#ror2-feedback-and-ideas
1 messages · Page 14 of 1
!feedback
For mobile minions like drones/carbonizers, have them choose targets based on the position of the survivor they're following instead of their own. This would help keep them from afk farming (dying) across the map, and make them more useful teammates against immediate threats.
!feedback -- The player should be able to press a key to have the character do a little dance. I just wanna dance, fellas.
!feedback

[Slicing Winds], Mercenary's alternative R, trades the single target damage and invulnerability of [Eviscerate] for a ranged attack that can strike multiple enemies. However, it falls flat on its face in this regard, only able to strike 3 enemies at a time, with a single projectile that while large, is still able to miss. Along with those shortcomings, you still have the fact that it lacks the invulnerability that [Eviscerate] has, which Mercenary relies on heavily for survival.
What I propose is this:
Fire a wind of blades that strikes up to 3 enemies. When enemies are stuck by bladed wind, they are inflicted with a debuff that deals 6x110% damage and slows their movement by 60% for its duration, remaining marked for a total of 3 seconds. If an enemy dies under the mark of [Slicing Winds], another torrent of blades forms from their death. This torrent of blades will seek another enemy, applying the same type of debuff as the initial wind of blades but with half the duration. As such, killing them will also release another torrent of blades. Up to 9 enemies can be under the effect of [Slicing Winds].
This change makes it the trash mob killer side-grade that it should be, while not becoming something that you can fire and forget and have kill mobs, due the following marks lasting half of the initial mark having a cap of 9 enemies. For clarification, the initial attack mark lasts 3 seconds, while every mark after lasts 1.5 seconds. The damage is something that I cannot quite detail properly, but my current assumption is that 8x100% may be a bit much for an attack that can potentially self perpetuate. The idea is that the attack will weaken an enemy and allow for a quick kill, and in turn a quick reapplication of the debuff to another enemy. Finally, this calls back to the [Eviscerate] from RoR1 upgraded with the Ancient Scepter, which would refresh if it killed an enemy which was one of my favorite things from RoR1.
dont know if the team os working on this already but emotes for players without mics for communication would be great
!feedback for @real bobcat: emotes for players without mics for communication would be great
!feedback add mimics
!feedback
Make the Healing Drone smart by having it target players/allies with the least amount of HP first. Not just whoever's close by.
!feedback make it so cloaked chest are more visible, maybe adding a little distortion around it. As of now they are only revealed by the teleporter or the radar. With this change at least it'd reward people with a keen eye on low specs too more regularly
!feedback i think the alt ability for engie should be a smaller sheild, but it damages enemies inside
everything is the same
similar to pylon, but on the ground
maybe it could stun
!feedback
I think the first
you pickup should be 75% instead of 50% to better balance it.
!feedback Show ping icons instead of question marks when using Radar Scanner
!feedback Add a PvP-Mode where people practically play a normal game for a special amount of time (like 5 minutes, 10 minutes etc.) where they prepare theirself in gear and then get teleported into an arena where they fight. Probably 1v1, 2v2 or even 4v4.
!feedback
suggestion for a huntress alt m1
give her a hunting rifle instead of a bow
-higher damage
-lower fire rate(maybe have it on a cooldown?)
-no auto aim
I've noticed a few players dont enjoy playing her because her auto aim makes her playstyle less involved, and I think this would scratch the itch everyone is feeling for sniper. And she would still be a "huntress" with a "hunting rifle".
!feedback Using Radar Scanner more than once on a level gives the player more information about what they scanned. For example, scanning once gives all question marks, but scanning again gives a chance for each icon to have their ping icon instead.
!feedback Make the charging bulls neutral enemies in first place, but once they get any damage, they will get aggressive and do 2x damage for their first charge if they hit you.
!feedback
I personally don’t enjoy huntress much due to her auto aim mechanic. Sometimes while I’m strafing around a group of enemies I wouldn’t be able to target a boss or strong elite due to them being behind some other enemy. I think it would be nice to have an alternate M2 that she has to aim. The upside would be that you can properly target one specific enemy and the downside would be that you have to actually aim your shots. I think this would be a pretty good idea for an alternate M1 since it’s not wildly different and I’d say both are equally viable, leaving the players preference being the thing that chooses the skill rather than anything else.
!feedback add a wave/hi emote/taunt at the least. Could be an opportunity to add personality to the characters too, like Commando can give a casual salute, Arti can give an overly formal wave, ill let you imagine the rest.
let me play the game
!feedback Loader alt R idea. Starts off with placement display like Engis turrets (the whole grid and outline) Places a pylon on the ground. Does less damage but stuns enemies (or just has a chance to)
(maybe does a small chain to enemies too?)
!feedback Allow alternate keybinds for skills and option to switch between toggle sprint, press to sprint, and hold to sprint.
!feedback An equipment item that lets you tele to a teammate with the same LoS as woodsprite and its on a 35 second cooldown or maybe longer since it would be a pretty cool way to just get wherever you have to at the cost of your use skill
!feedback
SAVE 👏🏿 THE 👏🏿 LAST 👏🏿 PLAYED 👏🏿 DIFFICULTY 👏🏿 BETWEEN 👏🏿 GAME 👏🏿 LAUNCHES
You know, like how RoR1 does.
Saving the difficulty between runs isn't good enough, save it between game launches. I don't want to have to select Monsoon again every time I launch the game.
!feedback Make grappling and dashing off of Loader's Pylon boost the dash with electricity.
It will make it charge up a bit quicker, launch you farther, and launch you a tad faster. Directly impacting enemies with the boosted dash will arc Pylon lightning to other nearby enemies.
!feedback Cremator please. All games are better with a 🐢 or two.
!feedback Remind everybody that there will probably be a challenge requiring you to have every artifact active.
!feedback make an item that increases attack range
!feedback A red item that increases the strength of your use item maybe? Kind of like scepter in ror1. Might be a nice little callback too.
!feedback make shrines of order spawn more frequently the longer the run goes, sometimes you feel kinda bad just obliterating with a god run and want to make something even crazier out of it but can't find any order shrines
!feedback make it so the Malachite Beetle queen doesn't spawn malachite beetles. That happened once, and the whole area was just malachite spikes. We died so fast that I genuinely don't think its winnable. If someone has won against that thing please correct me.
!feedback Shouldn't engineer's bubble shield be blocking the glowing meteorite blasts? They currently go through it and kill anyone inside.
!feedback Character ideas are taken with a grain of salt in feedback but I would like Miner to come back at some point, even post release if it needs to be. I like the thought of his picks having a small aoe damage around him maybe? EDIT: Plus I would like to see more of a balance between melee/ranged. So theres not less/more options for people who prefer one or the other
!feedback To piggyback off of @plucky fern 's idea, I'd love to see post 1.0 launch support for this game. More heroes added at the very least would be incredibly awesome for more variety/playability. As to whether or not you decide to charge us for additional content, that's up to you Hopoo. 😄
!feedback I think it would be neat to have a "playground" mode or whatever you want to call it where players are able to go into the maps with the choice to have enemies turned on or off or even limit their spawning to practice things like movement skills with loader and other characters that are a little more advanced. I still haven't mastered the graple hook off a pylon into a proper fisting.
Of course this mode would have to have challenges and progression disabled..
!feedback Addendum to previous feedback, secretly have RoR3 be Hotline Miami 3
!feedback In addition to my previous idea, make grappling Loader's Pylon with Spiked Fist pull it to you and let you yeet it as an exploding electric projectile. This will give more incentive to actually make a choice between default grapple and Spiked Fist; do you want the Pylon boost or the projectile?
!feedback i personally think instead of using the 3d models of the enemies for the bestiary you could use some concept art or anything but the 3d models. Great game!
!feedback Make elite-bosses that spawn in the world have a higher or even a 100% chance to drop a lunar coin as a reward.
!feedback give enemies that spawn from combat shrines purple hp bars, like bosses geet red ones
!feedback maybe nerf the alloy worship unit, just a tad, wayy too grindy and not quite worth the reward
!feedback
I just got a crazy idea: Merge Ocular HUD with Radar Scanner!
Ocular HUD is ok early (+13.2% crit chance on average; about as good as a common item), but inversely scales with Glasses. Radar Scanner is ok early, but scales with movement. Combining the two makes a terribly well-rounded item. At first, you can use its benefit for either combat or utility, but rarely at the same time. As the game goes on and survivors become more mobile, the combat benefit approaches zero while the utility benefit achieves its maximum potential.
Merging Ocular HUD and Radar Scanner turns two items useful at different stages of the game into one item useful at all stages of the game, while staying thematically appropriate for a HUD.
!feedback
this is an idea for the discord give certain people a role that'll let them join squads n chat a lil just like a nice hey how are you guys? doin good? nice then leave i think it's wholesome and maybe others would too
!feedback If you're on track to get to stage 3 before 10 minutes, it should always give rallypoint delta
!feedback
Give thqwib
!feedback give malachite spikes an HP bar and let us destroy them, or have them expire faster
!feedback festive heads or riot
edit: decided i might as well give a proper suggestion/idea. could have limited festive skins for characters? (ie witch artificer, graveyard/tombstone rex, zombie commando)
!feedback What if there was a item that gives the 4th ability extra charges? There's the Hardlight Afterburner which gives the utility skill 2 extra charges. Fuel cells give equipment extra charges. Backup Magazines give secondary skills extra charges. So why not add a item to give the 4th skills a extra charge?
!feedback Glacial Jellyfishes should have the frost nova activate immediately upon detonation, not after dying. Always bothered me how Jellyfishes' explosions never triggered the frost nova neatly.
!feedback buff alien head, maybe 50% on the first stack?
!feedback if by official release, you release steam profile backgrounds as chromas rewards, perhaps concept art for each character would be great instead of 3d, dont get me wrong, like everyone in here i love the game, the jump to 3d is awesome, but when it comes to other stuff representing the characters, i would rather have a cool looking concept art for merc, commando,etc. something like this.
!feedback A green item that gives you a better chance of successfully getting an item from a shrine.
57 leaf clover
!feedback Engineer Ability:
Special Ability: Wisp Factory
Lore: After seeing thousands of wisps, Engi wonders why he hasn't made any himself.
-Engineer would construct a small factory which would deploy a mechanical wisp once every minute.
-Wisps would inherit Engineers items and would follow in a halo around him when not fighting.
-Maximum of 2 factories, Maximum of 6 wisps.
-Wisps would have less health than turrets, but would start transcended.
-Constructing a Factory Immediately spawns a wisp, a destroyed factory causes all wisps to self-destruct.
Edit: Fixed Punctuation and formatting
!feedback it would be great to see a way for engineer to get more turrets and artificier to get more m1 charges. perhaps an item akin to the scepter from the first game?
!feedback Please make it so that shields count towards the Mercenary and Huntress challenges where you can't fall below 100% health. It's nearly impossible to make a full run through any level without taking damage, and that is compounded by the fact that loosing any amount of blue shield still count as going under 100% health.
!feedback Another pet class (like Engineer) except a dog so we (can pet it) can command it to do (tricks) cool attacks and stuff. I feel like the concept of the pet classes are underexplored and I'd love to see more of it in this game.
I still think the monsoon healing needs some type of buff. I just spent 5 minutes running around stage 4 trying to heal back my 10hp, but coulnt ever get above 100. Because I get no healing items via luck of the draw I end up not being able to salvage the run.
Maybe a feature to use lunar coins to save money after a floor to buy items at a shop? So at least if the healing stays as is, we can find our own ways to salvage a run where RNG is screwing us over. As it currently stands, monsoon is feels very luck based.
!feedback Change health regen to scale differently, make it higher at its base value but scale slower, that way you're less likely to get screwed over early game by a lack of health items, but still actually need health items as the game goes on.
!feedback Ok, this idea might get shot down really quick, but I'm still going to post it. What if there was a red tier item that increased the health and damage of all non-player ally mobs in game by 100%. Then "The Backup" would be extensively more useful. Same with buying drones and turrets later on. Now, I don't want it to be like the drones or turrets are carrying me, I just think it would be easier to have this item, so that I don't turn my back and suddenly all my drones are dead from fighting a single Brass Contraption.
!feedback Make it so strides of heresy's shadowfade is cancellable by pressing whatever is bound to utility again, but you are taxed the remaining time on shadowfade in your cooldown (Shadowfade lasts 3 seconds, so if you were to cancel it immediately, the cooldown would be 9 seconds instead of 6, 8 if you used it for 1). As for stacking, it would just count the first 3 seconds. (2 strides is 6 seconds of shadowfade, after remaining in shadowfade for 3 seconds, the cooldown is 6 seconds regardless)
!feedback alt-shift idea for loader
She would spin around dealing damage to anything that comes close, meanwhile lowering her gravity
That would help with
-big groups of enemies
-wisps
but she would loose her burst potential
!feedback a lot of people bring up how the end game in RoR2 is just one shot or be one shoted, and I think that their should me more ways to increase armor so you don't have to rely on OSP. Currently, we only have an item that reduces armor on enemies, and few that add armor to players, but if we could add more to players you could survive more hits in the endgame and make higher HP matter. Basically, it would allow for people still have large amounts of healing and barrier, but make it so you don't instantly die if you don't heal for 2 seconds.
!feedback What if Rusty Lockboxes had unique items in them that you can't get from other chests or item displays? That way there would be a lot more reason to pick them up and use them. As of right now it's more of a cycle where you "Pick up the key, play I spy to find the lockbox, and get disappointed when it gives you a 10th bustling fugus when you aren't playing engineer." For example I thought of something like a "Rusty Knife" that would increase bleed damage by 150%.
I'm aware not everyone will like this idea, but I figure it would make it worth hunting down the lockboxes.
!feedback Everything drones:
- When a drone dies, give a special marker at its death location so they can be found and repaired.
- Add a "return to me" type command and a "move here" type command. Location is determined where the player looks. (More on this later.)
- Allow the large drones to be repaired.
- Large drones should fly higher up in the air where the other drones fly around instead of (often) right above the ground.
- If drones are stuck in an AI movement loop, teleport them to the player to get them unstuck.
- Add some drone flavored equipment. Perhaps the commands are one type (return to me, go here, etc). Other types could give temporary buffs to your drone armies, heal, fix, or other effects.
!feedback
Have the commandos drag grenade be an M2 instead of an R. I enjoy throwing bombs but I’d love it way more if I can get way more of them with backup magazines!
!feedback specialty items. They only come out of specific chests. They would be a bit stronger than conventional items, but rarer. For example, an item that increases your attack speed when you're standing still, but it would only come out of damage chests. No other chest has it in its loot pool.
!feedback Rebalance horde of many so it has the same health as a boss would or twice the health the boss would have at most. Also make it scale a little less steeply and maybe disable some elite prefix-enemy combos (it's never fun to go up against glacial clay templars)
!feedback perhaps something like shadow bullets from enter the gungeon that has a chance of shooting out a second bullet whenever you use your primary? Would be especially handy for someone like artificer who has such a limited basic ability.
!feedback
Drones aren't that useful late game, mostly because they die extremely fast. Why not let them level up like players do? Either give them Armor, Max Health, regen speed, or different buffs depending on the drone's abilities (more healing for healing drones, less equipment cooldown for equipment drones, more atkspeed for gunner drones/turrents), etc
!feedback I love the idea of the Sawmerang; what if to reference it, holding M1 with MUL-T's Power Saw filled up a wheel around the crosshair, and when the wheel is full, you could release to launch the saw like one?
!feedback i still would like to see peoples lunar coins in the tab menu
!feedback Can we get a challenge to unlock a rather useful item, but require something silly like getting a Rusty Key out of a Rusty Lockbox? Call it something funny/witty because I'm pretty sure we all just roll our eyes when this crap happens 
!feedback make it so that healing drones don't try to heal people with transcendence
!feedback If the Imp Overlord ever gets a boss item drop, can it be a item that causes the player to take reduced damage from bleed, or even a item that launches a perimeter of bleed spikes around the player when they use equipment or a ability
!feedback It feels counterintuitive that Phase Round shots are relatively slow projectiles, and that makes it more difficult than it needs to be to hit enemies at a distance, which betrays its advantage in firing range. I'd suggest it have its velocity enhanced to be near-instantaneous to help with these shortcomings. Plus I think it should help Phase Round feel better and more impactful, that being the goal for Commando currently.
!feedback Make it so that you can't take any burning damage in Shadowfade; the ability makes you invulnerable to all damage, so it's a bit confusing when you die in an invulnerable state because you used Shadowfade to avoid the damage
!feedback
Bosses can be dangerous, but mostly they lumber around as big targets either attacking or waiting on long cooldowns. Adding attacks that are big, persistent, and intimidating would go a long way to making them scarier, even if the attacks themselves aren’t all that dangerous. These attacks could be a feature added after the first loop.
Tectonic Shift (15s cooldown): Stone Titan slams the ground, damaging and knocking away nearby enemies (slow windup, large area with damage falloff). The shockwave creates an earthquake, slowing enemies on the ground for 6s (for 5s, being on the ground constantly reapplies a 1s slow).
The slam prevents Stone Titan from being less dangerous up close, and gets survivors into eye-laser distance at least occasionally. The global slow not only makes its other attacks more difficult to dodge in a telegraphed way, but turns Stone Titan into a threatening presence whose very existence makes everything more dangerous.
!feedback Chronobauble
Make the chronobauble stop time on the enemy completely. Here's how it would work:
- Chronobauble stops the enemy in place for ~.2 seconds. Stacks make it increase semi-logarithmically up to 1 second.
- Proc-Coefficient affects how long the freeze is. Tiny attacks shouldn't last forever.
- Type of enemy decreases intensity of slow. Basic enemies get 100% slow with 100% reduction to attack speed. Mini-bosses get those divided by 2. Bosses get it divided by 3.
- Chronobauble does not interrupt attacks. That's for stun grenades.
I sure would be excited if I saw this come from a chest.
EDIT: Keep in mind that to completely prevent an enemy from attacking you, you have to focus on them directly until they're dead. I forgot to put that in there.
!feedback add an fov slider that changes fov similarly frost relic or spinel tonic.
!feedback Change the red lighting in the Lobby to white, and make it a little brighter. I get that the red is cool and all, but the lighting makes various skins look way different than how they are in-game, one glaringly obvious example being Artificer's Chrome skin.
!feedback It would be cool to see the Atg Missile Mk. 2 added back but they're phase missiles so they can clip through map geometry
!feedback Headstompers are not the most desirable red item right now because it’s not the strongest, and the extra jump height makes you feel sluggish. Removing the additional jump height or making it toggleable will make you feel less sluggish with it so you can fully take advantage of items such as wax quail. Most of the time if you’re planning on slamming an enemy for a tremendously satisfying ground pound, you’ll do the necessary setup (i.e going atop a cliff, using aerial mobility and hopoo feathers to get as high as possible to maximize damage) in which case the additional jump height is negligible. Without the jump boost it will feel easier to use and you can still ground pound and enjoy fall damage immunity
!feedback The more times you loop in a run, the more lunar coins you get from obliteration. For example, stage 7: 5 coins, stage 11: 10 coins, etc.
!feedback Give the Ethereal a new unlock method or nerf it. And imo anyone whos already gotten it should get like a skin or something for their earned effort
!feedback
MUL-T is by far my favorite character, but his active item shenanigans are a bit wonky. i'd like to see both items being "on", but you can only activate the one in your hotbar. this would add two things: 1. if you use an active item and switch off, it will no longer stop firing (it's really annoying when that happens, since you have to wait the full cooldown for basically nothing) and 2. if your active item has a passive effect, it would be on 24/7, even if said active item isn't in your hotbar right now.
!feedback Don't know how publicly known this is but Gilded Coast needs a logbook pic
!feedback As someone offered quite awhile back, just change Headstompers to be an equipment item with a passive jump boost. The item is super clunky and I don't think there's any way to salvage it as a red item without reworking it completely. The concept of slamming down to deal big damage is fun, especially with it scaling with how high you are, so I don't want it to have its functionality reworked, just the type of item. I'd be happy to take it as an equipment.
!feedback Make it so you can disable the screen filtering and FOV changes from frost relic and spinel tonic as it is distracting, with spinel tonic in particular being hard on the eyes
!feedback legendary item.
Reduces damage from the back by 100 points (+50 per stack). I think that item can be a good or even best for those who rarely turn back.
Tbh, i'm suffering from wisps and golem laser directly in my ass.
P.S. I imagine this item like cloak or turtle shell
!feedback malachites are awesome, and make late game small enemies feel very threatening. I think we need the same thing for large bosses (we already have overloading worm, but it feels like thats the ONLY threatening large boss) as they dont really feel that much of a problem unless you popped two mountain shrines. I am NOT saying make malachite bosses, hell no, but maybe add a variant equally as threatening for large bosses?
!feedback ive said this twice before, they need to add a save and quit system for solo play. not everybody has the time to do a long run, besides if some emergency crops up and your mid run, you dont really want to have to restart all over again just bcuz smt has happend to stop your from from playing the game, then after you finishing doing whatever you can continue. this could really work in 2 ways . 1. the game auto saves after every time you take a portal/every time you finish a portal OR 2. you can just manually save at any time during a level and quit, then restart at save'd point
!feedback since elite powers can now be obtainable as an equipment item, I feel like they should be included in the item log, despite that they are rare to obtain.
!feedback Don't know whether it's intended, but human players are pingable too. Perhaps a fix that doesn't allow others to ping players? Seems silly nevertheless
!feedback
Add Chef from the first game lmao
!feedback to add onto the previous top-feedback, make so you can't take fall damage in shadowfade either
!feedback can we get a random option in the character select
!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.
Now, I know I posted this before, but for whatever reason, although it got 56 thumbs ups, it didnt make top feedback. So, lets try again.
!feedback The idea of fighting Kjaro and Runald to unlock their items is fun, and interesting. What if there were other elite enemies in hidden locations that you could fight to unlock items? Like say, a Overloading Stone Titan hidden in a quarry or mining area who drops a item that summons a Overloading Stone Golem or something for example. Just a idea
!feedback An extension to
's idea, separate all instances of shields and health so we have better clarity on how everything interacts. Give different colors to
,
,
,
, as well as anything else I missed. I know this stuff stacks in various ways, but I think it would be really cool to see how much effective health everything is giving separately as well as get an idea of how much we're actually receiving from all their effects.
!feedback Increase the projectile size (not explosion) of artificers plasma bolt to better hit wisps.
!feedback please make it so we can pet the beetle guards. the queens gland is a very underwhelming item and i feel like this is a good quality of life change
!feedback I don't know, maybe I'm just bad, but PLEASE make it so you can dodge wisp attacks? Like make them extremely fast but not straight up snipes. It's not a problem in the early game, but in the late game when there are like 30 of them from cross map and you get hit by ONE it takes half your health. I just think it would give the player a sense of more control over their combat, and take away an annoyance
!feedback Add a suspend game/save game option similar to Enter the Gungeon. When you finish the teleporter event, you'll have an option that allows you to save the game. When you get back in the game via the save, you'll end up in the next stage and the save will be deleted (Until you save again, of course)
!feedback What if bosses that spawn normally (not from the teleporter event) could have a chance to drop their respective items? In all honesty it would be worthwhile to be on like stage 16 or something and after killing 5 stone titans that naturally spawned you see that one dropped a titanic knurl. This would make it a better point to focus bosses when they spawn. As well as help certain players get farther. This idea mainly popped into my mind because it's currently very difficult to get the item drop from Grovetender unless using multiple shrines of the mountain.
!feedback Ive seen a lot about losing items off cliffs, i know I certainly have - what if the items are given the same mechanics that causes the player to port back to the surface if they fall off.
!feedback genuinely feel
and
should switch ranks. Id trade chronobaubles for stun grenades any day - i find it infuriating to receive chronobaubles as boss drops, perhaps it is more useful with different survivors, but ive never found them very useful as 
!feedback Make so when you grab an item you already have, insted of the ususal tooltip appearing it shows how that item stacks.
As an example:
1st ukulele: ''and his music was electic...''
2nd ukulele: ''Incresed number of targets and distance''
!feedback last one i swear, is there a reason not to put the logbook in the in game pause menu? I find myself checking my phone a lot for item properties, but i believe its worth having it available during the game.
tbh, i once lost a great run because the mouse cursor moved slightly down from its origin point and i accidently clicked 'Quit to Menu' - totally my fault and i make sure to move the cursor into a far corner any time i pause now.
!feedback please make it so the Alloy Worship Unit only spawns when you explicitly want it to. The new map is really a mixed bag (personally i hate it) but this is the objectively worst part of it, because if you're playing a class that can't dispatch it effectively you will almost always die to it when it spawns without your knowledge/consent.
!feedback Fix all instances of item "caps". Lens-maker's glasses, Tougher Times, Tri-tip Dagger, and Bandolier all become useless to stack beyond a certain point and it feels really bad at points when you have to awkwardly juggle these items and get punished for looting these items.
!feedback Add a way to expand the teleporter radius as game progresses. Maybe just have the radius expand every stage or via an item?
!feedback
A giant boomerang that you manually aim would be a fun alternate skill for Laser Glaive on Huntress.
It would fly to a set distance from where the player used the ability, then return to the player, regardless of the distance.
This would open up some fun synergy with either of Huntress' dash abilities. (Throw the boomerang, dash away to alter the return path)
Whatever the alternates for Strafe and Laser Glaive end up being, something that we manually have to aim would be cool.
!feedback How about an item to go along with @chilly crag 's idea. It would work like the lepton daisy in functionality, where the combined total between all players give a bonus per total item stack during the teleporter event. This item could increase the teleporter range per stack and could even make the teleporter charge faster once the boss has been defeated.
Example: Bob has 2 of these items, Tom has 1 of them, Charlie has 3. The players would be rewarded with charge speed/area bonuses of having 6 items total. This could be 2.5-5% / item stack or whatever seems fair, fun, and balanced. Call it a Auxiliary Power Unit OR Warp Charging Unit from @light nacelle or something else denoting power or charging 🙂
!feedback
Please allow us more interesting ways to get Lunar coins. Perhaps instead of just farming on Drizzle to Stage 7, let us wager Lunar coins before a run, receiving a payout depending on how far we got and on what difficulty (up to a point). Returns could break even on Stage 7. I like the decision making on whether or not to end a run or try for the next Celestial portal, so I think it'd be fine to limit it to those still
!feedback Make drones stick close to you at all times. I hate to see em' half across the map upside-down on the ground doing nothing.
!feedback GET RID OF CROWDFUNDER
!feedback nothing about the crowd funder feels good (visual and sound effects) so even if it did do good damage, it wouldn't feel good
!feedback {changes to rex}
Make the utility skill hold-able and give it healing properties, heals a percentage for each enemy hit, heals more and pushes further away the longer you hold. Using the skill in the air gives rex a buff that negates fall damage until he touches the ground.
Increase healing on his primary.
Greatly increase healing on his special.
If rex is able to take his health from 100 to 1 in that speed, he should be able to regain that health back in a shorter amount of time, right now his healing is crippled unless you use tangling growth on a great number of enemies.
Rex suffers greatly from flying enemies, and tangling growth can miss flying enemies relatively easy, increase tangling growth's hurtbox and skill range, as well as increase his primary's fire rate, and slightly buff its damage so it can kill a normal wisp in a single burst instead of two. As it is right now, for rex, when two wisps spawn, most of the time he can't dodge their attacks nor kill both of them fast enough without taking any damage, every other character can dispose of at least two fast enough, but rex is stuck between either willingly taking their hits to the face and losing some hp, or losing even more hp to kill them with seed barrage.
Rex's mobility is very horrible and unsatisfactory, so I'd suggest somewhat increasing his movement speed, or giving the ability to climb walls, or both.
!feedback Add an epilepsy/seizure warning upon game startup. I do not suffer from this, but the game can get insanely flashy very quickly so it is boggling that there seemingly isn't any form of warning yet.
!feedback remove lesser wisps
YEAH I SAID IT I DON'T GIVE A FUCK
!feedback I kinda wanna see Mechanical Spiders make a reappearance. These things approx the size of beetles but quicker and harder to kill. They shoot short ranged blasts and the main reason I'd like to see them is if they had the ability to climb walls. It would add an extra challenge so players aren't as safe just camping somewhere on a ledge to hide. Maybe they start appearing on Rallypoint, Siren, etc?
!feedback
Retry button, where is it?!
(Option to "Retry" instead of quitting back to menu, specially for Prismatic Trial)
!feedback Make Dio's Best Friend appear in front of your screen for a few seconds, begin shaking, and then burn up and revive you, to give an alert before you're revived so you don't die immediately because you forgot you had the item.
!feedback Can Aureleonite PLEASE not be able to stand INSIDE the damn beacons? Just lost a potential run because it was inside his damn body, they need to be completely solid and act as terrain for him and everything else seeing as they do for you.
!feedback The game needs more boss items, imo for every boss. That way every boss you fight has a good chance of giving you a good item so you dont activate 5 mountains, spawns the overlord and just get chronos or whips out of it. A few ideas but dont have to happen :
Vangrant Tentacle: When enemies strike you (melee style) theres a chance to shock them back for x% damage.
Imp Spikes: When taking heavy damage, chance to send out a wave or ring of spikes that damage enemies for x% damage.
Vulture Offering (Alloy/Control Unit): Reduces gravity (and maybe reduce fall damage?)
Dunestrider Kiln (Equipment. RoR1 had boss equipment so why not?) Sends (insert number) clay boulders that target the nearest enemies. Dealing x% damage and slowing x%
Feel free to ping me in discussions for these
!feedback I recommend changing the color of the teleporter particles when we spawn at scorched acres to make it more visible. Otherwise the usual way for spotting the teleporter just doesn't work
!feedback in reference to @plucky fern's post. You could bring back Vagrant's old Nozzle drop, which is essentially a stronger but rarer DML.
!feedback please don't make boss drop Equipment, all this does is create either A) Literally useless teleporter drops, assuming you have an objectively better equip or the same equip that just dropped, like if you fought 2 vagrants in a row and the both dropped nozzles,
or B) Objectively best in class equipment to counteract the previous possibility, which only serves to limit the variety of item builds because many equipments will be dumped for the clearly superior boss drop Equipment, which still doesn't stack if you get multiple.
!feedback So I was thinking. Earning Ethereal really needs to be fixed. So what if there was a new-ish system into this? Lets say a new challenge unlocks Mercs alt R. But Ethereal now unlocks a 3rd skin for Merc. And what if all characters had some insane challenge that rewarded you with a special third skin? Few ideas:
Arti: Golden
Merc: Phantom (cuz Ethereal)
Huntress: Ninja/Assassin
MulT: Mossy broken down robot
Loader: Future/Space Cyborg
Feel free to ping me with challenge ideas, feedback or skins
!feedback can we tone down a little bit commando incorruptible, perhaps instead of 20 at 15? my friend and i were on stage 14, and we got pretty hard fps drops, (it affected him more, he has a pretty good pc, i5 gtx 960, but too much enemies started to affect the run, to me it wasnt that much of a trouble, from 240 to 60 fps but damn it puts the system to work), i cant imagine people with just the minimum requirements trying to unlock these or just wanting to play a god run. im against changing the challenges requirements btw just this one.
There should be a badge that displays our Region in Discord
!feedback [repost for @crystal quarry]
There should be a badge that displays our Region in Discord
!feedback Add a way to “track” achievements. This would create a small window underneath the objectives tab in the top right, showing your progress on certain achievements. Sensitive achievements such as Loader’s obliterate in under 25 minutes can also give the player a notification when failed. This would be especially useful on mercenary’s ethereal achievement since half the time I can’t tell if I failed it. You would be able to track up to 3 achievements at once, and would also be a solid reminder of whatever achievements you’re missing in game.
!feedback I think a lot of the healing items are a bit lackluster right now. Most notably, monster tooth and medkit.
Monster Tooth - either return it to how it was in the first game, or make the healing orbs home in on the player with the least health.
Medikit - instead of a flat 10 hp, make it 5% health (+5% per stack). At the beginning it'll be about the same, but it'll scale much better late into the game.
!feedback
Allow users to bind 2 keys to the same function. For example, Sprint to both ctrl and mouse 4. This lets users use different options on the fly when their hands get tired and helps prevent RSI. This is important for prolonged sessions where the same keys are spammed alot, essentially the core of this game.
!feedback more map specific monsters, I really like like the bison and vultures and how they only appear on rally point delta and sirens call. Map specific monsters make each map feel more special and fun, they also give each map with them a slightly different play style
!feedback
I know each character (except maybe REX) has a suit or isn't organic. Could we get a stage that was under water or in orbit? That could lead to some very unique challenges/terrain/enemies/shrines/etc in new stages. Maybe we could be on a small moon with low gravity and be able to move all the way around the equator
!feedback
I've found that most large enemies (aside from their attacks) have very little "weight" to their sound design. The more dangerous monsters such as elder lemurians and brass contraptions give barely any noise when they're moving about, which could offset gameplay when people didnt see them spawn in initially.
!feedback nerf loader. I can solo monsoon run with no items and I'm a terrible player. Her shift needs a limit to the amount of damage output based on her speed, which makes playing any other character to unlock items irrelevant.
!feedback nerf artificer. I can solo monsoon run with no items and I'm a terrible player. Her passive needs a limit to the amount of time you can stay floating above enemies, which makes playing any other character to unlock items irrelevant.
!feedback nerf rex. I can solo monsoon run with no items and I'm a terrible player. Its utility needs a limit to the amount of time you can knock enemies back 2 feet, which makes playing any other character to unlock items irrelevant.
!feedback nerf chef i can solo monsoon run with no items and I'm a terrible player. Its utility needs a limit to the amount of time you can cook enemies back 2 feet, which makes playing any other character to unlock items irrelevant.
!feedback
VS mode where one player gets control of the director, and can spawn creatures to fight the other player(s). New creatures become available to summon the higher the difficulty, and the director player has certain rules set upon them like "has to spawn enemies at least once every 'x interval' otherwise enemies automatically are summoned using their credits. Director has freecam and can summon enemies within a certain radius of the player whenever they want to. When the teleporter is activated, the director player gets 5 seconds to select the boss spawned out of a set of 3 options.
