), but it's a bit weird for two barely similar enemies to have the same spawn sound

crude turtle
#

!feedback Bazar option: There is a shrine in the bazar that guarantees the spawn of a golden shrine (and other shrines that allow the exploration of secret realms that are still not out yet) in the next level (cost: perhaps 3 lunar coins). Also: Trade lunar coins not only for lunar items but also for regular items (2 lunar coins: one white item, 4 lunar coins: one green item, 6 lunar coins: one red item. It would also be interesting if you could trade in lunar items for regular items . This makes the use of lunar coins a bit more interesting. Many lunar items are just too situation specific which makes them undesirable

haughty herald
#

!feedback Have it so that when you press the buttons in the Abandoned Aqueduct during a singleplayer run they stay pressed down, at least for a minute or two, so that it's possible to access the hidden area without having to try and roll non-round explosive jars to a specific spot in the middle of a fire fight

little barn
#

!feedback have some sort of alternate mobility ability as a replacement for the shield on engineer. The way it is now his survivability drops off harshly after the first loop due to not having any evasion.

coral wagon
#

Better yet, pull an Arti and put the mobility on his Secondary

fervent meteor
#

!feedback Consider having AP rounds affecting non-teleporter bosses. It would give AP rounds faaaar more use in-game and give someone an edge when clearing out late stage maps.

gleaming agate
#

!feedback Challenge of the Mountain reward contains different items sometimes instead of 2+ the same item

arctic laurel
#

!feedback add some sort of playback feature to prismatic trials, this would help legitimize runs to prevent cheating and also help the community find out different run strats to better compete for times

heavy glen
#

!feedback add Community Pillars and Prismatic Medal tags or something for players who make significant contributions to the online community or do very well in the Prismatic Trials. I think acknowledging players like Cabbage in-game would be at least a nice gesture.

I'd give them the option to hide either displaying or seeing these medals, though.

steady steppe
#

!feedback item idea!
name: portable time machine
rarity: lunar
function: upon being hit by an enemy, they are rewound by 1 .5 second's worth of actions/movement, basically reversing time. this does not mean they can attack over and over as it cancels attacks. the downside to this is every once in a while, it will malfunction and rewind u by a total of 3 seconds worth of actions/movement. does not rewind health.
log description: hey you! yes, you! ever wanted to go back in time and fix a mistake that has been haunting you every night and keeping you awake? well now you can with clockwork's patented portable time machine! now you will never have to worry about how your actions affect people again! warning: side effects include: random aging, time reversal for those around you, electrocution, and radiation cancer.

stoic hawk
#

!feedback Make the Equipment Drone (and maybe other drones too, but this is about the Equipment drone) smarter.
Of course, a lot of equipment is very user-centered. The Foreign Fruit, for example, only affects its user. What's the point of giving it to an Equipment drone? Not much. There're a few ways to fix this, but there are other items that mitigate this problem.
The Disposable Missile Launcher, for example - it shoots missiles. Not much to it, and pretty effective on paper when given to an Equipment drone. But, let's say I want to give my Equipment Drone the Fuel Array, or I give it to one on accident. Either way, that equipment is now lost because it does bugger all and the Equipment Drone can't use it.
But what if it could? It has no effect for the Equipment drone to trigger, sure, but there is one thing the Fuel Array can do - trigger a self destruct. What if the Equipment Drone could realize the self destruct is active, and try to suicide bomb enemies? A mistake that the player made could turn into a pretty useful tool later on - of course, the Fuel Array is a bad example since either way it ends up in the drone dying, but that's just one example of how it could take advantage of a user-centered equipment to help its master.
What if equipment did slightly different things when given to the equipment drone? Like, if the Foreign Fruit dropped little seedpods that healed players on pickup. Or, the Milky Chrysalis granted the Drone's owner the same effect, rather than just giving the buff to a drone that doesn't even need it?
It's up to you guys in the end, but I firmly believe the Equipment Drone needs some serious rethinking in order to even be considered by most players. It definitely has potential, but its AI and limited amount of viable equipment hold it back severely.

velvet tusk
#

!feedback
I'm sure it's been said many times now, but every single time I'm taken back to survivor select after a run, my loadout and character switch to Commando. It's only visual, so I can still just hit play again, but it's fairly annoying.

stray notch
#

One message removed from a suspended account.

sleek yew
#

!feedback Rex is now impossible to play rainstorm or monsoon. I know that the devs are going to adjust rainstorm so that it has a higher regeneration percentage, but even if they do that Rex will still be really hard to play, He needs that regeneration buff because of how much damage his attacks do to him, I'd say adjust his passive so that he has that 250% healing in any difficulty, otherwise he just gets wrecked all the time

tired fiber
#

!feedback add a option on the home screen that would allow players to see their stats. There could be several tabs like average stats each round, best stats in one round, and career stats (total kills, damage, etc.). That would be an interesting way for players to track on their improvement and share it with their friends.

robust flame
#

!feedback
Bringing back more items from Risk of Rain 1, such as Ifrits Horn, Golden Gun, Toxic Worm etc.

But I was also thinking of adding more merchant options to the game. For example a shop where you can trade items you don't want such as the Back-up Magazine with Engineer, or Fungus on other characters, and trade it with the merchant.
Of course, to avoid heave exploits of such features, regulate the chance.
What would be cool is when the merchant has a supply and demand display with a max of three items he wants, and each connected with a random item you get.
Mainly this is meant to improve your build to increase survival chances, and get for example better access to your necessary items early game. Such as mobilty in most of my runs.
And with the increasing pool of new items every update, this might help with good builds.
But also adds the "hell yeah" experience in the rare cases of running into higher tier items. Swapping Chronables for, hopefully Missles, Guitars or Infusions.

small vine
#

!feedback Add buttons to view animations for players and enemies on the logbook screen along with elite variants and unlocked skins

quiet pewter
#

!feedback reduce health of or remove horde of many overloading clay templar boss

radiant verge
#

!feedback Most Elites feel good to fight in regular gameplay, but Hordes of Many Elite Monsters feel unfairly challenging relative to comparable Boss Monsters (even an Elite Boss Monster) at the same level.

sonic lintel
#

!feedback: Shielding feels like an avenue of a lot of untapped potential. Moreover,compared to barrier it seems to be just outright weaker, here are a couple of options for some new items to add to the variety of shielding in general:

White item: Ominous Vial: Increase health and shield regen by 15%(+15%), if a flat value works better than maybe just a flat 1(+1) regen per second would work best.

Green item: Blood-soaked energy cell: gain 40(+40) shield. Upon killing an elite enemy cause your shields to recharge for 20%(+20%) of their total value over 6 seconds.

Red item Thallium shield core: Increase total shielding by 20%(+5%). When your shield is broken release an electrical nova that dealing 200%(+200) of your the shield value that was depleted in the last 5 seconds weakens and stuns enemies around you lasts 3(+3) seconds. Cooldown 20 (-50%) seconds. (General idea attributed to a user some time ago who suggested a borderlands easter egg of similar nature)

OR

Red item Repurposed Repulsion Armor: When your shield is depleted from full charge gain 80% attack and movespeed and reduce incoming damage by 80% for 4(+2) seconds

Numbers are placeholders of course but the general idea is to create better synergy around shield-based gameplay. Some characters simply don't have the resources to lifesteal through tons of damage, and barrier is powerful but also niche (Plus with Aegis also requiring lifesteal to function properly...). By allowing a survivability option that doesn't require snowballing kills or extreme lifesteal+attack speed you open up a lot of options for the survivors I feel.

The names are homages to items from the previous game, but they could be anything really.

mint vapor
#

!feedback put on loaders grapple and her charged gauntlet that you can still sprint using them (isnt listed even tough you can still sprint whilst flying and charging)

lament gazelle
#

!feedback Love the new Loader character, the momentum you can get to fly through entire levels is really fun to pull off and gaining enough speed to potentionally one hit kill bosses is great. It's nice to have a style of gameplay that is so different but works so effectively if done right. Even with quite a few hours playing as them I still love playing the loader, good work with their design!

carmine lake
#

!feedback The Ethereal challenge for Mercenary, on top of just not being a fun challenge to grind out, doesn't even fit him gameplay-wise. You're trying to tell us that this character who has an entire toolkit based around going hog-wild slashing through hordes is supposed to take no damage whatsoever?

Seriously, this achievement needs some serious reworking. Even just lowering the health threshold to 50%, 75%, or even 90% would give some room for error and turn this mindless slog of trying to go for total perfection into something potentially fun.

jolly lantern
#

!feedback Make the Headset V2 legendary have its own activation key so that it doesn't bypass the artificer's glide. It's already bad enough as is without taking away a main passive of one of the characters

cinder pewter
#

!feedback Add the unique bonus stats per level mechanic from the first game to all characters:
Commando: attack speed
Huntress: movement speed
MUL-T: armor
Engineer: attack speed
Artificer: projectile velocity
Mercenary: jump height
REX: health regen
Loader: crit chance

past sedge
#

!feedback apologies if this has been posted before but Commando's shotgun blast seems to start behind him and hits enemies behind the character. TBH this is helpful sometimes but I can't imagine it is intended

heady pumice
#

!feedback making gulliotine a green item did not help imo, its still the most powerfull item in the game and will always be by design.

vague hearth
#

!feedback Banking off of @jolly lantern's idea, just make it so that the Headset activates upon pressing the spacebar twice in quick succession.

neat cliff
#

!feedback Significantly increase the damage of Phase Rounds - the difference between it (230% damage) and the actually worthwhile Phase Blast (200% damage x 8 projectiles) is staggering.

sick raven
#

!feedback Change Crowdfunder's tracked stat "Total Activations" to "Gold Spent." This may be just me, but it seems the crowdfunder is stuck at 0 activations.

placid loom
#

!feedback Artifact Ideas:

  1. Violence - Teammates now take damage from each other

  2. Peace - Reduced enemy spawn rates outside of teleporter events.

  3. War - Greatly increases enemy spawn rates.

Asking for these would also combined possibly make a fun PVP-ish setting for the game, while adding something for the casuals who don’t wanna do stuff like that.

clear lion
#

!feedback
Make the shrines (except nature) explode when they're out of uses like in RoR1

fast walrus
#

!feedback Malachite enemies are really frustrating to fight as Loader, especially in Hordes.

The two abilities you have that are capable of even denting a Malachite's (still) obnoxiously thicc health pool require you to either stay toe-to-toe with Knuckleboom or punch through with Charged Gauntlet.

I dunno if you guys have tried slugging it out face-to-face with a Malachite before. Spoiler alert: it doesn't work. And Charged Gauntlet will just drag you through the godawful minefield of spikes they leave everywhere, shredding your shields and health in seconds. You're at a disadvantage on all counts.

Honestly I think Malachites are just plain awful and unfun to begin with, but at least other characters have some kind of workaround to keep them from being completely anti-fun. Strong ranged attacks, i-frames, etc. Loader's kit is just not compatible with them.

tough pendant
#

!feedback Make it so that loaders default M2, if fully reeled in, will allow you to cling to enemies and repeatedly punch them with M1. You'd be able to cling to larger enemies for longer than smaller enemies.

cobalt shore
#

!feedback The ability to pin a challenge, so that you are able to see your progress towards completing it during a game. Two examples would be measuring your movementspeed % if you pin "Going Fast Recommended" or triggering a 5 second countdown when activating the teleporter event if you pin "Engineer: 100% Calculated"

lean socket
#

!feedback Have an option to have the original soundtrack for RoR1 be used. (I'm not trying to say that RoR2's soundtrack is bad, I think it's great. But this would just be a nice little feature, I feel.)

merry bear
#

!feedback Alternative redesign of corpsebloom: Heal more the lower your health is, but you no longer passively regenerate HP

spark kettle
#

!feedback give engineer new basics instead of a grenade launcher you could give him a rocket launcher or reconfigure it into a channeling laser beam

vivid narwhal
#

!feedback fix health regen because the basic regen is way to slow and for healing items to be effective you need at least three of them

broken mural
#

!feedback
Mercenary : Ethereal challenge 100% health requirement should be changes to a time requirement (5-10mins maybe) to bring it more inline with the goal of a prismatic trial and the play style of the mercenary class

tough pendant
#

!feedback

I like the idea of a lunar slot machine in the Bazaar, but I don't like the idea of it guaranteeing an item, so I made this:

Chances of Each Thing

  • 30% chance for White item
  • 20% chance for Green item
  • 10% chance for Lunar item
  • 15% chance for Red item
  • 20% chance for Bar (Takes the identity of the lowest tier item shown)
  • 5% chance for Rare Bar (Takes the identity of the highest tier item shown)

Here's how it works. When you activate the slot machine, it spins 3 slots one by one.

  • If you end up with 3 different types of items shown, you don't get anything.
  • You get 1 of that type of item if it was made up of the item and a bar.
  • You get 2 of that type of item if it was 2 of that item type shown or that item type and 2 bars shown.
  • You get 3 of that type of item if it was 3 of that item shown or 2 of that item and a bar shown.
  • You get 5 white items if you get 3 bars, and you get 3 red items if you get 3 rare bars.
    (Note when I say bar, I mean a bar contributing to that item type.)

The more you use the slot machine, the more its price increases exponentially. Here is the graph showing the price it becomes over time:
https://www.desmos.com/calculator/zufz89gabe

Also, just so you know, I've never gambled before (Not ever planning on it), so I don't know if any of the things in here are close to how actual gambling works.

EDIT: Clarified some stuff and added some stuff.

Desmos Graphing Calculator
little barn
#

!feedback please nerf lesser wisps. While they are very easy to kill and are designed to swarm the player this doesn't excuse their shitty telegraphing for an attack that is so strong and literally impossible to at least consistently avoid once they have initiated it. They fly high enough to make hiding from them nearly impossible as well.

serene glen
#

!feedback add a radar of sorts so we know when an overloading elder lemurian teleports behind us ready to end the run (and for other reasons)

clever pine
#

!feedback add two random printers to the lunar shop

little barn
#

!feedback

Please improve Carbonizer Turret AI and movement speed
(see image for turret that shortly after lept off the map and into oblivion)

open tartan
#

!feedback In general, I'd like to see more opportunities to pursue my personal playstyle with meaningful (but limited) build choices. Making sure multishops don't have duplicates would be nice.
A specific idea, the Trading Post: A mechanical pod with three different items (same rarity) shown like on a printer. Activating one side costs 1 copy of the shown item plus gold equal to a chest of the same rarity. When activated, the other two sides drop their items and the trading post turns off.
It’s basically a variant multishop that has a bigger impact on your build, allowing you to transform one item into another at the same time you buy a new one. If a trading post would spawn and no player has any of the items, it should turn into a multishop with the same items instead.

merry bear
#

!feedback big damage and healing numbers being abbreviated to "12k" or "4M" etc is nice, but it's also really hard to read them. Maybe making numbers that are large enough to get abbreviated have a slightly larger font would help. I don't want them to block vision or anything, but just something that allows them to be highlighted better.

Alternatively you could give them an "action bubble" like what you'd see in comics. Just whatever makes large numbers easier to read without hindering the player's ability to see the screen.

tropic dagger
#

!feedback My only issue with the game so far is simply the achievement mercenary etherial the damage threshold is simply too high ive been trying to get it for 3 hours maybe lowing it to at the least 85% health that would atleast allow a stray fireball to hit

frail zodiac
#

!feedback Please give commandos shift Invincibility frames, His current shift feels so bad He is the only char i cant consistently play in monsoon. ( I do recognize that some of that is because im bad but still he feels just so bad to play)

coral wagon
#

!feedback Maybe just give Commando armor frames instead, since I know the devs specifically stated they didn't wanna give him i-frames due to the roll now being in a 3D environment, and honestly I agree with that thesis since doing a cool little roll straight towards danger should not keep you safe (rolling through a vagrant nuke for example) but it would be nice to have a little bit of cushion as you tuck your knees in for safety. Either that or give him a movespeed boost coming out of the roll so he can beat cheeks to safety.

jolly forge
#

!feedback Give Commando's M1 more "pop" by tightening the burst to be more in-line with his double tap from RoR1 and making the sound effect more impactful. As of now it feels really flaccid. (edit for typo)

limpid sage
#

!feedback Option to have an |alternative| game with Lunar Coins. Start as 0 Lunar Coins, but drop rate would always be same 0,5%.

thorn umbra
#

!feedback Add an "Are you sure?" pop-up when you click return to desktop or return to menu (I have misclicked a couple times to have my entire run ended)

heavy flume
#

!feedback Roaming enemies that are present in stages 2 and up do not drop the right amount of money. Enemies that spawn in as the stage progresses however, do drop more correct amounts of money.

little barn
#

!feedback On PC instead of having to press "back" every time on the screen, may we be able to press "esc" on our keyboards to do the same function?

drifting kelp
#

!feedback Make enemies like Stone Titans and Elder Lemurians not able to shoot through themselves when facing the complete opposite direction.

pallid vale
#

!feedback Double the damage of Mul-T's Scrap Launcher but double the amount of time it takes to recharge.

