#ror2-feedback-and-ideas
1 messages · Page 15 of 1
!feedback menu option SANDBOX you can do what nobody should do in singleplayer multiplayer and prismatic trails you have a cheat menu if you press 0 there are 4 options option 1 is witch item you want option 2 witch stage option 3 is enemy summoning summon a enemy option 4 is damage counter you can put a number that makes it you attack damage number
!feedback The option to choose between toggle hover and hold hover for Artificer
!feedback cross-platform to bring all 4 versions of the game to 1, pc, xbox, ps4, and switch. i only ask of this because personally i find a hard time getting a squad on xbox 😦 i would appropriate this and so would like everyone else! please conciser this ❤️
!feedback there should be a workshop in risk of rain 2 so you like this idea?
!feedback beast-tamer character????
!feedback Lunar Coin logbook entry
Note: Recently i made a feedback for an interactables tab in logbook (chests, shrines, etc) and it made it into top so if we did want Lunar Coins they would go in there
!feedback Rex needs a buff to his over all character. Prove me wrong.
!feedback
Item idea: Health of the Wealthy (Uncommon or Legendary, I'll leave it to devs to figure out)
When healing passed full health, gain gold equal to 10% (+5% per stack) of your max health (excluding shields and barrier)
I came up with this idea, because I main Engineer. I find it rather annoying that in the later stages of a run, you can easily die if you don't have enough damage output, and it's fairly difficult to get gold to open chests to get damage output items. So, having a item that would give you gold for healing passed full health would help extensively to aid people in getting to later runs. Now, I have also considered this item too powerful to not have a unlocking achievement. So to unlock it, perhaps the challenge could be to have your healing reach 200% on 5 separate occasions.
Just a thought, if you dislike, no problem here.
!feedback Steam workshop support would be a huge plus after release, it would add replay value, and (hot take) would make this feedback section way better with not as many people just dumping half-baked item ideas that have no consideration for how they would be ballanced
!feedback Buff commando's tactical dive by making it reset his M2 cooldown. Commando's M2 has a short cooldown already, so this isn't a major buff, but it makes tactical dive a little better
!feedback Have the Rusty Lockbox always (or as close to always as possible) spawn in an unused Newt Altar spawnpoint.
!feedback Mercenary's secondary (Whirlwind) should spin more often with attack speed during the time taken to use the ability. I dunno if I said that well.
Still I'd like to see a mercenary helicopter when you get a bunch of soldier's syringes. Just an idea though. Its not well thought out at all on my part lmao.
!feedback A cape or some boots or something. Very basic item, probably white, but all they do is make you take less fall damage. Maybe like 25% less per stack? Its a really useless item late game, but it could help to drop in some places early and speed yourself up a little, and if nothing else it is an item.
!feedback

Leeching Seed rework
Change it to heal 0.1% of max HP per hit instead of 1 HP per hit. It would scale more consistently into late game this way.
Notes: % of HP/hit is just a suggestion. It would just heal enough to be useful and balanced.
Edit: Keep a minimum of 1HP/hit (thanks @open tartan for the suggestion)
!feedback
Lunar Item Idea
An Usable item which allows you to 'Protect' an ally, making the damage they receive to be dealt to you instead during some seconds.
Balance ideas
*You receive the damage they take, but amplified by X%
!feedback an item that rewards you for consecutively hitting an enemy with your M1 within a certain range, like attack speed rises the more shots you hit. this effect should not be triggered via things besides your M1
!feedback
Buff the lepton daisy by giving it an activation key. This means that you could activate a 50% heal when you need it against the teleporter boss and enemies. Scale the amount of times available per level by number of lepton daisies
!feedback add a button to disable/enable connected controllers. so even if you have a controller connected the game wont force it on you.
(i had my hotas connected.. and it detected it as a controller to play this game with.. its.. meant for planes.. and its annoying to set up after disconnecting it..)
!feedback Add an option for cosmetic adjustement of the HUD in game. Like in Guild Wars 1 (for those who played it) where you could move every item of the hud, place it where you want and scale it the size you want. Personnaly I don't care about the level bar and I would prefer bigger skill icons.
!feedback
I’d like to see some sort of elite that buffs nearby enemies, perhaps with a HoT effect and a damage buff
!feedback
Use Item idea
Deflecting Shield
During some seconds after use, a X% all damage you receive will be instead inflicted on enemies around you in an area of Y metres.
Amounts up to balancing.
It would be a good item for tanky heroes like Loader, Mul-T and Engineer. These last two, given their lack of evasion means, would make good use of it.
!feedback Add host migration for multiplayer
!feedback Allow players to look all the way up/down.
Its very annoying not being able to place abilities because i cant look all the way down.
Especially stuff like huntress' arrow rain for example.
edit: replaced the word "ability" with "allow players" oop
!feedback Bring back the fear mechanic from RoR1. Making enemies (not bosses) run away from you and maybe not attack you or attack less during the time they are under the fear effect
Edit: and if somehow possible. When flying enemies (wisps, jellies) are feared, they stay somewhat at the same level of elevation to avoid them floating away into the atmosphere never to be seen again
This fear mechanic would also help greatly in making horde of many bosses less of a trip to hell
There would obviously be new items that implement the fear effect
!feedback Mercenary's primary animation startup is a bit weird looking. His sword teleports from his left hand to the right side of him being held by both hands and its a bit odd looking. Not exactly a like thing to fix just would look a bit less odd.
Edit: removed "while running", cause the animation does that whether you're running or walking.
!feedback
I like this intent. I wish the sprinting mechanics were designed with this mindset.
I have the muscle memory down for slapping sprint after every single action, but I would prefer not to do so.
It would greatly help the flow of the game to not have to hit sprint after using abilities, OR att the very least, movement abilities should not require you to reactivate sprint afterwards.
!feedback Solar Elites: Orange-black (like Malachites are green-black) T2 Elites that call down meteor strikes. Their meteor strikes have a much longer “tell,” but don’t harm allies
They’re mutually exclusive with Celestine Elites if a day/night cycle is established.
!feedback give flying enemies a Drop ability that lets them quickly return to an ordinary combat altitude, for when they inevitably get knocked into the stratosphere
!feedback Why not make the characters customizable by players themselves?
Like for example, have a customization tab and have colour palettes for us to use and colour
specific sections of the model.
!feedback
How about adding a gesture system? Like in Destiny 2/Team Fortress 2/Saints Row
!feedback
Drones are really underpowered after the very early game, but they have a ton of promise for being a valueable aspect to a run like they did in the first game. I feel if their A.I. was improved so they actively dodged a little better, prioritized targets/made use of their specific weapon (fire aoe, missile splash, etc) , and/or retreated to a safer altitude and position when heavily damaged would be a huge boon to their usefulness. One or two items specifically meant for boosting drones would also be great. The old RoR1 green item 'Arms Race' comes to mind but defensive or utility-base upgrades would work as well.
!feedback
Item concept
Lunar cloak
Pros: Health increased by 2
Cons: For enemies you will become a more priority target
(I believe that "Tank" role should exist.)
!feedback
Bring back the visual where getting more
/
makes the orbs bigger with translucent centers. Same effect as Teleporter/Warbanner zones, with a thicker outline.
!feedback It shouldnt need explanation but the Newt Altar spawning on Distant Roost needs a big fix. 99/100 times there is no Newt Altar what so ever. 2 of them spawn in zones that are only sometimes reachable (the tunnel that goes down and bridge to another cliff). Afaik there is no other map that does this and its just not fair to straight up have no Newt. There's plenty of places one could spawn so please just change the spawning
!feedback Give a chat message which items are given up when using the printer or trading in the Bazaar. Its sometimes hard to see what you traded.
!feedback
Item Readdition/Rework : Piggy Bank
Stores 2% (+1% per stack) of total gold over into next stage.
!feedback
Grant Engy a passive befitting his old unlock req and boosting the use of drones for Engy.
Drone Hub
Engineer and his units gain 10 (+10 per drone) Armour per currently ACTIVE drone.
!feedback
Push-to-talk/microphone use for multiplayer? In case this is added, maybe a mute button for players when you press tab (just in case their being obnoxious).
!feedback
Knowing the Devs, they may have already thought about or done this, but for the December update, they should add (for all of the enemies and bosses) and christmas themed sprite
!feedback bouncing off of @heavy glen talking about a drop ability, say wisps could have an ability where if they get too far off the ground, they rocket downward trying to basically meteor themselves into the players kind of Sandvich's prior idea about the solar elites except with their bodies. It would make the wisps more interesting, and if they miss, it puts them in range for even melee characters and prevents them from getting stuck in the stratosphere. Obviously they'd be immune to fall damage during the attack so they don't kill themselves by missing.
!feedback My version of @earnest laurel post: A Gesture rework.
Gesture of the Drowned (Lunar): “Takes control of an equipment.” If you have an equipment or gain one later, 1 stack of this will consume itself (turn grey) to turn your equipment into a passive item that auto-fires. The cooldown is shown over the item, and additional stacks of that passive equipment divides the cooldown (1/2, 1/3, 1/4, etc). Nothing else affects the cooldown of passive equipment. Gesture does not have money or a body and thus will not take Crowdfunder or Volcanic Egg, nor will it carry Fuel Array for you.
Instead of one equipment at half cooldown, you get two equipment at full cooldown. If they're the same one, not much is different. However, this version lets you use multiple equipment, like having passive Chrysalis and HUD and Radar in addition to an active equipment. The downside: Since it consumes equipment, you need to keep finding new ones. Less "find one Capacitor and win the game", more options/utility/questing for power.
!feedback Add some sort of way to have players with low mobility to access the island with the newt altar in scorched acres, personally I believe its the most beautiful part of the map and would like to see more chests/etc there so I have an incentive to explore it.
!feedback
My gesture balancing idea- same cooldown reduction/application for equipment but also halved duration/damage of equipment.
!feedback
Passive Aura's applied to Mul-T's M1's.
Scrap Launcher - Within 10m of Mul-T , grant +5% chance to stun on hit for allies only.
Auto Nailgun - Within 10m of Mul-T , grant +15% Attack Speed to allies only.
Rebar Puncher - Within 10m of Mul-T , grant +10% damage buff to allies only.
Power Saw - Within 10m of Mul-T , grant +25% movespeed buff to allies only.
These do not stack and are only active while each M1 is active.
Mainly to allow a more team focused use of Mul-T's power.
!feedback
A new stone giant that targets players ahead of their walking path. So if the player moves into the laser right when it hits, they will get hit.
!feedback
Survivor Idea - Dryad
M1 - Life Blast-Fires a projectile that heals an ally or damage an enemy for 100% damage but requires charging up like Arti's Bomb.
M2 - Faeline-Unleash a wave of life energy damaging enemies and healing allies in its path for 85% of attack damage.
SHIFT - Gaian Shift-Stun in an AoE around Dryad for 3s and deal 70% damage for 3s to enemies in it.
R - Emerge-Transform for 10 seconds and flying emits healing explosions that also damage enemies for 300% damage.
Tried to make a healer that focuses on heal/damage to allow solo play without suffering.
and yes, if you were to fire a 'Faeline' and move in front of it, you would be healed.
!feedback Critical spots on certain enemies for a bonus, doesn't necessarily have to be a damage buff or anything. For example hitting stone constructs in the "eye" or brass contraptions in the bells (ha) would grant something, or atleast some kind of neat particle effect that can be disabled/enabled. Maybe increased proc or crit chance in those spots, or items that synergize with crit spots. idk just spitballing basically
Edit: Grammar mistake
!feedback Make Chronobauble an item worth grabbing, at it stands right now it feels very underpowered to be a green item. Some people would go as far to say it is the worst item in the game. Right now it benefits very few characters in very select situations. I would propose to add an additional stat of, enemies affect by Chronobauble's slow, attack 10% slower, this would affect enemies that need to do contact damage (All they have to do is touch you) with the base slow of the chronobauble x2
!feedback This isn't a suggestion, but it's feedback. Thank you guys so much for making this amazing game, and to the community for being a nice and friendly one.