!feedback Loaders shift ability should not break sprint when engaged. Now you have to press shift and while you are charging you have to press sprint again. Either you should not be able to sprint while charging or it should not break sprinting.
Holy shit, guys. With the recent steam outages im so, so thankful for the lobby id feature. Friends is down? Time to switch to RoR2 and share lobby codes.
!feedback Make Dio's Best Friend a Green item, but with the alteration of having a per stack health return, where 1 stack gives a very small portion of health back, and scaling up logarithmically, similar to tougher times. Each revive discards a stack in the same way it does now. I believe this would increase the frequency of Dio's a lot, while introducing a slight forgiveness on the late game. Assuming that one-shot protection is never achieving on revive, this would be pretty fair. I do see some downsides to having drizzle create endless revives, but that isn't too bad, as the mode is incredibly easy regardless
!feedback keep the health/damage multiplier for enemies in multiplayer monsoon but remove the faster scaling so 4 player monsoon isn't so horribly unfun without the right people.
!feedback off the top of my head Chef mechanic idea constant low damage:
-DICE deals like 10% damage every few frames/every frame with a 0.1 coeffecient, stillboomerang
-Empowered DICE makes the knives fly out in a whirlwind type disc from where Chef is standing, after reaching max then they rehome onto him in a similar curved swing
-Empowered DICE's extra knives match the pitch of the original thrown one
Probs broken when you start getting onhit items with base damage but theres probably a way to make it work, plus the hitsounds would be godly and accurate for butchering them alive.
Gameplay wise finding optimal angles or 'the perfect cut' is fitting as it is rewarding.
!feedback Carbonizer Turrets (mobile turrets) should receive a buff to make them on par with engi turrets.
Ping me for ideas
idea 1: Make them sprint out of combat.
idea 2: Make them take shortcuts and jump off cliffs if they need to reach the player that way (give them fall damage immunity aswell)
idea 3: Give their range an increase
idea 3.5 (works off idea 3): They should hide in the engineer's shield bubbles when he puts them down.
idea 4 (kinda complicated): Add some sort of "invisible wall" on turrets so they don't fall down when circle strafing around enemies. Not sure how this would work with idea 2.
!feedback make the sounds of notably dangerous enemies like Alloy Vultures, Brass Contraptions, and Elder Lemurians have louder or higher-pitched sounds so that they can still be picked out for people with hearing issues.
Bumping some of my posts that are at 40 👍 but got buried too quickly
Engineer alternate M1:
https://discordapp.com/channels/417739215355510784/559901472339525644/625974262611705876
Little disciple buff:
https://discordapp.com/channels/417739215355510784/559901472339525644/631773746931433482
MedKit buff:
https://discordapp.com/channels/417739215355510784/559901472339525644/631752882881953792
!feedback make it that so brittle crown reduce damage taken with more gold
!feedback Ok, this idea might get shot down really quick, but I'm still going to post it. What if there was a red tier item that increased the health and damage of all non-player ally mobs in game by 100%. Then "The Backup" would be extensively more useful. Same with buying drones and turrets later on. Now, I don't want it to be like the drones or turrets are carrying me, I just think it would be easier to have this item, so that I don't turn my back and suddenly all my drones are dead from fighting a single Brass Contraption.
I am reposting this idea because I had a run the other night with 2 gunner drones and the 280 Prototype on stage 4. I went to go get items, and they stayed behind to kill a few lemurians. And guess what? 1 single Ice Elite Lemurian was able to take down all 3 within a minute after I left. We either need something that buffs our drones, or better AI so they don't get killed by a single dam enemy.
!feedback Honestly, on top of what Willson said, a line of items supporting Drones/not-player Ally mobs would be really appreciated. A red item that lets them inherit 25% (+25%) of all the effects of your inventory, a green item that booses their general stats, a white that boosts bulk... There is a ton of unexplored design space there.
!feedback Wow so JUST unlocked plasma bolt and just who is designing these abilities? It does no damage and literally acts like the shock elites attacks and the explosion doesn't even affect the main target, why not do cooler things like, making it a mini ukulele in a sense, where it charges the enemy and it zaps nearby enemies as well, either way the BASE damage needs to go up, keeping it the 220% is horrible since it now takes a full volley of 4 shots to kill basic enemies meanwhile with fire it takes 2 and the STACKABLE burn does the rest. I really can't see any reason to ever use her alternate basic attack since it has no utility or anything sidegrade wise over fire, which has a small aoe and lights everything in said aoe on fire. Yeah you made the projectile faster when it was last touched but that really doesn't make it any good as a sidegrade.
!feedback Artifact that adds realistic fall damage 1/10th chance to break your leg and be at half movement speed for the rest of the level. Also cold weather effects from rallypoint delta or other ways of interacting with the environment/effects in a more realistic way.
!feedback bring the item that gives money from time to time
!feedback The ceremonial dagger has a interesting way of being picked up. It's held by a phantismal arm coming from the character's (Shoulder) area. I feel it would be a interesting idea for more "Mystical" or "Mysterious" items to have a similar way to being on your character. I'm bringing this up because I honestly don't want to play the game and just have a bunch of items following me. (Like Frost Relic, Soulbound Catalyst, and Primordial Cube for example)
have the aurelionite that spawns with the Halcyon Seed speed up the teleporter charge time
!Feedback have the aurelionite that spawns with the Halcyon Seed speed up the teleporter charge time
(Forwarded for @glossy vale )
ty
!feedback Another alternate for Engineer’s M2 should be bouncing mines.
Sounds like a terrible idea, I know.
!feedback Add a timed equipment for Scorches Acres. It doesn't have to be this, but for example, maybe make a smaller one of those central crystal things that you can shatter if you get there within 10 minutes to get the item, and if you don't get there in time, chains will wrap around the crystal and make it unobtainable.
!feedback
Re-add the Mysterious Vial from RoR1, or an item with its same effects. (increased base health regen)
We currently have no common items that increase your base health regen without needing to be procced by anything or force you to leave combat. The Mysterious Vial was a simple yet very useful healing item in the first game, and I would like to see its return.
(Note: The Cautious Slug is not a replacement for this item, it's a replacement for the Sprouting Egg from RoR1; both are items that increased regen only while outside of combat. Currently no item exists with the Mysterious Vial's effects.)
!feedback Change the Rusted Lockbox from a small metal container to a larger, typical-looking rusty treasure chest, to make it a little more noticeable.
!feedback This will probably get downvoted but its stuck to my mind lately. I find it interesting to see the rare Archaic Wisp make a return as well. These things are basically Tier 3 of the Wisp Family. Id imagine their attacks being a small volley of fireballs? Like 3 in a quick succession (kind of like when Arti shoots 3 fireballs) These things would be more powerful than Greaters and imo they wouldn't appear until after the first loop maybe? Or the final stage or hidden realms only? The two pics are one from RoR1 and the other is a pic of the AW that someone made with a mod
EDIT Someone in discussions mentioned that devs have already noted that these would be hard to implement due to their sprites being around the same as Great Wisps. So many make the sprite different somehow? Or bigger? I mean elder lems are like 50 times the size of a normal lem so why not
!!feedback Name: Phoenix Rebirth(?) A Lunar Item that on death has a chance to revive you. This can happen more than once. If you are revived, you emit a wave of damage that gets stronger with stacks.
!feedback host migration. Was having an amazing run in QP and the host had to go after three levels and the game just ended. (I mean we all had like 2 legendaries each and a successful gold coast run after only 3 levels. One of those runs.)
!feedback on Archaic Wisp
Make it a very rare spawn (like elite equipment) that works identically to Greater Wisp but drops a unique item, such as Primal Flame: "Burn for -0.5s (-0.5s per stack)."
Something fun to mix things up with a nice surprise once in a while.
!feedback i see a few ideas about the teleport loading time; i dont believe that an item would be very beneficial -
Perhaps instead, a rare/uncommon shrine "Shrine of Time Warp" or "Shrine of Swift Progress" "Shrine of Acceleration" that speeds up the loading by %50 for each shrine you purchase.
Perhaps for a special cost; similar to how you only find a rusty lock box if you have the Key - if this Shrine appears in a level, so too does a special item that you must find before activating the shrine; an item that perhaps switches out for an Equipment slot, much like the Fuel Array for unlocking REX
And maybe the item would stay with you until you switch it out just in case you find an additional Shrine, raising the load speed by 100% -
Or simply have it cost as much as a gold shrine so you have to decide if its worth taking the time to make enough money for it.
Additionally, a log entry should appear, like when activating portal shrines
"A Red (or) Green (or) Purple orb appears..." And you see the orb circling the port base, indicatiting the change.
!feedback During the teleporter event the boss spawns rate increases, it is a battle for all purposes of the game, so whenever zero enemies are within the current battle arena 2 thing should happen
- Speed up the teleportation charge time after the boss is dead, &/or when no enemies remain in the teleport event radius
- if no enemies remain, increase the spawn rate for a short duration to refill the arena (only a problem in the early game)
!feedback the bouncy mine suggestion from earlier gave me an idea. Cluster mines. When triggered, tosses out a bunch of mines in a larger area before exploding. Better crowd clearing, useful if you haven't gotten many wisps or gas cans. Or maybe a c4 you trigger manually? Time bomb?
!feedback
Issue - As it stands a lot of the skils in the game that got added sort of add something inefective and niche compared to what we currently have, why would I use a grenade that has a chance to roll away and deal fractions of its natural damage, compared to a barrage of shots that will consistently hit what I aim at?
***Suggestion - ***Make future skills, as well as the current skills, a lot more effective, make them be actual alternatives to current skills, as it stands there are some skills that are actually pretty good ( at least imo ) such as artificer's Launch, while others ( Artificer's Ice Spike, Mando's Grenade, Merc's slicing wind ) are just not as strong as their current skills ( Losing AoE, Grenade can roll and doesn't always do full damage, doesn't scale with attack speed making it an early game skill )
!feedback Chronobauble should be demoted to a white item, or be given a effect that slows enemy attack speed or something. Because let's be honest, who opens a big chest or finishes a teleporter event, and hopes for Chronobaubles?
!feedback

Alternate shift/utility skill proposal:
[Mach Gauntlet]
Charge up a flurry of punches for 320x(2-8)% damage that sends you flying forward. Deals increased strikes with increased attack speed.
Function Depiction:
Loader moves forward. If an enemy is struck, an afterimage-type flurry of punches appears to deal damage to the enemy. Loader will continue to strike through enemies similar to [Charged Gauntlet] until the move ends.
Concept Notes:
While [Charged Gauntlet] focuses on dealing a single big burst of damage, [Mach Gauntlet] is a sidegrade based on activating more procs and building barrier with [Scrap Barrier]. Here is how it breaks down:
-Looses heavy burst/ better base damage for procs (800-2700% base damage vs. 320% base damage.)
-Overall deals less total damage (800-2700% damage vs. 640-2560% total damage)
~Damage increase is item reliant ([Charge Gauntlet] can be boosted through grapple, [Mach Gauntlet] relies on sources of attack speed)
+Gains more chances to proc items (1 hit per enemy vs. 2-8 hits per enemy)
+Builds [Scrap Barrier] faster (1 strike to build barrier vs. 2-8 strikes)
Additional Note:
As I don't know how [Charged Gauntlet] scales with movement speed, I won't put an exact description for how the number of punches scale with attack speed.
!feedback
I can’t say this enough, I loved your other game “DEADBOLT,” and it would be awesome if there was an easter egg or two about the game. Maybe as items or hidden realms?
!feedback alternate of the idea from @cedar anvil
Phoenix rebirth - lunar item that revives you on death, but when it revives you it burns through a number of your items (meaning you lose them permanently). Each time it revives you, it burns through more items. If you don't have enough items for it to revive you, it can't revive you.
!feedback Reintroduce the Interstellar Desk Plant as an item. After all, it's already modeled on the multiplayer menu screen.
!feedback Given how unreliable the current ping system can be at extreme ranges, make it so that different classes of purchasables have different appearances during the teleporter event. Chests could still be wrapped in the familiar red tentacles, but make it something different for drones, regular barrels, (maybe?) equipment barrels, and shrines.
!feedback make it so the artis freeze execution mechanic stacks with the guillotines. either multiplicatively or additively
!Feedback Could we get a new stage that's onboard a large spaceship or something, and a Easter egg could be that if you find certain switches you can open a corridor, which leads to a room that's the same as the room where you choose you characters for runs?
!feedback
How about a lunar item that adds a multiplier to your attack speed, but a negative multiplier to your damage?
Something like doubling or tripling your fire rate while reducing your damage to 1/2 or 1/3 respectively.
In theory that sounds like it wouldn't affect your run much, as your DPS wouldn't really be affected, but I can think of a few items that can benefit from it, such as leech seed or tri tip dagger. It also has some items that it's bad with, such as will o wisp, ceremonial dagger, tesla coil... and pretty much any other source of damage that isn't tied to attack speed.
!feedback a small tweak for the fight with Alloy Worship Unit;
So as it is now, you can summon it before the event, giving you full reign of the map. Since there are dozens of the egg nests, and you only have to hit somewhere between 2 to 5 of them, I think it would be cool if, once it is summoned, any other egg nests you destroy knocks off between 500-1000 hp. A small handicap to balance the advantage it has over you. When running out of battle to heal, you can still do some damage. Of course there arent enough of them to kill him since he has so much dang hp to begin with.
!feedback
Adding more stations to the lunar bazaar, and having some rng to determine what stations you get. For instance, perhaps instead of the cauldrons you might roll a lunar 3D printer, or instead of the dream pedestals, you may get say, a shrine of order. More stations are always being suggested, and having the stations randomized would just help with making that possible.
!Feedback
Make it so enemies that spawn within striking range of you can't attack until they are fully spawned.
(context)I've been dying to Beetle Guards that crawl out of the ground slamming it simultaneously within melee range, and I don't get to see the attack circle like normal.
!feedback Rework Ion Surge, it misses the point of an alternate ability.
So, in order to understand why Flamethrower is always the better pickup, you need to understand Arti's weakness. Unlike every other character in the game, Arti does not have a good way to generate procs. The Primary is on an ammo system, the Secondary's AoE is smallish and the arcs rarely matter and the Ice Wall is something of a joke when it comes to damage.
In a game where procs are the major source of your damage for most runs, Artificer was given an amazing special. Flamethrower is a high damage AoE proc machine that rounds out Arti's kit as a burst character. In all honesty, everything is filler until Flamethrower comes out.
Ion Surge removes Arti's big strength and replaces it with mobility, it's like if Huntress's alt for her secondary was a Phase Blink that did damage. It would be awkward and break the kit.
Rework Ion Surge preposal:
- Damage up: 800% -> 1200%
- Increased AoE size
- Damage falloff removed
- Is now a damage over time with the proc coeff of Flamethrower (think a Tornado)
- Now has really large vertical hitbox (if you're already in the air and you use this, it should be able to, at some heights hit the ground enemies).
You'd still be working around a clunky skill, and it would still be weaker than Flamethrower (but be far closer), but this would solidify the skill as a piece of mobility as well as less awkward to use (you don't have to touch the ground to reuse ion surge for damage, instead you're floating most of the time).
!feedback i would prefer the timer to start once you leave the escape pod - you know, the first interaction of the player with the game. That way you can snacc a donut while it is getting deployed and start the game whenever you are ready. However, this might lead to problems in multiplayer, maybe start the timer once the first player has left the pod?
!feedback I know this must be a great challenge to you, but I kinda dislike the way all runs converge to the same: get attack speed and lots of AtGs and Ukuleles.
I would like to see other ways to get overpowered, because even if I can think of Gesture as a current alternative, you still need the previously mentioned items to make it through
!feedback teleporter bosses shouldn't spawn behind walls (specially in Wetland Aspect), bosses should always spawn within your vision range
!feedback to add onto Fren's thoughts, it'd be nice if teleporter bosses don't spawn on the other side of the map Mainly an imp overlord issue and I would say its not as bad for bosses that will actually find you from across the map like Worms.
!feedback Loader's alternate M2 is just strictly better than her primary. I don't dislike the alternate M2, nor think it's overpowered but the original skill should have some additional utility or functionality that the improved M2 does not offer.
!feedback
logbook entries for drones
!feedback
A trading system between players, such as green item/money for green item/money, and Red item for life %/lunar coins. That way if someone "accidently" picks up an Item you are looking for, you can trade it with your friend.
!feedback give a five second window to drop an item after picking it up, this would solve issues with accidentally taking an item meant for another player or accidentally picking up an item detrimental to your character without being able to abuse dropping items so they don’t get eaten by a printer.
!feedback It would be cool if the shrine of the woods would give you a small regeneration boost for the rest of the level when it’s fully maxed out
!feedback Quickplay will never be perfect, but I think it can be decent with a couple of improvements:
- Show ping of all players (Move or Die does it for instance)
- If host disconnects, transfer it to another player in the match
- Allow host to kick people (trolling, high ping)
- Lock boss items to individual players.
- Adjust balance in next stage if one player is no longer participating (difficulty from 4 player to 3, for instance)
- Allow rejoin if a player gets disconnected within 3-5 minutes.
- A browsing list of existing servers, with name and maybe some restrictions decided by the host, also could show ping.
- Allow to browse in multiple regions.
!feedback im sure someone has suggested this, but for the final game, I think would be to add color customization of characters, even with an hex system where you can literally choose any color you want. Skins would also benefit from this, but they should have something distinctive.
It could be separated in three or four parts, like head, torso, pants and shoes, or every character could have their own scheme. I think many games do this, I dont think it should be too complicated to implement, and adds a little personal touch of colors to players.
!feedback whoops
Lunar Bazaar addition; spend (x) Lunar coins to re-roll Cauldron Items. & can only be done once like the other bazaar items.
!feedback maybe reduce the number of times effects such as will o wisps are displayed per second when there are lots of enemies later on in a run to reduce lag
!feedback Ok, this idea might seem dumb, but I'm still going to post it.
What if there was a favor system between the player and the Newt? If you do things that impress the newt, it gives you a free lunar item when you visit the bazaar, for example. And when the Newt doesn't favor you, the trades in the bazaar become absolutely bad/trash. Although, after typing this up, I realize many people may just prefer the Newt as is with it being a neutral entity.
!feedback
For clearing the Prismatic trial under a specified time (maybe 3~4 mins), award the player with lunar coins (maybe 10~15). The player should only be awarded the coins the first time they beat it under the specified time, subsequent runs would yield nothing (resets every time the PT changes seed). This would entise players to play the PT for the actual purpose of it being a time trial.
!Feedback
An extension to @pallid vale idea.
On the start screen for PTs show a grand prize of a certain amount of Lunar coins, and have a system that deducts a certain amount of coins for every minute the player goes over the set time needed to get the Grand prize. This will encourage whoever is doing the trial to get the best time, or at least a time that's not 5 minutes over the best time.
!feedback
I saw people wanting the Arch Wisp in the game, so here are a few things I suggest:
- If they're added, give them a spawn weight of 0.05. Most enemies have a spawn weight of 1, so there is a 1/20 chance that they'll spawn from normal enemies. (Not really, but in a basic sense.)
- Give flying enemies a spawn weight of 0.85, or something around that. This would make melee classes have an easier life for sure.
!feedback Small detail, but make it so the number above items that can get capped at a certain amount, like glasses or tri-tip, go red at or above their respective cap amount
!feedback I am liking the new gyro controls for the switch! however i think they are kinda messed up because its hard to control when both joycons are used for Gyro aim. Might there perhaps be an option for one-handed gyro?
!feedback
Make it so that Shaped Glass doesn't halve your health, it doubles the damage you take. This will make the Shaped Glass's effect (both positive and negative) the same, yet it cannot be abused with OSP
!feedback give
's primary weapon(s) some sort of a stat boost if you choose to put them in both of the loadout spots, since doing so reduces your versatility. Example, Railgun+Railgun = Super Railgun, with slightly reduced charge time and slightly more damage.
!feedback
Item idea
"Oddity Pendant"
Effect: After receiving damage from a DoT effect, become immune to that specific DoT effect for 5 seconds (+3 per stack)
Just figured I'd put this here.
!feedback Gyro controls are great, but maybe allow us to make them more sensitive? Make it so that the sensitivity for them caps at 2.0, and its default is 1.0.
!feedback welcome returning items would be the piggy bank that give gold over time, the smart shopper that allows you to get more gold from enemies, and the mysterious vial that increases your healing. In addition monster tooth could use an increased radius within which it will suck towards the player on stack to make it more viable and rewarding on stack.
!feedback Ive seen Red item 3d printers,
Like the Damage, Utility, and Healing chests, make 3D printers of the same, rare appearance, trades for only other items of the same type.
!feedback the deceleration at the apex of ion surge feels extremely clunky. maybe tune it so it's a bit faster?
!feedback Will probably get 👎 but I just thought of it. Have a little machine in the bazaar that is like a time morpher. You pay a certain amount of
to Raise the difficulty scale (the bars on the clock not drizzle/monsoon) but without changing the time on the clock itself. It would be fun for people who want an extra challenge. And/Or Maybe have you pay to shorten/expand the speed that the difficulty increases?
**EDIT: ** The coin amount would probably be somewhat alot. Like 10 maybe?
!feedback To make shields a little bit better, here's a few suggestions:
- Shields aren't counted in OSP (at least until the game is rebalanced such that it no longer needs OSP)
- Shields are unaffected by the malachite debuff
- Shield damage taken does not count as being in danger. This means that if the player takes damage that only does damage to their shields, it does not affect their "in danger" status and thus, even if they take a hit, so long as it only does damage to their shields, items such as cautious slug can properly activate/remain active, uninterrupted.
!feedback Make unlocking Gesture of the Drowned
easier to do, or at least be more specific on how to unlock it. Because I've been trying for hours straight to chase as many F-ing hermit crabs off the edge of the map as possible. But the achievement says I haven't done even one!
Just so people specifically know what I mean with my last Feedback. Lets say youre at Easy. You pay lunar coins and it spikes you up to medium. And so on. You can pay multiple times too
!feedback Make the commando and developer role colors visually distinct.
!feedback some areas seem like they would contain unique items or have interactions but are technically out of bounds - like the island there's a clear trail of floating crates to in Rallypoint Delta. Please remove these visual indicators if there continues to be no content in the area.
Basically make it more clear that background areas are background areas.
!feedback
Hey, I know this isn't likely to be implemented, but I think the game could use another area control character that plays a bit like a sniper. I was thinking they had a selection of traps that trigger via proximity and apply effects to crowds, think like the AOE of huntress's arrow rain.
But, I was also thinking they could have a rifle and be able to burst down enemies from a distance.
The Idea is they support farther away from the team. However, I can't see this being too great without some form of survivability, lone heroes in a multiplayer session don't tend to survive too well, so how about a cooldown that acts a little bit like the Alloy worship unit. I'm thinking that it should add quickly degenerating shield health equal to half of the characters current health(not max health). Or maybe an escape ability.
Feel free to discuss this you guys. Basically, I'm thinking something similar to the engineer but a bit more offense oriented.
I love risk of rain 2, but my friends and I have been wanting to go back and play the first one, is there any way steam multiplayer and invites could be added?
!feedback 
Playing Commando using frag grenades, first thing that came in my mind was - will they be attracted to primal cube or not? They won't! That's weird, considering that explosive barrels and tar pots will! So, why dont make same to grenades. This will not only make them a little bit more intuitive and stronger but also will rise usefulness of the cube itself.
!feedback An idea I had on a whim for an alternate Utility skill for 
It would plant a mushroom that bounces players forward when hopped on. The mushroom could periodically release spore clouds that weaken nearby enemies, or maybe release them when bounced on.
!feedback make it so the hermit crabs' shots get particles/a circle showing where they'll land, but only on drizzle and rainstorm, as that's how it'd be in ror1 as their shots are comparable to the cremators, it'd help new players get out of harms way faster and recognize the threat of having like 3 of them up, as they'd see that they're being attacked, while not changing anything for long time players that prefer playing on monsoon
!feedback
Please fix boss spawns. Just had a run with:
Stage 2 - Overloading Beetle Guards - Overloading with Hordes of Many is so rough because if one thing goes wrong, their shield is back and has that crazy health multiplier.
Stage 3 - Imp Overlord that didn't spawn within line of sight, so I had to spend 3 minutes looking for the damn thing. Finally, after I found it way outside the Teleporter zone and got it to teleport back so I could charge, it disappeared. Turns out it had aggro'd a healing drone that got stuck at Stage spawn. Had to waste more time going to get it back because the drone was stuck in a wall so the Imp couldn't even kill it.
Stage 4 - Overloading Elder Lemurians. Needless to say, that was the end of the run.
!feedback
Fighting a limited number of unique bosses repeatedly causes them to lose their charm. If bosses could have their own special equipment/traits to make each encounter more specialized, it'd make each run feel like a separate experience. For example how
is a gold
with a sword and has an altered fist attack. A number of weapons could be selected from for each
fight later in the game to add more danger from new attacks than just the higher scaling of hp/damage or being elite. The
also uses the same idea.
!feedback Engi alt M1. Twin laser burst cannons. Charge them up like his grenades do then fires bursts of lasers like a submachine gun
Edit: These would have much better range. Maybe some sort of damage or other stat trade off?
!feedback
I think the ranged attacks on some enemies needs to be looked at. It’s kinda dull to most all of them be super fast high damage attacks that you often can’t do much about in an intense battle. I say keep the Greater Wisp and Stone Golem the same, as we should have a few “heavy artillery” monsters. Enemies like Lesser Wisps shouldn’t have super accurate attacks, it takes away from the game. Give them slower projectile speed. And in the future, just make sure that ranged enemies don’t all have the same, bland, super accurate, hit-scan attacks.
!feedback
An alternate way the Corpsebloom to function
Instead of all healing received being added to your "Healing pool" which is applied at max 10% of your health per second,
Have each individual instance of healing be applied over time, maximum 10% (or lower) per second.
in theory you should be capable of healing over 10% of your hp through multiple heal instances, but stacking the item still has its risks unless you have Crazy healing.
Side tangent on how Corpsebloom functions when healing over time with Full HP
It either A. healing in the "Healing pool" (or each individual heal) continues to apply dispite HP count
or B. Once you are fully healed, anything currently in the pool is expended.
I personally prefer A, however i understand how B could better balance the item if you have 10 corpse blossoms, and once you are healed a few times your good for the rest of the map with insane perma-HP regen.
With this alternate system of healing over time with the Corpsebloom some runs would prefer that to chancing enough healing when they get severally damaged in the middle of a fight, having past heals kick in as soon as they are wounded (with risk from malachite still around dispelling built up healing).
Edit: another alternative is that each source of healing pools independantly VS every healing instance, this would buff smaller sources of healing like leeching seed, while nerfing huge sources of healing.
!feedback
Please remove all instances of "item caps."
It feels awful to see more crit glasses drop after already having surpassed 100% chance. To avoid situations like this, I propose letting some items stack to a limit of 10, but the 10th will transform the stack into something else that happens to be more stackable.
For (an overpowered and silly) example, the 10th Lens-maker's Glasses would instead replace all of your Glasses with another item that grants (+100%) damage and triggers crit effects on everything (1) time. Getting more Glasses will then function the same as normal until you get another 10, at which point you'll get another of the big item.
This specific example sounds broken af in the current game state, but I think the base idea is interesting. We already have items transforming (Dio) and items that stack buffs without pickups (Tonic).
!feedback
Red Item: Pocket Rift
After taking a hit, you are immune to damage for 2stack seconds. Has a 2stack + 1 second cooldown.
!feedback Add an alt M1 for Engie which gives him a bunch more consistent DPS but makes it so he can only place one turret.
!feedback
Goal: Reduce the drop rate of effectively useless items to zero. This post: Sticky Bomb and Tri-Tip Dagger. They should scale in both proc chance and damage, so that hitting 100% proc chance doesn't make further drops sadder than fungi on Merc.
The above is the main point to be voted on; the rest of this (especially the numbers) is an idea of what it can look like. Scaling both proc chance and damage gives control over an item's power at all stages of the game. In the graph below, I put Tri-Tip’s current math (red) alongside a 20% (+14%/stack) chance to deal 180% (+10%/stack) damage (blue). There’s very little difference between them for the first 10 stacks or so, but the new math doesn’t flatline after 7.
The orange line is post-nerf Sticky Bomb. Ow. The purple one is an idea of what Sticky Bomb could be: A slower-starting item that surpasses Tri-Tip late-game but doesn’t go absolutely crazy like it did pre-nerf. A 15% (+5%/stack) chance to deal 200% (+15%/stack) damage is less than 1/8 of its former power, but isn’t permanently worse than Tri-Tip like right now.
!feedback artifact suggestion
Miser:
allows players to select the item they wish to trade in to 3d printers and cauldrons
!feedback Make pushing the pots in Abandoned Aqueduct easier, so you can more consistently get to Runald and Kjaro on singleplayer.
!feedback Alternative to the above, just make the pressure plates stay down if you already have the bands unlocked.
!feedback add a multilayer option where when one person picks up an item that item is given to everyone but let players opt out of taking an item someone else picks up so rex isn’t screwed when someone else takes transcendence.
!feedback @lilac pulsar's idea
Any item-sharing mechanic should only deal with white/green/red items. Boss items are unique and special, lunars should always require consent, and equipment/grey items (expended Dio's, Tonic Affliction) are player-specific.
!feedback
Give all boss enemies a small chance to drop their unique item on death(if they have one). The chance would be small but not as small as the chance for an elite affix equipment drop.
!feedback Enforcer!
!feedback Give bosses a higher chance of dropping Lunar Coins than regular enemies
!feedback

Alternate M2/secondary skill proposal:
[Point Lock Mines]
Toss a mine that locks to a point in the air at the apex of it's deployment. Deals 250% damage when an enemy enters its range or 750% damage when allowed to fully arm. Holds up to 4 charges.
Function Depiction:
Mines maintain their position upon contact with a surface or at the apex of their throw. Can be thrown approximately twice as far. Has 66.7% of the range of [Pressure Mines].
Concept Notes:
Allows for better control of mine placement, at the cost of damage and range.
-Less damage compared to [Pressure Mines] (300/900% vs 250/750%) and less base damage than [Spider Mines] (600% vs 250%)
-Less ground based range compared to [Pressure Mines] (66.7% of [Pressure Mines] range) and [Spider Mines] ([Spider Mines] quickly move to their target, [Point Lock Mines] remain in place)
+Twice the throw range allows for better air positioning, and mines can still be placed via direct contact with a surface
+Ability to be place in the air allows mines to cover enemies that the other mine can't
!feedback Let's have a long term challenge for unlocking an item require the player collect something like 50-100 million (or a really high amount that will take a while) gold across any number of playthroughs
!feedback Add a counterpart to the Happiest Mask/Gland/Seed that allows the player to enthrall a small number of enemies permanently - maybe have it be a Director where it can spawn certain allied monsters up to a maximum credit score. I'd like to know what it's like to have a small team of Lesser Wisps following you around, or just be some kind of Beastmaster.
!feedback
As of yet, not a whole lot of items do anything without some kind of extra condition, especially healing items. I think we need more items that don't require a specific circumstance to take effect. We need items that do what they do, all the time.
!feedback make the Continue button more noticeable - I was about ready to file a bug report, then noticed the slight contrast between its text and the dust/snow in A Moment Fractured
!feedback allow the buyable turrets littered across the maps to inherit the items of whoever purchases them. Past the first couple of stages there are completely worthless as they are now.
!feedback radar scanner should reveal locations of vulture eggs on Siren's Call.
!feedback @stuck ermine should get an item named after him as well,
Ghor's fist: Increases all damage output by 100% after killing a boss/elite/boss-like enemy for 5 seconds(+1 second each stack). Icon, Cobalt blue gauntlet with green gem on the back of the palm
!feedback the amount of lunar coins you get when you sacrifice yourself should change depending on the difficulty (drizzle, rainstorm and monsoon not the scaling difficulty)
!feedback make vultures' eggs on Siren's Call interactables, so they show up on radar and you can't summon the Unit accidentally.
!feedback Completely block Elite Hordes of Many composed of heavy monsters from spawning early on. Elite Lemurian hordes and whatnot are fine, but if you get an Elite horde of heavy monsters that early, you might as well close the game and cry into a pillow.
Also as a side note, Brass Contraptions seem to be considered light monsters, as they are pulled towards Loader with Spiked Fist. These should be changed to heavy monsters because A: balancing purposes so they don't spawn early on with this idea of limiting Elite heavy monsters in hordes, and B: they are literally made of solid brass
!feedback An item that applies a random temporary buff (attack speed, move speed, armor, condition immunity, health regen, etc) on the player OR debuff (opposite effects of the listed buffs) on the nearest enemy. The effect could last around 10 seconds and recharge in 20-30.
!feedback add bandit
!feedback Loader seems to have a delay on every hit when she slaps an enemy. I noticed in a recent game that, after getting 10x Soldier's Syringe, my attack speed was crazy fast until I started hitting an enemy. Once I started to hit an enemy, the amount of hits that were actually hitting was significantly lower than what my attack speed was outside of hitting an enemy. I don't know if this is a bug or inherently built to the loader as a way of "loading" her passive ability, but it doesn't feel right to me.
!feedback This feedback might be a bit hard to agree with if you haven't tried any character mods for Risk of Rain 2, but I hope y'all can see where I am coming from. For context:
For the first time since I downloaded RoR2, I decided to visit [insert mod website] and download a character mod. The particularly character that I added was the Sniper, a returning survivor from the first game. After putting in a good 5 hours with him, I was beginning to feel a profound sense of childlike wonder and glee. His incredibly high single-target damage coupled with his near inability to deal with large groups of mobs created an experience that was unlike any of the other survivors in the game. It was fresh, it was fun, and it mixed up my tier-list for items. Then I asked myself, "how many other survivors make me feel this way?" After a bit of searching, I settled upon my answer of three:
and 
Herein lies my actual feedback: Hopoo Devs, you're doing great with your new character designs. For the next two survivors, I want to see new ideas that will blow my mind and forever change how I play this game. I'm not asking for Bandit nor Sniper, I'm asking that the rest of the survivors have as much thought put into their kits as the three mentioned above. The small details of how these characters interact with the core game are not lost on us, and I am hopeful for what is to come
!feedback allow rex's Disperse to deal damage if an enemy is knocked into another enemy, like knocking a Lemurian into a Stone Golem.