Currently his scrap launcher feels weak to his other primary attacks and retooling to it for some boss dps doesn't seem quite worth it as is.

supple epoch
#

!feedback
Engineers Alternate Turrets:

  • Change them to flying interceptor style turrets ( Them walking is really just to prevent them to benefit from sub 10 bustling fungus )
  • Adjust their speed to 80-90% your Walking or Sprint speed ( Possible Synergy with the Rose Buckler if they were considered sprinting all the time )
  • BUFF their range or up their spawnlimit to up to 5
  • Make them a bit smaller ( Why ? Cause they cute and they need to get cuter )
  • Rework their AI and targeting behavior ( Flying would only sloppily patch their Pathfinding )
  • Make their beams change with items. ( Focus Crystals are shown to be on their lens but the beam does not reflect this for example. Soldier Syringes should thicken the beam etc. )
rare shuttle
#

!feedback
The alternate version of Huntress' L-Shift (utility ability) does not cancel her sprint if she was sprinting prior. This feels awesome!
Please make it so that all utility abilities to do with movement don't cancel sprint!

viscid stump
#

!feedback reduce the loader grapple fist ability cooldown to 4s to be able to chain at least long and graceful leaps.

pallid vale
#

!feedback Reduce the health of elites by 30% but also reduce the effectiveness of guillotine by 70% (make the execute threshold 6% instead of 20%)

Guillotine is an absolute god tier item even giving some red items a run for their money. It allows you to skip entire boss mechanics such as the vagrant's charged explosion. The difference between getting 4+ on a run and getting 0 is the difference between feeling like you've won the game and feeling like "guess I'll die since 4 overloading elder lumurians spawned and I have no way to kill them in a reasonable amount of time."

Bringing the elites and guillotine closer to the power curve would make the game feel less like a slot machine simulator while also giving some other items a chance to shine.

lyric locust
#

!feedback Improve how the logbooks is viewed: make it so the lighting allows the models to be viewed a bit better (rather than put all that dark background) and allow the use of the keyboard/mouse to sort through the various logs as you view them, rather than having to go back to the log selection everytime you wish to see a new item or enemy model.

winged grove
#

!feedback This might have already been suggested but can we remove this chest spawn?
Its on a very bad spot.

still thistle
#

!feedback the monster logs from the first game had a sort of sketch of the monster making it feel like someone was there writing down the actions of the creature and doing a rough sketch of it,for the second game I'd like to see the sketches of the creature instead of the 3d model used because it would make it more authentic

plucky furnace
#

!feedback cursed_power This may in fact case some awful side effects, but after using Loader's grapple for many sessions. cursed_power
cursed_power I feel like double jumps and touching the floor shouldn't completely get rid of your momentum unless you're holding back while landing or jumping. cursed_power

heavy glen
#

!feedback allow something in the Bazaar Between Time to reroll some or all of your items in return for Lunar Coins, either to end a run like a Shrine of Order does or to save a terrible one (one time I had 6 chronobaubles and no other Uncommons). For balance's sake, maybe it should either appear instead of the pot-printers or using it should disable them, since it would allow you to guarantee that you have a specific item when you leave the Bazaar.

zealous burrow
#

!feedback Engineer Laser Turrets should gain a stacking damage buff the longer they attack the same target. This could be linked to attack speed to increase the speed they get the buff. This allows both attack speed scaling and a more clearly defined role for the turret option.

fast walrus
#

!feedback Give Carbonizer Turrets a cute li'l dance as part of their idling animation. All aboard the Cute Turret Bandwagon DrizzleUwU

frail panther
#

!feedback I have a few ideas for alternate engineer turrets.

Missile Turrets
Stationary turrets that fire homing missiles at enemies within range.
Fires 3 missiles per second, each doing ~40% damage. It's range would be longer than the default turrets, maybe 150%.

Tesla Turrets
Mobile turrets that hover along the ground kind of like Engineer while sprinting. They would have a very short range (shorter than the carbonized turrets). They would arc lightning to up to 5 targets within range for ~50% damage every 0.5 seconds.

Harpoon Turrets
Stationary turret with double the health of the default turret and 10 armor. Launches a harpoon at an enemy dealing 300% damage and hooking it. The turret then slowly pulls the enemy toward it dealing ~10% damage per second. Hooked enemies will prioritize attacking the turret. Only one enemy can be hooked at a time. If the enemy dies the turret must wait ~3 seconds before firing again.

Edit: damage numbers adjusted to bring them more in line with default turret dps. Harpoon turret now applies the weaken status effect or a similar debuff.

vale plaza
#

!feedback add a pick random character button to the character select screen

barren onyx
#

!feedback Random idea I just came up with, how about an alternative ability for the Artificer’s ice wall that is a taller, solid wall that stops enemies and projectiles (and maybe players, but that may be easy to troll random players with), and can be removed at any time by using the ability again? It could be used as an escape, to keep enemies where it is hard for them to travel, or as cover from incoming attacks

maiden quiver
#

!feedback nerf a tiny weensy little bit the regenerating shields of elite bosses, it's a psychological war against melee players when an overloading wisp has those shields

oak jasper
#

!feedback
I have a ton of ideas (like too many) but this is the first of many I will share
will definitely tailor my ideas based how they are received

New Mob: Spark Cloud/Swarm
Notes/Appearance:
Will be the first mob to be faster than the player at base speed
will look like a swarm of lightning elite bombs/sparks/jellyfish/or just small fish IDK
each individual "spark" will be the size of the electric mines that overloading elites leave on character

Spawning:
will sometimes spawn rarely naturally high up in the air sky in swarm of 25-40 with bright light and crackling noise
will spawn when 5 or more jellyfish explode within 10 meters of each other, 10-25 of these will spawn

Behavior:
will swarm to the nearest player based on which player is closest to most of the "sparks"
will explode on hit/death will explode on contact with anything but other jellyfish faction mobs
will start to decay 1 spark at a time after 40 sec to 1 min after spawning

Stats (per spark):
HP:1 (+0 per lv)
DMG:5 (+3 per lv; +1 per spark in the swarm)
Spd:12/meter per second
Armor: 0

fervent meteor
#

!feedback Okay, after some wonderful and totally not yelly conversations, I have a better idea about my original feedback for the skills 2.0 challenges.
My problem was that for gatekeeping new loadouts, an entire new dimension of play and expression for character, many of the challenges weren't about the characters in question.

As an example, Arti's "orbital bombardment/ massacre" challenges are directly based off her innate abilites for flying and dealing massive burst damage. This is completely removed from items. It is simply an understanding and use of her as a character. Her "chunked" challenge is another story. This relies heavily on RNG to get shaped glass and rushing to get the Preon. This is NOT and expression of her abilities. It is a generic challenge that is holding back a part of her character. The same can be said about Merc's "stay airborne for 30 seconds" challenge compared to the prismatic trial BS. One is an execution of his innate abilities, the other is a slog.

I understand completely that challenges are meant to be challenging and it is not my right to demand their completion without due effort. I'm simply arguing that character challenges should be simple executions of a character's well....character; not hoping that you run into a crowbar printer and then resetting when you don't.

Platitudes, skins, and OP items are completely fine to have locked behind ludicrous challenges.

Thank you for coming to my TED Talk, please don't ban me.

random pagoda
#

!feedback Make AP Rounds increase damage against any enemy spawned by the Teleporter Event, so that the Malachite Hordes Of Many and every other Hordes Of Many aren't so bad as they are now.

stray notch
#

One message removed from a suspended account.

river anchor
#

!feedback, please for the love of my sanity and for the people who realize how annoying this is in about a week or so, change the solus unit from being a movement speed stat check, I had an overloading Solus unit spawn, didn't have the mobility to escape the laser blast ( even though I was under it when it fired ) and it killed me instantly

little barn
#

!feedback
make stone titan's eye laser change either color or size when it's locked onto you and undodgeable
its possible to avoid it by strafing and moving around it, but it's hard to tell whether you've actually gotten locked onto, especially in multiplayer where there's a bit of lag - just making its color change, or any visual change to indicate it's not going to be dodgeable, anything really, would make the boss a little less ambiguous to fight, and a bit clearer as to how it works for newer players

its not as important for stone golems, since their aim lags behind the player and is easily dodgeable, that's really clear when you first interact with them, but stone titan's laser is a little less clear that once it touches you, you literally cant dodge it - a simple visual tell for this answers anything people could want changed about it

jade ember
#

!feedback Make Rose Buckler always reduce damage, instead of just reducing it while sprinting. Reduce the armor if needed. We need more meaningful forms of damage reduction.

vernal kayak
#

!feedback
Loaders Tesla pylon doesn't benefit from attack speed or many of her items short of on hit abilities, and this should definitely be changed. It's a pretty weak ability for having such a long cooldown.

heavy glen
#

!feedback Teleporter spawn in Wetland Aspect causes a massive divide because of a wall - the boss can spawn on the opposite side of this wall and due to the geometry it can take nearly a full minute to walk to the other side, allowing it to nearly end a Monsoon run and being incredibly annoying on other runs

serene solstice
#

!feedback Getting Blazing Stone Golem Horde Of Many as the teleporter boss less than 2 minutes into Rainstorm feels weirdly unbalanced.

little barn
#

!feedback all the "horde of many" bosses feel unfair. All the buffed enemies are hard to keep track of, they have a higher health pool most of the time than a single boss, and their damage output is increased heavily just by the amount.

vernal kayak
#

!feedback
A lunar item that reduces movement speed by 25% but gives 20% armour

vernal kayak
#

!feedback
A change to the Clay Dunestrider's drain ability, the more targets being drained the less health/armour the Dunestrider gains,
Or alternatively give it a maximum target limit but increase the health/armour gained

tired spindle
#

!feedback
Revise the Mercenary Alt unlocked by Ethereal. Considering it requires invincibility to get the effect, it feels weird to have an ability that doesn't work with it. make it teleport Merc to the hit location and give i frames for the duration/stop movement. Maybe give it a max range and nerf the effect to compensate.

buoyant wigeon
#

!feedback Make Artificer's ice wall utility skill block projectiles, but break after sustaining a certain amount of damage.

earnest laurel
#

!feedback add a mod discussion channel to the discord server

mystic plover
#

!feedback

Lunar Item Idea:
Item Name: Power Sequencer
Item Quality: Lunar
Item Description: Increase the most logical stat based on the item: Damage OR Healing OR Projectiles OR Area of the player's equipment item by 25% (+5% per additional item), but increase the cooldown by 15% (+5% per additional item). This would give you of course more damage or healing on your use items, but at a considerable tradeoff, especially with the cooldown of something like the Preon.

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

random pagoda
#

!feedback
An item that increases XP gain could be quite nice, and give the Warbanner some more viability.

severe ore
#

!feedback Can we get a thing in the menu that says the cooldowns of abilities? We now have new abilities and some of them seem like crap until you notice lower cooldown or some seem reasonably good until you see a higher cooldown. They need rebalancing but the point is i cant tell if rex's more effecient 30% hp for 3 worth of m2's with the cost of overtime is good until i get in game and see it's a painful 6 seconds long and then i die. Or something like Merc's annoyingly unlocked R where it's lower cooldown actually i really like.

rough hornet
#

!feedback
A nice thing would be the ability to pause a run and come back to it later, some of the runs in this game can take hours, and the only option if you want to pause (in multiplayer) is to get to a lunar portal and just go afk, which doesn't feel like a good solution if you're trying to pick up a run the next day or something.

cunning dove
#

!feedback the blast shower item interrups both your grappling and charged fist as loader, you might wanna fix that as it makes the item straight up harmful as loader

hardy sphinx
#

!feedback could we have some new and crazy elites, like some that split after death or some that just spawn their non elite versions (this would no apply to greater and elders) or just some unseen and problably outside the box elites, they would really would spice up gameplay

broken mural
#

!feedback
Give Snapfreeze a white tint in its target box so we know when our attack is directly on the enemy. While using this skill while on the same ground level as the enemy requires a lot of time to line up the shot and is prone to missing either fire in front of or behind the enemy

tacit lantern
#

!feedback make the vulture eggs in sirens call break by interacting with E only, that way aoe items like gasoline or wisp dont break them and accidently summon the alloy worship unit

nimble star
#

!feedback The blast shower feels very situational especially in the early game. I think the item would be better if it made you immune to debuffs for a few seconds and gave you a bit of barrier upon activation. That would make the item more useful in multiple situations

stray notch
#

One message removed from a suspended account.

hardy sphinx
#

!feedback Another new drone and just shoots down shots enemy shots towards you, not all of them, maybe like 15% of them so stacking multiple of this drone would have a use

pallid vale
#

!feedback
If Snapfreeze is used directly on yourself, have it launch artificer in the air making it feel more like a utility skill.

shrewd mango
#

!feedback Aegis should really include shield in its barrier cap.
As it is now, getting Aegis while you have Transcendence is essentially useless. Including the shield would not only give Transcendence the potential to be viable in longer runs, but also give Aegis another interesting interaction.

mint vapor
#

!feedback for the love of god make it possible not too spawn in overloading wisps from shrine of the mountain i have this PERFECT LOADER RUN all ruined because i couldn't hit the damm thing in time and it kept regening its almost impossible to fight this elite this early on even with the items i had... i think this is pretty clear how stupid overloading hordes are in early game

willow orbit
#

!feedback Just obtained the mastery skin for Huntress after getting the skin for Mercenary the other day. Huntress' is boring by comparison, any chance of swapping the mastery skin out for a new one with mesh changes like the a different helmet or a cape made of an animated texture like fire? I like the new skin anyway so I wouldn't mind it getting a challenge like "pick up a frost relic during a Huntress run" or something, I just feel like the mastery skins should be something special.

fresh fulcrum
#

!feedback Artificer Alt (1 of Many):

Fire based M2: Fireball

Charge up a blazing fireball that deals 400%-1200% damage upon contact and ignites targets hit. The Fireball ignites the ground below the main target further stacking the ignition.

little barn
#

!feedback alt M1/M2? for engineer: a laser designator that aims and fires placed turrets, potentially with some sort of buff for manually aiming

pallid vale
#

!feedback
Originally suggested by Deretto#2734: "Is it possible to have an option for Artificer's float to be toggable? As someone with past repetitive muscle injuries, holding down jump while wielding dual analogs and mashing triggers is a lot to ask from my hands."

This would also fix the conflicting issue of H3AD-5T with Artificer's hover wihout requiring a new keybind/rework of the item. Press jump to toggle hover, and hold jump to activate head stompers.

Edit: Hopoo is fixing the conflict by holding the use key to activate H3AD-5T, "E" by default. I still think having hover as an option to be toggleable is a good idea. Also holding E rather than space to activate seems less intuitive to me.

clever pine
#

!feedback Headstompers are inconsistent, they should retain their high jump after stomp has been used, they should display a cooldown icon instead of disabling the highjump until recharge.

tough pendant
#

!feedback Make it so that when a Magma or Overloading Worm burrow back into the ground, their body just stays sticking out of the ground for a few seconds, and then it speeds into the ground and pops back out. This would make the fight a bit easier for melee classes.

half thorn
#

!feedback Make it so that when One person obliterates, everyone in the party gets the rewards, that way both people can unlock the skin at the sametime

spare night
#

#feedback Make it so that only a direct attack from the player will destroy one of those egg things that summons the alloy worship unit - I keep accidentally summoning it with aoe or whatever

molten sandal
#

!feedback It would be nice on consoles if we could navigate through the menus with L1/R1 or the D-pad. Also being able to back out of menus with O/B would be nice as well. Currently navigating through menus feels clunky and slow. I believe this would solve that issue and make the game just a bit nicer to play in general.

wraith anchor
#

!feedback Not a priority idea, but a Demo so people can try the game out and see how it runs and if they like it, especially because Console price is double that of Steam, it'd be nice to see how well the port runs on their respective systems, as well as seeing how it handles late-game with all the stuff on screen! (and it'd probably bring more people in to play since roguelikes can seem somewhat of a niche genre to some people)

old socket
#

!feedback double the model size of horde of many enemies so you can see them and hit them more than regular enemies

little barn
#

!feedback the ror1 soundtrack, and maybe even deadbolt's, could be an unlockable. it would also be great if you could make it easy to swap in custom music like in ror1

mystic plover
#

!feedback

Equipment Item Idea
Item Name: Defense Grid
Item Quality: Orange/Equipment
Item Description: On use, create a circular field that slowly (perhaps over 10-15 seconds) heals all players/drones inside of it for 25% of their total health and gives 30 armor while they remain in the area. As for the size of the field, let Hopoo figure out what works. I'm suggesting this because I feel we still need more healing / defense / support equipment.