!feedback Abyssal Depths should have scattered lava pools to be more reminiscent of RoR1 fire stage (forgot name).
Going in the lava would give you 1 stack of fire damage and every x seconds in the lava gives you another stack.
Im not asking for lava to cover half the map just for it to be in certain places.
And maybe this could spawn unique enemies that are in the lava. (Rallypoint is the only place Bison spawn so why not)
Edit: grammar
EDIT2: Normal enemies would be given special pathfinding (if possible) to avoid lava just so they arent killing themselves
!feedback I'd like to see more clay parasite based enemies, they're very interesting design wise, and aside from templars there are no regular enemies in the faction, which is odd considering the abandoned aqueduct is somewhat of a hotspot for the parasite itself. The faction lacks representation, and I enjoy the concept of them greatly.
!feedback
Building upon above idea, an enemy
Lesser clay faction enemy
Clay scuttler
An enemy that, while inactive, looks exactly like the explosive clay pot, but upon being activated, whether by damage dealt of by moving near it, it rises up on five little legs and runs after you at high speeds.
Deals melee damage by smacking you with the pot, but can also fire out small clay spikes that deal low damage. Explodes upon death, damage inflicts the tarred debuff
!feedback What about some sort of survivor specific challenge runs. Maybe this could be a way of unlocking new skills or items or something. (Think challenges from Binding of Isaac)
It could maybe have a specific seed
Example (but doesnt have to be in): Loader now takes double(or just major) fall damage but is given 10 Grapple charges
!feedback Artifact Idea: Hoarder
Items in inventory are randomized each stage. Is not based off stacks or rarity. You do not gain/lose items upon stage change. If you leave stage 1 with 5 items you will start stage 2 with 5 items
Example:
Stage 1: 5 Lens Maker, 1 Fungus, 3 Whips, 1 Tesla
Stage 2: 2 Tougher Times, 1 Leech, 3 Frosts, etc
!feedback
Building off Clay parasites idea
An actual parasite enemy, hiding in pots. Whenever a player gets near, the parasite tries to grab the survivor. If it succeeds, it deals damage per second to the player and messes it control scheme, making direction controls change functions and randomly casting abilities. It would receive damage form other enemies, so to get rid of it you would have to:
a) let yourself be damage by enemies until it dies
b) kill it with fall damage, explosions and any environmental hazard
c) have an Ally (minion or player) kill it, with no harm to you.
It would NOT be meant to be a common enemy, maybe just a few hiding in the map. A nasty surprise and an Alien vibe to the map 🙂
Edit. forgot the would NOT
!feedback
Achievement: Paradox
Give the battery to broken Rex while playing as him
!feedback Give 50 lunar coins for every PT you complete Ethereal and 3 lunar for every unique PT you complete
!feedback bringing the Fuel Array to REX gives you an item that launches off Rex's Seed Barrage or Seed Volley when you take damage, it's considered a Boss Item.
The triggered Skill has a cooldown. Damage instances below 15% cannot trigger Seed Volley but can trigger Barrage. Beyond that Barrage has up to a 50% chance to be replaced by Volley, at 30% HP damage. New REX skills are added to the item, following the same rules, but only if they have been unlocked.
!feedback let us look directly up and down, this would make aiming with headstompers much easier. also, maybe give a target below the player so we know where it will land
edit: fat fingered enter
!feedback
Another Rex idea. An ability this time
Special (R) ability: throw a vine at an enemy, that vine travels to another enemy within a certain range, the goes to another, etc. The range is 25% bigger than his default special, lasts 25% longer, but, since it can create longer chains, gives 50% less health. Consumes 50% of your health on use
!feedback rex’s vine skill should slowly crush enemies or something so that it’s not just a hit that hits once or twice if you land it directly on an enemy, the enemies keep giving the upgraded healing after dying, so having proc items more often wouldnt be bad. its just an “oh shit gotta CC these boys and allow my dps to happen” skill
!feedback keep the Boss Spawning director from inheriting credits from other directors. Most times someone finds themselves at an incompletable Horde of Many, its because of this problem. having to wait until the directors spawn enemies to be sure i'm not getting 7 overloading bells on stage 3 is not fun or interesting gameplay, and it certainly isn't fun for people who don't know why they're getting such ridiculous spawns.
!feedback
Add minimap/radar, like item. It'll show only location, and already found chests, etc (ping to show it on map).
But it wont show secret things, like plates for dungeon.
At least green rarity.
Edited.
!feedback
Make Loader pull her pylons towards her when she's using her alternative M2 instead of grappling towards them.
It'd make the distinction between the two abilities more complex than just damage/grappling off of lesser wisps, plus it's more consistent with the way Spiked Gauntlet works with similar-sized enemies
!feedback Simple Idea, Allow the Bison to spawn on the Rolling Hills map after the first loop and possibly move the crab spawn to the Twisting Roots.
!feedback
Add descriptive subtitles as an option for folks who can't hear well/at all (or don't have speakers atm). The sound design in the game is excellent, but its also used to convey a lot of information that'd be lost to players who can't hear it. Descriptive subtitles could help minimize that loss of information and keep those players in the game longer.
!feedback Going off of Monkwy's idea, also remove the bug where when you ping while looking downwards, the game can sometimes say that you want to attack yourself.
!feedback
NPC "Trader"
It can spaw after beating boss, 15% chance.
He accepts only $ and selling white and green items, their price depends on level.
(if you activate teleport, ofc you'll lose your money, so i thought it'll be ok idea to spend your remaining money for something usefull.)
You cant kill him.
Also he can sell maybe even character (but idk what he can be, just theory)
Trader spawns near the teleport.
It has only 3 items per 1 player. 2 - white, 1 green.
I guess it'll be helpful in lategame, because all money spends in lvl, which cant help you as better as items.
!feedback
Give Loader an alt that allows her to pick up and throw a lightweight enemy, dealing damage to both the thrown enemy and any enemy hit by it.
!feedback
To add onto this, and the yeeter idea, let greater wisps grab lesser wisps and throw them at you
!feedback can it be clearer if original content such as items and characters will be considered or not
!feedback homing bowling balls for an Engineer alt
!feedback please add frog to risk of rain 2 please hopoo
!feedback
Introducing the Bronze Orb
The bronze orb would act as a quickplay catchup mechanic of sorts, that would help co-op players who end up so far behind the difficulty scaling during a run that they'd be better off just leaving the match over playing the game.
It would always be disabled on the monsoon difficulty, and the server host could disable it if they decide to play on rainstorm or drizzle.
In order for it to be manually spawned, the players would need to collectively activate a new type of shrine known as the shrine of redemption.
This shrine has 2 buttons on it that must each be pushed by different players.
After activating it, a notification will appear in the chat stating 'A bronze orb has appeared!'
Redemption shrines can only be activated once per stage. They will also only spawn if a player is far behind a difficulty scale's tier. (IE: Artificer and engineer have several reds and greens, but commando has 2 whites and a green.)
Once the orb is spawned and the teleporter event is completed, a large chest will spawn on top of the teleporter.
This chest will automatically open itself.
The items inside the chest would be sent to the inventory of the player who has the lowest tiered inventory following a similar algorithm to reforging items in the bazaar.
For example, a player with one common would have tier 1, a player with one uncommon would have tier 3, and a player with one legendary would have 15. These values would be read from all items in the team's inventories, and then the chest item would be given to the player with the lowest number.
!feedback
More of an idea than feedback; Hopoo at one point mentioned that a combo-reset character is an interesting idea, but Bandit (the primary vehicle for this idea at the time) just didn't really come together and feel as good as the devs had hoped for.
What about a combo-reset character who resets the cooldown for skills that buff the character, rather than simply resetting basic attacks? This would encourage long chains of killing enemies, one after another, each one making the player more and more powerful as the combat continued. Perfect players would, as described by @graceful ether, "pull off some mad lights out combo and come out of it in super saiyan."
It's a vague idea at best, but I'm putting it out there in hopes that perhaps it will inspire a new character. I have no idea what a finished Survivor would look like using these concepts, but given enough creative effort, I definitely think it's something that would be extremely fun and rewarding to play.
!feedback
large drones like the TC-208 and possibly the incinerator should be given armor, and maybe even project a barrier in front of them to increase their survivability
their large hitbox and extremely close range respectively cause them to struggle too much for how much they cost
!feedback It would be nice to end up seeing another hitscan character, where they just have really solid, bread and butter skills similar to commando. Of course they would have a feature that's unique (as does every survivor) but it would be cool to have a survivor who has the fundamentals while having a different play style.
!feedback
This is a branching out from a discussion we had in #gd1-nullified a little over half an hour before I posted this. The gist of it is that a few people are feeling dissatisfied with the sort of rut Loader falls in where your charge attack and m2 is most of your playstyle and overshadows the strategies provided by the M1 and R. There were a lot of possible solutions that we thought of but Rein made a pretty good specific case:
"Just wanna point out a lesson I learned while making wispy.
Sometimes nerfing a skill actually does improve gameplay. The situation that taught me this was wispy M1, where I found that unless there was some mechanic that gated usage you really didn't bother using the rest of the kit."
!feedback
a red item which has a health meter like n'kuhanas opinion
but instead of shooting out a skull when it fills up
it makes an aoe heal burst for a percentage of your health
stacking increases the radius of the burst perhaps?
it would make a good self heal
and a very good support item for friendlies, especially if the user has a large health pool
!feedback
Use Item Idea
Warcry
On use, taunts all enemies in an area around you to attack you while giving you a huge armor increase for X seconds.
The main aim of this item is to be able to help your Allies when they are in danger.
If any item in the likes of Barbed Wire or Fire Shield from RoR1 is added, the synergy is obvious.
!feedback
Clay Dunestriner Boss Item Idea
Clay Symbiote
When falling under X%HP, gives you +Y armor and lifesteals up to Z enemies around you for some seconds.
Balancing notes: just tweak the numbers. I think it's easy to balance those 3 parameters.
Edit: typos.
!feedback
Vandering Vagrant boss item
item name i am not good with names
While standing still, charge a small buble around you, simmilar to the Vagrant death attack. When someone enters it, it pops damaging surrounding enemies
Thought id give this a shot
!feedback
I'd like to see more methods of opt-in items with potential drawbacks, like optional bosses, puzzles, or other stage-generated features that may or may not appear.
I thought of this while trying to design an item that increases the survivor's size (longer ranges, larger projectiles/AoE) among other things. It feels like it should be a rare, except it would increase the survivor's hitbox, which is a drawback.
I don't want any rare drop to get opted out of and feel like a waste. I also don't think every item with even the slightest drawback should be tossed to the Bazaar and forced to have a drawback big enough to balance its availability.
Having rare optional side-quests to gain specific items would be both interesting and a way to balance their power.
!feedback related to my post above.
Jotunblud (Lunar?): “+15% (+15% per stack) damage, health, and size. Increased size is cumbersome.” Stacks multiplicatively. Size increases the survivor’s size/hitbox in all dimensions, their projectile sizes, their area effect radii (including Arrow Rain/Focus Crystal/etc), and their ranges (including falloff). However, it slows the survivor’s animation speeds (not movement or projectile speed) and audio to original size / new size; by following the square-cube law, this keeps walking and sprinting in sync, as well as making ability use look more natural.
