#ror2-feedback-and-ideas

1 messages · Page 13 of 1

lean path
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!feedback Make the warbanner radius charge the teleporter and activate lepton daisy

boreal hinge
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!feedback Could we have motion controls for Risk of Rain on the switch Like in Zelda breath of the wild and Splatoon 2? Without them it you're simply too slow and inaccurate to survive with the sticks alone.

little barn
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!feedback Make Chronobauble a white item, not only would it make the green pool less contaminated it would just feel better while playing, killing a difficult boss or even a mountain boss and then getting chronobauble feels like a kick to the groin.

simple hearth
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!feedback Make chronobauble slow attack speed. It would be useless as a white item since there's nothing to scale like most white items, since you only need 1 for the full effect, but at the moment it isn't strong enough to justify being a green item, most of which just getting one can be the turning point in a run. if it slowed attack speed in addition to movement speed, it would increase survivability by enough to justify its position as a green item

foggy fiber
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!feedback nerf the wisps there way to op when there are large amounts of them and you have very low health and just when you have a lot of health and you get bullied

sage berry
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!feedback Can we get some Steam emoticons in the future?

verbal kettle
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!feedback Can Lunar Coins Currently own be displayed on the main menu/Logbook or at least In the character selection screen. Knowing how many coins you have going into a run helps you plan what kind of shenanigans you are gonna attempts.

fair wraith
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!feedback someone suggested alt passives would be cool, so why not having an alt passive for loader, like consecutive punches increase attack speed by a little

wraith grove
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!feedback Have Warbanner give an experience boost and/or armor to make it a little more relevant late game. Could even instead change it to trigger on teleporter instead of level up

molten willow
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!feedback Delete Aurelionite and Stone titans global attacks, like why you can't LoS this guys?

high dune
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!feedback Can drones level up according to their living time, like gunner has more attack speed, healing heals more or faster etc. Reset when they get killed. Or have a option to fuse same kind of drones to level up.

lunar cliff
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!feedback Something that would be really appreciated is to have a way to see our total stats while on the middle of the run. Having more exact numbers about things such as critical hit rate or your regen per second could help greatly towards deciding what items to take.

rocky wraith
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!feedback add a lunar coin count in the character select screen...

obsidian falcon
#

!feedback make powers absorbed through Wake of Vultures a different color from normal elite colors to distinguish friend/foe

narrow epoch
#

!feedback
make it so that items that drop off ledges respawn on the edge like the player does
(i know the bot is dead but still
remember my words)

blissful sage
#

!feedback
New structure: Category Multishop. Basically it's Damage, Healing and Utility chests combined in one multishop, but you can open only one category and the other two will lock. You can't see specific items in slots before the purchase like you can with regular Multishop, each slot functions like its respective category chest.

soft mural
#

!feedback
Make Brittle Crown give coins equal to 10% of your damage on every hit and keep the lose gold on getting hit effect.
Make Corpsebloom double your healing but halve your damage to make it fit more as a situational item like shaped glass rather than a "lol never pick this shit up" sort of thing.
Make Effigy of Grief and Hellfire Tincture throwable items instead of making them drop wherever you are.
Make Glowing Meteorite a castable item a la Huntress' default R and make the meteors actual projectiles so they can hit enemies in the air.

barren crane
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!feedback Maybe make the artificer 2nd alternate ability easier then 1 second of burst. Maybe I'm just bad but its ludicrous how hard it is. None of my buddies or I are able to unlock it and the only way I can think of is getting like up of 30 crowbars? Honestly using this as a poll to see if people agree with me. I would change it to 2 or 3 seconds of burst for balancing and slice of life purposes

austere shoal
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!feedback video covering OSP / shaped glass & what should be done
https://youtu.be/o1p3EGtqxT8
unsure if videos are allowed, so I'll sum the main points:

  • OSP isn't the real issue, shaped glass is
  • add 50% healing reduction (per stack) to shaped glass
  • item functions the same but is not "abusable"
little barn
#

!feedback make the teleporter on wetland aspect have a bit more particles or make it a bit brighter. Wait fuck dyno is dead

vestal iris
#

yall

#

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 look at the user list on the right side and wait until the bot is back to submit your feedback and ideas. Thank you.

hollow basin
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!feedback Lunar Item Idea: Requiem - A shadow of your character follows your exact movements with a 3 second delay. This shadow does massive contact damage to enemies it passes through while following your movement, which increases with stacks. As a downside, your movement speed is reduced by 20%.

willow orbit
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!feedback Artificers plasma bolts (Primary 2) should deal 20% extra damage to whatever is hit directly, this makes it so that wisps are one shot on stage 1 but the damage doesn't exceed that of the stacking flame procs of flame bolts meaning that the extra aoe is still a trade off. Also please make the sound effect punchier so they sound more like a bzew and less of a blip to match the sound design of the whoosh of the flame bolts willowisp

half steeple
#

!feedback
When shopping at Bazaar, Siren's Call and Gilded Coast were selected by mistake because they have similar colors. I would be happy if you could improve it.

  • Google translation is used.
severe ore
#

!feedback
==chronobauble debuff change pulled from my ass on a whim
-60% movespeed for 2(+2 per stack) seconds > 10%(+10% per stack) movespeed and 10%(+10% per stack) animation speed(works for all attacks better) for 2(+1 per stack) seconds

vital belfry
#

!feedback
Be able to invite friends into your lobby on the Switch

night sluice
#

!feedback
Shaped Glass should disable One Shot Protection, however OSP will work in any other instance where the player does NOT have Shaped Glass

fickle folio
#

!feedback
When the eventuality comes that artifacts are added to the game, have one that disables OSP for the folks out there that want it gone, so it's left as a choice to the player.

night sluice
#

!feedback
Explorer’s Key should make a return.

fresh prairie
#

!feedback
Not sure if this has been suggested before, but with backup mag and hardlight you have a visual show of the cooldown on your abilities as they replenish stock, but fuel cell does not do this for your usables. Can this be implemented please so we have at least a visual idea of when additional usable stocks are about to come up?

drifting kelp
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!feedback Decrease the damage of the imp overlord's close range attack slightly

crude scarab
#

!feedback

I know this is practically a broken record, but I wanted to address a large flaw in the hordes of many: They aren't difficult, but they take sooooo muuuuuch tiiiiime.

When you end up with bighorns, greater wisps, or elder lemurians as the boss, they take an ungodly amount of time; it's especially worse considering how basic their attacks are. It's the equivalent of Dark Souls 2's gank fights.

Here's my compromise: Instead of the "horde of many" fight being buffed enemies, how about it's some form of "every enemy is this particular enemy"/"swarm" fight, and you have to make sure to defeat each and every one alle Risk of Rain 1's original teleporter event? Maybe have some special effect and have it so they all come out of a portal from the teleporter. It removes the painstaking monotony of killing "bitey boy but with 10,000 health" that ultimately is just a run killer for monsoon runners because of how much time it takes.

Basically, the premise is it's like the mini-imp shrine from the original game, mixed with the mechanic where you have to make sure every enemy is dead in order to go to the next level; Maybe have it so the missing enemies are outlined after the teleporter reaches 99%, and stuff like lesser wisps don't fly out into orbit when you hit them. And you can make it so, instead of a health bar, you're killing an amount of the particular enemy (which obviously would scale depending on the type of enemy).

rain plinth
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!feedback a realistic standpooint feedback since mul t is a robot what if burn dmg gave def reduction and speed down since metal and electronics maulfunction under heat

chilly vigil
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!feedback it would be nice if the money required for the "Gold Shrine" could be split among the players that are in the game, for example, the shrine costs $1800, i have 900 and my friend has another 900, we both give the shrine the money and gets discounted to the amount remaining ❤

dense flume
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!feedback Add a kill counter in the tab menu so we can have a better sense of scale (also so I can keep track of infusion if I wanna)

placid loom
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!feedback Medkit change:
After being hit, heal for either 10 (+10 per stack) or 1% (+0.5% per stack) HP after a short period. Whichever is higher.
Buffs it for late game and lets it still be more useful early game while percent HP is much lower than flay.

soft mural
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!feedback Going off JaceTheSpaceNeko's suggestion, make all healing items heal for a percentage of your max health. With the nerf to regeneration all healing items have become much more important, and with the current state of most of them they just don't feel like they do much of anything regardless unless you have like 20 of them. This would also indirectly nerf Shaped Glass, which let's be honest is seriously overpowered in its current state.

clear lion
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!feedback Make it so that enemies (especially Magma Worms) can't break the Alloy Vulture nests. Almost had my Commando Mastery run ended because the Magma Worm bosses broke the nests.

high walrus
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!feedback Dunno if this has been said already but please buff Commando's Primary attack's damage from 90% to at least 100. His damage falls off immensely later on.

soft mural
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!feedback PLEASE PLEASE PLEASE raise the amount of Director credits it takes to spawn a Clay Dunestrider. It's frankly stupid how many of them can spawn in later stages and kill your run. Just earlier I had 5 of them spawn on stage 7 and they all stacked up in one spot and used their succ attack at the same time. Either reduce their spawn rate (raise their director cost) or nerf them slightly (make it so they can't stack on top of eachother and remove the armor they gain during the succ attack). There should not, I repeat NOT be certain bosses/enemies that are known as run killers, that kills the fun of the game and just makes it feel unfair when you die. On that note, nerf. hordes. of. many. They are also run killers, even on drizzle for god's sake! Why should I have to fight 30 blazing stone golems stage 1 with no shrines of the mountain with a combined health of like 20k, when bosses have like 7k health at the same part of the game?! It's insanely unfun.

gaunt delta
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!feedback instead of Utility boxes, can we instead have Mobility boxes, or at least numerical advantage when choosing Utility to get movement speed based items

blissful sage
#

!feedback
Huntress alt Primary skill: shoot arrows that do not lock on enemies, so you can shoot wherever you want, but arrows are affected by gravity and have damage falloff. Deals more damage than the default skill because not every arrow is guaranteed to connect.
This allows for 'sniping from the distance' playstyle but you are still encouraged to stay at close-mid range due to damage falloff. It requires a bit more skill to hit every shot but if you manage to do so, you are rewarded with greater DPS.

crude scarab
#

!Feedback since my last one was too much of a ramble and hard to read:

Instead of a "Horde of Many" fight with overly buffed simple enemies, how about a "swarm event"?

Its simple: Instead of a few really annoying to take down enemies, you fight a swarm of enemies with no "boss" buffs.

How this event unfolds is a combination similar to the small imp shrine and the original teleporter mechanic: The enemies will gradually spill from some portal summoned by the teleporter, and instead of a healthbar you have an amount of enemies you must defeat; when the teleporter reaches 99%, it will outline the remaining enemies you need to defeat.

Something like this would feel a lot more surprising and thematic than the horde of many; it gives you a better reason to distance yourself from the portal, and overall feels more like a "horde of many".

This event obviously will scale with the difficulty, and would gradually go from small enemies, to large enemies, to elites, to bosses, and finally elite bosses (though it could be like the artifact from risk of Rain 1 where they're a bit dumbed down versions of their counterparts)

soft mural
#

!feedback GIVE 👏 US 👏 A 👏 QUICK 👏 RESTART 👏 HOTKEY

placid loom
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!feedback More "companion" items like the "Beetle Gland". Also, make the guards stats scale with your level.

stray plover
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!feedback A white item that functions similarily to the Obsidian Shield/Horseshoe in Terraria, reducing knockback and falling damage by, for example: 20% per stack

soft mural
#

!feedback A lunar item that decreases the amount of damage taken from Elite monsters, but increases the damage taken from basic monsters.

serene solstice
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!feedback Please god tone back the difficulty of Horde Of Many. I looped once as Loader and, on Distant roost, I would have been able to handle Vagrant, I would have been able to handle Titan, I would have been able to handle Beetle Queen. But the game threw ONE (1) overloading greater wisp at me and I could not even deal damage to it. Hordes of many are so painfully infuriating compared to normal bosses. They spawn far too early for the amount of damage they deal and defense they have (especially in the case of Overloading).

wet echo
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!feedback This one is Discord related instead of game related:
Shattering Justice emote, its a great banhammer!
example: Shattering_Justice

severe ore
#

!feedback Healing items should scale with level, like +0.33 per level on medkit or +0.05 on leeching seed as a pseudo lowtier pseudo % based change that doesn't conflict with the devs wants or make it useless in non-broken runs while not really being much of a buff.

You can even make monster teeth scale better then the rest :^)

broken oxide
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!feedback give Commando an animation in the character select screen. MUL-T drops down from above, Huntress teleports in, Engineer sits next to his turret that's getting ready, Artificer hovers down, Mercenary flicks his sword, Rex runs up, Loader punches her hand, Commando..... "hi guys..". pls fix it

little barn
#

!feedback give better visual indication of the vertical reach of AOE effects like greater imp attacks

soft mural
#

!feedback Can we get a chance for a Lunar/Boss item 3D Printer in the Bazaar Between Time? It would be hidden in the giant pit in the entrance where you get the logbook (which tbh could use some hidden loot spawns like lunar pods and other stuff).

little barn
#

!feedback have lesser wisp damage decrease based on how many are alive

cinder pewter
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!feedback Make Royal Capacitor a boss item from the overloading worm, and maybe buff it a bit to compensate for the rarity. I think it's more fitting like this.

blissful sage
#

!feedback
Multishop with all 3 question marks should not be a thing, at that point you might as well generate a regular chest. Would be nice if it was guaranteed that at least one slot has a predefined item.

serene scarab
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!feedback Some enemies have weak points that lets you deal crits to them. Ex: Under the beetles armor, the eye of the Solus Control Unit or Stone Titan. Or add the sniper to the game

random pagoda
#

!feedback Having Wake Of Vulture should increase the drop chance of Elite Aspects considerably.

tawdry tulip
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!feedback make it so that if you're Engineer and you mark an enemy, your turrets will target that specific enemy if able

little barn
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!feedback three new shrines. A shrine of health, a shrine of damage, and a shrine of speed. Each shrine can be used once and has a 50% chance to either buff your stat (buff health for health shrine, speed for speed shrine, and damage for damage shrine) and a 50% chance to nerf your stat (nerf health for health shrine, speed for speed shrine, and damage for damage shrine.) They are free to use

limber pebble
#

!feedback Phase Round is now multi-hit

candid plover
#

!feedback a primary ability for engineer could be lock on missiles, you lock onto a max of 3 units and you fire a homing missile on the targets you chose.

fair token
#

!feedback I feel like Engineer's mobile sentries could be really good and expand engineer's versatility on different ways and playstyles (hopefully more with the futureistic skills) however I feel like the mobile sentries should always apply an item on them whenever you pick it up instead of having to re-build the sentry back again for it to gain the new item. it's kind of a small change but would be cool to not have to rebuild your sentry just so it can have an item you just picked up, with the old sentries you would usually change position hence have an exuse to rebuild them so it isn't an issue there, but I feel like this change would make improve the mobile sentries abit.

fresh fulcrum
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!feedback Change the Overloading health buff to an immediate, but larger and permanent Barrier on spawn. Fighting things such as Overloading Greater Wisps is a massive pain as melee classes (notably Loader), and can become massive, tedious time sinks if forced to fight one...or three. The enemies and the buff can keep their dark blue glow (not asking to make Overloading yellow to match barrier).

This also stops the innate hatred of Wake of Vultures by some players due to the Overloading buff denying OSP.

old stag
#

!feedback
Obliterating yourself gives you 5 lunar coins, but it should also give an extra lunar coin per loop (every 4 stages for those who don’t know) in a run, and then after you kys, it should show how many lunar coins you got in that run

little barn
#

!feedback for the first 3 stages, have items that you dont have more common. Like if you have 3 utility items, 4 health items, and 0 damage items, your next item is more likely to be a damage item. This will help with not getting things you need like aoe items as commando. But it wont impact the ability to stack loads of things like crit glasses or syringes because it ends at stage 3

frail panther
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!feedback Give the frost affix a second effect that benefits the player. Frost nova on death isn't so great when you only have 1 life

vast gull
#

!feedback Fix the name or image of "Lepton Daisy" so that they resemble their icon better. "Lepton Lily" even has alliteration

river reef
#

!feedback Make the eggs from Siren's Call activatables instead of killable to prevent people from accidentally summoning the boss with AoE items.

pallid vale
#

!feedback
Add a lunar item that replaces your R (or possibly your M2) with a skill that shoots a volley of nematocysts (the balls the Wandering Vagrants shoot). Its effectively the same as the Nematocyst Nozzle from RoR1 but as a skill instead of an equipment. (Would be a nice callback to RoR1 too)

little barn
#

Commando's grenades should have impact damage

mint vapor
#

!feedback allow us to see "best overall" character run we have had with each class, showing off items and what not

little barn
#

!feedback
one of my favorite abilities in any game currently belongs to paladins, in the hands of a character named maeve - that ability would be nine lives - belonging to a burst-y flank character, the ability is particularly neat; it instantly resets other moves' cooldowns, on a sizeable cooldown of its own, to let the character push out extra damage on occasion when without it she'd be left wide open with no options
apparently bandit had an ability in the first game that could reset his other abilities if the shot from it killed, and since hopoo's said before they dont see bandit happening iirc

something similar could be really neat for an artificer utility skill - a replacement for ice wall that, similarly to ice wall, instead of lending her to safety in terms of iframes or movement, rather increases your output so you can perform a larger burst, perfectly lending to her high damage, but rather than acting as a tool that can be used defensively in nature (given ice wall freezes a lot of enemies in place and lends to escapes and the like), a tool like nine lives would REALLY push her burst-y playstyle without removing her from danger, and would make her a lot more consistent to play in moments where she'd currently just have to yeet out and wait for her abilities to come back or rely on getting items to let her stay in the fight longer

cooldown would have to be high to make sure she doesnt lose her bursty style (id look at like ~18 seconds to start, around how long arrow rain takes to come back for huntress currently), but it'd contribute a lot toward her output the same way ice wall does, while also being a completely different take on the same idea
could theme it as an electric-type move in terms of like, a recharge, or energize, or if yall think theres too many of those, could make it a fire-y ability akin to an afterburner or something

idk if they like alt ability suggestions, but the idea is too good to not suggest

gaunt wing
#

!feedback Mercenary's Slicing Winds ability is fun to use and feels like an even trade-off for Eviscerate. The loss of i-frames is compensated for with increased range and damage potential. I particularly like how this ability interacts with Brainstalks and ammo packs (from Bandolier), which allow it to be cast multiple times simultaneously.

I hope that future abilities can be executed as well as this one.

tough pendant
#

!feedback Make monster tooth drops give you some gold, 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 (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.
tough pendant
#

!feedback Make flying enemies have a spawn weight of 0.85. Normal enemies have a weight of 1, and hermit crabs have a weight of 0.5. This would help melee survivors a bit because of the difficulty of hitting flying enemies.

hoary estuary
#

!feedback Add the Ancient Scepter from RoR1. I'm surprised this wasn't added with the Skills 2.0 update, due to its nature and what it does

little barn
#

!feedback when you lose the shrine of chance 5 times in a row, have a message saying "they're surprise mechanics"

old socket
#

!feedback make the crowd funder do a powerful cannon type attack that costs more and does more damage, so you could control it better and it would actually feel good to use instead of it feeling like throwing change at your enemies

jolly forge
#

!feedback Remove/reduce commando's damage falloff. It's part of what makes him feel unreliable and cruddy and the accuracy reduction from sustained fire already discourages long-range plinking.

heavy glen
#

!feedback give the Engineer turrets secondary abilities to compensate for some of their weaknesses, mainly things like a long-range, possibly piercing, secondary laser to counteract the carbide turrets' limited range and awkward sightlines, or a mortar for the standard turrets. Not anything super powerful or flashy, just something for Backup Mags to scale with that an AI can use effectively. The Hard Light Afterburner wouldn't be necessary since the Engineer's Bubble Shield already benefits the turrets.

left moth
#

!feedback

Personal Loot System in public lobby groups or the option to choose what loot systems are available.
Not enjoying a selfish rush to hoard loot amongst other players that are not my friends.
My friends and i currently communicate with each other. Random strangers, it's a toss up.

zenith lichen
#

!feedback
Make it so the Huntress can fire arrows out of combat and that the arrows aren't homing, or just in general, so she can help with the boss instead of auto-targeting everything but the boss.

tranquil acorn
#

!feedback
Maybe help the commando's grenade ability to make it a sticky grenade with a bigger blast radius?

thorn raven
#

!feedback
People say Commando’s roll is pretty bad. Not gonna lie it’s rather bland to use as of now. I know everyone wants invincibility on it but I propose to have it provide a small barrier instead like the one brooch gives.

Since Commando can still interact with objects while rolling, invincibility would be super cheap for abusing blood shrines. Not to mention Hardlight Afterburner to let you roll forever. But a small fading barrier gives more depth to the skill in a way that makes it more flavourful to the character. A tuck and roll maneuver would offer a small amount of protection and a small barrier kinda gives that feeling.

Functionally, it rewards good timing against wisps and mitigates DoT effects like Dunestrider leech and beetle queen puddles. Mind you this barrier can be VERY small so it’s use late game is mitigated; if you roll into a crowd and get eaten alive, the barrier won’t make any difference. But finding cover and seeing a stray wisp take aim and rolling to deflect the damage could be very exciting instead of frustrating to suck it up and accept your fate.

If I-Frames are off the table, perhaps consider this suggestion.

old socket
#

!feedback add timekeeper's secret from risk of rain 1 (stops time for a few seconds when falling to low health) or another item that stops time because that would be cool

balmy crystal
#

!feedback maybe instead of i frames for commando roll give him armor while doing it

zenith lichen
#

!feedback
Broken Pocket Watch:
Rarity: Lunar.
Stops time for a short period, leaving you unaffected. But, it also effects allies.
It's a quickly thought up idea in leu of @old socket's idea.
Edit: The Broken Pocket Watch may have a chance to fail to stop time, but instead the user will be slowed by a certain amount for the duration of the original items effect (values pending).

little barn
#

!feedback Make Lepton Daisy either give Barrier instead of Health, or make it function as normal but give Barrier on any overheal.

frank matrix
#

!feedback I think it would be really fun to have Loader be able to use her Shift Punch on her Shock Ball to shoot it in a direction and reposition it.

narrow epoch
#

!feedback
make it so that items that drop off ledges respawn on the edge like the player does
(repost because bot was broken at the time)

knotty night
#

!feedback Projectiles should have the same color as elites that fire them

placid loom
#

!feedback Disable auto pickup for multiplayer. Helps prevent hoarders or accidentally picking up something you don’t want.

lusty robin
#

!feedback Loader QOL. It will be very nice to be able see if Loader
M2 ability can grapple the surface under the crosshair (as in Doom Eternal, yeah). For example, an additional indicator around the sight. Sometimes, I think the cable will hook, but no, too far and i fall down.

P.S. and plz fix the crosshair projection issue, crosshair "ray" should be projected from character and not from camera.

UPD1: Right after i wrote this feedback, i noticed that this marker already in game, BUT it so small, and not visible while sprinting. So maybe it can be more noticeable and always visible.

cinder pewter
#

!feedback As an idea to make Artificer's alt M1, Plasma Bolt, an actual alternative:
-Increase the number of max charges to 5 or 6
-Decrease its base damage
-Make it so each consecutive bolt deals more damage than the last, so it's a more burst-y option, rewarding you for stockpiling all charges, as opposed to the more constant DPS of Flame Bolt.

paper river
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!feedback LunarCoin The amount of lunar you get from the obelisk should be based on how far you've gotten in the game. Also, another thing that could go into it is what difficulty you are on. LunarCoin This is mostly to stop people from having to cheat their lunar to have fun with it.

cinder pewter
#

!feedback Uniqe visual character interactions for specific items, for example Corpse bloom completely replacing REX's flower part, shaped glass replacing Mercenary's sword etc.

haughty oyster
#

!feedback engineer TR58 Carbonizer Turret Skill AI improvement

night sluice
#

!feedback
Commando’s Frag Grenade suggestions:

  1. make it an impact grenade
  2. the explosion does a flat 900% damage no matter how far away the enemy is from the explosion
  3. make the blast radius 2.5 times larger
  4. the explosion will release shrapnel that deal 150% damage and will hit enemies just outside of the explosion radius
feral dock
#

!feedback A trivial idea: include stats in logbook and maybe some fun ones such as how many hermit crabs has been chased off cliff, maximum streak of hits dealt to a worm, etc.

hoary tulip
#

!feedback An idea to make Rex a better option that's more balanced alongside the other characters for Monsoon

Buff the heal regain he gets from .1 to maybe .2 to .4 per level. It doesn't have to be much and challenge is important for Monsoon, but i think if this is buffed just a tad, he could be a good pick alongside the others while still not making it too easy.

crude scarab
#

!feedback

For late development ofc, but I feel the game could really thrive with proper, full on mod support. The reasons are endless and I'll name a few of them:

New/old maps tailored specifically for risk of Rain 2s gameplay, all built by the community.

Personalizes the experience for each player; makes the game have an even grander longevity

Infinite possibilities for new mechanics and items

Just overall fun

olive saffron
#

!feedback Equipment idea-
Name: Icy Remnant

Main idea: on activation, fire of a large blast of ice freezing all stunnable enemies within a certain radius for 7 seconds, elites are frozen for 5 seconds. Freezing enemies allows allies to kill them at 60% of their health, quite like artificers shift and m2.

Damage: either half the damage of a preon, or 600% damage, whichever works better

Radius: 1.5x the size of one warbanner

Cooldown: 40s

Animation: explodes outwards from the center of your character, with your characters arms shooting outward as if they were push the frost out of them, such as sombra’s ultimate from overwatch or similar to titan’s ward of dawn from destiny for those who have seen them.

Cast time: 1s

cinder steppe
#

!feedback
Give commando I-frames on his shift. It hurts so bad to roll into 3 Imp overlord spikes and just die.

little barn
#

!feedback alt utility (shift move) for artificer

Name: Ice road

Idea: spray ice underneath your feet and be able to glide across it at high speeds in any direction (similar to Frozone.) Smashing into enemies while using this will freeze them while doing big damage.

The ice will fall behind you after like 3 seconds. This gives artificer a good mobility tool that blends well into her style and flow of combat

#

Grovetender should be stronger, do more and its chains should be more accurate. Everytime I battle them the only damage I take are from mobs

vernal maple
#

!feedback Buff Commando's fire rate on his primary skill to be closer to the first game's. I noticed that ror1 commando can output way more dps than ror2 commando.

silent eagle
#

!feedback
-A way to tell for newer players when the healing wave is coming either by having a Lepton daisy icon during the teleporter event with its own charge or by having the percentage of the teleporter continuesly get greener the closer it is to the healing wave
-Give the lepton daisy a 100% heal and also let it bypass malachite debuffs to give it an redeeming aspect (maybe also let it heal shields) since its unreliable at its current state
-Change the spawn of the vulture guardian by not only having to destroy 5 vulture eggs but also having to interact with an bigger egg thats located above or next to where the boss currently spawns (doesnt matter in what order you do those 2)
-An equipment item that changes items on the map into another one of the same tier
-allow arrow rain to also be casted on top of an enemy instead of only ground surfaces to give it some possibility to be used against flying enemies... most notably wandering vagrants and alloy units
-maybe allow dragon egg to hit again after 1.5 seconds or more

night sluice
#

!feedback certain item combinations merge together visually (i.e. rose buckler + aegis) to reduce clipping

heavy glen
#

!feedback for shift idea based on @little barn's suggestion - New Shift for artificer could create a solid platform of ice underneath her while airborne (maybe a column if she's grounded). The platform would block enemy attacks, and allies could stand on it.

still lion
#

!feedback Reduce Huntress’s Ballista cooldown by 1 or 2 seconds, feels kinda long compared to Arrow Rain

shy locust
#

!feedback Chronobauble as a green item is exceptionally weak as it’s only a 60% reduction in movement speed which helps little in a very projectile heavy game. Decreasing the percentage reduction but having it slow enemies (movement AND attack animations) would help it be a worthwhile item (not touching projectile speed because that would be broken for a green item)

barren onyx
#

!feedback What if the medkit, rather than healing a set amount after a short time after taking damage where the timer gets reset if you take damage again, the medkit will instead heal you for an amount that is based on how long the timer has been active. This would make it so that if you are constantly taking hits so that the medkit won't trigger, you will heal a larger amount once you escape based on how long you were surviving. Even if it still heals a relatively small amount, it would make the item more useful once you escape a large combat scenario.

soft mural
#

!feedback I really like the on-hit items in this game, they are definitely fun to use and useful to have, but they feel kind of unsatisfying to use despite how powerful they can be. I wish the player got some kind of audio/visual feedback other than the effect whenever an on-hit item procced, for example whenever Ukulele procs your projectile appears blue and charged with electricity, whenever a band procs your bullet turns icy white/fiery red, and whenever you get a crit your attack uses a unique sound effect. I think this would add a lot more character to the game personally.

molten willow
#

!feedback Rework crowbar so instead of giving more dmg per stack it affect the threshold. On the original game it was 80% now it's 90%, so maybe can change it back to 80% and every stack decrease the health required by 5%, because imo 90% -10% sounds kinda op and might have to change it to uncommon.

gaunt wing
#

!feedback Malachite enemies feel underwhelming to me, and here's why:

-They have an incredibly large health pool
-They are typically incarnated with lesser mobs (beetles, lesser wisps, jellyfish)
-The malachite status effect is particularly harsh

I believe that increasing the health of champion enemies is a good thing. Afterall, you want to give champions enough time to show off their powers and make an impact on the player. I just think that malachite enemies tend to overstay their welcome in most cases, and could handle a minor nerf in health.

The problem I have with lesser malachite mobs is scaling. Blazing, overloading, and glacial enemies tend to have a sense of scale. Blazing stone golems apply fewer stacks of burning than blazing stone titans. Overloading beetle guards do more damage with shock-spheres than overloading beetles. Glacial lesser-wisps (numerous as they are) tend to cover a larger area with their death explosion than individual glacial greater-wisps. This pattern is disrupted when you get to malachite mobs. The malachite status effect doesn't stack, nor does it scale with damage. It is a flat disabler. There is no difference between getting smacked by a malachite beetle and getting shot by a malachite lesser-wisp. This means that some enemies use the status effect poorly, while no enemies are particularly good with it. Blazing, overloading, and glacial enemies tend to have an even spread of danger. Some enemies use their respective status effects poorly, while others use them incredibly well. I wish that the malachite effect would be revamped so that there is a greater variation in encounters. I feel like a player should be able to scoff at a malachite beetle, but tremble before the might of a malachite beetle queen (if that is even possible).

As to how it should be revamped, that is for a different feedback.

night sluice
#

!feedback
Corpsebloom should increase the percentage you are able to heal per second instead of reducing it (using inverse linear stacking, the formula for stacking Tougher Times)

narrow epoch
#

!feedback
increase the healing cap on corpsebloom to around 50%
so its not as harsh a delay, additional stack could lower the cap to 25% and so on

fair token
#

!feedback Rex is kind of a boring character nowadays with all the regen nerfs and what not, I guess that's already being looked into, however I feel like giving Rex the ability to climb walls (like a spider) would be a super cool feature and it would also kind of make sense because Rex is half plant and half spider-robot, on top of all it would be fun and unique in it's own way. Rex feels kind of slow nowadays with almost no mobility (his shift is not that great) maybe this would spice things up a little bit and make the character overall more attractive to play.

night sluice
#

!feedback
stacking Corpsebloom WILL NOT touch the cap at which you are able to heal per second

echo niche
#

!feedback some new elties that spawn before you loop would be nice (ex: lighting elite and the healing elite from the first game)

soft mural
#

!feedback Make crown of greed give you gold equal to 10% of the damage of any attack that hits an enemy, and when you get hit take away a percentage of gold calculated from the highest your gold has been in the last 10 seconds, equal to the percentage of max health depleted. Also make blocked hits via Tougher Times not count towards subtracting gold from your total. This would make it a truly risk/reward item.

night sluice
#

!feedback
Elite aspects will have a higher chance to drop the more items you have of that particular element.

heavy glen
#

!feedback please make Elder Lemurian fireballs not instagib at close range. A "standard" enemy that can shotgun you 100-dead is really not fun to deal with.

soft mural
#

!feedback Could we get a red item that gives you +100% damage with no downside kind of like the almighty Rejuvenation Rack? Could be a great alternative to shaped glass kind of like how Rejuv Rack is an alternative to Corpsebloom.

little barn
#

!feedback (serious suggestion) have a setting that will ask if you want to take a break when you hit the play buttonq after 10ish runs. My ADHD gets me completely consumed by the game and I'll forget that time even exists I went to bed at 5am last night this game is fun help pls

tropic peak
#

!feedback red item that increases critical damage? at least for m1 attacks

little barn
#

!feedback make ion surge a utility skill (replacement for ice wall, instead of flamethrower)
its clearly a utility ability, and replacing flamethrower with a second utility ability drastically lowers her dps, which makes it a pick-your-poison between giving up the damage the character revolves around or giving up the safety she desperately needs
ion surge instead of ice wall would serve the same purpose as a tool; being able to do damage, but still having its focus being a tool used to be safe (freezing enemies so that you have a chance to run, vs the ability to escape vertically) and ion surge doesnt particularly make sense being a replacement for a high damage tool, given it genuinely restricts her output when losing flamethrower
ion surgr being an ice wall alternative really makes sense, and would make the kit feel more cohesive when playing her

i wouldnt even mind if they reduced the height you get to compensate for the ability to get hardlight afterburner tbh
itd only make the tool more interesting

young lily
#

!Feedback add host migration so if the host leaves everyone is not kicked out and sent back to the main menu.

little barn
#

!feedback give engineer's turrets some sort of idle animation, like looking around for enemies. Right now they just look towards the nearest friendly, which usually becomes a staring contest with another turret.

river reef
#

!feedback Have Mul-T's scrap launcher reload scale with attack speed. Currently, even with a ton of attack speed buffs, its DPS is very bad, and it's being held back big time by its excruciatingly long reload.

cinder steppe
#

!feedback
Currently Commandos roll is a bit lacklustre. And we know that the devs don't want to add I-frames to a roll as that wouldn't make sense. That is something I think we can work with. As a result maybe make Commandos roll alleviate damage another way.
Lightning elites when they hit you can place a lightning orb. Maybe when Commando rolls these orbs are dislodged.
Fire, we all know the Stop Drop Roll this could apply to commando. Maybe remove all or some (5?) fire stacks when the Commando rolls possibly only on the ground to make a risk reward kind of scenario.
Maybe more abilities/effects should be thrown off the Commando when he rolls but I can't remember more that would make sense.

soft mural
#

!feedback Make Malachite elites lower the healing you receive from all sources instead of disabling it outright, but let the debuff stack to the point where it does. This would make the game more fun overall since in its current state the healing block just makes you leave combat for long periods of time while you wait for it to run out. While a neat concept, the way it was executed makes it kinda tedious and boring.

cinder steppe
#

!feedback Make it so you can change which portal/teleporter you want to use even if you activated one. Make it the last the you interacted with. I sometimes forget blue portals if my teammates bought one or a random one appears.

wise crest
#

!feedback Have labels showing which item is in each chest in a Prismatic Trial

river reef
#

!feedback Instead of having (seemingly) infinite levels, add a fixed number (17/18 seems to be when the XP slows down a LOT) with bonus levels for the sake of actually being able to take advantage of warbanners in the late-game. Currently this item falls off probably the hardest of all items in the game simply because reaching the next level requires an impossible amount of XP, resulting in you not getting a level in about 2-3 stages. Or perhaps have warbanners requires an accumulation of a certain amount of XP after 15 or so levels, instead of being level-based.

river anchor
#

!feedback GIve a seperate channel for things that have already been accepted but aren't going to be changed until Full Release, would really appreciate it seeing how some things ( Titans firing through their body ) have been in the game since release

hushed sentinel
#

!feedback nerf hordes of many

open tartan
#

!feedback inspired by @gaunt wing
Instead of disabling 100% of healing after being hit by a malachite enemy, only the wounds caused by them refuse to close. The portion of your health that can’t be healed turns a sickly dark green, and slowly turns back over time like a decaying barrier.