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

glass loom
#

!feedback Whenever you die you can see your teammates skill cooldowns

stray notch
#

One message removed from a suspended account.

sweet lava
#

!feedback Buff Commando
Commando kind of sucks right now. No other character in the game has range based damage, which is fine.. However, his aim spread while shooting makes this even worse. I feel like you guys should pick one of the two; remove bloom, or remove the damage fall off.
Also, PLEASE give his roll some invincibility frames. There have been so many times where I've died mid-roll and it's beyond frustrating when every other character has a movement ability that makes them invulnerable except for commando.

hollow nimbus
#

!feedback
For Horde of Many bosses, [roughly] double the amount of time it takes for them to regain shield (overloading) and/or health regeneration.
This could solve the issues people have with the Horde of Many bosses being a slog early into their runs. (And I agree with them for the most part.)

native meadow
#

!feedback 9/10 times engineer's shield doesn't adequately give you warning that it's about to run out, I thought it was supposed to flash before it went out. I suggest making it turn red maybe 3 seconds before it runs out? Because the in current state, especially when things start to get wild, the current flashing is almost unnoticeable.

vague hearth
#

!feedback Make it known that encountering bugs while using mods should not be posted in the #ror2-bug-reports-pc channel. Since mods edit or add to the game files, most of the time that's the cause of said bug, and not the base game. It just clutters up the actual bugs.

open tartan
#

!feedback
Make "out of combat" a uniform thing. By default, you are "out of combat". When your health is lowered by an enemy attack, you are "in combat" for a few seconds. Cautious Slug, Personal Shield Generator, and Red Whip should all have the same timing.
Shields should be adjusted to make the total time needed to fill them the same. This isn't meant to be a buff, just a way to give the game a more consistent rhythm.

sharp flower
#

!feedback Please give REX some extra passive regen. He feels pretty bad to use after the Monsoon changes.

muted forge
#

!feedback
Have ranged enemies spawn further away from the player so that they don't spawn directly in front of you when you're low and one shot you

knotty night
#

!feedback add strafing in the air after bouncing off geysers

fresh fulcrum
#

!feedback Artificer Alt (2nd of Many)

Alt M3 (Utility): Suspension

The Artificer locks herself in time using a hardened nano barrier, making her immune to damage, but unable to attack or move. Upon 5 seconds or if released early, she bursts the cage, dealing 400% damage to all enemies near her.

Potentially thematic to how she got locked up in Newt's Bazaar in the first place and another homage to classic mage spells.

tired spindle
#

!feedback Engineer primary Alt
Bring back Plasma Harpoons. Give them a stack of 4, a lengthy recharge time, and an interface like royal capacitor to target enemies.

little barn
#

!feedback make red whip "out of combat" not care about being hit, and rather only care about you yourself attacking - it'd make it a lot more useful while keeping the functionality intended for it

you still wouldnt be able to fight things without it deactivating, but instead of being an item that you only get to use if you dodge and weave like crazy, it becomes an item functional for helping moments where you have to retreat

broken skiff
#

!feedback
new item; 'crown of thorns'
% (+% per stack) of damage received is also dealt to the attacker.

neat cliff
#

!feedback disable friendly fire on ghost clay dunestriders so the game doesn't have a red item that kills you instead of helping you

broken skiff
#

!feedback Artificer gets pushed around way too much while airborne

reef zealot
#

!feedback suggested rework of commando's Grenade:
make it so that throwing the grenade does not interrupt double tap.
In comparison to Suppressive Fire, grenade bounces off of terrain and has a set explode time only after making contact with a surface. this makes it unreliable, generally do less damage (and, very imporantly, less damage than the player anticipates it will do), and feel less rewarding than a well timed/aimed SF. If it could be thrown alongside double tap, it would counter its unreliability because the player is no longer sacrificing reliable dps to use it, which makes it feel more rewarding to actually use, and it would make up for the loss of the stun by being a boost in damage output (whereas SF only does a little more dps than double tap).

jolly forge
#

!feedback Either make the monster tooth's health restoration instantaneous or have the orbs seek out the player instead of waiting to be collected.

simple charm
#

!feedback Since Rex goes underground while sprinting, make him have a passive similar to Rose_Buckler
This would help early game since you're already using a good chunk of hp to kill the stronger enemies

old socket
#

!feedback commando feels like he has nerf guns

lament gazelle
#

!feedback I get what you're trying to do with the engineer but the landmines really aren't the way to do it. They're clunky to use, don't deal enough damage, don't synergize well with any items, and aren't very fun to use. The spider mines idea is a step in the right direction but as it stands right now his default landmine ability sucks and really takes away from the engineers playability.

cinder pewter
#

!feedback in addition to a previous post, make commando's grenade greatly stifle its momentum and instantly fall to the ground as well as stunning the enemy on direct hit (the latter would really only be a minor Qol, because it would basically just secure the target inside the explosion radius). This would make aiming the grenade much easier because it wouldn't just bounce off of the ground and pass completely through the target, missing it.

buoyant wigeon
#

!feedback Make Commando automatically begin sprinting immediately after a dodge roll.

cinder pewter
#

!feedback New item: Copper Spring (uncommon, maybe rare)
Increases projectile velocity.

Other interactions:
Projectile attacks would naturally have increased max range on the account if the going faster, such as Engineer's grenades, and hitscan weapons would have increased max range
Various movement abilities including Huntress's blinks, commando's roll and mercenary's utility and eviscerate as well as Loader's charged fist and Artificer's Nano surge would have their range/speed increased, traversing longer distances in the same time.
REX's utility would have increased power.
The targeting for Huntress's abilities would have increased range, and Loader's Grapplefist's pull would be stronger.

Visually would display at the ends of gun barrels, on Artificer's wrists and on the ends of Mercenary's and Engineer's thrusters.

pallid vale
#

!feedback
For the feedback channel add a reaction that indicates if a similar/same idea has been suggested before. If possible, allow a way to link to the original post.

tawny tundra
#

!feedback

I would love to see more bosses like the overloading Worm. Maybe something like Malachite Tender (Malachite Grovetender) or Angelic Overlord: Lord on high (Celestine Imp Overlord)

I just love the idea of special boss variants that are more than just 'an elite version of x boss' Overloading Worm having not only a unique screen darkening effect but also unique electrical attacks is really cool and I'd love to see more like that. :)

tired spindle
#

!feedback make most utility abilities retain sprinting state for more fluid motion (exception for Artificer, Engineer)

river anchor
#

!feedback So Idk if this is intended or not, but apparently like if someone hasn't bought artificer, the character still shows up in the shop, but someone who owns them ( like me ) can still buy them, but having already unlocked the character I'm out ten coins and my friend couldn't buy artificer. I'm fine with people not being able to buy the character for their friends because ***You aren't going to unlock it all in the first week 😉 *** but I also would like it if there was an idiot proof system for people like me who are like " Hmm I wonder what happens if I buy two artificers"

median estuary
#

!feedback Please make it so after you charge teleporter to 99%, the music doesn't "fade" when you are not in the teleporter area... Or make an option to disable the fact that the music "fades" when away from teleporter area, I don't know. RoR2 ost is truly well-crafted, and it's a shame I can never listen to boss themes properly because I end up entering ad exiting the teleporter area during fight.

languid copper
#

!feedback toggleable option in the menu to default to sprinting
when you stop attacking, automatically start sprinting, and hold down shift (or whatever the button is on consoles) to walk instead of the other way around

hardy sphinx
#

!feedback instead of sprinting manually, i feel like a system where you speed up over time from walking, jogging to the sprint could be nice for the game, it would give you slow movements after stopping and you wouldnt zoom away instantly either, walking is default or maybe it factors in some items at a reduced rate, jogging is half speed. This would flow very well with the skills stopping your sprint, they would put you at the stage you’d end up at after the skill if the skill carries momentum. The you’d go faster and faster as you keep moving until you reach your current speed cap, this doesnt make you faster or slower in the end, it would simply give you some control over your speed. this doesnt change items or your max speed. Its literally the same as it in but you speed up by yourself by moving in a direction in a continuous manner

vast terrace
#

!feedback Loader is very fun to play and distinctly different from other characters, but there is a great deal of tedium in all her abilities cancelling her sprint, making you have to keep mashing that button in a way that feels very counter-intuitive.

oak fulcrum
#

!feedback make monsoon less difficult

hoary estuary
#

!feedback Challenges like Huntress' 'One shot one kill' challenge are too RNG based and are just downright boring to get. Just playing huntress and praying for a crowbar 3d printer is just dumb. Challenges like these should not be based solely on one item. A better challange would be "As Huntress, do X amount of damage in one instance of damage." Which yes, revolved around crowbar, but other items can help, such as focus crystal, shattering justice, AP rounds, etc. This same formula can be accomplished for various challenges. Such as "As X, Reach X attack speed" or "As X, Reach X move speed," which have the same premise of stacking items, but aren't reliant on one item

river anchor
#

!feedback For future challenges, maybe try focusing them more around a specific gameplay style rather than random challenges that can take multiple runs to complete because you didn't find a Crowbar printer. Artificer's new Fly works perfectly for this

Orbital Bombardment - Kill 15 Enemies before touching the ground, on completion this rewards you with an ability that allows you to keep playing with the playstyle that it just introduced. Essentially giving you a way to keep flying at the cost of the Flamethrower

Ex - Merc
Lightning Speed - Perform 30 attacks in a period of 2 seconds, this would unlock an alt weapon for Merc ( Base attack ) that replaces his sword with two small daggers that attack a lot faster, but don't do as much damage

olive linden
#

!FEEDBACK trade items with players for using lunar coins

lavish barn
#

!feedback I just want to say that Arti's Nano Spear unlock is really fun to use and feels like an appropriate side-grade to the Nano Bomb. Great work!

little barn
#

!feedback make drones stay closer, them splitting off so much is the leading cause of death among missile drones

stray notch
#

One message removed from a suspended account.

shell coral
#

!feedback add a machine for multiplayer to allow trading of items between players for a required amount of money for each player (make it expensive like a large chest or more).

placid eagle
#

!feedback Get rid of the ability to ping open containers, or just have them disappear a few seconds after opening them

zealous edge
#

!feedback Add a item that increases the factor by which a critical hit increases your damage.

proven plover
#

!feedback Lunar shop: add a gold item cauldron

shell coral
#

!feedback add a multi-shop for equipment items or red items but make them more rare

placid loom
#

!feedback Readd the scrolling shops from ROR1. The ones that roll through items until you use it again to choose what you get.

proud junco
#

!feedback add an option that prevent individual item display on your characters via logbook.

strange hare
#

!feedback Going off @zealous edge suggestion, a lunar item which scales crit damage based off of crit chance but hard caps the crit chance at something relatively low (maybe 50%)

frail panther
#

!feedback Alternate Engineer turret idea:
Tesla Turrets
Mobile turrets that hover just above the ground and deal 50% damage every 0.5s to up to 4 nearby enemies.
Crude sketch showing basic design attached.

fathom flare
#

!feedback Since we're all doing engi turret ideas, i thought a stationary one (because honestly those are the more fun ones to use imo) that fires an explosive mortar at extreme range would be neat. It would have to ignore ceiling though to be useful in the abyssal caves, or be smart with the angle it fired at.

north stump
#

!feedback Make the beetle guard which spawns from the item queens gland behave as a steed. It would give the item more use, and grant more mobility to slower characters in the early game (i.e engi/ artificer). You could use active items while riding the beetle guard, but none of your other characters abilities. Of course you can still be hit by enemies even while mounted. While traveling throughout the map on the beetle guard, you'd gain a trample attack where you run over enemies on the ground to do damage. Furthermore, only the owner of the queens gland item can ride the beetle guard. This would make the queens gland a more viable option to pick up in multiplayer, with the only downside being that in the late game you would ride the beetle guard less and less due to you chances of getting one-shot increasing. Damage from the trample would be similar to mul-t's saw blade, and the speed of the beetle guard could be increased slightly while mounted.

fresh fulcrum
#

!feedback Artificer Alt

Alt M4 (Special): Frozen Chains

This ability has two casts per cooldown. Each cast fires a frozen chain that deals 350% damage and freezing the target. If both chains hit, they link and slam the targets together, freezing and damaging them again.

Note: Bosses tier mobs are immune to being pulled, but other mobs will be pulled to the boss.

tepid loom
#

!feedback Adjust Rex's new M2 to hit things slightly lower than it currently does. Enemies are walking out of it because they slightly dipped down into an incline or can fly and just dropped a bit.

tired spindle
#

!feedback alternate Merc skill

Dash forward and deal 3 attacks to an enemy, chaining to enemies within 20m a max of 5 times. Increase number of targets with attack speed.

sharp tiger
#

!feedback ESC button go back in Menus

thin geode
#

!feedback For Multiplayer Games whenever a player dies (not counting deaths that get revived by Dio's) give all living players a buff of +50% damage that stacks with each death. Its extremely annoying when in a 3/4 player game when 2 or 3 people die the last person basically has to sit there chipping away at the bosses health with no extra hands for 15+ minutes. Even if i play well, if the amount of damage i do to a boss, when im the last one or 2, isnt alot (since the bosses are scaled for 3/4 people) then i just sit there forever for no reason slowly chipping away at a boss, and thats not even getting into ones that heal like dunestriders, at that point it can literally stop me form progressing if i cant do enough solo damage to kill them before they keep healing. Its kinda shitty to end multiplayer runs just because the 1 or 2 remaining people clear everything but a teleporter boss but then literally take forever to do any damage to it. Most of these games randoms will just leave the game (if in a quick match) and if im playing with friends they would rather just have me suicide and start over than wait forever for me to kill a boss.

fresh fulcrum
#

!feedback For Multiplayer Games whenever a player dies (not counting deaths that get revived by Dio's) give all living players a buff of +50% damage that stacks with each death. Its extremely annoying when in a 3/4 player game when 2 or 3 people die the last person basically has to sit there chipping away at the bosses health with no extra hands for 15+ minutes. Even if i play well, if the amount of damage i do to a boss, when im the last one or 2, isnt alot (since the bosses are scaled for 3/4 people) then i just sit there forever for no reason slowly chipping away at a boss, and thats not even getting into ones that heal like dunestriders, at that point it can literally stop me form progressing if i cant do enough solo damage to kill them before they keep healing. Its kinda shitty to end multiplayer runs just because the 1 or 2 remaining people clear everything but a teleporter boss but then literally take forever to do any damage to it. Most of these games randoms will just leave the game (if in a quick match) and if im playing with friends they would rather just have me suicide and start over than wait forever for me to kill a boss. For @thin geode

vast terrace
#

!feedback

Stacking shaped glass needs adjustment. With how oneshot protection works and the absurd power levels you can get with stacking shaped glass turns the late game into a joke. It's supposed to make you weaker and more fragile in exchange for power, but it actually makes you defensively far stronger the further the game goes thanks to how easy it becomes to regenerate lost health and one shot protection working even when your health is in single digits. On the other hand, there's no reason to not stack shaped glass as enemies end up doing so much damage by the end that you're better off having 10 health than 2000, as both times you can easily be taken down to 10% in one hit, while recovering 10 health is far easier than 2000.

gaunt bone
#

!feedback

All DoT (damage over time) skills across all survivors should scale up with attack speed, either through adding more individual ticks of damage, or by increasing the damage on each tick proportionately. Currently all of them lose more relevance as a run progresses due to other skills rather easily outdoing the ammount of damage a DoT skill can output with a war horn and berserker's pauldrons. This change would keep DoT skills more relevant throughout all stages of the game.