!feedback Add sniper and bandit, but have it be a sort of feedback thing, where people can try them out without needing to unlock them and then give feedback on how they could be changed to work well in the game.
!feedback Some specific items in RoR1 I would like to see brought into RoR2:
Burning witness: Damage + Movespeed up on kill with a firetrail (maybe give temporary fire immunity as a bonus effect)
Chargefield generator: Create a field around you that does damage over time on kill. Gets bigger with each kill and resets if no kills after 6 seconds
Toxic Worm: Infect a nearby enemy, dealing damage overtime and will spread to other enemies on kill
Thallium: Inflict huge DoT and slow on hit
Bitter Root: More max health
Meat nugget: Chance for enemies to drop healing meat nuggets on hit
Mysterious vial: Extra health regen
Interstellar desk plant: Create a plant on kill that sprouts healing fruits
Arms race: Adds a chance for drones to do additional artillery damage (makes drones slightly better)
Filial imprinting: Creates a little ally that occasionally drops attack speed/health regen/movement speed buffs
The hit list: Random enemies become marked and provide a permanent damage buff when killed.
Shattered mirror: Temporary gain a shadow clone for double damage and procs
Unstable watch: Stop time for 7 seconds
!feedback with one above. I'd love if Burning Witness came back and just as a nod they made an Overloading Witness as well. Idk specifically how it would work but since
and
both have items. Why not?
!feedback on the topic of RoR1 items, here's one that probably shouldn't make the transition from 2D to 3D but I'll suggest it anyway
Skeleton Key: Every chest and Multi Shop Terminal on the map becomes free to open for five seconds (cooldown: 100 seconds)
(Optionally, does not affect, or halves the price of legendary chests)
!feedback I really enjoy the polls! I can't wait for more
!feedback Ethereal is mental torture. Its the only achievement in the game thats near impossible and heavily relies on RnG for which seed from the trial it is. Ive been trying for an hour and its driving me literally insane. This challenge needs to be either nerfed, removed, or that skill better be able to one shot a titan.
!feedback
Please release some kind of support Survivor.
Right now, Engineer is the closest thing there is and it's only because he stacks fungus and has his bubble shield. I'd like to see a survivor that buffs itself and allies in some way.
I'll post another feedback with my suggestion; this post is just for a support in general.
!feedback REX should get a small amount of armor when sprinting. I mean hes literally inside the ground and itd help the fact hes not exactly the most agile survivor
!feedback REX's R should pick up orbs, ammo, etc
!feedback Commando's frag grenade should have max damage anywhere in its radius. If the point is crowd control why make it fall off from the center
!feedback Can we prevent this? It's not like I'm disappointed with the choices, but duplicates in a multishop is a big
, let alone 3 of the same item.
!feedback getting 12 crowbars as huntress is neither a fun, nor interesting challenge, as its either go the 40 stages you need to get 12 crowbars randomly or luck out with a 3d printer for it.
!feedback low key but i kind of want faster look sensitivity for controller not that i play all the time on it but its not fast enough for me
!feedback
we all know grinding for lunar coins isn't fun, and it's definitely going to get changed, but my suggestion is:
add 5 coins per loop, and multiply the coins by 2 on rainstorm and by 3 on monsoon
so loop 1 drizzle is still 5, rainstorm is 10, monsoon is 15
loop 2 drizzle is 10, rainstorm is 20, monsoon is 30
loop 3 drizzle is 15, rainstorm is 30, monsoon is 45
et cetera et cetera
(EDIT: fixed an error)
!feedback like dark souls, make the game much harder on halloween.
!feedback an item that gives a small increase in your regeneration while
you are sprinting that scales with movement speed
!feedback an item that increases gold by killing multiple enemies in short intervals
Explanation: the item will show your current stack in your HUD, up to 5, each stack provides 10% extra gold per kill.
If you kill enemies within a span of 10 seconds, you get a stack.
Your sixth kill won't provide further benefits, instead reseting the counter.
Multiple stacks of the same item will only provide 1% gold increase, so it doesn't become an exploitable strategy.
!feedback When getting the super rare elite equipment like “Silence between two strikes.” The character gets that ability straight instead of just attaching sticky bombs of lightning. Same with wake of vultures. EX: Overloading Magma Worm is a formidable presence and is calling down lightning all the time. The elite item should have a mode that switches between “call down” and “sticky” mode. (Edit: clarified words for understanding)
!feedback an item that gives a boost to armor relative to like 0.5-1% max HP, to help curb the horrendous damage snowballing that occurs past AHAHAHA difficulty. it'd probably be red to prevent stacking from getting out of hand
!feedback
Allow excess healing caused by
to be stored for later use, so that it’s a little bit better
!feedback Some serious AI improvements to both the drones, and the Engis walking turrets would be greatly appreciated, some ideas I had are
- Make both drones and turrets ( laser bois ) target outside their active range, this allows them to find enemies faster, and have more time in the battle
- Have them read enemies health faster, I've caught both sides actively shooting at dead targets for a few seconds after their death
- Have a form of "oh shit" where the turret stops what it's doing and focuses on getting to cover or getting out of the way, this would give drones and turrets more survivability when fighting massive AoE attacks
- Have them stay closer to the character that bought them, they'll do other jobs for other players if nearby ( such as healing them ), but for the most part I would prefer if my drones and turrets stuck close to me
- ( this one's kidna pushing it ) but have the engies turrets better utilize their items, if they're low and out of combat ( no enemies in their active range ) they will stop moving for fungus, or if they have sprint items they will use short bursts of their "oh shit" functionality to keep distance between themselves and enemies
- A request just for engie as well, is to have a final skill called "Command" bound to F or something, that essentially lets him command anything under his control, drone's swap focus, turrets changes targets, etc
!feedback make it so that if you pick the ? option in a trishop it will never be one of the other options.
why is greater wisp immune to CC, and why is it the only non-boss with this property?
!feedback There should be a use for those mysterious bird creatures that are out of map in Distant Roost
!feedback Make using Elite powerup equipment actually do something since they are equipment. Doesn't have to be these, these are just suggestions, but maybe Blazing could launch a volley of fireballs, Glacial could make ice spikes erupt from the ground around you, Overloading could rain bolts of lightning around you, etc
!feedback When you sacrifice items at 3D printers or those bowls in the lunar shop, a text chat entry should show you which item was taken.
!feedback let the focus crystals range be increased with each stack, right now its only use is for meele characters or suicidal players
!feedback The hud scale option needs to be improved upon. As it currently is, just increasing the hud by 25% (minimum) makes the hud overlap with each other, making the amount of money and time near unreadable.
!feedback I know you guys are getting bombarded with drone suggestions, but it would be nice to have drones fly just a little bit higher since they often fly straight into the imp overlords special
!feedback Readd Laser Drone from RoR1?
Edit: Their attack would be something like a powerful piercing laser shot. Would be more expensive like Fire Drones are
!feedback Make the Teleporter boss always spawn near the actual teleporter. It's annoying when the Magma Worm spawns a fair bit away and you have to wait for it to come to you, or when the boss spawns in a strange spot in Scorched Acres and you have to traverse the awkward terrain to get to it.
!feedback Add armor to commando's dive
!feedback An alternate skill to the commando dive that clears basic debuffs (like Fire)
!feedback Is there any way we can have LAN Play implemented as it was available in RoR1 (got it on GOG)
!feedback More defense-boosting items would be nice. At lategame, it's basically one-shot or be one-shotted, with your only lines of defense being one-shot protection and Tougher Times, and even then, the Tougher Times can just not trigger and one-shot protection can be easily bypassed by getting hit by two projectiles at once (cough cough wisps cough)
And I don't mean items that boost your defense in certain circumstances (i.e Rose Buckler, when sprinting), I mean items that raise your defense permanently. Maybe existing items could also be modified to give you permanent extra defense too, such as the Berzerker's Pauldron, Aegis, Personal Shield Generator, etc
!feedback Give the walking turret its own icon, as of now it still has the normal turrets icon.
!feedback
Carbonizer Turrets should move at sprinting speed and be faster than the Engineer's speed so they can catch up to him instead of falling behind.
Those turrets are in a dire need for a buff tbh.
!feedback make it so that if a Teleporter boss has not seen the player, it will make its way towards the Teleporter itself. It won't ignore minions that have shot it, but will not pursue them if Line of Sight has been broken. After it's aggro'd on the player or reached the Teleporter, it begins acting normally again. If at some point it loses line of sight/exits combat with all combatants, it will path to the Teleporter, but not fully revert to its initial state (will pursue minions)
edit: Imp Lords should be able to use their teleport skill to accomplish this.
!feedback possible optimisation update would be great! when there is a lot on screen game does lag and even crash. to do this possible make explosions and lasers more see through to take off some d=graphical stress?
!feedback when creating a lobby for multyplayer give the host the possibillity to set the loot-distribution
-everyone for themself
-shared gold and items (except printers)
there are quite a few mods out there but with mods its always a hassle and it would be a nice feature
!feedback restart option for prismatic trials.
!feedback add options to disable on screen effects like will o the wisp explosions and money spewing out of enemies just as an example to try to save some frames
!feedback Please guarantee that an accessible newt altar always spawns.
!feedback It's easy to cheese Imp Overlord on Scorched Acres. If it spawns on the bridge areas, it will often go flying off the edge when it does its "Throw Bleedspikes and move backwards" move. This can be fixed by a multitude of things. But I'll let the devs figure out what to do.
!feedback Make players who have successfully obliterated as Engineer on Monsoon automatically obtain the skin when it is finally added
!feedback maybe the new survivor set to come out next could be a miniature version of the newt from the bazaar. I feel like it could have a cool backstory and interesting abilities.
!feedback You could add a pause to multiplayer games or saving the game
!feedback On the console version of the game, the audio shift that happens when you leave the teleporter bubble doesn't happen. Also, the death screen doesn't tell you which enemy killed you.
!feedback An equipment item that gives you timed invulnerability at an average cooldown... about 60 seconds for 5 second invulnerability sounds fine.
My focus for that is that, since the game later on becomes a huge minefield due to malachite enemies, some characters... especially loader and mercenary, have trouble staying alive while loader is completely unable to use her shift as an attack tool because she would dive straight through all the malachite mines if she is trying to attack a ground-based enemy
An item like that would give loader a brief moment of opportunity to burst down some of the enemies while also giving other characters who lack survivability some more chance for, well, survival.
Additional input by @fathom flare
The item should have 5 seconds downtime after having used the invulnerability and be unable to activate again until those 5 seconds downtime are over.
This is supposed to stop spamming the item for permanent invulnerability.
!feedback Make Monster logs float in the air like items. They sometimes blend in with everything else especially later game
!feedback A bit of a sharp request, but could it be made so overloading enemies cant regenerate their shields when they've been fully depleted? The current issue with overloading bosses is that you have to spend all of your time and resources into them, a seconds worth of break time will fully recharge their shields; so making this small change should help with making them feel less so unbearably tanky
!feedback The more times you loop, the more lunar coins you get from obliteration. And, also getting more lunar coins for playing on higher difficulty
!feedback make a function of at least one of Loader's M2 skills that it holds her in place at level with the contact point, so she can use melee attacks against flying enemies. It would also be useful for climbing walls with Backup Magazines.
!feedback a voice chat would be really useful. in quick match in game
!feedback When the engineer has his shield up the Clay Dunestrider's "Health Regeneration" attack should not be able to suck the player in through the shield. Also the when the Beetle Queen spits her flying beetles with acid, they should not penetrate the shield either.
!feedback Engineer's shield says it blocks "All damage" and yet Glowing Meteor still hits him when inside the shield. The text should either be changed. Or made to not get hit with Glowing Meteor
!feedback be able to look in the logbook in the character select
!feedback There are so many things wrong with this image, so it will pertain to multiple feedbacks
- Horde of many is broken and awful, it's much harder than a boss and they have disproportionately high health
- Even if I did survive, so much time would be wasted from horde of many
- Horde of many scales horridly multiplayer. Seriously, 12 minutes in and 67k health??? Not even 4 player. It started at about 8 minutes and at 40k health
- Overloading bosses in general can just immediately recover half their health if undamaged for 8 seconds, in horde of many it's even worse, and when it is a flying enemy it is the worst
- Brass contraptions punted completely out of bounds, are the boss, can't be reached and even if I could I would have to deal with them having regenerated half their health all over again
Fixes:
- Fairly certain horde of many's boss health multiplier and multiplayer's health multiplier stack multiplicatively, resulting in absurd amounts like this. Scale both of them down.
- Overloading bosses shouldn't be a thing/shouldn't have shields, at the very least in horde of many
- Enemies that are knocked out of bounds should just die or at least get teleported back in bounds
(In case you can't see them, they are top left and middle right)
!feedback Give loaders first M2 armor.
!feedback improve the malechite wov and equipment, stopping enemies from healing is pretty much useless to everything but an overloading elite.
!feedback other people and I have all posted stuff like this but Im going to put it all together.
Logbook Changes
- View Alternate Skins for Survivors
- Possibly View the Elite Skins for Survivors when for when they have Aspects?
- (this might be too much but) Be Able To See Attack/Skill Animations for the Survivors
- Elite Aspects into Logbook and what they do specifically
- Fuel Array into Logbook
- Gilded Coast needs an Environment Picture
- Be Able To View Elite Enemy/Boss Skins
- Have Some Sort of Extra Tab off Spinal Tonic for the Tonic Affliction (how many times youve picked it up, explaining the specific stats of whats reduced, etc)
(Edit: added a couple extra words)
!feedback
Q: Are you planning to support modding and/or Steam Workshop? A: This currently is not in our scope or priority but that doesn’t mean it’s off the table! A part of early access is listening to what the community wants and seeing if, when, and where we can implement it.
I don't think its urgent or anything, but please add official modding support into your scope. We want it.
!feedback I think it'd be cool to see different animations for jumping when you're sprinting.
!feedback the explosion size of glacial elites should scale with the dangerousness of the enemy. i.e., wisps, beetles and lemurians should explode in a very small radius, whereas more threatening monsters like elder lemurians and brass contraptions should cover a wide area, requiring for strategic planning for when to kill them and how to escape the blast.
as it stands, glacial hordes of many are extremely non-threatening compared to other hordes. this change would make their battles more interesting and unique.
!feedback have the final boss be in a sub area like the celestial portal and aurelionite.
!feedback Just make it so red whip functions like cautious slug, giving you a sizeable speed buff when out of danger instead of out of combat. This rewards more skilled players and makes the item less awful in general
!feedback Make wisps pumpkin heads during Halloween and give lemurians santa hats during Christmas. Or just give them to everybody, that works too.
!feedback Armor - White Item - Damage taken is reduced by 2% (+2% per stack)
!feedback Unpopular opinion but im trying to get it put out here. Commandos Roll needs iframes. RoR1 it had iframes and i know everyone will say Bruh 2d to 3d is so much different But like. So? You cant attack during his roll and basically every other utility is better with Strides also being a straight upgrade when its supposed to be a lunar item (aka a downside to it). Loader, Merc, MulT can attack during, REX weakens enemies, Engi has a big ass shield, Huntress teleports. Arti has a whole ice wall. Yet Commando does a small flip with no armor or iframes. The fact you cant attack makes me think armor would be near useless late game when you can get one shot by a beetle.
TL;DR, Commandos Roll sucks currently and needs a major buff to compete with other Utilities
!feedback some RoR2 merch like LEGO minifigures (😁 in #ror-art-and-content u can see examples) or t-shirts))
!feedback add log book entries for drones or at least the tc prototype I think it would be rather interesting to see what happened to the prototype and why it’s just a prototype
!feedback Expanding off above^
Drones wouldnt really fit anywhere specifically in the log book now. So why not make an Interactables tab? Drones, Turrets, Shrines, Newt Altars, etc
totally not just because I want to see some lore behind the blood shrine
EDIT: Logbook would include how much health/damage drones actually have, how many times youve recruited them, how many shrines youve activated, etc
(Not worth being its own feedback but nice addition that the above suggestion would bring is your success rate on shrines of chance, so people can really see how much they do or don't get screwed by rng)
!feedback Have a bonus level be a Red Portal to the Red Plane of the Imps. Since the Imps are a violent race, it would probably be best to tie it to Blood Shrines or dealing/taking damage.
!feedback Steam workshop support
!feedback
- Remove the "Welcome" Channel and disable "welcome to the server" messages.
- Make the "Rules" channel the landing channel.
- Shorten the rules so they're more succint.
- Directly after the rules, direct players looking for groups to the #lfg channels
Why? It'll provide a faster/direct index to new people.
!feedback Give MUL-T some sort of knockback immunity/resistance
His large hitbox makes him extremely vulnerable a lot of the time and his low mobility combined with slippery movement makes him highly susceptible to getting knocked all over the place.
I have gotten knocked off of platforms/high ground countless amounts of times by stone golem beams. He doesn't really have a reliable means of getting back up nor does he have a reliable method of halting the momentum from getting knocked back. Other survivors don't have slippery movement and usually have better mobility so this is less of a problem for them, but I find stone golems' beams have inconsistent knockback in general. But it's especially prevalent on MUL-T and hovering artificer
!feedback https://twitter.com/i/status/1009994345276059648
I kinda want something like this to be a thing. Spectating drones while youre dead/in spectate mode and watching how their AI behaves
Favorite bug so far - spectating AI controlled drones https://t.co/ktG3vpHeZj
171
!feedback Give each stage a 3rd alternate, but they aren't immediately accessible. For each time you loop, a 3rd alt is unlocked for that run. So after first loop, you unlock the 3rd alt for Stage 1, second loop, you get 3rd alt for Stage 2, and so on. The new alts could be old stages from RoR1 reimagined in 3D, with remixes of RoR1 songs as their background and boss music
!feedback I think a slight change is required to the spawning of enemies on the first few stages. You can spend up to a minute just wandering around hoping you find two barrels so you can open up a chest. Maybe have a few enemies scattered around the map so there's something to do that isn't entirely up to RNG? I know it's a big aspect of the game to manage the risk/reward of waiting around, but at the moment it's random whether or not the first stage is any fun.
!feedback maybe instead of iframes on the rolls, he becomes immune to projectile-based attacks, like Stone Golem laser blasts, Beetle Queen vomit, Wisp shots, etc. for the first little bits of the rolls
!feedback Commando's Suppressive Fire would be really cool if it had a form of auto targeting, where it would target several enemies around you, by choosing a random enemy in a specific range with each shot. This would not only make it way cooler and more akin to the first game where it would target enemies on both sides of the character simultaneously, but also provide a form of pseudo-AoE.
!feedback While Loader has comparatively little difficulty traversing the infamous vertically stacked 'discs' of Scorched Acres, she struggles to maintain her movement horizontally because she relies on slight overhangs and vertical objects not found on the horizontal walkways. Since her movement is normally such an integral part of the fun of playing her, the sudden change of having to clunkily grapple the ground feels drastically more tedious. An option on each of these (even just making the trees taller and slightly more centered) would do wonders to reduce the interruption to her flow.
!feedback as stated previously a steam workshop page would be nice as mod can greatly extend a game's life, but to add to it, seeing that now we get alternate costumes, if user could use custom models made by the comunity (as a lot has already been made) by simply putting them in a folder and choosing them in-game, this could enforce more cummunity-made contrent.
!feedback make chests and multishops unable to spawn in spots like this!! Siren's Call is really annoying sometimes.
!feedback ok ok, so im just on a whim here, but what if there was a character with a minigun, not like MUL-T's minuigun, like an actual Heavy Weapons Guy minigun. The real deal. Sasha. You picking up what I'm putting down?
!feedback
Commando:
Tactical Dive: Roll a short distance and gain +15% movement speed for 1.5 seconds.
!feedback Everyone agrees that the Red Whip sucks. A big suggestion is that it should be activated when out of danger, and not combat.
I think it would be better suited to be active when you aren't attacking rather than being attacked. This way you can actually mindfully switch its bonus on and off rather than having a lemurian chomp you in the ass and you lose 50% of your running speed. The item is meant to be an escape tool anyways, no?
Obviously it should be fixed so that if Blinding Assault is used it doesn't break the bonus unless it hits something, though.
!feedback
Elite types are mostly based off of elements, and the elite aspects are pretty UP right now, so what I propose is this:
Elites are weak to their counterparts.
This would mean fire & ice would deal more damage to each other, electric would deal more damage to malachite (as it’s a metal) and would be weak to ice (an insulator.) malachite would as well be weak to ice (because when metal freezes it breaks easier) and strong against Celestine [as copper (the metal malachite derives from) is a celestial metal] and Celestine would be weak against ice (because black holes are cold, and black holes destroy celestial matter)
!feedback
I know my last feedback was ridiculous but this one is for real.
To prevent getting one-shotted so easily at late game, could we potentially make it so that the player level-ups more frequently? It wouldn't fix everything, but it would help. Currently it takes forever to level up after level 15 or so. This change would also help warbanner become a little bit better too.
!feedback
sounds like a small one, but when we actually have 4 player in a lobby maybe start the countdown to like 5 to 10 sec? instead of the 30 sec? just sayin
!feedback Have something that can take away lunar items. Example, I get transcendence for red at early levels but later on I finally have good healing items and don’t want transcendence anymore. I can trade it in at the blue portal for a random red or three greens
!feedback The idea of fighting Kjaro and Runald to unlock their items is fun, and interesting. What if there were other elite enemies in hidden locations that you could fight to unlock items? Like say, a Overloading Stone Titan hidden in a quarry or mining area who drops a item that summons a Overloading Stone Golem or something for example. Also, the unlock missions would have the most epic names. For example, if the one I've given as example made it in it could be called "The Living Lodestones" or something.
!feedback Had a random idea about sacrificing lunar items. Something kind of like the red gun muncher from Enter the Gungeon. In the bazaar there would be a special cauldron that would be able to take a random lunar item (probably only one item per visit to the bazaar to balance it) and after you feed it a certain number of items, it'll pay you a certain number of lunar coins. It would remember progress between runs, give a limited way to remove lunar items (while risking the "good" ones you don't want to remove) and, following the lunar theme of good and bad, give you a bit of a benefit to incentivize beyond just "ditch lunar item"
!feedback I would really like to see some more puzzles in the game. Something as simple as the two buttons in the aqueduct or the jumping puzzle right before the obelisk are cool on their own, so it would be nice to see a few more of these or maybe even some complex Easter egg like ones that would provide challenges and rewards for single player and multiplayer.
!feedback Now this idea might sound crazy. But, what if we could have multiple kinds of turrets? I figure it's only right that if we have Gunner, missile, and Incinerator drones. Why not have Missile and Incinerator turrets. Now, you might instantly thumbs down because you'll think "what's the point? Turrets don't transfer between levels!" But, what if we also had a system where we could pick up at least one turret as a item, and it spawns at the teleporter when the event is initiated. This way, we get more bang for our buck per say with turrets. This would also make logbook entries for turrets and drones, as I've seen people suggest before, more reasonable and necessary. This is just a idea. If you don't like, that's perfectly fine.
!feedback Everyone can agree REX needs like dozens off buffs.
His Needles (M1) needs to be better. Bigger projectile, faster shot speed, just something. You shouldn't have to take a chunk of your health just to kill one wisp
!feedback reduce the loader's grapple cooldown to 4s and make it so that the ability automatically activates when the cooldown is expired if M2 is held down please god I want to feel like spiderman
!feedback
white item
makeshift armor
"this looks like a piece of the ships hull"
a piece of sheet metal bolted to the survivors body
provides 5 armor per stack
40 of these would provide 200 armor total, at which point
you should only take a third of the total damage from any attack
to compare to another white
44 bustling fungus provides approximately 100% healing per second
in an almost 70 meter radius
to compare to the only current armor giving item
rose buckler, a green item that gives 30 armor per stack while sprinting
it would take 6 of this white item to match the armor provided
which i think is fairly balanced
also a somewhat reliable means of becoming a bit tankier would be very nice yes?
(2 of pauls hoof is only 2% slower than a red whip btw)
!feedback Make a "Are You Sure Button" when you press the "Quit To Desktop" or the "Quit To Menu" button to prevent accidents from happening
!feedback Please, please make it so that Dunestriders can't use their health suck attack more than once. I took this screenshot about 5 minutes after I started the teleporter battle and then died another 5 minutes later after barely managing to kill one Dunestrider.
Fighting 3+ Dunestriders is nearly impossible for Mercenary without a god run, and I don't even wanna think about how ridiculous fighting a trio of Dunestriders would be as a character like REX or Commando.
!feedback
idea
What if the healing on Rex's M1 could scale with attack speed? Here's how I imagine it:
When you press M1, you set a variable that decreases to 0 over time. That variable determines what % of healing you get from Rex's third needle. So say it takes 0.2s to fire his third needle and it heals him for 30% of the damage dealt. If you doubled his attack speed and it only took 0.1s to fire his third needle, it would heal him for 40% of the damage dealt instead. (Percentage and time values are placeholders) Presumably, as you began shooting faster and faster, the healing from the third needle would increase further and further.
!feedback Weird idea I had; make taking debuff-inducing damage with a shield in effect not inflict the debuff even if said damage breaks it unless struck again while the shield is down. If you have barrier, the debuffs will be inflicted on the barrier (Bleeding will damage the barrier, Malachite will prevent barrier restoration, etc), but stop when it hits your core shield. This would make the PSG more useful by giving a guard for debuffs, and incentivize stacking it a few times early on for more shield to be able to avoid a few more debuff hits. If this is a tad too powerful for a grey item, maybe it could be moved up to green? Yes, Transcendence will basically give you permanent debuff immunity, but it already deals a huge blow to your healing as is to take it anyway, only allowing you to heal after 7 seconds out of combat, while you can heal faster in-combat without it via Harvester Scythe + Glasses, etc.
!feedback The 30% difficulty scaling bonus per player in multiplayer is, imo, much too extreme. Whenever I play quickplay everyone votes for Monsoon, thinking that just because they can handle Monsoon SOLO, they can handle Monsoon on multiplayer. In reality 4 player games scale 90% faster. The recommended pace for standard Monsoon is 5 mins/stage. The equivalent to this in 4 player is 2:37.
I would recommend dropping it to +15% per player.
!feedback I sense the downvotes but Ima post it anyway
White Item Hermit Shell
Reduce Damage from behind by x% damage (probably a small amount like 6-10%?) And would stack similar to like
where more stacks decreases effectiveness for each item.
This would not block AoEs such as Vagrant/Jelly explosions and Glacial death wave.
I just feel it'd be nice to have something that reduces damage taken from the back of the hitbox since alot of times that you get killed is from behind like a golem laser or elite wisp
(Edit: Added a few words)
!feedback Make the elite equipment drops a good tad more common. You usually pick up the elite items so late in the run that you dont feel their (actually totally awesome) strength AT ALL because you are OP anyway. In the worst cases they actually become a handycap as you loose the ability to trigger a use item which might break your build. As of now I have picked up so few of these items and so late in the run that I have never truly experienced joy in picking these up nor experiences the joy in testing out their power. I think the elite equipment are an AWESOME idea, it would just be nice to actually see them more often. PS.: I have a few friends that play ror2 regularly that havent even seen or picked up these items, they thought I was joking when I told them I picked up "Silence Between Two Strikes"
!feedback obligatory follow up to the previous one asking for the elite equipments to have actives
!feedback Reduce aim speed of Clay Templars and make them stop shooting after a while to reload even if they still have line of sight.
!feedback Maybe make difficulty temporarily stop scaling/scale slower when a teleporter is at 99% while a boss is still alive? The scaling would return to normal when the boss is defeated and the teleporter/portal opens.
Just lost several 2-player Monsoon runs where we literally could not do enough damage to the teleporter boss to kill it until several minutes after the teleporter was fully charged (both of us consistently got plenty of good items, but thank you very much, Clay Dunestriders and Hordes of Many), at which point we would get instakilled by every enemy on the next level because the difficulty had scaled so ridiculously high - through no fault or time-wasting of our own.
!feedback Give Elite equipment a notably higher chance of dropping from Elite heavy mobs (Greater Wisps, etc), and an even higher chance of dropping from Elite bosses
!feedback I think the vagrants charged blast should do a lot less damage to drones, but since it’s an electric attack it would short circuit the drones, disabling them for x amount of seconds before they can attack again. It would keep the dangerousness of the attack but it wouldn’t give you the feeling of “well that was unfair” when your drones get nuked.
Edit: Added last sentence
!feedback I'd love to have many unlockable skins to work towards for those of us that already dump hundreds of hours into the game.
One idea that comes to mind is having skins of enemies for each survivor after killing X amount of those enemies.
!feedback teleporter should not spawn here
!feedback An item that functions similarly to the ancient scepter from the original game, granting a buff not only to specials this time, but a balanced improvement to all skills, giving it a reason to try it on every character, and not just stick to a main
!feedback When playing on multiplayer, please make an option to drop items incase you accidentally pick up someone else's item. EDIT: Should be implemented in a way to not be exploited, ex) by making it only available 10-15 seconds after obtaining the item.
MAKE IT SO THE BLACK HOLE CARRIES DEAD BODIES TOO XD
!feedback please make it so that black holes carry dead bodies too. would be funny
!feedback Make it so that every one of REX’s M1 projectiles have the effect of the last projectile in the volley (weaken and heal) and reduce the time between the volleys by a small amount. An amount large enough that it makes M1 a little better when not using M2, but such that the animation cancel still provides a substantial DPS boost. Also to anyone who says “REX is fine”, that doesn’t mean he can’t be better. Also I’d be fine with REX being the most powerful character in the game because he is the hardest so he should naturally be the most rewarding to play.
!feedback Readd Clay Men from RoR1. I want a light ground enemy with a challenge. He would have more agility (jump, movement, etc) and his sword behaves similar to Mercenary's M1 with quick sword slashes. He would probably be between the size of a templar and lem (height wise) And start to appear in Rallypoint?
EDIT: Also implement the old tactical dive style roll that they have to dodge. The point of this enemy being put back into RoR2 is a sort of "shadowing" enemy that has the abilities of most player movements
!feedback
Make elite aspects yellow items. Each stack increases its drop rate on death (proportional) and its radius (exponential % to ice bomb/fire trail/spike fields/sticky lightning/invisibility aura). Each monster gets a passive to use different skins/stats based on aspects/tier, and to determine how many stacks they get when elite.
Example: If the radius gets +60% per stack and Glacial Beetles spawn with 2 Her Biting Embrace for an ice bomb of the current size, Glacial Lesser Wisps get 1 stack for 63% current radius, and Glacial Greater Wisps get 3 stacks for 160%. Elite bosses might get 5 stacks for 410%, making them the threats they deserve to be but also drop their aspect 5x more than Lesser Wisps.
On the player's side, this makes the rare drops feel more rewarding, and dropped more often by bigger elite enemies (maybe lowered base chance to balance). On the monster's side, this gives a universal set of rules that allow for interesting possibilities: Monsters gaining/losing elite status after spawning, dual-aspect elites, and more.
!feedback Probably too OP or just bad but I love putting all my ideas here anyway because its free real estate
White Item Potato Clock
Upon using any skill (not equipment) grants a x% chance (stackable and % would be low like 3-5%) to reduce cooldown by 1-3 seconds (whichever seems best. also the seconds that are reduced do not stack)
!feedback
Cloaked chests should have collision until you open them. That way it'd probably be easier yet a little more interruptive to find them. Bump into them and then open, they'll lose collision once opening.
!feedback
Equipment item logs should tell you how many times you've picked up the equipment. Not just how long you've held it and how much you've activated it.
!feedback Free range spectate cam?
!feedback Alternative Engineer 3rd skill, healing aura gadget. It has an AoE constant healing effect and lasts for 4 seconds or something along those lines. Kind of like a deployable Bustling fungus only you don't have to stand still neither does your moving turrets aswell.
!feedback Shrine of Chaos
Reverse Shrine of Order.
Anything in a stack gets rerolled into a different item of same rarity. Avoids stacking with other items unless theres too many
Edit: added couple words
!feedback slightly decrease the price of drones and esspecially the stationary turrets.
!feedback White (or maybe green) Item
Shadow Arts
Every attack has an x% chance to fire a second projectile for 50%-75% of the attacks damage
Only affects M1/Primary
(im never good with numbers so it can be up to devs however they want to code the percents and which %s get stacked)
Edit: fixed some values
!feedback Dance emotes :p
!feedback from @elfin thicket
Add dance emotes :P
!feedback Time stops when you kill aurelionite in the gilded coast, but enemies don’t stop spawning so you can technically farm xp infinitely. Easy fix is to just halt enemy spawns after killing aurelionite
!feedback Alt REX Primary
Spore Cannon
Launches a projectile (probably the size of a engi grenade or a bit smaller) for x% damage (would be more than Inject Idk I suck at numbers) Better damage yet slower firerate. Fungal spores absorb the life force of enemies and fly back to REX to heal him (over time?)
Edit (Expanding on Idea): I was thinking if the spores had some special property. When the "cannonball" is launched. It hits a certain area and leaves an aoe field (similar to Mushrums spores, so this is also viable if it hits an airborne enemy) The field isnt timed there but there are a limited number of spores and when all the spores are gone then the field disappears. Maybe every time an enemy touches a spore it triggers REXs passive?
!feedback An enemy similar to gups
Gups in the first risk of rain would divide upon death into geeps and then into gips, so I feel that an enemy similar to this would allow for more interesting hordes, or a more viable way to farm infusion stacks
!feedback
Equipment Drone change to either how you activate it (hold interact) or visual rework so it's distinctive no matter the wackly lighting when worms show up. As hilarious as it is in for streaming moments the possibility of losing your equipment is too detrimental for keeping as is and due to how loot spawns in it can be behind a ledge or you only see a hard to notice corner sticking out of the ground when you're trying to pick up barrel/chests nearby whilst moving.