The health increase mirrors the added time needed to dodge attacks, and the damage mirrors the attack speed loss. Non-primary abilities aren’t greatly affected so this has a net positive effect, but as the game goes on, dodging becomes more important than health.
!feedback possibly some sort of shield drone, that either follows nearish to the player or near to other drones, which projects a force field similar to that of engineer (could be a sphere or just face one direction like a standard shield) that could be used as cover or extra shield that the player could move to when the need arises. The shield itself would probably work similarly to personal shield generators with a set health that would recharge after not taking damage for a bit. This would give the player a mobile source of cover that is helpful but not too powerful. Also, I think it would be cool if it would shield other drones which would help with drone survivability, especially against large attacks like vagrant explosion.
!feedback Give drones speed equal to the survivor who purchased them and tweak the AI so that they attempt to follow the player close-ishly like they did in the first game.
!feedback in solo play, pinging an enemy will make your minions prioritize attacking that enemy, if possible. Pinging an ally will cause Healing Drones to try to keep the target at full HP. This aggro-switch lasts 5 seconds and can be refreshed; afterwards the minions resume normal behavior. If the enemy cannot be reached, minions will not ignore other targets.
!feedback an item that reflects a portion of the damage take while not making you take that % that’s reflected, cannot scale to 100% this item as i’m writing it does seem like it wouldn’t be that great later one in game so maybe it reflects a portion of the damage and that portion has a like 2-3x damage multiplier to actually do damage worth the item pickup
!feedback
I know its been said before but: add a way to save runs, I dont like leaving a 30 minute run and being unable to return to it after turning the game off
!feedback Aspects are so ungodly rare that almost nobody ends up picking them up. By the time you find one in a run, you're usually already carrying
, so it rarely matters when they drop.
To make them more common, perhaps make it possible to purchase an elite aspect from the Lunar Bazaar? They'd probably have to be decently expensive, but it would make them more accessible and usable, rather than something that nobody ever ends up using.
!feedback
-Green Item: Self-Defense Net
When hit by any attack from an enemy, you have a 15% to expel a red pulse with an 8m radius(+2m per stack) from your survivor, dealing 100%(+50% each stack) of the total damage taken to all enemies in range.
Just a fleeting idea I had about a revamped barbed wire from ror1. This is my first idea posted, feedback is always appreciated
!feedback Add an item that has a chance to heal afflictions on heal
!feedback to add on @celest narwhal suggestion, make the saves delete themselves after you use them. That way, you can't just reset over and over again (since that ruins the whole RNG aspect of the game)
!feedback I've seen this feature in other games and I never really understood why it's a thing but...
-Make it so when you click "Quit To Main Menu", the games asks you "Are You Sure?" with a Yes or No option.
I often times missclick and quit to menu instead of clicking settings, cause they're right next to each other. Would be a nice feature for dummies like me!
!feedback Have a prompt in the chat log appear when you sacrifice an item for the 3D printer stating which item you sacrificed.
Sometimes the game is very hectic and it can be harder to make out small shapes moving around during the printer swap, so having it state which item you lost when using the printer would be a good way to keep track of it.
!feedback
A red item
Faulty bubble shield
Gain 50 shield
Upon taking damage equal to 30% of your health in a maximum of three hits, create a flickering shield around the character that negates damage for an extremely small (0.75 seconds) amount of time
Can be nullified by electric attacks
Bump to choose between toggle hover and hold hover for Artificer.
https://discordapp.com/channels/417739215355510784/559901472339525644/650395532719554583
!feedback I find war banner 
To be a bit buggy. I've played through many runs only for it to fall through the floor when I level up. If it had a rework where it spawned above the player and landed on the ground, perhaps this issue could be avoided.
!feedback
Sorry for the long post in advance.
This is my take on it all as to what to add so that we can save and exit the game if we have to, but allow us to return at another time.
(Not sure if Multiplayer should have saves. Writing this for Singleplayer.)
- Defeat the boss of the current stage.
- Next to the Teleporter altar, a small shrine that is connected to the teleporter spawns. (Only spawns once the teleporter event is over.)
- Hover over it and it will say "Save your progress?". Interact with E and boom, game is saved and you can now exit without worry of losing your progress.
- Upon leaving the game, a choice appears on the main menu that says "Continue Game/Resume Run" or something, and if you click that then you will return to the stage you saved on next to the shrine, having to click on the teleporter or a portal to move on to the next stage.
How to LOSE your save.
-
Instead of choosing to continue, you go into singleplayer, choose your character and click play. A messege will pop up, saying "You will lose your current run. Do you still want to start over?" "Y/N". Click "No", and you return to the character select. Click "Yes", and your save is deleted and you start a fresh run. You will not see the Continue Game choice in the main menu for that run anymore.
-
When playing your saved run and you die, the save is deleted. Simple as that.
The save is always only temporary. It saves for you only so you can return to it at a later time, not to have infinite amounts of retrys. If you die, your run dies, i.e. your save dies, so you'll have to start over. But if you need to, say, go to work and want to continue when you come home, then: Defeat the boss, save, exit, quit the game, come back home, continue from where you left off, die (or obliterate yourself, save is gone, start a new run.
It doesn't need to be any more complicated than that.
And for those that say that saves shouldn't be a thing: Did anyone say that you HAVE to use it?
Quick idea while I remember.
Ability to choose different poses/animations in the character info screen
!feedback for @gilded bough
Selecting character animations & poses in the model viewer would be nice, particularly for artists.
!feedback I don't make nerf requests often, but Clay Templars are dangerous enough without their melee attack being able to reach through the floor to hit you. (I was underneath one of the Scorched Acres ramps, Clay Templar was on top of it)
!feedback related to the above
Add a check to area effects to make sure targets hit are in line of sight of the center. Terrain/Engi shield should block explosions.
!feedback
Achievement: Newtrophile
Successfully kill the newt in the bazaar between time before he can set the bazaar into lockdown.
!feedback More noticeable indicator for when a bighorn bison is charging at you. It's very abrupt and hard to notice when one charges up from behind you, its kind of like the risk of rain equivalent of a car crash.
!feedback
Lunar item:
“Rite of the Ram”
Replaces a survivor’s M2 ability with a temporary shield that follows the player’s reticle, blocking all projectiles and explosions in that direction as well as “bashing” nearby enemies, pushing them back (bosses are immune). This shield has limited health and can break if it takes more damage than it can handle. Stacks increase the health of the shield, not the duration as well as slightly increasing the knockback to nearby enemies.
Unlocked with achievement “Deadly wilds”: kill any boss enemy using an element of the terrain (Tar pots, Those things on RPD, falling off the map)
!feedback
Legendary item: Loyal Chain.
Killing an elite enemy instantly kills all nearby non-elite variants of that enemy.
(Stacks increase the area)
!feedback
Swarm (Artifact): Distributes damage among nearby enemies, meaning more of them stay alive for longer. Creates more dangerous waves that don't require more damage to defeat, but the cluster maximizes the use of piercing/multitarget/dashing/area attacks that every survivor and several items have.
Whenever a source deals damage to an enemy (except damage-over-time), that damage is divided among nearby enemies; the original has a weight of 2. The divided damage doesn't proc, but procs against the original use the original amount. This does not trigger for damage-over-time.
For example, you attack for 50 damage against an enemy with three others near it. Your procs for the attack are based on 50 damage, but the original takes 20 while the three others take 10.
!feedback Big Category chests
Kinda in the name
Have a different appearance than normal C-Chests. Bigger and fancier. Guaranteed green or red rarity. Uncommon and follows pricing scale similar to how C-Chests are a bit more pricy than normal (so these would be a bit more expensive than big chests)
!feedback
This is going to be a unpopular idea, but I reckon it may add some more careful play.
On Monsoon I reckon the Clay Dunestrider should deal damage when it dies. The only enemy so far that I believe hurts you on death is the Greater Wisps, (Rarely noticable unless you are hugging them when they blow) This could progress into other enemies that 'explode' on death with the acception of the Vagrant
!feedback

Wake Of Vultures rework
Turn WoV into equipment. It would would 'mimic' or 'store' (for lack of a better term) the special ability of the first Elite you kill after acquiring it, allowing you to use it and have its effects when you consider them useful. After use, it would reset to an 'empty' status.
The rationale behind this is that this would give you more freedom of choice to exploit the item usability and to get rid of it when you see it fit.
Edit: redaction.
!feedback make a item called wolfiric intstinks if you attack with this item you will get a shield metter if you fill it up it will give you a shield (20%+10% shield metter filing per stack) (30+20 shield per stack)
!feedback remove double-effect proc coefficient from Tri-Tip Dagger and non-guaranteed Ignite sources. The game mitigates both its percentage chance and duration - removing the percentage decrease from proc coefficient will allow the item to deal its seemingly intended damage, going down to the usual 10% instead of 1%
!feedback When you do eventually bring back artifacts, bring back Command! also bring back Smart Shopper
Choosing which item you wanted was my favorite part of any run in RoR 1, i could pick soldier's syringe up until i had max attack speed, movement speed
Getting an extra 10% gold drop from enemies, adding 10% each stack
!feedback Green Item, "Last Stand"
**Image:**Item's image is a red headband
Description: Increases attack speed the lower your health is
What it does: Health is seen as 0-100%, For every 1 percent your health is below 100%, 1%(+1 per stack) is added to attack speed.
Why: This can be a good item to get out of sticky situations, but you can't depend on it (If you wanted to, you'd have to constantly be at low health).
!feedback make the Old Guillotine do what it implies it does, currently it reduces EHP by 1/(1+0.2 per stack) instead of 1x0.8^stack) which is a small difference at low stack count but still very strange and causes serious reduction in effectiveness at high stack counts
Basically make it exponential/power-based instead of hyperbolic, or at the very least explain the relation better in its Item Log/tooltip
!feedback

Alternative special move proposal:
[Endothermic]
Envelops you in a field of ice closing in on absolute zero, absorbing damage worth 600% of your damage but reducing your speed by 15%. After 4 seconds or depletion of the fields health, freeze all enemies within a 3.5m radius. 8 second cooldown. Can be pressed again during use to release the ice burst earlier.
Function Depiction:
An aura similar to having shields appears around the Artificer's body, colored similarly to their ice based abilities. A similarly colored bar will appear over your health bar to represent remaining health of the barrier. Once broken or past it's duration, a burst of ice shards and snow emanates from your body, freezing enemies that contact it.
Concept Notes:
~Matches Artificer's against the grain type design. Their existing specials fill the role of "damage" [Flamethrower] and "mobility" [Ion Surge]. [Endothermic] fits the role of "utility", with its ability to defend against damage and apply the freeze debuff to enemies.
~Numbers may be taken with a grain of salt, as they are based off of the Artificer's damage stat, an may scale beyond intended balance. A solution to this may be a cap of how much %health it can reach, but I am not sure what would be a balanced cap.
~Note that the numbers were made around a level 20 Artificer, which would have 737 health, 57.6 damage, and with use of the ability, 345.6 potential damage absorption. This is with no items on.
~The reasoning for scaling off of damage is due to the idea that Artificer is casting a spell on themselves, based on their strength of ability to cast.
~The minor speed reduction is to reduced the potential of being highly mobile yet very tanky, which would make the ability stronger than its intent.
!feedback This has probably already been requested, but Discord rich presence.
!feedback Allow a QoL change for engineer walking turrets to middle mouse ping enemies to make them focus on that instead of randomly picking whatever.
!feedback please do something about how OSP and the one-shot to survive playstyle of late-game.
Currently, it has 2 main problems
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Due to lack of damage reduction items and a completely imbalanced late game damage to HP ratio, healing back up to OSP is the only way to survive, which feels kind of icky. Being able to survive hits would be nice, rather than having to use a "hidden" mechanic as the only way to play.