(This change is only targeted at survivor skills that deal their damage as a DoT specifficly, like Artificer's flamethrower, and both Rex and Huntress' rain skills, and not the DoTs applied by the skills, like bleeds, burns, Kajro's band, etc.)

cunning dove
#

!feedback blast shower is cool but it feels a bit underwhelming, what i think would be cool is if activating it made it so you instantly count as out of combat, so that slug, shields, and redwhip activate from using it, that way you have more reasons to use it than just "oh i have a debuff on me" and this would make it feel less underwhelming as a result i think

rustic cedar
#

!feedback Engineers laser mobile turrets have like.. really terrible pathing and AI. Maybe you could make them fly or something or just improve the AI for them.

mint hinge
#

!feedback

The number of lunar coins you get from obliterating at the obelisk should scale somewhat with how long your run is. I feel it would even itself out anyway since generally you use more lunar coins when you get these longer runs, and getting only five after spending so long on a crazy run can seem quite underwhelming.

placid eagle
#

!feedback add a are you sure button when you go to quit a run

frank panther
#

!feedback Lensmaker's Glasses Slight changes
Make the stacking 1-(.9^x)% chance (each stack decreases your chance to not crit by 10%) (actually multiplicative stacking) and increases crit damage by 5% (additive). I can post the math if people want to see it, but this buffs stacks 1-7, nerfs stacks 8-10, and buffs stacks 11-∞. With the format stacks=crit chance%, stacks are 5=40.95%, 10=65%, 15=79.4%, 20=87.84%. The stacking starts at it being a 10.5% damage increase, and approaches a 5% damage increase/new stack as stacks go to ∞.

This is an indirect nerf on "on crit" items (predatory instincts, harvester's scythe, due to crit chance decreasing), and an indirect buff on all on-proc damage items (since damage will be higher). This is a pretty hefty buff to Ocular HUD, as it would still give 100% crit rate with that being very difficult to achieve otherwise, and make it not worthless to have it with Lens-Maker's.

I am suggesting this due to wanting items to stack infinitely, and because a less-than-100%-crit-chance makes it easier for things to mess with and be balanced (lunars, 57-leaf-clover, etc). Please @ me if you want to see exact numbers, how it compares to current stacking, or have questions/comments

tl;dr: Stack multiplicatively for chance, additively for 5% more crit damage

vast terrace
#

!feedback

Monsoon has way too many wisp spawns at the moment. It seems to be affecting single player especially.

tepid glen
#

!feedback Beetles could do with being more threatening. They don't seem to be dangerous at all in any stage of the game. Coupled with a very slight nerf to Lesser Wisps, I think enemy balance would be solid.

willow ocean
#

!feedback
A general problem with RoR2 is that the AI are kind of not that good. So, I would just like to encourage the staff to have this be on their minds at least, as I know AI are really difficult to program so I don't expect immediate improvements, but I would like it to be a priority to upgrade AI of all allies.
This means people who ask for those sorts of things can stop since they've been requested to death.

little barn
#

!feedback
I feel like Snapfreeze should be able to be casted on walls, and not just the ground. It may help a little bit with it's lack of usefulness

peak cargo
#

!feedback

Currently there is an issue with commando's M2. There is little choice between the two. Phase round does substantially less damage than phase blast, at the cost of having range. As commando already has tools to deal with far targets, this is a non-issue. Phase round and phase blast should be comparable.

Suggestion: Buff phase round.

Increase the damage to 350%, and increase the proc coefficient to 2.0. This allows commando to work with less items, as any proc items he has will have their chances to go off doubled. The damage buff is to compete with phase blast's absurd damage, 8x200% vs the current phase round damage of 230%, which allows commando to get meaty procs instead.

This would introduce an interesting trade-off between the two skills.

Range and piercing for a better chance to proc any items with a high damage skill, or a close range high damage skill with a "lower" chance to proc.

gaunt bone
#

!feedback

Engineer's walking turrets are getting buffed by having more movement speed. Instead I would like to suggest keeping their base speed the same but have them considered "sprinting" while not attacking, so they can make use of rose bucklers and energy drinks, simultaneously solving their speed issue and making them slightly more survivable to compete with their shroom stacking cousins.

The sprinting might turn off at points as they run to you, but theoretically, any time they would be attacking they would be doing what you want them to do anyways, so it's not a big loss.

heavy glen
#

!feedback make Beetles slightly more threatening - currently their main means of damaging you is spawning as a Frost Elite and dying, if they had better tracking and/or could interrupt their walk cycle to attack that'd be good

stray notch
#

One message removed from a suspended account.

jolly forge
#

!feedback Bosses "healing" when time rolls over to a new block and their max health increases feels absolutely awful.

pallid vale
#

!feedback
Give Commando's utility ONE bonus thing. His current utility is pretty subpar compared to most other survivors utilities and I think strides is strictly better. All I'm asking for is something to make it feel just a tiny bit stronger.

It could be a slight increase to attack speed, or crit chance, or bonus to evasion for a short duration (2s or something). Or maybe a small barrier, or little heal at the end of the roll.

Just whatever it is, make it ONE thing, that is a tiny buff to make his utility just a little more interesting.

dusky swift
#

!feedback potential item inspired by Lloyd's Sword Ring from DS3 - Floyd's Pendant. Rarity, probably green.

Increase damage (+10%) when you are >95% HP. (+10% per stack).

I noticed that not a lot of items don't really alter the base DPS that much (like Shaped Glass literally doubling your damage output). This could be a neat item.

cunning dove
#

!feedback bring back filial imprinting i miss my cute pet :( (i'm serious i think it'd be a good item in this game to play around as the buffs you got were massive in ror1, and would overall work great as long as the pet just stays close to you)

earnest laurel
#

!feedback

ITEM CONCEPT

Military Medal "For being injured on the battlefield"

Rarity: Green, maybe. I'll leave it up to the devs.

Effect: Increase your damage by X% when below 20% health.

Explanation: Thought a "last stand" kind of item would do well in this game. Rex would benefit immensely, but it's great for any tough situation.

timber canyon
#

!feedback Old Guillotine's execute threshold is fairly unclear. If you have to get kinda far past the border before it actually executes and its really annoying seeing the elite's health get to the white line and not get executed. Would also be nice to see the execute threshold on Bosses. (Yeah I know it rarely only spawns an elite but still would be nice).

gilded bough
#

you know those flying fucks in distnat roost, how about if we can joinh friends gmaes ro spectate flying asround as them??

pallid vale
#

!feedback
The "Loadout" tab under the character selection menu only appears after you have unlocked your first skill. Make it so it appears even if you dont have any skills unlocked.

frail panther
#

!feedback
Another Engineer turret idea
Missile turrets
Stationary
Fires 6 seeking missiles in quick succession every other second for 50% damage each.
150% range of default turrets
Crude sketch showing basic appearance attached.

zealous edge
#

!feedback Have the chatbox tell us which item we gave away at a 3D-Printer

little barn
#

!feedback with the larger focus on multiplayer this game, maybe some sort of support class? Right now the closest thing we have is engineer setting up ghetto woods shrines with fungus.

fast maple
#

!feedback the ability to hard lock yourself out of being the host of the game. Just encase you are running this on a potato.

fair wraith
#

!feedback Instead of having to stop shooting to throw a commandos grenade make it so he still fires, but only with one hand and the other has the grenade thrown.

chilly crag
#

!feedback Item suggestion: Toxic Centipede (from the first ROR)
Green, offensive item:
Toxic Centipede wraps itself around a character's legs (aesthetic).
When an enemy gets near the player, the Centipede lunges at the enemy and starts revolving around the enemy (Like the planets around the sun), dealing continuous poison damage to the enemy.
When the enemy is dead, the Centipede jumps to an enemy near the enemy it just killed; if there are none, return to the player.
Just some food for thought. I don't know the exact numbers for the range of the Centipede, how many enemies it can attack, how much dmg it deals, etc.

vernal maple
#

!feedback Reintroduce the Crudely Drawn Buddy from the first Risk of Rain. However, instead of just attracting enemies, it should explode in an area when it takes too much damage or by re-activating the equipment key.

vale kite
#

!feedback Flamethrower tickrate scaling. Just about everyone's Special ability already benefits from attack speed bonuses, and Artificer doesnt scale well anywhere else with syringes either

peak cargo
#

!feedback

Chronobauble is one of the weakest green items, only slightly stronger than the Red Whip. Here are some suggestions.

  1. Keep the current effect, but knock it down to white quality.

  2. Keep the current quality, but have the slow reduce attack speed as well. Might want to reduce the duration to 1 second per stack or reduce the slow by 20% if you go with this option.

fair wraith
#

!feedback This is a suggestion for a support character, someone suggested it would help the games multiplayer system!

Tree Ent (And or Gnarled Tree Ent/ Just "Ent"

M1: Claws Of Nature
Attacks with one hand doing a forward slash, then strikes with the other, somewhat like the Imps basic attack is.

M2: Acorn Bomb
Throws an acorn to deal damage at enemies, upon hitting the ground releases a short bustling fungus like aura healing allies and yourself.

Utility/Shift: Root Rush
Goes underground somewhat like Rex's run animation (moves faster than normally) and creates a trail of thorns that deal small but effecient damage to enemies caught
By it (is invincible during Ability)

Special/R ability: Fruit Frenzy
The Ent digs his roots into the ground and begins spitting out fruit around himself lightly healing him (the fruit he spits out heals allies and himself
if ate and heals small portion of health) {Decently long CD}

Unique Trait: Connecting Roots
25% Of his healing received is evenly distributed among other players he still gains 75% of his healing.

I feel like a support character such as this ties in with rex, being a plant based character, although he isnt partly robot. His design would basically be a tree
With green glowing eyes, and mouth.

Another suggestion for this character would be for him to have a clunky jump as opposed to other characters decently fast jumps, he would prepare a higher jump then
Average characters, maybe a bit lower than a jump + hopoo jump?

LMK what you think 🙂
glass loom
#

!feedback make the artificers hover a toggle (or at least the option to make it a toggle)

buoyant wigeon
#

!feedback Add unique little animations for each survivor that play after being idle for a short while to give more personality to them, this wouldn't change anything in the gameplay but it might be nice to see a little more personality for these otherwise emotionless characters.

brave wasp
#

!feedback A character with a rotating machine gun with power abilities can pin her to the ground to improve stability with the secondary ability, auxiliary ability could put to weaken enemy defense or fire bullets, and the special could be a rage for gain status for a while.

little barn
#

!feedback

With all the turret suggestions, here is mine:

TRα Anti-Materiel Turret
Place a turret that inherits all your items. The turret shoots an anti-materiel round at enemies for 1600% damage every 1.5 seconds, which pierces enemies. The turret primarily targets heavy enemies with 200% the range of regular turrets. Has 1 charge.

glossy wind
#

!feedback Rex is the best boi. He needs some love to deal with monsoon, make his default regen 1.6 like merc and loader

peak cargo
#

!feedback

Since everyone is making their own characters, I might as well throw in mine for our best boi providence, all of his abilities are based on his attacks from his RoR1 boss fight. His design is based on big AOE damage, but has incredibly slow attack speed and long cooldowns.

M1: Greatsword: Slash all enemies in a wide arc for 300% damage. When used on the ground, releases a shockwave that travels along the ground and explodes when it reaches an enemy, dealing 200% damage. Very slow attack speed.

M2: Banishment: All enemies in a zone around your cursor experience damage ticks for 50% of your damage, shown by a pink circle targeting them and exploding. Lasts 5 seconds. More explosions occur with more attack speed.

Utility: Vanishing Smash: Teleport above a targeted enemy and bring your greatsword down upon them for 100%. You and the target then hurtle toward the surface, bringing the target smashing into the ground for 500% damage with a small shockwave around them.

Special: Shadow of Providence: Create a clone of darkness that possesses all of your items and abilities for 20 seconds, giving you additional armor for the duration. The clone is AI controlled and uses all your abilities and equipment, except for this ability. Their M2 is different, being named "Obliteration", which has the same targeting mechanics but deals damage based on the target's current health.

frail panther
#

!feedback
Alternate Engineer turret

Harpoon turret
Stationary turrets with 200% HP and 20 armor.
Fires a harpoon for 350% damage, hooking its target and slowly reeling it in. Enemies hooked by the harpoon gain the weaken status effect (reduced armor and damage) and take %10 damage every second. Cannot hook/reel boss class enemies. Attacks every 2.5 seconds when no enemy is hooked.

pallid vale
#

!feedback Question marks in terminals should have a small chance to award a higher tier item, similar to how chests work.

fair wraith
#

!feedback This is a concept for a character named "Preserver" He would be a high hp character but his damage wouldn't be extrodinairy (sorry for spelling)

M1: Shield bash
The Preserver would thrust himself forward increasing his defense during the action and dealing decent damage, the move would have slight knockback and may
Daze the opponent

M2: Slam
Punches the ground with great power and unleashes a small shockwave around himself knocking opponents upwards

Utility/Shift: Banner
Creates an aura around himself that slightly increases speed and attack speed, somewhat like a worse/better portable Warbanner

Special/R Ability: Taunt
Nearby enemies prioritize attacking the preserver instead of allies he would gain a shield that last the duration of the move

Alternative Abilities

He would not have a M1 Alt

M2 (Alt): Blockade
The preservers shield would reflect a hologram around itself and increase in size, the shield would have a certain amount of health, he can still walk in this state
and the preserver would still be able to use his M1, Utility, Utility Alt and R ability.

Utility/Shift (Alt): Berserk
The Preserver would gain a increase in attack speed, health, damage, and speed although the boosts would be minor and would only effect himself

Special/R Ability (Alt): War Cry
The Preserver and nearby teammates would gain a temporary shield that would slowly deplete

He would be a robot built to protect and serve, his alternate skin would give him a clean and fresh look opposed to his original dirty and rough look

If you dont like the idea or have any feedback please DM me telling why or what your feedback is 😄
compact path
#

!feedback blazing templar horde of many boss is WAY overtuned, there is no way this should even be in the game let alone a stage 3 boss. Templars need to be very rare spawns and maybe have a limit so only 1 or 2 can be active at once as they have a very fast windup to a hitscan weapon that deals tonnes of damage. I was playing commando who has a stun and a strides of heresy, played ultra safe behind cover and spammed my heal, it took me about 2 minutes to get it down to half health and then I popped out of cover for slightly too long and was instantly killed, as 1 shot protection is useless against high fire rate enemies.

I don't think this is an enemy type you can make a horde out of and if so it needs to be 2 of them at most, or a boss that can only spawn much later into a run. This is beyond unbalanced

warped stratus
#

!feedback Out of all the enemies and mechanics that exist in the game, there is exactly one attack that can one shot you pretty much at any point in the game, and it feels really bad when it happens. That attack is the Beetle Queen's "shotgun" spray attack. It feels really bad to instantly die to, and can happen randomly and with almost no "tell" on the boss, there is no very clear animation for when they do this attack, it just happens.
For melee and close range characters, this feels expectionally bad because if you get clipped the wrong way, even with significant effective health (5+ infusions) you can still get instantly killed your first or second loop.
A nerf to this would be nice. I'm not asking for a direct damage nerf... a better animation to tell us when it's coming, or perhaps a slightly larger spread earlier on, would suffice.

heavy glen
#

!feedback I'd like to see some rendition of the old OST present in the main game. Alternate callback themes with callback bosses has been suggested, but maybe things like "if you stay on this screen or map for longer than usual, a rendition of a ROR1 OST piece starts playing, like Arctic Oscillation in Rallypoint Delta or Coalescence in A Moment, Fractured"

lime basalt
#

!feedback
option to allow damage numbers to condense
one type damage cannot combine with other types of damage (e.g. Skill damage is separate from TriTip_Dagger)

weak linden
#

!feedback
Alternate to Engineer's bubble shield
Emergency Turret Relocation

Throw a grenade similar to the arc of the current shield that transports your turrets to the point of impact.
Good for getting you static turrets out of a tight spot when your kiting late game.
Good for walking turrets as you can re-group them before watching them march to their death.