  • Scarier enemies make scarier malachites, so the static terror of when malachites start spawning becomes a fresh nightmare with each new breed of malachite foe.
  • “Run and hide” is more of a conscious risk assessment than a mandatory tactic, helping gameplay stay fast-paced.
  • Personal Shield Generator becomes more appealing (which it needs) by reducing the amount of health that gets poisoned. If there's no wound, there's no affliction.
proven cliff
#

!feedback make regen ok on monsoon, its horrible right now and I don't see anyone being happy playing on monsoon because taking a couple hits wont regen until 5 min later without a healing item. MAKE IT BETTER IT SHOULDNT BE 1 HP REGEN PER SEC

dense flume
#

!feedback include a noticeable animation that pushes the difficulty up upon entering a new area. Right now the bar inconspicuously jumps to the right, and I didn't know that the difficulty did that until a few hours in.

narrow epoch
#

!feedback
people hate on rusty key because they cant find the lockbox on most stages unless they have a radar
currently it looks just like a rock, blends in with the ground on some maps,
and its so small that if it spawns underwater you'll never see it
could it be made more distinct and/or a bit bigger
maybe put a blue stripe on it or something

mellow island
#

!feedback either make arti's alt primary click have a small chain, or have a greater AOE so it can actually hit multiple targets

acoustic sail
#

!feedback It would be cool if there was an option in the settings to displayyour items on the bar by rarity so that all your reds are together, boss drops, your greens, etc

river reef
#

!feedback As well as its current use - as to not disrupt the comfortable spot Engineer seems to be in - I believe Bustling Fungus, while not in use, should also provide a passive 10% increase to all healing, obviously being disabled once the fungus itself is active. This would give it a proper benefit to characters who can not afford to stand still.

olive linden
#

!feedback nerf stone titan hard lock on lasers

supple quarry
#

!feedback after playing commando for a little while trying to do his trials i think one way you guys could make him feel alot better and closer to other survivors is to remove his damage falloff. Multi and commando are currently the only survivors that have falloff and with multi its less of a problem due to how good the nail gun is and for the fact that he has rebar on commando it just makes him feel under whelming that he has to put himself in danger by getting closer just to maximize his already relatively low damage

little barn
#

!feedback allow royal capacitor to strike where our mouse is looking if there's no enemy for it to hit

*...

wait, why?*

because itd affect capacitor alone none when used intentionally, while making gesture of the drowned + royal capacitor not as insane
one of the biggest reasons gestureis so good to stack with capacitor, especially with other items like soulbound catalyst and fuel cells in the mix, is that it literally doesnt let you misuse it to any greater extent than accidently attacking something you didnt mean to, while still activating all of the aoe procs and the like, on at MAX a 10 second cooldown, which isnt punishing, compared to the next least risky gesture item, gnarled woodsprite, potentially shifting healing to others on your team and thus lowering your own healing when you may need it on a cooldown of ~8 seconds
if you could misfire capacitor in some form, itd immediately pull the power of the item in line with other equipments, making gesture of the drowned + royal capacitor not as much of an obvious go-to, while still keeping it solid, and gesture wouldnt need any kind of major changes for it to happen!

calm oak
#

!feedback Simple: Confirmation check on "Quit to Menu" and "Quit to Desktop" options.

Totally my fault, but I accidently clicked return to menu instead of settings, which of course brought me back to the menu. Was kind of awkward because I was just wanting to turn my game volume down instead of ending my run.

The thing I'm surprised isn't a thing yet is any sort of confirmation check to see if I actually want to end the run. I've seen the idea in here plenty of times, so just putting it in here again. 😄

fallow oyster
#

!feedback loader's challenge for her shift ability in the future should be defeating a teleporter boss with one attack

mystic plover
#

!feedback

Equipment Item Idea
Item Name: Soul Tether
Item Quality: Orange/Equipment
Item Description: On use, attaches a visible "etheral" line between the player and any 1 targeted creature/boss for XX seconds. Any damage the player receives is also dealt to the target creature/boss. Any healing that target creature receives is also given to the player.

I like this idea of this because the player can still be rewarded for taking damage or playing aggressive (think mercenary, loader), and it will useful against clay dunestriders for now, and more creatures later probably.

spring violet
#

!feedback Corpsebloom Rework Idea:

Increase healing by 300% for 5 (+2.5) seconds after taking damage. Healing outside of danger is reduced to 50%.

fair wraith
#

!feedback Feel like making a dps character :D

"Emperor" heavy damage but slow attacks for an aesthetic he would have a robotic/non robotic horse for some of his moves

Passive: Kings Shield
Slowly generates barrier overtime going up to either 15%-5% of his hp

M1: Great Slash
Swings a Great sword from left to right dealing medium damage with each swing, the last one dealing decent knockback

M2: Massive Slam
Slams his sword furiously into the ground scattering peices of debree into the direction of the cursor being able to take care of flying enemies

Utility: Cavalry
Rides forward on his trusty steed increasing movement speed, lasts for a short period of time, the king can still jump and move around but can only use M1 and its alt

Special: Swords of Excalibur
Summons three ghastly swords around himself which fly at nearby enemies at high speed, works like ceremonial daggers besides the on kill part
the swords lower enemies armor upon hit

Alts

M1 Alt: Swift Slices
Attacks multiple times with a short sword dealing small but fast damage

M2 Alt: Fallen Knight
A ghastly knight rides his horse and charges forward towards enemies dealing medium damage, even more if hitting a wall

Utility Alt: Great Leap
Jumps high into the air and crashes down on a nearby enemy (flying or grounded) dealing high damage and creating a small shockwave

Special Alt: Archer Onslaught
The kings fallen ghaslty archers shoot 6 small damage arrows at enemies it has flying enemy priority but still will attack ground enemies, the arrows inflict bleeding

Alt Skin: Makes him a knight instead of a king/emperor

Again, i would like feedback please :).

narrow epoch
#

!feedback
chronobauble should be a white item
when a teleporter spits out a bunch of baubles as reward for mountain shrines, it is extremely insulting
most enemies dont even seem that much slower
someone said this was a bad idea because it would make baubles drop more often, but im fairly sure in the larger "diluted" white pool it would be no more bothersome to people than a rusted key or shield generator

mystic plover
#

!feedback

I'm sure it has been mentioned before, but Chronobauble is not a good item. It shouldn't even be a green unless it is buffed wildly. So I propose 2 ideas:

  1. Make Chronobauble a white item, and add in a new green Ice Cube or w/e item that has a chance of freezing enemies solid for a short time, unable to move or attack while frozen. (A cool side feature would be regular wisps falling to the ground and shattering or dying when frozen)

OR

  1. Add in a "freeze" effect with Chronobauble where if an enemy is afflicted with it enough times, they are completely unable to move (probably 95-99% movement reduction). This effect obviously wouldn't apply to bosses. This would reward players for focus firing something like tougher elites later in the game.
analog vale
#

!feedback

Say I find a syringe 3D printer but have idk 5 items 2 are syringes 3 are random when i got to make more syringes why does it take my syringes to make a syringe??

This is not only dumb but a waste of time when i want to stack up on syringes later on when i have 20+ items i have to go thru them all even the syringes to make a syringe

modern token
#

!feedback

Please continue the Tier List polls ;^;

deft mason
#

!feedback please make it so the timed mines can be placed on players and turrets like the spider mines and the old mines can, placing timed mines on walking turrets would in theory be really fun but right now they just bounce off. I know this was probably done because your vision for them is that they need to be used strategically and this could be considered less strategic, but I think fun should come first and its not really viable to do in a lot of situations anyway

maiden quiver
#

!feedback I was playing 2 mins into monsoon, activated the teleporter and had a Glacial Stone Golem with more HP than the spawned Stone Titan, I would understand this if I were playing 40+ min, but at that early stage having an enemy stronger than the boss seems ridiculous. I think this needs balance.

old socket
#

!feedback isn't the phase blink kind of like a better version of commando's roll? Commando's roll needs to be buffed with some damage reduction or maybe giving it 2 charges

river reef
#

!feedback Elite Equipment (Her Biting Embrace, Ifrit's Distinction, Silence Between Two Strikes, etc) is really cool, but currently too rare to actually enjoy. Perhaps giving each of them a specialized stage-specific unlock (a la BFG's timed crate) could give us a better way to actually obtain and use them, while keeping them from just becoming another item for the item pool.

soft mural
#

!feedback Please fix the console cheat commands. For those of you who didn't know, the game has a console you can enable by pressing Ctrl+Shift+~ on your keyboard at the main menu screen. It works fine, it logs game events and you can even input most of the commands without the cheat flag... that is, except for the "cheats" command itself, which has been bugged since launch. Typing 'cheats 1' or anything of the sort in any attempt to enable the commands results in literally nothing happening, not even a message in the console, and the command remains disabled. I have pretty much everything in the game unlocked at this point and I'm seriously getting burnt out doing the same thing over and over... can you please just let me fuck around with console commands in a solo game?

hoary estuary
#

!feedback Buff Rex's health regen to match both Loader and Mercenary at 1.5 (+.3 per level). Its a slog and stressful as hell to play on rex on anything besides drizzle

icy willow
#

!feedback Commando's grenades should explode on impact, they are near unusable in this state because of this

thorn raven
#

!feedback
Make commando's grenade explode on enemy impact. it's probably better to let it roll for extra range or leave it behind if you're being chased and if an enemy touches it while it's rolling, it should explode.

quartz gazelle
#

!feedback
New equipment item.
Old Radio
Instantly gain enough experience to level up to your next level. Destroyed (deleted from your inventory) on use.

No cooldown, fuel cells don't give you more uses.

crude haven
#

!feedback
A mode without items
In this mode leveling would increase your status by around 3~5x more than in normal gameplay with items enabled
(Thought of this in order to "fix" the "loot hogging" problem in multiplayer matches with randoms)

feral dock
#

!feedback
Lunar Item: Jester's Laugh
Has chance on-hit to apply a random effect(proc), but at the same time applying a random effect on player

severe ore
#

!feedback replace the soft auto-aim on many attacks with a bigger damage area or make it turn off in close range. Or just make it not adjust up and down when firing about the same height as your height.

Why make an ability about lining multiple enemies up but also make it skew when you try half the time?

unborn idol
#

!feedback new lunar item: sea's relic: doubles atk speed but reduces on hit proc effects and damage by 1/2

gritty haven
#

!feedback
New item
Rarity: lunar/equipment
Name: Stop Watch
On use, create a bubble around you that slows anything that enters it by 50%, including projectiles from both friendly and enemy sources, and yourself
50 second cooldown

mystic plover
#

!feedback

New Item Idea
Item Name: Totem of Pestilence
Item Quality: White
Item Description: Attacking an enemy has a 2.5% chance (+1% chance per duplicate) of afflicting a random status on the enemy. These could include Slow, Bleeding, Burning, Malachite, Stunned and more. I would like to also propose a Poison condition that could affect players and enemies. While poisoned, ranged accuracy is lowered and/or melee damage is lowered by x% (whatever Hopoo feels is fair).

Reasoning: I recall other players suggesting items that would make you take less damage from enemies that had status effects on them (burning, bleeding, etc). Having a chance to increase the usefulness of something like that seems nice, plus the extra damage on top of it.

cinder pewter
#

!feedback
Uncommon Item: Real Doctor's Scent Mask
looks like a heavily stained plague doctor's mask
Increases the duration of buffs and debuffs you apply by 20% (+ 10% per stack).

deft mason
#

!feedback please make it so the timed mines can be placed on players and turrets like the spider mines and the old mines can, placing timed mines on walking turrets would in theory be really fun but right now they just bounce off. I know this was probably done because your vision for them is that they need to be used strategically and this could be considered less strategic, but I think fun should come first and its not really viable to do in a lot of situations anyway. Plus no one seems to really be using timed mines right now and this would give them a use case.

reposted because i messed it up last time

gritty haven
#

!feedback
New stage
........Crashed Frigate ........
....filled with memories....
A small plateau, which may have 1 or 2 chests in them, but the main focus of the map is a crashed freighter-class starship, meant for carrying mail throughout the universe. It would be filled with enemies, mostly lemurians, that had taken the ship down. As you traverse throughout the ship, you’ll find doors that open into rooms containing powerful enemies and abundant rewards, as well as a ventilation system that you can crawl through. Either at the cockpit or just outside of the ship is the teleporter, which has a chance to spawn an Imp Overlord (or multiple,) Stone Titans, or Overloading Worm. This level would be an alternate of the hidden realm A Moment, Fractured and has its own environment log.

cinder pewter
#

!feedback
Rework MedKit to heal for a percentage of the damage received rather than a flat amount. This would make it retain its usefulness throughout the run and have better scaling with more stacks.

fallow nebula
#

!feedback
Show the impact area and path of the projectile's arc on MUL-T's scrap launcher the same way it's shown for his m2

cinder pewter
#

!feedback The rate at which little disciple fires wisps should scale with movement speed, I think it only makes sense.

unreal lava
#

!feedback not sure whether mentioned already, but I think the looted box should be more distinguishable. since the game gets harder as the time goes, it would be better if the boxes that are looted disappear or have distinctive color so that the players don't have to spend time checking on them

limpid sage
#

!feedback How about mini bonus stages/shrines? Defeat enemies in certain time, or get point to point in time... or anything which can be with risky and rewarding... Failed attempt gives some sort of penalty. ( Original RoR had little imps from shrine... that was good fun, though a bit too easy in most cases )

earnest laurel
#

!feedback make rusty key, instead of making the rusty lockbox spawn, give an X% (+X%) chance of any chest you open not costing anything, stacking logarithmically. You have to have the money to try to open the chest.

little barn
#

!feedback Make a healing done statistic for the end game report? I’ve been curious how much healing I’ve done as engineer w a bunch of shrooms in games.

tropic peak
#

!feedback i read somwhere that a future update will prevent other players from grabbing another players item if the player payed for it, perhaps add an option to grab the item or allow the teammate to grab it, like, if i see a focus crystal i rather give it to a loader or merc if there is one on the team, cooperation and optimal use of items! ( i dont know if anyone already posted something regarding this).

crude scarab
#

!feedback

More resistance/defensive items would be nice; theres no real "resistance-up" items aside from the rose buckler, which is a bit sad.

random flume
#

!feedback

Make commandos new R ability grenade detonate on impact/on impact with an enemy?
It seems hard to land, especially in early stages where there isn't a lot of enemies

lilac zodiac
#

Can we please, for the love of god, fix fire already?

It destroys melee characters.
Just passing by a fire elite will destroy you.

Every time I die, it's fire.
Maybe make it so it only burns you if you stay in it for more than a second?

celest anvil
#

!feedback Gesture of the Drowned at its core is a fantastic item, both functionally and conceptually. However, if you stack even just 3-4 GoTD, you can turn nearly any run into a slaughter fest or turn yourself nigh invincible (depending on equipment). Unlike other lunar items where the downside is literal and much harder to exploit, GoTD's "downside" is incredibly easy to work with since you often don't mind your equipment firing off even if you only have 1 gesture.

I propose adding a "usefulness" reduction for each stack of Gesture, say 10%. 1 GoTD means 90% effectiveness, while 5 GoTD means 59.049% effectiveness, all with varied impact:

  • Damage-dealing equipment hits 10% less hard.
  • Healing equipment heals for 10% less.
  • Time-based equipment (i.e. Ocular HUD, Back-Up, Primordial Cube) lasts 10% less time.

10% is just an idea, obviously. Whatever keeps it balanced without insta-winning the game.

soft mural
#

!feedback Serious suggestion, can we fix the console commands? As of right now you can open up a console in the game by pressing Ctrl+Shift+~ on the main menu, but it doesn't work. Most of the commands have a 'cheat' flag on them, requiring you to set the 'cheats' ConVar to 1. Problem is, this command doesn't even work. Could we please, PLEASE get this fixed? It would only work if you were the host of a private game or playing solo to keep things fair, of course. I'm personally getting really burnt out on this game after having unlocked pretty much everything, and I really want to set the timescale to .5 and see what kind of stupid stuff I can do in slow motion. Please?

sick cobalt
#

!feedback
Healing items should be based on total health rather than a set base value to make them more useful in late game, so instead of monster tooth healing 8 health it heals 5% total health

tired belfry
#

!feedback Can we change Artificers fire bolt/plasma bolt attacks to reload all four bolts at once? (like Mul-T's Grenade Launcher alt.) This would make the character more fluid to play and would for me at least somewhat justify the limit of four bolts.

buoyant wigeon
#

!feedback Smoothen Artificer's clothing physics, currently the part of her clothing that drapes down her legs is extremely jittery when you move

silent eagle
#

!feedback a way for newer players to tell when an lepton daisy is activating, maybe by adding an icon with its own percentage

snow jetty
#

!feedback add new difficulty level Hailstorm
This could easily be between Rainstorm and Monsoon or more difficult than Monsoon, depending on how fast the enemies spawn in Monsoon.
At the very least, enemies should spawn 2x as fast as Rainstorm. What makes this different from Monsoon is the ratio of elites spawning. The ratio of elites spawning should be something like for every 5 regular enemies, 3 elites should spawn. Also, the special elites that spawn on the second round, such as the Malachite and Celestine should spawn on the first round, but scaled to the stage the player is on(out of fairness, these elites shouldn't spawn till the 3rd or 4th stage). Every new round/loopback that the player achieves (5, 9, 11.. etc.) the ratio of elites to to regular enemies should narrow until it inverts (i.e. go from every 3 elites for every 5 regular enemies to 1 elite for every 2 enemies to 2 elites for every 1 reg. enemy, etc.)

little barn
#

!feedback
Huntress' Laser Glaive has a fairly long animation, unless you animation cancel it with Blink.
(hit blink immediately after laser glaive/arrow rain, and you get to skip the cast/recovery animation times and keep dps'ing)
Learning to animation cancel Huntress' moves with her other moves was one of the most satisfying things in the game, and brought her playstyle to another level for me. But Phase Blink can't do this, and Huntress' pace suffers for it.

With the lack of animation cancelling on top of the verticality you lose, there is no contest. I will always take Blink, because it is more fun to animation cancel.

Make Phase Blink behave the same as Blink in its ability to cancel animations.

#

!feedback

MULT
The change to make MUL-T's saw pull more is exactly not what people wanted. Having it drag you toward enemies (and making that effect even stronger with this patch) makes it insanely unsafe to use. Either remove or revise the vacuum effect on it. A good example of melee movement that works is Loader's Knuckleboom, which makes you slightly float with each hit, which allows you to avoid enemies and have decent air movement control. Something like that would make the saw fun to use. Floating up and not into enemies would feel better. Of course I don't think that you you should be able to fly with the saw's movement, rather have a slowed vertical descent and only slightly hindered horizontal movement so you can space yourself better. The saw has the potential to be such a satisfying weapon choice, yet its current vacuum effect makes it clunky and unintuitive to use.

cunning dove
#

!feedback add a return to character select when pressing escape, for those moments when you either pick the wrong skills or when you simply just changed your mind the moment you pressed ready in singleplayer

whole rock
#

!feedback prevent people from stealing your items from boxes or after boss death (have a few second countdown if you are actually giving it to them or to have to tag it so they can get it) Also the closer you are to the teleported the faster it charges (late game when you one shot bosses or trying to speed run early game it feels like it takes forever to charge)

feral dock
#

!feedback Reward players fighting combat shrines with random items, like how imp shrines did?

velvet tusk
#

!feedback
Let the new Engineer turrets sprint while not firing, even if the base movespeed buff needs to be reverted. There are several items that are simply useless on the "mobile" turrets because they still aren't mobile enough

sonic lintel
#

!feedback a pretty common issue in multiplayer (though it can still apply to singleplayer) is that for too many characters too many of the items that are good on one character are good on the rest as well. Ultimately this leads to the general feel of needing to be the main "carry" in the group, or otherwise become increasingly irrelevant. There are a ton of ways you could go about fixing this issue, but aside from just making more items I think there is a healthier way to go about balancing characters and the game as a whole.

Stat growths on level include the following: HP, HP regen, Base damage. that's it, and a lot of these vary little between characters. To help make characters feel better and scale better I think more things should change with level ups.

Some example additions include: Move speed, armor, attack speed, and ability cooldown changes per level.

There could even be character specific scaling factors, like equipment cooldown for Mul-T, lock-on distance for Huntress, barrier gain on Loader, weakness duration/effectiveness on Rex, effects of gravity could even change with Artificer/Mercenary.

In one of the first builds of the game Mul-T was considered OP in part because he just had a higher base movespeed than the other characters. That change was warranted because it was static and there weren't other ways for characters to offset that difference. This I feel would avoid that problem, and allow for stat adjustments per character to be the primary balancing force for characters.

dreamy sequoia
#

!feedback Having a keybind for Engi's walker turrets that forces them to attack a specified enemy i.e. a boss.

uncut mesa
#

!feedback Many gamers dishonestly leave the game as "host" so let the players choose to be like host or join another game

limpid sage
#

!feedback

When activating Drone, it randomly selects 1-3 of your items for it's cause...

OR

...if this idea feels too OP or uninteresting, or irrelevant, have then a new specific Drone, which has an ability to select random item/s. ( those items are not lost in any case, just copies it. )

green hornet
#

!feedback Monster Tooth: Increase pickup radius as monster tooth stack increases.

Would make it nearly top tier for melee and still somewhat useful to others. Currently always a disappointment. Needs more consistency rather than more healing power.

little barn
#

!feedback make moster tooth actually heal on kill or just call it meat nugget like it is

hollow basin
#

!feedback In a future update, design a boss/enemy after the giant predatory shrimps of the pre-Cambrian era. They look so cool and unique that I think they’d fit right in

jolly forge
#

!feedback Make the player immune to burning elite trails while under the effects of the Volcanic Egg. Makes its use as a repositioning tool a bit stronger and also makes sense since you transform into a fireball thing.

little barn
#

!feedback add an item that increases projectile range

dusty knoll
#

!feedback Increase the range of the incinerator drone or make it more beefy in health and regen. At the moment it ends up flying too close to enemies and mostly gets clapped in a few seconds which is not really worth the price and rarity of it compared to other drones since it dies so quickly

little barn
#

!feedback The coding for lunar coins is a public code and can be changed by the players. Players can input whatever value they please using notepad instead of not being able to change it. Make the Lunar Coins a private code aspect!

sick cobalt
#

!feedback medkit should heal proportionally to how much damage you take, sort of like how aegis generates barrier proportional to how much you heal past full, that way you can survive a heavier hit a little easier

obsidian lake
#

!feedback add option to choose random character

unborn idol
#

!feedback red whip should proc when you take no damage not when you dont attack

analog coyote
#

!feedback Shrine of Chaos: Completely randomizes all your items. Would be nice to have an option that has an equal chance to screw you over but can still be used to one's advantage if played right and luck is on their side.

green hornet
#

!feedback Ability to hold "Use" near an item to bring up a popup radial menu give item to a teammate.

Might speed up runs, but would just help compensate for having to spread items around too. Let's split up, gang!

Edit: "Use" to accept item too, to prevent griefing. IE: Giving someone a gesture of the drowned ... or shaped glass. ...maybe just don't enable this on lunar or equip items.

unreal jolt
#

Make so when you ping a ground,turrets start running to that location,when you ping an enemy,turrets start focusing that enemy

unborn wasp
#

!feedback In addition to making the health regen from healing drones more usable, perhaps making the drones less brittle and buffing their health by 33% or so would make them a more viable option in early stages

fathom pasture
#

!feedback
Since drones now can be re-bought once they die, they should keep an onscreen notification on where they died. Perhaps a different colored arrow would be nice, or maybe just make the drone death sound a global sound.

I find it difficult to spot drones on the ground, especially broken drones because they die at some of the worst times, I think it would be better to keep the notification arrow on them even when they're downed in case you want to revive them.

jolly forge
#

!feedback Add onscreen notifications for orbs on the stage portal as well as activated Shrines of the Mountain.

coral wagon
#

!feedback Give MUL-T a muthafuckin flamethrower workplace friendly plasma torch for medium range torch purposes

frank rain
#

!feedback allow us to view the alternate skins of the survivors in the logbook

fast walrus
#

!feedback The healing buff to Monster Tooth is going to do about as much for it as the last healing buff it got... absolutely nothing.

Please just give it a bigger (possibly stackable) pickup radius or have it work like it did in the first game where the orbs would just fly to you from their sources after a delay.

I dunno if there's some particular reason for the apparent dev resistance to altering the Tooth's functionality but what we have right now is just a bad healing item at a time when we really need fewer bad healing items.

digital ermine
#

!feedback Increase the range on Engineer's mobile turrets so they can hit wisps and jellyfish in the air.

woven summit
#

!feedback Change the unlock condition for skins from "Obliterate Yourself on Monsoon" to "Travel through the Celestial Portal on Monsoon".

Getting that far more often than not means you've got the makings of a great Monsoon run on your hands, and it's really disappointing to have to end it to unlock the skin.

vale kite
#

!feedback flamethrower tickrate scaling. i mean even the laser turrets got it today

frail panther
#

!feedback Idea: A drone that inherits your m2 ability. Maybe have it visually change depending on what survivor bought it. Ex: commando's guns mounted on it, or huntress's glaive. Not sure how it would work with merc and loader though. (Also buff drones)

heavy glen
#

!feedback let the Engineer toss his mobile sentries instead of just placing them. I'm not just memeing - this would let the Engineer position his turrets so that they can flank enemies instead of getting put down in the blast radius of anything coming the Engineer's way. And it wouldn't result in ruined turret placements since the turret is mobile anyway.

hardy steeple
#

!feedback idea: The way to make Bustling Fungus worth anything other characters without making Engineer OP is to make the healing aura only dissipate when you leave it as opposed to when you just move. At early stacks these are practically the same thing but later on you can actually put down a zone to play around. This only marginally buffs stock Engineer turrets and may actually help the carbonizer turrets if you could somehow get them to activate the item.

reef sage
#

!feedback Idea: 3 Items that would make a hue difference in this game if added to it from the first one.

1.) Bitter Root - Increased Health Regeneration even while in combat

2.) Life Savings - Generate Money over Time

3.) Wandering Vagrant's Equipment/Use ability (I just liked this one so OP)

warped stratus
#

!feedback
The monster tooth buff was a joke. It could have double the healing and still be relatively bad. Honestly, even with the buff, it's worse than every other white named healing item, because unlike Monster Tooth, they do not require you to enter into a horde of enemies to pick up the green orbs.

Rework monster tooth to generate less health, but remove the orbs. Simply makes it effect "when you kill an enemy, you heal X amount of health". It's still weaker than other healing items, but at least it's useable.

lilac pulsar
#

!feedback change the rusty lockbox to have a few guaranteed spawn points for every map but obviously only spawn the box in one, this would make the rusty key much more useful if you took the time to check every spawn point on the map.

robust panther
#

!feedback please include a confirmation message whenever I want to quit my game or quit to desktop, accidentally quitting a run isn't fun.

upbeat bridge
#

!feedback Buff Bustling Fungus to have something like a ~0.75s delay. This buffs it for everyone to be able to use it more dynamically, but Engineer's Turrets will care about the buff less, which seems appropriate.
It'd be fun for Fungus to feel useful sometimes, as it requires conscious usage and can easily exposure you to further danger. It's currently nearly unusable for non-Engineer characters. That's really not good, as cute as the Engineer Being The Only Character That Cares About Fungus memes are.

reef sage
#

!feedback Idea: Adding Mysterious Vial

In the First game there was an Item called Mysterious Vial Which increased the your Health Regeneration while in Combat. in this game we have Cautious Slug which Heals us out of Combat and the Healing Antlers which boost Health Regeneration but since its a red it barely appears. The Health Regeneration it gives is more than Bitter Root as well. This in my opinion was one of the best White Items that gave you a huge advantage. Without it in this game you have to drop out of combat to heal which effects your difficulty since this game is about speed. In conclusion I believe Bitter Root would be a great addition to the game.

slender forum
#

!feedback Because many of artificers new abilities require enemies to be grouped up to increase effectiveness, make Artificer alt shift ability a singularity - meaning it would be a primordial cube, but balanced to be less effective or different. Like possibly a point and click black hole to suck enemies in or something to that effect. Also maybe buff primordial cube to also suck in elite wisps as an afterthought

buoyant drift
#

!feedback we just had a 90 min run going for the 20 stages, my internet was gone for 1 second and it kicked all of us, so we decided to suggest switching hosts if the original host crashes etc. i dont know if it can be done but i wanted to ask anyway!

digital ermine
#

!feedback Make Engineer's mobile turrets scale with movement speed items and/or dashing items. Dashing items would just be active at all times. Give the mobile turrets a different item priority than the standing ones.

unborn idol
#

!feedback Allow greater wisps to be susceptible to CC like freeze and primordial cube. I never understood why they aren't vulnerable to CC but when clay templars and beetle guards can be throw around like dolls sometime.

round vault
#

!feedback
It would be a nice addition to the game if we could have a custom character. One where we could use the abilities of other characters on that character and you guys just release skills and parts to create characters with. This would make for some interesting combinations of characters based on different people's play styles and make for more replay ability to the game

reef sage
#

!feedback Idea: Adding Life Savings

In the first game there was a white Item that had a huge effect on the game called Life Savings. This item allowed you to gain $1 every 3 second. In this game there are times you find yourself waiting for an enemy to spawn to get that extra $1 you need for a chest. By adding Life Savings In conclusion I feel this would make this less of an issue and overall make it easier for you to complete stages quicker.

green hornet
#

!feedback Saw other feedback about fire elites. Maybe bring back the firefighter boots, have them grant a % of fire element resist?

Or make fire a debuff that starts damage over time once a certain amount of debuff stacks are reached. Anything that would make fire elites able to be engaged for at least a short time at close range would be nice. Would also affect the fire elite buff we can steal.

cyan roost
#

!feedback 2 extra healing on monster tooth is pretty worthless honestly

wispy vault
#

!feedback Give buffs and debuffs timers so you can tell how much time is left on each

reef sage
#

!feedback Idea: Adding Nematocyst Nozzle

This was a boss equipment/use Item from the first game that you had a chance to obtain from killing the Wandering Vagrant. This item was extremely OP and honestly my favorite Use Item in the game. It would be very interesting to see this particular item make a comeback. Currently I just find myself waiting and hoping for one of the Special Abilities from the Elite Mobs in this game since the Preon Accumulator's Damage doesn't scale very well and the Ocular Hud can be rendered useless given enough X-ray Glasses or Crit Glasses. There is the Royal Compactor that is useful but only if you have enough Fuel Cells to make it worth grabbing. Same can be said for Ocular Hud since with enough Fuel Cells you can keep it up permanently.

little barn
#

!feedback
PLEASE do something about early game spawns
i paused to take a screenshot because for almost two whole minutes NOTHING spawned
at 1:58 (i started watching for it when i realized how empty the map was) it spawned several stone golems, which i think perfectly explains whats going on
it wasnt as bad when the algorithm was tweaked to more commonly focus on smaller enemies, since they weighed less in the pool for spawns, but i only got two items bc i got a lucky amount of barrels in the area and i wouldve had to let the ingame meter get to 2 minutes to spawn anything to get cash otherwise, on monsoon
best fix for this probably would be allowing high chances of smaller number/level spawns at the early end of the process (maybe even as small as singular enemies, so it always has something to throw at you), and lowering that chance down as the game difficulty progresses so it doesnt get in the way of bigger spawns down the road

heres screenshots of the whole map being completely empty at almost 2 minutes in, since this isnt the first time it happened, and it needs to be seen how stupid it is

open tartan
#

!feedback
I too like the RoR1 Vagrant drop, but I never want a teleporter reward to be an equipment instead of a permanent, stackable item.
Nematocyst Reflex (Wandering Vagrant drop): “Every 10s, launches 3 (+3 per stack) nematocysts that explode for 200% damage.” Proc coefficient 1, does not activate (or go on cooldown) unless it has enemies to target.

fading parcel
#

!feedback Here's an idea; maybe bring back Life Savings from Risk of Rain 1, but as a red item. I think this would be fitting for such an impactful effect. And naturally it could be buffed a solid amount, but for one suggestion it could also grant you an amount of money both upon picking it up and upon entering a stage based on the current difficulty level, scaling the same as prices do with the difficulty; it's someone's life savings being put to use as you would your own!!

sonic lintel
#

!feedback Chronobauble is a largely disliked item, mainly due to its poor scaling for a green item. Rather than buff it to make it viable I suggest an alternative idea; swap the rarities of the stun grenade and chronobauble.

Chronobauble's functionality and scaling could remain the same, and stun grenade would be able to stun all monsters (except for maybe worms...).
the duration might need to be lower as a base value but honestly I think this is a good "2 birds with 1 stone" approach.

shadow light
#

!feedback I feel that Elemental Teleporter Elites take much longer to kill VS a "similar" strength normal teleporter boss (IE, 2 Glacial Elder Lemurians and 2 regular Elder Lemurians VS 2-3 Wandering Vagrants) It feels like I end up wasting a lot more time for something that's supposed to be of a similar strength, and that to do better on those events I need a specific item (Old Guillotine or a great damage item) otherwise my run gets considerably harder because I wasted so much time trying to kill them. I'm fine with certain bosses being harder than others, but I lose minutes to fighting those bosses which can end up putting me too far behind.

I guess TLDR, I think that the health on elemental teleporter elites have far more health than a normal equivalent boss. And it causes a disproportionate amount of time loss.

hardy sphinx
#

!feedback i believe the new engi turrets couldnt be affected by movement speed items but man idk if its a bug but this shit is amazing thanks for it

ancient cedar
#

!feedback Please focus on the "black screen" issues that seem to be extremely common in multiplayer... (and give the community some feedback about what's being done to address it).

note: steam going down earlier seems to have triggered that issue for almost everyone who was playing, so it's probably related to the steam matchmaking.