It isn't an experience issue, players can't be expected to pay attention to every little detail on the ground for an hour or more where very often you have to be preemptively dodging since shots could be incoming.
!feedback
Uncommon item: Impact Dynamo
Taking damage grants 4 (+2 per stack) barrier.
The purpose of this item is to mitigate frequent instances of damage/DoT such as Clay Templar volleys, titan lasers or lesser wisp attacks, while being almost ineffective at protecting against heavy hitting attacks such as Golem lasers or Greater Wisp fireballs.
!feedback
Is it possible to change the animation of Predatory Instincts ? I did reach the 20th lvl yesterday and it was awful to play the late game because the animation is far too flashy and way too many because of the stacking. I was epileptic before and it kinda makes me anxious when animation likes this appear and i was force to lower graphics and gamma to the lowest and take a lot of break to make sure im okay. After i unlock the 20th lvl i just quit because i felt almost bad (sorry for my english)
!feedback Clay Dunestrider is one of the most unbalanced bosses in the game. The 200(!) armor combined with the ludicrous self-healing it receives and the fact that you'll likely die if you get close enough to use any super high damage attacks makes it infuriating and frankly boring to attack under ~30% HP. I suggest that the armor get lowered to something more reasonable, like 75-100. That way large bursts of damage aren't essentially mitigated by the healing it receives.
Also, on the subject, they spawn WAY too often in too high numbers. A lot of the time you'll get 2 for the tele event on stage 3, and while this wouldn't be a problem second loop it's a big problem for monsoon players such as myself since the succ attacks cause them to stack on top of each other, making it exponentially harder as now you have to deal with two sets of attacks from the exact same spot, not to mention the fact that succs used at the same time stack to the point where it's impossible to escape. I'd suggest raising their director cost to something similar to Imp Overlord's, so we don't have to deal with that earlygame, and make it so the succ effect doesn't stack.
!feedback turn the elite equipements into items that can drop from the elites, they grant a chance to have their effect activate on attacks, probably increase the drop chance as well but not too high, since they would now be stackable items, and in case some artifact causes enemies to drop item, those enemies marked for the elite effect item would only drop their item. i feel like changing it to a really small chance of actually getting the item to a chance for extra status effects and bombs, which would stack with clover, would be very good
!feedback Have an option to turn off on screen effects (like the Spinal Tonic distortion)
!feedback is it possible to add player levels ? like player lvl 10 ,20 ... (in general , not in game) cause it can be more fun and more grind 😄 i think if levels are in the game (with rewards , for example skins or special artifact each game) the game will be much more fun than now (for the guys who disliked can you msg me why)
!feedback To try and solve this whole weird Elite Aspects situation. It cant really be a normal pickup item because then people can have multiple and its just a more OP
and making it equipment is its own issue.
So why not make Aspects its own category? Say you had a special little slot on your HUD thats specifically for Aspects. Has no use button but can only hold one at a time. This would also have Aspects have their special category in item logbook too
!feedback change behemoth to gain increased damage per stack, increased radius isn’t very useful and makes having more than one behemoth be printer food.
!feedback
Weird idea I just had: What if some of the Elite equipment had an activatable ability?
Because some of the elite abilities can only be activated on death, which is not really feasible for the player, so why not grant the player those same abilities in the form of an activate from the use item?
For example:
- Using Her Biting Embrace spawns the on-death ice bomb to freeze enemies closeby.
- Using N'kuhana's Retort spawns the on-death Malachite Urchin as an ally.
!feedback
Make it so that alternative skills (different weapons for MUL-T, charges for artificer, etc.) affect the appearance in the lobby. It would be pretty dope to see the MUL-T with a saw on its hand when you decide what loadout to go with
!feedback make messages like “the ground begins to shift beneath you” or Challenge of the Mountain messages feature on the HUD instead of just the text box, so it’s harder to be completely ignorant of a major event. Maybe apply this to Dio’s Best Friend as well.
!feedback Legendary multishops maybe?
!feedback
Cursed chest
similar to a shrine of combat, but once you defeat enough enemies, you get an item.
!feedback When the artifacts return, Command must be among them. Please.
!feedback Unpopular opinion, but remove or heavily reduce commando's damage falloff (Not on phase blast). This will make him actually effective as a "ranged" character. He can sometimes struggle to kill elite lesser wisps since they get knocked back until his hits are weak and far between because of bloom. Wandering vagrant is an insanely difficult boss for commando because he has to play around cover heavily, lest he be completely one shotted by nova, and vagrant is usually out of his effective range so he takes ages to kill, especially when compared to the close quarters fighting with phase blast that beetle queen and stone titan allow. This would give him a much needed buff and actually cement him as a ranged contender since huntress' damage kinda outclasses commando with his piss poor damage dropoff
!feedback
lunar printer
!feedback add a type of item + slot that acts as a passive item that you can only hold one of (like aspects) and these items could include items that upgrade your abilities (like ancient scepter) but you would only be able to hold one of them so you would have to choose one ability (this idea was sort of taken from ChickNamedDarrell)
!feedback
loaders abilities should not cancel sprinting
many people who play loader make use of a weird sprint trick to increase their damage output
because activating sprint causes you to move faster while grappling and/or charging a punch
but using those abilities cancels sprint
and pressing ctrl while holding shift is rather awkward, but doing this is the optimal way of playing her, which is kind of dumb and seems like an exploit
it makes more sense for her to either not be able to start sprinting while charging her fist or swinging
-which would suck and make people annoyed-
or make it so those abilities dont cancel sprinting
also her m1 probably shouldnt cancel sprinting either, to bring her in line with the other melee characters
merc and mul-t (with saw)
(my pinkie is getting tired these shift+ctrl finger acrobatics)
!feedback
Unpopular opinion, remove RNG from defensive items, but overall keep their functionality the same for the sake of consistancy. I do not want god mode back from RoR1 but I feel there is a serious flaw in design when it comes to personal defensive items.
For example, make Tougher Times "You gain 15 (+15 per stack) flat armor, but lose 5 (+2.5-5) armor on hit, you can only lose a maximum of the total armor gained by Tougher Times, and you gain this armor back after not getting hit for a few seconds".
Mathmatically, this works almost identical to the current Tougher Times in terms of damage reduction but is obviously far more consistant design. Armor has diminishing returns, so you can't become invulnerable on the first hit, either.
As a secondary example, Old War Stealthkit should be redesigned to not be RNG, but instead made into a threshold: Too much damage in X seconds triggers it as opposed to the current chance of "1% damage = 1% chance to activate"
EDIT: Finally, I'm not demanding these specific numbers. I'm just throwing them up for proof of concept.
!feedback
Future unlockable skins should also be remodels of the original character and not only recolors. Nothing too extravagant but something enough to feel new. The new color schemes we can unlock now are a way of giving your character a new look, something refreshing from the original color scheme, but a slight change to the model for new skins would definitely be worth the challenge of achieving them.
As an example, I've seen early on here someone suggested Rex have a bonsai tree to replace his plant bulb.
Something of that sort would be cool and refreshing for new skins, not only a color scheme change but a slight variation on the characters' shape too.
!feedback
Special elites like Malachite and Celestine should have special weaknesses to make up for their inherent tankiness. For example:
Malachite: Takes double damage from players afflicted by its debuff. (Risk/reward)
Celestine: Max HP reduced for each enemy killed inside of its cloaking field.
Adding unique weaknesses to special elites would make them more interesting (and hopefully less frustrating) to fight, without simply nerfing their HP (although they could prolly use some o' that too)
!feedback Branching off @narrow epoch last idea.
Auto Sprint toggle button as a universal bind (not just some characters) should be a thing. Because I agree my pinkie hurts like frick from holding ctrl with all the weird combinations. The Sprint Toggle would have it to whenever possible, you are sprinting. No this would not be auto movement, like if you take your hand off all the buttons you still stand in place. This would just be useful for things like Huntress and Loader where sprinting benefits them a great deal
!feedback An item that reduces bloom/CoF by some percent. (ie 5% initially, 1.25% per stack)
!feedback
fix the AI for both drones and enemy's so that they get stuck on terrain less often. This is particularly important for the mechanic with mobile turrets in the wetlands aspect. The turrets often get stuck along step like terrain meaning you have to replace them every time you change elevation which tends to be a lot in that area.
!feedback Personally the best case scenario would be to actually add i-frames, but if they are never coming back for Commando's roll, at least increase the distance, make it a bit faster, and allow attacking during it. This may be a bit pushing it, but maybe make rolling upwards instead boost you into the air too? He does have jets on his back that he never uses. Like ChickNamedDarrel said previously regarding adding i-frames, it's currently the worst Utility in the game pretty much; Strides of Heresy should have a downside as it is a Lunar item, not be a direct upgrade with literally no reason at all whatsoever not to take it...
!feedback monster tooth can add a auto collect orb radius around character and getting more expend the radius so it can more useful
!feedback
Let dead players control drones
!feedback
Move Ion Surge to utility, remove the damage and keep the stun. My personal recommendation would be nerfing range and removing the damage for a shorter cd (and moving it to utility).
!feedback Make Ice Wall able to block projectiles in addition with its current capabilities.
!feedback
Can we get some more RoR1 enemies to return in RoR2? I know the Clay Man and Gup have been suggested. But I personally would love to see the return of these guys. Unless the Hermit Crabs are meant to be their replacement. Which in my opinion is a very bad downgrade from the mighty Sand Crabs.
!feedback Alternate Utility for 
Launches a fungus bomb that creates a lingering field of
(about the size of 3-4 fungus? Needs to be decently sized so it's not just a tiny area) that heals all players in it for x% of your total health per second. Starts with 1 charge, multiple can be placed at once (ie Hardlight Afterburner)
!feedback On death screen show if you were killed by an elite
E.g. Killed By: Overloading Beetle
!feedback Seperate option for multiplayer. Keep quickplay but also have a public Lobby mode. Like you can name the title for playstyle/goals
Example: Monsoon, Mastery Run, Rush Tele
Edit: fixed spelling
!feedback A support pack DLC to give moar money for devs
!feedback Increase reward for finding cloaked chests. Guaranteed red would get me to pick up the scanner.
!feedback You should be able to look straight up and straight down
!feedback
I like Ceremonial Dagger a lot; the effect, visuals, and sound are all great. The problem I have is that whenever I pick it up, I don’t have to play anymore. Each death triggers 450% homing base damage, which can even linger between waves of enemies. Two things I think would help:
-
- Each monster can only be targeted by 1 dagger per proc. If CD deals 150% damage to up to 3 enemies instead of 450% every time, it would work the same against large groups but not as well when chaining from one enemy to the next.
-
- The daggers fade one at a time over their lingering duration. This would reduce the damage that carries over between waves.
!feedback Maybe an interactable in the Bazaar that lets you trade x amount of red items + your current equipment (I suck at balance so take that with a grain of salt, there could be a better requirement) for a random Elite aspect?
!feedback Give all boss enemies a small chance to drop their respective unique items on death.
!feedback I love the loader, but her ultimate feels pretty bland to me. Perhaps make it launch further away so that it would be a useful grapple to escape or gain momentum? Or something different to make it feel as great as the rest of her kit.
!feedback An easy and simple Engi alt for his shield field(idunno what it’s called) is to make a version that he just sticks to himself, so he’s a moving shield. It could work better with the mobile turrets.
!feedback In reply to above statement about old crabs.
The old crabs can be a hermitcrab v2 to be replaced eventually, semi-tanky big boy in its usual little horde and its melee is just reaching out and slamming inwards, same thing but slightly more hitboxes and obviously more damage.
!feedback
Make most flying enemies (wisps, greater wisps, jellyfish, wandering vagrant, etc.) more resistant to knockback. This will fix some persisting issues, like blasting wisps out of effective range as commando, or messing up the worship alloy unit or wandering vagrant as mercenary, it has happened several times how I "steal" the vagrant somewhere away from the teleporter because the R ability pushes it around like a beanbag.
!feedback Make it so that the Loader's grapple doesn't fully disconnect until you release the button, this would allow you to stick to more annoying flying enemies, and imo make worm wrangling more engaging
Edit - I fat fingered enter, lol sorry
!feedback To try and help fix the mobile turret issue.
Have Engis alt turrets sprinting when Engi is sprinting (if thats possible to code)
That way they benefit off sprint skills like a normal Surv and are more capable to keep up with him
!feedback I've always wanted a treasury where after obliterating or a successful run all your items get plonked into a huge list of the survivor played and all survivor categories.
Then you can check it with your stats, just a cosmetic build-up metagame that could be tied to some system if you'd want.
Newer players get their trophies and memories and the older players get this horde showing off just how much they played and did it right.
!feedback
Perhaps Carbonizer Turrets should just sprint when they get too far away from their owner/their target. They also shouldn't attack while sprinting.
!feedback
A skill tree for all survivors using lunar coins to upgrade their overall stats
!feedback
When doing the Prismatic Trials, if you hit back to menu it should send you back to the character select screen not the start Prismatic Trials screen. Otherwise, it would be appreciated if there was a return to character select button. I think it would be a nice little QOL improvement.
!feedback
Possibly a rare item drop from the Alloy Worship Unit, similar to the Queens Gland that spawns in an "Alloy friendship unit" that acts as a Solus probe?
!feedback It would be really cool to see a drone overhaul update to the game that improves drones, adds new drones, and adds a bunch more things that make them more unique. Just the idea of drones has so much potential and I'd love to see more of them. I know this isn't your guys' top priority atm so it would probably be post release, but it seems too good of a chance to pass up.
!feedback Instead of the current offering of 4 random items at the Newt Store, I'd like to see maybe 2 or 3 multi-shops. This would give players more actual choices in getting things they'd like, but allow for buying of less items per visit overall. Let's be serious, Newt is a shrewd businessman and would typically offer the best choices for his customers. https://i.imgur.com/CVluZNr.jpg
!feedback Pinging to go to a location should order any followers you have (beetle guards, drones, etc) to go there.
!feedback still wanna see a true eve summoner class, like we got engi n stuff but im talking like enemy vs enemy stuff, temp controlling an enemy or lemurian summoning, just general horde type stuff via some type of beastmaster or rehabilitation drone that convinces things to fight for you for a few moments using passive or whatever
!feedback on minion AI
My idea for keeping minions from wandering off to their death or getting permanently stuck: Each survivor gets a Calm (small), Active (large), and Frantic (very large) range.
- Calm: If there are no targets in the same Active range, the minion moves to the closest Calm range and does not move otherwise. Keeping them still helps out-of-combat interaction, like using Fungus.
- Active: If there are targets in the same Active range, the minion targets them.
- Frantic: While not in any Active range, the minion sprints towards the closest Active range, ignoring all else.
- None: If not in any Frantic range, mechanical units activate an emergency teleport into the closest Calm range. Queen’s Gland beetle burrows underground and pops back up near the survivor that spawned it.
Stationary minions ignore this, Halcyon Seed is based on the teleporter instead of survivors, and mobile ability-made minions (Carbonizers) only use their creator’s ranges.
!feedback
Lunar coins gotten from obliteration should be based on what the difficulty coefficient was when the celestial orb spawned. This way longer, more difficult
runs can get greater reward than spamming 7-stage
runs.
"When the celestial orb spawned" is so players can't cheese coins by afking somewhere safe after beating the boss; they have to defeat a teleporter event at the difficulty they get coins for.
!feedback It would be hilarious to actually be able to stand on and sort of ride things like the giant Prototype Drone and MUL-T. You currently can stand on them, but when they move you fall off. It wouldn't be anything practical, but it would be awesome.
!feedback Can we get a random button on the character select so I don't always play merc or arti? Also will random the loadout for more forced versatility of my playstyle
!feedback A setting that allows you to see your current ping in the HUD would be nice
!feedback
In late-game, Shrine of Combat’s gold benefit is next to useless alongside the swarms of enemies dying to fill the survivor’s coffers. It’s also horrible to get many on the same map, because that means fewer items to spend your earnings on. Lastly, Shrine of Combat’s spawn credits currently scales faster than the Teleporter boss, eventually surpassing it to become a more dangerous Shrine of the Mountain with less reward.
Spawn Credits: 150 x (Shrines of Combat activated) x (square root of difficulty coefficient). With this change, the first three shrines are always fewer credits than the teleporter boss.
Reward: In addition to gold, Shrines of Combat beyond the first award items. 2-3 award a common, 4-5 (teleporter boss strength) award an uncommon, and 6+ (AWU-strength and higher) award a legendary. Even if you can beat the bigger shrines, getting that many is so rare it should be rewarding instead of penalizing.
!feedback
Outside of Transcendence, shield HP is usually considered to be a negative due to the way it interacts with one shot protection. If we had a couple of items that synergized with shields, that could make them more viable and more fun.
Here's one example of a shield synergy item:
Shield Detonator: Uncommon
Gain 15 shield health. When your shield is depleted, detonate for 300% (+100% per stack) of your total shield health in an area of 15 (+7.5 per stack) meters.
Of course, those numbers I just kinda pulled out of thin air. The concept of a shield detonator to scale with your shield HP and give you a reason to want to stack lots of it seems good. It also doesn't get OP with transcendence since it only triggers when your shields are depleted. Having a good balance between HP and shields benefits this item so you can trigger it often and get good damage out of it.
Edit: I just realized one potential issue with this is if your shield recharged slightly and then was depleted again, it would explode for the full value of all your shield HP. For instance, if you had 100 shield HP, but it was all gone, then you restored 10 of it and got hit, you would explode for the full 100 HP's worth of damage. A way to fix that would be to make it so shield detonator is only re-activated when your shield HP is full.
!feedback
Change Her Biting Embrace works like Shattering Justice. Hit enemy x times and frozen enemy. Now it just a chronobauble.
!feedback
I would like you to put the Risk of Rain 1 song (Or a remix of it) "Coalescence" in an area or even as a final stage song, as a tribute to the first game and the songwriter (who is still working on Risk of Rain 2)
Song:https://youtu.be/ysPtBjY8o_A
Written and produced in 2013 by Chris Christodoulou Buy on Bandcamp: http://chrischristodoulou.bandcamp.com/album/risk-of-rain Buy on iTunes: https://itunes....
!feedback fun little idea I got, where we get more items akin to strides of heresy, that replace the other abilities and having all 4 of them would unlock a lunariain playable character with those skills, tho I'm unsure how well that would work when you pick up those items with that character, but it would at least be interesting in the sense that if stacking then is good, it'd make a character based around wanting different itmes, like how REX benefits a lot from medkits and stealth kit, and how artifice don't really need fire rate up even if it's convineint, and adding a character with different item needs would make for a more diverse cast and probably be more fun in the long run
!feedback
A 'infusion' like item for base damage. It can be an uncommon or even legendary. Some items scale on base damage but we only have shaped glass to increase it. The diversity is a bit low.
!feedback
In relation to CE73's suggestion (https://discordapp.com/channels/417739215355510784/559901472339525644/641611435931074571)
Make the elite aspects be slightly different from simply gaining the elite effect. They aren't good enough to sacrifice the equipment slot for, so they should all come with a cool effect kind of like what CE73 came up with for Her Biting Embrace.
For instance, Ifrit's Distinction (fire elite) could apply "inferno" instead of "burning" which would work by not only damaging the enemy it's on, but any enemy near the enemy it's applied to.
N'kuhana's Retort (Malachite elite) could perhaps heal on kill proportional to the amount of health the enemy had.
Silence Between Two Strikes (Overloading Elite) could perhaps pull nearby enemies in on hit (similar to meat hook but without damaging them) like a magnet, thus putting them in range of the electric orbs that it applies.
Spectral Circlet (Celestine Elite) could have a few (maybe three or so) permanent ghosts that stay as long as you still have the circlet.
!feedback Honestly, there aren't enough items in the game that increase damage values in my opinion. The only ones that kind of do that are Focus Crystal and Shaped Glass, but Crystal is only really good on melee characters and Shaped Glass is just overpowered as fuck. With that in mind, I suggest a white item which increases your damage by 10% on pickup, and +5% more per stack. This would mean you need 19 stacks to reach 100% more damage. I think this would be pretty balanced as a white item, but what do you think?
!feedback An account level system that is leveled up by gaining account EXP, which is obtained in a number of ways, would be neat. For every level milestone, you could unlock things like concept art, skins, lore (maybe in the form of short comics even?), etc. None of this would affect the core gameplay flow unless you wished to go out of your way to obtain these level rewards.
Take the following ideas I list here with a grain of salt as there are a myriad of other possibilites for progressing the core concept of account levels:
EXP could be gained via the end score you have in a run, the amount of items collected, how far you were when you obliterated, etc, and maybe even certain sub-challenges for bonus EXP, examples being "Held x different Lunar Items at once", "Finished Teleporter without taking damage" "Finished Teleporter with x Mountain Shrines", etc. Maybe even daily challenges could be a thing that you can complete for more EXP. And there could be challenges like completing Logbook sections, for each Logbook section you fully complete (Items, Environments, etc), you get a large amount of EXP, and for fully completing the entire Logbook you get a very large amount.
There could even be a system for obliteration streaks, the more times in a row you successfully obliterated, the more EXP is gained upon obliteration until you fail. Changing to a lower difficulty between successful obliterations and starting a run would break the streak, changing to a higher difficulty and succeeding will further boost your gain, and you get a stronger boost in general for streaking solely on Monsoon.
I really want to see this game get a good longevity instead of just coming and going once it's released, so rewards you can work to via a leveling system outside the main gameplay would be neat.
!feedback Add a battle royale mode. Nah, just kidding, but it would be neat to have some sort of PvP mechanics introduced in the future. Idk how well it would work with the current structure of the game but it might be fun to have a team deathmatch mode or something just to make the game a bit more replayable
!feedback Put a limit on the tracking speed of the stone titan's laser. As it is, if you're targetted, the titan can shoot the laser THROUGH the back of his head. You could be moving at near light speed, but he can hit you anyway. FIX THIS!!!
!feedback
ITEM CONCEPT
Unstable Deflector "Shocking!"
Rarity: Green
Effect: If you have no shields, gain 15 shields. Enemies that hit your shields with a melee attack are dealt 40%(+20%) damage and stunned for 2(+1) seconds. (Numbers not final).
Explanation: Basically, this is a shield generator that is dramatically malfunctioning and electrocuting anything that touches it.
** @earnest laurel in #ror2-feedback-discussion with constructive criticism or just why you disliked it!**
Edit: changed rarity
!feedback instead of making stone golem beams and lesser wisp blasts hitscan, why not make them really fast projectiles instead? that way it's a lot easier to dodge them from far away but it still hits you instantly close range.
!feedback I know, we like to worship Shaped Glass, but it's probably the most overpowered and broken item in the game. You only need three to have a god run as any character, and as long as you have a half-decent source of healing and barrier you can abuse one-shot protection to become literally invincible. My solutions? Either make healing items percentage-based to make it so you don't instantly heal back to full health with medkit or scythe, or make Shaped Glass halve your healing as well as your health. That way it would be a true glass cannon item and maybe it would be fun to use, too.
!feedback
Reintroduce Barbed Wire.
Melee could use more items that specifically support that playstyle, but Barbed Wire has uses on pretty much every character thanks to how it stacks.
!feedback Flying enemies are really tedious (not difficult, necessarily, just tedious) and time-consuming for melee survivors to deal with. Could something be added to their AI to make them fly closer to the ground sometimes? Or, really just any solution you can think of to make flyers less tedious for close-rangers like Merc and Loader.
!feedback a small detail, but it would be good to be able to see on the death screen what equipment you had at the time.
!Feedback
Make
a green tier item, like it was in RoR1.
As it stands currently,
is a decent item, but almost always feels bad to pick up as a red tier item. It might need a small nerf if it is moved to green tier, but moving it to green tier will give melees another item in the item pool to more consistently increase their power throughout the game, and remove
from the red item pool, making it a little better overall.
!feedback I'd like to see more done with blocked attacks rather than just having tougher times give you block chance. I know Hopoo probably isn't planning on adding any fan-suggested items at the moment, but what about a red item which gives you a single guaranteed block every 10 seconds? Stacking would give extra blocks, however the 10 second timer wouldn't start counting down until the last one is used, after which you'd regain blocks equal to how many of this item you have stacked.
!feedback make you get more lunar coins the more times you loop
!feedback
If this hasn't been suggested yet (or isn't already in the works), I think the Lunar coins provide a really good opportunity for cosmetics.
The obvious example would be new skins that you buy for a character with the use of lunar coins. Besides this I think it would be cool to see special helmets and weapons with their own skins they can toggle independent of each other.
!feedback Cloaked Chests could drop some version of the Old War Stealth Kit alongside its usual reward - maybe a Rare variant that offers no speed boost but is always active out of combat.
(This references the item’s Log entry)
!feedback
Not top priority but once the game is fully released could you make it so that people can't tamper with the game files? (outside of modding, of course.) I feel like once the game is fully fleshed out, people shouldn't get their achievements done by going into the files and setting a value to "true."
!feedback
Some way of having a boss despawn if it's too far away, or impossible to kill. I had to wait ~ 5 minutes for this wisp (who was launched via other wisps dying to wil' o wisp) to move to a spot I could actually shoot it, and my preon shots despawned before they'd actually hit it.
(If you look closely, you can see his malachite spikes spawning way out in the distance)
!feedback
Make enemies/items use the same skybox as survivors and teleport back on stage with the same fall damage. The consistency of physics literally makes the world go 'round.
!feedback
Instead of having 2 simultanious presses for the Presure Plates on the Aqueduct, have 5 (or whatever number works better) that have to be hit once, and scatter them all over the place.
This changes it to something that could be more challenging in multiplayer (more than two to spot), and more practical in singleplayer (don't have to spend 10 minutes trying to spin those godforsaken pots into place). Plus, seems fun to try and spot as many as you can during normal play instead of having to coordinate things after the teleporter.
!feedback
After I reconsider my suggestion
(https://discordapp.com/channels/417739215355510784/559901472339525644/641611435931074571)
Maybe make the changes to wake of vultures. I know cool stuff maybe hard to balance when we can use for a long time. If we move the power changes to vultures, it can make this item better and we can have some cool power design for 8s. Not too long but enough time for some cool, strong power, also easier to balance.
!feedback
Alt Ability
The following values are placeholders, and don’t accurately reflect intended balance
Optimized Slash (Utility): Charge up for 2 seconds. While charging, you incur a movement speed debuff. On release, dash forward and strike all enemies in your path for up to 1200% damage. You are intangible while dashing (like Blinding Assault).
This alt ability is intended to trade survivability for damage. The downshift from three dashes to one is obviously a big hit to Merc’s i-frames and positioning, so I figured a steep increase in damage would be required. Ideally, Optimized Slash would reach further, and have a wider hitbox than Blinding Assault. I also think the ability concept is really cool.
(Inspired by Miner's Drill Charge from RoR1)
!feedback So stone titans. I don't think they're too powerful, but I do think that they're kind of cheap sometimes. Specifically, I think the laser is pretty frustrating. Currently, the laser either hits you 100% perfectly, with no dodging allowed, or it trails slightly behind you and with good movement speed you can dodge it.
Problem 1: it seems to be random whether or not the beam perfectly tracks you, which sucks.
Problem 2: just sitting behind a rock while the beam goes off is boring. Sure, those moments of "oh am I gonna make it" are exciting, but then waiting out the beam is just annoying.
Problem 3: it really really really feels like you should be able to dodge the laser. You can outrun the stone golem's laser! why not this one? why is this thing magically tracking me from across the map when I'm moving at the speed of light?
It doesn't help that the beam is pretty wonky. The interaction with stealth kit is spotty and it can shoot through the back of its head to hit you which feels really cheap.
I don't know if this is a controversial opinion or not, but I figured I'd post it here anyways. Ultimately, stone titans are a minor annoyance in a good game, but can't hurt to bring it up here so.
!feedback Aspect items should have a space in the log book like any items, but a space that only appears if it's obtained, so that it wouldn't bother people who attempt to unlock everything, due to it's ridiculously small droprate.
!feedback Diversity of enemies feels a bit lacking. Lots of emphasis tends to be placed on new survivors, new maps, and new items, but Clay Templar has been the only new normal mob since early access release. At the very least, it feels a bit strange that "small" mobs (beetles, lemurians, lesser wisps) spawn in perpetuity on ultra long runs since they're some of the only things available.
!feedback Add an option to use the old soundtrack from the first Risk of Rain over the new one if you have the first game. Some people including myself love the old soundtrack and it'd be nice to have the option to change it after you hear the new soundtrack so many times.
!feedback on the rare occasion I get lucky and find a lens maker’s glasses printer, and have the items to hit 9 copies of the item, it feels satisfying to have perfect crit. however, every pair of glasses past that point is completely wasted unless I find another white printer and want to risk losing other items. while not a critical flaw in the system of the game, it would be interesting to use the overflow somehow? like say you have predatory instincts, harvester’s scythe, and 11 glasses. you have 100% crit, how about a 20% to “double crit” as well? this is how games like warframe handle crit rate overflow, and it would be interesting to see here imo
!feedback alt M1 for engineer can be lock on missile. Charge and scan to lock on enemy.
!feedback Providence (Final Boss from RoR1) Character Blueprint
Please note before taking negativity to this idea immediately that I do NOT expect this character to be worked on/implemented BEFORE the game’s initial release. This would be a post release unlockable character. Most likely by some difficult method. Also note that I’m not good with numbers or any of that so I only suggest the loadout, not the damage stats along with it. Final note, most if not all games have “secret” characters that have nothing to do with the canon lore of the game. So put all previous lore aside when examining this outline. All of these attacks are inspired from his original fight. the Secondary is a nod to his Blue Gilded Wurm
Primary: Claymore
Swing slow but heavy strikes in front of you, every 3 strike striking downwards for a little extra damage.
Secondary: Bombardment
Fires 5 blue orbs in quick succession, orbs will still follow crosshair during attack so they can be spread out if wanted.
Utility: Airstrike
Providence leaps into the air and is able to target 3 places on the ground, once all 3 targets are placed a wave explosion (similar to AWU circle strike) if Hardlight Afterburner makes it possible to use the move repeatedly, Providence will not go further into the air but just stay in place. Cooldown is paused when move is being used.
Special: Umbra
Spawns the Umbra of Providence. Mimics only the primary attacks at a delayed rate, dealing half(?) damage. Lasts only a short period and skill has a long cooldown.
Please Ping me in Feedback-Discussions for any critique towards this
Edit: tbh i have no idea who made the fanart but it wasnt mine, google Risk of rain Providence and you can find it quickly
!feedback @plucky fern#702 Your idea is great, but what if we could just give merc another alt skin thats basically provinence.
!feedback Make Lesser Wisp shots a little more identical to Stone Golem shots in terms of charge-up time and aim speed but still slightly faster, currently Lesser Wisps feel a bit too accurate imo, they shouldn't be as dangerous as they currently are considering they are lesser enemies.
EDIT: Golem, not Titan
!feedback introduce lunar bosses, which have a chance to drop an associated lunar item in addition to what the teleporter would normally drop. having it be an extra item prevents the boss from "robbing" the player of what could've been a more useful green.
this could be a neat way to add more bosses once the current cast of bosses is fleshed out and given their own uniques
EDIT: this kind of boss would have to be on the rare side, and could be a neat way to give the game higher-value, more dangerous bosses for god runs to deal with
!feedback Each stack of Monster Tooth should increase the pickup radius for health orbs.
!feedback An altar that increases spawn rates/advances difficulty by a certain amount
!feedback Make barrels drop a little bit of healing if not on full health like in RoR1
!feedback bring back more items that activate upon taking damage, i feel like it'd be a nice addition to the game, and especially fantastic on REX, because if he's not getting buffed, the alternative would be adding more items that synergize really well with him, like an item similar repulsion armor, flame shield or even energy cell from the first game, as it's not a buff per se, but rather gives him more items that work better with his intended playstyle (i just want my plant to not suffer so much ;_; )
!feedback Translation of Providences 2d abilities into 3d, damage is altered based on devs judgement
Rings of destruction: same as before, just horizontal, and with a bit greater speed to compensate for the different movement speed in the game
Teleport slash: Range of 100m, otherwise identical in nature
Lava explosion ability: make it a sphere of lava radiating outwards in a 30-50m range, with the same knock-back or thrown into the air ability.
Damage reduction: reducing damage to 1 is fine.
Gilded Wurms: Idk
Added attacks or possible replacements: providence would light up his blade, then make 3 attacks of energy at the player, using long-range slashes, the animation for charge up should take about 5 seconds before activating, with the slashing dealing 1250% damage, based on providences 24 damage, which totals out to 300 damage.
Second phase: Umbra of Providences abilities will have to be somewhat tweaked, to fit the new version, but the explosive rings attack seems right up its alley, with it's original purpose being fine.
Possible pitfalls: Providence is too fast, Providence deals too many variations of damage and is overwhelming to deal with as comparable to other bosses. Providence annihilates Engineers chances of winning. Accuracy of providence is too high, and predictive chances on providence are too accurate.
Final thoughts: Providence is f**king awesome in the first game, I cant wait to see you guys' new rendition on his abilities to make them fresh and exciting. As always, he is the final boss.
!feedback Groups of celestites shouldn't be able to make themselves invisible.
!feedback Brass Contraptions need a nerf damage wise. Got one shot by a non elite Stage 4
!feedback i didnt play risk of rain 1, i do know of its final boss, providence, and i assume unless yall going for the diablo way of the same boss over and over, that we wont see providence(idk if you kill them in the game’s story), and it would just be wasted assets, maybe make a providence clone or fanboy or whatever, anyway finding a way to make them a survivor in some way i feel would be nice for both the work put into the end boss and the players who struggled beating them. Idk exactly if he’s got a skill set to fit a survivor but i’m sure something can work out
!feedback put names over the survivors in the lobby, so that it is possible to tell who's who.