While the shield is good early game, later on it feels like a death trap if you try to use it for any long period of time.
This would trade the good early game of the shield for a more late game orientated build.
Allowing you to reposition your turrets rather than being in the position of waiting 2 minutes for their CD if they do get swamped.

shy locust
#

!feedback I'm totally sure that this has been suggested before but the particles surrounding the teleporter need to be uniquely colored for each stage. The red coloring works great on alternating color palettes like in Siren's Call but in Abyssal Depths it's so difficult to see. I know the red outline is unique to the teleporter but having the particles be a contrasting color to the stage would make locating the tele much easier, especially with how visually cluttered the game can get in later stages/difficulties.

tough pendant
#

!feedback I see a lot of feedback about beetles, so here's what I think:

Beetles are meant to be cannon fodder. The reason they exist is so that you can proc on-death and on-hit effects. That's great and all, but maybe make their base speed 9 m/s (2 m/s faster than character base speed) so that you have to kill them or they'll catch up to you.

drifting kelp
#

!feedback Allow us to ping the pressure pads in aqueduct

fluid void
#

!feedback Allow us to unlock the ready button.

vivid hedge
#

!feedback Dio's Best Friend should give you a on-screen prompt that it'll activate. In really good runs, there's a good chance you'll forget you have an extra life, and I've seen many people, and myself, let go of the keyboard and quickly panic in realization that you're suddenly back up and die again quickly. Nothing about the item needs to be changed, just give the resurrections more warning will save so many future runs for a lot of people.

vestal flame
#

!feedback save and quit option for singleplayer to come back later or try and fix some bugs without losing current run

spare hamlet
#

!feedback CROSSPLAY

cunning dove
#

!feedback i think bringing back the harpoons for engineer's utility skill could work very well in this game actually, because right now the walking turrets aren't in the best position due to struggling to deal with flying enemies, and they aren't always inside the shield either, so this could promote a more aggressive playstyle with engineer, as opposed to the default loadout that is focused a lot more around turtling, this would also provide some much needed anti-air options for the engineer, as right now flying enemies are awful if you wanna try out the new turret, as the only real option you have as the engineer is to use the bullet turret as a reliable anti-air

frail panther
#

!feedback
The Hook and Cook turret

Type: Stationary turret
Limit: 1 turret (1 charge)
Inherit Items? Yes
Hp: 150% (195 base)
Armor: 20
Regen rate: 1.5/s
Range: 110% of default turret range (main weapon)

Attack description: Launches a harpoon at the strongest non-boss enemy in range (closest If equal strength), dealing 600% damage every 2.5 seconds. If the enemy is not a boss enemy, it will be "hooked" and the turret will reel it in(the turret will not fire any harpoons while an enemy is being reeled in). Once the enemy is reeled in it will be stuck on a spike and "cooked" by an AOE flame pulse emitted by the tower. The radius of the pulse is small(a little bigger than 1 stack of bustling fungus) and it deals 50% damage every 0.5 seconds. The flame pulse will activate whenever any enemy comes into range. Spiked enemies will only attack the turret and have their armor reduced by 10. Once an enemy is spiked, the harpoon turret can attack and hook another enemy. Up to 3(?)enemies can be spiked at once. If only bosses are in range(or if 3 enemies are already spiked) the turret will just fire harpoons at the closest.(600% damage every 2.5s).

DPS: 240% (main weapon) 100% (flame pulse)

verbal kettle
#

!feedback
If Meat Chunks is gonna steal monstertooth's name and appearance can it at least keep the on hit effect instead of only on death. Currently Feels awfully lame as is.

half gust
#

!feedback

Rex suffers pretty heavily right now given the regen changes. It’d be great to see him benefit more from his M1 with the heal, and to see the new M2 (Seed Volley) dropped in health cost and cooldown duration. Its a great ability personally I really enjoy it, but its really poor compared to his regular M2...

cinder pewter
#

!feedback A collection of Qol changes that would be nice to have for some survivors:
Healing on the third shot of REX's M1 should take into account the previous two shots.
Seed Volley should slow down enemies or heal you, otherwise it's not worth using.
Add some very slight homing on Artificer's M1 (either version, or both) so hitting wisps at range isnt so infuriating when they move around.
Increase the velocity of Artificer's Nano spear slightly.
Decrease or remove the dead zone when aiming directly down or up, so you can follow up Ion Surge with an attack immediately instead of floating backwards awkwardly for a few seconds, and so you can aim movement abilities directly up.
Increase the height of Huntress's arrow rain or give her the ability to place it in mid air so it isn't straight out useless against Vagrants.
Slightly increase the range of Carbonizer Turrets for a similar reason.
Decrease the pause you get when hitting enemies with Loader's charged fist.
Change Knuckleboom to an actual punch and give it speed scaling similar to charged fist so it gets some other use than something to finish off enemies with or do while said charged fist is on cooldown.

ivory trench
#

idea: there should be no fall damage in the bazaar thingy

old socket
#

!feedback artificer's particle/effect things around her hands on the select screen should change based on her primary and secondary skills

limpid sage
#

!feedback This is probably suggested before, but...
Toxic Centipede - Similarly weakening enemies, just like Rex's ability ( and Shattering Justice related.) Stacking would effect either duration, range, or power.

native jungle
#

!Feedback Give a description or tip on skills that are affected by Attack speed or Crit,, For instance the Huntress' Right click is not affected by Attack speed but Artificer's Right click is. It Will help identify what items we should get if we enjoy focussing a certain ability

tired spindle
#

!feedback let us look at character skins in the logbook

molten bolt
#

!feedback The Plasma Bolt seems underwhelming, almost like a downgrade in terms of damage when compared to Flame Bolt (due to it having ignition ticks). It would be nice if the Artificer's Plasma Bolt shocks nearby enemies when it grazes them, similar to the Charged Nano-Bomb
or
that the projectile travels faster than its counterpart, which will be more fitting for its electric aspect.

tired spindle
#

!feedback allow "obliterate at the obelisk" achievements to be activated for the first press and not actually ending the run (ie mastery and merc unlock). That way we don't have to end a fun run just to unlock something

floral stag
#

!feedback

I think MUL-T's saw should also generate barrier like Loader's melee attacks. It would definitely help since he has virtually no way to dodge.

heavy glen
#

!feedback allow area buffs like Bustling Fungus and Warbanner to affect non-player character allies, like Drones and Beetle Guards. I was wondering why I couldn't heal up my beetle friend!

hollow wind
#

!feedback we demand effigy of crippling depression to be featured at the recent lunar item poll. It's the best lunar item by far and everyone knows that.
How else would you do... that thingy mcthing.... that it does...
u could use it to switch equipment with someone else, I guess.

DON'T QUESTION US EFFIGY OF SADNESS BEEST ITEEM IN DE GAEM

shell nebula
#

!feedback Increase Effigy of Grief's AoE and make its effect Linger a couple seconds. thats it.

serene solstice
#

!feedback If Harvester's Scythe gives a crit chance increase, then Predatory Instincts should too. PI is basically a dead item unless you get LensMakers_Glasses or Harvesters_Scythe along with it, but Scythe doesn't suffer from the same issue, despite both items being green-tier crit synergy items.

Apparently, Predatory_Instincts does grant a crit chance increase. In that case, please update the item description to reflect this.

stoic hawk
#

!feedback Add some kind of indicator that the Headstompers are on cooldown? Dim its sprite or something, put a number over it, anything.

narrow epoch
#

!feedback
i have several different ideas for loader alt abilities
1st is give loader an uppercut ability that launches enemies in an area in front of her up into the air while stunning them

hardy sphinx
#

!feedback loader alt skills, she’s already got the doomfist punch, give her the rest of his kit, meteor strike, uppercut slam. They’re the same character

quartz axle
#

!feedback Make Mul-T’s saw not pull you into to enemies, have a greatly reduced pull, or instead pull enemies into you. This way having too much attack speed won’t make you catapult past any tanky enemy you try and saw in the late game.

wispy vault
#

!feedback Add a timer next to our active buffs and debuffs so we can see how much time is left on each of them. Also add things like imp bleed and tar to the list of active status effects.

hallow zinc
#

!feedback

Make it so that if you Hold R with the Commando's frag grenade it will show the path the grenade will take. Showing it's trajectory. Not where it would bounce to, but just where it would initially land.

narrow epoch
#

!feedback
2nd loader alt idea
give her an area ground slam similar to the one used by beetle guards with similar effects to my previous suggestion, knocking enemies in an area around her into the air and stunning them
damage and possibly aoe could scale with vertical velocity to make it more interesting

rare crater
#

!feedback Dunestriders should only succ a maximum of 2 or 3 times, or have a minimum of 2-3 and have it scale with the level you're on.
Sick and tired of fights being lengthened enough to where i die because they're able to heal off of eachother near-infinitely once there's more than 3.

hollow ember
#

!feedback Focus Crystal should be buffed from 15% per stack to 20% per stack, to help it keep up with items like Crowbar, and to be more of an incentive to get up close to monsters as a non melee survivor.

narrow epoch
#

!feedback
idea 3 for loader alt
give her a block ability where she puts up her arms like a boxer to negate or reduce incoming damage from the front, obviously she cant punch while blocking

little barn
#

!feedback
Quick backstory: I just got my girlfriend into RoR2. She loves it! She’s a very competent gamer so I didn’t hassle her about how to play. But after three days, she asked me “What item does that” when I used the new Shift on Arti. I told her it was a skill, and she had no idea those were even in the game.

Clearly, having the challenges tucked away at the back of the logbook makes it a little difficult for new players to even realize they exist. So I’d like to see the Loadouts tab available before any skill is unlocked, which would immediately draw a new player’s attention to these skills.

I know it’s a tiny QOL thing, but why not, right?

fervent meteor
#

!feedback
So...I've been thinking about the loadout system and all the rad possibilities it has. Firstly 👌 . Secondly, I was thinking that it might be the perfect compromise for adding in the original characters from RoR2, which you all are against. These loadouts could functionally allow the current cast to act in emulation of an older character. I noticed this when Commando got his shotgun, It completely changed his range play and made me think of enforcer. When more skills are added in 🤞 , Commando COULD functionally be enforcer.

The same goes with all the other characters. Merc can loadout as Miner, Huntress could loadout as Sniper, Loader could loadout as Han-D, etc...
I feel this is something to explore along with the skins (which is an excellent addition). This would both remove the need for older characters and give the players more challenges/ customization.

Have a nice day.

fervent solstice
#

!feedback
Hey y'all, I wanted to leave some feedback because of an experience I had with RoR2 on PlayStation 4. Essentially, I tried to see if the console port of the game was compatible with a keyboard and mouse, and to my surprise it works, but I couldn't exactly edit my keyboard bindings, and the mouse sensitivity was locked pretty slow. After trying it out and deciding it wasn't really worth it, I booted up the game again only to find out that the title screen wouldn't properly load, and would only be fixed upon deleting my save data, which doesn't bother me too much, considering I get to have fun unlocking everything again. My point with this whole thing is, I'd love to see proper keyboard and mouse support for consoles, because I find the game is much more enjoyable that way. Thanks for reading! Have a wonderful day!

grim moth
#

!feedback
so we have items for the rapid fire classes to put out more damage, we have items for the up close classes to do more damage, but how about an item for the burst-y classes? like a green tier that allows you to do more damage on a cooldown, sorta like amplifying your next ability's damage output by an ammount and stacking it either increases the bonus damage or reduces the cooldown (or both).

hardy sphinx
#

!feedback this is a rough item idea, but an item that increases your armor, making you take less damage, it would offer a different alternative to just broach and teddy bears or stacking a million shaped glasses to get your health low so OSP kicks in always, it would literally reduce damage taken per stack of the item, i’m seeing it as a green item, maybe called “bulletproof jacket” or something like that. Armor on the player’s side isnt something that present other than like mul-t “dash” somethibg like 5% per stack or less

cunning dove
#

!feedback i think bringing back the teleporting elites from ror1 would make combat a bit more engaging, giving the enemies that are normally pathetically weak (beetles) a chance to actually hit you as well, as well as melee attacks being more of a thing to learn to avoid as well, and i feel like it'd be more fun for melee character to play in the long run

rough seal
#

!feedback This is kind of a weird one, but I'd love it it there was a toggleable W. Most of this game is spent holding W while turning around with mouse, it starts to hurt my hand holding W for several hours.

echo terrace
#

!feedback fix the switch version of the game as it is very buggy

plucky fern
#

!feedback Add Scavenger back as a boss again

shy locust
#

!feedback This is just my own personal idea but the Rose Buckler as it currently sits is not a very useful uncommon item, with the only survivors getting any kind of real benefit from it being Huntress (being able to fire while sprinting) and MUL-T (Transport Mode adds 200 armor). I know more armor items will be added in the future but the Buckler’s damage reduction while sprinting becomes falls off harder than the majority of uncommon items.

So my idea for a change to the Rose Buckler is that while sprinting a small circular shield is projected in front of you which has a 25% chance (logarithmic stacking similar to Tougher Times, unaffected by luck) of blocking an attack.

A higher chance directional block would make the item much more engaging and interesting to use and give players a choice between stacking a 24/7 block from a common item or a larger directional block from an uncommon item.

south hearth
#

I think having Loader's basic attack (LM) be a downward ground slam when in the air would help fix her one dimensional nature. This could also give it more options as a loadout. Singletarget burst / AoE/ or stun ect.

tired spindle
#

!feedback
For loader, add an alt m1/change the default so that the third attack is a slam like in ror1. Make it pop smaller enemies up and closer to the loader. Optionally add back in the launch tech where jumping at a certain point of the slam launches you forward like wax quail.

left moth
#

!feedback

I'd like to suggest a public lobby group loot/enhancements/item option.
I keep getting people that hoard items that can move exponentially faster than i can on certain survivor at the start.
Catching up seems to be an insurmountable task .
Can we add a diceroll or personal item build option to prevent this ?
My experience hasn't been good dealing with hoarders, and i can only imagine how it is for new players that jump into the lobby group making.
Can this be enabled ?
I'd also like to suggest a group finder option that specifies how the loot will be distribute and/or if the items are going to be personal/master/group/Round Robin etc . Preformed groups with friends you shouldn't have to worry about that, because i am usually in comms with them talking about how we're going to share looted items from the areas we purchase . Multiplayer is so focused on selfish greediness, and it could be exponentially better.

I think it would be a HUGE boon to the multiplayer experience that is sorely lacking right now.

plucky fern
#

!feedback Some sort of Challenge mode/run. Like you start off with certain set of items, conditions, maybe skip you forward in difficulty. Stuff would be like. Slow speed, no sprinting, or very fast healing yet you take a multiplied amount of damage. Those just being some examples. And in the future also be set certain artifacts

digital galleon
#

!feedback I don't know how many times it's been suggested but an equipment item that pauses time would be awesome, maybe between 5 and 10 seconds with a kinda long cd, around 60 seconds

wanton bolt
#

!feedback
Alt artificer utility:
Frost barrier.
20 second cool down which starts on cast.
Grants 50 armor when active.
Detonates after 10 ranged attacks or 1 melee attack, freezing enemies within an 8 meter radius and delivers 200% damage.

vernal maple
#

!feedback Given that there are already 5 characters from the original game, I predict that the next two will be entirely new. In the case of this, I'd like to propose a DLC system.

For a small amount of money, players could get a single character and their challenges for alt abilities. That's it. No other strings are attached. Character packs could even be lumped together to form bundles that cost a certain % less than buying them all separately.

I know many people will downvote this feedback post for use of the D-word that so many games have been abusing lately, but I feel this is a good way to both support Hopoo and get something out of it.

south hearth
#

!feedback allow Loaders M1 ability to become a downward ground slam when in the air.

little barn
#

!feedback let engineer move purchased gun turrets. Would make them worth buying more often than they are now and would make for a neat passive.

whole rock
#

!feedback Split screen for playing with my roommates? Maybe some idea to make people play on voice chat in multiplayer more also (I don’t even do it, but would help random teams to go a lot further & for more experienced people to help newer people; which then makes them not get tired of the game & quit)

hushed breach
#

!feedback Make RoR2 non-online multiplayer (split screen)

compact linden
#

!feedback Add a minimap.

heavy glen
#

!feedback add a minimap

pallid vale
#

!feedback
Since Commando is the first character you get to play, I think his challenges or even just one challenge to unlock his new skill(s) should be the easiest and take the least amount of time to do.