(just search for "black screen" in discord, and see how many people are having this happen )
edit: spelling

nocturne gull
#

!feedback any sort of damage over time (burn and bleed) shouldn't be able to kill the player, maybe give the player a health threshold (10% left?) that damage over time cannot injure the player or is outright removed. Fire and bleed deaths are outright bs as the only item that can stop them (blast shower) is broken on some characters (stopping skills that charge from being charged).

little barn
#

!feedback Make Environmental Log Book radar scanners free, I honestly don't see any reason why it should cost money, late game the cost doesn't matter, early game it can cost a handful of chests, and it could be found after the teleporter is done where you can't gain anymore money. (If its not obvious that last part pretty much just happened to me and it was extremely infuriating to say the least)

bitter sand
#

!feedback item trading

left moth
#

!feedback

Personal Loot System in public lobby groups or the option to choose what loot systems are available.
Not enjoying a selfish rush to hoard loot amongst other players that are not my friends.
My friends and i currently communicate with each other. Random strangers, it's a toss up.
There's so much potential for the groupfinding multiplayer that missing this could really ruin it .

hoary estuary
#

!feedback Commando's grenades should stick to enemies. This would allow for more versatile use against flying enemies or more mobile enemies like Imps, Greater Wisps, Brass Contraptions, etc.

jolly forge
#

!feedback Give elder lemurians a more obvious spawn sound and maybe give them a greater delay between spawning and attacking.

exotic wind
#

!feedback Give on chance items a percentage tooltip so you can keep track of your odds on items.

tough pendant
#

!feedback Item Idea

Lunar Item
Increases damage the farther an enemy is from you, decreases it if they're closer. It would affect different skills differently, like making the tip of Mercenary's sword deal more damage than the base, but making eviscerate deal more damage if you activated it further away than closer to an enemy. There would be no in between, just strong and weak attacks. In Commando's case, it would reverse the damage falloff to an extent.
Stacking makes further away attacks more powerful and closer attacks weaker, and for some attacks making it so that the distance counted as far away increases.

Feedback would be nice, if you have any.

lilac pulsar
#

!feedback move hardlight afterburner from artificers shoulders to the exhaust of her jetpack similar to engineer.

plucky fern
#

!feedback If anyone here knows Enter the Gungeon you might have an idea of where I'm going. I like the idea of there being some sort of Paradox character. (Maybe you pay a lunar coin to select) And youre given a random set of skills across all survivors. Like you can spawn in with Rexs M1, Engis M2, Huntress Blink and Artis flamethrower. And maybe you get a chance to be given a passive like Mercs or Artis. Character would be unlocked after unlocking all Survivors, skins and skills

north imp
#

!feedback Character specific Keybinds. So lets say i want to rebind Shift to MB2 when I'm on Loader, but I don't share that sentiment for Mercenary.

I understand why skills are assigned to slots by balance perspectives but in terms of playability, things are different for each character.

thorn sentinel
#

!feedback
Make Aurelionite's sword go invisible with the rest of their body while under the effects of celestine aura

drifting kelp
#

!feedback Tone down the difficulty scaling on multiplayer a bit, there are literal ARMIES that spawn even at just 5:00 minutes on the first tele fight with only 2 players.

jolly forge
#

!feedback Make the imp overlord a bit less generous with the projectiles that also become terrain hazards.

limber cedar
#

!feedback Bring back the Chef! (please?)

echo gyro
#

!feedback Steam profile backgrounds, maybe something featuring the stages or characters.

reef sage
#

!feedback Idea: Why Change H3AD-Stat?

Honestly, holding E is kind of counterintuitive to the movement. I know changing the Key is an option but that would also change your key for opening chests. The item was just fine to use by Holding Jump or Space Bar. Now you have move a finger that would otherwise be used for standard movement and hold it until the ability is used. That in my opinion was not a good change in the last update.

rough totem
#

!feedback A character that is a true protector, a defender of the people, that shields his comrades.

jolly forge
#

!feedback Brass contraptions need a distinctive audio and visual cue that plays BEFORE they attack. Getting blasted from behind by an overloading bell before you can see it is some bullshit, especially once they start chunking you for your entire health bar.

open tartan
#

!feedback
Thanks for the H3AD-5T v2 change!
Now that holding space only activates arti's hover, this opens up a new possibility: Holding jump gets the maximum benefit of H3AD-5T, but releasing it early causes a partial jump (like Rusty Jetpack from RoR1). This in no way changes what currently happens when an arti holds jump, while giving everyone more control over their movement.
It's fairly intuitive: Hold jump to jump higher. This also opens the window for jump height being a stackable stat, as survivors won't be forced into the stratosphere.

little barn
#

!feedback If people find that using H3AD-5T is a problem on either space because they play Artificer, or on E because it feels like it constricts movement, why not make it so you can change what key H3AD-5T is used for it's own key in the keybindings menu. It would be similar to how it works now, where it would just activate over whatever you have it changed to, (Holding space like before which overrided artifcers hover, or like now where its on E, which im sure overrides opening a chest but that'd be quite hard to come across in any game). This way people can set it to whatever key they want, and even swap it back to space if they want it on that key.

Also there literally isn't another single item in the game that requires you to press a button for it to work (besides equipment obviously).

And i'd put it onto one of my number pad keys because I never want to use it's active because i greatly prefer the jump height over it and use it just for that and its no fall damage.

crystal elm
#

!feedback
give the gunner turret the ability to walk similar to engineer's new alt turrets (and also make it teleport to the next stages like other drones)

velvet tusk
#

!feedback
Every single stage looks amazing and is fun to explore. That being said, some of the new stages are simply headaches when it comes to gameplay.
If I have a good start to a run and I see Scorched Acres, I have to immediately run to the highest point and hope that the teleporter particles are in a visible spot. Not only they're hard to see by default, but if the teleporter is under a platform, the particles spend too much time clipped into something. There have been several runs where, after running around for 5 minutes, I realize I went right past the teleporter several times and didn't know because it was just on the other side of a hill, behind a pillar, under me, etc.
The other is Siren's Call. It's definitely beautiful, but I end up needing to rush the teleporter before too many goddamn fliers spawn and pray. The new enemies are cool, but it seems like the stage is just tanky fliers and Elder Lemurians.
Maybe it's the survivors I play that have a harder time handling these stages, either issues with mobility for Scorched Acres platforms or with clearing the skies, but I find myself wishing that dreaming through a blue portal wasn't so expensive just to avoid these two.

full saddle
#

!feedback Let us aim all the way up and down, having a wisp or whatever exactly above you and not be able to shoot it is simple frustating, and it does not seem to fulfill a purpose either (Edit: besides making sure your carachter model isn't in the way, but that can be dealt with in other ways as well, like making you transparant). I have seen people talk abou it quite a while ago, but I don't remember it becoming top-feedback, nor have the devs made any comments about it, so I decided to post it again.

dark valve
#

!feedback Huntress alt doge skill: i feel like you should be able to doge up and down with it too, atm it feels very akward and stale to use even if it has a very low cooldown.

heavy glen
#

!feedback remove the gold penalty for enemies spawned upon map creation. They aren’t any easier to kill.

full saddle
#

!feedback Maybe a fun idea is to make boss items inherit the boss's elite status (if they had one when they spawned). Queen's gland spawns an elite guard, knurl makes you slightly resistnace to the boss's element, little disciple becomes elite, halycon seed is already elite, so that one won't change

sleek yew
#

!feedback make shields more useful by making them able to regenerate while you are under the effects of the malachite non-healing effect

little barn
#

!feedback add a chance for elite equipment to drop as a teleporter boss reward, when the teleporter boss is an elite monster
small thing to mildly increase its drop rate while making it still not easy to get; itd have to be late game or through mountain shrines

soft mural
#

!feedback On the topic of Elite aspects, make them give you 50% more health (in the form of shield for Overloading, which shouldn't replace half your health with shield anyway) and a bit more damage while under the effect of them. It isn't worth taking an Elite equipment over most of the equipments in the game at the moment and I think that buffing them slightly would make them a lot more viable for their rarity.

atomic bear
#

!feedback give engineer mobile turrets 30% more range please, they are slow moving and clumsy enough, but they cant even reach a wandering vagrant after spawning from the teleporter thats just disapointing.

soft mural
#

!feedback Could we get an item kind of like Money = Power from The Binding of Isaac or the Golden Gun from the first game? It would increase your damage the more gold you had, up to a cap of 100%. The gold to reach 100% more damage would increase every level, of course, for example on stage 1 it would be maybe 100 or so gold to get the full damage increase, stage 4 it could be more like 800-1000, etc. I think it'd be fun!

soft mural
#

!feedback Can I just say how good the music in this game is? I honestly can't stop listening to it. However, this doesn't mean I like having to listen to three songs in particular twice in one run. Are we going to have different tracks for Scorched Acres, Gilded Coast, and Abyssal Depths in the future? I know it's a lot to ask but I think letting us have different stylized songs for each stage would add a lot of character to the game.

frail swallow
#

!feedback make Blast Shower give you negative effect immunity for a short period of time after using it

unkempt wasp
#

!feedback Steam workshop to add new cosmetic add-ons for characters being those made by the players/Devs also not only limited to characters skins but maybe skins for Mobs/Maps/Drones and any other visual element that can be enhanced

limpid sage
#

!feedback similar to only specific monster types would appear by chance, have a similar effort for items... Damage, Health or Utility. ( Or why not limiting to certain item pool selected by randomly )

crude scarab
#

!feedback Considering the skills are now modular, how about a fun little artifact that completely randomizes your character and kit?

soft mural
#

!feedback I really want an equipment that rerolls items on the ground into different items like the D6 from TBoI. It might be a bit overpowered but basically: It would have a 120 second cooldown, would reroll any item on the ground in the entire map into a random item from the same pool it dropped from (e.g. a legendary item from a legendary chest would reroll into another legendary item) that isn't the same item. Wouldn't effect items in multishops, however.

deft mason
#

!feedback

A line of skins based on the monsters in the game, not using the actual models but skins themed after them. Suggestions include:

Lemurian Commando
Beetle Guard engineer with Beetle turrets
Golem Loader or Bison Loader
Wisp Artificer (head is a mask and the rest of her body is fire, probably purple like Ancient Wisp)
Hermit Crab Rex (might be able to actually use the real monster in this case)
Clay Man Mercenary
Golem Mul-T if Loader doesnt get it
Imp Huntress?

hardy kettle
#

!feedback Improve the walking turret's pathing ai, they have a tendancy of walking off of cliffs and ledges like the bridge on Distant Roost when attacking enemies on it. Late game it might not be that bad but at the beginning it can take them forever to get back up if you don't have one ready to place down right then

pliant hollow
fading helm
#

!feedback the issue with engineer walking turrets isn't speed and tick rate but AI and range. at the very least AI should be improved so they can engage efficiently and not get stuck on small obstacles

soft mural
#

!feedback Make Bustling Fungus start healing after 0.5 or so seconds of standing still rather than 2 seconds so it's more viable on characters other than Engineer.

deft mason
#

!feedback

increase bustling fungus healing, lower activation time, increase time between ticks, make stacking it reduce tick time instead of increasing healing amount.

Fungus becomes weaker on engineer, the same on anyone having 1-2 of them, stronger for everyone who stacks a lot of them

acoustic sail
#

!feedback Hopoooooo I want Risk of Rain merchandise. Figures, coffee mugs, shirts, vinyl stickers, keychains whatever I wanna buy Risk of Rain stuff

limber pebble
#

! Feedback
Chronobauble now lowers enemy fire rate, at the same rate as the speed decrease

jolly forge
#

!feedback Make lesser wisps not have a damn shotgun blast and make them less accurate to boot.

tough pendant
#

!feedback Make bleed directly affect health and barrier, ignoring shield. It would make sense because shields can't bleed. (Even though a lot of the enemies in this game shouldn't be able to bleed, but let's just ignore that.)
EDIT: Please note that this would technically buff shields by making them able to regenerate when you're bleeding

pallid iris
#

Can we switch Artificer's new R (Ion Surge) to a new Utility skill? Matches the damage of the 8 Ice pillars doing 100% each, has a stun for the freeze loss, and just feels more like a utility instead of an R.

feral dock
#

!feedback fix the money bug, either by solving floating point error or giving it a fixed upper limit

velvet nimbus
#

!feedback add a couple more geysers and/or one jump climbable terrain to Scorched Acres so that lower mobility characters don't waste as much precious time traveling from the lower platforms all the way across multiple bridges up to the higher up platforms

grave plaza
#

!feedback Switch Artificer's new R (Ion Surge) to a Utility skill. It matches the damage of the 8 Ice pillars doing 100% each, has a stun for the freeze loss, and just feels more like a utility instead of an R. (For Cryomantik above ^)

mint hatch
#

!feedback Elemental teleporter boss events have too much health compared to normal bosses (compare something like Blazing Stone Golem(s) to Stone Titan(s) at similar in-game times). It seems like getting a good run is too dependent on getting Old Guillotine. I suggest nerfing both how much health the elements add (maybe exclude Celestial from the nerfs) along with nerfing the effectiveness of Old Guillotine, maybe 15%(+15%) rather than the current 20%(+20%) stats. This isn't meant to make the game easier, just less punishing if you don't happen to get Old Guillotine before the game starts dropping Elemental Teleporter events on you. They take too long to clear compared to regular bosses.
EDIT: The nerf to Old Guillotine is meant to be compensation for the suggested lower health on Elemental enemies. Leaving Old Guillotine untouched would likely make them too easy to kill, and its not my intention to suggest making the game easier, just less dependent on a single rare item. I implied this already but figured I should more clearly state why I suggested this.

narrow epoch
#

!feedback
bosses that are unique to certain stages
(currently grovetender on acres and solus unit on sirens call)
should be more likely to spawn from the teleporters on their respective stages
particularly if they have a unique item drop
currently the grovetender's little disciple is excessively rare in comparison to other boss drops
(queens and titans can spawn on most maps, and the addition of dreams makes a visit to gilded coast for aurelionite's seed much less rare)

pallid iris
#

Can we switch Artificer's new R (Ion Surge) to a new Utility skill? Matches the damage of the 8 Ice pillars doing 100% each, has a stun for the freeze loss, and just feels more like a utility instead of an R.

deft mason
#

!feedback

The RoR1 bosses, but ONLY when the level is one of the ones that only spawn one type of enemy. Including changing existing bosses to use their old attack patterns for that level.
Level only spawns jellyfish? The Wandering Vagrant is going to be chasing you down.
Level only spawns wisps? Here comes the Ancient Wisp, back for round 2.
Level only spawns Golems? The sky darkens as the Colossus appears.
etc etc

A way to have the old bosses make cameos without putting them into the normal pool, which would be boring.

buoyant drift
#

!feedback visible skybox or let me hit my stupid head on it instead of teleporting me back into the enemy

median estuary
#

!feedback About the Italian localization of the game: although I truly appreciate the effort, the translation is often not so elegant and sometimes incorrect. Many things are translated literally, without adaptation nor understanding of the context. This could somehow impact the enjoyment of a very well-crafted game, not only aesthetically talking, but also influencing the gaming experience itself: the current localization makes the challenges hard to understand, because many sentences are poorly translated. For instance "defeat the teleporter boss" is translated as "sconfiggi il boss teleportante" which, in turn, would be "defeat the teleporting boss" in English; "Alloy Worship Unit" is translated as "Permetti Culto Unità" which, in turn, would be "Allow Cult Unit" and so on. The meanings has thus been changed, and it can be misunderstood. The overall quality of the localization can be improved, allowing a better experience for Italian players. My friends and I love the game, and would gladly volunteer to translate it for you - for free, obviously. We are well-versed in English language, so that wouldn't be a problem at all.

spark salmon
#

!feedback
Add Multidirectional Huntress Sprinting to make her more intuiative and fun to play
Consider an alternative LMB attack that Is just a scaled down version of the Ballista Shot, firing once per second or once per 1.3 seconds at 250%-300% Damage. Can be used whilst Sprinting, but does not lock onto targets and as per such has as much accuracy and range as your aim allows It to have, giving Huntress the ability to actually hit a specific target in a crowd with her LMB without having to rely on Glaive.
This will prevent Huntress players, as the squishiest character in the game HP wise, from dying and feeling like they got punished by the game's auto-aim system with no way to combat It.

restive charm
#

!feedback

Celestial portal should be changed with how many lunar coins it gives. So it should be an amount relating to the difficulty and how many times the player has reached the celestial portal. It should be a higher amount for monsoon and lower for the others.

little barn
#

!feedback

While unlikely, a Reaper skin from Deadbolt would fit Commando perfectly, wielding Death+Taxes to match Commando's guns. It'd be nice since Commando deserves the love and having a reference to another Hopoo game would be cool.

eager plume
#

!feedback Item idea that replaces Heaven Cracker
Item Rarity: Rare
Item Name: Haunted Doll
In-game Item Description: Your attacks pass through many things
Detailed Description: Your attacks pass through 1 (+1 per stack) enemy or object
Notes: Items pass through things, such as a rock, wall, or an enemy, itll still deal its damage, but will be able to hit them twice, maybe even more times. Rockets, spirit daggers, bullets, the goal is to make an attack similar to Commando's piercing round, but wholly better.

drifting kelp
#

!feedback Nerf bleed damage, that shit can drain you in seconds

heavy glen
#

!feedback not sure if bug or just super bad - apparently the two-stage mines do jack shit if they go off early - they trigger on enemies outside of their area of effect, and their area of effect is so bad that they sometimes can't hit enemies literally standing on top of them. Either give them proper area of effect to begin with or have them jump in the direction of the enemy that set them off - the damage itself is bad but not unusable.

edit: noticed that they do have reduced activation range; point stands

valid sable
#

!feedback the option to rejoin the game if you leave

arctic sonnet
#

!feedback CHEF was one of my favorite characters because of his ability that buffed his other attacks for 1 use, i would like to see chef added or atleast someone that incorporates that mechanic in one way or another

lilac pulsar
#

!feedback add an FOV slider that changes FOV similarly to spinel tonic and frost relic.

night sluice
#

!feedback
Alternate Engineer Skin: the two main colors should be black for most of the engineer’s body while the visor/glass has an ivory colour

jolly forge
#

!feedback Make beetles actually threatening in some manner like lemurians in 1 were.

olive linden
#

!feedback Add a more satisfying "punch" sound to loaders super punch attack

fathom pasture
#

!feedback An alternate skill of Loader that makes her slam down to the ground.

coral wagon
#

!feedback for dalolman, just punch down

lilac pulsar
#

!feedback make armor piercing rounds apply to all boss tier mobs instead of just the teleporter boss.

little barn
#

!feedback An item or equipment that would passively give you barrier over time out of combat, (only suggested equipment because of Gnarled Woodsprite and I'm unsure if this would be busted or not if stackable and such) this way you wouldn't have to always depend on killing something or healing for a barrier, meaning you would have a much harder time getting 1 shot before you were able to kill/heal.

When I say out of combat I mean like Red Whip, you taking no damage, dealing no damage, or using abilities.
If it was an item it could scale in a way where it just increases the amount you get over time similar to how Cautious Slug works. (or just not scale)
This way if you get a build or play a survivor that needs more time to ramp up, you'll have a much easier time not getting 1 shot because a Brass Contraption looked at you funny.
I have no idea how this could be balanced as making items is something I never do but this thought just came to mind so I thought I'd share it.

crude haven
#

!feedback
An option that allow players to choose how many items we want visible on the character's model:

None - No items will show up on the player's character model no matter how many items the player picked up.
Average - Some items will show but after a certain limit (Maybe dictated by the player, something between 5 to 20?) items will stop showing up in the character's model.
Unlimited - As it is right now, items just keep appearing on the character as you keep collecting them

jolly forge
#

!feedback Change the stone titan's laser to lose the magnetic lock-on after hitting its target, be slower to track its target in general, and to have a larger impact radius. As of now it's a death sentence if you don't have the speed to literally run circles around the titan or if you don't have/can't reach cover (eg lower mobility characters or just some places where the teleporter spawns). The high, tick-based damage voids OSP (at least if you aren't stacking Shaped Glass, possibly) and can end a run both late in the game when there are dozens of lasers tracking the player or early on when you can't find cover. The laser still having to track after hitting its target would make it more fair to escape, as currently even going invisible doesn't break the tracking. Having the initial tracking be slower might allow lower mobility characters the opportunity to run out the attack or to find cover before they're blown to bits. Lastly, making the laser itself have a wider damage radius where it hits allows it to still be a threat if the player doesn't take evasive action.

tl;dr Make the stone titan's laser slower, lose the stickiness, but also be bigger to compensate
(edited to add tl;dr)

crude haven
#

!feedback
Make it possible to cancel Transport Mode on MUL-T by pressing Shift again
(As the player progresses and gets more Movement Speed items it's very common to overshot your destination with the skill)

knotty night
#

!feedback color code projectiles according to the elite type

raven dragon
#

!feedback sorry if its been said already. my idea is to make a test area where u can test out combos and character skills and the location of the test area could be the warehouse where u choose the survivor

buoyant wigeon
#

!feedback Add a quick start option and a quick restart option. Quick start would be on the main menu and have a page in the settings that would allow you to select a specific character, specific artifacts, and difficulty, and then starting a game via quick start would immediately put you into a run with these preferred settings, and have extra options like start with randomized char/artifs, start with most used char/artifs, or start with last played char/artifs. These extra options will not affect difficulty unless you allow it to, otherwise it will use the chosen preferred difficulty as difficulty is a very drastic change. Quick restart would be accessible from the pause menu and immediately restart a run with the same chosen settings as you had started it with (clicking restart on a Prismatic Trial would instantly restart the trial as the initially selected character).

heavy glen
#

!feedback Reference Engineer’s old heatseeking harpoons with a new Primary. Load up to 4 (piercing/slight homing) harpoons that deal (150-200%) damage each, half the attack speed of the grenades but dear god please just give me a reliable ranged option so I can deal with wisps without placing a turret

marsh oriole
#

!feedback Mul-t's Sawblade is a lot of fun, but he lacks the mobility of the other melee characters I think making the sawblade nullify the flames that flaming enemies radiate would help make him a better melee option.
Note: Not all flames, just the ones that you burn you for melee attacking the enemy
Bringing the damage down from %1000 to between %900 and %800 would also stop it being busted late game

crude scarab
#

!feedback A glaring flaw of the walking turrets is its relentless pursuit to its enemies. Make it so they give up if an enemy is too far, they mostly die because they disregard every other enemy around them if they already agro'd that one slippery wisp that just catapulted to the other side of the map.

stuck onyx
#

!feedback suggestion for Commando Alt m1.
Instead of the rapid fire pistols have slow firing high damage guns(think desert eagles)
Give them a 6 or 7 stack with a 3 second recharge
i think this would give the commando an alternate playstyle as on-hit items wouldnt be such a high priority as they are with his current fast attack speed. Ex: you would actually want crowbars as commando

earnest laurel
#

!feedback there needs to be a distinct separation between shields and health.
HEALTH
Can be healed
Affected by Malachites
Counts for HP achievements, curse (like Shaped Glass), and Rex's abilities
SHIELDS
Cannot be healed, but have their Regenerate
NOT AFFECTED BY MALACHITES
Does not count for HP achievements, curse, or Rex's abilities

This will give shields a niche that makes them extremely useful.

lilac pulsar
#

!feedback add a bleed debuff icon

hexed halo
#

!feedback add an electric ball debuff icon

main mica
#

!feedback

Artificer's alternate utility loadout skill (shift) could be a fire nova.
A moderate fire AOE around the artificer that has a knockback effect.
Useful for panic moments, when a jellyfish sneaks up behind you, or you just don't have a way out of a corner.

fading parcel
#

!feedback I think it would be a very nice aesthetic touch if Mercenary's Slicing Winds made him do a quick little counter-clockwise spin for his animation. Since the projectile itself is circular after all so it would make more visual sense. And look way cooler!! It shouldn't effect the way the skill functions in any way, of course, I just think it would look really nice.

royal pagoda
#

!feedback

New Chest Idea
Name: Time Capsule
Cost: 2nd Level Chest,
Item Description: When activated, puts a random item from inventory inside, the time capsule will show up again the next time the same map area comes up and you receive a
number of copies of the item equal to the number of stages that have passed since you put an item in the time capsule. If you don't find it, you lose the item and the next time you find a time capsule you can put a new item in

stray notch
#

One message removed from a suspended account.

sinful crown
#

!feedback I really like the polls you guys are putting out and I always find myself waiting for the next one. Keep up the good work guys!

valid sable
#

!feedback the option to rejoin the game for 5 minutes

maiden shale
#

!feedback
tone down the clay templars. As they are right now, once they're aggroed and have line of sight of you they act like a constant stone titan laser, the only way to deal with them is get in cover, and hope you have a way to deal with them while in cover. The moment you pop out of cover you're under constant fire again, making it near impossible to deal with them in a safe way. At least make them need to reload every once in a while, or make them deal less damage to compensate for their constant firing.

jolly forge
#

!feedback All the reduced regen rate in Monsoon does is make the earlygame more tedious. Bits of damage force you to disengage for a long time if you don't have any healing items, and wasting time like that is very punishing with Monsoon scaling.

plucky fern
#

!feedback Add Fuel Array and Elite Aspects into Logbook (Because why not)

karmic mural
#

!feedback i feel like hopoo missed the mark with their intentions in balancing the default Engineer mines. Spider Mines are good and fun so overall they should stay the same and instead adjust the default mines to be more consistent. how about making their damage increase linearly as they arm? would make em more flexible, you get trolled less by random beetles or whatever eating them before they ripen, and doesn't really change them in any way that would upset the people who want to use their mines this way.

swift socket
#

!feedback
drop items 🤔

narrow epoch
#

!feedback
the idea of dropping or exchanging items would be nice
of course when you have alot of items the process would probably be a timewaster
perhaps it would be better if there was an item exchange thing in the bazaar?
like a chest or vault you and other players can selectively place and retrieve items from
could have a small fee of 1 lunar coin per player
it would be something to do in the free time you have there
it would also be good in those situations where you have a stage one or two bazaar and individually you cant afford something from the cauldrons, but you do have enough between you

hardy sphinx
#

!feedback instead of a "drop item machine", you should be able to select one item of a stack and just reroll into another one in the bazaar, this works similar to the shrine of order's effect

subtle pecan
#

hIya. I have a Request for a QOL change on PC. Please make the escape key function as a "back" in the menus. Please.

crude ermine
#

and while you're at it, as an addendum to that, while I'm in pc menus with controller the B button doesn't back out of menus either

lilac pulsar
#

!feedback make artificers hover togglable, on console it’s very difficult to hover aim and shoot at the same time.

balmy crystal
#

!feedback this would probably never get added but a slot machine to say give 5/10 items of one rarity and get one random item of the same rarity

celest anvil
#

!feedback Many lunar items are very straightforward and unexploitable: You get a bonus, but it comes at a price. Some are more popular than others because there are direct paths players can take to remove the downside (i.e. Shaped Glass + Aegis/Topaz Brooch/Transcendence/Infusion). Gesture of the Drowned, however, has by far the most easily exploitable "downside" of any lunar item - so much so that it in very few situations is it ever even considered a downside.

I think there should be a "usefulness" reduction for each stack of Gesture, activating the equipment at xx% less efficiency. For example, if it is 10% reduction:

  • Damage-dealing equipment hits 10% less hard.
  • Healing equipment heals for 10% less.
  • Time-based equipment (i.e. Ocular HUD, Back-Up, Primordial Cube) lasts 10% less time. If they deal/heal damage, that can be reduced instead, or possibly both.

10% is just an idea and should be balanced. At 5 GoTD, the equipment would almost always be firing, but at ~59% efficiency, and since most players don't stack much past 5 GoTD, I think that's a fair trade-off for literally infinite use of equipment.

little barn
#

!feedback make red whip only deactivate from attacking - not from getting hit

itd be a good movement item for moments when you need to escape to heal or let cooldowns finish, and would be completely off the toes of pretty much every other item in the game
could just change flavor text to 'when disengaged from combat' if 'when not in combat' doesnt sit too well for yall, and itd retain its current purpose quite well

itd be a brilliant item for safety early for characters like artificer or engineer who dont have an ability to zoom out of danger, and great for escaping imminent danger later into the game for anyone

brave notch
#

!feedback remove or nerf horde of many

buoyant wigeon
#

!feedback Fix Mercenary's animation when he begins sprinting. Currently when he begins sprinting, he extremely visibly slides his sword through his body.

native meadow
#

!feedback I know it's been said, but timers for debuffs, use the same system to show cooldown on secondary when you have backup mags for equipment and fuel cells, and keep up the good work, this is a great game. And in case no one else says it, don't be afraid to take mental health days, it's more important you live to make new updates than you get them out immediately.

warped stratus
#

!feedback
Make it so Medkit works on a stack system, to where getting hit multiple times before getting healed gives you a bigger heal when it finally triggers (for example, if you get hit once you heal 10 hp, if you get hit 3 times, you heal 30 hp). This would need a "cap", ofc.
This would go a long way to making it a more viable item to stack as the game goes longer, as well as introduce an option to counter "shotgun" attacks with a larger burst heal if you survive.

simple hearth
#

!feedback instead of limiting corpsebloom to 10% of your max health, make it apply any healing over 10 seconds. i.e. you use foreign fruit, healing you for 10% health per second for 10 seconds (50%x2/10), but if you use 3 charges you'd heal 30% per second. stacking them would still increase healing and would further divide the healing by 20, 30, 40 and apply it over the same number of seconds (20, 30, 40 seconds).

tough pendant
#

!feedback Instead of making obliterating yourself give you more lunar coins, make it so that lunar coins don't get rarer every time they drop.

buoyant wigeon
#

!feedback Add a "Are you sure?" confirmation upon clicking Quit to Menu/Quit to Desktop from the pause menu

sharp flower
#

!feedback Can we please not have 4 Clay Templars spawn around the player at only the 10 minute mark? I just died because there was no cover on the part of scorched acres where they spawned and there was no way I was gonna have the mobility or damage to escape from or kill FOUR CLAY TEMPLARS ALL AROUND ME.

fossil chasm
#

!feedback Idea for a Blast Shower rework/upgrade:

  • Instantly cleanses all negative status effects from the player (includes attached Shock Mines)
  • Creates an aura with 8 meters radius around the player that absorb all incoming ranged attacks (including hitscan ones) for 1 second
  • Explodes after 1 second, dealing the absorbed damage to all enemies in a 20 meter radius as well as applying any cleansed status effects
  • Global cooldown of a few seconds to prevent permanent uptime cheesing
mint vapor
#

!feedback a possibly dumb idea for a 3D-printer but what if it allows you to choose what item wish to convert BUT it cost in order to use the 3d printer to do so and the cost lets just say... half of a normal chest? its just some what of an idea i came up with..

supple ravine
#

Improve the mobile turret A.I to make them more viable.

wary ivy
#

!feedback Make the player’s first clear of each new Prismatic trial give lunar coins (say for example, 10). Something to break up coin grinding and incentivize doing trials more outside of Merc’s challenge.

deft mason
#

!feedback Instead of Corpsebloom doubling heals, make it match healing with an equal amount of barrier, but still have the same downside. This makes it a lunar item Aegis instead of a Rejuv Rack, but this has some benefits:

  1. It gives the effect of 2 Aegis in one go as opposed to being exactly the same as one Rack, which makes it more tempting.
  2. If youre able to maintain your health then having barrier helps you stay alive better than just always being at full health, so its actually useful. The item gets a good reward for passive survival to match its bad downside at emergency survival
warped stratus
#

!feedback
Add a secondary currency called lunar shards, when you beat a teleporter boss encounter, you gain a lunar shard (the same way you'd get a green item, coming from the teleport when all the bosses are killed) and challange of the mountain gives you more shards. Getting enough lunar shards automatically gives you a lunar token.

The reason why I'd like this sort of system introduced into the game is because currently, lunar shards are a totally RNG based system, and their rarity and cost (ending runs) doesn't justify the power of the items (which are, generally speaking, overall weak and sometimes a strict negative to your builds). Additionally, by introducing a secondary currency, you can buy items for the weaker level of currency (maybe white/green items?) in the blue coin shop area.

native meadow
#

!feedback the above idea gave me a thought. How about a type of 3D printer you feed lunar items to get a lunar coin? 1 use or multi use, it'd be a way to undo something you may have been unsure about/get back some of your investment in a run.

river reef
#

!feedback Let us use Mul-T's m2 while using powersaw so he doesn't die instantly while trying to use it.

dense sky
#

!feedback An challenge named Lunarcy I think it'd be a funny pun on a challenge

bold schooner
#

!feedback
Item Idea
Synthesizer
Tier 3 item.
When a status affect is applied to you, gain a unique bonus based on the effect. Stacking increases intensity of effects. Multiple bonuses can be applied at the same time if you have the prerequisite status affects.
Burning: increased damage
Lightning: increased move speed
Slowed: increased armor
Frozen: further increased armor
Tar: Damage over time on enemies around you
Malachite: all healing that would have been applied is applied in one burst when the status affect ends.

livid trench
#

When a player quits in Multiplayer, give items to remaining players! plz

jolly pulsar
#

!feedback "When a player quits in Multiplayer, give items to remaining players! plz" - gilmoredavid^, i support this myself

crude scarab
#

!feedback maybe exclude lunar items in that regard to avoid potential griefing ^

sick aspen
#

!feedback being back the item pickup sound from risk of rain, I miss the nice clean click sound

river reef
#

!feedback Bring back the ominous bell chime that signified an advancement in difficulty from RoR1

fathom pasture
#

!feedback A red item that applies all of your items to your minions. Though it only works if you have minions, yknow.
So something like your Beetle Guard gets the 4 gasoline and the 5 topaz you have.

hardy sphinx
#

!feedback while i thoroughly enjoy minion and drop items, even if monster tooth isnt that great. the items that like increase range or give them items arent worth it with how little you ever get any of either of the two category, to start making them have "synergies", they would need to appear more than once a run or just not ever. so the ideas for both while they are good, are not that great because there's nothing to use that item with, there's what, 2 items that cause drops and one true minion, having items for one category or the other, and the item being based only on those synergies would make the item completely worthless without them

crude haven
#

!feedback
Item: Weapon Upgrade Kit
This would be a sealed case where, depending of which character picks it up, would upgrade his main weapon, I came up with some ideas for these upgrades:

  • Commando: Reduce bullet spread
  • MUL-T: Auto-Nailgun = Reduce bullet spread; Rebar-Puncher = Reduce charging time; Scrap Launcher & Power Saw = Increase AoE.
  • Huntress: Increase maximum distance of Strafe.
  • Engineer: Increase blast radius of Bouncing Grenades.
  • Artificer: Increase maximum charges of Flame Bolt.
  • Mercenary: Increase AoE of Laser Sword and Whirlwind or Rising Thunder.
  • Rex: If player picks one Kit = First shot of Inject now applies Posion; If player picks two Kits = Second shot of Inject now applies Bleeding; If player picks up three Kits = Third shot of Inject heals twice as much.
  • Loader: Increase AoE of Knuckleboom.