!feedback I still want emotes that I can use during downtime in multiplayer and singleplayer lobbies. I mean who doesn't want to dance in the middle of the tele bubble while your tesla with 8 shaped glasses sacrificial dagger and 6 clovers with every on-hit item in the game kills literally everything on the map while your 8 topaz brooches keep you at max barrier even while being lasered by a stone titan?
!feedback Certain enemy ranged attacks (beetle queen spit, imp overlord spikes, elder lemurian fireballs, brass contraption balls) need to be more consistent in how they act and how they are telegraphed. As of now, the enemy can be turned away from you but then shoot you through themselves in the case of beetle queens and elder lemurians or just not exhibit any sign that they're going to fire in the case of brass contraptions.
!feedback make an “all-American” R/W/B skin for Artificer, since her skills are red (Fire), white (Ice), and Blue (shock). I know other countries use these colors, but most people think of the USA when these colors are presented.
!feedback Alter the Scorched Acres terrain to be a little easier to traverse and less awkward. It's already tricky to find the teleporter there due to the particles as it is, but the terrain takes it to another level in some cases depending on where the teleporter spawns, and sometimes the boss itself can spawn in a strange spot once you activate the teleporter and it's a nightmare to get to.
!feedback make leeching seed a white item.
!feedback Make Chronobauble a white item.
!feedback not to continue this conga line, but make chronobauble slow down movement and animation speeds so that attacks are drastically slowed down as well, making it a worthy green
!feedback remove chronobauble, none of the suggested changes would really make the item any better than it already is imo.
!feedback This is an insanely dumb idea but i love it
White Item Pocket Barrel
At periodic intervals, get a small amount of money (1-3 gold per stack or whatever number works)
Im just thinking this as a redo regarding RoR1s piggy bank
Unlocked by something stupid like opening 100 barrels.
This item could also be something like a flat Gold bonus, xp given along with the periodic gold intervals maybe
Edit: Life Savings from RoR1 not "piggy bank"
Edit 2: Stacking or just the item alone can possibly have some sort of scaling property as the game progresses to not become dead weight? Could also go by a percentage of gold of some sort?
Edit 3: Final edit I swear. Added last sentence
!feedback make a variant of the Prismatic Trial similar to a "Quick Run" or Greed Mode from The Binding of Isaac: You start with a tiny handful of items and only have to progress through a small number of stages before defeating a tougher-than-normal encounter (if referencing Greed Mode, Aurelionite would be fitting)
!feedback Make it so elites have a higher chance of dropping lunar coins than other monsters, i.e. basic monsters keep their 0.5% chance, while tier 1 elites have a ~3% chance, and tier 2 elites have a ~10% chance to drop. Tier 3 elites, if they're ever added, could have something big like a ~25% chance. I feel like this would make the lunar coin grind a lot less frustrating for players, as well as make it feel a bit more rewarding to kill elites over basic monsters.
!feedback
This might seem a little extreme, but It would make the Beetle Gaurd a little better (for engie).
What if we could put a turret on its it's back?
But only one tho. It would die with the gaurd and it could also be destroyed normally.
I think that would be a cool synergy tbh
!feedback Commando Mode
All Entities have the Commando skin
(Note this would simply be some joke put into the game, like how some games have Big Heads mode n such, giving everything the same skin wouldnt take terribly long to develop either)
!feedback Change the Crowdfunder so that, when toggled on, it consumes money to add damage to player attacks
!feedback @plucky fern Language option: Commando
Literally every word in the entire game is replaced with Commando
!feedback
!feedback discord overlay for in game
!feedback Language option: CHEF
Every word is replaced with chef and chef is added to the game as a character
!feedback item concept: Cat Glasses
cat glasses would be a red item which looks like a pair of shades with circular frames. they would give the player the ability to turn any green item into a hopoo feather, and would also boost the speed of content updates by 20%.
!feedback
addition,
Passively increases XP gained by x% (x% per stack)
(not replacing it's current effect of placing a banner on level up, just a passive addition to having the item)
That way it would be more useful early on for it's XP boost and it would be worth stacking for more and more boost to increase leveling later on to place banners late-game.
I don't know what exact percentage would be balanced (which is why it is labeled with x), but personally I am thinking maybe 10% or 15% initial boost, 8% per stack? Ping me in #ror2-feedback-discussion for any critique
EDIT: Made some stuff more clear about the effect
!feedback Since Solus Probes have logbook entries, I think the flying slow-field bugs the Beetle Queen spawns should have entries as well
!feedback change all healing to be percentage based, this would help solve the issue of abusing osp and also make some healing items more viable late game.
!feedback
Can we get some more RoR1 enemies to return in RoR2? I know the Clay Man and Gup have been suggested. But I personally would love to see the return of these guys. Unless the Hermit Crabs are meant to be their replacement. Which in my opinion is a very bad downgrade from the mighty Sand Crabs. Also, it would make for a interesting faction event to have to deal with tanky bois like the Sand Crabs, and mortor blasts of the Hermit Crabs.
Edit: Added last sentence to try and make better argument.
!feedback
Add Grovetender to the Wisp faction for "[WARNING] The air begins to burn.."
!feedback Nothing has been done about lesser and greater wisps. They are the most unenjoyable part of the goddamn game. Please do something about them. Reduce greater's AoE. Make lesser wisps track you slower. SOMETHING. Also the lesser beetle boys need a buff. The only times I have unintentionally died to them were because I walked into their malachite spikes or blazing trails.
!feedback
If you are going to add emotes, taunts, or whatever,
could you give Engineer one similar to this:
I've had to have out at least 100 hours into the new update and I have to say, the lack of Ukelele and Sprint Wisp drops is saddening. Every time I fight a grovetender at the teleporter, I never get it. I've counted maybe 2 times I've gotten the Sprint Wisp. Is it supposed to be this rare? 
!feedback I've had to have out at least 100 hours into the new update and I have to say, the lack of Ukelele and Sprint Wisp drops is saddening. Every time I fight a grovetender at the teleporter, I never get it. I've counted maybe 2 times I've gotten the Sprint Wisp. Is it supposed to be this rare? Engineer
For CartierC
!feedback make the buttons on abandoned aqueduct stay pushed down after activating them, I’d love to do the puzzle solo but it’s near impossible unless your engineer or get extremely lucky.
!feedback We need some sort of Ice/Snow themed boss. Every stage has a boss regarding that stage except for Rallypoint. Ill leave up to devs on how to design
!feedback if youre out of items to put in a printer just have it reject you. Right now if you keep pressing on a (example) Lens Printer, it will continue going and taking the glasses and just recopying them. Not that helpful when youre on the move and not paying attention so you could be stuck in a constant loop
!feedback Make little beetles more dangerous than they are right now. They are a joke to fight against
!feedback
Small QoL change, but maybe we could track achievements, and when we pressed tab we would be able to see them either on the side of the screen or instead of everyone’s items
Just bumping a bunch of my old-ish ideas that got kinda far
Logbook Additions
https://discordapp.com/channels/417739215355510784/559901472339525644/640064987095891979
Engi Alt Turrets
https://discordapp.com/channels/417739215355510784/559901472339525644/641368985513885696
Multiplayer Lobbies
https://discordapp.com/channels/417739215355510784/559901472339525644/641266686338662400
Sprint Toggling
https://discordapp.com/channels/417739215355510784/559901472339525644/641136965021990912
On Screen Effects
https://discordapp.com/channels/417739215355510784/559901472339525644/641005070468644865
Free Range Spectating Cam
https://discordapp.com/channels/417739215355510784/559901472339525644/640849600399409162
Spectate Drones can be Alternative for Spec Cam
https://discordapp.com/channels/417739215355510784/559901472339525644/640267626462969926
White Item That Decreases Rear Hitbox Damage
https://discordapp.com/channels/417739215355510784/559901472339525644/640631175878017027
REX M1 Buffs
https://discordapp.com/channels/417739215355510784/559901472339525644/640478401773436940
Alt REX Primary
https://discordapp.com/channels/417739215355510784/559901472339525644/640934719068045312
All of these ideas have little to no downvotes and have made it fairly far to top feed so please give a look at all if not most of them 😄
no engi alt m1 smh
!feedback Someone posted something like this before but
Can the staff have on here some sort of Accepted Feedback channel or something? Or they give reactions to top feed on whether they will, wont or just can't implement the ideas?
!feedback make slicing winds less terrible and make mercenary’s ethereal “don’t drop below 100% for one stage” prismatic trial, or normal play. Now you can unintentionally get it in standard play, and it’s only one stage, thus much easier. Also it excludes shield damage because shields do give you health above 100%
Just bumping my suggestion from Monday :
https://discordapp.com/channels/417739215355510784/559901472339525644/640937412285169695
this is not really useful, but.. https://discordapp.com/channels/417739215355510784/559901472339525644/634815407223603213
!feedback REX should have a few little (earth) beetles or moths following him around since he has a big plant on top of him. REX is literally the cutest character and this would add onto it
these would be only aesthetic
!feedback merc should have little weebs or cosplayers following him around since hes a generic sword guy. merc is literally the edgiest character and this would add onto it these would be only aesthetic
!feedback huntress should have little r34 artists or animators following her around since she has some large body parts. huntress is literally the thiccest character and this would add onto it.
these would only be aesthetic
!feedback
The possibility to "climb" for like 2 or 3 meters, sometimes you have to run meters and meters just to reach a point that is just behind that "wall you can't climb"
!feedback For April Fools 2020 Monster Tooth should be a red item
!feedback April Fools 2020 prank idea: Randomizes the rarities of ALL items every run. Not only would it be hilarious to see some of the worst items as reds and best ones as whites, but would be funny when you open a lunar pod and end up getting a crowdfunder from it imo. This is a legit suggestion. As well, for 2021's prank, add this alongside whatever prank they decide to do as an artifact.
Edit: Added the last sentence.
!feedback We ever gonna get steam achievements?
!feedback
New Commando basic attack
Assault Rifle.
Replaces his pistols with an assault rifle that fires in a three round burst. Though somewhat lower DPS overall, it has higher burst damage to the pistols and has less severe shot spread while firing.
!feedback white Item idea, the Clockwork Cannon
Would fire a shot that was fast and instant (like a wisp shot) in the direction you were facing for moderate damage every few seconds while in combat, and would fire faster and deal more damage with attack speed/more stacks.
Would be unlocked by beating a secret boss in wetland aspect (up for debate), the Brass Overlord (placeholder name), a massive and more elaborate brass contraption (just imagine it looks cool) which you could either find in a secret room, or have another special way of spawning it.
To encourage replaying the boss after unlocking the item, similar to the boss in siren's call, it would drop some green items on death (2-3? I really don't know. maybe it would drop more on later loops or something)
TL;DR new white item that functions like a crowdfunder that doesn't immediately plunge you into poverty, and a secret boss in wetland aspect to add more depth to what is currently a sub-par stage.
!feedback what if there was something like a 3d printer, but it has one use and you can trade any item you have of your choosing that is also of the same rarity as the machine and get a random different item of that same rarity
maybe it could even have different numbers of uses for different rarities, like 5 for common, 3 for uncommon, 1 for legnendary
(only spawns as common, uncommon, or legendary, no equipment, lunar, or boss rarities)
!feedback
Item Concept: Equipment Supercharger
Does what it says on the tin, it increases the effectiveness of your equipment by, let's say 50%. E.g Foreign Fruit heals for 75% instead of 50%, Missile Launcher launches 18 missiles instead of 12(?), Royal Capacitor does 50% more damage, etc. Could definitely be tuned better on release but would probably make for a cool item.
!feedback
Scale Little Disciple's fire rate with movement speed. Not because it needs a buff or anything, but because it just feels right. As if you were powering an engine or something. Having super high movement speed would just make it downright entertaining.
!feedback
Add a quick restart button to prismatic trials.
When you're trying over and over again to beat your best time or get the mercenary challenge having to go back to the menu and select your character again every time is really annoying and unnecessary.
!feedback playing off of @placid loom 's idea at https://discordapp.com/channels/417739215355510784/559901472339525644/642406848766541844 I think this would be a really fun thing to have added as an Artifact when we get them. Not a top priority addition, but having totally random item quality and even effects on every run would not only be challenging but spice things up if you're burning out on "normal" runs.
!feedback Perhaps a bit "too specific" of a suggestion, but maybe add Rusty Jetpack or an equivalent and repurpose Headstompers/H34D-5T? If you don't know, originally Rusty Jetpack is a green rarity item from RoR1, and it would increase jump height and produce a minimal amount of thrust while holding jump to effectively reduce gravity. It would serve the same use as Headstompers/H34D-5T does currently, and Headstompers/H34D-5T could then be repurposed as an equipment item and heartily buffed, such as requiring a target and having its base damage be based on the users'.
!Feedback add some damage to commando basic attack.
!feedback Readd Sniper? The thought of having a character who doesn't do alot of crowd control but can pick off single enemies with efficiency and doing heavy damage to bosses intruiges me.
!feedback Readd Chef? The thought of having a character who literally cooks their targets and beats them senselessly with cleavers intrigues me.
!feedback Readd Acrid? The thought of having a character who doesn't do a lot of crowd control but can annihilate the entire map of enemies at the cost of single target damage intruiges me.
!feedback Halloween 2020 would be fun to play as a demon lmao
!feedback
Give more things armor, even if the health is adjusted to cancel out the change. It just feels wrong that Beetle Guard and Brass Contraption have the same armor as Beetle and Jellyfish.
For example, give Alloy Vulture 10 armor but reduce its health by 10%; it would take about the same damage to kill it. The only difference is that Shattering Justice is better against targets with more armor, which is a cool effect except that not a single monster outside of boss fights has armor.
!feedback hidden realm idea (no name currently)
Would be entered via a purple portal gained by destroying some rare gem or crystal that could rarely generate in abyssal depths, and possibly other stages that would fit a massive glowing crystal.
On entering the hidden realm, you would find yourself in a relatively small area filled with crystals and three bosses, the Judge, Jury and Executioner. These bosses would scale extra fast, similar to the Alloy Worship Unit, and be quite a challenge. The reward, however, would be quite worth it.
Energizing Relic: While you have this item, killing the boss charges the teleporter instantly. As you may have guessed, defeating all three of the previously mentioned bosses would drop this item for each player. You can only activate the hidden realm once in a given run, and can only pick up one Energizing Relic.
TL;DR: A new hidden realm and a way to instantly charge the teleporter.
!feedback multishops lose their purpose if it contains more than one of a certain item. It would be preferable to have them ALWAYS have 3 different kinds of items. It would also be nice to always have no more than one random item, because sometimes terminals are just chests that take up more space.
EDIT: it would also be nice to not have the randoms repeat whatever item is already present: a bit exaggerated, but it's just annoying to have a multi with two monster teeth and a random that ends up being monster teeth
also can we have equipment multishops
!feedback Hear me out, but. What if Golden Chests could spawn randomly (like, not guaranteed to spawn) later-ish game. Cuz late game white/green items serve less purpose, and it’d be hilarious to see golden chests everywhere when you’re on stage 73 on Monsoon.
!feedback Small detail
In multiplayer if someone has mastery skin it should show up on the left
!feedback Maybe boss-themed skins? Idk what would be the best way to unlock, maybe killing the boss a set amount of times as the character? Not the actual boss model, a themed design that's still recognizable as the character. Suggestions:
Loader: Stone Titan
Artificer: Imp Overlord (because floating)
Commando: Alloy Worship Unit (as head, with robotic body)
REX: Clay Dunestrider
!feedback
turn MUL-T into engineer's moving turrets
by giving him a new skin and alt abilities similar to the turrets
Edit: grammar
Ok, this isn't feedback but I want to remind everyone what those reactions all mean. ⛔ is thrown out a lot. You should NOT use this just because you don't like something. Only use it if the feedback is inappropriate or irrelevant. For example: If someone posts something that is clearly a joke, you can reply with ⛔ but otherwise, please don't.
!feedback
a equipment that sucks % of our health and from a blood ball above character and auto attack enemy. Like stone titan stone construct.
!feedback
New Engineer basic attack: Thermal harpoons
A throwback to game one. This replaces engineers' grenade launchers with salvos of heat seeking harpoons. Though easier to aim and higher damage than grenades, thermal harpoons wouldn't be terribly reliable, picking targets essentially like disposable missile launcher, though they would be launched straight forward and only seek out targets within a forty-five degree angle in front of engineer that are within line of sight.
!feedback I'm not sure if this has been suggested before but I'd like for quickplay to have an option to limit how many players a lobby is. Like being able to choose to play with only one or two other people as opposed to always three. Personally I prefer to only play with one other person, it's less lonely and enemy hp pools aren't as dramatically increased, as opposed to the bullet sponges in four-player lobbies that require teamwork between random people to focus down.
!feedback Remove the chargeup time on MUL-T's Rebar Puncher and let it autofire. While it can be decent in the earlygame for taking care of wisps and small groups of enemies, its usefulness quickly tapers off as you progress through the first and second loops. Simply letting it fire instantly when the button is pressed and letting it autofire with the exact same max rate of fire it's supposed to have would make it just a little bit more viable in my opinion.
!feedback
Matchmaking by server hosters ( EU, NA, SA, South Africa etc...)
Sometimes people have more than 200 ping which makes the gameplay real different
!feedback more characters, more skins
!feedback Readd the old elites from RoR1 and tweak them if need be
Frenzied
Frenzied (Yellow)
Has increased movement speed, attack speed, may teleport to you and attacks bypass guardian's heart's shield.
Volatile
Volatile (Orange)
Has explosive attacks and will randomly launch a missile at you.
Leeching
Leeching (Green)
Has an even greater health pool increase, will heal nearby enemies, and regains health on landing an attack.
Volatile could POSSIBLY be combined with Blazing
edit: fixed some text
P.S. Yes i did just copy this from the wiki
!feedback Alternate R for 
Places a Tesla Coil, has 3 charges. Placing them will arc lighting between them to form an arena-like area, zapping and knocking back in enemies that touch the walls and occasionally zaps enemies inside in bursts. Based off her tesla coils from RoR1 with some noticeable changes, the reason there is 3 charges is because 2 wouldnt work as well in 3D, just creating a wall.
!feedback
A defensive item that reduces damage taken by X (some flat number, not a percentage) so that we have something to stack that keeps us from dying.
!feedback Post launch devs should maybe have some community poll on discord/twitter (or both) on which other character from RoR1 the community wants back
!feedback an idea about Shattered Mirrorand way to unlock it. During run, you can get an "Old Mirror" active, which teleports you to "duel area" hidden realm on use. There you must defeat your most fearsome enemy: yourself. If you lose, you will be returned to stage without this active and need to find an "Old Mirror" again to try unlocking it again. If you win - you will be teleported back to stage with a "Shattered Mirror" and unlock it for drop.
About "area".. an enemy with survivour similar to player's. Enemy has no items and the same stats as player have(with items or not - i dunno).
!feedback Do not start the chrono (and the music) until the player press E to go out of the pod, I think it would give a much more meaningful and punchy start.
!feedback Magma Worm's body should not persist for a while and continue to move and attack when it dies. It's dead, why should it?
!feedback MulT's alt Utility should be Overclock as a good nod to HanD
!feedback continuing off above^
I was thinking Mul-T's alt R can be a redo of Forced Reassembly. He does some AoE damage at the cost of longer retool time
!feedback Right now i feel like gesture is still too good and and easy pick up even tho it stacks like a T2 item after the first one.The negative side of the item still doesnt feel like a drawback and there is pretty much no reason to not get it most of the time.In my opinion auto activation should be removed as the negative effect and instead with each stack the equipment should have a chance to not work when activated.So it would be %50(+%15 each stack) less cooldown but now equipments has a %5(+%1 each stack) chance to fail(numbers can change its just to show the idea).If the equipment fails to activate it goes to cooldown again.This way you have a shorter cooldown but you also have an actual drawback that it might not activate at all.
!feedback Loader alt R
Thundercage
Places a grid of electric coils that form a barrier of lightning. Anything passing through the barrier takes a bunch of damage and gets knocked away from it. Basically a way to re-add the RoR1 loader ability in a 3d enviroment.
!feedback Post release or just somewhere in the future
I dont see why Acrid cant be re-introduced. Tweaked? Definitely.
His R can still work just as well in a 3d environment. Adding an extra dimension doesnt change it spreading to other nearby mobs. His Sludge could maybe do some rework or just replaced with a different utility (maybe some sort of lunge attack)
His Secondary could also do some reworking.
Point is alot of people loves Acrid with his playstyle and just as a character in general. Yes the Devs currently have alot on their plate to dish out before release but there is no doubt that theres already going to be post release content.
Plus lets all admit he would look badass as frick with a fully refreshed 3d model
!feedback It might be me being bad but I feel that the Alloy warship unit we can specifically summon is waaay too strong ?The thing basically doesn't have a weakness : It takes forever to kill, it can pretty much oneshot you and summons little friends to help you die faster. If you summon it by mistake (which I often do with the huntress) while you're not completely OP, the best bet is to summon the actual boss of the level to run away.
!feedback Seed Volley needs a nerf/buff. Less health and better damage/time active
!feedback Can we allow Engie to put his immobile turrets on the Beetle Guard? It would make the beetle guard less poopy in the later stages.
Edit: Can someone DM why I can't get the !feedback command to work?
!feedback Have a way to put Engi turrets on beetle guards @hot anvil
!feedback Speaking of minions, can we have it so that minions don't block attacks? It's annoying to have ghosts or beetle guards or engi's turrets for that matter all block attacks from you.
!feedback add an option to disable automatic item pickups.
!feedback for the love of God fix Newt not spawning on Distant Roost. Ive actually made a tally where about 1 in every 30 stages I can find a Newt on Roost. and yes i know where all the spawns are
!feedback Make ally projectiles have no collision with other players, numerous times a random ally has flown into the way of my Preon shot and vice versa
!feedback
Green item: Impact Dynamo
Taking damage grants 4 (+2 per stack) barrier.
The purpose of this item is to mitigate frequent instances of damage/DoT such as Clay Templar volleys, titan lasers or lesser wisp attacks, while being almost ineffective at protecting against heavy hitting attacks such as Golem lasers or Greater Wisp fireballs.
(repost cause bot was blind)
!feedback
Can we get more "Barrier" and or "Shield" items? Currently there are only
and
for barrier. There's only
and
for shield. As it stands, these items are all decent in their own way. But when it comes to diversity and variety of items. These 2 classes of items are kinda lacking. Most every other buff in game has at least 3 items to it. For example, ATK speed has
(Correct me if I forgot one) But as I see it, it's far easier to make all damage builds and you rarely are able to make defensive or, absolute unit builds. I also would like more items for these stats in game because in playing roughly 170 hours of this game, I find that Broach, or Brooch as it's spelled in game, is one of the rarest spawns in the white item pool. I've literally had runs where I've had a stack of every white item and no Topaz Broaches at all. Increasing the number of items that apply barrier and shields would be very good for diversity in game, as well as making it more fun and interesting to figure out good item combos. I understand that not everyone will like this idea, but I honestly don't care. I'm just suggesting something that I feel would benefit the game.
!feedback Fix the exploit where mercenary can shift while standing on top of flying enemies to kill them, or where he makes contact when coming out of his teleport. Any related insta-kill exploits with merc or other survivors are also welcome.
!feedback I love the concept of the secret boss in Sirens Call, all of its attacks are cool and interesting. But the problem with it is that in order to remain a challenge in later loops it needs to scale super fast, which simply increases its health and damage, making your fight with it a long drawn out affair where you have to constantly run away or be killed almost instantly. The way to fix this would be to cut back on the health and damage scaling over time and give the AWU more unique and challenging attacks or abilities as you progress through the stages. This would make every encounter with the AWU a slightly different challenge instead of an increasingly difficult slog.
!feedback Right now, there isn't an "under construction" icon next to other character's left click skills. I would love to see other characters getting alternate left clicks, not just Artificer.
!feedback grenade should just have a range indicator like most other "artillery" styled skills (c)Fenfallen
!feedback
engineer turrets with warbanners should also drop warbanners when the engineer levels up
!feedback Another run ended by fire damage.
!feedback Make all players get a Lunar Coin when one player picks up one
!feedback Make Volcanic Egg give invincibility or at least damage reduction when in use.
!feedback
rex's alt m2 could use a slightly larger AOE
its currently just a bit smaller than the area that his R pulls enemies to, if it were about 1m bigger that combo would be fantastic
!feedback Alternate M1 for 
Throws piercing laser shurikens for x% damage with x charges, recharges quickly
Slightly less damage than his current M1 but faster and useable at a distance
Sword is sheathed on his hip when this is selected and is pulled out for his other abilities since they need his sword for their animations.
||maybe he could naruto run when the shurikens are selected hehehehehe||
!feedback Dev QnA
!feedback let Beetle Guards throw Beetles at you
!feedback Maybe something that Commando's Tactical Dive could really use might be for it to, rather than just not cancel sprinting, set you into sprinting, and count as sprinting while active, no matter the direction. (like MUL-T's Transport Mode, for example)
That alone, along with the inherent speed boost, would be a nice improvement and a step forward if Hopoo's (the team) intent is to keep it without an additional function.
If it's just going to remain a simple movement skill, then it should be good at being that, and all it really needs to be better are straightforward buffs to its performance.
!feedback the caves in abyssal depths are really jarring to look in, even more so with the magma worm increasing that saturation. I'd suggest toning down the orange.
!feedback
A red item
Reactive Flare
Upon taking damage equal to x% of your health, erupt into a burning pillar of flame for a small amount of time, at y% damage, where Y is over 100. Movement speed is slowed by x% while active, but damaged is increased proportionately.
!feedback Make it so that if you are not in immediate danger (No basic enemies within sight, no bosses on the map), the music slows down and simplifies to just quiet beats and a lead. I love the ambient noises that can be heard when the teleporter music has ended, and I feel like having that in gameplay would enhance the experience.
Also, this would make it so that you can tell if there are enemies spawned at the beginning of a run to move things along a bit faster.
!feedback Now listen hear. what if when you died and you had dio's best friend it would play a small bit of a song called "far from over" by frank stallone
!feedback
Alternate Mercenary basic attack
Yari
A spear with wide, sweeping attacks. Though a lower attack speed, lowering overall dps, it has longer reach and a wider swing, improving effective range and crowd control.
!feedback So hear me out. I feel for just
specifically that she needs 3 skills for each slot. She has 3 elements and it would give alot more variety to her playstyle.
- Idk what an ice M1 would be
- Fire M2 could be a charged up fireball that has maybe some sort of small
or kjaro effect with fire ticks - Utility has yet to be determined as we dont know what the 2nd is yet
- Special could be maybe some sort of quick frost relic effect or a forward ice blast?
Those are just ideas but yall get the point
!feedback Alternate R for 
Launches a seed pod that grows a mutant flower turret, stats scale depending on
's stats
Shoots bursts of seeds at enemies for damage equal to the basic syringe attack and weakens, leeching health to
and a little bit to themselves on hit
Can place up to 1 (Maybe 2?)
Basically trading the crowd rooting effect of his current R and a tad of health gained, for more damage but still keeping a kind of leech effect
!feedback Fire damage needs a serious nerf. Stage 1 I lose a 3rd of my health from one single lem's aftermath fire damage
!feedback Suppressive Fire should not only aim where the crosshair is, but also lock onto another close target with the other pistol and shoot at them too to kind of mimic how it worked in RoR1
!feedback Lunar Item suggestion:
You stop earning money;
Enemies have a 5-6%(stackable) chance of dropping an item.
Could also work well an artifact named like Pride or such, as it doesnt directly affect your character stats in some way like other lunars do
!feedback
Beetle guard or other minions, drones can have a upgrade according player stats. Like when player reach certain movement speed,beetle guard can grow wings and fly; reach certain attack speed, beetle guard grow spike on their back and shoot to enemy etc.
Drones also. reach certain attack speed then gunner can get one more gun etc.
!feedback extremely stupid green item suggestion: Stinky Bomb
"Uh oh"
Has a chance to spawn a gas cloud on hit, similar chance to sticky bomb, that lingers and deals about 100% DPS for 3.5 seconds. Enemies inside the gas are slowed by 30% and deal 30% less damage. Radius resembles sticky bomb's.
TL;DR Uh oh, stinky
!feedback
Passive
Drones cost less and have improved stats.
Few possible additions but dont have to be
- Drones inherit Engis items too
- Drones have an x% to repair themselves when destoryed
!feedback Boss Drop Idea: Clay Urn (dropped by Clay Dunestrider)
The moment your health dips below 30%, 4 (+2 per stack) tendrils will latch onto any enemy within a 40 meter area and will deal 100% (+50% per stack) damage per second. You will be healed 100% of the damage the tendrils deal to enemies. This will persist for 10 seconds or until you have reached full health.
Note: The tendrils would most likely have reduced or no proc coefficient.
!feedback we need a wisp boss, the game doesn't technically count Grovetender as a wisp boss, and all other early and some mid-game enemies have a boss (except lemurian, get him a boss too, he deserves it)
!feedback
Give Artificer an alternate R that does damage to enemies in an area around her, freezes them (think frost elite), and has the snapfreeze from her ice wall.
!feedback green item, Silver Mirror
Reflect damage back at enemies when hit
Deals 15% of damage taken to source enemy, stacking exponentially
Absorbs 7.5% of damage taken, stacking exponentially
!feedback #top-feedback-archive's description is "the best feedback gets filtered into here. This is what the developers are most likely to see. (45 upvotes are currently needed)" but you need 50 upvotes to get into top feedback
!feedback Drifting with MUL-T's shift ability should make skid marks appear on the ground.
(Maybe even add a screeching sound and a smoke effect)
!feedback Make it so the malachite mines only do one instance of damage, right now they do two, so hitting one completely bypasses OSP. It is already a huge drawback to be hit by a mine but to be instantly killed by one when you are at full health is not fun.
!feedback
Please remove the warbanner from the "damage" items chest group, as its effect on DPS becomes negligible very quickly.
!feedback
give drones more movespeed
as of now most drones are too slow to keep up with the player even without addition mobility items
we saw the engineer's carbonizer turrets get this buff and honestly think itd be a good idea to give it to drones as well
they should at least be able to consistently keep up with a player who is sprinting without any mobility items
!feedback
Warbanner is recognized to be a pretty weak item, so I offer a few buffs that I consider reasonable:
increase the added firing rate by n% per stack as well as the range OR make it so that it increases the CURRENT fire rate by 30%, not just the base one. If going for the latter option, the number might have to be lowered, but both of those would make it a tad more desireable.
!feedback Mul-T shouldn't have slippery movement or at least have it be heavily reduced, since right now he gets downright bullied by most knockback and his generally underwhelming overall mobility does not help with that
!feedback the effects of overlapping warbanners should stack. The change wouldn't make much of a difference because you level up less in lategame but it would certainly make the first loop more entertaining.
!feedback Warbanner is completely useless lategame. How about making it drop on every ennemy levelup instead of player levelup ? It would make it at least not completely useless late in the game.
!feedback Maybe make mobility abilities that currently do cancel it, not cancel your sprint? I.e Commando's roll, Huntress's teleport, Mercenary's dash, etc? You can currently just hit sprint after the ability anyway, it's just a tad inconvenient that it cancels it when the abilities are much intended for mobility. (Yes, some deal damage, but their main purpose is still mobility.)
!feedback
A buff for 
Upon killing an enemy, summon 3 icy projectiles that seek out enemies is a 8(+4) meter radius, dealing 250% damage
OR
Upon killing an enemy, create a small circle of frost on the ground that can be expanded up to 6(+3) meters. Lasts 4 seconds, refreshes on kill until maximum area reached. Deals 250% damage
!feedback allow a player to charge the Teleporter faster by interacting with the Teleporter - this option won't be available if the boss is alive
The Teleporter Event can get pretty boring if you're waiting on spawns.
!feedback Frost relic is kind of doodoo in many people's eyes. However I think it can still work given some changes. I'll use Super Metroid's ice beam combo and Spiral Knights' Ice barrier as examples.
It works like this in these games: Spawn x number of projectiles that spin around you. When these projectiles hit an enemy, they are frozen in place and damaged.
I think that to make this be effective in a 3d space, the projectiles ought to deal more damage (because it'd be harder to make an enemy run into them compared to 2d) and also be of greater range. This is to make frost relic viable for more than just Loader and Mercenary. Maybe the range and projectile count could increase with each stack?
!feedback Frost Relic should hit in a SPHERE around the player, you would think going by the description it would hit everything around you yet air just gets a free pass for 'reasons', make it a circle like the ice elite explosion but just keep the current effect
!feedback Item idea inspired by @cinder pewter "Impact Dynamo"
Values are placeholders
Kinetic Energy Converter (Uncommon): Gain a 50 (does not stack) health shield. Gain 20% (+20% multiplicative per stack) of your current shield health in armor, with a limit of 20 (+20 per stack) armor gained.
This item is meant to give shields a bit more value, as well as work towards eliminating one-shot protection. Kinetic Energy Converter would be most useful when you are at full health, encouraging players to take more risks. It also allows for tankier runs that are focused more on stacking
than
.
The armor limit at the end is also meant to deny a God-tier synergy between this item and 
!feedback All survivors should have some sort of passive to make it more equal between them. Currently only
have passives.
holds 2 equips/retool so idk if that counts or not. This means
dont have passives. Few suggestions:
- All of
skills can be used while sprinting. - Engi Passive Idea I suggested: https://discordapp.com/channels/417739215355510784/559901472339525644/643132393640689664
- Commando idk. Im not always the best at ideas lmao but main point of this feedback is just suggesting all Survivors need passives
Edit: added link
!feedback I really like the polls you guys put out and would like to see more!
!feedback I think both alt merc skills are pretty sub-par. Slicing wind's range doesn't make up for the MASSIVE loss in mobility, survivability, and damage scaling (since it doesn't scale off of attack speed). I don't have any well thought out ideas for how to improve it, but maybe have it give armor for a second after firing it?