-
Item imbalances are often caused by OSP, including wake of vultures and personal shield generator becoming a disadvantage due to how they mess up OSP. On the flip-side, shaped glass, despite being a double-edged sword, functions more like a double-edged sword that you can use both edges of to your advantage, essentially making a pick-up or two of it along with a little bit of healing just make you completely steamroll the game.
There are a few ways to address these problems. Firstl, nerfing shaped glass fixes one of the symptoms, but the problems still remain. Secondly, making shield not count towards total HP percentage (with some changes to transcendence to keep it from making you invincible) would fix another symptom and make a few more items viable, but ultimately, in my opinion (keep in mind that either or both previously mentioned semi-solutions could still be viable) the best ways:.
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The addition of items that give non-healing survivability. Being able to take hits and survive would be awesome, and I've seen great suggestions for items like this.
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Making level-ups more common in the later game, somewhat to make level-up effects more usable, but mostly to give the player more max HP. Now this would require some changes so that you don't completely out-progress enemies using leveling alone, but as long as later-game player HP is increased (and monster strength is tuned along with it), then the game could become less of a 'one-shot it before it one-shots you' playstyle.
TL:DR: fix OSP and how it messes up the late game
!feedback Raise the droprate for elite aspects, but make them function like actual equipment, where you must activate them to use them, but they only work temporarily.
!feedback One small QOL change i would like is the option to not change Hud when sprinting, especially on loader as he gives useful info when walking (and some of them look cool)
!feedback A simple thing, a printer/machine that cost money/lunar for "upgrading" Activating items (like a "lvl")
!Feedback Spawn rates for wisps
So my last couple of rounds I’ve only had wisps spawn and no other enemies which is really annoying and if you don’t get any healing then you die so please fix this
(Picture) Only the wisps I could see when I died there were way more behind me
!feedback auto re-enable sprint if it's cancelled by using an ability
!feedback
If huntress is meant to be the mobile character, then she should keep sprinting after her blink is used.
!feedback if Huntress's ability to sprint while firing is meant to keep her mobile, let her sprint omnidirectionally - sprinting towards an enemy is usually considered a poor tactical choice
!feedback i still think making aspects into items with higher drop chance than they do now with their effects enhanced with a stacking possibility, you barely get them at all, with higher drop rate, it could become pretty good items, basically a behemoth, another DoT like trip tip dagger and well the shield one's eh but still, doing this could also include new effects for the celestine and malachite so they actually do something for the players as well. but then again wake of the vultures depending on the drop rate of said aspects would just be useless
!feedback
Huntress backflip
Give Huntress the ability of performing a backflip when pressing Back twice. The skill would go in the 'passive' slot, like Merc's double jump. She would be able to shoot while doing it.
As I see it, makes more sense than sprinting backwards but would still improve her mobility, and wouldn't mess the skillset given it would go into an unused empty slot.
For reference:
https://78.media.tumblr.com/3b89127431b23ff8b799c95d2988e1be/tumblr_otxcm0jWmZ1uxjgzdo1_500.gif
@heavy glen not if you're a berserker
!feedback when teleport is charging/ done charging or even at the beginning of the level have a bar displaying how many unlocks there are for that level (chests, eq barrels,shrines etc.)
!feedback I would like to see all abilities have (a) lunar item(s) that override the original. Perhaps if one has all his abilities replaced by lunar abilities, that player unlocks a "secret" lunar survivor.
!feedback Cool death noises for high tier elites (malachite's, celestines) bc not only would it be super cool, but its also good to know since it's hard to tell if that malachite really did die from that attack or not, so an indication to show that your safe would be neato
!feedback deaths should give negative score
!feedback Copied off of a google doc I made a while back, maybe the numbers could be adjusted:
Design: A combination of ror1 sniper, and bandit, as well as some other ideas, carries an “Anti-Matter Crossbow”
Passive; Stealth Hunter: Kills with moves that apply invisibility stack onto any current invisibility, and vice versa. Healing is increased while invisible
M1; AntiMatter Bolt: Fires a single, precise, extremely fast projectile deals 600% damage (or whatever artificer’s m1 does) 1 second cooldown
M2; Sights: Hold M2, look down your sights, swapping to 1st person, and slowly charging, upon pressing m1, fire a hitscan bolt that deals 800% to 4400% damage based on charge. (can headshot, applies 1 second of invisibility on kill, 2 seconds on headshot kill) 12 second cooldown
Shift; Extreme Espionage: While holding shift, a bubble appears on the ground, along with a trajectory line, follows mouse. Upon release, Hunter leaps forward, following the trajectory line, ending with a small explosion (bubble), explosion turns you invisible for 5 seconds, and deals 50% damage (if you somehow get a kill with this, applies 2 extra seconds of invisibility per kill.) 7 second cooldown
R; Focus Implosion: Fires a fast, precise projectile, upon impact, activates a windbox to bring nearby enemies closer, then explodes like a cluster bomb, deals 500% damage on initial hit, each explosion does 200% damage (6 explosives) 9 second cooldown
!feedback
I would love to see the following changes done to the Siren eggs in the Siren’s Call map.
- make the eggs only breakable from attacks from survivors, I’m getting tired of magma worms spawning AWU.
- make eggs not get targeted by Tesla coil or ukulele.
- make the eggs immune to explosions from gas and will-o-wisp
!feedback
Ballista should pierce enemies, doesn't fare well with crowds as is.
Only good on single targets, which lategame you won't be really needing to focus single targets much imo
!feedback
this might've been posted before
can we have an input to make engi's turrets focus on a target to help with boss fights and/or late game elites
since when fighting in a boss it sometimes tend to focus on minions making it harder to shred down bosses specially in higher difficulties
!feedback
Make Elite Equipments power stack with fuel cells similarly to how other non-equipment items stack, since you can't "use" the equipment? Basically makes the effect of the equipment stronger with each Fuel Cell stack.
!feedback
Bring back Arms Race
Drones need ways to be useful later in the game
Edit: My previous post didn't get to Top despite having 60 ups. That's why I am repeating it.
!feedback
Remove friendly targetting from various attacks such as Commando alt M2/r. Huntress alt r. Merc R.
it is the most painfull thing when you blow a big CD attack and your buddy is just a few steps in front and to the side of you so they get autotargetted instead of where you're aiming
!feedback
Give Commando a short animation of him looking over his shoulders on the character selection screen. This would give him some personality, like the other playable characters.
!feedback Slicing Winds, Mercenary's alternate special ability, needs a buff. It is the hardest skill to unlock out of any of the other new skills, and yet it is a downgrade to Eviscerate. There are a few reason it is a downgrade to Eviscerate as opposed to a side grade:
(1)-It eliminates invincibility frames and aside from it being long ranged, it doesn't really have anything to balance this debuff.
(2)-It does not scale well. It becomes worse as time goes on because it can only ever hit three enemies, and the number of hits it applies does not increase with attack speed.
Now, I like Slicing Winds as an idea for an alternate special, it is a callback to eviscerate from the first game having only 8 hits per enemy. I think that the way to improve Slicing Winds is to make it a better crowd control ability, and this is how:
(1)-Make the number of enemies it can hit increase the higher level you are, or based on how much damage you do, so that it scales with time. (I don't really know if these are good ways to scale, feel free to think of better ways)
(2)-Make it so that when the first strike of Slicing Wind kills one enemy, it makes the same attack on two adjacent enemies. For balance these secondary attacks would not be able to make more attacks when they kill an enemy.
This will make Slicing Winds better than Eviscerate in some cases, and that is OK because it is literally the hardest skill to unlock.
!feedback add double tap to sprint.
!feedback
Give the Engineer’s carbonizer turrets the “while sprinting” tag so they benefit from Rose Buckler, Energy Drink, and Little Disciple. (Movement speed unchanged)
!feedback some sort of ranking system with a matchmaking is really needed for quickplay. Perhaps a player rating system, too, so item stealing and early teleporting players aren't matched as often, and collaborators are.
!feedback Survivor Evolution
!feedback Mystery option in item shops should exclude the items already in the shop to drop
!feedback A 'modular' Boss comprised of several independent parts having their own health bars and functions. Remember old arcade shooters bosses? Something similar.
!feedback Give Mul-T's transport mode a bit more damage to non-heavy enemies and add a bit of screenshake or feedback when you hit a non-tank enemy with transport mode. Feels very unsatisfying using transport mode for anything other than massive damage to tanks or movement.
!feedback it appears that Mul-T's "GOTCHA!" challenge can not be completed while items such as the Brilliant Behemoth are also in play. More testing needed but it seems the damage from the behemoth takes priority as the final hit
!feedback Similar to Healing Shrines, make Gunner Turrets upgradable.
Can we disable a gyro on the switch because playing with the left and right Joycon with both using gyro throws me off
!feedback
Item Idea
Pheromones
Chance of 'charming' an enemy on hit, making it attack other mobs during some seconds. Does not affect bosses. Stacks increase Proc chance.
Balancing:
1 Make it green with very low proc chance or make it red with low proc chance.
2 Male it so the more powerful the enemy the lower the proc chance (its feasible given that there are already items and abilities that affect small/big and regular/elite enemies differently)
!feedback If Arms Race is reintroduced, make it so it also upgrades Healing Drones healing.
!feedback
I've seen several crowd-control-related ideas that have exceptions for bosses, and also requests to give crowd control effects a lessened (but not zero) effect on bosses.
Idea: Crowd control as a secondary damage.
Example: Say you deal "200% stun damage." For every 1 damage dealt, you deal 2 stun damage. When an enemy has stun damage equal to their maximum health, they're stunned for 2s, then all their stun damage is removed.
CC damage could be affected by proc coeff for a smaller amount, and enemies (especially bosses) could have CC armor so it affects them less often. Because the CC damage is removed at the end of the effect, items that grant CC damage have a logarithmic progression, never reaching 100% uptime. Because it triggers on enemies the same number of times, the flat duration is more effective against weaker enemies.
!feedback
Item Suggestion
Legendary: .32 Revolver
Every 6(?) seconds, a mysterious shadow has a 50% chance (+10% per stack)(?) to emerge, instantly killing 6 light target enemies(?). If a boss is within a 15m radius of you, instead deal 400x6% base damage to them directly.
Notes:
-The intent of this item is mainly to reference Deadbolt, the item being the initial starting gun from Deadbolt. As such, the effect of the item currently posted may be disregarded, as designing an item for the game with balance in mind is rather hard to do. The purpose of this post is mainly to offer a suggestion of a way to make a reference to Deadbolt.
-(?) My main concern with the current idea of the item is the rate at which it activates. As a single player to a game that has many others playing it, I alone have no good basis for what would be balanced in combination with many of the other powerful items of the game. The current design of the items effect matches the theme of the reference it makes, but may not be fitting to the balance of the game, even if it is a legendary item.
!feedback Oh boy the Deadbolt feedback train here we go
Item Name: "Severed Lich Arm"
Rarity: Legendary
Description: Every 10(?) seconds, an icy bolt is fired to a non boss enemy, which freezes and deals 300% (+200%) damage. Every 60 seconds, an ally drone or player can be revived as a ghost for 30 seconds, but only once.
Again, a reference to Deadbolt. The Lich (also called the Generals) had freezy powers which also revived dead skeletons somehow. The severed lich arm is also a unimplemented item, so yeah that too.
EDIT: I have no clue how this would really stack. Maybe more bolts fired? I put damage in but that's kinda wack. Eh, up to hopoo and paul and mr ghor man
!feedback
How about giving the Elite Equipments, along with their passives, a usable ability?
Example Ideas:
- Her Biting Embrace: The Glacial Elite death explosion is placed at your current location, freezing enemies hit and dealing damage to them after a few seconds.