Picking up multiple Weapon Upgrade Kits would increase these effects up to a determined maximum, after that it would just increase damage slightly.

feral dock
#

!feedback add an animation for bighorn bison spawning, I mean seriously, almost all other creatures have spawning animation and this bison just appear out of nowhere?

mystic plover
#

!feedback

New Item Idea
Item Name: Unyielding Oculus
Item Description: Mirror shaped/looking item that has a low chance of deflecting incoming ranged attacks at the closest enemy near the player.

crystal elm
#

!feedback
equipment drones should display their currently held equipment on the icon next to their healthbar

winged raven
#

!feedback
Drones are cool and I assume at some point their AI will get touched up and they'll be proper useful and perhaps even strong. Even before that day comes I have an idea for a cool Active.

I know it's not the normal scheme for Actives but I call it;
Coordinated Assault
-Activate to target an area/point, all living drones will gain a shield for half their maximum health and fly to the target, focusing enemies closest to the target for a time, gaining some attack speed during their assault.
-Once the duration finishes they'll gain a bit of movement speed until they catch back up with you, resuming their normal activity.

limpid sage
#

!feedback Recently seen a lot of new item ideas... I join for that too as a joke, but suggesting as serious. So...

Item: Bo Staff
Chance to deal xx% amount of damage ( xx% amount of more damage when stacked ) to point blank and adjacent enemies. ( Enemies who are under 1m away from you. )

Rarity: Common
Proc_Coefficient: 0,2

So... another thing for melee / close combat. Similar to Focus Crystal, but FC works always in 13 meters away and does not proc. This idea could proc.

cinder steppe
#

!feedback
Alternative huntress m2
Marks the enemy

Now there are several ideas for this mark
One is that each hit applies a Weakspot on the target. Each target can only have 4 Weakspots and each Weakspot increases the damage taken by 10% Name should be Target: Weakness.

The second is each hit on that enemy damages enemies in a close (12m?) proximity to the target. Like 50% of the initial damage. Name should be Target: Splintering.

Third: each hit has a chance to send that specific attack towards a new target in range. Maybe the attack deals less damage but everything that the initial attack had proced this attack procs. Name should be Target: Seeking

All of these Target skills should have a cooldown around 6 seconds. Last for about 3 seconds. They all trigger when something related to the huntress that activated the skill deals damage to the target. There can be more than one target at a time however an enemy can only have 1 target.
The skill should work like Rex' M2 same range same activating procedure.

Now I can't choose between them I like them all. So maybe the Target ability rotates and a different target gets applied each time? That is just my thoughts.

shell nebula
#

!feedback allow us to interact with newt in a way that isnt simply killing or hurting him. Like being able to pay him 5 lunar coins to refresh/change stock of his bazaar

coral wagon
#

!feedback Let us have a sit down with the newt to just like, chill. Press E to sit down and breathe for a minute with this big blue friend.

molten willow
#

!feedback while every environments is beautiful and feels amazing to have two options every stage, but right now if you don't get Abandoned Aqueduct, Rallypoint Delta(only first loop) and Abyssal Depths, your run wouldn't be as good as it could be, so please balance stages.

narrow harness
#

!feedback When searching for a multiplayer game let people search for a specific difficulty and then lock the lobby at that difficulty.

feral dock
#

!feedback emotion wheel, when you hold a key a wheel of which you can make your character do specific actions shows up, like your character sitting down, saying hi, etc.

minor sable
#

!feedback
A bird themed survivor would be super cool (with actual fly mechanics similar to Minecraft's Elytra or the game Superflight)

muted raft
#

!feedback Malachite/Celestial wisps can spawn right next to you and one-shot you. The usual way of dealing with wisps is to just kill them before they harm you, but unless you're really stacked up, it's impossible to kill a Malachite/Celestial wisp before it gets a shot in on you.
And again, I can't stress this part enough. I'm not exaggerating. They can literally kill you in one shot.

You could make them easier to dodge, or nerf the amount of damage that Celestial/Malachite adds to wisps.

jolly forge
#

!feedback Allow Artificer's nanospear to automatically execute enemies that are brought below the freeze health threshold.

ivory cedar
#

!feedback while using dragonic egg, you should be immune to contact damage on fire units

  • it's not much coherent (how could you get damaged by fire when you're a fireball ?)
  • it prevents you from using the equipment like you should
    otherwise i really like the equipment, but this is really annoying
buoyant wigeon
#

!feedback Make the little jets on Commando's back activate (entirely cosmetically) when he rolls and jumps to give them a little more purpose for being there, giving him a quick boost to aid in the movement.

narrow harness
#

!feedback Make multiplayer regions so players can choose to play with hosts who will have a low ping for them

stuck onyx
#

!feedback make it so that engi's turrets (specially the carbonizers) change targets to the enemies that engi pings.

night sluice
#

!feedback Royal Capacitor will NOT target Newt. Getting kicked out because I had Gesture and Capacitor is annoying.

buoyant wigeon
#

!feedback Make ally NPCs automatically target the biggest threat (i.e prioritize a Elder Lemurian over a Jellyfish) in a moderate radius from the player instead of choosing a random enemy to attack and chasing it across the map.

little barn
#

!feedback give bought drones and turrets some amount of base shield health
giving them some amount of healable health ofc is important so items like woodsprite still work, but having shield health base would up their survivability a good bit, since they arent always engaging with enemies anyway

shy locust
#

!feedback Hopoo I'm getting tired of and frustrated when bosses are spawning/moving outside of the teleporter zone (especially high mobility bosses like Magma Worm & Imp Overlord). With how vital it is to your run's success to finish each stage in a speedy manner, having the last gateway to the next stage off messing around on the other side of the stage is not good in the slightest. You need to either make the AI tell the bosses that going to the red zone is high priority (I mean if they're guarding the teleporter wouldn't that make sense) or rework the teleporter requirements back to the design in the first Risk of Rain game (90 seconds, X enemies remaining)

for context on the screenshot, I took the jumpjet to my left up towards the upper platforms to clear some mobs that had spawned there, and when I jumped back down to focus on the Vagrant again it had decided to float all the way to the other side of the map)

night sluice
#

!feedback Complete character specific challenges to unlock custom colour slots

warped stratus
#

!feedback Give drones a way to scale into the late game, right now I'm paying for a chest that doesn't do damage beyond the first loop. Add drones that give bonus effects to other drones, work on the drone AI in general so they're not stuck across the map when you're fighting a boss, and improve their general output as they're currently a waste of cash.

pastel hinge
#

!feedback Vote to Pause on multiplayer

rough seal
#

!feedback add a grace period where you can't be hit for a couple frames after taking a hit; the reason why I'm suggesting this is because currently it seems like you can get hit by something like multiple blasts simultaneously from a beetle queen and get one shot, even though I was at full HP when one shot protection was supposed to save me

hardy sphinx
#

!feedback alternate rex utility skill, i get what the devs were going for with the knockback thing, and it can be used as a movement skill if aimed right, going with rex's plant robot theme, i suggest this skill, rex can burrow into the ground and follow terrain, this does not do damage he is damage immune but cannot attack, this works as an escape and it would both be a good utility skill and give him the "spider" mechanic people want. damage immunity could be damage reduction but i dont see the point if he's below the ground. you would not be able to control the going up or down under the ground as to not just break the game and fall off the maps. maybe even throw a little speed buff while burrowed.

solid summit
#

!feedback fix it so the kjaros and runald fight its two elder lemurians with fire and ice element (the hardest elements in the game) and a humongus health pool like maybe tone down the health pool i had a super good run as commando and i shot one with trhee royal capacitors and he did not even go to half hp

fair wraith
#

!feedback item that gives slight immunity after taking heavy damage

Name: "Knights Shield"
Desc: Shield of the fallen soldier
Rarity: Green/Red
Effect: Upon taking heavy damage gain a short i-frame shield protecting from all sorts of damage for a very very little time
Stacking effect?: Either increases time barrier is up or how much damage is required for it to activate

Or another idea

Name: Lunar Barrier
Desc: Slight malfunctions
Rarity: Lunar Equipment
Effect: Creates a invincible shield around yourself making you take no damage for a short period of time, when the effect is over take 45% of your hp away

lilac pulsar
#

!feedback change mountain shrines to give multiple different green items instead of all the same green item, it would make them a lot more worth the risk if you knew you wouldn’t get a bunch of baubles or quails.

spring violet
#

!feedback Add a "Drone Management" menu into the game. In this menu, you can edit your drones. For example, you can set each offensive drone to prioritizing targeting either a large (boss), medium (elder lemurian, etc), or light (beetle, wisp) enemy. You could also potentially make it so that healing drones prioritize healing on players or other drones.

Another good feature would be a "mark up" system. In this drone menu, once a drone has been active (even if it has died) for a total of 10 minutes, you can mark up the drone, giving them a tremendous stat increase and a cool perk (for example, a missile drone could launch a ballistic missle from its back every ten seconds, or a healing drone could apply slight armor to its target) every time you do so.

ivory cedar
#

!feedback
i had a very decent commando monsoon run, tried to fight the new boss, fought 10 minutes and brought him to a tenth of his hp just to get one-shot by the attack he performs when under midlife
i was only stage 4 and even with aurelionite the boss is just too tanky
to me, there are actually a few problems with this boss :
-well, he has just too much hp. and if that wasn't enough, after being brought under midlife he performs an attack that also gives him a temporary shield
-this same attack makes appear like 3 extremely large zones that aren't very well defined visually (it seems like it expands before activating, and they kind of float above the ground). these are just often overly hard to dodge, and being hit by one of them usually brings you to around a quarter of your hp bar, thanks to the anti one-shot mechanic i think. and, since there's multiple of them at the same time, you can get actually one-shot pretty easily
-the plasma balls he shoots can be directed at you even when the boss is not facing you

as this is an alternative to the guaranteed legendary chest in the abyssal depths, i think it's just way too hard, at least on first loop. if it's not idk what i'm doing wrong
plus i'm not sure about the rewards for killing him, but the first times i beat him with loader, i obtained red items, and from what i can remember the couple last times i beat him i only got a fuel cell clipping into the ground. i'm not sure about the rewards you get yet but it doesnt make sense that you could get a green item out of beating this boss

i like the design of this boss but sadly i just feel like it's not worth summoning it on the stage. even if you manage to beat it, the fight is just too long. i think i'm gonna use the dreaming mechanic at the bazaar to get to the abyssal depths instead to at least get a guaranteed red item, until it's fixed, or when god run/late game

stuck onyx
#

!feedback make friendly beetle soldiers a different color. Green or Yellow.
I had 4 glands and forgot about them then turned around and saw a horde of soldiers running at me.
I may have peed a little

worthy nimbus
#

!feedback If you guys ever introduce artifacts, I think a fun 'negative effect' artifact one would be 'All enemies now inherit one of your items, including the stack size'.

Fighting an Overloading Worm with 5 Ukeleles who one shots me by hitting my drones? FUN.

shy locust
#

!feedback Add a colored column of light effect to the Alloy Worship Unit's new attack during the second phase of the boss fight. As shown on the highly detailed drawing, the geometry of the map can obscure the total area of the attack, and with how high the damage is players should know exactly where the boundaries of the attack are. Adding a transparent colored column of light to the attack will make it much clearer on where the attack is placed.

mystic plover
#

!feedback Can we tone down the heat seeking capabilities of the Clay Dunestriders bowling balls of death? 9 times out of 10 anymore when I die to a boss, it is because one of these things did a mario kart inspired 90 degree turn around some kind of terrain to 1 shot me in the face. I mean they are dangerous enough without being able to heat seek your ass through 20 stages 😛 Me vs Bowling Balls: https://i.imgur.com/Cr9BH53.gifv

dusty knoll
#

!feedback Right now we really need to work on health, not just player health regen or alloy unit health, just health in general. right now a bunch of health related shit is completely busted, this isnt a problem to be fixed by adding more healing to preexisting items. but a ton of things right now are just bullet sponges that arent challenging or tough but are mostly pains to try and get to die where you practically need either a shattering justice or a guillotine. and then having some elites wipe you in one shot due to afterwards effects like fire and electric balls. so that they are either unfair or take too long, some of them are good challenges like malachite and air? (whatever the white one is called) but then you get stuck with celestines where you can kill everything in their aura BUT them since it takes so long to chunk through their HP or overloading ones that have more shields than actual health but the biggest problem is that some of these things have more health than the actual bosses, which should NEVER happen no matter what form of health it is. just, please work on this health stuff (also as a side note you guys should always play test on monsoon) and thanks for reading whoever decided to listen to my rant

dim rivet
#

!feedback TL;DR Add a defensive boost (armor) or increased mobility (less speed dropoff at end/automatic sprint) to Commando roll to make it more in line with other dodge moves and make his kit more interesting.

First and foremost I hate asking for buffs because I feel like that's 90% of what people do here and a lot of it is unjustified, but Commando definitely has a reputation as uninteresting among the masses, and I don't think this move helps that any... I get at this point that they do not want to add i-frames to the roll like in the first game, but every other dodge type ability either has those or armor. Huntress blink, Merc dash (and special), and Mul-T transport mode are what I would consider dodges. Why not give him some armor during the roll as well to put it in line with others?

Alternatively, all of those abilities listed are GREAT for mobility and help you get around the map more quickly if you want to use it for movement. Commando's roll slows down so much at the end of it that you barely gain distance over just continuing to run. The move just feels bad to use in this way. Even if I gain some speed I don't often use it because it feels watching this wave of speed burst, complete dropoff, and then increase back to sprint. If Commando is truly meant to be the starter/basic character, I would HIGHLY recommend letting this ability being one that continues sprint automatically afterwards and lessening how much speed is lost at the end to let have better mobility and probably look better seamlessly continuing sprinting.

As it is, this move is completely underwhelming compared to each of the dodges I mentioned, and while it's great to have a diversified game with characters having different strengths and weaknesses, this doesn't feel like that. It just feels overlooked and another chunk of what makes him super boring to most players.

spring violet
#

!feedback Please make a DEADBOLT easter egg into the game. I'd love to go through a portal that would take me to the reapers apartment so I could sit with him and chill by the Flames.

narrow harness
#

!feedback Make multiplayer matchmaking based on desired game difficulty

open tartan
#

!feedback
Commando's gameplay gets many complaints, but one common factor I blame is that his abilities aren't very situational. There's very little reason to save up the 3s-cooldown "more damage during M1", and along with "better M1 that can interrupt stone giants" these abilities are rarely more useful than they are immediately after their cooldown ends. In addition to this, many people want an actual defense on Tactical Dive, which would increase it's situational usefulness.
My idea is a passive ability, Full Metal: "Using an ability grants 15 (+1 per level) armor for 1s." This doesn't trigger on M1, and the buff doesn't stack.
Players would need to space out their abilities to get the most benefit, creating a higher skill cap for Commando players to strive for while the armor simultaneously makes him more well-rounded for beginning players. This also gives 'Mando a unique "lean into the damage" option, where sometimes the best response to an incoming Vagrant volley is planting your feet, screaming at it, and using Suppressive Fire like a hero.

cunning dove
#

!feedback i really think the ghost dunestriders shouldn't be able to hurt any players/minions as it just makes happiest mask an actively harmful item for long runs, making it the only item that actively damages you that ISN'T a lunar item, and also while you can avoid it by not picking it up, getting it as a "reward" from fighting the alloy worship unit makes the whole fight feel like a middle finger if you have already unlocked Loader

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.

wary ivy
deft mason
shy locust
#

!feedback The status effects and on-death abilities of Elite enemies need to be touched up. This is both to make fighting elites more engaging and to make the Aspect Equipments more rewarding and interesting to use.

Blazing - Remove the burning status caused by moving onto their burning trail. Blazing enemies already do an insane amount of damage (both instant and DOT) and punishing melee characters by being near them is frustrating. Deals less damage to shields/barriers, more damage to health.

Glacial - Rework status effect from a flat slow to an increasing slow per status stacking (one stack is very little slow, almost max stacks is almost immobile) and at the max amount of stacks the player/monster is frozen (similar to Artificer’s freeze, including execute percentage if monster is frozen). Remove AOE freeze sphere on death.

Overloading - Decrease percentage of max health being shields or increase time before shields recharge. Overloading is just unfun to deal with in its current state, especially with Overloading bosses. Proc’d shock orbs deal less damage to health and more damage to shields/barriers.

Celestine - For monsters it’s fine as is. For players with the Celestine Aspect, add a use ability that absorbs the AOE invisibility field and makes the character invisible.

Malachite - A flat “no heal for 8 seconds” with the current healing metagame is basically a run ender if you get hit by this. It needs to either be a “damage done by this type of damage will not heal naturally” (ex: If I’m at 500 health and take 200 normal damage and 100 malachite damage, my healing will only bring me to 400 health for 8 seconds) or a flat reduction in healing effectiveness. For players with the aspect, no enemy has healing effects to counteract with this aspect so another benefit for players would be appreciated.

serene solstice
#

!feedback Strides of Heresy should untether you from Dunstrider's suck attack. It seems pretty ridiculous that they can still damage you while you're supposedly "intangible."

rough seal
#

!feedback Make Chronobauble reduce the fire rate of monsters instead of movespeed. The movespeed slow is completely useless when most of the threatening monsters have ranged attacks

snow jetty
#

!feedback make a secondary Top feedback channel that pulls suggestions from the 20 likes to the 49 likes to make it easier for players to find good suggestions to support and not have to scroll for 10-20 minutes to find them, as ideas tend to get buried if there are a surge of suggestions.

tough pendant
#

!feedback Give all characters passive abilities so that they can have different loadouts for them. It would add another level of character preference because you can change how they work at the core. For example, I'd like to see different types of poisons Rex can have for his passive.

narrow epoch
#

!feedback
would it be good if randomly spawned bosses had a small chance to drop their boss item
like how elites can drop their aspects
(but maybe a little more often than that)

celest anvil
#

!feedback When you select any character before hopping into a run, they all do a neat animation to kind of showcase their personalities (with Rex even having an adorable stretching idle animation to boot)....well, that is, anyone except commando, who just stands there immobile like he's got a backache. He should maybe point his guns side to side or flip them around his fingers or something.

bitter depot
#

!feedback give engineer a mortar turret. it would shoot like the hermit crabs and have very long range. Big splash with big damage to make up for the time it takes its projectiles to reach a target. I think it would benefit the most from good placement out of all the turrets.

gaunt delta
#

!feedback
instead of Utility boxes, have Mobility boxes- crates that drop only movement based items
or skew the math in utility to have a higher chance to drop movement based items like Goat_Hoof and Energy_Drink .
I feel that too many runs end because of lack of mobility items and making the choice to purchase a box with higher chance at movement would be a nice step from getting screwed to choosing to get screwd

thorn moon
#

!feedback
Appreciate that Commando can now interrupt their other abilities w/ the grenade skill.
Would appreciate it more if their grenade can adapt to aerial type monsters-- like maybe a sticky grenade when initial impact is an aerial monster.

fair wraith
#

!feedback this idea is just for fun

Character idea "Shock Soldier" He would be a character based off the unstable tesla coil

Passive: Energized
Upon taking damage gain a speed boost

M1: Bolt Spread
Shoots a spread of Thunderbolts that deal small damage per bullet low longrange damage, high close range damage.

M2: Electron Bomb
Bursts into 5 forks of lightning that bounce off of walls one time and dealing more damage after bouncing

Utility: Lightning Speed
Increases his speed greatly for a period of time but slows himself down afterwards

Special: Tesla Coil
Places down a tower that sends out a single beam of lightning that travels across enemies dealing medium damage, if the Soldier or his teammates are caught by the electricity
they will gain a buff called "Energy Surge" in which they'd get a speed boost

Alt Abilities

Passive(Alt): Crashing Thunder
When succesfully landing a jump create a shockfield zapping nearby enemies

M1(Alt): Bolt Rifle
Fires out a three round burst of bolts that deal medium damage

M2(Alt): Blast Missle
Fires out a homing missle that deals small damage but knocks enemies far

Utility(Alt): Ride The Lightning
Rides a bolt of thunder upon crashing into an object explode into a stunning jolt

Special(Alt): Body of Thunder
Radiate Electricity around yourself increasing damage of all electric attacks and zapping nearby enemies for small damage

shell coral
#

!feedback healing items such as harvester scythe or leeching seed should restore shield provided by transcendence or portable shields. It sucks when your engineer and you get shields like transcendence and your turrets are no longer able to heal because they have all shield health

tawny tundra
#

!feedback
I don't know how this would work out, but I feel like shields as they are should just be flat out removed. We only have 2 items that grant shield and they could both be reworked to provide barrier.

Personal Shield Generator: Grants a x health + x health per stack replenishing barrier. Constantly but slowly replenishes to its max amount.

Trancendance: Half your Max HP becomes a consantly replenishing barrier. This would still have a slightly negative synergy with other barrier items as it would fill up to your full HP bar, but other barrier items would help it fill up faster. Becomes a kind of reverse Shaped Glass.

I only suggest this because as it is Shields really are lackluster.

jolly forge
#

!feedback Lemurians walk straight off ledges. Drones are spazzy. The AI pathfinding needs some improvement.

tidal orchid
#

!feedback A few ideas for Warbanner, as staying within its area for a long time is very risky because monsters will swarm you, and later on, leveling up rarely happens.
-The Warbanner is always located on the Teleporter (Like Lepton Daisy), and when the player kills a monster, they receive a temporary buff if they are within the Teleporter zone and in LoS of the Teleporter.
-The Warbanner is always located on the Teleporter and gives the player a buff while the Teleporter boss is alive
-The Warbanner is always located on the Teleporter and gives the player a buff after the Teleporter boss is dead
-Let the player pick up and drop Warbanners as they please, with a small movement (or other) penalty while they carry it. The Warbanner's affects do not apply while being carried.

brave notch
#

!feedback interactable spawning locations should probably be fixed on this map

shell coral
#

!feedback any type of elite boss on monsoon should count for the challenge decide which is to kill an elite boss on monsoon. Ive killed so many elite bosses on monsoon that aren't and "actual" elite boss and not gotten the challenge.

tawny tundra
#

!feedback

Based on something I said in the Discussion thread, but it would be cool to have 'event chests' that have specific gimmicks to them but give either specific items or items from a select pool. An example could be a flying chest that zooms around. Catching it or shooting it down drops a mobility item. Things along that line. Adds a fun sort of RNG

merry fable
#

commando's grenade should stick to the ground and enemies, not bounce away at a higher speed than you threw it

serene solstice
#

!feedback [repost for @merry fable]

commando's grenade should stick to the ground and enemies, not bounce away at a higher speed than you threw it

hoary estuary
#

!feedback Fix Hardlight Afterburners on Huntress with Phase Blink to give her 2 sets of 3 mini blinks (for a total of 9) instead of just 2 extra mini blinks

open tartan
#

!feedback
Make Aqueduct pots E to pick up but you can't fight or jump with them. Do you risk exploding for a pair of bands? Or you could take the time to set a trap!

warped stratus
#

!feedback
I think the reason why there was such a backlash to the last major patch was because I believe the items added into the game diluted the item pool and made builds far more inconsistant relative to before the last major patch.

Going forward, once you find that item pool "balance" again, try to release items in sets of 3s, one mobility, one damage, and one defensive item, to maintain this item pool balance so that the item pool doesn't get diluted as it is right now.

wary ivy
#

!feedback add a timed chest to scorched acres as well, that way it doesn’t feel so disappointing when you get to stage 3 quickly and it’s not raypoint. Maybe make it either a different damage item, or make it something similarly speedrun oriented like Volcanic Egg

jolly forge
#

!feedback Worms need a clearer signal of where they will surface.

little barn
#

!feedback
To add off of @jolly forge 's idea, add a fire circle effect with a little arrow to show where the worm will come from. This will give better clarity and ability to function when fighting a worm, as well as a reference to the worms in the original Risk of Rain. Honestly, this was the only thing I felt that was missing from whenever I encountered a worm.

earnest sage
#

!feedback Clay Templar needs some sort of nerf, especially on Monsoon. I know they're supposed to be hard, but they're honestly more of a concern than several bosses. I'd suggest either increasing the cooldown between shots, slowing the duration of each, or at least make it so the tracing isn't so fast. The Templar is a bulky enemy anyways, why can they move so quickly?

tidal orchid
#

!feedback Increase the speed of Engi's projectiles so it's easier to hit wisps and far away enemies

lilac pulsar
#

!feedback move artificers ion surge from special to utility

brittle marsh
#

!feedback Challenge unlockable warbanner skins that are chosen at character select.

mystic plover
#

!feedback some of the potential teleporter locations are just wonky or bad or even guaranteed to get you killed. https://i.imgur.com/6Q2cOhq.jpg?1 Had this location earlier, and needless to say it was bad news with imps, bison, and magma worm bosses. Can we make some areas an "off limits" for the director to put the tele?

plucky fern
#

!feedback Horde of many, at least elite ones, shouldnt appear before 1st loop.

vocal turret
#

!feedback Players should be able to drop items. Very often, I find myself wanting to give items I don't need to other players and vice versa. In a multiplayer setting, I think it's important to let a team optimize their loadouts for the highest chance of survivability. I've also encountered many loot goblins and it can be difficult to progress as a team. Adding item dropping wouldn't necessarily counter the toxicity of people who horde items, but it would allow people to customize builds to their liking, work better together, and have gameplay that is more enjoyable for everyone.

little barn
#

!feedback
artificer's new m2, the ice spear, really goes to show how actually not that good her ice wall is at the moment

currently, the ice wall does 8x100% damage if you hit every single part of the wall (which is unlikely against a lot of different enemies, youll usually only hit 3 pillars max vs a single larger enemy like an elder lemurian if you guide it into them), the freeze doesnt work during a lot of enemies' animations, enemies like brass contraptions and greater wisps still attack when frozen, its useless against flying enemies usually since its a very low grounded attack, it doesnt stun boss monsters which eventually become frequent spawns during play, its placement requires being a bit above where you want it to go to be relatively aimable, and its kill% threshold gets made useless once you get 3 guillotines since it completely overrides the freeze threshold

ice spear takes away the issues of difficulty in hitting aerial enemies, aimability problems, does the damage of 4 of the individual ice pillars, can be charged for more damage and attack speed makes it charge faster, also has the execute threshold, pierces enemies to hit several as well, you can sprint while charging it, and to get more uses for it you only need a white item (backup mag) compared to the red item (hardlight afterburner) for the ice wall

its not the new m2 ability alone being insane, its genuinely a solid sidegrade to the nanobomb, its only that in comparison to ice wall it seems insane, when realistically its still got a lot of the mechanical issues and falloffs that ice wall has, just packaged in a way that doesnt make it even worse on top of the downsides to the freeze/execute mechanic falloff

ice wall and her freeze/execute mechanic need changes to not be so silly, and her new m2 shines a new light on her big issues pretty clearly

shy locust
#

!feedback Increase the teleporter charge zone size after each loop.

The distance you’re allowed to be from the teleporter before it stops charging needs to increase the longer the run goes on. By the end of our runs we constantly have to move around to avoid being one-shot by enemies, so having the same teleporter zone size on stage 1 all the way up to 8+ punishes players for being mobile.

limpid sage
#

!feedback According to @shy locust and adding some...

Put teleporter charge zone to pretty small but having an item which increases the radius.

cedar knot
#

!feedback
New mercenary shift: teleport 7 nearby enemies to you in ? radius and deal them 500% damage. If no enemies work like normal mercenary shift. Open when kill ? enemies in ? radius(all question mark need to think up)
P.S. Maybe stunnung but also ?

gleaming cosmos
#

!feedback Add i-frames to Commando's dodge ability

river anchor
#

!feedback building off of CouchRadish's idea, the teleporter zone should increase with the health of the bosses, starting with a baseline for how large it is now, and gaining increased size as health continues to increase

median estuary
#

!feedback Although Clay Templar is a nice design as an enemy, their overall health and output damage are a bit too high. They insta-focus you even at distance, and deal continous damage, just like Stone Titan. Unlike Stone Titan, though, you have no warning of them focusing you, so you could find yourself dead only because in the mess you didn't notice them or they just spawned. Please make it so they deal less damage or somehow warn you of the fact they're gonna attack you.

limpid sail
#

!feedback : for solo play could we get a save run system? like if we have to go do something mid run we can save and quit.

serene solstice
#

!feedback: A red item that just gives 1 extra charge of your R move. It wouldn't give a cooldown boost or anything, just 1 extra charge of that ability.

median estuary
#

!feedback Somehow, when you use Loader's Charged Gauntlet on multiple enemies, the Loader "freezes" itself mid-air while dealing damage. This freeze often results in your death. I don't think that's intended: you are not invincible while doing so, and there is no way of avoiding incoming damage. Please make it so the Loader doesn't freeze itself while dealing the punch, or make it so he is invincible while doing so.

torpid spade
#

!feedback With how much hitscan and almost perfect aim the enemies have, the "don't go below 100% health" challenges are ridiculous.

green hornet
#

!feedback Idea: Possible to display the seed for a run at the end, allow it to be input at character select to be run again?

tacit hinge
#

!feedback Add a menu option that allows us to see the logbook during gameplay, at least during singleplayer

willow ocean
#

!feedback Elite Aspects
Elite Aspect equipments are frankly, too uncommon. The wiki still barely has information about the Malachite Equipment and none about the Celestine. I think increasing the droprate or at least giving us some way to access more information about them would help us know what these items are when we get them.

fair token
#

!feedback minimum enemy spawn distance from the player so ranged enemies cant spawn behind you and chunk you, each enemy would have a different min distance so beetles/lemurians still spawn at about the same distance but wisps/brass contraptions spawn a little farther away

feral dock
#

!feedback new passive for Huntress: sprinting for a while slightly increases crit chance for the next attack. Timer resets every 5 seconds (or so)

cedar meadow
#

!feedback consider making certain attacks, if not all attacks, unable to be body blocked by friendlies. it feels really bad to have your eviscerate intercepted by a friendly beetle guard or your ballista shots or preon blocked by your own swarm of friendly drones.

gritty haven
#

!feedback
If an alternate skill for engineer is made, perhaps it could be something like this

Thermal Harpoon:
Fire a thermal harpoon directly upwards, which locks onto enemies after x secs and deals x% damage. Hold up to 4

cedar knot
#

!feedback
incrase base survivor crit chance from 1% to 3%

fair wraith
#

!feedback
"Tempest" Medium Hp Character

Passive: Light Like the Wind
The tempest would have a higher jump then average

M1: Gale Slice
The tempest would hold out their cane and send out a slash of wind dealing medium damage and having medium knockback close range and weak knockback far

M2: Hurricane
Two charge move that sends out a hurricane straight forward, any enemies caught in the move would be launched straight upwards dealing high damage

Utility: Pulsing Wind
Pulse blasts of wind around yourself dealing light damage and having slight knockback with each pulse, during the ability your movement speed and jump height is further
increased.

Special: Tornado Spirit
Send out a ghostly spirit sorrounded by a tornado, the spirit would suck in light-medium weight enemys and send them flying, heavier enemies would be rapidly punched
by the spirit, it would lock on to the closest enemy to it.

Alts

M1(Alt): Freezing Draft
Send out a medium sized wave of wind that when hitting enemies freezes them for a very short period of time then slows them down

M2(Alt): Burning Air
Pulse three blasts of air around the tempest that burn nearby enemies and deal medium damage while knocking enemies back

Utility(Alt): Body of Air
The tempest becomes trapped inside a tornado, while in the tornado you move much faster but cannot attack or jump, nearby enemies will be caught by the tornado and get
launched decently far away, heavier enemies will take small tick damage

Special(Alt): Elemental Twisters
Sends out two twisters that follow an intersecting zig zag path, one of the twisters traps and burns enemies, the other freezes and launches enemies

Please give feedback

fair token
#

!feedback the golden chest in depths and the AWU drop should take the same effort/time to get, right now it takes much longer to kill the worship unit than it does to grind the cash for the gold chest which makes sirens call just feel like a worse map because you either skip the red or take more time on the stage overall

barren onyx
#

!feedback What if there was a lunar item that decreased the size of the teleporter charging zone (only for you so it doesn’t cripple your allies in multiplayer) but increased the rate that you charge the teleporter?

willow ocean
#

!feedback
Make all range indicators for hostiles and friendlies different colors. For example, friendly malachite spikes from Wake of Vultures/Nkuhana's Retort should be the same color as Bustling Fungus Radii and Aurelionite's spikes using the Halcyon seed, and that color should be different that hostile Malachite spikes etc. I suggest red for hostiles and green for friendlies.
Edit: Perhaps different colors to account for colorblindness, or a setting to change the colors? Also, maybe friendly/hostile enemies should have a slight glow in that color, eg. beetle guards?
Credit to @fossil chasm

lilac pulsar
#

!feedback make artificers primary attacks recharge all four at once like multis scrap launcher.

fossil chasm
#

!feedback
The Elite Equipment drops are in a pretty sorry state and could use some help.
First of all, they need to be more common. Some people have gone hundreds of hours without seeing a single one, and for their rarity they are usually not even worth keeping over alternatives like Capacitor or Cube.
Here's my proposed fix: Give each of them a unique (and powerful) active. Yes, the uniqueness of a passive item in the equipment slot is lost, but in their current state they are far too weak to be viable. Here's my ideas for the active effects:

  • Blazing: Targets an area (works like Snapfreeze's targeting) and rain down a shower of fireballs, igniting all enemies in a large area and dealing huge damage.
  • Glacial: Surrounds the player in a blizzard for a few seconds, damaging enemies and giving armor to allies. When it ends, send out an ice nova, freezing and knocking back all enemies around the player
  • Overloading: Gives the player a large movespeed and jump height buff, cuts cooldowns in half and sends out chain lightning towards enemies when being struck for the duration.
  • Malachite: Causes spikes to erupt from the ground around the player, impaling all enemies for 50% of their current HP as damage (halved for bosses) and completely incapacitating them for a few seconds (doesnt affect bosses).
  • Celestine: Creates three ethereal clones of the player to distract enemies for a few seconds. They have no collision and mimic all movements and abilities, each clone dealing only 20% of the players damage.
whole bay
#

!feedback Lunar Item, Increases the duration of ALL status effects, burning lasts for longer on you, but so does the warhorn effect etc

mystic plover
#

!feedback So once again, horde of the many on the first level with elites, all the while I had very few items. Stuff like this is really annoying even if you can just reset the run. The director needs to not be spawning hordes of the many on your first loop. https://i.imgur.com/Vu5jAje.jpg?1

jolly forge
#

!feedback Add a rangefinder to the ping

hardy sphinx
#

!feedback a lot of the characters dont really have passive effects and i feel like they would help them depending on what they were, say engi drones and bought turrets deal more damage or fire faster. these items like with gungeon's passives would be accessible to anyone as a rare legendary item or something along those lines, just gives a little more individuality to each survivor, cause right now all we got is loader's no fall damage, huntress and merc shooting/swiping while sprinting as well as merc's double jump, arti has her jetpack. mul-t has his retool, but commando and engi dont really have anything going

sinful crown
#

!feedback What if loader could take explosive barrels and swing em around and throw em at enemies. that'd be pretty epic if I do say so myself.

heavy glen
#

!feedback I know the Lepton Daisy is a free Foreign Fruit use but maybe make it so that it can continue to heal you if the teleporter is stuck at 99%, though at the same rate it initially occurs at, as if a second teleporter event had started.

shy locust
#

!feedback Building on @hardy sphinx’s idea of all survivors having passives:

Engineer: Arms Race

Drones repaired/activated by Engineer gain 50% attack speed and movement speed.