Eviscerate is just so indispensible I might even consider reworking the skill entirely.
!feedback A better crosshair for Artificer's Nano Spear ability, aiming it is currently an absolutely horrid experience because of the crosshair.
!feedback Items that play around with the director would be interesting to see. Maybe a lunar that increases damage, but also increases the tokens the director has? Or a red that decreases the amount of tokens the director has for some time after a multikill.
!feedback I just wanted to say thank you for adding the Loader character it was my favorite character from the first and love the way it was made out to be entirely really fun and i love the character
!feedback
For the
maybe reduce the damage done to friendlies, and or how it targets them. I’ve been in countless games where some dumbass has used Meteorite in a hectic or small area. especially for early game characters with low mobility.
!feedback delete the headstompers' jump buff. it kills horizontal velocity which kills YOU in lategame.
!feedback please increase the teleporter charging speed once the teleporter boss is dead
!feedback
Item name: Fight or Flight
Increases damage dealt and movement speed when low on HP, beginning at 50% HP.
up to 25% increased attack damage and movement speed when below 50% health (+10% attack damage & Movement speed per stack)
Edit: I forgot to mention that the item is not influenceable by shaped glass, and is only affected by the percentage of current HP the user has
!feedback make beetle queen's spit attack sound cue louder
that would make distinguishing it from other sounds much easier
!feedback increase monster log drop chance for the "rare" enemies that you can only fight once of every blue moon. I'm looking at you aurelionite and alloy control unit.
!feedback we need someone with flamethrower (no, artificer's flamethrower is not an actual flamethrower, it's a "spell")
!feedback the head stomper's effect is ok, but could you also increase your horizontal air speed while you have one as well? Grabbing it makes wax quail and jumping forward with momentum weird and less fluid than it should be. I:E You get the speed boost of wax quail and after the boost you just rise up in the air for the rest of it, instead of doing a higher long jump.
!feedback when activating the Loader's spiked fists in the loadout, add spiked fists to the character model. Make that bad bitch even badder.
!feedback tl;dr lessen the amount that headstompers v2 lowers a player's gravity, and make stacks of headstompers v2 increase the player's jump height (even if lowering jump height increase at its base value)
jump height is a great thing to have, but how low the player's gravity is makes vertical movement a lot more sluggish, which can lead to getting hit by projectiles that you wouldntve before picking it up, which is annoying
making it boost your jump height on stack as well would make it feel a lot better to get more than one of as well, since at the moment, its current upside is pretty negligable, considering how awkward it can be to use the stomp anyway not being able to look directly down, and how stacking the red item doesnt actually do anything to its...
lets be honest here, kind of obviously more useful buff
jump height bonus is a direct multiplication of hopoo feathers' effectiveness, jump height makes players not using movement abilities safer, its just a lot more useful than an awkward to use stomp that removes safety for several seconds being reduced marginally in risk
plus, height gain makes the stomp easier to do and more useful, id certainly take the risk/reward of a more useable stomp w longer vulnerability after, than stacks doing nothing to movement to marginally lower the risk of a stomp you need setup time and other items to really use effectively
!feedback
engineers carbonizer turrets should sprint when there is no enemy in their attack range
!feedback Additional optional events would be cool, and could maybe even serve as a fun way to get more Lunar Coins.
Lunar Deposit
% chance to spawn in a stage, can be located by looking for floating blue crystals, like a Teleporter.
You pay to repair a Mining Drone that spawns next to it. The drone will drill it, portals will spawn and enemies will come in waves with at least 1 boss. Waves are completed by surviving for a duration, each wave harder than the last. The top-right of the HUD will tell you how many waves are left and how much longer until the current wave is over. At the end of a wave the enemies flee back into the portals but any living bosses will stay and you can't proceed to the next wave until they are killed. The event is harder than the actual Teleporter accompanying the stage, you risk dying for coins. A blue zone is created around the deposit, where time is distorted; time and difficulty rise slower as long as you are in the heat of the event. The Daisy affects the event, activating at the start of each wave, but will not heal the drone.
Depending on the drone's health at the end of the event, you are rewarded with more coins. If it is destroyed, you must still complete the event, and will only earn a small amount of coins. Tricky enemies that would be unfair to attack the drone will not target it such as Lesser Wisps, Clay Templars, bosses, etc. Trash enemies like Lemurians, Beetles, etc, will be the main cannon fodder against it. The Vagrant's explosion will not damage it, that would be very unfair.
At the end of the event the coins are automatically given to the players, if the event is completed and the drone is above % health, a portal will appear, allowing you to enter the bazaar and proceed to the next stage.
Many tweaks can be made to this, I would really like to see events other than the Teleporter and Gilded Coast, challenges you can attempt for bonuses.
!feedback make it so that holding the sprint key would activate it as soon as possible if sprint is cancelled with an ability or attack.
!feedback I DON'T think lesser wisps are bs but it's true that you basically have to play all the time aware of them and it's kind of exhausting. What I suggest is make it so they don't spawn in every stage, I think this way the game is more diverse gameplay-wise as you have other challenges besides ''survive the lesser wisps''.
Edit: had an extra ''and'', just cleaning the message
!feedback Make friendly malachite spikes look different from enemy malachite spikes. gets really confusing after a while
!feedback Give ally NPCs a kind of panic mode that kicks in when they get too far from their owner that makes them slightly faster than their owner's sprinting speed to make it easier for them to stay close. (Not solely the default sprinting speed, it should constantly scale to match up with the owners current speed from items and whatnot.)
!feedback what if the forbidden 100% milk was added and it made ur bones so stronk all attacks that would normall deal 50% or more of your total HP would deal 25% less damage.
say you get chonked at 200 hp by an attack that would normall do 150 damage. well with stronk bones you only take 112.5 damage instead.
https://cdn.discordapp.com/attachments/643148078655733791/643607469058424892/Untitled_Artwork_9.png
very professional art by @prisma harness
!feedback lunar item Clockwork Rock
"Why is it following me"
Gives you 43% cooldown reduction... BUT removes your R ability (or some other ability IDK just removes some ability, maybe your shift)
Is a floating rock with gears and mechanical arms that follows you around.
!feedback Artificer's alternate utility skill suggestion
I think it should be antithesis of snapfreeze (ice ,freezes relatively low damage against small targets, and aims horizonal)
version A: fire wall: aimed vertically , leave a trail / wall of fire infront of you for x seconds and deals burning damage
version B: Blaze Blitz : dash x meters forward dealing x% damage on impact and leave a trail of fire behind you that deals burning damage.
!feedback
Friendly reminder, Greater Wisp and Byson are the only enemies that appears like, "hey sup" without any animation to signify their entrance. They need an entrance animation or queue like most has.
!feedback
Enemies hit with the execution effect of frozen should not need to be hit an extra time if their health is already past the threshold.
!feedback For teleporter events:
- Only allow the boss to spawn within line of sight of the teleporter. I've had horde of many enemies spawn on the opposite sides of walls (specifically on Wetland Aspect) which artificially extends the battle and is universally extremely frustrating.
- Give the boss infinite aggro range. Imp Overlord unnecessarily wastes so much time because he spawns outside of the teleporter range and just stands there, waiting to have an excuse to move. Magma Worm does this sometimes too, if the conditions are correct. This is also extremely frustrating, especially for melee characters who are almost always forced to exit the teleporter zone just to initiate the bossfight.
!feedback
Give all enemies lesser/greater variants
Brass Bauble
A single floating spike ball that charges up for a second before launching itself at you
Polyp Tower
A high health, immobile enemy that randomly spawn non-elite jellyfish if not elite. If elite, rarely spawn an elite of that type.
Now for my favorite
Mortar Crab
Higher health hermit crab that fires off triple the amount of normal hermit crab spit shots. Less accurate & less damage though
Imp Fearmonger
Imp with a slightly longer range teleport and can fire out low damage bleed spikes
Baby Bison
Bison, but less health and damage
Clay Gunner
A clay enemy that has two pistols and rolls, similar to commando
@ me if I forgot one
!feedback
I think the flaming debuff is a bit of an issue. While you need to get hit for it to trigger, there's only one way to get rid of it, which is carrying around one of the most situational equipments in the game. While it may technically be fair that you died to the debuff, it doesn't feel fair. To fix this, I suggest one of two things.
-
The damage from the debuff is applied instantly after a few seconds (but OSP treats it as part of the main attack). This keeps blast shower useful, and prevents high-damage attacks from bypassing OSP through the debuff.
-
A way to get rid of the debuff without items. Maybe if you stand still and hold E, it takes stacks off one by one as your character puts themselves out. This would make dying to the fire feel less like a curse was put on you and more like you failed to react to the obstacle.
!feedback A nice Commando Utility skill would be a leaping fire. Rather than it just be a roll, say it's just a shorter leap forward that can be used in any direction and he fires for the duration of the leap.
Think the cliche thing action moves do when a character flings their whole body to the side and fires like no tomorrow.
Though, this would just be a direct upgrade of his standard roll, and I'm not sure if an alternate skill is good if its only purpose is to upgrade.
!feedback I really like the Aspect items like Ifrits distinction. Maybe in the December update you guys could make them into red items or give them an increased chance to drop?
!feedback building off @prisma harness last idea. Instead of disabling a full skill what if it acts like distortion in RoR1 and locks a random ability at periodic intervals?
Also maybe lower the cooldown percent, since if you stack it id probably become too op
Edit: added 2nd part (6 👍 )
!feedback Might be a controversial idea, but fire DoT should not be able to finish you off. The absolute most frustrating deaths are the ones where you survive on minimal health only to be finished off by fire DoT you could do nothing about, unless you were carrying the not-so-handy blast shower. Lots of other games do this, and it would really help prevent some annoying frustrations with fire elites
!feedback Things like Lesser Wisps and Clay Templars should give you weaker versions of debuffs if they are Elite, considering how annoying they can be to go up against if, say, Blazing or Overloading.
Lesser Wisps not only hitscan and are tricky to avoid, but also shoot 3 shots in one instant, stacking a debuff 3 times if you get hit once. Clay Templars rapidly shove bullets down your throat on sight, stacking the debuff at an alarming rate if you're caught in the fire.
hrhrhr
!feedback so we have the stun grenade and shackles from RoR1 reintroduced. Why not bring back the taser? Locks enemies in place (but not stun). Itd be a good variant for the pool and would help dealing with flying enemies.
RoR1 Desc: 7% chance to snare enemies for 1.5 seconds
!feedback please make artificer's M1 recharge faster with attack speed if it doesn't already
!feedback Is there a timeline for split screen on PS4? Really looking forward to this game but I play with with the wifey.
!feedback Even on a 1080TI/Ryzen 2700X the game has frame issues the longer a run gets. If we can get an option to disable certain particles (even a slider) so first setting would be all, second would disable gold/experience effects, final setting would disable all non-essential particles. (or something like that)
!feedback Have clover improve shrine of chance (maybe just by a small amount)
Increased chance of winning and/or increased rarity chance
!feedback make the fall distance required to take fall damage scale with movement speed: the faster the player, the higher you have to fall from to get hurt.
!feedback Loader needs a special movement on her 3rd swing. She had this in RoR1 and Merc also has this so I feel it only makes sense. It can be a punch with both fists downwards or whatever seems appropriate
!feedback
Lunar item suggestion: Warrior's Burden
Increases your damage by 125%(+125%)... BUT reduces attack speed, animation speed, movement speed and jump height by 25%(+25%)
Would appear as one of those ball-and-chains you attach to a prisoner or something mixed with a spiked flail. Would appear attached to your character's leg when you had it. Stats aren't set in stone, but are just there to give you an idea of the stats somewhat. Thanks for reading!
!feedback Regarding boss teleporter spawn problem.
Have bosses spawn on or directly around teleporter so they arent halfway across the map or sometimes unreachable.
- Bosses would spawn adjacent to teleporter
- If Mountain Shrines are active, bosses will spawn in a circular fashion around teleporter
- Vagrant would spawn directly above teleporter if there are no obstacles
- Magma Worm would simply just spawn below the ground of tele
This would make bosses always accessible and you'll be prepared knowing exactly where they spawn. (Ive had times where bosses spawn right on top of me or as Engi bosses spawn far from turrets)
!feedback add a white item that increases jump height.
!feedback I think that a white item that increases your armor by +5 would really improve the playstyle of late game.
!feedback Green item which shoots out an extra projectile that deals 20% (+20% per stack) damage every time you shoot your m1? Could be great for melee characters and could serve as a bit of extra damage for everyone else.
!feedback
To help survivors move around a 3D environment, make jump height a stat. When you tap jump, it does a short jump like normal. While holding jump, you rise further (like Rusty Jetpack from RoR1). This reduces fall damage, because what pushes you up also breaks your fall.
This would be added to items that make sense; Paul's Goat Hoof "Increases movement speed and jump height by 14% (+14% per stack)" would help separate its identity from Energy Drink. Hopoo Feather, Wax Quail, and/or H3AD-5T could use this single system to let survivors jump higher when they want, instead of just one rare item that has a huge, abrupt change to how you move and sudden immunity to fall damage.
!feedback
Green item suggestion: Warding Lantern
"Begone, unholy demon!"
Reduces the damage nearby enemies deal. Reduction and radius increases with stacks. Damage reduction has diminishing returns with stacks, similar to tougher times.
I think non-rng survivability items are the key to ROR2's future, and many seem to agree. Having relying on healing up to OSP every frame via stacking 11 shaped glass not be the only way to survive late game would be great, and items like this seem like the solution.
Edit: wording fixes
Edit 2: I forgot a word on the last sentence that completely changed the point I was making, sorry for the confusion
!feedback Add a “cleanse” effect to Commando’s dodge, removing fire and electric effects. The idea is that quick burst of momentum extinguishes flames and dispels the electro-balls.
This adds a bit more use to Commando’s dodge so it isn’t just Strides of Heresy bait.
!feedback make Shrines of Chance drop XP and health spheres on failed uses like they did in ROR1.
!feedback Ice worm.
!feedback Here's an idea for a spawn animation for Bison.
Instead of having them spawn in front of the player, have them spawn out of bounds and stampede into the map from the high grounds. For reference, think of the stampede scene from Lion King.
!feedback Lesser wisps shouldn't be laser accurate and able to track you extremely well.
!feedback Somewhere into the game (hidden realm, stage, etc) I wanna see Hive Cluster make a return
!feedback
Future unlockable skins should also be remodels of the original character and not only recolors. Nothing too extravagant but something enough to feel new. The new color schemes we can unlock now are a way of giving your character a new look, something refreshing from the original color scheme, but a slight change to the model for new skins would definitely be worth the challenge of achieving them.
As an example, I've seen early on here someone suggested Rex have a bonsai tree to replace his plant bulb.
Something of that sort would be cool and refreshing for new skins, not only a color scheme change but a slight variation on the characters' shape too.
edit: same suggestion just reposting since many of you seemed to like the idea.
!feedback Item Idea
Values are placeholders
Mysterious Vial (Common): On getting hit, returns 5% (+5% additive per stack) of damage taken as _healing _over 2 second.
My main idea points for this:
•Another item that increases survivability w/o RNG
•Linear stacking for survivability
•Meant for rapid recovery rather than plain damage negation
•Relies on a preestablished mechanic (
and
) rather than introducing critical healing
•Stacking past 20 (or 100% return on damage) shouldn't break the game, as most fatal blows come in bursts
!feedback I don't know if it's a glitch or intentional design choice, but Malachite enemies should not ignore one shot kill protection.
!feedback
Make it so that when you take knockback while in the air, it reduces your movement speed to 0%, but moves it back up to 100% total movement speed over 2 seconds.
I hate getting hit by wisps while in the air as Artificer, because you can't choose which direction you continue going in unless you jump or touch the ground (Especially when hovering). I've died and almost died multiple times because of it, so giving back some movement ability after a couple of seconds would be a good QoL change.
This would also apply to geysers.
!feedback
Allow us to turn the toggle for hovering on Artificer off. I do prefer the Hold the button to Hover version because it makes hovering more precise, but I can see why a toggle would be nice for some people.
EDIT: I don't know if PC has toggle hover, but console does. I guess 👍 if you want toggle hover for PC, too, because otherwise this wouldn't work there.
!feedback The more you kill x enemy and it doesn't drop it's respective log, the higher the chance of it dropping their log for next kill. Same concept applies for environment logs; the more the respective biome doesnt spawn one log upon generation, the higher the chance of it appearance on future visits. This way, it will feel like there is some sort of progress for really rare Logs, as currently it's just mindless, time spongey grinding.
!feedback have something stick at the end game such as status, some money for buy something in future.look like luna coin. (status for medal. medal will show in player profile or else that can boast another player lol)
!feedback Something like prismatic trials, but instead of speedrunning 1 level, seeing who can get to the highest? Maybe also with character/item restrictions to make it more difficult
!feedback Nerf the accuracy on Wisps
!feedback make the visible execution threshold for guillotine accurately reflect the threshold, because as of now, you can noticeably see that especially larger enemies can have their health go below the threshold and not die. I am unsure if this is a bug, but I would like it fixed nonetheless
!feedback show infusion as spent (like Dio's Best Friend does) once the 100HP limit is reached
!feedback Piggybacking off of the previous one, why not just set your healthbar color back to green when you can no longer gain HP from an infusion? Then picking up another will make it red until you're good again, then it goes back green, etc
!feedback Celestial orb should spawn on every stage after the 7th
Unsure if this is allowed in this channel but, bumping an old idea I posted that almost made it to top, I think it would be very good for the Prismatic Trials since currently you are giving yourself a disadvantage to use someone like Artificer instead of the objectively faster Loader, this way you compare your time with other people who used the same character instead of all character times being bunched into one leaderboard (two counting friend leaderboard).
https://discordapp.com/channels/417739215355510784/559901472339525644/636742182161874962
!feedback This will probably be insanely disliked but I love putting my ideas here.
Artifact Idea: Friendly Fire
Enemies can now damage eachother (crossfire) for 50% damage
BUT Deal 150% damage to you
Numbers are not final, just a guideline
!feedback Give the bandolier a more noticeable cue that your CDs have been reset, preferably a visual one. As it is currently, there is a faint sound that is played. However, in the middle of a fight, when listening to music, or when playing with sound off, this is not really noticeable. Obviously if you see an ammo pack fly to you, you see that but if for example you are a mercenary dashing through a lot of enemies, the ammo pack spawns, instantly gets picked up without one noticing the ammo pack spawning even.
!feedback Titanic knurl should instead grant a % max HP bonus and some armor, to keep it from falling off and becoming useless late game. We need more items that make you able to take hits.
!feedback I'm digging @plucky fern's idea of a friendly fire artifact. However i think theirs is a little too complicated. Here is my solution:
Artifact: Friendly Fire
Description: All entities can damage each other, and themselves. This includes players, allies, and enemies.
!feedback Make Hopoo Feather jumps trigger the Wax Quail. It's triggered with Mercenary's double jump, so I think it's within reason that Hopoo Feathers should trigger it as well.
!feedback Well it looks like the friendly-fire artifact ideas have come out, so I'll add the one I've been working on for a while.
Evolution (Artifact): “War is as old as life.” Monsters can hit most other monsters, but it only makes them stronger. Each faction can damage other factions, earn xp as a team, and gain levels additive to the normal monster level. This doesn't take away from the survivor's xp or gold from monster deaths.
- Burning Air: Lesser Wisp, Greater Wisp, Grovetender.
- Crackling Sky: Jellyfish, Wandering Vagrant.
- Metallic Whir: Alloy Vulture, Brass Contraption, Solus Probe, SCU, AWU.
- Oozing Tar: Clay Templar, Clay Dunestrider.
- Rising Heat: Lemurian, Elder Lemurian, Magma Worm, Overloading Worm.
- Tearing Space: Imp, Imp Overlord.
- Rumbling Ground: Stone Golem, Stone Titan, Aurelionite.
- Shifting Sands: Beetle, Beetle Guard, Beetle Queen.
- Other: Bighorn Bison, Hermit Crab. These never appear on the same map anyway, but grouping them together helps them keep up with other factions.
!feedback
Artifact Concept: Chaos.
Activates a random Artifact effect, including ones you don't have unlocked yet, upon entering a stage. So basically you could have Glass Cannon on one stage, then go to the next and have Sacrifice instead, etc.
!feedback I’ve only noticed this on Commando but most of his abilities have some kind of auto aim attached to them besides his M1 and this causes shots to connect with enemies who are say, 5-8m behind me (I don’t know direct measurements in-game) instead of what I’m actually aiming at.
I don’t know if this is a bug with the auto aim or with his abilities originating behind him but it’s annoying to deal with nonetheless.
!feedback
I'd like Loader's future alt skills to focus more on continuous, up-close brawling (like in the first game) rather than the current style of "Zip zop zoobidah-bop, when I let go of Shift your head goes pop"
!feedback
Instead of hordes of many (or maybe an alternate to hordes of many), how about we get a "super elite" type enemy? It could essentially just be a buffed up elite, but maybe with bigger/grander horns/tiaras and new special attacks like putting a ring of fire around you, or ice spikes trying to stab you
the super elite attacks could also be added to the elite equipments to give them a use function
overall i think it'd be a fun idea, and the dead cells server has been entertaining this idea for a while, so i thought "why not"
!feedback Bring back photon jetpack. I know this is unlikely since it seems to have been cut to give artificer her jetpack, but I have an idea for how it could work.
Make it a red item that gives the player the arti jetpack ability. If artificer picks one up or the player stacks multiple jetpacks, it would increase air speed by some amount. I feel like it would be a lot of fun to use the jetpack on the other survivors, and increased air speed could be really useful for dodging attacks while airborne.
!feedback Lunar item concept:
D∞: increased chance to get a item of a higher rarity on opening a chest, BUT chests cost 25% more
!feedback
So what if we had full legit item synergies. When you have two or more certain items it gives extra benefits, stats, etc
Examples:
Bear Pals: When having Dio (unused) and Tougher Times, you have an increased chance of blocking when at critical health. Stacks when you have more of either in the same fashion of TT
Wedding Crasher: When in possession of both Kjaro and Runald bands, if both proc on the same enemy at the same time it does x150% more damage
These are just examples
!feedback Gamemode concept: “Sandbox”
A gamemode where you can test any item you want against different enemies at different stages. Really highly customizable and with different settings to affect gameplay, movement and enemies.
Just a basic concept but if someone wants to expand on it go ahead
!feedback As @plucky fern suggested, I think something that would be a very cool add-on and based somewhat on items being synergies would be to have "Transformations" much like bining of Issac, these would give noticeable benefits, while at the same time being based off of Red's making them slightly rarer per game
Essentially once you get a group of items, you would "gain" a purple item that would give you the buff, these "items" would essentially be the game's way of telling you that you have the buffs
These are just suggestions I had below
Shattering Justice + Bandolier + Soldier's Syringe = Warforged
Gives an increase to movement speed, jump height, and character effective range, this would increase attack range for melee characters, and lower dropoff for ranged characters
Brilliant Behemoth + ATG Missle Mk1 + Sticky Bomb = Pyromaniac
Increases the size of explosions from the character by 50%, enemies hit by explosions are staggered for a short amount of time
Brainstalks + Runald's + Kjaro's Band +Focus Crystal = Psionic Ascension
Allows the charcter to float off the ground at all times, this lets them avoid things like Blazing, Malachite, etc
Soulbound + Chronobauble + Lens Makers Glasses = Third Eye
Gives a base crit increase of 15%, also allows players to ignore the Crystalline buff
!feedback Make it so the malachite mines only do one instance of damage, right now they do two, so hitting one completely bypasses OSP. It is already a huge drawback to be hit by a mine but to be instantly killed by one when you are at full health is not fun.
!feedback Add a 'Quick Restart' button to the pause menu while in Prismatic Trials.
!feedback
👏 Nerf 👏 Horde 👏 Of 👏 Many 👏
Seriously though. Elite Hordes of Many are broken.
!feedback Readd the slot machine style terminal from RoR1. You pay for it and it rolls through the items
You can either:
A. Time your interact to select one of the items
Or B. Just let it run through and itll give you a random item.
In RoR1 these were multirarity too. I just like seeing a bunch of stuff come back from RoR1. It helps it feel like an actual sequel and gives me nostalgia
!feedback Lunar Coin droprates should be increased on Elites, Bosses, and Elite Bosses. Right now farming for lunar coins is rather tedious and boring and I'd love to see something done about that.
!feedback make malechite spikes be consumed when hitting them.
feedback let the player choose between toggle and hold key
!feedback feedback let the player choose between toggle and hold key
For @quasi rune
!feedback I think someone posted something like this before, if they have then it didn't make it into top so free real estate
All enemies should have their respective little families. By this i mean a "Normal", Greater and Boss.
Less Wisp, Great Wisp, Grove is a good example and I feel all enemies should have something like this to give some more variety. Just note some of the ideas im going to state arent mine
Greater Golem (idk name): A larger much tankier version. Its main methods would be like a stomp like the Colussus from RoR1 did. Its ranged would be summoning a sort of cannonball (similar animation to Titans laser orb thing) and launches it at you
Clay Men (lesser of Templars): These were from RoR1 and ive also previously fed the idea.
Greater Jellyfish(idk name): Would float more upright similar to Vagrant. Would follow players around attempting to position over them, surrounding with tentacles that do electric damage
Sand Crab: From RoR1. Greater version of Hermit
Again these are just a few ideas that dont have to happen so dont just give feedback from those, focus on main idea
!feedback what if I (brainstalks) acted as a soulbound catalyst for your normal abilities. I feel like that would make me more consistent and reliable, considering the global cooldown and cast times mean you only get about 1 extra ability cast per proc.
!feedback Buff Queen’s Gland by having a chance for your Beetle Guard to come out as an Elite variant. However, the character model would have to be adjusted in order to differentiate it from other Elite Beetle Guards
!feedback
mini-blink would be so much better if you could aim it vertically
!feedback daily reminder that brittle crown would actually be worth picking up if it gave you gold equal to a percentage of damage dealt
!feedback add a more obvious indication that brainstalks have activated. A sound que or a purple screen border would help a lot to allow people to properly react to their brainstalks going off.
!feedback Make Infusion better by either removing the cap or making it stack +1 instead of +.5
second bump: https://discordapp.com/channels/417739215355510784/559901472339525644/642887970961096716 - beetle guards throw Beetles at you
!Feedback New Type Of Difficulty:
A reactive type of difficulty which scales based on what items you have and/or your stats which prevents a long but boring run where you one shot everything and it also makes a bad run easier to handle since the enemies won’t be as hard.
My idea was some type of point system where a shaped glass increases the difficulty by 4 points whereas a hopoo feather only increases it by 0,5 points. (Just an example)
Maybe you could also have some type of automatic scaling but maybe not too much just to give some extra difficulty.
(Please expand on this if anyone likes it)
(Wouldn’t replace anything and could be good practice)
!feedback New elite type of enemy:
Stealth based, however unliike Celestial enemies the invisibilty only affects the one enemy, unseen until it is either really close to you, or you damage it. It can also give away its position by the crown/horns that it may come with or with ranged enemies its attacks.
The stealth could also potentially give it a boost in speed/damage while hidden. The name could also be called 'Hidden Wisp/Lemarian'
!feedback Change Artificers selection Sprite to be a little more forward-facing, up until yesterday I thought It was an Elite Lemurian.
Just a visual thing
!feedback Kind of a strange suggestion but I think it would be cool, smoothen out the character select animations for the characters entering and exiting, by giving them each a "leaving" animation for when you select another character and making them fully come in from offscreen when you select them instead of kinda just popping in out of nowhere and partially doing an entrance (For Huntress this makes sense as she teleports, but MUL-T teleports on-screen then falls, REX teleports on-screen and then runs into place, Artificer teleports on-screen and then hovers a little bit down, etc) So like, if you have REX selected and then select Artificer, REX would scamper off to the left and then Artificer would fully float down from offscreen, then if you were to select Mercenary, Artificer would float away and then Mercenary would dash into place and flick his sword, etc
!feedback some games play with the idea of having a rotating shield as an item or something of the sort, it breaks after a few hits and recharges after a while, i feel like such an item would go to great lengths in the game, either consuming the damage/hits or deflecting them, it would start with 7 hits that can be blocked, each stack increasing it by one, white item. This item as is doesnt sound overpowered when facing a constant barrage of damage, especially since the base shield is low, would come back in like 15-20s and you would need to stack it A LOT to be “untouchable”, the hits the shield can take would not regenerate, forcing you to break if on your own at times to get your block/shield stats back
!feedback Due to the Celestial Portal giving you 5 Lunar Coins upon obliterating, I rarely find any reason to continue past the seventh stage nowadays. There needs to be something that encourages you to attempt to go past it and survive for longer. With that in mind, I have 2 ideas.
-
For each activation of the Monolith, without obliterating, droprates of rarer item qualities is slightly increased. (Making specifically reds and boss items more common the further you go.)
-
For each activation of the Monolith, without obliterating, you increase the lunar coin reward the next time you enter the Portal by 2-3 LCs. You must still go through the portal and activate the Monolith to increase the reward each time.
- Example:
Stage 7C = 5 LCs.
Stage 11C = 7-8 LCs.
Stage 15C = 9-11 LCs.
Etc.
(Stage 7C=Stage 7 Celestial Portal) (LC=Lunar Coin)
!feedback
now that we have an in game real time timer, how about having a display setting for it so speed-runners have an in-game clock for validation as the game clock pauses whenever you go to the bazzar
!feedback a lunar item that make chests/multi terminals/chance shrines have a 50% chance to drop two items, the other 50% will make the item drop gray so you can see it, but can’t pick it up
!feedback
Lunar equipment: His Time
Upon activation: Creates a large time distortion sphere for n seconds, in which the time is slowed to aid the player: halves the movement, attack and animation speeds and doubles cooldowns of ALL enemies in the sphere.
BUT
Upon deactivation: Creates a large time distortion sphere for n seconds, in which the time is slowed to hinder the player: halves the movement, attack and animation speeds and doubles cooldowns of ALL players in the sphere.
Cooldown: 180s.
To remove godlike synergy with
and
, in order for the item to activate again, it has to deactivate creating a nullifying field, which means that if the cooldown becomes less than n seconds, the item becomes ineffective. Or the item can only be activated again once the deactivation debuff expires.
EDIT: grammar and ambiguity fixes.
!feedback
Lunar Equipment: Vampiric Lust (purple vial)
Upon Activation: Gain increased damage, health, and Speed. Every kill gives you +10 maximum health.
Cooldown: 120s
Upon Deactivation: Gain Vampiric Longing. Lose 2 health per second. Does not stack.
EDIT: Spelling error
!feedback
An artifact
The Moon’s Curse
Both the good and bad effects of lunar items are doubled but all other items have greatly decreased power
!feedback
equipment drones are currently rather stupid
there are too many equips that would be wasted on them before the drone gets itself killed due to its lack of survivability or self preservation
for example a drone with a preon or cube will probably only live long enough to fire it once or twice, not even considering what if fires at.
i have a few suggestions
1: simply increase their health and regen
2: shorten their equipment cooldowns, seeing as they dont have any abilities other than their equipment
3: adjust their AI so they fly a longer distance from enemies, high up in the air works seeing as the majority of equipment can be used from long range
4: increase its movement speed and make it more evasive, have it bob and weave in the air so its harder to hit (this could actually be a good addition to all drones)
!feedback
I want a Melee farmer with a pitchfork. He didn't ask to be there, but he's sure as heck not dying there.
!feedback Utility idea for Commando or Artificer :
Kinetic Converter: Hold to block up to 1 (one) hit within .5 seconds of activation. 150% of the damage blocked is added to your next attack. Still prone to knockback- can be tuned to be excluded from any resulting procs.
Cooldown halved if you do not block an attack within the .5 seconds
!feedback Artificer primary fire should have more shots and less cool down.
!feedback
The 12 crowbars Huntress challenge has been criticized quite a few times already, either asking for a really long run or lucking out on finding a 3d printer, which is a bit tedious. One way that could make the challenge more obtainable while keeping a similar theme would be to rely on crits instead. For instance, landing X number of crits in a row. There are definitely more builds that'd allow you to get the achievement (full lens-maker, HUD + fuel cell, HUD + high attack speed...) while still making it something you have to strive for
!feedback
I'd like an auto sprint feature that has your character sprinting whenever possible, and pressing what is now sprint makes you run normally. I find that constantly pressing sprint doesn't add a lot of value to the gameplay, it is just tiring.
!feedback
Whenever host leaves make someone else host so the game doesn’t end. There are so many rounds that are cut short because the host is either bad, has to go, or feels like they aren’t strong enough and just want to leave.
!feedback
A lot of people i know that play this game have issues with the Togglesprint this game has. Perhaps something like in Minecraft, that you sprint whenever you hold the sprint button, would be nice
!feedback
Allow freezing/stunning enemies during their spawning animations, like Beetles, Stone Golems, etc
!feedback another multishop complaint:
I would suggest following Apple's footsteps with their shuffle: make multishops less random, but more varied.
!feedback
A twist on the multishops, a variation that lets you buy every item for n, 2n and 4n prices, would be like a more reliable but expensive shrine of chance that you can somewhat choose what you do or don't want to get from.
edit: prices are placeholders and can be tweaked for balance
!feedback
equipment multishops
!feedback First off I want to say that I like all the bosses and enjoy fighting them,. But I feel that some of the bosses are a little bland to face off against, Like the Stone Titan, Beetle Queen, Grove Tender, and Imp Overlord. The reason I feel this way is because they have very little variability, all four of them have only two attacks which are easily predicted. I think that it would be much more fun and if all the boss each had three attacks, it would make them less predictable and more interesting.
EDIT: I changed three bosses to four bosses
!feedback
Enemies with long spawning animations (like beetles surfacing) should be vulnerable when spawning: I think it makes sense that an already existing enemy can be hurt. I recognize that it would make enemies overall more vulnerable, because there is a time when you can attack but they can't, but damage done during the spawning animation is either negligible or the enemy will die pretty soon anyway.