- Ifrit’s Distinction: Instantly apply Burning to all enemies within a certain radius, or maybe once activated have the next attack also explode for a set amount of damage and apply burning to all enemies hit within the explosion’s radius.
- Silence Between Two Strikes: Restore and double your shield for X seconds, or strike a random enemy with a bolt of lightning.
- N’kuhana’s Retort: Spawn a friendly Malachite Urchin that attacks your enemies.
- Spectral Circlet: Become completely invisible for X seconds
Just ideas, but you get my point, I hope.
!feedback
Boss Item Idea

Overlord's Eye
Drops from Imp Overlord. Equipment Item. On use, teleports you to where you are looking after a short cast delay. When reappearing in the next location, deal X% of damage to all enemies in a spherical area.
Rationale: basically gives you IO's teleport. Both an offensive and evasive item with obvious mobility implications.
Edit: Addition of the cast delay idea, so it doesn't become just a blink.
!feedback
boss item
Burning tail
Burn enemies you hit for x% damage, ignite enemies around you in a Y meter sphere, gain Z% movespeed buff while on the ground
!feedback
Brass Contraptions should be considered 'heavy' enemies
By this i mean they shouldnt be dragged in by loaders spiked fist or plowed away by transport mode
They're giant heaps of metal bro it ain't light.
!feedback
Legendary Item Idea
Melting Flesh
Each X seconds, a Y number of corpses around you explode, dealing Z% damage in a small area.
Note: if you have played Nuclear Throne, you know what I mean.
!feedback Red whip should instead boost movement speed like 2-3 seconds after not attacking, allowing for a quick escape for players when not on the offense. It'd give the item actual utility. This boost wouldn't be cancelled by taking damage, only by attacking. Less punishing.
Utility abilities for characters would not cancel this boost as well. (Commando's roll, Huntress' Blink, etc.)
EDIT: added the bit on utility abilities
!feedback Theres an exploit/glitch with Loader/BrassTraps. If you kill one and hit its corpse just right a bright orb and an earrape sound will spam. If you dont move away Loader will infinitely be "hitting" the enemy. Constantly building her barrier to where it stays at full. It can be annoying to literally get stuck mid combat and you can be full invincible with the barrier (will upload pic later)
Edit: Point of this fb is saying that needs to be fixed. Obvious but pointing this out
I have found the above statement for loader to be true, but so far only on the hell map (The stage 4 map).
!feedback
To spice up the boss-specific item pool, I propose a new Yellow item: Ceramic Shard.
Upon pickup, the flavor text will read "Heavy plating." and the item will grant 30[+30] armor.
This item will ONLY DROP from Clay Dunestriders, at the same drop rate as other Yellow items.
!feedback
To make red whip decent
While out of combat, gain 30%(+30) move speed, but while IN combat, gain 15%(+15) damage
Is it possible to find out why the engineer was cut so badly?
!feedback
Ask #theorycrafting
!feedback I feel like the faction events (https://riskofrain2.fandom.com/wiki/Faction_Events) need more flare. I suggest that there be special effects when a faction event occurs. For example, in a level when the imp faction event occurs, the sky should turn red, and there should be a tear to represent that there's a literal tear in the fabric of the universe. When the stone titan faction event occurs, the ground should be disjointed, altering the level to show that the ground beneath is rumbling with energies. Though these are just suggestions, and I do not doubt that Hopoo could come up with better ways to represent the faction events.
!feedback
Mandalorian skin for commando [Question Mark]
!feedback
for REX:
i think his healing vine is too inconsistent. That two second dead zone where the previous one disappears and the ability can't be used yet is frustrating to deal with, and it isn't often that I see a cluster of enemies big enough to recieve a net positive heal while still dishing out damage with M2.
!feedback make Rex's ult more consistent with durations - the fact that the flower can root an enemy past its own duration is a bit funky, especially since a rooted enemy that is rooted past the duration of the bloom itself will not heal Rex.
!feedback
My suggestion is to either rework the vine ability, or to increase the damage of both M1 and M2. M1 is an unremarkable peashooter that does little damage (assuming you even hit all three needles). M2 is the only viable damage do-er REX currently has, but can only be used to it's full ability when an ample supply of gremlins are around, and you aren't already being damaged. If M1 did a higher value of damage and M2 did even more, I believe REX would be more viable. As it stands, however, this character can only deal a similar amount of damage to the other survivors if certain unpredictable conditions are met. When they're not, it is the least ideal character to play in the game.
!feedback On stages 1-2 pre spawn a couple enemies so the player doesnt have to just sit and wait for a minute or two to do something
!feedback Building off above. Introduce Mimics. Rare chance to spawn but increases every loop/difficulty tick. When opening a mimic it will not consume your money. But mimics will only attack upon interaction, and you must have enough money for them to trigger.
Maybe they can tie into the whole clay/tar family? Like when ones defeated in melts into tar.
Also maybe they have a rare chance of dropping items appropriate to what it mimicked (big chest would be green or red, category chest mimics would still drop that type, etc)
!feedback Item idea oh boy totally not another Deadbolt reference.
White Item: Puff’s Notebook
“He must’ve been the accountant for the Zombie Kingz...”
Description: XP gain from left over gold is increased by 40% (+40% per stack) and 10% (+5% per stack) of the gold is transferred to the next stage.
Why?: to make level ups a bit more common, since in the late game they tend to never happen. Also helps the issue with gold sometimes being hard to get, slowing down gameplay.
EDIT: changed values to make it more fair.
!feedback if mimics are in the game, they should either be like lunar item related “chests have better rewards but beware” type deal or the mimic should have a better quality item, fighting a mimic for an item that’s not specially good doesnt feel worth it. Chests are indeed closed so you cant see the item they have. And making every chest have a chance to kill you i feel is not something that would work that well. You need a reward for the risk you’re adding onto yourself. Not taking any items in fear of fighting an enhanced enemy that could kill you easily, cause if mimics are like beetles its useless, does not seem like it would go that well. Probably just a “some chests will need blood instead of gold to be opened”
!feedback building off several previous suggestions, introduce mimics as an artifact. Artifact on, there are mimics. Artifact off, there are not mimics.
!feedback
Blood Chests. Appears like a black and red chest with grey or black spikes around it.
Instead of paying gold, pay with X% of your own max HP (like how blood altars work). The rarity they give can be discussed as well as how many items the chest holds (if more than 1). If more than one item can be aquired, must the chest be opened several times? With the health price increasing each time? (Similarly to the blood altars.) Or does it only need to be opened once?
!feedback Increase the base chance of equipment barrels spawning when generating the objects on a newly-loaded map, but, each time one spawns, significantly lower the chance of another spawning on that map.
Not finding any equipment items for several stages can be frustrating, and, since you can only carry one equipment item on most characters, finding several equipment barrels on a single stage feels pointless. With this change, however, it would be more common to find one equipment barrel per stage while also being less common to find either zero or several, reducing frustration in both cases.
!Idea when in the character select screen have it so I can view the items then when my friends and I play I don't have to change screens to look-up and see what the items look like when they mention them for builds.
!idea
I feel like it would be a great idea to have a passive for MUL-T like Loader has for himself but instead for MUL-T drones cost less or have better healing and attack power. healing drones heal 50% more (example) and his gunner drones etc deal 50% more damage (example) or to build drones for him it costs 50% less than other characters
The command you use is !feedback, not !idea, !idea doesn't do anything
gonna say it for hikari and copy paste what he said since i'm his buddy
!feedback I feel like it would be a great idea to have a passive for MUL-T like Loader has for himself but instead for MUL-T drones cost less or have better healing and attack power. healing drones heal 50% more (example) and his gunner drones etc deal 50% more damage (example) or to build drones for him it costs 50% less than other characters
!feedback
Give Rex the ability to stick to any surface, so he can navigate the map more easily.
Rationale:
- It would improve its mobility, given how slow it is
- It would give Rex an unique movement style, much like Artificer's flying capabilities.
- It would make sense given its plant/robot/insect-like flair.
!feedback Allow Huntress to Sprint while dashing and shooting sideways.
She's a pretty squishy character already, so any extra mobility possible would make playing her a better experience aswell as make her stand out better against other characters.
!feedback
Change Engineer's M1 to have a passive buildup of grenades, allowing it to charge up on its own and allowing you to more easily fight on the move without constantly having to hold and release M1.
No stat change or anything else, just making the M1 charge a passive buildup so people can be a bit more responsive and shoot full loads when starting fights and during fights without constantly needing to remember to charge their M1
!feedback
Improve Huntress base dmg a little. she usually ends up behind in later stages in multiplayer with nothing to give. its quite annoying and sad imo.
she needs way more items to be on the same stage as others atm.
!feedback I really enjoy how the timed chest on Rallypoint gives players incentive to move faster+maybe helps deal with poor rng and fewer items from moving at a faster pace, and I think it'd be really nice + maybe improve consistency if Burning Acres had a similar reward for reaching the stage in a <10 mins.
!feedback Monsters should have more animations and sounds to make them feel livelier, maybe like idle animations while they're looking around and just roaming, or maybe roars (or whatever sound it would make) whenever they spot you, etc.
!feedback same as above, but instead of an elite make it an artifact that affects all monsters
!feedback
Been playing Quick Play recently and I've been starting to notice a pattern and almost every run is on Monsoon. the problem here is every on Quickplay is done without communication outside of the chatbox and in a fastpaced game like RoR, standing still to talk is a surefire way to get yourself curbstomped by X enemy.
Thus my suggest is a mix of ways of making Quick Play a more viable way of playing.
-
Adding Voice Chat - This is a double-edged sword as it can achieve easier ways to handle waves and item sharing during a run (If people care at least) and on the other side it will hardly ever get used or is abused for spamming or other means of being a dick.
-
Adding some minor restrictions: This can come into play simple by having it so newer players cannot play Monsoon until they have at least obliterated once on Drizzle or Rainstorm; I feel this can easily show newer plays the ropes of the game if they want to play with others (Of course Singleplayer is there for those that want to take that route)
-
Dedicated Servers: We've all experienced the pains of peer to peer hosting, the terrible rubberbanding and the lag. Servers would make the game alot more smoother to play imo.
I could go on, but these are the only few I believe should be apart of the game before it leaves Early Access at least.
!feedback introduce anti-duplicate properties to equipment barrels and Shops. I've had a few shops that gave the options of 3 identical items and a stage with 4 equipment barrels that all gave Milky Chrysalises.
!feedback another hot take on anti dupe, just have dupes be consumed to have a stack if you are using the equipement
!feedback have it so that picking up an equipment you already have upgrades your equipment. How each equipment gets upgraded is something I'll leave for if this does well 🙂
!feedback Make it so that Grovetenderer's corpse doesn't block line of sight of all the enemies behind him. You can still shoot through but so can the enemies and they don't need to see you to shoot you.
!feedback new lunar item idea. An item that will bring the player back to life but consume 10% of their current items, it will turn grey like dios upon use. Having multiple stack doesn’t reduce item consumption.
!feedback New lunar item: Lunar Seal.
The Lunar Seal nullifies all effects of every other lunar item the player has and any they may get for the rest of the run.
This would be an interesting way to play off of the "strong effect, major downside" that lunar items have; its strong effect is that it nullifies the major downsides of other lunar items, but its major downside is that it also nullifies their strong effects.
Say you get a Transcendence early on in your run, but you find a Rejuvenation Rack a little while in. Or maybe you pick up Strides of Heresy, but you find a Hardlight Afterburner a little later and would rather have three charges of your normal utility skill than three charges of Shadowfade. Well, it sucks to be you. This rare and powerful item that you had no way of knowing you would get is a lot less useful because of a choice you made several stages ago. With the Lunar Seal, however, this would be a different story. Now, you can effectively give up that lunar item that's getting in your way... but you'd have to give up all of your useful ones, too, with no way to get them back. Is it worth the trade?