Commando: Combat Training

Commando’s Skills have reduced cooldown the higher your attack speed (ex: +100% attack speed = 10% cooldown reduction, caps at +200% AS/20% cooldown reduction)

earnest sage
#

!feedback Call it Trial of the Mountain instead of Challenge of the Mountain

gritty haven
#

!feedback
For all characters who don’t need fungus, let us hold E while looking at it and relatively close to eat it and gain a small boost to max HP

fierce vigil
#

!feedback Have a leaderboard for each character in Prismatic Trials.

blissful sage
#

!feedback My take on how Ancient Scepter can upgrade R skills. I really want to see this item come back. It's a Legendary item that enhances character's 4th ability, for those who don't remember.
I know, it's kinda 'multiple in one' suggestion, but my main point is to demonstrate that there's a place for the Ancient Scepter in RoR2 even with Skills 2.0.

Commando's Suppressive Fire: fired bullets are now piercing
Commando's Frag Grenade: just before the main explosion, grenade implodes in a greater radius pulling enemies towards the center

MUL-T's Retool: switching weapons now is almost instantaneous

Huntress' Arrow Rain: significantly wider AoE and each hit has a chance to stun an enemy
Huntress' Ballista: bolts now explode in a big radius for a bonus damage to nearby enemies

Engineer's both Turrets: can now have 3 turrets deployed at the same time; grants 3rd charge to the ability

Artificer's Flamethrower: significantly increases reach of the flamethrower
Artificer's Ion Surge: replaces ability with Cryo Surge, which has moderately larger radius, deals a little more damage and freezes enemies instead of stunning, allowing execution

Mercenary's Eviscerate: when you kill an enemy with it, refreshes duration and automatically jumps to the next closest enemy
Mercenary's Slicing Winds: projectile can now pierce up to 2 enemies, creating wind of blades each hit (maximum of 3 wind of blades in total)

REX's Tangling Growth: cost is reduced to 20% of HP (from 25%), enemies caught in the AoE are stunned for the duration of this skill

Loader's M551 Pylon: can now zap up to 8 targets (instead of 6) for moderately more damage, each zap applies micro-stun interrupting enemy attacks

tidal orchid
#

!feedback
New equipment: Tortoise Shell
Unlocked via the Unbreakable challenge: Block 1,000+ damage with Barriers in 1 second and live to tell the tale.
Upon activation, make your survivor invulnerable for a few seconds while cutting movement speed in half for the duration and disabling jumping and the use of abilities that move the survivor. Visually, the survivor crouches down and is surrounded by a light green crystal shell. This is displayed on the healthbar by turning it completely white, with flecks of light green.
Cooldown is a base of 50 seconds plus 1/10 of the damage blocked by the activation. For example, if you block 1500 damage with the equipment, it will go on a cooldown of 200 (50 + (1500/10)). Tortoise Shell is capped at a 300 second cooldown and it can never be used more than once in the span of 15 seconds (to prevent abuse of Fuel Cells + Gesture of the Drowned + Soulbound Catalyst)

fair token
#

!feedback Milky Chrysalis is not the best equipment but whenever I use it (which is literally only when I can't find anyother equipment) can be abit annoying because when you want to fly very very high to be harder to hit, you don't know how long you've left until you can't fly anymore hence you'll get a really big damage fall, I would suggest either reducing the damage taken from the fall after the equipment is used or just letting us know how much flight we have until it all runs out.

sweet flare
#

!feedback October 31st swap Commando's frag grenades model with mini pumpkins.

heavy glen
#

!feedback add a sound for when the player receives significant damage - I got chunked by a Brass Contraption for 70% of my health while I had a Foreign Fruit and didn't notice until it was a little too late

west canyon
#

being able to play as the monsters after you die in a multiplayer round would be cool

mystic plover
#

!feedback Instead of making us use bandcamp to get the soundtrack for the game, can you just add DLC to Steam for the same price to own it? It's where most of my game music already is and would be much more convenient for some people.

solid cosmos
#

!feedback Engineer shield alt: Electrified shield.
Places a breakable dome with a high HP count (plus % of your hp) The Dome is electrified to prevent enemies getting in and damages them with a low damage shock which can activate on hit item (coz fun 🙂 )
Similar uptime and cooldown as the basic shield.

drifting kelp
#

!feedback Holiday themed enemies, weapons, or skins for each/some holidays

small dust
#

!feedback add a "restart" button to pause menu and add "restart" keybind to settings menu. A "Vote for restart" system for multiplayer would be nice too.

severe ore
#

!feedback chests should rarely spawn in upsidown and have a different opening animation where the fat side of it swings open, nothing but a small rare cosmetic change for silliness and the 'holy shit look at this, it's different' factor when with friends. also the reddit karma upsidown natural spawn gold chest

winter geyser
#

!feedback Engineer give him a turret that is like artillery or a fixed rail gun but you can only place one unless you have expanded clip so you can have a max of up to 2 or 3 or have a ability that switches turrets between 2 modes machingun/artillery

feral dock
#

!feedback Please make pings stay indefinitely until the player cancels it

old socket
#

!feedback I'm not sure if it's a bug but artificer's alternate m2 doesn't freeze greater wisps so that should be fixed

jolly forge
#

!feedback Commando really doesn't need the reticule bloom on his Double Tap. It makes dealing with enemies at range a lot more tedious, and as a character without iframes getting close to certain enemies can be a death sentence.

nocturne sable
#

!feedback I see a lot of discussion about charging the teleporter and while an item would be great I believe a simple added feature of a flat percentage added onto the current charge percentage after the boss is killed that would immensely help. Ex. You kill the Teleporter boss at 40% charge, the Teleporter jumps up 20% or so and perhaps even gains a quicker charge rate afterwards. Early game this could reward players for quickly defeating the teleporter boss and getting them into the next stage sooner, late game god runs become slightly less tedious after you've one-hit everything around you and are standing around waiting for the next stage.

little barn
#

!feedback (cont of @old sockets post)
artificer's freeze still doesnt work on enemies who are doing several animations (including several second long spawn animations with ambiguous ends), and also still doesnt stuff attacks from brass contraptions and greater wisps
if they dont want animations like spawns or certain attacks being freezeable, the least they could do is buffer the freeze if done withing ~0.5 seconds of something finishing its spawn animation or whatever
and while stuns like stun grenade not working on brass contraptions and greater wisps is probably intentional, artificer needs her freeze to work for stuffing attacks like those, since she trades off important movement tools for that tool to work
guillotine also 100% overrides artificer's execute threshold once youve stacked three, making her entire execute mechanic pretty much null during later stages where elites are the common enemy type
it already doesnt work against any boss monsters, which is overkill in its own right given once those monsters become common enough the effect is near removed from play, can it at least work against normal monsters like its supposed to?

her freeze mechanic needs some kind of compatibility and functionality touchups, given how often its made to just not work
doesnt stop attacks from two heavy hitting enemies
doesnt stun several enemies at all during several animations
doesnt stun boss monsters at all even when spawned naturally via difficulty
made useless against elites by more than 2 guillotine pickups doing the job of freeze without having to freeze them
especially now that its incorporated into two attacks on her, it needs some love to not be as notably janky as it is

marsh storm
#

!feedback
If Monster Tooth orbs combined and refreshed duration so it wouldn't uselessly time out in the cluster kill of elites you couldn't body into but worked for it'd at least reward the fact it's player action dependent.

steep bloom
#

!feedback
Hey! How about making some sort of a vote for a pause in a muliplayer game?
It's not a secret, that runs in this game take a lot of time and its sometimes problematic, if somebody has to go afk for a moment.

My idea is to introduce a feature, that would pause a multiplayer game in the moment, when either every player agreed to it via vote, or when everyone would press escape.

merry bear
#

!feedback This is more of a counter-feedback, I suppose. I'd like to describe why ancient scepter shouldn't make a return, in the hopes that, should it ever be considered, it isn't added.

First of all, needing to design improvements to every special ability in Skills 2.0 is a pretty big task compared to the effort it would take to make almost any other item. It's a bit of a tedious time-sink that you have to retroactively think about every time a new character is added.

Second, some skills just can't be improved in a meaningful way, such as MUL-T's Retool. Other special skills suffer from just not being impactful in the playstyle of the character to begin with, such as Loader's Pylon. The pylon isn't what makes Loader good, so even though you could in theory design an upgrade to it, it's still not that exciting.

Third, and possibly the most important one... They can't stack. Ancient Scepter would be the only item in the game that has literally no benefit to stacking. I'm sure someone is gonna try to suggest that it could come with a stackable cooldown reduction or something, but the item is complex enough as is. It would be inelegant to include something along those lines.

Having a spiritual successor to ancient scepter that improves your primary fire instead would be slightly more feasible, but that's not something I actually want to cover in this feedback. The point here is that while many people want ancient scepter to make a return, I want to share my viewpoint that it should not make a return. All in all, it's kind of a fanservicey item that just wouldn't really fit in the scope or design of this sequel all that well.

placid loom
#

!feedback A somewhat fun idea inspired by what "Brother Finger" said: Once you're out in multiplayer, you can take control of non-player allies until either: They die, and this ability goes on cooldown for ~20 seconds, or the next level starts. As we don't have the best AI currently for the allies, this would help fix the issue for now and prevent people from having to wait forever just to play again and give them something helpful they can do.

gritty haven
#

!feedback
A group of items, white, green, and red

White item: apprentice’s staff
When using your primary fire, you have a 10% (+10%) chance to fire a 30%(+15%) beam of damage at the enemy with the lowest max Hp.

Green item: mage’s wand
Upon taking damage total to 30% damage from one source, create a 10(+5) meter explosion around your character for 50%(+10) damage

Red item: Archmage’s tome
Upon killing an enemy, 5(+5) beams of seeking light will blast out and deal 45%(+45%) damage. Light beams will seek the enemy with the highest total Hp.

hybrid jolt
#

!feedback commandos frag grenade explodes on contact and stuns enemies, but deals the same damage throughout the blast area.
this makes it a good close range substitute for suppressing fire.

little barn
#

!feedback
Another example of Carbonizer Turrets being derpy. Hopefully there will be improvements to their AI in the future so they can be the cute death machines everyone wants.

soft mural
#

!feedback Could we get a white item that increases your jump height by 15% or so per stack?

clear lion
#

!feedback
Some people complain about the trishops having only mystery items, but something that is just as annoying, in my opinion, is when the trishop has nothing but the same item. I just got a trishop with nothing but Monster Tooth, and I just stared at it and wondered "Why the hell does this exist?" Trishops are meant to give the player some choice, so why should it be possible for a trishop with only one choice?

hybrid jolt
#

!feedback
monster tooth health orbs should seek towards your character if they are within a certain distance (like in RoR1).

barren onyx
#

!feedback I don’t know if this is at all a problem for anyone else, but would a slight (nothing ridiculous) increase in the time before the Monster Tooth Necklace orbs disappear? Sometimes they disappear while you are still defeating a group of enemies, so you have to decide whether to take a risk of running through a group to heal or not getting them at all

hardy sphinx
#

!feedback make loader’s spiked fist the default, you can still grab and hold and its literally the same with some damage, the default isnt worth having ever cause its just a straighy up upgrade, i recommend making another skill that maybe isnt a grapple with high damage so you could do some comboes, say like a knockup and slam or something along those lines. Would allow for a less mobile run but one where you dont charge your fist the whole game

soft mural
#

!feedback Let us get everything in the lunar shop for free if we manage to kill Newt in the Bazaar Between Time, or at least make something special happen like an item unlock, or anything, really. Currently a whole lot of nothing happens when you kill him and it's frankly kind of disappointing.

simple hearth
#

!feedback stop the newt abuse, newt did nothing to deserve this. Artificer is an intergalactic criminal who deserves to be locked up.

grizzled flume
#

!feedback The Clay Dunestrider and Happiest Mask have a serious problem where the friendly Dunestriders health suck ability affects the player. Got killed from a 300 min run because of this 😦

soft mural
#

!feedback Beetles have a Beetle boss (Queen Beetle), Jellyfish have a Jellyfish boss (Vagrant), Stone Golems have a Stone Golem boss (Titan), Imps have an Imp Boss (Overlord), Clay Templars have a Clay Boss (Dunestrider), Wisps have a Wisp Boss (Grovetender), why cant our lizard bois get a Lemurian Boss?

stuck onyx
#

^ godzilla...
(not really godzilla, but this is a good suggestion)

magic gull
#

!feedback
As a possible skill 2.0 skill for commando's roll, what if he did a shorter roll and plants a bomb behind him? I was also thinking the bomb could draw in aggro for a little before exploding (like the left 4 dead pipe bomb), but idk how OP that might be.

vague hearth
#

!feedback Let the Ghost Stone Golems/Titans and friendly Auerolionite have blue lasers and attack indicators instead of red ones to avoid confusion from friendly and enemy attacks.

feral dock
#

!feedback Friendly ghost Stone Titans and Aurelionite should have their hovering rock be transparent. Also the horns of ghost blazing elites should be transparent as well.

soft mural
#

!feedback This is more meta than most suggestions, but could we get a "#accepted-feedback" channel that devs can use to let us know what suggestions from #top-feedback-archive and #ror2-feedback-and-ideas are actually going to make it into the game?

wary ivy
#

!feedback give Rex (and to a lesser degree, Mul-T) some of their regen back on monsoon. In Rex’s case it massively hurt his early game due to so much of his damage being M2 and self damage, and in Mul-T’s case his hitbox is so large you often just feel like a wisp’s punching bag in early stages if too many spawn

jovial stump
warped stratus
#

!feedback Item idea...
Red item: UES Contact Light Identification
Effect: Lets you open up 1 (+1 per stack) non-golden small chest for free at the start of each level.

Edit: this is probably a little underpowered as-is, but as an item concept (lore wise and effect wise) I'd love to see it.

west vessel
#

!feedback Artificier Hover Toggle
Please add an alternate control scheme for the Artificier's "Hover" passive
I'm having to claw my controller to maintain flight and aim abilities simultaniously
Thanks for being awesome dev team. heisenLove

trim turtle
#

!feedback add the elite models into the log book as well

soft mural
#

!feedback I dunno about everyone else but I kind of want to see a red item that gives you a single guaranteed tougher-times style blocked hit every 10 or so seconds a la Holy Mantle from Binding of Isaac. Stacking would increase the amount of blocked hits, but the cooldown starts when you run out of guarenteed blocks so you have to wait 10 seconds either way. Thoughts?

night sluice
#

!feedback
Items should respawn if they fall off the edge of the map. The printer sometimes is in a position where it chucks its items off the side of the map and it makes the printer worthless.

plucky nova
#

!feedback Stop Bosses from shooting through there Backhaed

hybrid crest
#

!feedback loader needs a combo on his m1 it feels very unsatisfying like this compared to something like mercenary

plucky fern
#

!feedback This has been posted before but it just happened to me too..again.
Make there be an on screen graphic, notification, display, noise or just something to tell us when Dio is activating. Forgetting about him makes the item useless

drifting kelp
#

!feedback Make the return to menu button a different color like red, or have an "Are you sure?" window pop up for conformation so we don't end our runs prematurely

low geyser
#

!feedback Give the Clay Dunestrider's homing pots health bars like the homing attack of Wandering Vagrant

shy sparrow
#

They should add random character pick

tidal orchid
#

!feedback
give OSP a cooldown of 3+ seconds so people can't abuse shaped glass + high heals as much

pseudo delta
#

!feedback allow walker turrets to count as "sprinting" so they gain the benefit of Rose Buckler, Little Disciple, Red Whip for some additional customization options

pulsar heron
#

!feedback

Item Idea
Name: Magnet
Rarity: White or Green?
Description: Pick up health orbs and ammo packs within 2m (+2 per stack) of character

little barn
#

!feedback i dont know if the roster has already been decided, but it would be neat if the last character was a monster(lemurian) with cibernetic enhancements, that has been taked over by the robot, i dunno

buoyant wigeon
#

!feedback Make Healing Drones prioritize healing the player over the other drones if the player goes below 75% health, and priotize the lowest health player if all players are past that threshold.

plucky fern
#

!feedback If you die with Effigy down in multiplayer it should put it back in your inventory

little barn
#

!feedback
Give beetles a little hop/charge attack that spans around 6 or so units in game. This makes them a bit more of a threat rather than remain as proc fodder. Also, the idea of a bunch of lil beetles hopping at you later in game is both cute and terrifying.

open tartan
#

!feedback
Make sure Clay Dunstriders never gain more health than they drain after resistances. If they can drain each other and gain more health than is dealt after armor, they can heal each other infinitely.

little barn
#

!feedback pinging an enemy makes all drones and turrets focus on them

tough pendant
#

!feedback I like the idea of Ancient Scepter making it back, but I would like it to stack instead of just being a one time thing. Here are some possible ways it could work while still being stackable:

Commando:
Suppressive Fire: Ticks faster (Shoots more over the same amount of time), move slightly faster while using.
Frag Grenade: Explosion radius (Both Sweet and Sour spots) increased, less cooldown afterwards.

Huntress:
Arrow Rain: Slightly increased Proc-Coefficient, Slightly increased damage.
Ballista: Increased accuracy, Slightly increased damage.

Engineer:
Gauss Cannon Turrets: Slightly increased range, damage.
Carbonizer Turrets: Slightly increased move speed, range.

MUL-T:
Retool: Next second with retooled weapon deals more damage and has a higher attack speed.

Artificer:
Flamethrower: Slightly increased range, tick rate.
Ion Surge: Larger Radius, Slightly increased damage.

Mercenary:
Eviscerate: Higher range, slightly increased damage and tick rate.
Slicing Winds: Bigger hitbox, small moment of invincibility at start (Increases with stacks, not linearly).

REX:
Tangling Growth: Slightly more health regained, weaken slightly more powerful.

Loader:
Pylon: Can target +2 enemies, slightly increased tick rate and Proc-Coefficient.

Yes, I know it's long. These are not final. If you have feedback, ping me to your hearts content.

heavy glen
#

!feedback Make it so at least one chest is guaranteed to spawn near the Teleporter, or add an Artifact that does so. Maybe have it apply to Rusted Key so that it isn't literally garbage.

versed crown
#

!feedback Scorched Acres is a map with a drastically different design compared to all other maps, with narrow walkways and a somewhat linear flow where you have to follow very specific routes to get to the other side of the map. I do not find this map as fun as other maps, due to the physical constraints put onto the players and enemies alike.

For players, this is frustrating in 2 separate ways: first, since you cannot make a beeline for an item or the teleport(which is often difficult to spot to begin with) it feels constraining; second, the circular platforms forming several rings with walls/height differences between them makes the map awkward to navigate with non-mobile characters during the early game and frankly just a waste of time with no concrete reason behind it. Making unique looking maps is great, but in this case the uniqueness turns into an annoying niche.

Then we come to the issue of the teleporter events. From my experience with the map, the only times when I find the teleporter fight fun is when the teleporter spawns at the center of one of the circular platforms/the natural cliff area because it is much less constraining in terms of movement. If the teleporter spawns on the edge of a platform, several problems arise: the game often does not spawn the boss on the same level of the platform as the teleporter itself. If happens to be any boss other than the Imp Overlord, who can simply teleport to your location, they will attempt to pathfind away from the teleporter and drag the player out of the teleporter zone and to the other side of the same platform as it is the only way to reach the player by "walking".

Kiting enemies and bosses, especially due to their size taking up effectively the whole ledge the fight happens on, makes circle strafing very difficult, including the later stages of the game where Malachite enemies and their spike spam covers the already narrow ledges is simply frustrating in my opinion. Feel free to message me 🙂

plucky fern
#

!feedback Increase Monster Tooth orbs pickup radius. or at least make it stack (more tooths = bigger radius)

crude haven
#

!feedback
Make items that drop from the teleporter after killing the boss "owned" by a player (aka, other players can't pick up, only the one assigned to it), if he doesn't pick it up in 30 seconds then it becomes "public" so anyone can get instead in order to stop loot stealing, just ran with a guy that swept all 8 items after the mountain challenge..

drifting kelp
#

!feedback Make the clay dunestrider's rolling/homing clayballs explode or disappear after colliding with a wall, usually they'll hit a wall and turn around and hit me when I think they're gone

hexed mauve
#

!feedback Tri-tipped dagger could use better stacking capabilities. I recently used a 3d printer to get 11 of them, and found out that even with 11 they did almost nothing. It seems like the only part of them that stacks is the bleed chance, I feel the damage should go up as well, or maybe the bleed time. As it stands, it seems useless to have more than maybe 2, due to the very small amount of damage they do. I personally think having 11 of any item should yield somewhat crazy results.

viral notch
#

!feedback more unique portal areas like the aurelionite area

crude ermine
#

!feedback lunar item that makes you smaller and therefore harder to hit, but reduces movement speed and lowers camera angle. make the secret chest hole in abyssal depths feel roomy when you stack it

digital ermine
#

!feedback Make loader immune to the burning trail damage burning enemies leave behind. Unlike merc, she can't attack them with i frames and past min 30 on monsoon, its a death sentence to even onehit charge burning enemies.

plucky fern
#

!feedback Make REX in Depths multi usable. Had 2 friends in multiplayer take Fuel Arrays. We had a really good run. But only one of them got to get REX. Obviously seems unfair if only one person carries Fuel Array and everyone gets it so just make REX multi usable

open tartan
#

!feedback
To give Fuel Array and the Rex interactable in Abyssal a use beyond a one-time challenge, Rex gives a gift. The drop table would include plants (Fungus/Seed/Daisy/Clover), things it might have stuck in its foliage (Slug/Feather), and maybe its old Fuel Cell.
Have one or more interactables on Siren's Call where you can pull out a Fuel Array, turning off ambient devices on the map. This lets you repeat the Rex quest multiple times in a run without any shortcuts for the challenge.

bleak adder
#

!feedback
Engineer Loadout option, which replaces the M1 Attack: A short-mid ranged Knockback blast that passes through enemies, similar to REX's movement/utility ability but without the weakening Debuff and the Bosted Jump part. Attack Rate: slow, Damage: moderate.

limpid sail
#

!feedback : for solo play could we get a save run system? like if we have to go do something mid run we can save and quit. i need this to be added i dont always have a long time to do a run

merry bear
#

!feedback tri-shops should simply be unable to have duplicates. That would fix just about all the annoying tri-shop shenanigans.

soft mural
#

!feedback Make on-hit items play more unique sounds or unique effects when they proc to give them a bit more oomph, e.g. Ukulele plays a strumming sound when it activates, Ice/Fire bands turn your attack icy blue/fiery orange accordingly, etc.

feral dock
#

!feedback on top of the suggestions about lunar coin scaling with stages completed, also scale with difficulty, with Rainstorm being the standard amount(5), and perhaps 3 for drizzle and 7 for monsoon

merry bear
#

!feedback Raising the volume of some existing proc effects slightly (obviously not too much or they'll be incredibly annoying) to make it more clear when they trigger would be nice. Could be more satisfying too.

turbid iris
#

!feedback What if 3D printers would allow to select which of your items you are sacrificing, but instead were limited in stacks (like you could get no more than 5x or 10x of an item per printer per player)? This would allow the player to have more control over their build without being too broken on its own

soft mural
#

!feedback Make Elite equipment give you immunity to whatever effect it gives you (Blazing gives you immunity to Fire, Overloading makes the electricity bombs do no damage, etc.), and also make them increase your health and damage by a factor of 1.5 (in the form of added shield for overloading, and by a factor of 2 for malachite and celestine). Would make them worth their rarity and actually better than most equipment despite not having an activatable effect, like they should be.

soft mural
#

!feedback Idea: An equipment which temporarily makes all on-hit items have a 100% chance of activating.

tender copper
#

Equipment :
Void Invoker

Equipment - Variable Cooldown

Upon use, it will consume an item from on the ground OR channel the last used item if there's no item within range of player.

If there is not an item on the ground within range of player (40m) during activation, Void Invoker will temporarily give you 10+X stacks of the last consumed item, where X is the number of total items consumed by Void Invoker.

Consuming a new item will replace the old one and add 1 to X. The result of X+10 is divided by 2 for green items and 5 for red.

EXAMPLE :
Commando uses Void Invoker on a Medkit.
30s later, Commando uses Void Invoker with no target to gain a temporary stack of 11 Medkits.

Later, Commando uses the same Void Invoker on a Brainstalks. He loses the Medkit, and upon activation of Void Invoker later, he would gain a temporary 2 Brainstalks.

Cooldown - consumption (30s)
Cooldown - Activation (White) - 45s
Cooldown - Activation (Green) - 60s
Cooldown - Activation (Red) - 1m30s

||!feedback||

soft mural
#

!feedback Item Concept: A green/red item which gives enemies a chance to drop pickups that completely recharge your equipment(s), like the batteries from Binding of Isaac.

blazing oxide
#

!feedback A save and quit function should be available, as some challenges require 1hr 30min runs which may require multiple attempts.

soft mural
#

!feedback ALL healing items should heal for a percentage of your base health OR a flat amount depending on which is higher, e.g. Medkit heals for 1% health OR 10 health, Leeching Seed heals for .5% OR 1 health, Harvester Scythe heals for 2% OR 6 health, etc. Would buff them significantly for the lategame on high-health builds. Shaped Glass would also disable the flat values as a hidden effect to make it less OP.

knotty night
#

!feedback Can we get an Ukulele description that directly references Chris.
I know that Ukulele has "... and his music was electric" quote , but it doesnt come off as a direct refrence to the ost god himself - Chris Christodoulou.

silver raft
#

!feedback Add "Toggle sprint" as option, where sprinting would resume automatically after any action which causes slower movement. (no change to what does and does not cause you to "walk", only that sprinting resumes after walk action ends)

soft mural
#

!feedback Merc's Blinding Assault is seriously broken right now. If you dash into a flying enemy at just the right angle you'll deal absurd amounts of knockback and send them flying into a wall or death barrier for an instant kill, or if you're unlucky shoot them off into an inaccessible corner of the map. Could we please get a fix for that next patch?

tender copper
#

!feedback Have some rando make a Risk of Rain 2 Discord Bot with more uptime than Dyno and reward that homie with moderator status because seriously dyno sucks more balls than hungry hungry hippos

hidden plank
#

!feedback Add the ability to set different controls for different characters (at least with controller)

dry bloom
#

!feedback Has anyone actually had the Solus Control Unit spawn as a Teleporter boss? Because I haven't. It's a 'stage unique boss', let it spawn in Teleporter events on it's own stage instead of Magma Worms. Also why do Magma Worms and Elder Lemurians even spawn there? Doesn't make sense to me.

little ferry
#

!feedback Please add a "Are you sure?" option to the Quit to Main Menu option when you are ingame. I've accidentally tabbed a little too aggressively back in and shut-down good runs. Thanks

graceful nymph
#

!feedback I think a rejoin option would be useful, as I've been playing and my friends' internet will go out, and we'll be doing really good and we'll either have to leave them out or restart our run, so I feel like this could be very useful. Also I think this should only be in private games, and an option you can toggle on and off

tacit lantern
#

!feedback make chronobauble steal movement speed, more stacks the more ms you get

gleaming cosmos
#

!feedback Increase the radius that healing orbs are collected with the Monster Tooth Amulet. Something like ~10%-15% per stack and maybe a bump to the base radius

crude scarab
#

!feedback It seems the Blast Shower cancels (without returning cooldown) out skills; this makes the item frustrating to use in the middle of combat, which is typically when it should be used the most. It's especially frustrating when playing as a character like Loader.

The reason I'm putting this here and not the bug reports is because this feels like a conscious, out of the way decision the devs made, since no other equipment does this. I'd suggest removing this feature - or tweaking it so it forces charged up skills to be used instead of just being deleted - as it does nothing but inconvenience.

old stag
#

!feedback
I know I said it before but not only should we get lunar coins after obliteration, but we should also get an extra lunar coin per loop (every 4 stages) in a run.

native meadow
#

!feedback Countdown timers on de/buffs that show up above the health bar? Along with a debuff symbol for Imp bleed effect?

little barn
#

!feedback a vote to kick option would be nice

solemn wharf
#

!feedback the ability to leave private game to lobby as group so we don't have to be kicked back to main menu and regroup up.

silver raft
#

!feedback Show pending lost health via dots visually on healthbar with a different colored section. Ideally also on enemy units, but I imagine that could be heavy depending on how it works.

torpid spade
#

!feedback taking inspiration from Borderlands 3 I think it would be a good idea to add an option to do instanced/duplicate loot for each player. It's not a perfect idea and could have some problems given that loot is determined at the point of map creation, but if people are going to keep asking for silly things like teleporter drop ownership, then it's at least worth considering/brainstorming for something that would work.

fair wraith
#

!feedback Character idea from earlier

"Beast Tamer" Repost/Revamp

Passive: Beast Defense
All beasts that are allied follow and protect the Beast Tamer

M1: Poison Dart
Shoots a dart from a small one handed dart pistol that inflicts small damage, but more damage overtime

M2: Beast Capture
Blow a whistle that captures two nearby weak enemies, after hitting level 10, gain the ability to catch stronger ones

Utility: Hook Shot
Grabs hold of a flying enemy, the enemy becomes your ally and lifts you into the air, if hitting a ground enemy pull them in fast and deal medium damage

Special: Beetles From Below
Summons three beetles from the ground that deal small damage {After lvl 10} Summons two Beetle guards that slam the ground and dissapear into the ground.

M1(Alt): Hunting Crossbow
Shoots a bleed inflicting arrow straight at enemies that deals medium damage

M2(Alt): Net Trap
Trap weak and strong enemies and makes them allies (Long Cooldown)

Utility(Alt): Weighted Anklet
Tosses a pair of weighted anklets at a ground enemy, after the enemy is caught jump onto it and dash forward, the heavier the enemy the more damage, Bighorn bisons are the
strongest to capture

Special(Alt): Beast Cage
Spawns in a decoy cage that when defeated spawns in either 2 Lemurians 2 Beetles or 1 Beetle and 1 Lemurian {After lvl 10} Either spawns in a greater wisp or a beetle guard.

Please give feedback if you liked/disliked it 😄

steady steppe
#

!feedback item idea
name: amber fossil
rarity: lunar
function: all enemies are encased in amber when killed. the amber will then explode into shards around the corpse, damaging players and enemies. if the shards hit an enemy, they suffer from bleeding and will immediately be encased in amber if they are 20% or below in health. the player can not be instakilled by it like that but will take bleed. also, every explosion leaves a very tiny but damaging aura behind for 3 seconds (forgot to specify aura can damage the player too)

tough pendant
#

!feedback Increase the amount of credits in the interactables director when there are more players playing. This would mean that there would be more chests, barrels, or other interactables, so as to make the item spread a bit more fair at the cost of possibly wasting time trying to get the rest of the items.

vague hearth
#

!feedback Add a HUD enable/disable button so we can get some cool screenshots!

torpid spade
#

!feedback it makes more sense for loader's charge punch to be right mouse and the grapple hook to be shift because it's the utility skill and the punch is a main damaging skill

steady wing
#

!feedback How does the Clay Dunestriders sucky thing go through the Engineer's shield? It's supposed to block all incoming damage. Please update this to make it more consistent if possible. Also those clay pots track really well, it would be helpful if you could outrun them somehow without having to look behind you or have lots of movement abilities. I turned a corner out of sight of the dune strider and ran down a tunnel only to get bopped in the back of the head lol

vocal turret
#

!feedback Players should be able to convert money to Lunar Coins. So many people hack in Lunar coins but that just isn't a fun experience for someone who wants to play vanilla. Lunar coins are already pretty rare to find, and in multiplayer it's even harder. When you enter a teleporter, your unspent cash should go to a lunar coin bar. It sucks to end a level with $300, or even $10000 because there just aren't enough chests or equipment on the map. If it was like 20k for a lunar coin, it would make unspent money more useful and make playing longer more valuable to the player.

main hazel
#

!feedback Engineers should be able to place a turret on the Beetle Guard's back, the one summoned from the Queen's Gland.

jolly forge
#

!feedback Prevent jellyfish from spawning as elites. Bulky suicide-bomber-type enemies aren't really a lot of fun to fight.

obsidian falcon
#

!feedback bring back the bell noises from RoR1 to sound the change in difficulty. Not only would this make the difficulty change more apparent, but hearing quaint church bells in a game with fire-breathing lizards, enormous jellyfish, and humongous lava snakes is pretty funny.

little barn
#

!feedback okay, so i havent made a post bout this one bc i knew it was kinda specific, but
wandering vagrant's homing orb needs changed to not be an anti-artificer death machine early game

her burst-y design means if you dont save an attack (or three) for when the homing orb comes out, you have to 100% focus on running from it.
the homing orb moves faster than walk speed and directly homes in on you so you have to completely stop attacking and face away from threats to be able to escape.
its got a huge hit radius no matter how it explodes, hitting through walls too, which all feel awful to be hit by given how much you commit to avoiding it.
you have to dodge everything you arent able to look at well (the boss and normal enemies) while making a sprint away from the orb to not be yote given the homing orb does half of your health on-hit in a huge area.
because of all of these things together you're highly restricted in output overall, given to use flamethrower you gotta be super close to it to use it (awful idea), ion surge takes getting close to it as well to hit it, ice wall straight up doesnt reach the thing, and on top of that you're forced to save m1 and m2 shots if it starts that attack so that you maybe can shoot it down.
given she doesnt have any utility skill to protect herself, she's in a uniquely awful spot to fight the vagrant where you're often doing less damage than other characters, as the boss kill character (which shes stated as in her ingame overview lol)
often its safer to try and surf or tank other enemies' attacks to get out of the way, given you know you'll only be taking one hit, rather than getting into the mess of trying to avoid all of the normal attacks and the homing orb

a few things that could help (to be picked between ofc) are either slowing down the orb's movement to walk speed (itll still close the gap bc it tracks you), making it not explode near as big when shot down, and/or making it not hit through walls

native meadow
#

!feedback I'm going to say what everyone's thinking. Artificer's ice wall is probably the worst ability in the game, possibly tied with Rex's little air boop. They're not intuitive, they're not fun.

soft mural
#

!feedback Fix Merc's Blinding Assault so it doesn't yeet flying enemies into the sunset every other time you use it.

feral dock
#

!feedback not really related to the game, but can we possibly get 4-packs?

worn sigil
#

!feedback It would be neat to see an alt for Arti's ice wall that can be placed in the air but maybe changes from ice to fire or electricity (whichever isn't as broken I suppose)

soft mural
#

!feedback 57 Leaf Clover is godly and all, but I kinda want to see more done with the Luck stat in general. Currently the only way to increase it is by getting said item above, and while it's a pretty awesome item and all I kind of want another item that gives you Luck in the future. I'd personally add a Green item, called 5 Leaf Clover or something of the sort, which temporarily gives you +1 Luck after doing a specific task, maybe after killing an Elite or something. Thoughts?

strange arrow
#

!feedback add a random character option at the start of a run

molten willow
#

!feedback Make Old Guillotine and artificer execute range stack, and make nanospear to instantly kill if enemy is on that range.

soft mural
#

!feedback Either make Chronobauble a White item or make it lower the attack speed of enemies as well as slowing them. In its current state the effect is very situational and does not deserve its rarity.

hexed topaz
#

!feedback Once you get late enough in a run to the point that you tons of dps and kill most elites and bosses in a matter of seconds the game can devolve into simply gunning for the teleporter since in the later stages of the run the tele event will grant the player more than enough cash to open every chest on the map. This creates a bit of a problem where once you have a good god run going the game turns into just waiting for the teleporter to charge and not much else because of how strong you are. I have an idea for an item that can make a late game god run a little more interesting.