I think new players should be able to see how skills 2.0 work right off the bat without having to grind 2 or 3 hours to kill an overloading worm or get to stage 20 (they also seem kind of redundant, if you get to stage 20 you probably have killed an overloading worm) .

little barn
#

!feedback have radar scanner show the type of object scanned, at least for the teleporter

compact linden
#

!feedback Allow us to ping multiple things and them all stay active.

teal jacinth
#

!feedback resolve H3AD-5T conflict with artificer's hover ability. It easily turns mundane situation into a nightmarish one. E.g. you suddenly drop into the crossfile instead of hovering above it, losing ability to gain height at the same time.

I'll be honest, I don't have a good solution to this. Every simple solution has a major downside:

  • Toggle with default disable will avoid sudden change of behavior in the middle of a combat. Most people won't enable it though.
  • Making it a lunar item will require a conscious pick-up decision. But the item would require a rework to affect everyone.
  • Special trigger sequence would solve the problem immediately. Obvious and discoverable cases clash with other base mechanics: hold for artificer hover, multiple taps for hopoo feather or mercenary air jumps.

The only solutions I can come up that are easy and don't introduce bad design is either removal of the item or rework of artificer's passive. Neither is something I feel competent to reason about, however.

compact linden
#

!feedback Allow players to join mid game. I've had multiple friends/lfg strangers want to play but we are 2-3 stages into a run.

tired briar
#

!feedback in addition to @compact linden suggestion of multiple pinging, allow me to cancel all that I've pinged. Probably via holding down the ping button.

rocky peak
#

!feedback
This is more of a later idea as the game is being developed but
Implement a feature for streamers where the people in chat can input commands that would influence the game, as in what teleporter boss would spawn or what modifiers/artifacts would be in the next upcoming run

gusty sorrel
#

!feedback falling off the stage should have a punishment associated with it, but having it set you to 1 hp in the early game seems unfair. Expecially when it teleports you back to the ledge on top of an enemy which can hit you before you even have a chance to react

buoyant wigeon
#

!feedback An alternate Shift ability for Commando that rolls a shorter distance than default but gives you a small duration where you can use abilities while sprinting after finishing the roll.

compact linden
#

!feedback Give us something to spend our leftover money on at the end of the stage (possibly a slot machine). It feels bad if your team-mates open most of the chests and you end up losing $1k+

heavy glen
#

!feedback make it so that the teleporter remains relatively easy to find on all maps and map variants- it needs to be visible at a distance. On maps like Plains and Aqueduct all spawn positions are fine, but one location on the Roost is invisible from a distance even with the particles having sufficient contrast. Several locations in Scorched Acres are nearly impossible to see at distance due to the teleporter's particles blending in with the color scheme. Abyss is fine, while Siren's Call can just be frustrating to walk through.

I would change the Distant Roost location, on the open-air island that has a bridge to it, to be visible from the main area, and change the particle effect for Scorched Acres uniquely so that its visibility is roughly equal to Rallypoint (or just make it not spawn on that tiny ledge)

stray notch
#

One message removed from a suspended account.

little barn
#

!feedback An alternate shift for engineer that lets him dash a short distance wth his jetpack. Engie drops off late game hard with his lack of mobility right now.

half gust
#

!feedback

Make red whip perform the same as cautious slug, as long as you’re “out of danger” it’s active. Maybe nerf its speed buff lightly to compensate.

timber canyon
#

!feedback I assume this has been said plenty of times before but a little number over infusion saying how many staccs you have would be really nice, like a little 250/400 above it or something (assuming you have 4 infusions), or even just a little checkmark or something if you're done staccing it instead of having to look and see if youre still getting the orbs from kills

south hearth
#

!feedback The mobile turrets seem to have a lower survivability. Instead of changing that. could we have 3 at a time? with a lower cooldown?

median estuary
#

!feedback Please make it so the shield granted by Personal Shield Generator doesn't count as health for the Ethereal and Piercing Wind challenges... It says "when you drop under 100% health", but shields aren't health (unless you picked up Transcendence, of course)

buoyant wigeon
#

!feedback
Reposting for ChickNamedDarrell due to technical difficulties

Multiply XP from money later stages/levels. The further stages or levels you are it gives more XP. x2 or scales slowly like x1.5, x2, x2.5, etc. It would incentivize usage of the Brittle Crown. If you successfully take less damage, you get more XP at the end, more levels, more power

open tartan
#

!feedback
As the game goes on, Warbanner's benefit happens less and less, and its non-scaling stats are proportionally worse and worse. It needs to be more consistent, happening at least once per stage and with scaling stats.
A related problem: As the game goes on, the teleporter event radius becomes too small to handle the survivor’s speed and the increased monster spawns; the area needs to scale somehow.
Warbanner: “The teleporter event is 10% (+10% per stack) larger, and increases allies' attack speed and movement speed by 10% (+10% per stack).” By planting your flag on the teleporter, you claim a larger area and get a morale boost when defending it. With additive movement speed, the event size buff is proportionally larger than the speed buff.

plucky fern
#

!feedback A second feedback discussion channel so we arent changing topics through feedback constantly. Because right now we cant keep discussing a topic without either other peoples inputs being suppressed or ours fading out

tired spindle
#

!feedback
Change the color of friendly malachite spikes/urchins with Wake of Vultures so I dont have a heart attack every time I see them spawn on top of me

plucky fern
#

!feedback Readd the Burning Witness (maybe tweak it) as a boss item and then an extra boss item like Overloaded Witness that drops from Overloading Worm. Obviously by the name it would use electrical damage instead of fire. Maybe like on kill it shocks a nearby enemy(ies) for x% damage. Keep in mind OverWorm is more rare than MagWorm and later game

fair wraith
#

!feedback This is a concept for a character named "Preserver" He would be a high hp character but his damage wouldn't be extrodinairy (sorry for spelling)

M1: Shield bash
The Preserver would thrust himself forward increasing his defense during the action and dealing decent damage, the move would have slight knockback and may
Daze the opponent

M2: Slam
Punches the ground with great power and unleashes a small shockwave around himself knocking opponents upwards

Utility/Shift: Banner
Creates an aura around himself that slightly increases speed and attack speed, somewhat like a worse/better portable Warbanner

Special/R Ability: Taunt
Nearby enemies prioritize attacking the preserver instead of allies he would gain a shield that last the duration of the move

Alternative Abilities

He would not have a M1 Alt

M2 (Alt): Blockade
The preservers shield would reflect a hologram around itself and increase in size, the shield would have a certain amount of health, he can still walk in this state
and the preserver would still be able to use his M1, Utility, Utility Alt and R ability.

Utility/Shift (Alt): Berserk
The Preserver would gain a increase in attack speed, health, damage, and speed although the boosts would be minor and would only effect himself

Special/R Ability (Alt): War Cry
The Preserver and nearby teammates would gain a temporary shield that would slowly deplete

He would be a robot built to protect and serve, his alternate skin would give him a clean and fresh look opposed to his original dirty and rough look

If you dont like the idea or have any feedback please DM me telling why or what your feedback is 😄
little barn
#

!feedback

Engineer Alt M1: Seeker Units
Charge up to 6 explosive drone units that seek enemies and explode on impact dealing 115% damage each. Automatically fires after a short period of being charged.

Unlock: Orbs to Orbs
Defeat 6 Solus Probes using Engineer's M1.

(Rather than the typical idea of bringing back missiles, I thought keeping in line with orb shaped projectiles would be more fun thematically. The idea behind the unlock is that the Engineer is salvaging the Solus Control Unit's technology. Also, having cute mini explosive Solus Probes as a projectile amuses me.)

vale kite
#

!feedback
Wake of Vultures should double your damage for the duration that it is in effect. All elites except for Malachite and Celestine already receive this multiplier, and to be honest it isn't a great item as it is.

drifting kelp
#

!feedback Give us more control over loader in the air after she uses her M2, don't give us some other ground slam ability or whatever. Just make her easier to control after she swings since you have virtually no control over where you go or if you want to stop yourself without a hopoo feather, so I'll just find myself careening off into the abyss if I swing too far or too fast. Don't make the actual swinging or takeoff any different though, just some say in where we want to land.

lean socket
#

!feedback Have the difficulty be clearly visible on the end screen of a run.

fleet narwhal
#

!feedback Update Brittle Crown to be better. My potential idea is: Give it a higher gold gain on hit chance, along with giving it an effect like Golden Gun from the first RoR (more damage with more gold) and it would be golden

compact linden
#

!feedback Add a Compass

fleet narwhal
#

!feedback number 2. the loader needs a suplex. because. look. she really needs one, for uh... reasons that totally aren't related to me being a lesbian ((in all honestly, it's because it would be super interesting.))
maybe an alternate shift?
essentially, the first enemy you hit is grabbed. you launch into the air, then come crashing down, dealing a ton of damage to the enemy and creating a shockwave that does more damage the closer you are to the point of impact. similar to headstompers, but cooler.
maybe you could grapple multiple enemies?
oh yeah, and you could charge the suplex, of course, which affects how high you launch into the air, and how large the shockwave is (and the shockwave's damage... and the damage of the suplex too.)

fair wraith
#

!feedback Another character idea :l

"Leader" He would be a support character whos alts focus on his Allies

M1: Double Barrel

The Leader would have a two charge wide spread shotgun attack capable of dealing high close range damage.

M2: Whistle

Periodically stuns nearby enemies and gives a small attack speed boost to himself and nearby allies

Utility/Shift: Leg Slide

Slides forward with his leg sticking out, has a little more distance then the commandos roll but, he damages enemies in his way.

Special/R Ability: Call To Arms

Summons in two missle drones which inherit items for a decent period of time (Long-ish Cooldown)

His Alt Abilities would be completely different

M1 (Alt): Burst rifle

Fires a three round burst with a very little amount of spread and has good medium range damage

M2 (Alt): Roll Call 

Summons a crosshair to aim at an enemy upon pressing M2 for a second time all allies (not including players) Will focus the targeted enemy giving it the highest priority
This will count for teammates allies (FE: Engi turrets)

Utility/Shift (Alt): Radio Siren

Increases Speed and Attack speed to nearby players and himself, mostly increase speed but slightly increases attack speed.

Special/R Ability: Saving Grace

Summons in 2-3 Healing drones for a decent amount of time which inherit items (Also a long cooldown)

Alt Skin: Lifeguard

Gives him the design of a lifeguard, his guns become inflatable and make rubber duck noises.

Please give feedback by mentioning me or dming me it would be appreciated.
little barn
#

!feedback
Please fix drones randomly dying when you head to the Bazaar between time. It's even worse because you can't even buy them back.

merry bear
#

!feedback Instead of limiting your total healing per second to 10% of your max health with Corpsebloom, it should just split every heal into 10 smaller heals every second. For instance, if you heal for 10, Corpsebloom would split that into 1 health per second for 10 seconds

Another example: If you heal for 10, and then 10 again 5 seconds later, it would be 1 health per second for 5 seconds, then 2 health per second for 5 seconds, and then 1 health per second for 5 seconds again.

This way the downside doesn't literally cripple your entire run, but it's still pretty bad. This also means that it can still synergize with rejuvenation rack, and you won't end up with healing items becoming useless.

fading parcel
#

!feedback I know it's official that the Plasma Bolts are going to be buffed to be similar to the Flame Bolts, but personally I'd like to see it changed to have a different effect based on its respective "element".

In exchange for setting the AOE back to that of the Flame Bolts, as a secondary function I think it would be more interesting if it produced up to a small number of single target lighting arcs on impact, per projectile rather than on hit maybe and firing from enemies the projectile hits rather than hitting them as well to keep the "intent" of the skill intact.

It would fulfill a similar effect as the larger AOE does, only more reliable in its effective range and more useful in general in the effect itself.

It also might just be fun to fire lighting off from a surface next to a crowd.

dense flume
#

!feedback There should be a little animation that slides the difficulty meter to the right upon entering a new area. Right now it just jumps over to the right, and for someone not so keen this will easily go unnoticed. Little qol change.

little barn
#

!feedback why doesn't bleed have its own debuff icon yet??

heavy glen
#

!feedback create a Difficulty Graph/Timeline that shows you what you were doing, when, such as when each item was collected, when you levelled up, and when difficulty progressed. That's probably a lot to calculate and/or digest right after a run, so if it's implemented it would probably be better put under some kind of Recent Run Statistics menu. Maybe add an option to export statistical data to a text dump in Documents.

latent isle
#

!feedback Artificer's wall feels really strange.

At first you see a wall, and you think: "Man, I'm going to use this wall to protect myself from enemies!"

And then you actually try to do that, and you realize that the wall sucks when you try to use it as a defensive ability. It doesn't block projectiles, doesn't protect from flying enemies at all, and it can't even kill the weakest enemies on its own. It just doesn't work, and trying to hold territory in general is a bad strategy (unless you play the engineer).

Then you mess around with it a little bit more and realize that the wall is pretty good - it can execute enemies at low health, so it's really strong at killing mid-level targets like bison and golems. But you have to use it as an offensive ability. You have to cast the wall right on top of your target.

So why is this ability a wall?!?

The wall is really weird to use as an offense ability because it's a wall. Enemies are supposed to run into it, but you're trying to spawn it on top of them. So it feels super jank and it's awkward to cast. It also makes it totally useless against flying enemies because you can only cast it on the ground.

While I'd ideally like her default utility skill to be reworked, just please please please please please don't make her alt utility another wall! Make it something that's actually designed to be an offensive ability. It'll make everything flow much better.

Thanks @serene solstice for the repost!

serene solstice
#

!feedback ((REPOST FOR @latent isle))
Artificer's wall feels really strange.

At first you see a wall, and you think: "Man, I'm going to use this wall to protect myself from enemies!"

And then you actually try to do that, and you realize that the wall sucks when you try to use it as a defensive ability. It doesn't block projectiles, doesn't protect from flying enemies at all, and it can't even kill the weakest enemies on its own. It just doesn't work, and trying to hold territory in general is a bad strategy (unless you play the engineer).

Then you mess around with it a little bit more and realize that the wall is pretty good - it can execute enemies at low health, so it's really strong at killing mid-level targets like bison and golems. But you have to use it as an offensive ability. You have to cast the wall right on top of your target.

So why is this ability a wall?!?

The wall is really weird to use as an offense ability because it's a wall. Enemies are supposed to run into it, but you're trying to spawn it on top of them. So it feels super jank and it's awkward to cast. It also makes it totally useless against flying enemies because you can only cast it on the ground.

While I'd ideally like her default utility skill to be reworked, just please please please please please don't make her alt utility another wall! Make it something that's actually designed to be an offensive ability. It'll make everything flow much better.

shy locust
#

!feedback Add a directional heat map for enemy locations (similar to ones used in games like Destiny 2)

In the first game because it was 2D enemies were never able to sneak up on you and you always had an idea of where enemies were relative to you. But now that you only can see what’s in front of you - even with the enemy sounds and telegraphs - it’s extremely easy for enemies to get the jump on you and it can feel extremely cheap to take a lot of damage to a mob you couldn’t see.

So a circle in the UI broken down into 8 sections each representing a direction from you (ex: top of circle is in front of you, bottom of circle is behind you) and the more intense the red coloring of the section is, the more enemies or tougher enemies there are in that direction.

ancient kelp
#

!feedback every single time i've been to siren's call, i break enough eggs to activate the alloy worship unit even when going out of my way not to break any. it is excruciating having to be locked into fighting two separate bosses and most of the time it ends my runs. i would love it if the bound to spawn it was way higher or there was a second requirement to do it.

spark lynx
#

!feedback I miss the previous ping implementation that would snap to objects rather than requiring pixel perfect accuracy (except when it instead decides to ping yourself). It was much easier to use to communicate and I don't have the time to be pixel perfect on faraway objects (or time to figure out where to stand so the thing at my feet isn't blocked by my body).

The current implementation results in lots of "wants to move to " spam and getting hung up on weird tiny terrain edges, making communication much harder than having it snap to interactables. More importantly, we shouldn't be able to ping that we want to attack ourselves (the current result if you look down and try to ping something).