!feedback Sometimes, depending on the position of the teleporter, and ive only encountered this on the swamp map, but if positioned close enough to one of the trees, the item from the boss will go into the tree rather then drop when spawning, and can sometimes be really hard to spot- perhaps just in case of situations like this, it might help if the item went through the branches, to make sure people didnt miss it?
!feedback
Easter Egg Suggestion:
Put a hidden cave in a map, a cave that you can only enter by having a certain number of attacks hit a caved in wall, and in the cave are 3 things, a cave painting in the style of RoR1, the corpse of a Character that was only in RoR1, and a free item that was in RoR1, or another game. It would be a interesting scene.
!feedback
On above, make finding this cave an achievement, called “Stone Age Graphics” or something of the same ilk that unlocks the ror1 item
!feedback @coral wagon's idea - An artifact that either makes you small, or the map generation bigger. This would make silly gameplay, add spice, add difficulty and make players just wander around for items and the teleporter.
!feedback bring acrid back
!feedback To make beetle queen's attacks better telegraphed make her not display taking damage animation as often.
!feedback I dont know if its a possible, but i think that having a way to save a seed/run would be beneficial. Sometimes you might have a good run but need to go/sleep and cannot leave the computer/console on, but dont want to loose it..
!feedback
Change the name of Rex's default m2 to seed mortar or something similar, as the names of the two skills being synonyms is very confusing
!feedback
Don't make a lunar item that prevents death. Reason being for this is there is no feasible downside to an item that makes you not dead. Your run ends when you die, any item that stops that is by nature purely an upside no matter how much you debuff the character because hey at least they aren't dead.
Only way it could be a real downside is if it had a more meta downside, for example eating lunar coins every time you came back to life or cursing the next few runs with bad rng or some such, problem is that the former can be beaten by hacking in lunar coins which I've heard is easy, and the latter can be circumnavigated by just reloading over and over again. Please no lunar Dio's.
!feedback
I think we need an item for tanky-er builds to benefit late, and hear me out here.. Bitter root or a new version of it would be a great thing to bring back for this purpose. Ive had too many games where my loader and good items tends to struggle because theres not really a good way to beef up enough to be able to stay in for when malachite and more burst damage levels of spawns.
!feedback
Sometimes we see or find the teleport on a stage, but still have to go around clearing the stage.. and then forget where it is. A QOL addition i think would be nice is that once you ‘find’ the teleporter, theres a marker placed on it until activation, like after its charged, so you dont lose it.
!feedback
Bring back enforcer! He would work so well, especially in the 3d universe that is Risk of Rain 2
!feedback combined elites like blazing malachite clay templar evil_laugh.mp3
!feedback
An idea to try and bring Enforcer into RoR2 so I'm putting it in here since ideas go here too
Passive: All damage from the front of reduced by x% while damage from the back is increased by x%
First ability: Dragon's Breath Rounds - fires a shotgun round that hits for 10*x% (also has a x% chance to burn the target)
Second ability: Shield Bash - if sprinting Enforcer runs in a straight line dealing x% to each target hit, if not sprinting Enforcer smacks anything in front of him dealing x% to each target hit and knocking them backwards (has a x% chance to stun on either activation)
Utility: Barrier Shield - firmly plants his shield into the ground creating a 180° barrier that negates damage from the front (can't move or change direction while active
Special: Tear Gas - launches a mortar into the air in an arc, on impact is does x% damage to anything in the AoE, but also disperses a tear has cloud poisoning and slowing the movement speed of anything inside (poison does x% damage per second for 5 seconds, does not stack)
!feedback (repost) Add an artifact that randomizes the items commonality and their effects to match it at the beginning of each run.
For example: If Will-o'-the-wisp is white, it has a chance to detonate (like RoR1). If red, also applies burn after explosion. If Ceremonial Dagger is white, it only fires 1 dagger. If green, it fires 2. So on and so forth.
!feedbonk
Add Acrousin, Acrid's cousin. He functions about the same as Acrid only he's into beat poetry and is a way shorter. He's 37 and his space Volvo just broke down and he's strapped for cash so he's on the planet to earn enough money to buy a new one
!feedback
Can AoE damage be tuned to LoS or with shields/walls in mind
Kind of sucks being behind something like a wall that should realistically protect the back from the front, but you take damage anyway.
Something unrelated to the game itself, but can we get a ROR2 Calendar? This recent patch teaser felt just like the December picture for a calendar, and now I need a 12 month calendar with these teaser images!
!feedback new survivor that's just one of the devs
!feedback a rework for infusion. 10% chance to gain +1 (+1 per stack ) maximum health when killing an enemy. edit forgot to write “when killing an enemy”
!feedback
replace infusions +1 health with +1% health
so a maxed out infusion becomes +100% health
much more worthwhile
!Idea
Idk if thays how that works. But, as a "forced to be Offline" player, I really wish you could add AI characters. Of course adding AI would increase the multiplayer difficulty and such, but I would still love to atleast have some back up that didnt cost money and would help with challenges. I'm having a lot of difficulty with the "Dont take damage" challenges, as well as the monsoon difficulty. Idl what happened but it suddenly feels like Monsoon on the Switch got turned up to 11. I wish I had help of any kind, and AI would be amazing. Just a thought.
!feedback
This has most likely been asked for before, but could an Engineer's equipment please affect his Turrets?? Especially the Elite Epuipment, since they are basically an extension of himself?
!feedback for holidays, chests and lunarpods should fit the holiday theme, not a big priority, but would definitely be a cute little touch for the full release of the game and overall be cute
!feedback
Random character option
!feedback Kind of a minor aesthetic change but I feel it would really fit: Make MUL-T's stun bomb visually explode into sticky cement and make stunned enemies gray and covered in it; it would fit his character more than a stun bomb does since he is a construction robot
!feedback add new bug report channels for the different platforms, It would make reporting console specific bugs a lot easier.
!feedback too many enemies spawn on the console version of the game. Can't really tell if the director changes were implemented properly. Mainly seems to be an issue when bosses spawn. Perhaps the spawn rate during boss encounters needs to be tied closer to the difficulty at time of activation
!feedback with @cunning dove
Have lunar pods be snowman heads
!feedback in enter the gundeon you unlock a lategame character called "The Pararox" if I recall corectlly. This character upon starting a run gets a random skill set taken from random from other characters. It would be nice if we could get something like that in this game aswell.
!feedback Warbanners should drop instead when the player gains a certain amount of exp. This would go up over time and could be reduced by stacking warbanners. Also over time buff the warbanners, it'd give some sort of significance to them late game maybe. Idk though.
!feedback Phase blast shots should be able to be fired seperately stored. So rather than using the ability and firing twice it just has a reduced cooldown and 2 charges initially.
You could also make it so secondary magazine gives it an additional 2 charges if you want it to be the same. Or you could do the opposite and give it a bit less efficiency stacking mags sort of as a nerf to the ability.
Though the mags do appear on both of comm's guns so it'd make sense giving 2 additional things anyways.
!feedback Introduce an item similar to old 56 clover: gives elites a chance to drop an item on death.
!feedback While most of the first installment's characters won't be able to make it in the sequel, could we get elements of their kits as skills for the existing ones?
!feedback Introduce an item similar to old 56 clover: gives elites a chance to drop an item on death
!feedback I think 'Horde of Many' encounters should get a slight nerf, especially early on. I've had overloading beetleguards/blazing stone titans and similar on stage 1 or 2 (!) multiple times, and even if you manage to dodge everything perfectly and keep up dps (which in my experience requires a fair bit of luck) it still takes so long to kill them that you'll be minutes behind where you should be and might as well restart. In general I think the most important nerf would be giving them less hp (and less shield in the case of overloading), to make sure you can take them out within the intended 90 seconds.
!feedback let Commando's Grenades explode on/ or shortly after bouncing off an enemy
!feedback make phase shot (the piercing one not the shotgun) fire twice like the shotgun as he has two pistols.
increase the damage to 450% each and increase the projectile size
This would make it so that you could either use the shotgun for high damage but playing risky at close range
or use the piercing round for significantly less damage (900% compared to 1600%) but at longer ranges and crowd control
!feedbonk
Hopoop tell Chris i love him (no homo)
Chris knows, don't worry, #feedback
!feedback during tactical roll, allow commando to keep firing
!feedback
ARTIFACT IDEA
Lightning Glass "The power of the summer storm lurks within..."
Effect: All maps are much darker, with lightning flashes. Lightning strikes the ground randomly and near constantly. When someone gets hit, they get dealt x% of their max HP worth of damage.
!feedback
An aesthetic preference thing, I think it would be nice if Artificer's hand glow changed depending on her primary and secondary
!feedback On repair, make broken Equipment Drones have the same item they have been equipped with. Put a price on repair like the rest of drones.
!feedback A new elite aspect (shows up around the time malachites/celestines show up) that takes reduced damage to non-direct attacks. Non-direct meaning the player does not attack them with one of their abilities directly. Things like will O wisps etc. Itd make enemies lategame less repetitive and you wouldnt melt everything. Note that this wouldn't just straight up negate indirect damage, just reduce it a good bit.
!feedback Loader's shift shouldn't cancel sprinting and the charging crosshair should override the sprinting crosshair so I can see how far along it is charging.
!feedback
What if I, fungus, was buffed in way that didn't make engineer too stronk but also just made me useful to anyone else but him. My take on this:
The aura of bustling-ness only goes away if you leave it. Not when you start moving, when you leave it. This can be very helpful to you and teammates, allowing you a bit more freedom to stay within your lil healing zone while you can still somewhat dodge and attack.
The fungus also covers a larger area initially, so its not super duper tiny and useless. I say the starting size at 1 fungus should be equivalent to the size of 3 fungus. Healing and stacking untouched.
!feedback Allow the player to change their language in the settings.
!feedback Soldier Syringes cooldown Artificer's primary fire faster
!feedback Reminder that it is !feedback not !idea
!feedback Artifact for people who don't enjoy Lunar item stacking in their multiplayer lobby.
Newt Heresy: Newt Altars no longer spawn
(name subject to change)
(from Kizu#3067)
!feedback alternatively, artifact for disabling lunar items
!feedback PLEASE FIX F**KING FIRE AURA(missclicked)
!feedback remove friendly targeting from Merc skills. It's annoying to waste Eviscerate because a turret or a player was a bit closer to the crosshair that the enemy.
!feedback
As of right now, until the next patch is released I need 3 things in order to "complete" the game: 1 monster log (the Siren's Call Vulture friend boss) and 2 environment logs (Scorched Acres and Siren's Call).
I was wondering:
Can we please have the Environment Log radio tower spawn rate increased?
I can't even imagine how many times I have gone through each on all difficulties and have not even seen them once. The other environment logs I got pre-scorched acres patch, so I wonder if the spawn rate got decreased or if I am just unlucky. But please increase it.
!feedback can i get an idea of if or when splitscreen multiplayer might be added? cause now that an IRL friend of mine is around again, that info is now hella relevant to me.
!feedback
I saw somebody talking about buffing the red whip in combat, but I don't think damage is the way to go. What if your pickup and activation range was increased per stack of red whip? This would apply to MTN and Bandolier drops, along with grabbing items. The only problem I can see is multiplayer issues.
!feedback Red Whip buff idea:
Every 3 seconds out of combat, gain 15%(+15% per stack) movement speed for a total of 3 stacks
Every 3 second in combat, gain 15%(+15% per stack) attack speed for a total of 3 stacks.