A stackable green item that decreases the time it takes to full charge to teleporter (and maybe increases the radius that you can charge it as well.) I think that this would be a somewhat reasonable solution to god runs turning into waiting to charge the teleporter since actually being able to move to the next stage faster can result in the difficulty jumping up faster since the difficulty jumps up a few pegs upon every level completion. I think having this item also increase the radius would be nice since the play typically might have more movement speed so the smaller radius for the teleporter event can be claustrophobic at times. Also with movement abilities that go farther in distance the more mobility you have it can be easy to accidentally leave the area by just using a shift, especially when playing as loader. I feel like this wouldn't be a game breaking item since its essentially only going to have an effect on your run during the teleporter event so it wont be easy to abuse it. While I dont know exactly how much the time to charge the teleporter should be decreased, I do recognize that its important that its not too drastic because the teleporter is meant to be one of the most challenging parts of a run so making the charge be too short can lead to the game being too easy.

void cypress
#

!feedback for the new laser turrets, during the lobbying screen can we have them rendered instead of the normal turrets if chosen. As well as for the allies side bar in game.

loud burrow
#

!feedback I'm thinking the friendly Aurelionite should have attacks of a different color, because things can get real confusing when fighting multiple Stone Titans.

little barn
#

!feedback Can the grovetender either be a 100% change spawn on scorched acers or can we just get him in other stages, I really love his boss item, its one of my favorite items in the game, but because he only spawns on scored acers and only has a chance to spawn as other bosses could spawn instead, and because the boss item is a chance to drop as well, i almost never get to use it. In any way at all please make it so we get more grovetender for a higher chance at that really fun and amazing boss item :D

dry bloom
#

!feedback Building from the post above, can we do the same thing with Solus Control Unit?

stuck onyx
#

!feedback
on the character selection screen, have the avatars change appearance based on skills equipped
ex:
change engi's turrets(carbonizer)
give commando grenades on his belt(grenades)
have huntress' bow have 3 arrows(ballista)
arti's hands have different colored glows(plasma)
loader has a spiked guantlet(<-)
etc etc

little ferry
#

!feedback Dead magma worm's bodies should not be able to kill you, on contact.

rustic badge
#

!feedback Add support for Discord Rich Embed (time elapsed, difficulty, current stage, how many players in lobby, etc.)

loud valve
#

!feedback Not sure if this has been said already, but you should have to press E to pick up every item in multiplayer just so people cannot "accidentally" pick up your items.

soft mural
#

!feedback Could we possibly get a way to drop items in multiplayer to make it possible to trade and give items to players in cases where picking up someone else's item WAS an accident?

willow mesa
#

!feedback

Currently, when it comes to the 4th stage, getting Siren's Call is a bit of a bummer. This is because unlike Abyssal Depths, it hasn't got a guaranteed legendary chest. It, however, has a special boss which drops a legendary item. The problem is that farming for gold is rather easy whilst having to fight an ADDITIONAL & HARDER boss ON TOP of the teleporter one is way harder and more time consuming and quite honeslty not worth doing until you've already got a god run going in which the boss poses no threat to you.

To remedy this and make it worth it to the take up the challenge on Siren's call, I'd propose the following changes:

  1. Lower the scaling of the boss at least slightly as it scales way too fast currently.
  2. Activating the eggs should either make the Teleporter spawn the special boss instead of the usual one.
  3. The boss would drop 1 legendary item REGARDLESS of the number of people playing in addition to the normal set of green items OR replace the green items with matching red ones.
  4. The effects of Mountain Shrines would stack with the challenge.
eager plume
#

!feedback Considering the number of long range enemies and their accuracy, it's at a critical mass of long range. Which leads to a very unfun gameplay situation where you dodge an attack preemptively only to get hit by it anyway. Wisps are the worst offender in this category, with stone titans following for second. Both of which generate situations with insane tracking and Hit/miss ratios. The solution is to make it to where the tracking isnt so instant so players can actually dodge the attacks instead of jumping behind cover, which is non-existent at times.

devout kestrel
#

!feedback Make it so when you are in combat (shooting or being attacked etc.) that you are not auto healing

heavy glen
#

!feedback removes the physics damage from the Clay Dunestrider's big s u c c, since it causes greatly inflated damage whenever the player is pulled up against any obstacle to horizontal movement, sometimes killing the player at great ranges. At the very least, cause the damage to be credited to the source of the knockback.

soft mural
#

!feedback Reduce or outright remove the armor Clay Dunestrider gains during the succ. It makes it impossible to kill while it's sucking and in turn makes it a really unfun boss to fight.

raven hedge
#

!feedback
Give the timed chest 15 or 20 extra minutes for every loop, so you have stable access to it if you keep the fast pace. In the case of single player it gives you an opportunity to switch back to a preon later on if you needed to swap it for something else at some point; in case of multiplayer it gives everyone in the party a change to guarantee a preon, without relying on equipament barrels or the need to add more than one timed chests. Just a minor thing that gives the chest a function past first use.

thorn storm
#

!feedback could we have more use for the fuel array other than unlocking rex?

cinder pewter
#

!feedback Unique interaction between the Aspect equipment and the War Horn: War Horn buff is always active. This would mostly be a fun little quirk, as aspects are exceedingly rare anyway and by the point you're likely to get them you probably have a Gesture/fuel cell combo already going.

little barn
#

Engi's turrets should also have the positive effects of the Spinel Tonic rather than exclusively have the negative effects

fair wraith
#

!feedback Character Idea

"Botanist"

Passive: Friend of Plants
Occasionally spawns in a flower upon taking damage that slowly heals the Botanist and or his allies

M1: Bonsai Claws
The Botanist holds a cursed bonsai tree that slashes in front of itself that inflicts bleeding

M2: Sunflower Beam
Places down a sunflower that shoots a beam of sun at enemies closest to it, if no enemies are close enough the beam instead heals the botanist or allies

Utility: Vines of Glory
Shoots vines out of the botanists plant pack that shoots forward and grabs nearby objects and pulls you in, if it grabs an enemy it will slowly pull the enemy in.

Special: Bloodroot
Shoots a 2 roots out of the botanists plant pack that snatches enemies and slowly leeches the life of the caught enemies, if no enemies are hit, the vines will grab the
ground and launch the botanist forward

M1(Alt): Seed Rifle
Shoots out two seeds in a burst that deal small damage, if four seeds are placed next to eachother create a Dandelion that makes a small explosion if an enemy is hit
four times by the seeds, it will lightly explode them.

M2(Alt): Vine Slices
The botanist rapidly attacks infront of himself with two vines that deal small damage with each slice.

Utility(Alt): Grape Vine
Shoots grape vines out of the botanists plant pack that wrap around enemies and pull the botanist towards them.

Special(Alt): Seed Scatter
Launches 5 seeds out of the botanists seed pack in a pentagon shape that turn into dandelions and explode

Feedback is always appreciated, you can dm me in #Feedbackdiscussion if you have any feedback. 😄

serene solstice
#

!feedback Create self-assignable roles on this server that indicate what platform(s) we play the game on, for easier troubleshooting and such.

fervent quail
#

!feedback Something REALLY needs to be done about Wandering Vagrant's unavoidable instakill attack. I doubt I need to specify (because everyone already knows what I'm talking about), but that would be the one it does at low health. It's the enemy that's killed me the most, and that's NOT for a good reason. If you get Wandering Vagrant on the first level, it's a pretty good reason to just restart your run unless you're playing as Huntress and have frame-perfect timing, or you're playing as Mercenary and Eviscerate HAPPENS to be ready. It's pretty much "have -- DPS or have -- health, or say goodbye to your run" and it's completely unfair. It's borderline game-ruining for me, because as much as I REALLY want to love RoR 2 (92 hours in it), the unavoidable attacks absolutely kill the fun. I don't want there to be situations where you see an enemy preparing to attack and have to immediately think "welp, I'm dead and there's literally nothing I can do about it." There are many other instances of unavoidable attacks, but Wandering Vagrant is by far the worst (and that's saying something!) because it's a teleporter boss.

drifting kelp
#

!feedback Make all ghosts/allies have a different color for their projectiles. This includes ghost Vagrant's AOE and Titan/Aurelionite's global attacks

earnest laurel
#

!feedback make the big prototype drone inherit copies of all items (like Engi's turrets), BUT it cannot be purchased. You have to put the fuel array in it.

velvet nimbus
#

!feedback the Hordes of Many definitely needs a reduced chance to occur on the first cycle. They are so much harder than normal bosses early on and happen almost as often

mystic moat
#

!feedback Right now, the Huntress' ability to sprint while attacking is not particularly useful in my opinion, since you basically have to be sprinting diagonally (or close to it) relative to anything you are shooting. It also feels kind of clunky and awkward, and currently I feel it doesn't really justify her having the lowest health pool in the game. Rather than changing her health pool, though, I think a cool way to make her more unique and make her sprint ability more usable and fun would be to give her a passive that allows her to sprint while strafing directly left or right (i.e. on keyboard, holding A or D but not W). This would restore her RoR1 identity as the go-to kiting class while making her feel a lot more fun and unique to play.

little barn
#

!feedback give artificer's hover an enable and unable button rather than having to hold it down. hurts less on hands using controllers

dark yarrow
#

!feedback Give REX a passive that lets him stick to (maybe even walk on) walls (and maybe ceilings). He currently lacks mobility options when compared to other characters, and it would be a unique and useful ability for his kit.

frozen solar
#

!feedback Horde of Many elites should be twice the size of regular elites, or larger to some capacity, so that they stand out better in crowds. This isn't a huge problem for bigger enemies but it is when you've got a Horde of Lemurians blending into the crowd of elite lemurians that spawn shortly after them.

heavy glen
#

!feedback ensure Horde of Many mobs don’t leave the teleporter area - one time I wasted three minutes hunting down a Beetle Guard that decided it’d rather survive

buoyant valley
#

!feedback an item that has a chance to blind the enemies for 2 seconds, blinded enemies will have a 100% miss chance on their attacks, regardless of melee or ranged attack

valid ivy
#

!feedback Add quick message options to help communicate with teammates. Preset messages would be fine such as "ready to start", "ready to go", "not ready yet".
This could be really useful for controller players like myself. The dpad currently has no use.

lament sable
#

!feedback c-skins maybe???

serene solstice
#

!feedback At the moment, Artificer Plasma Bolt is a good sidegrade in theory, but in practice, the AoE is so small that it rarely ends up having much of an effect at all. I totally understand the logic that went into it, but generally it acts as a downgrade.
So instead, how about this: replace Plasma Bolt's AoE explosion with a "miniature" Ukulele proc. When you hit an enemy with it directly, it can create a small arc of lighting that strikes adjacent enemies. This would allow it to have the intended "crowd control" that the current Plasma Bolt attempts to achieve, but with much more consistent results.
(Also, this could be balanced in a million different ways. You could adjust the maximum number of enemies that can be struck with the lightning per bolt, or make it random. You could make it possible or impossible for the lightning arcs to chain to yet more enemies. You could have the damage be more or less than the initial point of contact, or make the damage of the lightning bolts change dynamically based on how many enemies are actually struck by lightning from one bolt. The possibilities here are insane.)

feral dock
#

!feedback rename used Dio's Best Friend to Dio's Used Friend

severe ore
#

!feedback im gonna get a lot of shit by people who abuse it but, shaped glass should disable or give a 1-2 second cooldown to oneshot protection because the system works fine otherwise its just when you can compress hp bar it becomes silly.

The item is 3x better then about anything else and isnt situational at all unless you are taking it on a bunk run to begin with, and before you say its balanced by rng, i think it's existance to be played around is setting an idea the devs dont want in the game.

An idea where you just start run, dump coins, run to shop and eventually die because 'i diddnt have 1 glass', it reminds me of RoR1 where everyone forgot how hard the game can be because they just played with command and glass then abused that until no one seemingly wanted/remembered how to play the base game anymore, except this time it's a thing that can always be done midgame and isn't directly obvious that this isn't the game you are just taking an item that modifies it to go faster.

Dev said OSP was made to save you from unfair deaths sometimes as a fairness factor more or less, but here it's made into a main gameplay gimmick and plan to ironically make it 50% safer.

Or ignore all that and make it linear or just diminishing stacking because trading 50% of hp for 2x or 75% of hp for 4x is abit wonky and boons an item that is a lunar, which by design should have huge downsides that would make you not wanna take it, why wouldn't you when its exponentially more effective.

whole rock
#

!feedback

Invite friend to come to your game notification & invite button. Chat text with pop up keyboard for game chat & such. In game audio if you play random and can speak to other people for teamwork

sinful crown
#

!feedback I honestly feel that the elder lemurians aren't overpowered, but they're just too strong in both close range and long range attacks. It's not really fun getting nuked from a mile away by a fan of fireballs, or when you get close you get nuked by the spitfire. Maybe decrease the amount of fireballs in the ranged attack so you can have a better time distancing yourself without losing all damage?

hexed topaz
#

!feedback

I think that it would be nice if chests would disappear or break shortly after being opened or at least show in some way that it’s been used that’s easy to see from far away. I think the multishop terminals shutters going down is a good example of how to communicate this. I also think maybe things like shrine of chances/combat/gold should crumble once you aren’t able to interact with them via buying them or fully activating them. Being able to see these things from farther away could help players in making time saving decisions faster which would be nice.

feral dock
#

!feedback allow us to set a custom name in-game instead of just using steam name?

old socket
#

!feedback artificer's hover is essential if you want to do the "fly really high with the new special and shoot everything from there" but if you're on the ground it's not very good so if it had some thing like a small speed boost when you start using it that goes away after a while, it would be a lot more useful on the ground but it wouldn't be too op (probably)

crude haven
#

!feedback
"Create Lobby" and "Browse Lobbies" option on Multiplayer
Currently we only have the Quickplay option so I often get shoved into a server where the latency between the host and me is massive, making playing Multiplayer impossible sometimes so I wish we could just browse the servers available like in most games so we could see basic information like who is the server's host, how many players are in the Lobby and, MOST IMPORTANTLY, the latency between us and the host so we can pick and choose lobbies better suited to our location.

buoyant wigeon
#

!feedback Make Drone stats scale with your current level and amount of items to make them more useful in late-game, and make Equipment Drones use their equipment items on players if the item given to them is something like a Foreign Fruit or Spinel Tonic

still thistle
#

!feedback make the equipment drone have the basic gunner drone attack on some of the equipment, like ocular hud

knotty night
#

!feedback commandos 20 stage challenge should be more clear about lunar items.
Its text should say "(lunar coins dont count)" just to clarify that you can pick them up.

round jungle
#

!feedback its nice that you can pin things when you play alone but it would be nice if they stay pinned and do not dissapear after a few seconds

meager pumice
#

!feedback Allow MUL-T to maintain sprint while attacking with Saw ability

gleaming cosmos
#

!feedback Add a lunar/red that increases on-hit/event affects. IE one hit can result in two sticky bombs, 3 kills = berserker x2 or double length, 2 MTA orbs, 2 medkit heals, etc. Also maybe a lower chance to apply the affect a second time.

little barn
#

!feedback Allow certain classes to sort-of reward player accuracy. Say shooting with a commando into Stone Golem's eye should net a higher crit chance or grant increased damage.(i can see how huntress players would find that to be a bad idea, however). Or making that mechanic into an item, as not missing a target would increase your damage by a % with a set cap, so it wouldn't be abused or overpowered.

echo gyro
#

!feedback i know this was posted earlier but please
dead magma worms should not be able to hit you
i killed it so why can it kill me?

shell nebula
#

!feedback allow newt to break the fourth wall, he is able to create a space between time afterall

urban apex
#

!feedback multiplayer trials could be fun

crude haven
#

!feedback
Tone down the Ethereal challenge for the Mercenary
It's simply too difficult to do the whole Prismatic Trial without taking damage, at least with the Huntress it was just one stage, you could choose the difficulty, you could just rush the teleporter and you can stack a bunch of items like Topaz Brooch and Though Times for the next time Rallypoint Delta shows up while in the Prismatic Trials I am already getting sick and tired of random Wisps that summon out of nowhere and just hit me without I even realizing they were there.. Maybe just don't let your HP go bellow 75%?

heavy glen
#

!feedback buff Arrow Rain’s damage output and/or area. Currently it deals 2090% damage over six seconds in a small area, while Ballista deals 2700% in three piercing shots.

shadow palm
#

!feedback As another use for the Fuel Array, make it an additional risk you can take to gain more lunar coins when obliterating. IE If you obliterate with the fuel array equipment on you, you gain x2 lunar coins. Gives it a unique use that no other item does, while also alleviating some lunar coin grinding hours.

plucky light
#

!feedback
There isn't enough consistent cover to justify all the tracking attacks that some enemies and bosses can use, in my opinion. You should be able to dodge them, not be required to have the movespeed and environment conditions to hide behind a rock for a few seconds.

marsh onyx
#

!feedback give scorched acres and the siren stage some unique benefit. Right now, getting to scorched acres as your initial stage 3 is strictly worse because it deprives you of a free preon, and siren has no legendary chest. Also, the alloy worship unit being a guaranteed loop boss spawn on siren means that I typically spend lunar coins just to avoid fighting it.

dapper lark
#

!feedback Right now i think that Rex is in a bad place, especially with the regen nerfs. I think that his R should increase the amount healed based on the max hp of each enemy, so if you use it on a boss you get a lot more than if it was just a beetle (It would also make him more viable late game)

little barn
#

!feedback An Arena mode where you try to survive endless waves of enemies and each wave, you get 3 random items. Co-op would also be available

sleek yew
#

!feedback Make it so that the fuel cell has a use-ability where you can use it to activate nearby(5 meters) drones with it, thus making it a good but dangerous use item

earnest laurel
#

!feedback

This is less of a suggestion or constructive criticism. It's more of a story.
I have been playing this game since it came out. I never had a good PC, and would run things on the lowest graphics. I just got a gaming PC today, and ran the game at 60FPS on ultra graphics. The difference is staggering! You have made a beautiful world, and it is truly one of the best games i've played. Thank you.

-DroidekaOne, AKA Drizzle shrooms Engineer

buoyant wigeon
#

!feedback Cosmetic weapon customization options for characters that can be unlocked by completing various challenges could be interesting. It would allow things such as changing Mercenary's sword (a blade made of fire would be nice to match Oni), Commando's pistols, MUL-T's arm (a gatling gun for the nailgun, perhaps?) etc.

wicked otter
#

!feedback add an option to disable items appear on character (in settings)

fresh plover
#

!feedback Fix the sprint turning off after using a shift ability such as commando's roll

hexed topaz
#

!feedback

Players should be rewarded with more lunar coins upon obliteration the farther they are in the run when they do it. For example, on stage 7 you can obliterate to get 5 but if you obliterate on later loops then you still only get 5. I think that for every additional loop you maybe get 3-5 more coins. I think the amount of bonus coins per loop should be dependent on play difficulty where drizzle gives 1 extra coin per loop, rainstorm gives 2, and monsoon gives 3.

gaunt wing
#

!feedback Can we please bring back the multiple hitboxes for Magma Worm? I think it would be neat if Mul-T's Rebar Puncher could deal multiple instances of damage to magma worm, or if Huntress's arrow rain could deal multiple instances of damage simultaneously.

plain dust
#

!feedback Shaped glass stacks way too well for what it does. Considering the fact that you can almost guarantee it to at least show up 2 or 3 times since its a lunar item and you can go to the bazaar almost every stage. This problem in my opinion is exasperated by "One-shot protection" making you near invincible at the late stages of the game with as few as 4 shaped glass. I would like for their to be more viable long run builds in multiplayer or at least make shaped glass less of an instant win item. I feel underpowered when i dont have it and overpowered when i do and i personally dont have much fun that way.

humble flicker
#

!feedback We need a better portuguese tranlation, have a lot of mistakes that can confuse the player about the game. Anyway if need some help im here to do this.

torn rover
#

!feedback Petition to make the transcendence into a frog, to appeal more to the amphibian loving culture.

pallid vale
#

!feedback Add a Shrine of Chaos that would randomize each of your items (will also keep their respective rarity the same). Maybe put it on scorched arches as a counterpart to the Shrine of Order on rallypoint delta.

spring violet
#

!feedback Reduce wisp accuracy and/or damage. Why does a lesser enemy deal pretty hefty damage, and always hit? Not to mention they spawn all the time in large groups. It makes no sense.

little barn
#

!feedback change the "mercenary:ethereal" challenge, make it so is something like, completing a prismatic trial in a certain pretty challenging time(because thats the purpose of prismatic trials), and when the rest of the loadouts drop, make a changed version of ethereal to unlock said new skill (possibly the utility one)

tawny crypt
#

!feedback Certain lunar items are almost completely worthless. Corpsebloom and Brittle Crown are definitely the biggest offenders, and every lunar equipment item besides Spinel Tonic is extremely meh. They're less "risk vs. reward" and more "ruin your run as soon as you take it."

Maybe make it so that stacking Corpsebloom increases the max amount of healing you can have per second, and make Brittle Crown give a percentage of money relative to damage rather than just a puny 30% chance for 3 gold?

nimble elbow
#

!feedback please nerf horde of many bosses. I had 4 guilotines and the elite bosses still killed me in like 2 hits on hard.

torn rover
#

!feedback In a later update, add alternate versions of maps, such as a variant of rally point where you're in an ice cave, or some actual ruins in the wetland aspect.

maiden quiver
#

!feedback Killing an Overloading Worm should count for the "Deicide" challenge

fair wraith
#

!feedback item thought Name: Silver Monocle / Description: Sight enhancing silver eyewear straight from the 1700s! / Rarity: Green or Common / Effect: Nearby enemies can be seen through walls / Stacking Effect: Longer range on see through

tacit jay
#

!feedback Because 45/57 of games I have played have all had votes default to Monsoon regardless of attention to potentially new players or veteran ror1 players (due in part to a lack of conversation in 50/57 of those same games) I believe there needs to be a greater incentive to new players arbitrarily choosing Monsoon with the group, or at least give a fair warning to veterans (or players with harmful intensions) roping in new players into an experience they will not enjoy. I will admit that I have only just recently started playing this sequel masterpiece, but I think that there is a failure in community development. It's as if players are discontented with the idea of 'lowering the bar' and therefore fight amongst each other rather than focus on strategy, skill usage, and the maximization of item effectiveness.

plucky light
#

!feedback
Make the flame debuff unable to deal the killing blow to a player.

bold schooner
#

!feedback
The new turrets will often continue to target and attack monsters for several seconds after the monster has died. They should re-target rapidly after their current target dies and stop firing immediately.

main mica
#

!feedback
(Copied from
rex is actually ok
Last Thursday at 1:43 PM
who forgot to put !feedback, edited for clarity.)
-Engineer-
Make it so when you ping at the ground, turrets start running to that location, when you ping an enemy, turrets start focusing that enemy.

(could also work for queen's gland beetle guard and drones)

dark yarrow
#

!feedback Make Lunar Coins visible in the Logbook menu so you don't have to enter a game just to see them.

steady wing
#

!feedback Two Clay Dunestriders, sucking me in, inescapably, even the game doesn't know what killed me "???". Please fix. Please nerf their suction thingies just a little, when more than one spawns and you're anywhere close to them there's little you can do avoid having your health reduced to -17 lol. Especially on Monsoon and with a less mobile character.

hybrid jolt
#

!feedback when you go to the bazaar there should be a option to spend lunar coins to freeze yourself in time (like the artificer before you unlock her) so that you can close your game and resume it later.

plucky nova
#

!feedback Whatever this Imp effect is I want an Icon for it. In my last 3 runs this was my cause of deaht...

lilac pulsar
#

!feedback item idea, a way to bring back toxic centipede. Rarity white or green. 20% chance to poison an enemy on hit for 5s (plus 2s per stack) causing them to take 20% more damage from all sources for the duration of the poison.

wind storm
#

!feedback item idea, lunar item affecting critical strikes. Crits no longer deal double damage, but instead double the chance to proc on hit effects.

sinful crown
#

!feedback Scavenger :)

proper swallow
#

!feedback Please have it so that elite hordes don't spawn as bosses pre loop. It's rather odd that they are incredibly more difficult than any regular boss that could spawn instead SoraDed

cinder pewter
#

!feedback Lunar Item that increases crit damage but reduces crit chance, and if you have negative crit chance you can deal reduced damage, which is also modified by the crit damage bonus.

hot isle
#

!feedback this isnt a big one, but change the sound effect for the War Horn. I don't like it honestly, it don't sound like no war-horn.

atomic bough
#

I know this has most likely already been suggested, but I feel that the Commando is underwhelming and needs a damage buff. Perhaps, 15% damage increase across the board?

severe ore
#

!feedback make frostrelic not a limited disk, make it an aoe ala local blizzard and then have it freezing enemies to death or pelting be the reason IT DOESNT BLOW UP NEUTRAL EXPLODABLE OBJECTS

crude haven
#

!feedback
New Rex skills, he only has one, all other characters have at least 2 so..
New Shift - Burry himself on the ground, increasing movement speed and being immune to damage for 3 seconds (7 seconds cooldown?)
New R - Toggle to plant yourself on the ground, increasing attack speed and removing the HP requirement of skills BUT you're completely immobile (3 seconds cooldown)

cinder pewter
#

!feedback Artifact idea for when they release:
- Ego -
Shrines of the mountain are permanent (they remain and stack between stages) , start the game with one active.

plain sable
#

!feedback Make elite affixes drop much more frequently and change some so they aren’t so boring. I know they’re used to control elite spawning, but they could use some buffs for when players use them. Silence beteween two strikes is alright, ifrits distinction and nkuhanas retort are amazing, spectral circlet is essentially useless, and her biting embrace is essentially an extra few chronobaubles, so not very good.

Oh, and the drop rate could scale with difficulty, so each run as your enemies become more difficult and become elite, so do you.

Last thing, which could help fix issue 1, is that all affixes can’t be used which means all equipment items are useless (war horn, gesture, fuel cell). Really sucks to get gestures when you see an affix drop.

cinder pewter
#

!feedback To add to the previous post, Engineer turrets should inherit Elite Aspect effects.

lament sable
#

!feedback I think it would be cool to unlock certain items when obliterating/beating the game with certain characters.

As an example, obliterating with Huntress would unlock an item that allows you to shoot and sprint at the same time.

Or, obliterating with Artificer would unlock an item that gives you her hovering passive.

They don't have to be these specific items (they would be useless on the respective characters anyways), but it would be cool to unlock character-related items this way.

bleak adder
#

!feedback Make it so that when you target an enemy with the middle mouse button, turrets and drones under your command attack that target.

near quartz
#

!feedback have the wandering vagrant's homing orb fizzle out when you deplete it's health. as it stands, it actively punishes the player for destroying it when its about to hit them.

fair wraith
#

!feedback New engineer turret idea

Blast Turrets
the blast turrets would have the same cooldown as the other turrets, would follow the engineer, but the turrets would be slower than the carbonizer turrets
for an improvement they would have advanced ai with the ability to jump

For their attacks they would fire out a bomb every 1.5 or 2 seconds that deals 250% of damage with a medium aoe attack the bomb has slight ark so its still able to hit flying
enemies, just with less accuracy (Side Note 2 Blast Turrets can be placed at the same time.) The blast turret would be another bomb like attack for the engineer
so just even more aoe. 😄

spring violet
#

!feedback Just my personal thoughts on what needs to be nerfed and buffed.

Nerfs

  • Wisp accuracy
  • Clay Dunestrider's big succ (make it heal less please, or make a max amount of heal)
  • Horde of Many

Buffs

  • Artificer M2
  • Normal Beetles seem kinda useless lol
  • Crowdfunder and Eccentric Vase need to be more useful
  • Drones need to be buffed across the board

Tweaks

  • Elder Lemurians being silent
  • On the first stage, if slightly more enemies would spawn it would be very helpful for monsoon runners to get more items.
real rover
#

!feedback
Green Item: [dont have an idea for a name yet]

Deal 50% more damage+50% perstack to enemies of the same type as the first enemy you killed on this stage.

So if you kill an imp as the first enemy on abyssal depths, you get the damage amp vs all imps and elite imps for the stage

fathom pasture
#

!feedback The eggs you need to destroy to summon the Alloy Worship Unit should be interactables rather than targets. Fireworks have targeted them way too many times, and sometimes they get caught in the crossfire, causing more chaos in the already existing chaos that needs to be dealt with.

real rover
#

!feedback
Theres no special options on Scorched Acres. All the 2nd 3rd and 4th stages have special mechanics you can choose to do on your runs except for Scorched acres. Maybe they could add something?
The stage is beautiful and unique, but in my runs I often feel like it’s just worse than rallypoint.

unique axle
#

!feedback For the 1st stages can you reduce the number of shrines of chance. In one run i came across 3 of them in a 20m range. Or you could make it so they spawn further away from each other?

drifting kelp
#

!feedback Put a cap on the size of the orange claw marks from predatory instincts, when you have like 8 of them late game it blinds you completely

north lynx
#

!feedback Malachite enemies add a much-needed challenge to the late game, but a lot of the time it ends up being a straight up kill switch with only an hp-bar icon that's out of focus during combat. I've had it happen quite a bit that I die, look at my hp bar, and think... "oh, whoops"

I'd like to see the Malachite effect changed to reduce healing by 1/2 and allow that effect to stack with multiple procs (1/4, 1/8 etc.) instead of cutting it off completely, and a green-tinted screen filter to be applied to the screen while it's in effect to make it more entirely the player's fault when they die to malachite healing reduction.

plucky light
#

!feedback In addition to the lockbox, rusted keys Rusted_Key should also slightly increase the item rarity of all chests slightly.

silent eagle
#

!feedback
Increase the strength of Rex's push ability at its base and based on his attack speed and also let him deal damage to enemies that way like he does with flying enemies.

His current shift is extremly lacking as well as his synergy with attack speed items and is only ever used to get across the map a bit faster or to push a bit stronger flying enemies against a wall or, in extremly rare cases, to push an enemy off the map.

sage berry
#

!feedback
Taking a page out of The Binding Of Isaac, how about when Blood and Chance Shrines are completed, they have a chance to drop themselves as an active item? They'd only be able to be used a certain amount of times per level lik their regular counterparts.

heavy glen
#

!feedback if you somehow stack enough Queen’s Glands maybe you should summon Elite Beetle Guards.

willow mesa
#

!feedback Make all minions of the Engineer (maybe except beetle guard) also inherit his items.

warped stratus
#

!feedback
Idea - Item sets; certain items have unique "sets" associated with them. There isn't an indicator but the game lets you know when you've aquired a set. When you've aquired a set, you recieve an a bonus equal to the lowest "stack" in the set. Example;
"Having Medkit + Infusion + Brainstalks" gives you "Plague Doctor" which lets you do (something cool). If you have 3 medkits, 3 infusions, and 1 Brainstalks, you would have one Plague Doctor, but if you got another Brainstalks, you would also gain another stack of Plague Doctor.
This is just an idea to potentially add new effects and add new viability to weaker items in the game, but in a new and unique way that could inspire new decision making on whats good and bad as you play making each run more unique depending on item drops.

EDIT: The problem with this suggestion as-is would be that, late game, you would have a bunch of free items worth of sets, but perhaps there could be a limit like "only your most potent set applies to your character" aka the one you have the most items/stacks for. Something to keep it in check and not too insane.

fair wraith
#

!feedback to improve arti's m1 alt increase the blast radius and the closest enemy to the projectile would get shocked like the arti's M2.

wary ivy
#

!feedback Make the malachite debuff change the color of your screen to a green tint (akin to Spinel Tonic’s blue and low health’s faded red) to make it easy to know when you’ve taken a stray hit and are afflicted by it

hexed topaz
#

!feedback

Some of the challenges to unlock items and skills aren't very well designed in my opinion. The most complained about ones from what I've seen is the "don't go under 100% health" for the Huntress and Mercenary. These are pretty lame since there are many instances where its not reasonable to avoid every single attack. Enemies such as the Clay Templars and the Lesser Wisps have hitscan attacks which can be very hard to dodge consistently and if you're prismatic trial has a clay dunestrider as the boss then you'd might as well wait until the next day to unlock Mercs M2. These two examples can be done more easily if you manage to stack Topaz Broaches or find a Transcendence. It would be more reasonable to have the player complete a prismatic trial in a brief amount of time since that's the point of the game mode.

Another challenge that I don't really like is chasing 20 crabs off of a cliff to unlock the Gesture of the Drowned. Honestly this isn't a very hard thing to do, its just so random and its not something that tests the core skills needed to excel in Risk of Rain 2.

Finally, some challenges don't seem to work correctly. I remember trying to unlock one of Artificers moves by killing a boss in a one second burst of damage. I did this several times by playing on drizzle and stacking gross amounts of shaped glass and fuel cells with a royal capacitor but I just never unlocked the move.

Anyways that's it. I think more challenges are pretty well designed but I just don't like some of the more unreasonable ones, the ones that make the player do a random or unrelated task, or the ones that don't work correctly.

versed marsh
#

!feedback

After Skills 2.0 I feel like lesser wisp are spawning at a much higher rate. Sometimes on Monsoon stage 1 all of a sudden it seems like 6-9 wisp will spawn. This is very difficult for many characters to handle early (Merc, Loader, and sometimes Art)

Very hard to come back from being gatted down by 6 hitscan attacks against boss.

As levels progress I noticed even more lesser wisp. I swear ive seen 15 spawn at once later.

Perhaps the spawn rate is the same on them but I feel like its far too high, their dmg is almost guaranteed and if you get two bad spawns in a row on stage 1-4 boss fights you can kiss it goodbye.

Also noticing large groups of golems all at once.