One suggested priority list for ping snapping: Items, Teleporter, elites, boss typed enemies, unopened shops and chests, regular enemies, opened shops and chests (say opened in description), misc interactable objects, everything thing not otherwise listed, the ground, the sky (for giving directions), and remove "wants to attack self"

compact linden
#

!feedback Replace "?" that appears when using the Radar with Icons that represent the picks up when a pick up is discovered but not picked up.

visual python
#

!feedback There's no way to get exclusive fullscreen or Virtual Super Resolution (AMD) in the game. VSR is a feature in AMD graphics cards (the NVIDIA equivalent is called Dynamic Super Resolution) that renders the game at a higher than native resolution then scales down the image to native. It greatly benefits image quality, mainly Anti-Aliasing for those who can run the game well. Exclusive fullscreen is also not supported by the game, and it increases performance.

I tried editing configurations files and the registry, but none of the configs worked and they're reverted after launching the game. Holding shift to bring the unity configuration window does let me use VSR at first (the "black screen" before the main menu is rendered at the desired resolution) but it reverts to the native resolution when the main menu appears.

shy locust
#

!feedback The Commando is currently the weakest and least satisfying to play Survivor in the game in all aspects. In terms of crowd control, damage, movement, survivability, and item/skill synergies, the Commando is outclassed by every other survivor in the game. While it's an understandable design choice to have the first Survivor available to players being a standard "jack of all trades, master of none" character, Commando just feels awful to play as in his current state with no rewarding or engaging skill loop. I wrote a 1200 word breakdown (which will be posted elsewhere) of my suggested changes, but to sum up my problems quickly:

  1. His damage output is too low for a character that can only attack one enemy at a time for the majority of the time with no added benefit outside of an extra proc chance.

  2. Commando is too dependent on AOE items like Ukulele and Will o' the Wisp to handle crowds of enemies and needs more innate ability to manage/damage crowds.

  3. Commando's skills have little synergy between each other which leads to boring one-dimensional gameplay loops.

My suggested changes are as follows:

-Primary: Increase base damage and damage falloff, remove weapon spread on extended fire. (Promotes closer battles and improves primary QOL by having players miss by their own skill instead of chance)

-Secondary: No changes. (Will be improved by changes to Utility/Special as listed below)

-Utility: Increase cooldown, grants attack short speed bonus, reduced cooldown if monster slain during bonus. (Adds central gimmick/skill synergy to Commando. Promotes higher mobility during close-range battles and rewards riskier gameplay styles with near constant attack speed buffs and frequent repositioning)

-Special: Bullets explode shrapnel in conical area behind first monster hit, stuns, less damage/proc chance. (Gives Commando more control over groups of enemies affecting the group instead of the ones only in front of a crowd)

main pawn
#

hey does anyone know whatsup with the engineer mine acheivement? it looks like i defeated a boss in like 3 seconds on easy with freind and i didnt get it....

coral wagon
#

First off, wrong channel, secondly, you probably just didn't actually do it under 5 seconds

cinder pewter
#

!feedback A supportive character that revolves around healing, the medical robot mentioned in the Med-Kits Log entry: MED-E
Edit: guys TF2 medic-kind of supportive

drifting kelp
#

!feedback When radar scanner detects an item like chronobauble, the icon for the item should show up where it is instead of a question mark.

rain plinth
#

!feedback let commando grande the ability to hold r and cook the grande allowing more accurate and use for the benfits of the skill

jolly forge
#

!feedback Make Imp Overlords/Magma Worms that spawn as bosses spawn in/near the teleporter radius instead of somewhere really far away where they aren't aggroed to the player.

proven cypress
#

!feedback create an online form for bug reports so that you can more easily get the useful information from reports. The bugs report channel on discord is often missing information and this could be combatted with a form.

little barn
#

!feedback Give engineer a passive that buffs drones, like a bonus to attack speed or HP

limpid sage
#

!feedback
Beetle Gland items, as they summon Beetle Guards to your cause, they should work similarly to Halcyon Seed. So only one Beetle Guard is possible to summon...stacked items obviously should buff Beetle...

limpid sage
#

!feedback
( Note, this may be separated to from another Beetle Gland item suggestion/feedback, thus making another one! )

Beetle Gland can summon an elite Beetle Guards.

vocal fossil
#

!feedback Please change or remove the "don't fall under 100% health challenges". They are the most unfun thing I have encountered in this game thus far.

robust swallow
#

!feedback I posted this before maybe it will be seen this time and can be added next patch.It would be nice to see the diffuculty of the game at the obliteration/death screen.

rocky wraith
#

!feedback i think there should really be an increased amount of lunar coin reward for each loop. like now by default for each difficulty, we get 5 lunar, but i believe that there'd be much more incentive for players to consider going on another loop if you get one extra lunar reward per loop, OR the stacking reward would change per difficulty like
-drizzle (5 lunar + 1 per loop)
-rainstorm (5 lunar + 2 per loop)
-monsoon (5 lunar + 3 per loop)

nocturne kiln
#

!idea custom keybinds for each hero.

sleek yew
#

!feedback custom keybinds for each survivor

buoyant wigeon
#

!feedback Make the amount of Lunar Coins obtained via obliteration scale depending on how many Celestial Portals you have encountered in a run, but not gone through. So at Stage 7, you get 5 coins, but if you instead choose to obliterate on it's next appearance, you would get 8 coins, then on the next appearance, you would get 10 coins, etc

median estuary
#

!feedback Beetle Guards spawned from Beetle Glands should have a different color. Too many times I end up trying to dodge their friendly fire because in the mess of the battle I mistake then for enemies

pure crest
#

!Feedback Matchmaking is frustrating when host is in china and lag is inevitable. Also, when host has to leave, it disconnects the run for everybody. Why not pass host upon host leaving?

willow orbit
#

!feedback Adding to Bioball's suggestion, have a multiplayer tab in settings that allow us to set a region/ping limit for quick match.

warped stratus
#

!feedback Make so the Bundle_of_Fireworks item works with Equipment items, like Launcher and Foreign_Fruit. This will bring a little more value into an otherwise niche item that technically only has limited uses per level.

coral wagon
#

To explain why that's a bad idea, imagine having 5+ stacks of a 2500%+ aoe punch that grants barrier and offers intense mobility with just a handful of white items

heavy glen
#

!feedback Allow some degree of button-mapping customization, per-character. It wouldn't affect which abilities belong in each "slot" but it would allow you to use Charged Gauntlet as an M2 with Grapple Fist as a Shift, or bind Retool to M2 for easier switches.

It could be pretty easily accomplished in Loadout by click and drag.

earnest laurel
#

!feedback remove the damage from Arti's alternate R and make it a Shift

feral dock
#

!feedback allow host to fast forward loading and/or fast forward when the lobby is already full

glossy wind
#

!feedback Artificer's new M2 should have enough damage per shot to one-tap wisps. They are her bane throughout the game and having to shoot twice to get rid of a regular one is a game breaking handicap, especially on the first lööp

placid loom
#

!feedback Saying people keep saying “I’d love a medic character” in other chats, here’s a rough idea for one. This is a rough idea and is meant to be somewhat balanced. Can be balanced out by devs, but again, this is a general idea. (I won’t bother reading pings for feedback due to classes after this is posted.)

Allies is defined as anyone on your team list to the side, including ghosts and drones.

Passive: You heal for 10% of the health you heal others for with your skills. Does not give HP if you heal barrier. (So it’s more fun on the user’s end for both choices of modes) I have asked a lot about this idea in game questions and game discussion 1, and got feedback before posting.

M1: Fire a rapid firing weapon for 60% damage. Damage scales with current HP. (This is an SMG that has a lower proc chance, but fires once about every 0.35 seconds with a somewhat lower accuracy than commandos.)

M2: Holds 10 charges. Heal the target ally you can see for 7.5% of their Total HP and increase armor for 3 seconds.. You may also use it on yourself to heal for 5% of your total HP without gaining armor. Cooldown: ~6s

Utility: Plant a Banner/Drone at the cost of 25% of your HP. The drone/banner gives an aura of power, increasing most stats for 10 seconds when alies go in it. (Once it goes, the buff lasts for 3 seconds more.) Cooldown: ~25S

Ult: Heal all allies for 75% of their total health, and give them a 25% barrier. Any overheal for the normal heal will also turn into barrier. Does not affect ghosts. Cooldown cannot be reduced. Cooldown: 120s

Alt Skills Possible:

Ult - Give all allies a barrier equal to 100% of their max HP and refill their shields.
Utility - Throw a small packet similar to the Bandolier that gives whoever picks it up 10% of their HP back and 10% barrier. Has 4 charges.
M1 - Fire a slow weapon for 170% damage. (Once every 0.9s)
M1 - Fire a shotgun that launches 6 pellets for 90% damage each. (Lower Proc chance per pellet, added together is a 1 chance)

little barn
#

!feedback make beetle queen able to move during her attack animations, and make her move a lil more quickly - one of the reasons she feels absolutely silly easy to fight is that she just sits completely still
if she constantly pushed toward you she'd be a lot more terrifying, and that shotgun spit attack would be way more dangerous

fair wraith
#

!feedback this character will be a damage character this time

He would be called the "Blacksmith" and would be medium hp with high damage output although his attacks would be slow.

M1: Hammer Toss/Sword Javelin

The blacksmith would throw a heavy hammer with a bit of ark that would do high damage, it would be a slow but rewarding move if hitting

M2: Forge

This move would change the blacksmiths M1 and Special, his M1 would do a bit less damage and would throw a sword instead, but it has less ark and is faster. His Special would
Change the sword, to a greathammer and he would slam it down creating an AOE shockwave, it would do more damage but with slower movements

Utility/Shift: Ironclad rush

The blacksmith would charge forward knocking back any light enemies in his path, heavy enemies would move with him and if they collided with a wall they would take
a heavy amount of damage.

Special/R: Sword Strike/Hammer Slammer

The blacksmith would slash with a heavy sword left to right dealing medium damage on the first hit and heavy damage on the next

Now for his alts which focus on dps

M1 (Alt): Magma Bucket

Splash forward a shotgun blast of magma drops that would do burning damage, the move would be slightly spammable and would be effecient with dps if forged is used the magma
bucket would send out a wave of magma instead of spammable drops

No M2 Alt

Utility/Shift: Armor Up

This ability would make the Blacksmith slower but would give him a temporary medium hp shield, the move would have a long cooldown and the cooldown would only start if
his shield has been broken

Special/R: Axe Spin/Flame Mace

For his Axe spin he would twirl around dealing fast damage with his Axe Spin and gaining a speed buff. For his flame mace which is active from forge, he would strike
left and right two times dealing light-medium damage and inflicting a burn 3 with each swing.

Like always, feedback would be appreciated

soft mural
#

!feedback
Make Hordes of Many only spawn non-elite monsters or just one elite monster from stages 1-3, and lower the maximum amount of combined health they can have. Currently, they're way too powerful when compared to normal bosses and are colloquially known as run-killers. I once had a run ended on stage 1 when a horde of blazing stone golems spawned without a shrine of the mountain on rainstorm difficulty. They are not fun in their current state and definitely need a rework.

tidal flower
#

!feedback
Make drones actually stay with you for more consistent support like in ror1

glacial cairn
#

!feedback Stop 3D-printers from being able to launch items off the map or into unreachable spots.

placid loom
#

!feedback Make drones stats increase slightly after every level to make them more reliable and less of a waste of cash. Also make later drones start with higher stats.

primal vector
#

!feedback We need to put the “crowd” in crowdfunder. Activating it will target the closest enemy in your line of sight (fuel cells will increase the amount of enemies it can target). Also instead of it constantly draining your cash, make it function like a shrine of chance. Ex: You put in 10 coins and it will rev up and shoot for like 10 seconds. You can activate it again to reset the duration and increase the damage, and the money will keep going up until the duration ends and it will reset again back to 10 coins (money value will change with how far you are into the game obviously). I’m not sure how gesture would play into this, so I’m happy to hear suggestions in feedback-discussion.

soft mural
#

!feedback
My suggestions for the low-tier Lunar items:

  • Make Corpsebloom give you a -20% curse on your health similar to the Spinel Tonic debuff instead of spreading out your healing. Both the curse and healing effects should stack multiplicativly.
  • Keep the self-affliction on Effigy of Grief, Hellfire Tincture, and Glowing Meteorite, but make the items "throwable" with a white bubble showing where it will hit similar to MUL-T's M2 if you hold the activation button.
  • Make Effigy last maybe 15-20 seconds wherever you throw it and give it, say, a 40s cooldown. Make the effect persist for a few seconds after leaving its AoE.
  • Raise Tincture's self-damage to account for the throwable effect.
  • Make Glowing Meteorite cast like Huntress' default R only with a much larger area of effect, maybe about the size of the teleporter bubble. Make the meteors actual projectiles that fall from the sky (through terrain if you're in a cave or something).
  • Make Crown of Greed give you gold equal to a percentage of damage dealt on every hit, and lose gold equal to a multiplier of damage taken. Both would increase by stacking.
cinder pewter
#

!feedback potential ice-themed alt R for Artificer: Blizzard
Works kinda like the snowglobe from the first game:
You project a field around you that slows enemies and has a chance to freeze them every second, the field lasts for a few seconds and is centered on you so it moves with you.

reef blaze
#

!feedback alternative skill for mines:

Detonating charge: plants an explosive charge which can be detonated at will. Big dmg and AOE, high CD.

soft mural
#

!feedback
Rework Mercenary's new R ability to make it less underwhelming. Give it a bigger hitbox, allow it to hit maybe 10 or so times instead of 8, and above all else let the projectile pierce through an infinite amount of enemies. In its current state it is seriously underpowered when compared to Eviscerate given how you forfeit 3 seconds of invulnerability for the ability to attack 3 enemies at a time with an ability that half the time doesn't even kill basic monsters. It should be an ability that forfeits his invuln and single target damage with an upgrade to his lacking crowd control capabilities.
Also, don't even get me started on how hard the challenge to unlock it is.

tired briar
#

!feedback Artificer's new special is great for evasion, but it breaks the flow of battles and messes up stuff. This is especially problematic since you can't aim downwards easily. One solution is to change the leap, instead of going straight up, it would be backwards and upwards in a certain degree, such as 45. Would also increase her mobility.

barren onyx
#

!feedback What if Corpsebloom has its upside as you heal a percent of your health from killing enemies but all healing from other sources gets halved (or reduced). This would make it so that it isn’t just a Rejuvenation Rack that distributes your healing

rain plinth
#

!feedback for merc secand shift attack add a attack mechnic of dash as a finsiher of the new right click cause right now its just an upper cut and you cant slash afterrward so better add a combo

solid summit
#

!feedback please fix the fire dmg its so much dmg from like the tier one burn and its relly annoying just getting snagged by one flame wisp and losein half hp

glass loom
#

!feedback I thought of a new character for risk of rain 2 called

The Grand-master

Primary Skill. Wind burst
The Grand-master shoots out a burst of wind from his hand strait forward and can pierce trough 1 enemy

Secondary skill. Earth shatter
The Grand-master Leaps high into the air then the player selects where to land dealing splash damage knocking any enemy hit into the air (except bosses)

Utility skill. Gut punch
The Grand master lunges himself forward dealing massive single target damage to the first enemy hit

Special skill. Meditate
The grand master Hovers in the air creating a large area where him and his teammates can heal. however it dose leave him our in the open

To Unlock.
In the Scorched Acres There will be a large bell at the highest platform in the center of the map where the player and gather shards around the map, after finding 10 shards the player then can fix the bell. Once fixed the player rings the bell when you ring it a message pops up and says "You hear the bell ring through space and time." After 10 seconds the The Grand-master will spawn, once defeater. the player will revive the warrior
achievement and be rewarded with the grand master survivor

Thought this would be a cool new character Hess meant to be a Crowd Control support kind of guy

little barn
#

!feedback allow an option to print multiple times at once at a 3D printer e.g. Hold E to print 5

little barn
#

!feedback add some sort of balancing to not make it easy to tell if you're gonna get an unstoppable run. It should always be unpredictable but not super unfair. This is done in other roguelikes by making health regen scarce but obviously that's not really an option with this game because it's in 3d. So a cool balancing mechanic to prevent being able to predict an obvious 100 stage run from stage 3 to 5 doesnt happen

shy locust
#

!feedback Update friendly Aurelionite’s AOE indicators to any other color besides red. Not only can it be visually cluttered and easily misread as a Stone Titan fist, it scares the bejeebles out of me. Please update its colors to be distinct from other enemy AOE ground markers.