Note: Just my take on it. Ping me if you wanna leave feedback.
EDIT: Seems kinda confusing, but by “total of 3 stacks,” think like predatory instincts. Also seems a bit too powerful, so if the values were significantly lower I wouldn’t be surprised.
!feedback Add some sort of incentive to stack certain items above when they max out
Like stacking more than 10 lens makers can give a chance to double crit, when thats maxed out it can triple crit, etc.
Things like the sticky bomb when its maxed out you could just make it have a larger radius and size idk
just a dumb idea on my part
!feedback aim assist option when using controller, would especially help console players
https://discordapp.com/channels/417739215355510784/559901472339525644/647497861579407389 Quick Bump for this post.
!feedback Perhaps an alternative utility skill for engi that compliments his mobile turrets
Something like temporary barriers on allies nearby for a couple seconds, but it'd disappear after taking a certain amount of damage so it won't completely outclass the regular shield bubble.
!feedback add Grand Elites that take the form of Bosses, like Overloading Worms do. Crimson Imp Overlord, Plague Beetle Queen, Permafrost Titans, Lunar Grove Tender, Kiln Strider, etc. I'd add some way for these unique bosses to be fought earlier than normal, at a lower level, so that they spawn before the game turns into a oneshot slugfest.
I think it would be a nice addition to have an option where we can toggle off difficulty scaling based on time, and only stages cleared. I would like to not rush every stage, trying to play optimally and only collect a few things and hitting the Teleporter; it'd be nice to take my time, and actually play a game where I and my buddies don't have to worry about "dang, we've been on this stage for 5 minutes we gotta go dude" Because we honestly like to mess around a lot, and in a game where time is so valuable; this discourages that heavily.
Just an idea, food for thought.
!feedback
repost for person above
I think it would be a nice addition to have an option where we can toggle off difficulty scaling based on time, and only stages cleared. I would like to not rush every stage, trying to play optimally and only collect a few things and hitting the Teleporter; it'd be nice to take my time, and actually play a game where I and my buddies don't have to worry about "dang, we've been on this stage for 5 minutes we gotta go dude" Because we honestly like to mess around a lot, and in a game where time is so valuable; this discourages that heavily.
Just an idea, food for thought.
!feedback new bindable button to ping an enemy for the player's AI controlled allies to attack
edit: replaced alternative with new bindable
!feedback Click acrid'd 3d model in the character select menu to make him do animations SO YOU CAN PET THE DOG
!feedback give us :acridwalk:, akin to 
!feedback What if there was a lunar item that made everything last longer. This would include cooldowns, buffs, and negative effects. You gain the warhorn buff for longer but you are anti-heal for longer. Say 50%(+10%)?
!feedback it would be nice if there was some way to denote which malchite spikes are generated by my allies and I as opposed to ones generated by enemies.
!feedback great work with delivering the content updates at such rate. A minor suggestion that I believe will help speed up the balancing process is to publish future balance changes ahead of the patch. Most big multiplayer games do that for the sake of transparency but also because it engauges the playerbase more and can generate feedback sooner
!feedback
A feature where pressing the interact key on Acrid in multiplayer makes you pet the poison doggo.
!feedback Make commando's Grenade sticky its mostly useless against hovering bosses and because of the uneven landscape and nerf shaped glass after 6 stacks and the because of one shot protection its broken.
!feedback Morph Item. This has a chance to spawn at any item tier and will duplicate one of those items you have (at random). If you don't have an item of the tier (think red chest in hell) it will randomly select one on pickup.
!feedback Engi should be able to hold his grenade shots forever so long as you keep holding the button. The amount of grenades that can be held increase with attack speed. It'd make it seem like a more a super big, rapid, burst weapon late game. Makes it feel more like a heavy bit of weaponry.
!feedback "Chronoal Displacer"
Lunar equipment. You can't take damage or heal for the duration. The games still stores all these values. At the end of the duration, all damage and healing is applied. (The game would take Healing minus Damage to avoid "revive")
As far as other interactions go, Opinion would still fire as it was normal. Shields would recharge fully during the duration. (potential with Transcendence)
"Oh no! A <really powerful attack>! Activate item. Goes and heals" Well, you took 3k damage, healed 2.5k. So take 500 damage... at the hp value you activated it at...
!feedback
Make it so items are passive while in Shadowfade?
Currently Little Disciple, Ceremonial Dagger, Tesla Coil, and more can wreak havoc while you're basically immune to damage
Das a little strong
!feedback
Now that we have Steam Remote Play Together, it is a perfect time to release split-screen. Currently using the console command brings a lot of fun to play couch parties but still lacks the polish of a finalized feature, can we at least get to know if there are any plans on finishing this beloved feature?
!feedback
nice game i like it
!feedback Make rex's primary fire have the first shot heal. This would make it much easier to have a synergy with the crowbar. Since it heals for a percentage of damage dealt, the crowbar would effectively increase healing from your primary fire. You can do it currently, its just stupidly difficult imo. I think it'd be cool.
Oh yeah the last shot would still weaken. The first shot would not weaken.
!feedback
Quantum Battery
A lunar item that increases the rate at which the teleporter is charged but decreases the radius the player can charge the teleporter in.
It stacks based on how many batteries all players have, similar to the Lepton Daisy.
Sample formula: +25% (+10%) teleporter recharge rate and -25% (-10%) teleporter range.
The recharge rate is calculated additively whereas the range is calculated multiplicatively.
Values can/should vary as well as the formula itself.
This will allow players to progress through the teleporter faster at the cost of the amount of space they can move in. This also limits the amount of interactables within the teleporter's range.
EDIT: It would be necessary to add in a hard cap to the teleporter's range. I'd recommend the size of the teleporter, whatever that % may be.
!feedback warbanner is so weak late game due to almost never leveling up, make it so that its buffs also affect the teleporter zone and stacks increase teleporter zone size.
!feedback Portals in Rally Point Delta feel like a flashbang due to the snow, might be kinda pointless but it'd be nice if it was tweaked a little
!feedback A small reward for finishing the prismatic trial like 5 lunar coins as an example
!feedback Just wanted to say thank you guys for these amazing content updates, both past and future.
!feedback 144 and 200 fps limit for 144 and 200 hz monitors
!feedback Seed volley should angle its attacks to the surface its aimed at. I articulated that horribly.
Just think of how huntress' arrow rain adapts the direction of the arrows to perpendicular to the surface aimed at
!feedback every time you get Lens-Maker Glasses they should extend further from your face in a stack of glasses. I think it would be a small thing that would add a lot of charm to the game.
!feedback
Saw someone talking about Commandos nades doing nothing to enemies in the air. Instead of making them sticky maybe lower the fuse time slightly so they still have potential to hurt enemies a decent amount that hover in the air.
!feedback h
!feedback Huntress should be able to move around while using ballista, right now if i try to aim properly while using it im just a sitting duck. Also make it pierce.
edit: removed the bit on not knowing if it pierced or not
!feedback ,we need a small buff in artifisers primary, either an item that gives you another shot or more shots or shorter load time, one that fills full stack instead of one at a time
!feedback ACRID

!idea I think the ChronoBauble is useless and we all know that, but what if it slowed down Enemy attacks I think that would make it significantly better.
!feedback add the mod that makes having multiple items apply multiple stacks to your character (I don’t know the name of the mod I’m a console player)to the default game, it looks like a really subtle but cool mod that could be a nice addition as an optional feature.
!feedback Artificers ice wall and ice spike (and guillotine) have a bug where, the same hit on an enemy can damage them below the hp threshold for freeze to instant kill and freeze them, but they remain alive. So you’ll see enemies with an hp bar below the white instant kill threshold and any next hit on their hp kills them, but they should be dead already!
My suggestion is an extra check so that when freeze is applied, if the enemy is less than 25% (or is freeze 33%?) hp at the time of application the instant kill happens immediately without needing an extra hit.
!feedback Add the possibility to rename RoR2 profiles 
!feedback Add Glass and Command artifact
!feedback More environmental variation would be neat. What I mean by that is like having stages cycle through different weather, time of day, etc. This could wither be random or over time or per level, whatever just having something that isn't just the same stage.
(I feel like Abyssal Depths gets a pass on this one)
!feedback
This is pretty minor, but i'd love to see something like the old hud from the devblogs being an option to turn on, as I really like the old one, and would love to use it.
!feedback
Easter Egg Suggestion:
Put a hidden cave in a map, a cave that you can only enter by having a certain number of attacks hit a caved in wall, and in the cave are 3 things, a cave painting in the style of RoR1, the corpse of a Character that was only in RoR1, and a free item that was in RoR1, or another game. It would be a interesting scene.
(Reposting because last one got 54 upvotes but didn't go to #top-feedback-archive for no reason)
!feedback decreace on-touch damage of big mobs(like golem, and bosses) when they blazing
!feedback Idea any new stage or realm when the game full releases should be a throwback to the first RoR and what I mean by that is the stage goes back to 2d instead of 3d.
!feedback for idea
!feedback Commando's Grenade:make it so the longer you hold the key, the longer he fuse (up to a maximum time). This way it could be used for a close and quick attack or for a longer range throw. If you played Worms, you get the idea.
!feedback Instead of spawning a Warbanner on leveling up, spawn one after you defeat the teleporter boss. This makes dealing with the post-boss monsters a lot better
!feedback Bring back Frenzied(yellow) elites. Likely as part of the post-loop set(Malachite, Celestine).
!feedback
I think we need an item for tanky-er builds to benefit late, and hear me out here.. Bitter root or a new version of it would be a great thing to bring back for this purpose. Ive had too many games where my loader and good items tends to struggle because theres not really a good way to beef up enough to be able to stay in for when malachite and more burst damage levels of spawns.
(Reposted only because it didnt get put in top at 51 votes)
!idea
In multiplayer, when a player in the party DC's/exits the game with no intention of returning, that player's items and gold could be split between remaining teammates.
!feedback the ability to clear control binds or disable input devices would be of great help for HOTAS/Axis control users who don't want to unplug their peripherals every time they play with a mouse and keyboard. If an axis isn't sitting perfectly zeroed, then whatever it's bound to will constantly go off be it an ability, or just toggle the info screen and breaking the game because it won't go away. It's been a pain for me since the game came out and it makes the game nearly unplayable.
!feedback I hope you nerfed templars in the next update 
!feedback Make more monsters spawn at the beginning of the early stages. It happens quite often in the first two or three stages where for anywhere from 15-30 seconds, literally nothing will spawn around us, and it really can kill the mood/pacing of the game sometimes as you just have to mindlessly sit around in hopes for something to spawn.
!feedback add a tab in the death summary that shows how much time we spent on each stage
!feedback I like how both end stages have a legendary that has some trade off, but I feel like Depth's trade off (more time on the clock) isn't quite as good for the payoff as Siren's is (more time + boss fight), considering that in multiplayer that extra time can be especially lethal for just 1 player to get a guaranteed red drop. Something like paying into a crystal that drops enough reds for everyone would solve this and make 1st loop more consistent, I feel.
!feedback
Less knockback for loaders primary attack
!feedback
Increase the radius of the will ‘o the wisp, it seems to be a bit small at the moment
!feedback
Have the actual radius of
shown when procc’d, but have it be an option turned off by default
!feedback Bandit
I've wanted Bandit in the game from the start, but it looks like he's been scrapped already. I heard it was because of his kit just being generic and/or unfun. So, I've been trying to come up with a kit that would make him an interesting character to play. Here it is.
M1: Metal Slug
Shoot a metal slug for 150% damage. 8 ammo, reloads after 3 seconds.
M2: Dynamite Toss
Throw a stick of dynamite that explodes on impact for 250% damage. 8 second cooldown.