Other than that enjoying everything in the game a lot

cheers

inner furnace
#

!feedback
When the lobby host leaves a multiplayer game, transfer host to a different player. So many times a host will die and just leave and it ends the whole game.

latent hazel
#

!feedback could you possibly add 64-bit support to ror1

buoyant wigeon
#

!feedback Make certain in-game item pickup descriptions more detailed, showing proper percentages and numbers instead of vague descriptions for items, I.e change the Lens Maker's Glasses from "Chance to 'Critically Strike', dealing double damage" to "10% chance (10% per stack) to "Critically Strike, dealing double damage"

It shows the further details in the logbook, but it would be nice to have an easy reference in-game upon item pickup.

fair wraith
#

!feedback item equipment idea

Name: Clay Pot
Rarity: Boss drop/Equipment
Effect: Release 4-6 of the clay dunestriders little homing racer balls that deal high damage and give the hit enemies "Tar" Effect, which massively reduces
their attack speed and speed the balls would have large aoe
Cooldown: 85 Seconds
Interactions: Upon hitting a already tar inflicted enemy reset the timer for the effect, if hitting a boss, only slightly reduce attack and movement speed,
if hitting clay dunestrider no tar effect, flying enemies cannot be hit but the balls will track ground enemies, the balls cannot tar allies, the balls cannot be killed
by you, enemies, or allies. The only way for them to die is if hitting an enemy, terrain or not being able to find an enemy.

open tartan
#

!feedback
Have Vagrant’s homing orb deal % less damage based on missing health. This makes the attack less binary (“dang, it had 1hp left so I died” or "it was too close when I killed it so I died anyway) and rewards players for the time they put in shooting it instead of Vagrant.

fair wraith
#

!feedback we need more boss drop specific items there's hardly any in the current state of the game.

high walrus
#

!feedback Steam Workshop support would make modding much easier and user friendly.

dry viper
#

!feedback there should be some sort of indicator whenever you have more than one Q slot charge and it is recharging. If I have 1 but am waiting on a second i can't see how much is left

vague hearth
#

!feedback A new shrine, the ‘Shrine of Chaos’, that makes the director get much more active for a minute, theoretically done through giving the director a 3x multiplier on its credit generation. The time could also be shown in red to signify when it is on or off.

open tartan
#

!feedback
Give equipment with overlapping effect (Chrysalis/HUD/Radar/Tonic) a window where they can't be activated again, perhaps 80% of their duration. During this time, have a glow around the equipment's border. The glow disappearing gives the player a warning that the buff is going to end soon, so they know to use another charge (or for Chrysalis, a warning to descend).
As a side benefit, this prevents double-taps on the items where that basically deletes a charge, and prevents Gesture + Catalyst + Radar from turning into a blinding strobe light.

sudden hornet
#

!feedback Add the difficulty level to the game-over screen. Its currently unlisted.

native meadow
#

!feedback something like a shrine of plenty that turns an item of a higher tier into some stacks of items you already have? Like a reverse of the cauldrons in the bazaar? Probably a dumb idea but a thought I had.

sinful crown
#

!feedback I’ve seen this suggested before, but it would be really cool to see everyone on the cast have a passive to make themselves more unique

dark yarrow
#

!feedback I think there's a fundamental design flaw with the Mercenary's Ethereal Challenge. Let me break it down.

  • I don't feel like I'm playing the game while attempting the challenge. Piercing Wind seems similar to Ethereal, but the major difference is I can easily attempt it while playing through the game normally. If I fail the challenge, I can play out the run. But with Ethereal, I'm trying the same route and seeing the same thing over and over. If I fail, I'm better off restarting.
  • Now, I am perfectly willing to try for several hours to complete this challenge. On the other hand, I have friends who aren't, and are a little frustrated by the fact that they won't be able to get the unlock.
  • Sometimes, the prismatic trial seed is not conducive to the trial. You have to hope there's good items, good stages, good bosses. Often times if it doesn't give you those things you're better off waiting two days for the trial to change, which isn't very encouraging or engaging.
    It's fine for challenges to take a lot of attempts, time, and effort, but I'm feeling like this kind of challenge isn't healthy for the game.
heavy glen
#

!feedback prevent Wisps, Drones, and Greater Wisps from spinning at high velocities. It's funny as hell but when you have to guess where a Greater Wisp is aiming when you're at low HP it's not fun.

It mainly happens when the entity encounters rough terrain outside of the player's immediate area. You walk away and come back to a 90 RPM healing drone.

jolly forge
#

!feedback Tone down Clay Templars. Their main attack tracks the player too well, does too much damage, and isn't really dodgeable without a lot of mobility or i-frames due to the aforementioned tracking as well as the fast projectile speed and wide, conical distribution. For some characters, if you can't immediately get into cover (which is very possible early in a run or if you're in an open space) you will die.

plucky fern
#

!feedback What if you could press interact on Newt and he would give you really cryptic game hints. I mean we really need him to have more purpose so why not

wicked otter
jaunty cape
#

!feedback
I would love to see a Lunar Item that tinkers with chests- whether it be item rarity, price, or chest size/amount.

Example: Lunar item where chests are much more expensive (or perhaps money gained from killing monsters is lowered) but item quality chance is increased- or perhaps there are much fewer chests but the chances of a chest being large over small are greater. I think you could get some interesting interactions out of playing with chests (or drones/shrines) like this.

Edit: Doesn't have to be a Lunar Item. Just think it would be interesting to mess with chests a bit.

shrewd lance
#

!feedback pls bring back the possibility to use space for H3AD-5T v2, the actual use is worse (at least allow us to choose)

gritty haven
#

!feedback
It’S a ChArAcTeR
|Knight|
Passive: your armor and shield increase defense, at the cost of speed
M1: Great Strike
Attack in front of you with a greatsword, creating a thin, vertical blast of energy that deals progressively less damage the farther away it gets. Enemies can be knocked upwards if hit by the sword
M2: defensive countermeasures
Block an area in front of you with a wall of energy, which fades after some time and can be destroyed by enemies and passed through. Allies passing through the shield gain a short damage buff
Shift: Shield bash
Charge the direction you are facing, dealing medium damage and stunning and knocking away enemies you hit. Increased defense directly in front of you for the duration of the attack
R: Cavalry Charge
Summon ghostly cavalry that charges In the direction you are facing, dealing heavy damage, but slightly lowering damage afterwards for a short period of time.

I fOrGoT tHe AlT sKiLlS
Alt M1: Ball and Chain
Swing a ball and chain around, dealing low AoE damage and slightly knocking away enemies. When you let go of M1, the ball swings directly forwards a short distance before returning
Alt M2: Blister Grenade
Throw a bomb that explodes upon contact with enemies or a short amount of time after hitting the ground, upon exploding causes burn damage to enemies on the outer edge of the grenade, while dealing heavy damage to enemies inside
Alt Shift: War Cry
Rally living (players, beetle guards) allies around you, allowing them to deal more damage and have a slightly higher rate of fire, while at the same time fearing enemies that are within the reach of the effect
Alt R: trebuchet
Call in a volley of flaming pitch from the sky, dealing large AoE damage and causing slight burn. Creates hotspots on the ground that damages everything that passes over it, including yourself and allies. Autotargets the enemy within sight with the highest amount of health
P.s. no numbers because numbers are bad

raven hedge
#

!feedback Give Bighorn Bisons a spawn animation, please.

silent eagle
#

!feedback Give the Malachite effect also have a green screen effect around your screen borders so you arent constantly forced to look at your effect bar all the time in the late-game.
I have seen a couple of online games being lost because the player didnt know they got hit by a malachite and were unable to heal themselves back

rich ice
wispy crown
#

!feedback add Mac support
I had to refund the game because it can't be played on a Mac 😦

fathom pasture
#

!feedback Templars should have a set range to attack, once they start attacking they won't stop no matter the distance.

fair wraith
#

!feedback For the hidden realms update I've thought of a Clay Realm, involving dune striders, clay men, templars. And maybe a way to get the Clay Pot idea i posted, its just a thought but i think a clay realm would be cool, the realm could be full of rough terrain, and for an enemy there could be tar tentacles that pop out of the ground and whip nearby characters/allies there could be a set of realm specific items involving clay/tar. Just a thought but i was thinking of doing a hidden realms based post.

thorn moon
#

!feedback Countdown timers over icons status effects on bottom left.

maiden quiver
#

!feedback Regarding disconnections:

  1. Add the possibility to re-connect if the game kicks you (because of a bug) or you lose connection to your friend's run, also add a timer of (maybe) 10 seconds to prevent exploits, wouldn't prevent them entirely I know, but: The thing is, it really bothers us to end a good run because of an external factor, sometimes is the game that kicks you, sometimes your internet, sometimes even Steam servers -.- .
  2. Shouldn't the host be exempt of disconnection issues? Or the game runs on Steam's servers even though you are "hosting"?
dense flume
#

!feedback A live in-game kill-counter on the tab menu would be neat

tough pendant
#

!feedback Add more ways to get around on Scorched Acres. More bridges, preferably not more geysers, just make it easier to get around on the stage.

rich ice
#

!feedback add a better way to distinguish enemies spawned by a shrine of combat (would help with the challenge)

arctic sparrow
#

!feedback Have equipment charges from fuel cells refresh instantly (or just faster) in the lunar bazaar, since progression time is stopped there anyway.

lilac pulsar
#

!feedback change long attacks like artis flamethrower and mercs evicerate to have a chance to crit every tick instead of the whole attack critting or none of it critting.

arctic sparrow
#

!feedback don't allow minions to pick up things like item logs and bandoliers, etc. Just finally had the aurelionate drop his monster log and a friggin beetle guard picked it up ...

runic mirage
#

!feedback

I've been working on a new type of Elite enemy, and just wanted to know what you guys thought of it.

I'll let the devs figure out what color these guys're gonna be in regards to their element.

Elite Enemy: Tempestcallers

These ones appear after your 2nd loop and have a increased movement speed as well as increased attack speed (I'd say a good 30% would be good for these guys, but can be lowered if that's a bit too much for these ones.). Their attacks charge up some sort of windy energy around them, becoming more and more apparent as their bodies will have raging whirlwind energies enveloping them, and when they're fully charged, which will be very obvious due to the winds turning from white, to grey, then a dark, stormy black, they unleash a moderately sized tornado that deals some hefty damage as well as knocks the character back quite a bit due to the strong winds.

Other effects that might be good to add for this elite, I'll leave up to the Devs. Otherwise, this is the idea that I've got so far. Thanks for taking your time to read this.

plucky light
#

!feedback
Give shrines visible and physical damage when used up.

mossy vessel
#

!feedback when you are spectating you should be able to see the persons cooldowns

robust panther
#

!feedback
Make it so that we have to play stage alternatives in stages 5, 6, and 7. (I.E. if I play Distant Roost in stage 1, I know I'm going to get Titanic Plains on stage 5) It would also be nice if there was an additional time requirement for Rallypoint's timed chest so that it would be possible to acquire the preon on stage 7.

glass herald
#

Fix clay templars stupid aim

wet vortex
#

!feedback Allow people to share/drop items for one another.

clear lion
#

!feedback How about sorting options for items, like Newest to Oldest, Oldest to Newest, Highest stack first, Lowest stack first, Rarity up, Rarity down, etc.

analog coyote
#

!feedback Resonance (Artifact): Applies the Shrine of Order effect on the player at the beginning of each stage.

fathom pasture
#

!feedback Give the Wandering Vagrant an animation when doing the huge AoE ring attack. Also another good idea would be to add an ending ring. Say when the Vagrant charges its attack, you can see the outline, which is the distace the attack covers, just so the distance is easier to predict, if that makes sense?

thorn storm
#

!feedback Is it possible to add a new channel that shows who inspired a real change in new updates?

quiet vine
#

!feedback Item that increases teleporter arena size per stack. I don't think it could hurt, especially helps later on.

hollow wadi
#

!feedback Item that increases the range of all AoE effects (skills and items) by a small percentage

crude scarab
#

!feedback Sort of a spitball idea, but how about an ability to destroy shrines? Maybe they require that you put in a considerable amount of dps similar to how youd hurt the newt; the reward could likely be equivalent to opening a barrel.

crude haven
#

!feedback
Better lighting on the character selection screen, some colors look completely different in-game, like my boy Rex here (Both of these are the mastery skin, look how different they look from each other)

hollow wadi
#

!feedback Have a customizable difficulty setting, allowing you to change different parameters such as difficulty ramping up speed with time, stage restriction for monsters (for example, allow all monsters to spawn in all stages), stage restriction for bosses, money earned (as a percentage from base value, for example), chests' cost scaling, distribution of item drop frequency according to rarity, etc, etc. Each setting could have different "thresholds" which would allow for challenges to still be doable (for example, if your parameters are equal to or more challenging than monsoon parameters, you can do the Mastery challenges while using the custom difficulty).

digital dust
#

!feedback
So, new abilities for Artificer
Fireball - M2
• You can charge up a giant fireball, the explosion radius is massive when compared to Charged Nano Bomb. And deals considerably more damage. However it does not stun and causes a fire status affect

Burst - Shift
• This is a dash ability similar to many other characters shift. But unlike them it creates a small blast where you were at before pressing the shift key. This blast has a similar blast radius to a charged nano bomb. However the longer you hold shift, the further you go up to a certain point. The blast radius increases only slightly and any target hit by it takes fire damage effect

sick aspen
#

!feedback make loader's pylon shock speed scale with attack speed

hollow wadi
#

!feedback Show in the chat what item a 3D printer takes when you use it.
Example : "You insert [Item] into the 3D printer."

chilly thicket
#

!feedback The eggs on Siren's Call should be interactable items instead of killable targets. Fireworks and the like home in on them and I end up summoning Alloy Worship Unit accidentally almost every time I get that map.

cunning dove
#

!feedback make the skybox not teleport you back to the ground, when I played 4 player monsoon and wanted to deal with the vagrants spawned from the Tele I ended up teleporting back down right into a couple of elder lemurians which instantly did their fire breath attack
Just isn't fun to die like that, even worse to lose a run in that manner

unkempt jetty
#

!feedback So now that the regen has been 'fixed' why not undo the change to burning where it SHUTS DOWN REGEN? It's not like we have the godlike amounts of natural regen anymore that prompted that horrendous change

plucky fern
#

!feedback Stats page like from RoR1

frozen solar
#

!feedback please make it so that when you jettison yourself into the upper boundaries at incredibly high speeds via goat hoof stack or any other crazy speed buffs, you do not take fall damage for it.

narrow epoch
#

!feedback
equipment drones should drop their equipment on death
or at least have a chance to
seeing as the equipment is often more valuable than the drone
it would also be nice if they stayed further away from enemies
they can fly afterall and i dont remember any equipment that needs you to be close to things

wooden zealot
#

!feedback Idea for an artifact, when they're added in:

- Cordial -
Any enemy can spawn on any stage immediately

(Incase you don't understand what I mean, in ROR2 certain enemies only spawn on certain stages until the 1st loop where they begin to spawn on any stage, however even then only certain enemies or bosses still can spawn on certain stages; this artifact overrides that and makes it so any enemy or boss can spawn on any stage regardless of previous restrictions; even just as you start a new game too)

ashen oar
#

!feedback Increase Templar weapon spread slightly so they aren’t able to melt both up close and at extreme distance. This should be a good nerf to maintain their difficulty but just prevent the somewhat unfair deaths where a couple Templars spawn and gat you down from across the map with insane accuracy and damage.

little barn
#

!feedback a character with an assault rifle. Idrc what else it does lol

soft mural
#

!feedback Lower the cost of the Lunar Seer. If 2 lunar coins can get you Shaped Glass or Gesture, 3 is way too much for a guaranteed outcome to what is essentially a coin flip.

simple hearth
#

!feedback if you ever get around to making alt skills change models, make commando's alt m1 different guns, like revolvers for more damage or dual uzis for more fire rate

willow ocean
barren onyx
#

!feedback What if, rather than malachite enemies creating urchins that deal damage and cause the debuff on contact, the urchins have a field around them that apply the debuff while you are inside and the urchins apply the debuff with a timer on contact (so that the debuff persists after leaving the field, and the urchin will remain after doing this) rather than chunking your hp because you accidentally poked it in the midst of a huge fight

soft mural
#

!feedback Make it so Overloading elite aspects don't give you shield in the first place to make Wake of Vultures actually worth picking up as REX and Engineer.

raven hedge
#

!feedback Alternate Shift for REX. Same blast he does but directed to it's back.
I find myself doing many rad 180° stunds for that tid bit of extra mobility. A blast that knocks REX forward would remove the need to keep rotating like that at the price of lower accuracy when dealing with enemies.

mint veldt
#

!feedback

Requesting to have a poll sometime in the future asking what our favorite song in RoR 2 is. Chris does a hell of a job making music in all of the games, with this having some of the best yet, and it'd be cool to see what some of the favorites are for people.

sinful crown
#

!feedback it would be cool to see the enforcer or someone similar to him come back in a 3D environment. It could be his redemption arc lmao

west vessel
#

!Feedback Some Artificer Utility Ability Ideas
(Fire) Spray your flamethrower behind you, rocketing you forward and igniting enemies in your wake.

(Ice) Encase yourself in Ice, becoming invulverable but immobile for a few seconds, when it ends your ice shield bursts to freeze nearby enemies.

(Shock) Mark an area for teleportation, after a few seconds you blink to the location in a massive ionic explosion.
~Edit: fixed typo "rockets to "rocketing"

soft mural
#

!feedback REX's default utility is honestly kind of... bleh. It's ambiguous what it can even be used for. Is it for mobility, since it pushes you away from the attack? The mobility is decent but isn't it also a defensive move, since it pushes enemies away and applies a debuff? Either way the effect is very situational and barely even does anything for you when it's used. I think that the ability should deal some burst damage as well as its standard knockback, because while knocking enemies into pits is fun you usually don't get to do that with how few and far between the pits actually are.

soft mural
#

!feedback A lunar item which gives you a big armor bonus below 50% health but above 50% health you have less armor than usual.

cinder pewter
#

!feedback An Item that gives a stacking increase to armor on taking damage, with a short duration like 2 seconds so it protects you from frequent hits and rapid fire attacks, such as clay Templar shots or burning debuff.

hollow wadi
#

!feedback An item (probably would have to be lunar) that gives you insane life on hit (numbers would have to be balanced, obviously, but let's say 30 life on hit as a starting point) BUT you constantly lose health at a rate of X% per second (would also have to be determined, could be a low number that is constant or a higher number, but the drain only happens during combat). Basically, a berserker-style item.
Quick ideas for a name : Bloodthirsty Axe, Blessing of the Bloodthirsty, Berserker's Madness

lilac pulsar
#

!feedback change artificers ice wall to require a second button press to place the wall instead of automatically placing after a few seconds

willow mesa
#

!feedback Make Gesture of the Drowned fire the equipment at a random point within a period after the equipment recharges, lets say 5s (+ 5s per stack). This way it has an actual downside.

dry bloom
#

!feedback Artifact idea: Worship. Replaces all Interactables (Chests, Equipment Barrels, Drones, etc) with Shrines.

shell gull
#

!feedback Add support from servers. When host leaving for no reason(burned ass) session just close. Very hard to find full vallue game and got more 4 portals with leavers

little barn
#

!feedback so
i think its generally agreeable that distant roost is kinda wonky
theres a really small amount of chests due to there not being much ground to trek, and the teleporter only really spawns in four small areas on the map
because theres only a limited number of teleporter spawns here, those spawns are very far away from each other (it takes over 90 seconds to run from the door'd off room to the seperate island when they're both open at normal walk speed), theres a good lack of chests (sometimes they spawn on top of other chests even), i think it might be a good investment of time to try and spruce the map up a bit, open up some areas of the map

i love how this map looks a lot more than the titanic plains, but i always hate spawning here when starting a game or looping, since it's just so inconvenient, and sometimes it actually really hurts a run due to the nature of spawns being so far away from each other, and thats just no good

below, i've drawn out some (probably) easier ways to squash/stretch the ground and walls so that the shape of the map doesnt have to really change, but there can be a lot more territory for the teleporter or chests to spawn
alongside that, it may be beneficial to prevent the teleporter from spawning through the pathways that have random chance to be closed off (ie through the doorways or on the seperate island), since there'll be a good lot more spawnable ground for the teleporter in more reasonable to get to areas, as well as so that you dont get ruined by rng having to waste a minute and a half when only walking to the portal on a character without movement tools

cinder pewter
#

!feedback Some enemy that roosts in the Distant Roost.

little barn
#

!feedback daily fuck wisps

worn sigil
#

!feedback speaking of things in distant parts of the map
I really hope you end up adding something to Rally Point Delta's cargo island whatever it may be.

Because I once almost got there and was forced back and that experience of doing something fun like that only to be noped really took the fun out of exploring (for now anyways).

stuck onyx
#

!feedback
Distant Roost specific boss
Ancient Roc (really big bird)

clear lion
#

!feedback
Item Idea: Ritualistic Arrowhead
Green Rarity
Gives every shot 1 (+1) piercing (basically makes it so shots can go through multiple enemies dealing damage to each enemy it goes into) Characters with melee attacks get an 25% (+25%) increased swing arc.

jolly forge
#

!feedback Overhaul enemy ranged attacks. The hitscan lock-on beams aren't fun, the shotgun projectiles which bypass your OSP when you're close aren't fun, the untelegraphed and speedy brass contraption balls aren't fun, the seeking projectiles that will turn on a dime and seek you around corners aren't fun. There need to be more varied, better telegraphed, and less frustrating engagements at range.

soft mural
#

!feedback Legendary multishop terminals on the second loop?

arctic sparrow
#

!feedback allow us to issue simple commands to drones. I can tell a Gnarled Woodsprite to heal a specific player or minion, why not be able to tell any healing drones I've bought to do the same? Other ideas: tell combat drones to attack specific target; tell all drones to retreat to you, ignoring enemies; tell all drones to rally at a waypoint.

loud valve
#

!feedback Would be cool to have seasonal events in the game like halloween, christmas, etc with exclusive stages and stuff

soft mural
#

!feedback add unlockable emotes so i can dance as engineer in the middle of my fungus venn diagram while my turrets obliterate everything around me

arctic sparrow
#

!feedback pinging yourself should tell others that you need help, not that you want to attack yourself.

buoyant wigeon
#

!feedback After giving the initial burst of health, make the Lepton Daisy give you a few seconds of over-time healing similar to a Cautious Slug

rich ice
#

!feedback bosses shouldn't spawn behind a wall respect to the teleporter. It costed me at leas two minutes to traverse and come back (while dealing with other enemies) which is quite a bit on monsoon.

lunar cliff
#

!feedback Can we return the RoR1 mechanics were bosses not spawned by the Teleport also dropped items? Currently, killing those bosses only gives you gold, and sometimes it's not even enough to buy a big chest. You can even make it so they mostly give basic items, that's at least better than the current version.

gaunt delta
#

!feedback Building on many suggestions about friendly AI
1-5 hotkeys, ideally the 1 through 5 keys above WASD by default, that when held will bring up an icon in a similar fashion to Woodsprite that can direct friendly drones and beetles/ghosts to target specific enemies or allies depending on the key input

mint flare
#

!feedback consider making more mobs spawn in the first couple of minutes when on monsoon mode, feels really bad knowing you cant afford anything when its more necessary than ever and being forced to start bosses early to be able to afford whats on the map when youre already underpowered due to not being able to afford anything.. see where i'm going with that? time is of the essence and it feels like time is your biggest enemy when starting a monsoon run. not a good feeling!

hexed topaz
#

!feedback

Artificers second R feels a little clunky. It seemed that the goal of the move was to trade the amazing damage of her flamethrower for a move that gives her vertical mobility. It seems like a good idea since the Artificer has no other form of mobility in her kit besides her hover, but I think this move would be more fun if you could boost in more directions other than straight up

fathom pasture
#

!feedback
More of a personal preference than something that needs a change.
I would actually love to see more minion items. Like drones or the Queen's Gland or the Aurelionite. Happiest Mask is essentially a continuous effect of this.
Maybe an active item that takes control of an enemy or enemies, or one that summons an enemy to fight for you for a certain amount of time?

warped stratus
#

!feedback
Rework Ion Surge into proper utility.

  • Remove damage from the skill.
  • If you are not sprinting, launch straight up.
  • If you are sprinting, launch yourself forward (like Quail but more extreme).
  • For a short duration after launching yourself, you gain double damage on your M1 (making up for flamethrower), and a small movement speed boost.
arctic sparrow
#

!feedback introduce alt skills (or buff any current weak ones) to include temporary bleed

rough warren
#

!feedback
engineer turrets should not inherit stacks of tonic affliction, as they do not benefit from tonic in the first place

uncut mesa
#

!feedback and again, the same simple thing. If i want to be HOST pls, give me this chance. so much people going off and closed his session....

tough pendant
#

!feedback Engineer Passive ideas:

  • One that makes repaired drones and turrets inherit 5 white and 3 green items.
  • One that allows him to ping targets, making minions attack it.
plush shadow
#

!feedback Enemies that telegraph their hitscan attacks should have distinct telegraphs for their elite variants. For example, a Blazing Titan might have a neon red telegraph beam, or a Frozen Wisp might have a thin white telegraph beam.
EDIT: or just a telegraph variant for all elites, irrespective of their type. That would be more likely to work on all terrain types & levels, honestly.

median pollen
#

!feedback So is this where I go to ask why you felt the need to include a termination clause in the EULA which says you can make me delete my game for any or no reason? Because you said

"We will be releasing an updated EULA for RoR2 very soon. The ONLY intent for this EULA is to make sure that if modders make content [...] we aren't locked out of making similar content in the future. [...] PLEASE let us know if this is not reflected in what we wrote. We know a lot of companies sneak stuff into their EULA, and that truly is not the intent here."

but the EULA says:

"Hopoo reserves the right to terminate this EULA at any time, for any or no reason. In the event of termination, the license granted to you herein will automatically terminate and you must immediately cease all use of the Game and destroy all copies of the Game within your possession or control."

snow plover
#

!feedback Remove the "pinglimit" for singleplayer (the one where it says that i have to wait to issue more pings)

Like, ok? you're still printing it in the chat. i think if i'm doing more pings, then i'm ok with more pings showing up wheezehaha

alternatively, have my ping "snap" a little bit to chests that im pointing in the general direction of, to avoid having to spamping in the first place.

little barn
#

!feedback

Lost a good Monsoon REX run attempt due to not knowing that I was bleeding from an imp.
Please add a debuff icon for bleed and make it more apparent to the player. This situation resulted in my death, not particularly due to a lack of skill, but a lack of information.
(this seems to also be more of a problem for REX, since they deal self damage that looks like regular damage effects)

sage berry
#

!feedback

Item Idea
Name: Expert's Blade
Rarity: Legendary
Effect: Every 5th attack causes you to shoot a beam of energy where you are aiming, dealing 175% base damage. and piercing enemies once.
Interactions: Picking up more of this item lowers the attacks by one, to a minimum of every 3rd attack and increases the amount of pierced enemies by 1

Yes this is a Legend of Zelda reference.

wraith panther
#

!feedback Concerning Survivor Mastery challenge unlocks:

I really like the alternate costume idea. However, I feel cheated when I look at Mercenary vs. the other survivors. I would like that all the survivors get some small 3D model change rather than a color palette swap as their alternate. I do however really like the color palette swap idea, and think that more character specific challenges could be implemented to unlock the palette swap option, and even more character challenges to unlock specific colors/textures (and possibly hi tier unlocks like gold/chrome?)

Edit: Just unlocked Commando's and his is good! The subtle model additions are just enough. I'd like to see a continued trend of a variant for all survivor's helmets.

lilac pulsar
#

!feedback remove headstompers from damage chests.

fathom pasture
#

!feedback Sometimes MUL-T’s aiming outline before firing Stun Grenade is inaccurate. Sometimes if the arc goes over a slight curve, the bomb would travel in that arc, but because of its hitbox, it hits the curve. Perhaps make the outline accomodate more for the bomb’s hitbox?

wraith panther
#

!feedback Concerning Commando's Phase Blast:

Alter activation properties so that holding right-click fires the first shot, and releasing right-click fires the second shot. This will make it a more efficient tool to control the mobs.

spark kettle
#

!feedback make an option in settings to toggle autopickup on or off. This helps you not automatically pickup items when you didnt want to.

outer kindle
#

!feedback Give Artificer a toggle flight button for us controller peeps, I don't mind clawing the controller, but I would like a toggle button.

open tartan
#

!feedback
I looked into the Horde of Many boss fights people have been complaining about, and charted the health (Y axis) per director credit cost (x axis) of normal (black), T1 elite (blue), and T2 elite (green) monsters.
After looking at this, I don't think Horde of Many is the problem. I think the problem is that some certain enemies' stats are too good for their costs, and when converting them to elites this problem becomes more pronounced. Elite Stone Golems have almost as much health as a Magma Worm, but the same director credits will spawn three times as many.
My suggestion is to give another pass at base stats and credit costs to close the gap, and/or add a multi-monster spawn tax, increasing the cost of each additional monster by a cumulative %. The latter would also help prevent 15 lesser wisps from spawning at once.

rich ice
#

!feedback there should be a balance between chest and turrets, It's quite annoying to loose 5 minutes at the start of a run because in the whole stage there are a single altar, asingle chest and a single tri-shop but 8 turrets!

crude haven
#

!feedback
Currently with the Artificer if you charge your M2 to max (making her release it) and has a Backup Magazine she will immediately start charging another one if you don't have lightning reflexes and release the M2 in time, this can be a bit frustrating if you didn't intended to shot another M2 skill right after so it would be nice to make her not automatically charge another one like that.
(So after releasing the first one, if you REALLY wanted to shove another M2 right after you would need to re-click M2 again instead of just holding it down)

wooden zealot
#

!feedback Make your minions (turrets, drones, happy mask ghosts; etc) focus-fire down an enemy if you ping them~

This should give you a lot more control and command over them by letting you make them focus down important targets when you ping them; and save some frustration if you wanted to kill a single guy but every single minion you had ignored it~
This was suggested previously in #top-feedback-archive but only mentioned drones; i'd like to have the concept applied to other minions as well~

hollow wadi
#

!feedback Make Shrines of Blood rewards scale better with time/difficulty, as they are currently almost worthless past the first few stages (especially in Monsoon where hp is precious)

frosty stump
#

!feedback The way "Current Health" is currently calculated (based on experiences in the battlefield) is that your health is taken with addition to any shields you may have. What happens right now, for example, if you have a large amount of personal shield generators you're not able to use the 93% blood shrines unless your shield is fully regenerated, despite having "full health". Another problem this causes (possibly) is the amount of damage Rex takes with some of his abilities that cost some of its health.

A suggested change would be for these "sacrificial mechanics" to take away only your health and not your shields, unless you have Transcendence.. which would in that case instantly kill you. This would enable you to use the sacrificial altar and Rex' health recoil abilities without damaging your shields which would make a little bit more sense, and in addition to that the amount of health you lose thanks to the sacrifices you make won't be affected by your number of shield generators (or Wake of Vultures buff).

frosty stump
#

!feedback [Quality of Life Change] Update Rex' utility skill to make it so that if you press and hold Shift for an amount of time (like half a second, for example) your pulse will face the opposite way of normally.

This would be so you can more reliably, and more intuitively use Rex' utility skill to push mobs away from you or to use it for mobility. Would also give you the ability to push mobs away that are -behind- you without having to turn the camera 180 degrees.

torn rover
#

!feedback (Item)
Rarity: Lunar
Name: Fragile Scales
Effect: Gain a regenerating barrier (based on current regeneration) equal to 10% ( + 5% per stack) of health... BUT lose that much health.

Achievement - Newticide: Unlocked by killing the newt at the bazaar.

frosty stump
#

!feedback [Item edit: Chronobauble]
Most characters have a high enough attack speed to be able to keep up the debuff that lasts 2s on everything they hit.. so additional stacks of Chronobaubles are almost always a waste. Besides, the fact the affected enemies move any slower doesn't feel like -that- substantial of a debuff to enemies, aside from making them slightly easier to hit (imps for example will still be able to teleport and zip around).

My suggestion would be to make the Chronobauble a slow of 2s, but make every additional stack apply a stacking slowness onto the enemy, up to a limit that is decided by your number of stacks... instead of just increasing the slow's duration.

For example, hitting an enemy once will apply a -50% movement speed slow, and every additional hit to the enemy will add more slowness along a logarithmic scaling method (with said upper limit in mind) so that affected enemies won't ever be slowed to a complete standstill, and that picking up multiple of the chronobauble will have progressively weaker effects. The duration of this more substantial slow would be reset only if the enemy isn't hit for 2s by the person having the chronobaubles equipped.

frosty stump
#

!feedback [Stage idea: Distant Roost]
The stage has two big areas that have a random chance to be opened, or sealed off. The loot that you get on this stage is spread out over the whole available area, meaning that if you spawned in this stage with all of its areas being opened, the loot will be dispersed over a much larger area and makes it significantly more time-consuming than if the areas were sealed off.

My suggestion would be to -always- keep one area open, the other closed (decided randomly). This way you won't ever have to visit both of the extremely remote locations on the map in a single stage and loot would be slightly easier to find on that map.. and would also be a compromise to having both areas be closed and having all the loot be rather condensed.

open tartan
#

!feedback
Tougher Times: “Incoming damage has 1 (+1 per stack) 15% chance to be blocked.” Using language like this can better represent a logarithmic effect, which could be helpful to newer players. The behind-the-scenes mechanics don't have to change, just the description of them.
This could be a way to remove the Tougher_Times exception from Clover. Because Clover gives +1 roll for a favorable result, luck would be additive with Tougher_Times stacks, granting only the benefit of 1 bear instead of rerolling all of them.

earnest laurel
#

!feedback turn auto-pickup off for multiplayer

rough seal
#

!feedback Obliterating at Celestial Portal should grant varying levels of Lunar Coins based on what level of difficulty you complete it at. For example, Drizzle could grant 5 (current), Rainstorm could grant more, and Monsoon could grant more than Rainstorm

wicked otter
#

!feedback item sharing

west vessel
#

!feedback TP Zone Artifact Idea
Artifact that scales the Teleporter Event Zone to the remaining unopened items in the map.
Initially this challenges the player to begin the event with few or no items from the current map.