velvet tusk
#

!feedback
Please allow some form of pausing for multiplayer sessions. Perhaps an option on the Esc menu which, when voted on unanimously, will pause the game

magic marsh
#

!feedback Seemingly undodgeable attacks are incredibly frustrating to me, and I'm sure others agree. I'm aware cutting line of sight to a stone titan or wandering vagrant protects you but sometimes you literally cannot get to cover. IE, punched out of cover by titan, 2 vagrants simultaneously explode etc. My suggestion towards fixing this could be adding some i-frames for movement abilities, making the stone titan laser lose track of you temporarily when using movement abilities and vagrant aoe slightly smaller. I'm all for these abilities being hard-hitting, or difficult to avoid just not a fan of it being near-impossible.

jolly forge
#

!feedback Reduce knockback on airborne enemies (and players too). Accidentally blasting an enemy out of range is pretty annoying, especially since it's a bit inconsistent.

cinder pewter
#

!feedback increase the knockback airborne enemies take from certain attacks so it's more feasible to smash them against walls.

chilly crag
#

!feedback for the thing... above
rex's seed volley drain too much health????

fleet narwhal
#

!feedback i have idea. random survivor. maybe with some toggleable options like, random loadout? or random skin. idk any other options but it would be neat

mint vapor
#

!feedback testing 123 is dyno is on nope she is not on people do not post feedback

river reef
#

!feedback Have Rex's basic attack (his left-click) heal for a % of health missing. I feel that this will give more incentive to use it, and actually make the healing feel impactful at moments where it's really needed.

river anchor
#

!feedback As someone who loves supports and utility based characters, maybe have a character unlock based around that

Requirement - Heal other players 1000 health through items etc

Unlocks a support based survivor who helps keep the team alive, but can work by themselves, something like Zenyatta from Overwatch, a support character that can provide healing or buffs, but also can fight on their own

plucky fern
#

!feedback This is based off what @tidal flower said Make drones actually stay with you for more consistent support like in ror1 But it seems ALL minions need better Path Finding. Like the Beetle Guard spawned by Gland I always watch him just constantly walk off the edge when theres no enemies on the map or I'm simply right behind him.

shell coral
#

!feedback as currently in Risk of Rain 2 equipment drones are useless you should be able to pick back up the equipment that you give equipment drones after they die. it doesn't seem right to accidentally buy a equipment drone when you are spamming pick up while you are flying across the map just to have the equipment drone die and only have the ability to get the drone again and not the equipment. so equipment drones should drop the equipment that they have on death so it can be picked back up

neat cliff
#

!feedback improve the proc coefficient on directive: inject (rex's m1), currently it's 0.5 in spite of having a fairly low rate of fire and slow projectiles

tired briar
#

!feedback As an engineer it's difficult to completely utilize infusion with your main damage coming from turrets. If there is no intention of having turret kills count as Engi's, maybe add a flashing icon when you reach Engi's infusion limit. That way I can try to make my own kills without going overboard not knowing I've reached 100 hp or not.

latent isle
#

!feedback Ok, so every single ability in Risk of Rain 2 feels awesome. Explosions are bassy and loud, bullets make super satisfying hit sounds when they land, and the visuals give everything that sense of power and flashiness.

Every ability except for Artificer's new M1.

Seriously, when I use this ability it just feels sad. The zap zap when you fire feels... weak. The projectiles themselves look empty, and the explosions feel about as forceful as a limp towel.

Compare that to her old M1, which is densely packed with particles, makes a woosh sound like fanning flames when you fire, and has a boomy explosion that you can really feel the impact of. I know that her M1 is a primary and so it shouldn't be the most over the top thing in her kit, but that doesn't mean it has to feel weak.

Her new M1 needs a buff, but please don't make it a good ability without sprucing up the aesthetics a little! I think it would be sad to have a good ability that nobody really wants to play because it doesn't feel strong.

coral wagon
#

!feedback Consider making some alt passive skills, for the Loadout system. For example, a passive that replaces Merc's double jump with bonus damage at low health (very anime) or a passive for Artificer that replaces her gentle hover with something like the Photon Jetpack from RoR1 (assuming that jetpack doesn't get added in later)

mint vapor
#

!feedback dyno is down again i think... this is the second time THIS DAY this has happend EDIT : yup dead as a bug

vestal iris
#

Please do not use this channel as anything except a feedback channel. If Dyno is down, there's no reason to type anything in here.

solid summit
#

!feedback idk how to fix this but can we try to make the magma worm less of a annoying fight he is just like up on the surface for one second and then dart under the ground and that just is not fun to fight and while we are on bosses can you make it so the imp overlord spawns at the god dam portal so i dont have to go and find him to make it teleport to me and maybe nerf the timer on when he teleports to you he just did that all the time for me

jolly forge
#

!feedback Make multishop terminals "stickier," i.e less prone to your selection changing and accidentally switching to an unwanted item. This mostly happens when trying to buy on the move.

unkempt solar
#

!feedback make imp overlord and magma worm not spawn outside of the teleporter charge zone

coral wagon
#

!feedback Consider making some alt passive skills, for the Loadout system. For example, a passive that replaces Merc's double jump with bonus damage at low health (very anime) or a passive for Artificer that replaces her gentle hover with something like the Photon Jetpack from RoR1 (assuming that jetpack doesn't get added in later)

lament gazelle
#

!feedback Nerf. The. Wisps. Their attacks hit almost 100% of the time and its not fair.

last ravine
#

!feedback Make Artificer's alternate M1 homing because they're balls of electricity. They should be attracted to the nearest thing like a sock to a freshly dried blanket.

silent eagle
#

!feedback make the chronobauble decrease enemy attackspeed

little barn
#

!feedback There should be an indicator on whether you have or have not completed a skill challenge while playing in a match. Of course not every skill would need this, for example getting 12 Crossbows on Huntress, or killing an Overloading Worm on Commando, but on unlocks that require you to stay above 100% of your health or kill a boss in a set amount of time. It wouldn't be that necessary but would give the player information on if they are still able to complete it or not, and just save time in some cases. (Also just as a reminder too)

vast terrace
#

!feedback
Make Lepton Daisy give Barrier instead of health, or make the 'overheal' amount turn into barrier. Currently, it's way too situational and ends up just diluting the green item pool with an item that's pretty objectively 'bad'. Having it give you barrier instead would make it less reliant on the player just happening to be at low health at the time of the heal, especially given how the health bar works more like a 'pendulum' at the moment.

digital ermine
#

!feedback Allow people to un-ready in lobbies.

vestal iris
#

The bot is down. You do not need to let us know, everyone can see that the bot is down. Please do not test to see if the bot is back. Please do not react to others if they decide they want to ignore what I'm asking. Just wait until the bot is back to submit your feedback and ideas. Thank you.

tender kiln
#

!feedback
Malachite spikes could have a health bar so that you could get rid of them rather then just see them liter the battle field against your control

solid summit
#

!feedback new abillity for the commando and the loader ----------------------------------------------------------------------------------- commandos abillity takes the place off the dodge roll its called run and gun the commando gets a pretty hefty movement speed boost and fireing speed hopo can figure the numbers out ------------------------------------------------------------------------------------ loader abillity
takes the place off basic attacks its called power jabs and its just the same as it was in the risk of rain 1 a 3 hit combo with a knoch up in the end or it could be a faster attack like jabs instead off the full arm swing punches

lyric locust
#

!feedback You know the Beetle Guard?
The one that spawns from the Queen's Gland?

You should be able to ride it to get more health/damage reduction, speed and maybe replace your Utility with its ground smash or its earth projectile.

solid summit
#

!feedback can we get a bit more health regen for the diffrent deifficultys i know its sopposed to be hard but when you are on 54 hp trying to hide to get some health its pretty annoying geting like ten hp per ten seconds

round musk
#

!feedback I think it would be a good idea for allied players who disconnect from the game to drop the items they had possessed.. it's pretty frustrating when someone crashes or just leaves, and you are left with less power, which just puts a deathmark on you.

sage berry
#

!feedback I had an idea to make teleporter events more intersting. Sometimes when you spawn into a level, the Teleporter is broken and its pieces scattered. You have to collect the pieces across the map and repair it before you can activate it.

worthy nimbus
#

!feedback I really think turrets you buy should be moveable when you first buy them, instead of instantly deploying, you are able to deploy them first. This would also let solo players sometimes get the rings on the desert map if there's a turret on it

sage finch
#

!feedback I think the Artificer, and maybe the Mercenary (although I didn't play him as much so I don't really know his situation), should have higher base damage than the other characters? I think that upgrading the base damage and downgrading their skills scaling can make pretty much all items feel better on them, as they don't attack nearly as much as, for example, the Commando, so on-hit effects are really much more useful on the later

indigo flicker
#

!feedback Make the Loader sprint on her knuckles like a gorilla

deft mason
#

!feedback ideas for more alternate engineer abilities

M1: Blowback Burst, a blast of exhaust from his jetpack that does moderate damage at a short range but knocks enemies back, mostly for the engineer who wants to focus on supporting turrets.

M2: His missiles from RoR1, complete with the needing to stay immobile while they fire unless in the air and AS speeding the rate they fire to allow you to be more mobile

Utility: Crudely Programmed Hologram, a dummy he can throw out which is more useful to walking turrets.

Special: Prepackaged Turrets, can be tossed instead of placed, cant die, possibly dont benefit from items, much higher scaling, expire after a time, his RoR1 turrets essentially

native meadow
#

!feedback this is an admittedly almost-definitely bad idea, but with strides of heresy in the game, I kind of want to see more lunar items that replace the other abilities, so you can replace an entire character's loadout with lunar abilities, probably having some sort of challenge associated with it.

As for the items themselves, for the m1, probably replaces it with a powerful melee, I'm thinking some kind of scythe or hammer or something?
m2, I'm thinking some kind of cannon, has a bit of arc but is fast enough that its not as bad as Mul-T's scrap launcher.
Utility of course is already there, so for special I'm thinking something similar to a Vagrant aoe.

Of course, this is all just off the top of my head, but the main part of my feedback (which I hope is how you'll react to my comment) is that it would be interesting to be able to have a full kit of lunar abilities.

snow jetty
#

!feedback alternate level/map versions
In this diagram, E represents the entire environment and A represents the current play area with the box being the border of the play area. I propose that the existing maps be expanded into other areas of the environment(E) such as B, C, D, F, and G. When spawning into these areas, it would be great if you could still see the familiar area A. This would give the feel that you are actually arriving on a planet and not a staged environment that has variations.

Edit: If you were to spawn in area D, None of the other areas would be accessible for that run. I am not requesting the maps be bigger.

vast terrace
#

!feedback
Make Lepton Daisy give Barrier instead of health, or make the 'overheal' amount turn into barrier. Currently, it's way too situational and ends up just diluting the green item pool with an item that's pretty objectively 'bad'. Having it give you barrier instead would make it less reliant on the player just happening to be at low health at the time of the heal, especially given how the health bar works more like a 'pendulum' at the moment.
Another way to increase its usability is to make it heal less, but much more often -- say, going from 50% heal at 50%, go to 5% per 5%, or 10% per 10%, with stacks either increasing the frequency or the strength of the heal or both.

little barn
#

!feedback recolor rex B skin plant abilities after his plant (basically make the B skin ones teal/green instead of pink)

PS its a miracle that i got rex's b skin in the first place haahahh, he could really use a buff!

rich ice
#

!feedback greater wisps should be immune to Rising Thunder's knockback

sleek yew
#

!feedback Consider giving Rex a regeneration buff, right now his secondary and ultimate skills damage him more than he can reasonably regenerate, which makes him rather lame and hard to play

crude scarab
#

!feedback Perhaps some "guarantee" a specialty chest would show up on each map would be nice. It would help mitigate problems such as people not getting any healing items or similar situations. Especially since natural healing was fixed, it's been more evident how painstaking it is to not get anything to heal with.

little barn
#

!feedback Finally started to play on Monsoon and Horde of Many seems to mess you up REALLY hard if you get it before Stage 5. It'd probably be a lot more balanced and less anger inducing if Hordes of Many can only appear after the initial loop is completed.

neon nimbus
#

! feedback Engi ability idea's
New M1 missiles, home deal 200% take twice as long to charge (maybe lower proc ratio)
M2 mine ideas , Incendiary mines explode for 3 instances of 200% damage applies burn, Freeze mines explode for 450% damage and freeze, overloading mines explode for 450% over a much larger area but take longer to arm
Utility idea, Heal zone 24m radius heals 10% hp per second in 2 tics of 5% for 10 seconds (25 sec cd) any overheal within the area turns into barrier.
Turret, maybe add a drone type turret that does much less damage (idk i feel like the current secondary turret would work better as a drone)
(i cba to wait for the bot to come back up sry :/)

earnest laurel
#

!feedback add more items and equipments that interact with shields. Personal Shield Generator and Transcendence are just terrible items because they are essentially less useful health. Give them some good synergy and make it worth it.

ember thicket
#

!feedback what if there was a pvp mode where players spawn in a different world, and after a certain time limit or level they battle it out/ that or players spawn in a different world and they have to try to sabotage the other persons run by buying monsters with the money grinded

tidal orchid
#

!feedback transfer ownership of multiplayer servers to someone else if the owner leaves

serene solstice
#

!feedback Make an incentive for players to carry the Fuel Array to Rex after just unlocking him for the first time. Perhaps doing it gives you a special item?

torpid echo
#

!feedback add sandbox mode where you can test how items stack/work together

shy locust
#

!feedback Rework the optional boss Alloy Worship Unit’s spawn conditions so that it replaces the teleporter event boss for the Siren’s Call stage, and instead of an uncommon item it spawns a legendary. (Aka destroy 5 nests and instead of a Titan/Vagrant/etc. spawning when you activate the teleporter the Alloy Worship Unit spawns).

The boss itself is fine (but the circular yeet field on the ground during the second phase of the fight could use more visuals to make the effect clearer) , the issue is that the amount of time it takes to defeat the boss can be nearly run ending. Fighting the WAU while having to manage a never ending stream of monsters appearing, while the game gets harder and harder, makes the optional boss just not worth the trouble for just a red item unless it’s very early in the run.

So making it replace the teleporter boss would both make the fight more manageable (enemies will only spawn as the teleporter is charging as they currently do) and arguably make it a little more difficult as the AWU loves firing big AOE shots which will be more of a challenge in the limited area of the teleporter.

narrow epoch
#

!feedback
an alt shift for commando that gives him a tackle or shoulder barge ability with a small knockback so he can escape crowds or knock enemies off edges and generally be more aggressive

vital belfry
#

!feedback I saw someone post a similar idea earlier but it would be cool to be able to unlock some abilities for characters that change the way someone would play the player.
i.e. Commando could unlock a quicker dodge and exchange it with his old one but the new dodge is shorter distance but faster

tired briar
#

!feedback Altering War Banner.
War Banner is -imo- a great item, but it falls in use heavily late-game simply because you barely level up enough to make it worth its salt. My solution; reduce the EXP required for levelling up later on, but reduce stat gains. For example, Huntress receives +27 HP per level. At lvl15 reduce the hp gain to 13~14 but halve the EXP needed. The stat gains are practically the same (albeit gradual), but the frequency of levelling up later is increased making better use of War Banner, instead of going through entire levels without a single use. Number and details are susceptible to adjustment.

river sonnet
#

I think the commando grenade should explode when it hits something, or at least stick. Atm it disrupts the skill rotation and is v hit and miss making the other R an auto take

earnest laurel
#

!feedback separate health and shields. Make abilities and special damage that affect health not affect health and abilities and special damage that affect shields not affect shields. That would go a long way to making shields viable.

sterile gate
#

!feedback Lesser Wisp's tracking for their projectile should behave similarly to the Stone Golem's laser so you can actually dodge it. Unless you hide behind something or use a movement/i-frame skill then it feels like it's guaranteed to hit you. Normally this wouldn't bother me but it makes the Mercenary Ethereal challenge nearly impossible.

little barn
#

!feedback make the range for focus crystal mildly larger, since while its 100% fine on melee characters given their reach is only a suuuper short distance, paired with them having absolutely insane movement tools to make up for that, its still too short to even make up much of the reach of things like artificer's flamethrower, which are also built with reach as a downside

slim magnet
#

!feedback
When obliterating yourself by using the obelisk, you can gain additional lunar coins depending on have many minions you currently have (Ex: drones), along with the 5 lunar coins you will always receive.

agile swan
#

!feedback Rework war banner to be by kill amount instead of level. This would help it be more useful in the lategame.