It's just annoying to have to wait to eviscerate a beetle and sometimes waste a dash/huntress' boomerang.
!feedback
I think a revive mechanic of some sort is much needed at this point. Instant burst deaths or inability to collect sufficient healing to deal with Monsoon difficulties just ends up making people leave matches immediately, and anyone who dies early is at a permanent disadvantage for the rest of the run. Some way to get teammates back up would help to alleviate people just leaving and pretty much ending the run for everyone else (even if you can kill a 4man scaled boss solo, the time you took doing so makes future levels way too hard).
Perhaps the healing totem could be purchased to ressurrect the next player killed after a few seconds, in addition to its healing aura?
I'm really frustrated watching most quick play lobbies just die out because people leave after they die.
!feedback
Some bosses need basic melee attacks. Like I can see why Dunestrider or Grovetender might not, but having a Beetle Queen or a Stone Titan's best option when you're right in their face be funky dance moves and not just stomping on you seems wrong.
!feedback Make it so that when Chef's Second Helping buff is active, his hat glows gold or somethin so that we know it's active and don't forget. It's pretty easy to lose track in the midst of a battle.
Wait... Chef isn't added yet? Well then you might wanna work on that first ;)
!feedback Buff Commando or make his Rolling Thunder challenge easier to accomplish. It is frustratingly difficult when you consider the fact that Commando is, without Phase Blast, perhaps the worst character in the game. Everything he does is just a worse downgrade from Huntress. Not only is his right click pitiful in terms of damage (230% when Huntress does 250% BASE + 10% per bounce), but it carries no utility at all. Tactical Dive has less cooldown than Blink, but travels less distance and gives no invincibility. Blink gives a lot more distance, lets you dodge some attacks if you time it right but also has a nifty upgrade.
Either buff or rework him, because he's a worse Huntress. He's entirely carried by Phase Blast, which (as already mentioned) is a stupidly difficult and tedious challenge to accomplish.
!feedback I know that sticky bombs do quite a bit a bonus damage when they proc, and getting more increases the chance, but I think it would make it more worthwhile to pick up if you also got a 5 or 10% increase to sticky bomb damage for each one.
!feedback fix lens maker's glasses being useless past the 10th stack. For what I can think of, there are 3 ways.
#1 is making them just not show up past 10 stacks. I dislike this one because, in my opinion, this route would be a wasted opportunity, although it's still better than what we have currently.
#2 Is making all stacks past the 10th give you a chance to crit on a crit, essentially making it deal x3 damage. (Could do x4, but I think multiplicative stacking would be too OP). This one is pretty intuitive, and I know I'm not the first to post it, but I assure you I didn't actually steal it from anyone. Whether this would make crit-based items (Harvester's Scythe etc.) have extra effect is up to the devs.
#3 Is making all stacks past the 10th make critical strikes deal 10% more damage. This would have around the same impact as #2, but I figure I'll put it out there regardless.
TL;DR crit glasses are great, but I feel cheated once I get more than 10, considering they do literally nothing past that point. I hope that this issue can be fixed.
!feedback Not sure if this has been said yet.
But I would love the ability to control what my turrets attack as Engineer. To many times to they attack pointless enemies during the teleport boss and not focus down the important ones. Riding my train of thought the turrets should also instanyly gain the items as you pick them up, not force you to rebuild them.
!feedback
engi mines should be usable for pressing karjo and runalds buttons
!feedback
I think it would be neat if the Imp Overlord could:
- Dash forward when swiping at the ground.
- Fire off an indicated laser/flame in a straight line.
Either one of those or both are fine, mostly to be more reminiscent of the first game.
(And to spice up the Imp Overlord's playstyle some more.)
!feedback Engineer mines shouldn’t interrupt primary fire, especially since one involves throwing with his hands and the other being shoulder mounted grenade launchers. Also it would be a great quality of life change in general.
!feedback New engineer skins should also reskin the turrets and their icons so that you can tell who's turret is who's.
!feedback Just wanted to throw this out there:
I think the conditions for Mercenary's Ethereal challenge would actually be fair for the loader. Since she has the innate ability to gain barrier, the challenge's difficulty is far more consistent. It would also still be thematically relevant:- The Loader is such a deadly brawler that she isn't fazed by damage.
Or something like that
edited typo
!feedback autopickup toggle, make it able to be held though for big stacks and swooping by
!feedback maybe alternative first skill for artificer should stun enemies. Because firebolt damages in small aoe and ignites, but lightning bolt just damages in small aoe
!feedback Abilities like artificer's freeze wall and stuns that don't affect boss enemies should still have some effect, eg stunning duration is 0.1s interrupting a heavy attack for a moment (but not removing it), or the freeze wall deals extra damage to immune enemies
!feedback Ideas for new Primary and Secondary for the Huntress:
(Disclaimer: All numbers are just there to give a general idea. The Devs can adjust accordingly to their own desire and need.)
Primary:
Charged Arrow
- Hold to charge and release to fire a non-homing and arching arrow that deals 150-1000% damage. The longer you charge, the more damage it deals, as well as travels further and faster. (Minimum charge time: 0.5-1 second. Maximum charge time: 7 seconds. Both are lowered with attack speed.)
Secondary
Plasma Wire
- Throw a homing plasma wire at an enemy that stuns it and blows up after 1 second, dealing 800% damage to all enemies within range of the plasma explosion. (Looks like a rope with round explosives on both ends of it.)
!feedback as artificer if your camera and character are near a wall and you aim opposite from the wall projectiles just explode in the wall
!feedback Instead of just saying "fix friendly AI," we can break down this matter into a few pieces and work from there. Mainly, drones and other friendlies have poor maneuverability, and although this could be caused (and probably is) by their pathfinding, just making it so that they teleport to you if they are far away would be very helpful.
As a side note, they should enter a "panic" kinda mode when they need to yeet outta somewhere, like when a glacial boy goes kaboom, or Titan bruh decides to punch em
!feedback Please give REX some new abilities, and buff Seed Volley. He only got one new ability whereas everyone else got 2 (or 3 if your name is Artificer), and the one he got isn't even all that good. It doesn't help that his proc coefficients are pretty bad too.
!feedback Mul-T main attacks could use a rework. I find no reason to use any other than the Auto-Nailgun, given how heavily it outclasses the other two in the long run in terms of raw DMG and item synergies.
The Rebar Puncher is supposed to work like ROR1 Sniper's Steady Aim, but its DMG is meagre compared to its Fire Rate and proc chance. Sniper's SA was well worth the low Fire Rate (2300% DMG, more in combo with ult and active reload. Killed several mobs and even bosses in 1 or 2 shots), but it is not the case of this ability (600% dmg, piercing enemies in a straight line is much less effective in a 3D environment).
Scrap Launcher: Kind of a low damage Blast Canister without the stun. OK, it allows for indirect fire and such, but in the end Nailgun spread covers more or less the same AOE when fired from medium range and outclasses it thanks to proc chance.
I encourage other players to come up with possible fixes for these if they agree with me about this. Feel free to build upon my feedback. Let's make our beloved shopping cart more fun 🙂
EDIT: mispellings
!feedback Building on my previous feedback ( https://discordapp.com/channels/417739215355510784/559901472339525644/645667209380888597 )
Rebar Puncher: add strong knockback and make it able to pin enemies to each other and to any solid thing (walls, columns, bosses, etc) in a straight line. Remember the Stake Launcher from Painkiller? That's the idea. Nice utility addition in order to set enemies for AOE dmg, Crowd Control and synergize with P. Cube, Will O Wisp and Gasoline. It is supposed to be a huge nails launched at high speed, so it would make sense even from a Lore perspective.
(Reposting @reef blaze 's idea because he forgot to do the command because he's a dingus :) )
!feedback Reposting the previous two.
Rebar Puncher currently has no incentive to be used, due to the relatively low damage considering it's fire rate. Sure, it can pierce enemies, but that's much less effective in a 3D environment. Having the Rebar Puncher be like the Stake Launcher from Painkiller would give it good utility. You could pin enemies to the wall (or be cheeky and launch them out of the map) and then follow up with a powerful Blast Canister. This would remedy the low damage with some amazing combo potential. Gasoline would become absurdly good on him too, and he'd benefit greatly from AoE items like Ukulele.
!feedback I feel whenever someone dies they should have the freedom to use the camera seperately to that of the player they are spectating, this could help out in keeping a long winded run from ending from a sudden exploding jellyfish or a Greater Wisp appearing from behind and deleting the player.
Or even a type of free form camera allowing the now dead character to basically float around the map as a ghost.
!feedback allow us to see why the game exited, whether the host left or connection issues.
!feedback reduce the cooldown for REX's Seed volley from 6 to 3 seconds
!feedback Remove the gravity reduction and jump boost on head stompers, it makes me feel sluggish and it's jarring to use. If I'm trying to ground pound an enemy, I'm usually gonna have the proper mobility pieces to do so or climb up a cliff to do so, and the jump boost's inconsistency doesn't help its case either.
!feedback:
Red item that allows for stacks of R ability, possibly reducing cooldowns as well.
Ability overlap effects:
Commando can't activate another charge until first one is done
MUL-T could switch weapons faster???
Huntress can make 2 arrow rain AoEs, but ballista has to be triggered separately
Engineer would get more turrets
Artificer would get more activations
Merc's abilities could only activate again only once the previous activation is complete, although it would be neat to eviscerate at twice the speed if successive activations would work at the same time
Rex could plant more flowers at once
Loader could have more pylons at once
!feedback
An alternate to
s retool
Explosive Retool
0.75 second cooldown
Swap primary/equipment, firing off a small explosive blast around you for D damage
!feedback
Equipment Item: Tactical Vision
Pinpoints and automatically locks your aim onto a target, prioritising bosses for x (8 maybe?) seconds. Weapon spread is greatly reduced during this. Items like AtG Missile and Ceremonial Dagger will also prioritise the boss.
EDIT: Putting your crosshair on an enemy and activating the item will have you lock onto them, killing the target will have the crosshair be moved to another target (and potentially increase the duration by 1-2 seconds?) but the idea is that if you're just activating it blindly, it will prioritise the boss.
!feedback The different levels of Scorched Acres should be color coded or otherwise more easily distinguishable. This will help you in determining when you've already been to an area as it's very circular, winding, and has multiple levels and each one pretty much looks the same. The layout is interesting yet making areas more distinguishable will make it less likely you get lost/backtrack/waste time, and as time = difficulty I feel like the level itself shouldn't add to your difficulty just because you can't tell where you've already been to help narrow down your search for the teleporter. Especially because distances are long it can be difficult to tell the difference between a felled enemy and a chest or other object. Thank you!
!feedback I had the random, probably stupid, idea for a melee type equipment. Low cooldown, short range, ignores enemy armor (especially useful if they end up utilizing armor on more than just boss enemies) or otherwise does a good chunk of damage.
!feedback
Add some sort of item scaling to Drones and Turrets, and lower their gold value to equal that of their respective chests (Guner Drone, Turret and Healing drone = white chest in value, Missile and Incinerator Drone = large/green chest in value, TC-280 Prototype = gold chest in value).
Right now they're awful, are a waste of money (and time, which is important in this game) and need, alongside AI changes, overall value changes.
!feedback Hear me out.
3rd Voxel/Pixelated style skins for all Survivors
!feedback Little Disciple should shoot more wisps the faster you sprint
!feedback
's kit feels significantly more fun when you stop trying so hard. As a lot of other players can hopefully relate to, I am always stuck trying to optimize the usage of my abilities in game. This means that, in the case of the Loader, I tend to save her Charged Gauntlet while Grapple Fist is on cooldown so that I can maximize its damage. The unintended side-effect of this playstyle turns out to be an unfun playthrough—I waste so much time waiting for my hit & run combo to be up, that I really begin to feel like Loader is a "one note" character. What's important to note about the hit & run tactic however, is that it is far easier to achieve with a mouse and keyboard than a gamepad. As I have found out, using a gamepad significantly hinders my ability to make precise and rapid movements (such as flicking to a nearby wall in order to fling yourself), which in turn forces me to engage in more aggressive playstyles. Instead of waiting on Grapple Fist constantly, I am more willing to use Charged Gauntlet from standing/jumping. Then while Charged Gauntlet is on cooldown, I am more willing to use Grapple Fist to pull myself right into the mob. While I don't have any suggestions for how to encourage this type of behavior in more players (namely mouse & keyboard users), I hope that others can agree with my assessment of the issue.
tl;dr
's kit feels "one note" because optimal use of her kit encourages a passive playstyle
edited typo
!feedback Bind a key to restart a new run with the same character/team. I made a mod for that, but that would be really helpfull to have that when doing prismatic trial. Took me more than 100 tries once, and it's very long to get back to the menu and select the character again and again. Implies that you can return to lobby without leaving your team.
!feedback somewhat piggybacking of the previous suggestion, have a "Quit to lobby" option (should not shut down the lobby in multiplayer). Quitting to menu and then re-inviting everyone if you want to quit a bad run or a run where you failed to unlock something you wanted can get tiring. .
!feedback Solid Gold skin, killing Aurelionite on Moonson after stage 20 awards you a solid gold skin retexture for the survivor you're currently playing (OR all survivors at once).
Bumpin some ideas. These made it pretty far
https://discordapp.com/channels/417739215355510784/559901472339525644/643838875428716544
https://discordapp.com/channels/417739215355510784/559901472339525644/643324417010565130
https://discordapp.com/channels/417739215355510784/559901472339525644/642885199411281930
!feedback Particle effect changes for monsoon skins would be nice
Mercenary aside, most don't even get any model changes just palette swaps
!feedback
Commando's roll should have a more consistent, slightly slower speed throughout the roll and last longer to give the same distance covered, as well as some invincibility frames. Right now it's just a burst of speed that usually isn't even enough to dodge an attack, like a greater wisp's aoe or a jellyfish explosion or the glacial freeze.
Edit: added more details
!feedback
An option to turn on detailed descriptions for items. I know you can do this by changing some lines in the files, but an option for it in-game would be nice.
(With detailed descriptions, i mean that you can see what the items give with the numbers. Glasses, grant 10%[+10%] critical strike chance)
!feedback
As it stands, getting Commando's Phase Blast is pretty difficult, for new players and the experienced.
Phase Blast is really good and goes well with Commando. So making it easier to get might be a downside, but currently its fairly difficult to set up a run to reach an overloading worm.
!feedback
lunar item that disables your main attack but buffs the other abilities in one or more of the following ways:
-lower cooldowns
-more damage
-general buff (similar to ancient scepter for all the working abilities)
!feedback
Corpsebloom would honestly be a lot better if it:
- Stacked like Shaped Glass
- Had 30-50% max healing per second rather than 10%
- Didn't take longer to heal when stacked
!feedback give phase round some sort of buff, whether it be knockback, or damage, anything at all. phase blast is supposed to be a sidegrade, but it’s miles better in almost every way.
i know phase round has better range, but if you’re playing commando, you’re probably up close anyway because of his damage falloff and accuracy spreading
!feedback warbanners overlaying each other should have stacked effects. Also, warbanners should heal you again. Adding these features back from the first game would make early game more fun and have very little effect in late game.
!feedback
When Loader grapples, she starts moving in the direction of movement keys pressed, but before that, there is almost a complete loss of momentum. I think the grapple should function more like regular rope: once you grapple, you maintain your momentum, the bungee merely redirects it when the angle is right.
!feedback With the Huntresses unlockable 3-shot special, Ballista, shots should do lower damage but be able to peirce through enemies.
I feel that peircing shots would fit the Huntresses main role of clearing smaller enemies better than her 3 bursts of direct damage. This would also give the ability a higher skill curve than just aim at the tankiest enemy and dump damage into them. Being able to line up that perfect shot to rail gun through 5 enemies would give the abillity some depth and let it synergize with more items I feel.
I usualy end up just going back to Rain of Arrows anyway because it's AOE. Also, the amount of time I spend, lingering in mid air, aiming my shots with Ballista opposed to the one and done aiming on Rain of Arrows makes it feel like a risk vs reward without much of a reward. At least lower the Cooldown a couple seconds if nothing else.
!feedback
Have weapon changes for alternate pallets, such as:
Oni skin sword should have a red “flame” edge
smoothie skin turn tranquilizer gun into a blender
alt skin should give him laser guns
janitor skin turns rebar into broom gun, nail gun into staple gun, nade launcher into soap gun, and saw into high-power scrubber
arctic skin turns bow into rifle
!feedback
A new green item called Adrenaline Shot. Is boosts attack speed and movement speed the lower your health is. For attack speed, it gives a boost from 5%-30% on first stack, and for movement speed it gives a boost of 5%-25%. The scaling for both is +7.5% to the MAXIMUM boost limit per stack. The effect should max out around 10% health, as that's when you're closest to dying.
!feedback A Q&A with the devs about the lore and story of Risk of Rain 1 and 2, after release of the game.
!feedback
Worldgen turrets would be more interesting/useful if they upgraded in tiers like the Shrines of the Woods.
Upgrade ideas:
First upgrade gives the turret double barrels that fire faster for more damage.
Second upgrade sets the two barrels atop one another and allows them to fire at different targets.
Third upgrade could be some type of defense such as armor, shield, health scaling, or maybe even invulnerability(since they are stationary and only good in that zone)
!feedback A New Type of Elite called Titan It's elite colors could be purple and green, it would be a late(or Mid) game elite that makes a Larger Sized version of a regular monster/boss. It gets double it's average health with their special passive that set's up a circle radius around them. if a monster is in that area their overall stats are increased by X%.
!feedback Please consider buffing the
(first stack) even more. Its maximum range is still rather cumbersome, even on melee characters. In most cases, I would compare its usefulness to the Focus Crystal—a common item that is significantly easier to stack. If further increasing Frost Relic's range is not desirable, then I would suggest lowering its rarity to uncommon
!feedback Make it so monster logs are dropped after killing x amount of a given enemy. This way it is no longer luck based and players can directly see their progress towards collecting a given monster log should they be grinding for it. On top of this, kill amounts until a dropped monster log can be optimized such that rare enemies/bosses (solus probe, overloading worm, grovetender) aren’t so exceedingly rare that you cannot feasibly collect said monster logs without exceptional luck
!feedback people hate commando's timed nades, i like the time nades.
Proposition: Add impact grenades as a third R skill
!feedback Skills 3.0 
Some suggestions on the edge of top feedback
https://discordapp.com/channels/417739215355510784/559901472339525644/644619495733723136
https://discordapp.com/channels/417739215355510784/559901472339525644/643839366476857376
https://discordapp.com/channels/417739215355510784/559901472339525644/643608386339864606
https://discordapp.com/channels/417739215355510784/559901472339525644/643136466364530689
!feedback Fire Alt for Artificer- Hellfire
Similar to the current iterations of her M2s, this time in the form of a fireball. Explosion deals 400-1200% damage and releases 3-4 arcing flares on impact, which upon landing ignite the ground in a 1 meter radius each. Each flare can inflict 1 tick of 50-150% (based on cast damage) damage per enemy per second, for up to a total of 2 ticks per flare. Impact adds 4 stack of Ignite and each flare adds 1 stack of Ignite per damage tick.
Basically, a fireball that causes lingering flames near its impact area. Think of being smacked by a sharpness 5 diamond sword, set on fire, subjected to lingering potion of harming, and then set on fire again.
!feedback
Monster tooth gives 8 hp (+8 per stack)
Buff it to +9 per stack
!feedback https://discordapp.com/channels/417739215355510784/559901472339525644/645667209380888597
https://discordapp.com/channels/417739215355510784/559901472339525644/645678363838513162
Bumping a couple ideas about Mul-T that have had 30 upvotes so far. Please, do take a look 🙂
!feedback Please reduce the chance of equipment dropping from shrine of chance.
!feedback Please please please please PLEASE fix Imp Overlord. It keeps spawning outside the Teleporter zone and will do anything in its power to stall you out. I just lost the Loader challenge simply because it refused to go into the Teleporter Zone. It's getting extremely infuriating having to look for it because it will sometimes spawn in other places too, not just ''underneath you''. I've been in Rallypoint Delta and had it teleport on top of the mountain while I was down in the center of the map.
!feedback Hi is it possible to get 3D models of the items so we could print them out in real life for a school project? If so it would be fantastic if you guys dm’ed me with some of the items 3D models
!feedback It would be nice to see a page like in the first game that shows you your stats collectively, not just when you click into each survivor. Like weapons/survivors you used the most, etc. Also, it would be helpful either way to see what the most levels you reached is, not just your longest game. Thank you!
!feedback Make a special event for Brass Contraptions where the flavor text in the text log reads "DING. DONG. DING. DONG."
!feedback Risk of Rain collectibles (in real life)
!feedback Boss items should be between green and red rarity in terms of strength (or just green, as long as they aren't between a white and a green like they currently are), considering you only get them relatively rarely from killing bosses, which normally drop greens. If you don't believe me, look at boss items you have in a given run, and you will have WAY more green items, and probably even more red items, yet an effect like gain a little HP and HP regen doesn't even try to compare with a harvester's scythe or an ATG. An example of a good boss item is little disciple. Almost like a budget Tesla coil, it feels satisfying to get, and at the very least feels like a good green item.
!feedback Can we get a harder difficulty beyond Monsoon for players that hate themselves and don't wanna have fun playing the game? Maybe something called Tsunami, or Typhoon or whatever is more destructive than a Monsoon. People get used to Monsoon after a while, so it doesn't quite become as difficult once you get used to the game.
!feedback Make the Rusted Lockbox have unique white, green, and red items it can drop. Rusted Key is currently one of the worst white items in the game, it only becomes useful when you stack a lot of them, but by then it's late game and one free item per stage isn't that helpful. Having it drop unique items would make the occasional Lockbox you find interesting, instead of a let down.
!feedback REX's 2.0 ability Seed Volley does not target correctly.
When you hold to use the ability you see a targeting sphere, within which the effect of the ability should be. However, for some reason the only part of the sphere that damages enemies is the flat central plane of the sphere itself, so in a flat non-changable circle. Any enemies above or below this plane takes no damage, which is weird due to how the targeting is displayed. Because of this issue, the ability is really not that reliable, since when you wish to target something on a hill, or when you target say a Stone Golem's chest, hoping to damage enemies below too, you don't. Instead they run around completly safe, even if they are inside the sphere's range.
Please fix this issue, and if it was supposed to work this way, then please fix it anyway, because currently it makes the ability not that great.
!feedback Add some sort of light or sparks to broken drones on the ground, as in areas like wetland aspect it is very difficult to tell them apart from their surroundings.
Another aspect to the wetlands is that often it's difficult to see chests in the underwater portions of the map w/out bringing the camera under the water
Bringing the camera underwater also renders some parts of enemies completely invisible, such as the flame effect on wisps.
!feedback Building off above
Wetland Aspect is just a dull stage and when I'm given the choice I always choose Aquaduct. All the colors are the same and its so easy to get turned around. The colors need to be more saturated, varied, just something. The water needs to be fixed as well. I like how one of the Newts is hidden underwater but the same enjoyment doesnt go for chests, half my time on the map is spent running circles through the water trying to find chests
TL;DR Wetland Aspect needs a major color redo. Saturation, varied colors, just anything
!feedback an active item that leaves a "wayward point", on your current location. When activated again, you go back to said point immediately, and the point is deleted.
Purpose: it allows the player to go back to locations they may lose track later (like shrines, big chests or even those sneaky teleporters in Scorched Acres or Wetland Aspect), without wasting too much time jumping around
!feedback Maybe make grovetender able to spawn on Abandoned Aquaduct? Aquaduct and scorched acres share mostly the same enemies and it'd making getting the disciple a little easier
!feedback building on Broom's idea
I imagine Rusted Lockbox as a time capsule from survivors past. It would make sense that it could contain boss items, added to the list of uncommon items it could drop like teleporters do.
!feedback
tbh darrell im kinda motivated to downdoot your feedback because you keep plugging them and space them out enough to clutter the screen. And your plug above isn't on topic.
I think it comes off as strange and inconsistent that phase blast gets two shots per charge and is stronger than phase blast which only fires one.
Proposition: make phase round shoot twice, like phase blast.
!feedback add an option to lessen or disable situational shader effects. It's a bit annoying when you go blind because an Imp Lord decided to teleport, or an Overloading Magma Worm spawned.
!feedback change red whip to only turn off when you take damage rather than any involvement in combat. As far as greens go it's rather weak, a lot of the time it ends up worse than soda or goat hoof
!feedback
when the lockbox gives you a key
thats some weirdass shit
it should be impossible
either it should be made that it cant do that
or it should be an achievement because thats some kind of paradox
!feedback
Building off of what @pine plover said. I'd say have red whip turn off based on if you either take damage or directly give damage with your ability. That way a class like Mercinary and others with damage-dealing movement abilities can still easily make use of the item without detracting from its main gimmick.
!feedback "engi's mobile turret rework and some stuff".
Okay all who play with this new little crabs know they have short range of beam, they always attack dead bodies, wtf? and dont always even attack - maybe short agro range, i have some ideas to make this much better and funny for lazy engi. So, lets see, what if we gonna make this carbonizer turrets with engis utility? this bubble shield on they, like mobile shield would be cool, cos they just cant play in late game. And if u choose mobile turrets it's gonna be have attack style like TR12Gauss auto-turret with bubble, but static auto-turrets gonna have beam and longer attack range, AND they can pierce enemies with this beam, like flamethrover of Artificer, so it's gonna be kinda more interesting and ballanced, BUT what about engi's utility? so this ability gonna stay with u if u choose static turrets so u gonna get new ability with mobile turrets - emp, this ability gonna shock enemies aoe and recharge bubble barriers of mobile turrets of %damage dealt. Yeah, bubble have durability and can be destroyed, but emp can insta recharge and activate shield. (static shield still unbreakable).
to ballance this i think would be good to make static turret only 1 with same bubble, and 2 mobile turrets with shield like wall, not bubble, it s gonna be more interesting i think. For this wall-shield would be cool to change turret ai to always stay around player (not like now, they just always come to u like doggo) and if they stack somewhere or just stay behind, they gonna fly forward at ur pos like drons. (why not?) aaand maybe would be good to make them more guardians, if they see enemy, they gonna stay like shield for u, i mean stand between player and the enemy so as to protect the player. I’m not sure how good this idea is and how it will react to several enemies, and what the load on the client or server will occur. 🐒
!feedback Lunar item - Astronomical boots
Increases sprinting speed by 50% (+50% per stack) but reduces movement speed by 10% (+10% per stack)
Sprinting speed stacks additively, movement speed reduction is logarithmic so you never lose your movement speed entirely
!feedback add a new channel specifically for bumping posts.
!feedback A new utility skill for Engie. A limited lifetime drone that can be shot out, and performs a stacking AOE armor debuff on enemies around it for the duration it is alive. Enemy armor returns to normal if they drone dies before they do.
!feedback give randomly spawned bosses a chance of dropping an item (probably white) and a small chance of dropping their boss item.
!feedback make the Commando invincible during his dodge roll but increase the speed of the animation significantly so he moves the same distance but is only invincible for a few frames
!feedback Infusion is a good item but late game the extra 100s of hp don't make a difference, instead of stacking liniarly, have each additional infusion double the previous infusion cap (100, 200, 400, 800, 1600 etc) with 32 (3200) probably being the "multiplier cap" keeping in mind you still have to earn your hp after getting the item
!feedback
Perhaps grant a small (<5%) chance to spawn a red item after a teleporter boss fight, but ONLY after activating 2+ shrines of the mountain.
!feedback
I think that the time required to proc Pauldron is a little too low. It requires very specific circumstances to make it work that can be completely ruined by things as simple as the slight pause on Loader's punch. It may be an effective stage 3+ item but sometimes you don't get the items you need or you get Pauldron too early.
Adding an extra .5 second would make the item far more rewarding on it's own and stop inherent punishment from trying to proc it with skillshot abilities rather than AOE (EG making it easier for Commando to proc it with his phase round and easier for loader with their punch)
!feedback More items that play with leveling/EXP gain would be nice.
!feedback A setting that shows you the actual ingame stats of your items in use.
It's super cool to see the stats of items and everything trough the logbook and postgame damage output, but when going for crit and items that work with crit ((for example)) I'd like to see the actual stats of my chances of critting, my attackspeed increase / total and similiar issues with other items. As we don't have a way to confirm what the maximum cap is of item drops, I took it that actually seeing your stats trough tab would work out since you can then decide wether or not you require more of an (specific) item.
Aside it helping out individually, if you have multiple persons in your run that could need said item aswell, checking the stats could work out to decide wether or not someone actually needs more crit or not ((still an example)).
!feedback Listened to feedback and suggesting the same item again, albeit with changes.
Equipment Item: Tactical Vision
Grants greatly reduced bullet spread and gives +.2 (0.2) proc coeff for 4 seconds, during which time projectile re-direction is focused on the enemy you're aiming on, meaning things such as AtG Missiles, Ceremonial Daggers, Disposable Missile Launcher (if you're MUL-T and can carry 2 Equips) and other on-hit effects/projectiles will be re-directed onto the targeted enemy.
!feedback
I think Risk of Rain 2 should have a similar item to Filial Imprinting from the first Risk of Rain. This new item would behave in a similar way that Filial Imprinting did. Would be both useful and entertaining to have little minions follow the player around.
Edit: The buffs should be homing if you get close enough or something that makes it better because picking up buffs like monster tooth's healing drops are not so great.
!feedback bosses changes, starting with Wandering Vagrant
Massive electro-nova damage falls off towards the edge of the radius, if it doesn't already.
Floaty orb doesn't explode when destroyed, but moves faster
Orb barrage is fine just maybe make the particles less like a small nuke every time one hits, making it less visually cluttering and more accurate of it's actual radius.
+Attack jellyfish summon(?)
Calls in some jellyfish to help, each having boosted stats to make them more threatening.
+Attack lightning storm
Does some of those funky overloading worm explosion over a radius around itself, causing players to frantically run from impending lightning blasts.
Also as a side note I'd like to see it do the adorable thing where it just floats through the sky like a normal jellyfish when players aren't nearby, propelling itself like a real jellyfish, because it can be seen doing that on the homescreen if you are patient, and it's really cute watching this boss monster capable of eliminating you in one hit just go around like common wildlife
Also I'd like to mention that @plucky fern 's suggestion of a vagrant tentacle would we good as far as the boss drop for vagrant goes.
TL;DR Make vagrant more interesting to fight
Edit: rephrasing
!feedback I know it's weird, but is there any light of hope that MUL-T could drift when in transport mode? Almost got that result when i stacked multiple speed items, but it would be a fun gimmick to try out.
!feedback Adding onto what @prisma harness said, but I think bosses in general should be more interesting. Stone Titan either one shots you with his lock-on laser or he's a complete pushover because evolving from a Stone Golem to a Stone Titan makes you lose out on melee moves, which means you can just jump around him and suffer minimal consequences. I think the current bosses are fine and could re-appear in later stages are ''normal enemies'', but they should definitely carry some weight and feel like bosses once you actually have to defeat them in the Teleporter Event.
!feedback bosses changes, now onto Stone Titan
Laser should have a maximum speed it can turn at, meaning it can be dodged with enough speed. As it is currently, I think normal sprinting speed should be able to avoid it for the most part at least at close range.
Shoulder-mounted-laser-rock should be destructible, requiring the titan to resummon it.
Rock fist shouldn't have infinite range
+Attack stomp
Stomps if a player gets near, dealing area damage
+Attack shock-wave
Sends a shock-wave forward that deals high damage and knockback, like a golem clap with extra range
Also, Knurl should grant a % max HP bonus and some armor instead of or in addition to regeneration
Edit: accidentally pressed enter
!feedback boss changes, continuing onto Beetle Queen
Acid spit should not be the beetle queen's "default attack" or whatever, because it seems like she does that a few times in a row between attacks. Also, make it fire less projectiles and/or make the telegraphing more obvious
Beetle Summon (or whatever it is) should summon a beetle guard, maybe more as the game goes on
Locust Launch should deal damage per second, but not home in nearly as much
+Attack bite
Bites forward, dealing damage and lurching forward a bit
+Attack spike wave
I'm not so sure about this one, but I think it could be cool if the Beetle Queen utilized spikes in a similar way to beetle guards, so any spike-related attack could replace this and still have the same effect
Side note, someone once suggested that beetles lunge at you, and I think this would improve the beetle queen fight as well as the base game because she summons beetles. If the poster wishes to claim credit for this, you can just @ me and I'll edit the post.
!feedback
Some enemy telegraphs need to be more clear. Bosses in particular.
The Wandering Vagrant's large blast attack has a telegraph that (to me, at least) communicates that you need to run away, when that is not the case. A set of projectiles, or an effect that is disrupted by environment objects would fix this.
The Stone Titan's laser attack's telegraph can be consistently dodged and outrun, but the actual attack cannot.
Making the lesser wisp's telegraph a tad bit more opaque would also be nice.
Ultimately, implementing clearer telegraphs would improve the experience for new players.
!feedback
When the teleporter is finished charging, it should start zapping nearby entities with red bolts of lightning. They're harmless, but they'll look cool. When you activate it to move on, it'll start channeling power into the players exclusively, and then discharge in a big flash as you teleport.
!feedback
I know this sounds kind of weird, but how about reverse cauldrons. How they'd be implemented is up to the devs, but being able to downgrade a random red item into 2 or 3 random (or not) greens or a random green into 1-2 random whites seems like a cool idea to play around with. Maybe these could be special things that could generate in scorched acres or wetland aspect, to give the stages some variety, but again, implementation is not the main point.
TL;DR Reverse cauldrons
!feedback
it be kinda nice if the loadout challanges were not so hard to do since like they are new moves that just straight up make some survivors better. i have been trying over and over and im honestly not getting anywhere.
!feedback
Horde of many boss item
when you kill an enemy, you gain bonus damage vs that kind of enemy for a short time, IE, kill an elder lemurian, gain bonus damage vs elder lemurians for a short time
!feedback Gain lunarcoins for completing (select) challenges again. IE Redoing REX, Commando's incorruptible challenge, etc. Maybe make it limited to harder ones, as well.