More interestingly, as players pick-up items during the event the zone shrinks!
Players will be forced to make critical decisions on whether a given item pickup will be worth the loss of zone area, as well as the items that might have been contained within that radius.

torn rover
#

!feedback Teleporter events are boring right now gameplay wise, I think after the first loop it should introduce some random challenges aside from getting random elite bosses. An example would be "Complete the teleport event without using an equipment item" or "Destroy three wandering vagrant projectiles" and the reward could be an extra item or maybe extra experience.

wild pivot
#

!feedback Make beetles run faster as the difficulty progresses.

wet vortex
#

!feedback Allow players to drop the last (1) item they collected with a button press. The item arcs out of the front of the player as the item would fall out of a shop or chest. This would allow groups to fix accidents when one players picks up something they shouldn't have and allow some minor convenience with the ability to ferry an item to a friend.

buoyant valley
#

!feedback a similar reward as the preon accumulator for arriving before the 10 minute mark to scorched acres.

stuck onyx
#

!feedback REX skin suggestion:
change its mutant cabbage to a bonsai tree

torn rover
#

!feedback Rex skin idea:
Change out his plant exterior to replace it with some sand dunes and palm trees. Along with this, put a circle floaty around his mid section. An extra idea would be to augment his sprint animation to be crashing water instead of the usual dirt. Hope you like

buoyant wigeon
#

!feedback Make wearing the Oni skin for Mercenary cosmetically turn his blue laser effects into red fire

arctic sparrow
#

!feedback Don't allow for a multishop terminal to have 3 ?s for a selection. That's even worse than just a regular chest, because at least a regular chest has a chance of spawning a higher-tier item.

torn rover
#

!feedback can we get a shrine of cleansing that removes lunar items at the cost of lunar coins? Too many times have I regretted picking up a glass shard and thinking "ohgodhelp".

earnest river
#

!feedback currently you stop your sprint if you look at awide angle away from the direction you are moving in. Give Huntress the unique ability to keep running even if looking away from the direction you are running in.
EDIT: alternatively modify the targeting so that you can still target enemies next to you.

vocal cypress
#

the lighting in the character select needs to be changed. the character alternate colours look very different in game from the select screen

earnest laurel
#

!feedback make item sharing a thing, BUT make it an artifact, and make it impossible to get achievements with that artifact.

little barn
#

!feedback a large amount of people want huntress to be able to sprint and attack backwards at the same time. Most of the time, people that play huntress are sprinting anyway. So what do I propose? For specifically huntress, she could do away with the sprint mechanic by making her constantly sprint, and able to attack 360 degrees around her. Perhaps her Ctrl could then be repurposed into something else?

velvet tusk
#

!feedback
I love the idea of the Shrines of Order. Changing your build in such a way is a huge risk that will dramatically change your run and the gameplay that goes with it.
That being said, I've never used one because the risk/reward balance is way off. Instead, please show us what items the Shrine will give us. Each Shrine, when spawned, shows us what items we'll keep when we get near enough to activate it. The display would be similar to what we see in the conversion pools in a blue portal.
This way, players would (still) use the Shrines only rarely, but they wouldn't be so feelsbad after you end up with 42 medkits or monster teeth. Now, we could see that we'd get 42 crowbars or syringes and start doing some real thinking. "Sure I might lose my healing, but having 18 missile launchers would be fun while it lasts!"
EDIT: Maybe to maintain some level of risk, the Shrine won't show you all of the results, just one or two rarities

onyx latch
#

!feedback
add a boss rush mode

dark yarrow
#

!feedback Maybe some multiplayer exclusive Artifacts. For example:
Virulence
All characters (players, enemies, drones, etc.) are able to damage each other.

little barn
#

!feedback idea for next poll: most dangerous enemies in ror2

merry bear
#

!feedback Allowing Commando to cook his grenades would make them far more useable. Maybe having a bar on-screen to show you the time until it blows. As far as I can tell, the grenades currently are activated when they hit a surface, at which point a timer starts and they explode around a second later. They usually just bounce away and rarely ever deal any considerable damage. Replacing that system with a timer and grenade cooking system makes it more of a timing check rather than a pure damage source, which would make them quite fun!

little barn
#

!feedback Commando's new R is a lot better now that it interrupts other skills but I feel like it would still use some work. To make it a skill relevant to fighting airborne enemies it should be able to stick. Grenade bouncing doesn't need to go away though, maybe they can only stick to enemies but otherwise still bounce and roll around? I believe the grenades' ineffectiveness to clear airborne enemies is the primary driving factor for people to use suppressive fire over his grenades. Sticky grenades may not be the answer but it's the best I can think of at the moment that preserves the responsiveness of the skill over, say, a cook gauge.

steady oasis
#

!feedback Why not simply have commando's grenades explode on impact? Edit: This goes for impact on enemies, environment, etc.

daring lynx
#

!feedback let us to close the game in the middle of a run , then come back to It later , on single player of course

marsh spruce
#

!feedback create a halloween skin for commando where his head is a pumpkin and his color scheme is orange and black

gaunt wing
#

!feedback Here's a suggestion for making the Loader's kit a bit more interesting:

Knuckleboom m1 (revised):
Swing at nearby enemies for 500% damage (has a 5 second cooldown). Ability can be used while on cooldown, but only deals 250% damage.

The damage and cooldown numbers are placeholders, and don't accurately reflect how I want this ability to be balanced. Ideally, the revised version of Knuckleboom would do the same overall damage as the old version (with the exception of on-hit items). This idea is meant to front-load the damage of Loader's M1 ability, as well as give it the ability to scale a bit better in the late game (i.e. bandolier & brainstalk would reset the cooldown and drastically increase m1 damage). I repeat: this suggestion does NOT disable her M1 from working while it is on cooldown. She can still use her M1 while it is on cooldown, it just does reduced damage. Think of Mercenary's sword combo, but inversed with a cooldown. Not only is this change consistent with Loader's playstyle, but it also adds some much needed complexity to her "one note" kit. As a side note, I don't want to see Loader buffed to absurdity, so I wouldn't mind a few minor nerfs to Charged Gauntlet if my suggestion ended up being too powerful in practice.

tl;dr: a reverse combo for Loader's m1

crude haven
#

!feedback
Attack Speed should decrease the Artificer Bolt's recharge time, all Attack Speed does for her is dictate how fast she charges her Nano-Bomb/Spear and how fast she shots all 4 bolts (which doesn't mean much since you gotta wait for it to recharge anyways)

little barn
#

!feedback

Add cooldown indicators to Artificer's crosshair, similar to MUL-T's scrap launcher.
Artificer is a management oriented character, having to keep check on their cooldowns so they don't leave themselves with no abilities in the event that they need to make an opening and back-out of an encounter.
Having the abilities be placed in an area outside of your focal point makes it hard to keep up with what you have and don't have available to you.
Indicators for cooldowns placed around your crosshair similar to MUL-T's scrap launcher would make this much less of a problem, as what you need to keep track of is placed in a single point, rather than two distant points.

drifting kelp
#

!feedback Make the Slicing Winds skill better. I don't care how, it's a straight downgrade from eviscerate even after the hell you have to go through to get it.

pliant marsh
#

!feedback If enforcer isn't added into the game, give commando a skill for his M1 that gives him a shotgun (even if the phase blast acts like that). It's an awesome idea and would fit his character of having an arsenal on him, and would change his playstyle heavily to be more bursty instead of attack speed focused.

lilac pulsar
#

!feedback make artificers flamethrower scale with attack speed, commando and mercenary’s specials do so why not artificers?

heavy glen
#

!feedback standardize enemy Elite damage from Burning elites - A burning Stone Titan deals about eight times as much damage as a Vagrant does, per ignite tick, regardless of what he hits you with. It's ok to have some variation, but getting instagibbed by a Titan Laser with no means of predicting its damage output is a little cheap considering the game does not explain, at any point, ignite OR enemy damage.

patent pumice
#

!feedback Let Artificer's ice wall block incoming projectiles (and perhaps break after taking a set amount of damage). Currently Artificer has no tools to avoid danger the way every other character does, which leads to more random run enders.

Edit: I do think having a glass cannon type of character is interesting, but currently Arti is more glass than cannon.

patent pumice
#

!feedback Huntress's "Don't fall below 100% on Rallypoint Delta" achievement encourages uninteractive and boring gameplay. The simplest and easiest way to get the achievement is to play multiplayer, get a few movement items and maybe some shields, then immediately hide somewhere that enemies don't spawn. You then sit there for 5 minutes, occasionally hitting the R button, until you get the achievement.

It's an interesting idea, but it's so difficult and random that most people will attempt to cheese it in a boring way. Let's be honest, if I could cheese the Merc achievement the same way, I would.

buoyant wigeon
#

!feedback Since certain skins alter the actual model somewhat, why not change the syringe launcher on REX to a blender that spins and shoots squirts of smoothie when wearing the Smoothie skin

little barn
#

!feedback I have seizures caused by a traumatic brain injury. Whenever the imps start stomping it sometimes causes a problem & we have to quit. I'm not sure if this is known or not since there's no warning in the game

hidden plank
#

!feedback This is for the full complete version, like last thing to do but I would LOVE a story mode. And not like RoR1's, which was cool, I just mean like have actual cutscenes and stuff. The game would play the same, collect stuff, randomly generated, but like you'd get introduced to the characters and their personalities through cutscenes and dialogue. Maybe it starts out before the sh*t hits the fan, since we know that everything was seemingly fine before the game starts because the logs show just research on this planet. So a little bit of that and then you start the campaign, meeting the other characters and an AI of them will play that level with you, stuff like that.

I love RoR1 and 2 but I would love to see it be taken in a singleplayer route, as many games seem to just drop the ball on that department.

rich ice
#

!feedback I know artifacts are quite far, but I like this idea.
placeholder name
You can choose any starting item, but each has a cost in difficulty increase.
For example: each white item increase the difficulty of a third time, each green twice and each red thrice.
So, if someone starts with three whites and a red on monsoon the difficulty would be the same of a run at 6 minutes mark.

Numbers are just for exemplification, up for balancing.

urban apex
#

!feedback
full orbital look-around
Ability to aim completely vertically above/below you, as currently there are dead spots where whisps like to reside

sleek wasp
#

!feedback
Add a system that rewards a player for doing well similar to Isaac's devil rooms or Gungeons master rounds.

plucky fern
#

!feedback To base off the feedback above. Get rewarded with items after a teleporter event when doing certain tasks (i.e. completing stage and/or boss without taking damage, without purchasing any items, never jumping, etc). Recieve extra items that are different from the normal drop (Tele drops chrono, reward drop gives infusion too, as an example). Or maybe for doing the harder tasks like no damage then youre given a red item perhaps?

little barn
#

!feedback currently, when you beat the teleporter boss, you're left with nothing to do but run around the tiny teleporter zone until the timer ends, up to a minute and a half if you kill the boss instantly, and standing around doing nothing for over a minute isn't fun imo. there are a couple of ways to make it more bearable - like the teleporter area getting expanded to the whole level after killing the boss, letting players run around the level opening chests as long as they killed the boss (and the earlier you killed the boss, the more time you have to run around)

still thistle
#

!feedback artificer should have a utility that fires a projectile and when it hits a teammate it gives them a bubble shield, the shield would stop 75% of incoming damage and 25% of the absorbed damage would heal artificer, the bubble would last 3-5 seconds and have a 20-30 second cooldown, but it wouldn't charge if the bubble is on a player. This would add a sort of support category that helps teammates instead of dealing damage to enemies, the numbers are placeholders of course, but it gives you numbers to gauge the actual ability

knotty night
#

!feedback imps should not be able to penetrate level change invincibility with their bleed

open tartan
#

!feedback building on Jakeypoo's and ChickNamedDarrell's ideas for implementing in-game challenges.
The challenges would include things like defeating a teleporter boss without taking damage from it, charging a teleporter without leaving the zone, beating a challenge of the mountain, defeating a special boss (Aurelionite/AWU), killing everything spawned by a shrine of combat within a time limit, etc. Heroic deeds whos stories can endure the test of time.
For each of these, a category chest spawns in the ruins of A Moment, Fractured. However, instead of gold, each chest costs an item of your choice that it cannot spawn, and always gives you an item of the same rarity. Once a chest is used, it does not reappear the next time the player visits A Moment, Fractured.
This avoids handing out more items to overpowered runs that complete the challenges easily, but can be reasonably rewarding to skilled players with poor luck.

raven hedge
#

!feedback Have an option at the multiplayer character select screen to control pickups. When checked, whenever the amout of players alive is greater than 1, have the items require pressing E to pick up.
This should solve the accidental pick ups and not disrupt the flow of lone survivors trying to carry the party on.

tropic peak
#

!feedback slicing winds buff?, perhaps add initial hit damage, if it kills, the projectile moves on untill it hits an enemy that doesnt die and then the damage effect activates. and less cooldown maybe, at least 1 sec. because eviscerate is still the better choice for most players, and slicing winds is such a cool looking skill.

little barn
#

!feedback i wish there was a item that increaced damage when you were at low health
would be good
call it "survival instincts" or something

viral notch
#

!feedback new primary for the engineer

olive saffron
#

!feedback item idea
Red item
Name: Saving Grace
Description: when you or an alli drop bellow 40% of their heal, you summon a healing orb above your head, healing for 600% (can be adjusted), that lasts for 10s (+5s per stack). If you get hit 10 (+5 per stack) times with burst damage (so not burning ticks etc) while the orb is active, it can be destroyed before reaching its 10s.

rich ice
#

!feedback thermal harpoons as an alternate for engineer primary. Keeping the inability to move as a downside not to make it too strong

gritty haven
#

!feedback
Make enemies that only spawn after the first loop (such as clay Templars) only spawn after you loop again, so that you don’t just get melted instantly by horde of blazing clay Templar on level 5

soft mural
#

!feedback How 'bout a Lunar item which gives you a HUGE boost of attack speed but also lowers your damage a bunch? It'd basically be Soy Milk from Binding of Isaac only better since on-hit items exist.

severe ore
#

!feedback forget if i said before or not but, make snowflakes more a radial blizzard so you dont have to be standing at the same level for any result in a game where you are usually decently far away or jumping above most the enemies.

It being more a blizzard would be reason for it not to break pots or anything neutral that'd kill you and maybe a small slow effect.

pulsar comet
#

!feedback
Opening canisters should drop healing orbs similar to Risk of Rain 1.

soft mural
#

!feedback
Add a special shop in the Bazaar Between Time which allows you to trade a percentage of your max health for items from either the lunar pool or maybe the legendary/uncommon pool.

frail panther
#

!feedback
Engineer turret idea
Kronus turrets
Type: Stationary
Limit: 1 turret(1 charge)
Inherit Items? Yes
HP/armor/regen: same as default
Range: similar to carbonizer turrets.
Attack: the kronus turret projects a field of time distortion that lightly damages enemies while also slowing their movement and attack speed by ~25%.
Deals ~100% damage per second.

rich ice
#

!feedback I think elite affixes should be less rare, they're not overpowered and I think it'd be nice to find them more than once in a lifetime. It's a roguelike where every item is lost after a run, I see no reason to have absurdly rare Items. By this I don't mean they should be as common as to be found every few runs, but certainly more than close to never as it is now

earnest laurel
#

!feedback
Add the ability to save games.
These saves would go away when you resume the run.
Make it something in the lunar bazaar, you interact with it and it puts you in a crystal like you found Artificer, and when you resume the run it shows you breaking out of the crystal.

frail verge
#

!feedback
As a single run take long time, I wish I could save game temporarily and rest some time.(of course this save can be loaded only once)

soft mural
#

!feedback add certain bosses/elites that scale with your damage to make god runs less boring to have beyond 2 hours.

chilly crag
#

!feedback Maybe a Chain-gun (Minigun) alt M1 for commando? Similar to the clay templars, has a charge up period. You turn slower while shooting and there's some lag when ceasing fire.
Movement speed increases how fast you can turn. Attack speed decreases the charge up period and ending lag.
Clay Templar's minigun deals some juicy damage so I expect the same.

severe perch
#

I have an idea that sort of embraces the idea of one shot protection, what if there is an upgrade that you can get in the game that literally converts your health bar from say 2000hp to like 3 HP as an example and no matter what hits you only takes away one HP

narrow epoch
#

!feedback
loader alt R idea
(because i feel like pylon doesnt really fit in with her style, also later on i kind of forget to use it most of the time)
a high damage uppercut that stuns and launches enemies into the air
but when loader is in the air it spikes them into the ground like a volleyball
maybe with a small aoe or pull in effect so it can hit them reliably
would probably cause her to bounce up slightly like huntress' glaive does because physics

soft mural
#

!feedback
We already have T1 and T2 elites, though honestly I kind of want to see T3 elites that appear after maybe 12 or so stages. These guys would be tanky AF, and have some nasty ability that goes along with it. Currently the lategame is kinda boring since most people who play past the third loop have a god run and are one-shotting literally everything. It'd be neat to have elites with really deadly passive, on-hit, or on-death effects to make that part of the game actually fun and challenging.

gritty haven
#

!feedback
To add onto the above ability, perhaps T1 elites could get upgrades, such as ice elites projecting a shot-slowing Field around them or fire elites randomly launching out seeking missiles that deal AoE damage

lilac pulsar
#

!feedback new artificer special. Ion vortex, pull in all nearby enemies (except bosses) for one second, after one second the vortex will detonate dealing x% damage and stunning all enemies caught in the blast, Cooldown 15s.

barren onyx
#

!feedback Yet another alt idea for Loader’s grappling hook! It acts like other grappling hooks when used on terrain, but if you grapple an enemy, you are able to shoot another one that tethers the enemy to the second target. For example, you could tether two enemies together so you can attack both, tether an enemy to the ground and inhibit its range of movement, or make it pull the pylon around wherever it goes. You could tether tough flying enemies to the ground to where they are within melee range. With this ability, you wouldn’t be able to swing on enemies or be pull enemies to you, and would deal no damage on its own. Other stats of the ability could be edited, such as a slightly longer cool down after tethering an enemy if necessary. It would probably not restrict the movement of bosses and instead just drag tethered enemies around with it.

sinful crown
#

!feedback With Little Disciple being one of my favorite items, it would be cool to see the Grovetender in more places than Scorched Acres!

fickle folio
#

!feedback
If the teleporter boss is killed, the teleporter should charge at a greater rate.

vale kite
#

!feedback
I love dashes and rolls in games. Always my favorite.
But a lot of people think that Commando's roll sucks. Maybe reduce cooldown from 5 seconds to 4?

sleek yew
#

!feedback Make it so that you cant give yourself lunar coins. It breaks the system of lunar items and coins because the coins are supposed to be rare

hardy sphinx
#

!feedback item idea "printing error", you have a chance to get 2 items from printers or it uses 2 items for a single one

sinful crown
#

!feedback The scaling for the Alloy Worship Unit is really kinda wonky atm

snow jetty
hidden plank
#

!feedback A seed would be a great addition if it isn't already in the game. I've had a few games where I'm playing and I think "This would've been a great play through with [character]" and I get that kind of defeats the purpose of the randomness but maybe achievements would be locked if you did that.

earnest laurel
little barn
#

!feedback
Loader
Currently, Loader's R [M551 Pylon] feels rather lacklustre compared to the rest of their kit, acting as a bit of occasional free damage and being grappleable, which has little to no purpose.

What I propose is this:
Throw a floating pylon that zaps up to 6 nearby enemies for 100% damage. Can be grappled. When grappled, damage is amped up to 200% and boosts Loader's Charged Gauntlet, releasing arcs of electricity for 10% damage on impact with enemies, based on the damage of Charged Gauntlet.

This change makes the long 20 second cooldown for this ability worth waiting for and synergizes with other parts of Loader's kit, making it more engaging to play her. While 10% seems really low, this is based on the damage that Charged Gauntlet deals, which can scale to 2700% or more on a full charge. And given that you grapple to use this synergy, your damage would definitely be boosted by your speed while grappling.

Edit: This also references RoR1, where you originally had to place 2 pylons to set up the skill. Now you act as the second pylon, getting charged up by the first.

latent isle
#

!feedback When you get hit by malachite enemies, tint the screen green. With such a powerful debuff I think it makes sense to have the indicator be a little bit more noticiable than a cross over your health bar, especially since when you're poisoned by a malachite enemy, making sure you don't accidently wander into an attack while you're on low HP is your #1 priority. Having to look away to check if the debuff is still up (or if you have it in the first place) is really frustrating.

earnest laurel
#

!feedback make it so that when you kill the newt, you get whatever is in the cauldrons and whatever lunar items he's selling free BUT you lose the ability to return to the bazaar that run (because the newt is dead)

fossil adder
#

!feedback
alternate m1 for rex that uses hp but heals you for more than it costs on hit, kinda like the blutsauger
also ||strike drone unique models||

versed crown
#

!feedback Explosions in the game, including most AoE attacks can go through walls and other surfaces. This creates inconsistent behaviour when taking cover and dodging enemy attacks, please fix.

wild pivot
#

!feedback a Bazaar Between Time option that allows the player to gain lunar coins from the teleporter event instead of items

abstract summit
#

!feedback At stupid high levels to have a credit card pop out of monsters instead of the super-distracting many pots of gold

tight timber
#

!feedback Mercenary's Rising Thunder shouldn't fling wisps way up in the air, adds more unneeded time to wait for them to come back down.

buoyant wigeon
#

!feedback Add character tabs to Prismatic Trials and have it where players are put under these tabs depending on their best times as the character in particular, as some characters are straightup faster than others at completing these, making it unoptimal to play as others than the objectively faster ones.

This way you can choose which character you want regardless of how fast they are and compete to get the best time as that character instead of being basically forced to use a faster character like Loader if you want a good time to compare to others.

It would work like this: Say that you get a time of 10:22 as Commando. You are put under the Commando tab with your time. Then, you get 8:35 as Loader. Your time for completing it as Commando will remain under his Prismatic Trial tab until you get a better time as him, while your time when playing as Loader are put under her trial tab, separate from your time as Commando.

lilac pulsar
#

!feedback increase the proc coefficient on artificers primary attacks. Having the same proc coefficient as a character that literally can’t miss and can shoot indefinitely is a little strange.

north citrus
arctic sparrow
#

!feedback change the fire color of friendly ghost wisps to blue flame to further differentiate them from enemies.

pallid quarry
#

!feedback A reconnection system that puts you back into the game without loosing any items.

dreamy peak
#

!feedback a killcount in the tab menu

jolly pulsar
#

!feedback Attack speed scaling on Artificer's flamethrower would be very nice, especially since attack speed hardly benefits her due to her M1 being on a charge system. Other characters' M1's aren't gated by a set number of charges, so attack speed is a direct dps boost, while artificer's m1 is gated by its static recharge rate. The only thing that attack speed currently benefits is her M2 charge. Combined with the fact that Ion Surge is so good (gives much needed mobility, allows for a very safe bombardment playstyle, can be used to easily aoe wisps which are a pain otherwise, has cc, etc) makes flamethrower pale in comparison, which only has its high damage going for it. The tradeoff of safety for damage (walking up point blank to elites as a immobile and squishy caster) is nowhere near worth it farther into the game, where the extra damage you deal starts falling off and isn't worth the damage you get slammed with in return. Making flamethrower scale better into the lategame by giving it atk. speed scaling would make it much more relevant late game and better fit the "glass cannon" that arti should be, while also making attack speed on arti much more useable.

analog coyote
#

!feedback Add a more audible sound for Greater Wisps when they spawn and prepare an attack, they are too quiet and similar to background noise most of the time.

buoyant wigeon
#

!feedback Allow changing the keybinds for abilities in the Loadouts screen, specific to each character. I find it tricky to hit Control to sprint while charging Loader's dash attack because my finger easily slips and I ruin the charge, but I don't want to change the keybind of either Sprint or Utility entirely, so it would be nice to just be able to rebind Loader's dash attack specifically to one of my extra mouse buttons without having an effect on the bindings of other characters.

cinder pewter
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!feedback
Enemy-themed skins for each survivor:
Lemurian Commando
Stone Golem MUL-T and/or Loader
Imp Huntress
Newt/Wisp Artificer (looks like grovetender, her forearms and jetpack replaced with small versions of the Pot that grovetender fires wisps from)
Clay Mercenary
Beetle Engineer (turrets would be larvae and his engines would be like a par of arms)
Hermit Crab REX

plucky fern
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!feedback https://youtu.be/pJ-aR--gScM?t=69 Make Magma Worm's movement more similar to this. It can be frustrating chasing it around from peekaboo to peekaboo. It's the only boss that has split seconds of vulnerability out of the ground, especially when I'm playing as Loader and 99% of the fight is grappling from spot to spot trying to get 2 swings at it
EDIT: If the timestamp link doesnt work just skip to 1:09

open tartan
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!feedback
I enjoy challenging myself sometimes, avoiding items that win the game for me, especially while playing Merc/Loader. I just passed by CeremonialDagger two stages in a row. It was painful to lose a rare drop like that, especially after killing AWU to get the first, but I didn’t want to spend the rest of the game not doing anything while everything dies around me. Sometimes I do, but not always.
It's also really annoying to go for challenges like "Chunked!" when you have to avoid Bundle_of_Fireworks and Tesla drops.
I’d really like an artifact that isn’t as crazy powerful as Command, but lets me blacklist certain items from spawning. There should be a minimum number of allowed items for each rarity, to keep the spawn pool diverse.
Edit: Activating the artifact in the lobby could have a popup menu of item icons, and clicking them toggles their blacklist state. It would also help if it remembered previous selections like other lobby options.

knotty night
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!feedback maybe add replay system to prismatic trials?
that would probably help making routes for the optimal times

serene solstice
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!feedback Perhaps to make it difficult to spam-stack Shaped_Glass or GestureOfTheDrowned, adjust the Bazaar such that the same item can't appear more than once at the same Bazaar.

crude scarab
#

!feedback

Artifact idea: Symbiosis
Any enemy killed by any survivor will proc for every survivors on kill items. (For example: If everyone has infusion, instead of it going to one survivor when they kill an enemy, it goes to all survivors)

Basically like how the on kill mechanics were in the original game.

torn rover
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!feedback listen, I'm a masochist when it comes to late game, and when a god run comes along, its not very difficult. BUT, I have a proposal to end all runs, DUAL TYPE ELITES, now, I know what you're thinking, that's simply too hard.

Yeah, I want more difficulty d:

gleaming cosmos
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!feedback Add the option to set ping tolerances to quickplay matches. IE not connecting to lobbies with 150+ ping

placid loom
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!feedback Screenshot mode for Singleplayer. Pauses the game and lets you look around and take photos safely when you want.

soft mural
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!feedback The changes to the director in Skills 2.0 were... alright, kinda? I say 'kinda' because sometimes it gets insanely drunk and decides to halt literally every spawn for like 2 minutes before suddenly spawning a beetle queen right on top of you on stage 2. Can you add a small line of code that prevents natural bosses from spawning on stages 1-3, so we only have to deal with that from stage 4 onwards?

warped stratus
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!feedback Give Brittle Crown the following additional effect, "Also increases the drop chance of lunar coins and elite equipment." (those items that give you "burning" or other prefixes while they take up your equipment slot)

The item would still be very bad overall and still be playing on hard mode, but increasing lunar coin drop would make it lucritive for the best players who can work around it's very devistating passive, and I think the increased chance to drop elite equipment would make it more interesting choice late game.

harsh saddle
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!feedback Maybe it's just me but... why does the printer get to decide what item it eats? It just sits there. I am the one with the arms...

hardy sphinx
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!feedback i was playing last night on monsoon, i got like multiple horde of many elites on stage 3, died each time cause my item progression wasnt there, same thing happened on rainstorm, it even happened in drizzle. having to kill like 4 blazing titans or elite greater wisps with like 7-12 items that are all not so great isnt fun, you’re guaranteed to get destroyed or take like 15 minutes to kill the boss as you run around waiting for regen to do its thing. Not really regen problem, its fine now. But just getting these boss fights so early when you’re like 20 minutes in barely is almost guaranteed death

soft mural
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!feedback can we get a vote to kick feature in multiplayer so that one fuckhead who steals all the items on the map can get yeeted from existence?

crude haven
#

!feedback
Option to choose between having items you pick up show up in the character model or not for the people that just like the default player models without all those items clipping each other and making you look like a carnival attraction.

fleet narwhal
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!feedback
Add a greenscreen mode or something, because I wanna look at the animations in an environment and then crop them to use in... mostly memes but maybe a smash bros style moveset for a survivor or two

main mica
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!feedback
Add a chat text window in the multiplayer lobby before character select.

soft mural
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!feedback Add in-game voicechat in quickplay for slow typers like me.

narrow epoch
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!feedback
increase the map height limit
when an arti with ion jump has high move speed she becomes more and more likely to jump herself out of bounds
and one time while playing loader i rodeo'd AWU out of bounds and couldnt get him back down
and couldnt get close enough to hit him without being sent back down
and that was really shitty

soft mural
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!feedback
Add an artifact that disables all map objects except for the teleporter, newt altars and blood shrines, but increases XP gain by like 1000% and makes Blood Shrines and enemies drop XP instead of Gold. Basically the player would have to complete the game without getting any items from the map. You'd have to rely on the Lunar Bazaar and Boss Drops for all your items. Would probably be a neat challenge!

river anchor
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!feedback I personally would like to see a way to gain items from killing enemies, maybe in the form of a lunar item or something along the sort, maybe even a red item

Item drops could scale based off of Elite tiers
T1 - White items
T2 - Green
T3 ( either elite bosses, or when T3 eventually comes out ) - red

Proposed ideas for a lunar item -
Reduce gold gain by 50% but gain a 5% chance to have an item drop from Elites

Edit - Yes I know this is 50 leaf clover from 1, I want it back in the game because I loved that goofy item

buoyant wigeon
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!feedback Move Chronobauble from being a green item to a grey item

harsh saddle
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!feedback Separate beacon hotkeys to ping specific players on your team.

Ex: "Player-1 has found a Soldier's Syringe for Player-2"
Ex: "Player-1 wants Player-3 to move here."

tropic peak
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!feedback aquatic map? maybe players must go underwater to reach a zone with a legendary chest or spawn a boss like the control unit from sirens call, like a kraken ( i can smell the dislikes tbh) but dunno, a water themed stage would be cool to see and explore.

heavy glen
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!feedback make Chronobauble reduce the negative effect of time on player buffs while also extending their offensive effect durations slightly, resulting in more manageable time windows for effects like the Elite debuffs or the Medkit. This even fits in with its existing lore, since the temporal distortion described by the log entry would induce both effects.

Its rarity might need to be modified, and the list of effects altered would probably need to be white- or blacklisted to keep things like Wake of Vultures or Barrier from getting out of hand

sage finch
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!feedback make Happiest Mask's Imp overlord's teleport outline blue so I don't have to think of dodging it

lilac pulsar
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!feedback give bustling fungus a passive boost to health regen so it’s useful on everyone and not just engineer.

grave plaza
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!feedback Make us able to scroll up and down when viewing the times in the Prismatic Trials so we can see the top times

arctic sparrow
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!feedback We have a lot of 'elements' represented in monsters and elites - fire, ice, earth, lightening --- but lack a wind one.:

Vortex elite:

  • HP equal to the scaling for ice/blazing elites, possibly less.
  • Any attacks generate a short gust of wind that pulls players to the attacker a little bit
  • Upon death, spawns a short-lived vortex that pulls players towards center, doesn't effect enemies. Does no damage by itself. Similar to the primordial cube, but for the monsters' benefit.
fierce tartan
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!feedback Disclaimer: I am newbie but feel game could use some quality of life changes:

-Some hint as to aid finding a portal, as a new player I often found myself spending 10-15min on one stage looking for portal, small red sparks around it help but aren't enough in case where its in cave with 2 small entrances
-I would kill for small outline on items/objects you can interact with, snow map really shows it as I can't see half of stuff most of the time, also 'circles(?)' map has some blue disks that look like chests from afar
-I get that early game is playing weak character, but getting 1-2 energy drink seems to me like beginning of normal movement not mentioning 1 extra jump makes vertical movement that much bearable
-Also first two minutes are often filled with nothing but waiting for enemies to spawn, I don't know what is point of it because you can't open any chests without gold only small ones/certain shrines so you wander almost without any activities in meantime

That being said I really love the potential the game has even as someone who doesn't play roguelikes at all, there are certain flaws in flow of the game and inconveniences that could be easily fixed with minor tweaks other than that I can't wait for new content!

open tartan
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!feedback
Fuel Cell charges should let Gnarled Woodsprite dwell on multiple targets, only removing the passive healing from the oldest target when it exceeds the number of charges.

worn sigil
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!feedback
After a lot of thinking, what's the point of Huntress being able to attack while sprinting?

When quite a few other characters can sprint during the charging of an attack and even shoot it without really stopping I fail to understand what advantage she really has with her ability to sprint while attacking.

Something should probably change but at this moment I'm more inclined to say Huntress should get some passive like "can sprint while strafing" or "can sprint while making sharp turns' (or however to make that sound cooler), instead of remove it from other characters

dark yarrow
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!feedback If an item falls off the edge, it should teleport back onstage just like a player does. I've had chests and shops spawn in places that just spit the item straight into the abyss.

drifting kelp
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!feedback Make mute when unfocused setting save after exiting the game.

sage finch
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!feedback Getting stacks of monster tooth increases the range from where they're picked up but adds less healing

shell nebula
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!feedback Ok crazy idea, hear me out.
making newt useful as an NPC

crude haven
#

!feedback
Item Sinergy, picking up two items that synergize together increase their effect or add a new one.
Example: Gasoline + Will-'o-The-Wisp = Killing enemies will create an explosion at their location (damage and distance of explosion is based on stacks of Will-'o-The-Wisp) and set the ground on fire (damage and distance of ground fire is based on stacks of Gasoline) for "X" seconds.

sinful crown
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!feedback To build off of @shell nebula's idea, the newt could be similar to Frifle and The Grey Mauser in Enter The Gungeon. If you don't know what they do, they give the player hunting quests, where they send you off to fight x amount of a certain enemy. When you're finished with the quest, you can go back to them and they'll give you a reward of some sort, whether it be credits or a gun unlock. I feel like the newt could give you objectives like these and in return he'll give you lunar coins or an item.

rotund harbor
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!feedback PLEASE don't allow Horde of Many bosses to spawn during the first loop. I just got killed by 2 Clay Templars + an overloading one at STAGE 3 in literally less than a third of a second and I could not do anything at all to even react. I just activated the teleporter and the instant they spawned I was dead.

cunning dove
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!feedback after playing a 3player monsoon run with the alternate special skill for the mercenary I have to say it's a genuinely terrible skill, I can think of two ways to improve it that isn't for the sake of consistency, one way to improve it would be instead of having it hit max 3 enemies, make it tied to your level, because it's kind of bad for dealing with crowds, another way would be make it hit more, the higher your attack speed is, that way it doesn't feel like a 100% downgrade
As for the sake of consistency, for it being a ranged option to the melee character, you still have to be way too close to reliably hit it so maybe make the projectile faster? Another thing I think is a much needed change would be have the initial projectile either stun an enemy or mark, for the lack of a better word, an enemy so the apparitions stick to the marked enemy because it's a bit of a yikes when you hit an enemy with it and they just walk/charge/teleport out of it, so this would make it a lot more consistent at actually hitting
Even if this makes it super strong, it's straight up the hardest skill to unlock, and I think that should be reflected in how good the skill actually is

crude haven
#

!feedback
Option to choose between having items you pick up show up in the character model or not for the people that just like the default player models (or for players with low-end PCs that could benefit from the saved frames)

unkempt tartan
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!feedback
I think there's a bug, and I'm breaking the mathematics ether multifaceted challenge, but I'm not feeling well.

silent eagle
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!feedback
Make Elite Forms of the bigger wisps a Bit more distinct from their original forms.
Maybe you could change their fire color respective to the aspect thats in use

The only way currently to differentiate between them from distance is by looking at their attachments (Horns for fire aspect, ice crown for ice aspect, ... etc) since their skin doesnt change color either (or because it's too hard to notice the difference)