!feedback Adding 'weights' to certain items that work particularly well with each character so that it appears slightly more often in a run with/chest opened by said character would be helpful and maybe sort of help with awful rng runs
!feedback Maybe add daily challenges to throw some variety into standard runs. stuff like "get 10 focus crystals in one run" or "kill 15 stone Titans." These could reward the players with a handful of lunar coins
!feedback maybe make it so that players can't edit how many lunar coins they have, since people are suggesting new ways to earn lunars
!feedback Add a random option at the survivor select screen
!feedback Limit unlocking items/lunar coins by editing to singleplayer
!feedback patch the game so imp overlords don't spawn outside the teleporter zone
!Feedback So a minor suggestion, for the elites I was thinking it would be a nice aesthetic that the attacks from elite enemies would mirror their type.
Example:
Overloading Lemarian's and Golems, etc shoot out blue/lightning, melee enemies could shock people or have a electric aura to them which would be purely for looks.
Blazing can be achieved by adding more flame like looks to the attacks, however most attacks already look fiery with the acceptation of the Golems
Glacial with white blue attacks to differentate it from the Overloading, you get my point.
!feedback Idk if this’ll get bodied or not but I have a suggestion to give Loader a(another?) passive.
Since she doesn’t take fall damage, why not apply it to enemies she falls on?
!feedback Just an idea here.
For each unique item you carry, rare item drop rates increase. Of course, this is by a minimal amount (since there are so many items in the game already) and if you complete a rarity set (You have all Common/Uncommon/Legendary/Boss/Lunar (non-equipment) items) you get a slightly larger boost (very slightly).
This hidden Effect would stack with each Unique item you hold and each completed set.
I can see this work well on Singleplayer, but whether or not it should count all players items in Multiplayer makes me unsure for that mode.
Edit: This idea is to allow Legendary and Boss items to become more common the further you go.
!feedback have the "out of combat" state affective when [not taking damage or GIVING damage] instead of when [the player is not receiving damage or using attacks].
this tweak could make items like Red Whip more usable and allow it to be active while using movement abilities
edit: wording
!feedback make lunar coins more available and easily acquired. Game becomes stale after you’ve unlocked everything and have no lunar coins. The game is way more fun when you have lunar coins and the current way you acquire them is too slow and the items are too expensive.
!feedback can you add Chef into the game pwetty pwease
!feedback Readd Thallium
Red Item (In RoR1 it doesnt stack)
Item Desc: On hitting an enemy, the player has a 10% chance to damage/slow by 500 enemy damage% and 100% speed over 3 seconds and deals poison damage.
Maybe tweak the stats so it does stack in some way
!feedback
The alt for mercenary blinding assault can be a parry. Block melee attack and reflect non boss enemy range attacks like jedi. Have a new way to deal with wisp
!feedback Please make it so Rex's sound cannon attack does a little bit of damage on its own in addition to pushback/weakening enemies. It doesn't have to be a lot of damage. As it stands Rex doesn't feel very viable early game due to lack of movement and lack of consistent ways to do damage without taking damage yourself, especially on Monsoon. It feels like the character is completely dependent on finding some chests and lucky rng for now early game on Monsoon, otherwise you might get beaten my lemurians and wisps lol. This character feels like they would benefit the most from the return of the Command artifact to me at this time.
!feedback @high dune beat me to it but here's what I was thinking
Mercenary Alt Utility: “Every 10s, reflect the next incoming attack. Reflecting attacks grants +50% movement speed for 3s.” A passive block with a cooldown, and some damage/mobility attached, to give a balance of offense/defense/utility like Blinding Assault but with an entirely different feel and playstyle. The numbers are examples.
While the ability is available, you have 0% block chance (so Tougher Times doesn't nerf the ability and make it unpredictable), negating attacks instead (no explosion/etc, just gone), then create a duplicate using your own stats/items in the opposite direction. When this happens, there is a .2s delay and then the ability goes on cooldown. During this delay, the cooldown doesn't tick so no amount of Alien Head/Afterburners will ever give it 100% uptime.
Doesn’t negate or reflect explosions (jellyfish, ice elite deaths, Vagrant detonate). Other non-projectile attacks can be negated, but the reflection targets the same area; you essentially deflect the attack into nearby enemies.
!feedback
Pause the game feature?
players call a vote and the game is paused must be unanimous
!feedback Currently, Happiest Mask a wee bit lackluster. IMO, i think the ghosts just need to be more aggressive, kinda like the change with Aurelionite. Usually, enemies have a relatively slow attack rate as they are usually in large numbers and have one target, but once as ghosts, the tables turn. Now they are facing against many targets and they are in the minority. So, if their attack rate was increased, they would be very helpful in battle, making Happiest Mask the red item it always wanted to be.
!feedback
The radar item scanner should be a lime/green color instead of light blue, in order to differentiate it from the wandering vagrant's AoE explosion. (Light green would also make sense because in the real world radars are green normally)
!feedback While I understand why people don't like editing in lunar coins, I believe we should leave the practice be at least until 1.0 launch. Easy access to lunar items helps the community as a whole figure out how they should be balanced, and to a lesser degree item trades and level selects help out as well
!feedback Huntress' ballista skill should pierce
!feedback there should be colorblind mode
!feedback Turn Artificiers ice wall into a solid that can protect from projectiles. I tried this with a mod and my god is incredible. It adds a whole new layer to Artificier. This allow her to use the wall to defend allies, for herself and to encourage more cooperative play. In order to balance it out the wall won't protect her from the Vanguard explosion and the Giant Stone golem boss lazer. While is a small change the impact on gameplay is huge!! I encourage the dev team to test it for themselves. I believe it should be in the game.
!feedback
Item idea: Incendiary Rounds (Green/uncommon)
"These'll do some damage!"
30% chance (+5% per stack) to ignite enemies on hit dealing 200% base damage (+25% per stack) for 4 seconds.
General idea behind this item, "If you've got armor-piercing rounds, then why not have some Incendiary rounds too?" Now, before you thumbs down because "Artificer already ignites with her basic attack ya dingus!" Keep in mind, that unless you're playing Artificer, you have no way to consistently deal burn damage to enemies. There are only 2 ways:
- Have a ton of Gasolines stacked up to burn a swarm when 1 enemy dies.
- Kill a Blazing enemy with Wake of Vultures
This would give characters such as Mercenary and Commando more effective ways to burn enemies, without relying on
or 
!feedback Please, tweak elite wisps or actually even wisps in general are annoying. Could we reduce their accuracy a tad or give them a brief period when they spawn in to not snipe you from across the room? That and their insane sniping makes the merc challenge insane.
!feedback readd the Imp Overlord's Tentacle as a boss item, with a similar effect to the original: it summons a special allied Imp, which can be upgraded to an Elite Imp at high stack counts or starts off as an Elite and upgrades to T2. The special allied Imps gain the ability to use a miniature version of the Imp Overlord's Teleport to seek out enemies and return to the player if they're significantly far away, stuck, or if they fall. They also sound slightly less otherworldly.
!feedback
A new green item, called Flak Jacket, which reduces damage from PROJECTILES (spikeballs, fireballs, etc.) but not HITSCANS (lasers, melee, fire, etc.) by 20% [scales like guillotine]. Does not effect projectile effects, only damage. Damage reduction is cut in half for each projectile taken in quick succession, but recharges over 10 seconds.
!feedback Increase cooldown for 1shot protection per stack of shaped glass
!feedback thematically Huntresses challenges don't really match the skill they unlock
Currently the crowbar challenge grants you an alternate movement skill
And the 'complete stage without taking damage' challenge grants you a heavy single target damage ult
Personally I think these would make way more sense if they were swapped (Crowbar grants heavy damage alt, 100% hp grants alt movement skill)
!feedback This has been bothering me for a while but it seems that on the first two or three stages spawning is either
a) too slow
b) on the other side of the map
this makes the game extremly slow. Especially on Monsoo difficulty it hinders your proress
Also the Imp Overlords boss tends to spawn outiside the portal and stay there. It happens often enough that it is just annoying.
!feedback Lepton daisy is kind of a lackluster item. Part of the reason why is that the heals it puts out are inconsistent (only during teleporter) and are often wasted. It's not very often that it has impact. A suggestion to make it better is:
Instead of lepton daisy healing at specific intervals during the teleporter's charge (50% with one, 33% and 67% with two) instead make it so lepton daisy heals the player if they drop below half health during the teleporter event. This way the heal always has impact instead of it being wasted like it usually is and doesn't have to be controlled by manually leaving the teleporter zone. It would heal the player this way once for each teleporter event, with extra stacks increasing the amount of times they can be healed this way during the teleporter event
In multiplayer each player's "heal count" would be individual to that player and how many daisy's each player has. Ergo, if Player 2 has a lepton daisy, Player 1 does not get healed by it even if they drop below 50% health
More Skins, Crossover Skins between games and publishers, gender swaps for skins (think huntress to Hunter)
!feedback
In relation to @river anchor idea (https://discordapp.com/channels/417739215355510784/559901472339525644/644544706897903646)
A new altar that have a smith who can forge these powerful items. Need combination like @river anchor suggests to forge it. Player will need to give up not just one but all needed items to forge them cuz they are powerful and unique. (Like if that item needs fire band to forge, you will lose all fire band etc.) These combinations can relate to item themes, lore, community memes etc. It should be a high risk, high reward exchange. Maybe can add more depth and thinking.
!feedback building on https://discordapp.com/channels/417739215355510784/559901472339525644/646828560870408192
Give non-tp bosses a chance to drop a Green Item (like ROR1) and a small chance to drop a Red/Boss Item. Make the chance shift slowly from Green Item towards Red Item as difficulty progresses.
!feedback Radio Scanner Hello there! So, I have tested another mod and I think this can make the radio scanner much more useful in the game. Just like the mod ScannerPlusOne by Magnus, replaces the question mark with pings icons and info posted in the chat. The information will display the different chests and shrines, each one separate by color and number of them available on the map. Just like Artificier Pillars is a small change but the impact is huge. The problem with scanner currently is that it doesn't display any information besides a question mark. In Monsoon difficulties, where time is gold, knowing what chest are available, where, how many, and the numbers helps a lot. This increase the value in the equipment and gives us a strong reason to pick it up. The modder did an excellent job so I encourage the dev team to give it a shot.
!feedback bosses changes, time for Clay Dumbstrider
Homing pots don't bounce off of terrain, and can be killed.
Pot barrage is OK.
Big succ shouldn't give as much armor to the dumbstider, and should be cancellable somehow. Being able to do something other than press W when you get it to 1/3 HP would be nice.
+Attack Tar mortar
Fires some blobs of tar that land around the player, dealing damage and applying the tar debuff to the player.
+Attack Tentacle smash
Just a regular melee attack if you get too close.
Please note that the dumbstrider may require a few other buffs to compensate for these nerfs, but seeing as it is pretty powerful already, it wouldn't need too much.
For a boss drop see https://discordapp.com/channels/417739215355510784/559901472339525644/643134308340465665
Some suggestions that are close to 50 thumbs-ups
https://discordapp.com/channels/417739215355510784/559901472339525644/647184144811556866
https://discordapp.com/channels/417739215355510784/559901472339525644/646374230031859749
https://discordapp.com/channels/417739215355510784/559901472339525644/643136466364530689
https://discordapp.com/channels/417739215355510784/559901472339525644/643608386339864606
https://discordapp.com/channels/417739215355510784/559901472339525644/643839366476857376
https://discordapp.com/channels/417739215355510784/559901472339525644/644619495733723136
!feedback Shrine of Chance - Make it so that the price goes up only when you get something. Whenever you don't get an item, the price should stay stagnant/go up by less.
!feedback Many people are requesting to add a "Random Survivor" option to the survivor select screen and I would if that were to be in the game, there should be an option to disable it from selecting certain characters. So if I don't want the random option picking a character I don't like, I can just disable that and allow it to pick any other character.
!feedback Addendum for the above suggestion, if it happens to be too finnicky to include a character blacklist for the random selection, at the very least make it so you can quick restart very easily, and so that when you do quick restart it randomizes your character again.
!feedback Instead of Beetle Queen just spawning beetles, it should spawn a mixture of beetles and beetle guards, decided by a distribution of director spawn points. As the game progresses, the Beetle Queen's spawning ability gains more points to work with, and elite Beetle Queens would summon Beetles and Beetle guards of their elite type.
!feedback
A new Equipment, the Old War Holodummy! On use, it places a a slightly see-through holographic version of the user where it was used. This dummy lasts for 20 seconds, and draws all aggro in a 25 meter radius. Players can still draw aggro if they get close to mobs in the zone, but otherwise the dummy takes priority. Cooldown is 90 seconds.
!feedback Cosmetics
Add an option to remove cosmetic items from the character for a possible performance increase?
!feedback Add entry logs/lore to skins !!!!
I would really like to have the artifacts from the first game
!feedback
A greater Imp, that would act as a healer (to make malachite useful)
Attacks:
Swipe
Deals more damage than imp, less than overlord
Teleport
Phase a short distance, becoming immune to damage for that split second
Siphon Blood
Deal DoT to survivors nearby and heal enemies, if no survivors are nearby, it will damage itself
Tentacle turret
Use a portal to summon a tentacle that fires small bleed spikes at the player, can be destroyed with relative ease
!feedback
The primordial cube should also suck in projectiles because, you know... it's a black hole.
!feedback
Artificers next "Shift" ability be a "Firestorm", an AoE sphere where constant fire damage is applied. This can be a good replacement for the current ability, Ice wall, that uses different mechanics, but does not entirely alter the purpose.
Bot is down, come back with your suggestions later
!Feedback
An item that could increase your damage based on range(EG Sniper Scope/Marksman for name sake), the farther you are from a target the higher is the damage bonus. a limit being 50/75% increase, the con for it would be exactly the classes that dont have ranged abilities or have very limited ones on that case although certain skills that can hit from far range would be affected still due to the ranged effect.
Edit: this could be a nice implement in case the good ol' Sniper gets implemented into the game
!feedback
Some way to view Proc Coefficients either before a run or during a run. I find that it would be cool to be able to just these numbers as someone who likes to build proc items and feels like some of them don't do much but it is just low proc
!feedback
With how expensive the TC-280 drone is youd think it was really good but it just dies almost instantly so you sink $2,000+ into getting it and it lasts about 30 seconds. Maybe give drone buddy some much needed love?
!buff commando
!feedback this is something I've thought about a lot... make the TC-280 drone activated not by money, but by the insertion of a fuel array. That would make the drone both harder and easier to get (it would probably have to be buffed), while giving a purpose to the fuel array after you've unlocked Rex.
!feedback
add more of these structure parts on scorched acres, as they allow easier access to the elevated areas within the map without having to walk around the whole platform to reach the dedicated path for the less mobile characters... the higher platform has one of those too, but its not easily reachable since you cant just simply jump on it like these lower ones...
Doing this gives those less mobile characters more path options, making the map a bit more manageable, faster and more fun than it currently is.
!feedback
alternatively to the above regarding acres
flatten out the stage a bit
lower the raised parts of the platforms so they can be jumped onto
!feedback
Remove the ability for portals to spawn in claustrophobic areas in maps (i.e. abyssal depths tunnel, distant roost bottom area, wetland aspect areas, etc). Having a run end simply because the portal decided to spawn in a spot that effectively makes it impossible to fight bosses unless you can instantly kill them is pretty frustrating. There are plenty of open areas in these maps as well, so removing these portal locations would not significantly impact the variety of the game.
tl;dr portal spawns can kind of suck, pls change
!feedback this may be a bit much but i would love for crowdfunder to scale with attack speed or cooldown reduction
!feedback Continue the item rating poll that thing was fun
!feedback Bring back Ifrit from RoR1. He would fit well in Depths and hes mentioned by one of the elite aspects.
I want to see a big badass beast rounding the corner in Depths, honestly.
He would have to be tweaked due to some of his attacks working only in 2d. Maybe he can have some sort of fireball attack similar to Elder Lem's?
!feedback
A new gray item, Hollowpoint Rounds.
On pickup, they increase critical damage by 10% [+10% per stack].
!feedback i feel like slowly melting the two games together wouldnt be bad, items, enemies, survivors could all be brought together to make RoR2 a mashup of the two, there will still be an audience for 2d vs 3d but it would maybe be lessened by people seeing their old enemies that clapped them, playing their favorite survivor in the setting they want. It would also diversify RoR2 a lot cause right now there like what, 3 items that are just in every build all the time. i feel like this would be very nice for the game, new levels based on the 2d ones and such. While it isnt known if that’s the actual plan, i know some survivors like acrid were said not to be joining the crew of RoR2 and he probably the only thing not crossing over. Keep it the same game, but improved and with new mechanics of the 3d world
!feedback
Artificer "Shift" Skill: Firestorm
Description: Create a large sphere of flame which lasts for several seconds. Upon summoning, deal 75% damage. Enemies within the sphere are slowed and are afflicted with the fire debuff every second.
Unlock: Complete "Super-Effective", an achievement where you must finish off 25 Fire elites with Ice Wall.
!feedback I really want a character creator. (for after 1.0) but it would be cool to make video game characters or a unique character.
!feedback
Loader's passive
Make armor to be dependant on a % of the damage dealt instead of on hit. Given that her gameplay revolves mostly around swinging and falcon-punching around this passive is completely wasted most of the time.
!feedback Add steam workshop support, for custom characters, maps, enemies, items, etc.
!feedback ik complaints about quickplay have been said to shit and you guys at hopoo games said something about it directly but nothing has been done.
So you can't figure out host migration yet, that's fine. But can anything at all be done about QP sucking peepee please. A penalty for the host quitting mid run. Something to stop the merc mains from stealing everything. More information for newbies so they know the run isn't over when they die. Just something please
!feedback Possible White or Green Item:
Defense Tactics (would look like a rolled up scroll)
Small chance to reduce incoming damage by x% (25-50% idk somewhere around there)
I suck at numbers so devs can decide the chance percentage n such
Stacking increases chance. Stacks similar to stuff like
(idk the word for it)
!feedback Legendary Item, Turbocharger
Similar to Aegis' overheal, Turbocharger stores excess damage from kills in a charge, used the next time you deal damage. The charge's damage will decay over time, with the entirety of the damage decayed over 5 seconds. Further stacks of the Turbocharger increase the total decay time by 2.5 seconds.
Edit: Turbocharger would only apply to damage which comes from skills, not items.
!feedback Green item that heals a small percentage of health overtime like woodsprite's healing over time. We don't have that many healing items that scale based on % health and most green healing items are relatively inconsistent and not the best so a green item that gives you health regeneration I think would be appropriate
!feedback Building off @weak sparrow last feedback (Maybe this is what they meant)
Some sort of character "appearance" creator. Stuff like a color palette where you can edit the color scheme of Survivors
Example: Take
lens on her helmet and turn it from Blue to Green or whatever other color
!feedback Add a "Challenges" tab to the in-game pause menu. That way, it's a lot easier to keep track what exactly you have to do in order to unlock the challenges. Currently you either have to wait until the game is over or look it up online. Either of those work, it would just be a lot more handy if you could quickly check it out in-game.
!feedback be able to select the challenges you want to do and let them appear in the “objectives” screen (where it usually tells you to go activate the teleporter) so we could see progress in certain challenges as well as making it easier to keep track of what’s happening
!feedback I personally feel that clay dunestrider needs to be adjusted. mainly it's ability to sink to the ground and suck in players and enemies to heal. the artificer and the engineer do not have substantial enough movement capabilities for it to be considered fair (artificers ionic surge is virtually useless when trying to escape). id recommend making the pull on the player half of what the enemies receive. that way a really good run does not get ruined by an unavoidable near guaranteed instakill. thank you for your time
!feedback Can we talk about possible local play for the switch? Idk, maybe after release. Just a selling point besides portability.
!feedback Consider changing the MTA into a meat chunk style "healing orbs/entities on hit" and possibly adding another item that provides health on kill, regardless of range.
!feedback I'm sure it's been mentioned but Bigger Text would be appreciated especially on Switch. Extremely difficult to read most of the time.
!feedback give elder lemurians a beefier noise when they walk around, when one sneaks up behind me out of nowhere and i lose all my health it’s not fun
!feedback Loader's Alt Punch
Make an Alternative Punch Skill which knocks back enemies instead of throwing yourself. It would synergise with Grapple pulling enemies towards you. It could make mobs you punch damage and stun an other enemies in their trajectory.
I think it would make sense for a combo (pull enemy-punch it towards a cluster of mobs or a boss).
!feedback Give Titan the stomp ability back
Edit: Cause lets all admit hes easy af in his current state if you hug him the whole time
!feedback Lower the Frost Relic's rarity. Also make its effect radius a sphere, its not that great in 3d as-is.
Also tone down the particles for the relic, its a bit hard to tell whats going on with it. And if it does get changed into a sphere it would be even more so.
!feedback item idea
name: spirit wood
rarity: red
effect: a wooden mask on a piece of bark floats around the player. any enemies in range will be shot by wood spikes and sap, sap slowing them and spikes making them bleed. this can stack infinitely but only inceases damage for attacks
!feedback Item idea/ability idea: Turbo charge. I think it would be really cool if there was an use item or ability that forced your health and shields to recharge, regardless of taking damage, for a set amount of time, so if you get to full health and then take damage it will still heal you
!feedback Have a button to reset the camera on switch. The inclusion of gyro aiming is super awesome and its made me much more accurate but without a camera reset i often find myself with the controller at odd angles during a fight which is kinda uncomfortable after a while. it also takes a bit of time to manually use the stick to realign the camera so it isnt very easy to do in the heat of battle. having a button to snap the camera back to be parallel with the ground would be helpful.
!feedback make obliterating with the fuel array give a ton of lunar coins or maybe have that be a challenge to unlock a cool item? Idk but it sounds fun
!feedback
Instead of closing the multishop, maybe experiment with having the price increase for each item? Like +1.5x more each time
!feedback
When having fuel cell(s) give a indicator on when the 2nd, 3rd, etc charge is almost done or something
Like when you already have one charge there isnt any big sign on how far into the next charge it is. Maybe like a little smaller timer next to the icon or something?
Disclaimer: I might just be blind so if there is already an indicator that I havent seen then just ⛔ this or ping me in discussions kthx
!feedback
I like @midnight knoll 's idea, but I feel it could instead of replacing the multishop instead add the chance for a rare type of multishop to spawn in the stages (Maybe between Large chests and Equipment barrels on the spawn chances?)
[Placeholder God of Wealth Name]'s Shop. The shop will share the loot tables as all mutlishops however instead of only being able to buy only one, you can buyall three, the price increasing with each purchase (Prices could either double, or share the same scaling as the Shrine of Chance), alternatively instead of the price rising the other items could turn into ? items or randomized upon using the shop.
I feel with our multiplayer runs usually go, things usually end up with one person carrying the game, I feel this could add a greater chance at people have a equally fun game .... Or more stuff for the greedy folk.
!feedback If you press M3 and there are no objects selected, the prompt will instead be “group up with me” or “come here”. This would also work with drone commands if those ever get added
!feedback
Add a while line to the equipment icon when having 1+ fuel cells to highlight how much of the cooldown is left when charges are available.
EDIT: slightly different than @plucky fern 's suggestion because this provides a more detailed view of how much of the cooldown is left
!feedback The following feedback has spoilers to Hopoo's other game: DEADBOLT. If you plan on playing the game I suggest you don't read the feedback :/
|| This could sound wonky, but what if "Home Sweet Home" was a hidden realm? It would showcase the mansion and everything. Maybe even a boss fight with a reaper? Perhaps, if you were to kill the reaper, you could take his lighter, go down the well, and meet the Flames? He could potentially give you an item, or maybe the lighter would be that item. Personally, I just want some DEADBOLT easter eggs :P ||
!feedback Okay so
If 3rd skins ever get added maybe give Commando a Reaper skin (Deadbolt). Reaper already has two pistols in Deadbolt anyway and his body "physique" fits Commando
Edit: This isnt a part of the feedback but just saying Deadbolt is an amazing game that really deserves more love. Its on steam and has achievements/trading cards and is really worth it to check out
!feedback
tf2 red engineer color scheme as engi's 2nd skin
!feedback Queen's Gland should allow one beetle to "evolve" instead of more beetles spawned with more glands, per kill. If your beetle kills enough enemies (likely should revolve around the beetle family), it evolves to a higher class. More kills, the higher. Eventually, you may get a Beetle King. I'll elaborate on Beetle King in #ror2-feedback-discussion but essentially your beetle's evolution will be sped up from glands by a percentage (5% scaling per kill).
!feedback make the 3d printer for energy drink a vending machine
!feedback
make rex and mul-t slightly faster
their large hitboxes make dodging certain attacks harder, and relative to their size they feel slower than other survivors despite having the same movespeed
!feedback it would be really cool to have Abyssal Planes have an environmental hazard, like once you spend more than 10 minutes on the map the floor of the map fills with lava up to a height of 1 meter. To make it more interesting, all of the enemies see it coming and make a mass exodus to higher land to get away from it. I have no idea how much damage lava did in the last game, but it also opens up a special boss decision for abyssal planes too, like Ifrit, or The Cremator. Both of them would be really cool to place on abyssal planes if lava filled the floor to a height of 1 m after staying on the map for 10 minutes
!feedback logbook item descriptions should have arrow keys for fast navigation so you don't have to click back and on the next item each time
!feedback Destroyed drones should drop repairable corpses like they did in the original ROR with increasing repair costs. currently they appear to vanish and there is no way to recover them if they are lost due to a unluky AOE burst from a boss or something. This can sometimes result in such a drastic loss of DPS that subsequent levels become unplayable. Alternatively since no other item can be lost this way if they are not intended to be repairable than they should be perminant upgrades and not have HP bars at all.
!feedback add Elite versions of Aurelionite with an increased chance of dropping the monster log
!feedback Be able to view the logbook when the game is paused
!feedback consider adding the Miner in any of the future updates? since its skills in the first game can be "easily" made into 3D since its attack patterns/skills are in a sense "3D" as most of the things you do with him you could easily imagine on RoR2, such as "Drill Charge" where on RoR2 you could aim the direction you dash into after charging the attack, "Backblast" could easily be used in combo with Drill Charge or as a way to "push your self up" incase of danger, and of course, "To The Stars" that would be his AoE damage skills and could hit a circle of "random projectiles" beneath him, although i believe he would be best fit to enter later on in the updates since there are some types of items that he could have great use of.
!feedback
Survivor idea : DR. UiD
M1 - Life Surge
DR. UiD fires a projectile that if it damages an enemy, fires out a seeking healing orb for 5% targets Max HP (monster tooth but homing) towards the lowest % HP ally or if solo instead deals 1% of the targets max HP for 5 seconds. Works on a charge system similar to Artificier's M1. 5 charges with a recharge time of 2s per shot.
M2 - Circle of Life
DR. UiD fires out a piercing wave that deals 100% damage and grants a shield for 5% max HP x enemies hit for 6s.
SHIFT - Ensnare & Drain
DR. UiD emits a 15m burst that deals 5% of enemies max HP and healing all allies within the area for 5% of max HP x amount of enemies hit.
R - Eye of the Storm
DR. UiD gains a massive movespeed buff and his M1 has no cooldown or charge limit for 10 seconds.
!feedback Toggle-able Day/Night cycle (every loop or every x minutes)
Because I mean this is a planet and I like the idea of running through Titanic Plains at midnight
!feedback Make it so that you can exit Mul-T's transport mode by pressing the key again.
Just would be convenient.
!feedback new equipment that gives all your drones use of your items for 8 seconds. Turn headstomper into equipment, if it has to be a red item, make jump height controllable by how long you hold jump
!feedback What about some item (idk what rarity) that gave drones all your items but theyre less effective
Example: if they had lens maker glasses itd only be 3% instead of 10% (numbers arent final)
!feedback bring back Arms race. It would make drones much more useful in the long term
!feedback on drone item.
Minions without items don’t scale as fast as the survivor does, making them useless later on. An item to help them doesn’t need to be fancy; it just needs to keep them and itself useful. It should affect all allied minions that don’t share items, so that one player isn’t bottlenecked into paying for all the drones and picking up all the minion items.
Example: Com Link (Uncommon) “Summon a Gunner Drone. Allied minions get +30% (+30% per stack) damage and +20 (+20 per stack) armor.” The summon works like Queen’s Gland, returning 30s after death, but you don’t get more with stacks. The damage bonus is additive for minions with their own bonus like Beetle Guard. Does not work on minions that share items.
!feedback make it so brittle crown only causes money loss from enemies not self/fall damage so even rex can use it and it makes better sense at the very least
!feedback
With artefacts coming not to long from now, I wanted to through out an idea I had.
[weird name here]
A random common item is selected and given to all enemies for the entire level
Killing enemies yields more gold and higher lunar coin chance + extra for every item added every loop
Looping adds another common item enemies can spawn with.
Looping 3 times allows the chance for uncommon items to be added.
Looping 6 times allow for a rare to spawn on enemies.
If an uncommon item is given to an enemy, they get less commons
If a rare item is given, the enemy gets less of all other items.
Killing the enemy has a very very small chance of it dropping the item, I'm talking like the rarity an elite has to drop their ability.
!feedback Lunar Item
Fish-bait
Gain 25 armor (15/stack) But enemies are more likely to target you, and enemy view range increases by 25 meters (25/stack)
This would be a good item for tank based survivors, and would make playing with other players more dynamic.
*edited due to suggestions, added gaining armor and enemy viewrange
!feedback
New character idea: The Farmer
- A momentum based survivor that uses pitchforks to hurl things at each other.
-Passive: Only receives a fraction of fall damage penalty. Is slightly heavier than the other survivors.
-M1: The Farmer uses a pitchfork as a spear, impaling and damaging the first enemy hit. On hold: The Farmer does not take the pitchfork out of the enemy and holds onto it. The Farmer can move around the enemy with the pitchfork in them. Depending on the speed of the Farmer and the "weight" of the enemy, the Farmer can flip over/around enemies and use that momentum to throw them into each other. This can also be done using allies. The entity on the sharp end of the pitchfork is released on release of M1.
-M2: The Farmer throws a pitchfork, impaling and stunning the first enemy or ally hit. The pitchfork can also be thrown into terrain. The pitchfork remains in whatever it has impaled until: it dies, in which case the pitchfork will fall and impale whatever it touches first; it falls off the map, in which case the Farmer will get a new one; or if the Farmer retrieves it by either roping it in (4th skill) or running up to it and pressing M1 to grab it, in which case the M1 rules of holding onto the impaled pitchfork apply. Backup mags give extra pitchforks.
-Utility: The Farmer throws a bale of hay that acts as terrain and remains intact until it touches something, where it will be destroyed. It can be used to block a projectile.
-4th Skill: The Farmer throws a lasso that can wrap around enemies, allies, the bale of hay, and pitchforks. On hold: the Farmer holds onto the rope. The Farmer can reel it in with M1, pulling in pitchforks that have been lodged in enemies/allies, pulling in smaller enemies/allies, or pulling themselves towards pitchforks lodged in terrain and roped bosses. The roped pitchforks will not become dislodged until it is reeled in, allowing for the Farmer to use them to swing around. M2 gives length.
!feedback Make drone level-up bonuses (damage, health, etc) more prominent. For example: Currently gunner drones deal one more damage per level, which is kinda useless, especially when level-ups become more rare later in game. If their bonuses for leveling up were more significant, they would scale a bit better.
!feedback
Add a little number or icon somewhere that keeps track of how much life your currently gaining from your infusion(s), showing your max possible from them and your current total.
EG assuming you have 2 infusions and haven't finished stacking them it would look like this: 124/200
Ether under the item, or off to the side of the screen somewhere.
Just a very minor Qol thing for people who like to know how much their items are providing them, you could even make it a setting on the off chance the count is distracting for some people
!feedback Huntress should be able to sprint while strafing.
!feedback to counter @tiny maple
People only sprint with Huntress. Why not remove the toggle and give her the permanent speed in all directions except moving backwards.
!feedback Artifact of War/Distrust. All enemies (Including bosses/boss enemies) can damage and fight amongst each other. I really wanna see 2 Stone Titans battle each other.
!feedback Lunar idea I scraped together ages ago: Holding hands of N'hukana : Gain an extra active item slot, BUT lock all active slots. An average time of all held actives is set as your cooldown +2 seconds. All held actives will activate together when activated. If an active is not held when picking this item up the slot will only lock once an active is picked up.
!feedback Commando's roll speed should scale with his movement speed. I don't want to use an ability to be slower than I was already late game.
Also give it invincibility frames
!Feedback
Lunar Item :Ballerina shoes
Description: Never comes off when you dance
Regeneration X% of health while youre moving BUT you rapidly lose health while standing still
!feedback
Add a feature that new players can join a run (if there are slots open). They would start on the next teleporter event and they have no items to start with
!feedback Grovetender should take a tad bit less damage from Will O' Wisp explosions caused specifically by his wisp projectiles. I've noticed that it legit melts a Grovetender in about half a second. Though that might've just been my current build at the time. Not sure.
!feedback an item that takes a percent of your gold to the next stage
!feedback Artifact Idea: Swarm
Spawns alot more enemies but they deal less damage (or something like that)
!feedback Lunar Item idea: Clockwork Contraption
Movement speed, attack speed, and cooldown speed are now 2x (+2 per stack) faster
But difficulty rises 2x (+2 per stack) faster
!feedback
ITEM CONCEPT
Socket Transplant (or something) Permanently attaching various things to your body is fun!
Rarity: Red/Lunar
Effect: You can pick up a second equipment, BUT it merges with the item, making it permanent and auto-firing (no cooldown reductions apply).
Explanation: Use this and a (for example) Radar equipment to automatically fire a radar every minute - FREE! No cooldown reductions, though, and you can never change it.
@
in #ror2-feedback-discussion with constructive criticism!
Inspired by Thoughtmaker
!feedback The option to disable aim assist for certain abilities such as Commando's Suppressive fire