Utility: Smokebomb
Disappear for 5 seconds or until you use a skill. Reappear with explosive force, stunning nearby enemies. 12 second cooldown.
Special: Lights Out
Shoot a powerful bullet for 600% damage. If it kills, all skill cooldowns are reset. 15 second cooldown.
Passive: I don't know a good name
Each consecutive kill with your Special increases M1 damage by 10% (Multiplicative, so damage increased by 15%) up to a 50% increase for 12 seconds. Timer is reset after each kill.
As you can see, Bandit would be based around lowering enemy health and then finishing them off with the special. Here are some alts that could work.
M1: Incendiary Slug
Shoot a flaming oil capsule for 100% damage. Ignites hit enemies and ground. 4 ammo, reloads after 4 seconds.
Passive: Stealth Armor
When not running for 3 seconds, enemies detect you at a lower range. This is reset by using a skill besides smokebomb. (By lower range, it will be around half the range. Enemies that have trouble keeping track of position (brass contraptions, worms, basically things without eyes or special senses) have a small chance of losing sight of you.)
!feedback linux support pls love yall
!feedback
Fuel cells for things like the crowdfunder should give it a tiny buff, like it increases the amount of coins fired during the windup process, without taking more coins. Just makes it slightly more efficient.
or it could speed up the windup process while still using the same amount of coins
or just straight up reduce the coin cost by a tiny bit, itd be useful sort of early game atleast.
!feedback
Armor for loaders mobility skill. Maybe half or a third as much as MULTIs
!feedback air strafe
!feedback So it seems you haven't added CHEF yet, maybe because you aren't sure how to create his moves? Here, let me help....
DICE: Throw a cleaver at an enemy for 150% damage at the same speed similar to Huntress. The cleavers can bounce once to an enemy within a 12m(?) radius before boomeranging back to you.
BOOSTED: MINCE: Throw four cleavers in quick succession, dealing 200% damage and can bounce twice within a 20m(?) range before returning to you.
SEAR: Blast a piecing beam of instant flames, dealing 300% instant damage to enemies and giving them one tick of fire damage.
BOOSTED: BLAZE: Blast a large piecing beam of instant flames, dealing 420% instant damage to enemies, stunning them, and giving them one tick of fire damage
GLAZE: Ride a wave of oil, gaining 20 Armor and 50% movement speed for 2.5 seconds. Enemies within 8m of you will be covered in oil, reducing their armor by 10 and slowing them. Searing oiled enemies deals +80% damage (additively) and adds one extra tick of fire damage. The oil debuff is applied for 6 seconds.
BOOSTED: MARINATE: Ride an absolutely thicc wave of oil, gaining 20 Armor and 60% movement speed for 3 seconds. Enemies within 15m of you will be covered in oil, reducing their armor by 10 and slowing them. Searing oiled enemies deals +80% damage (additively) and adds one extra tick of fire damage. The oil debuff is applied for 8 seconds.
SECOND HELPNG: Boost the next ability, increasing it's power. The boosted ability are underneath the normal ones, if you couldn't tell you dummy.
Note: Just an idea. Values and cooldowns and shit are obviously gonna change if this is REALLY accepted, which is probably wont.
!feedback Make it so that after taking knockback in midair, you slowly regain control of your direction after a second or two. Being locked moving in one direction isn't all too fun.
!feedback Artificer is currently way too strong. Even in monsoon, she always finds an easy way out thanks to her new mobility gifts.
The character is fun, that's not the issue at hand. However, other characters get left in the dark when compared to her, as she is one I believe survives the easiest, both early game and late game.
While I don't have an in depth analysis of what could and what wouldn't fix her, I believe that increasing her cooldowns while allowing more maximum capacity on most of them would allevite some of the issues, while giving her a clearer burst character archetype.
Unlike other characters, she has no drawbacks. Her abilities always compensate for her other issues, unlike others which have clear weaknesses and strengths. She is just generally good.
!feedback A green item that creates an explosion when the teleporter reaches 100% charge. This would help blast away enemies that are crowding around it it and clear the path to activate the teleporter. Stacking could increase damage and/or radius.
Edit: it being white could be op, so I think it could just be green
!feedback Hidden realm of bipedal cows with laser eyes
!feedback change shaped glass to double the taken damage instead of halving your health, in that way it will nerf the abuse of one shot protection with many shaped glass.
!feedback following @gritty haven 's idea, Have the toggle option make all AoE radii visible. It'd serve a more technical purpose, like TBoI's stats hud
!feedback Maybe make it so that all three of REX's primary fire shots weaken and heal? Currently his M1 is just way too weak, and having only one of those shots weakening and healing doesn't really effectively compensate for the fact that you'll never one-shot an enemy without using your M2. In my experience, Monsoon is a total chore for REX because he simply can't heal enough to use his other abilities consistently, so he ends up inevitably performing worse than every other character.
The weakening/healing effect might need a small nerf to compensate for all 3 shots getting the effect, but c'mon, throw plant boy a bone already!
!feedback Give mul-t a buff to his base movement speed. His tankishly low move speed paired with his weird moon gravity in how he moves makes me feel like im piloting a tank on ice. Transport mode often isnt a good way to be mobile on diverse terrain cause you can't jump while doing it, and it turns very slow. If im using it in combat I often just do a donut. Mul-T's speed and clunky movement also makes it take a bit more time, so its easy to get screwed early game. I feel like he can be a wonderful character, but right now it feels like a chore to me IMO.
Also he's got wheels for feet he can go pretty fast even with that kinda weight. Literal shopping cart of death.
!feedback Add a cooldown on one-shot-protection and make shaped glass give a negative 75% healing debuff(50% for the decreased health and 25% to effectively have the healing received) that stacks with the % of decreased health.
!feedback
Add an item similar to ancient scepter from ror1 where it's a different upgrade/bonus depending on the character
!feedback Make FOV an adjustable setting in the menu.
!feedback PS4 Pro / Xbox One X support to add 60fps if its feasible
!feedback the chance for a lunar coin to drop from enemies should be slightly higher depending on what difficulty you’re playing on. It’s not much, but it would give a little more incentive to play on harder difficulties
!feedback
Russian Localization
the look of it is terrible,that makes me think developers used Google Translate for Russian.
Let's look at Rose Buckler
,in Russian it is translated as Розовый Щит,which,on English,is not Rose Buckler at all! It is the Pink Shield.
Or,Blast Shower
is translated as Град Взрывов which is wrong at all sides. Better was to translate it as Аварийный Душ.
tldr make russian translation better,there are SO MUCH things that are wrong
!feedback
Speaking of Russian localization. Both “VULTURE_EGG_... are incorrectly translated. So for “VULTURE_EGG_WARNING” is better "Вам мерещится отдалённое жужжание.”, and for “VULTURE_EGG_BEGIN”- “Жужжание становится громче.". Plz fix.Thank you :)
!feedback
Give engi Laser designator for Alt Primary
Maybe dealing 10% - 50% damage and applying a Weaken effect or some other effect that buffs his turrets' effectiveness.
Either make it a laser like the Mobi turrets or a medium fire speed like Rex Primary
It'd really make engi more fluid where he needs to be with mobi turrets cause they'd actually focus aggro and we all know those little things need it cause of the inability to use fungus
!feedback
Make it so we can hover over an item in the chat to see what the item is; Same going for Achievements and seeing how you can get them by hovering over the chat as someone gets it.
!feedback
Make it so that friendly enemy attack colors follow this pattern:
Red becomes Blue
Blue becomes Green
Green becomes Blue
Titan laser becomes blue, Vagrant explosion becomes green, Malachite spikes become blue. Would definitely make things less confusing.
!feedback
I keep seeing people talk about bringing chef into the game, then the suggestions get downvoted to hell. So here's a idea, just introduce Chef as a optional DLC character after the full release of the game.
(Everyone who wants them in main game will probably downvote this)
!feedback should there be most of the old artifacts ex command kin glass spite distortion spirit origin and you get the point
!feedback Give the dead player ragdolls a considerable amount of extra weight so they don't comically flail around after death.
This actually helps gameplay bc if you die and get tossed around the camera will follow the corpse, but if you're revived by Dio's it'll snap back to where you died making it slightly complicated to pick up the action again.
!feedback Add an actual damage reduction item, like the OG Tough Times from Risk of Rain 1. Even though this is a rogue-lite, and is largely dependent on luck (Yes, there is some skill involved, but luck is also an important factor), I don't want a hit on the late-game to be either "Oops, there goes all of your health in one single attack" or squeak. I want it more so to be "Oops, there goes a chunk of your health in a single attack".
!feedback
Bring back smart shopper. I just want dumb money fast for the hot Lemurians in my area
!feedback
Loader hook jerk. If you get stuck while winding up your hook you should be jerked forward and disconnected from the hook.
!feedback
Hurricane difficulty where health regen is turned off
!feedback
Loader speedy hook: Be able to damage any enemies if the Loaders body touches any enemies and hook shoots out faster
!feedback
Challenge/Achievement idea
"Diminishing Returns"
Fail a Shrine of Chance 5 times or more in a row, then get a white item from the shrine.
Let's be honest, anyone who has played this game enough has at least run into 1 shrine of chance that gives you almost nothing. Having a achievement like this would give a point to spending gold on a shrine even if it fails constantly. I leave it to the devs to figure out what this would unlock.
!feedback
A gauntlet type mode. Just a side playable game. You play in one randomly chosen map, and a boss instantly spawns with enemies, after you defeat the boss, you get item boxes that you can purchase and then the next round starts with more enemies and possibly a larger amount of bosses.
(Obviously the boss amount would have a max limit so the game doesn’t crash but the enemies would still get harder over time)
!feedback Another game mode but one player is the director and 1-4 other people play survivors. The director tries to kill the other players and the survivors need to stay alive for as long as possible (or reach the end for the release) or there could be a set amount of stages they need to go through.
!feedback
the ability to unlock yourself from a multi match.
!feedback Engineer secondary shift (Overcharge) Engineer pulses giving nearby allies and himself a barrier equal to 20% of their max hp as well as 20% movespeed and attackspeed for 3 seconds
!feedback Bring back Enforcer. Remove his shield bash or whatnot, but bring his general playstyle back but in a more “Supportive” sense. A shield that can also protect allies as he moves, a shotgun, and an AOE stun. Maybe replace the shield bash with a new “Ult” that gives all nearby teammates barrier or something? Enforcer seems to be one of the most requested returning characters, yet no-one’s suggested something good enough that everyone’s liked.
!feedback
Welp here's my hamfisted attempt at 3nforcer
M1 - Short range aoe shotgun that deals 150-50% damage per pellet (based on range) that on hit has a micro-stun of 0.1 seconds.
M2 - Raises the shield slowing enforcer but negating damage from the direction its aimed. Would function as a press and hold.
Shift - Enforcer dashes forward shield raised negating damage from in front of him and damaging enemies he passes through.
R - Taunt all enemies in front of Enforcer for 10s and deal 200% damage.
Passive could maybe be that 1% of damage mitigated by shield (stacking) would grant a shield to enforcer and 50% of that wold also be given to nearby allies?
!feedback Some sort of multiple player verification on all portals or at least Bazaar exit portal. Not fun when I cauldron 5 greens and an asshole activates the portal before i get the item
Edit: OR Maybe a countdown in chat or something 5 or so seconds before portal takes off. So you know to not throw something in last second. If this was to happen on all teles as well the countdown would start before it converts all your money
!feedback in a game with this many items, multi-shops make looking for specific ones way easier. however, that point is killed entirely when multi-shops can have duplicate items, or worse, all question marks. make it so multi-shops cant have three of the same thing
!feedback Prevent turrets from being able to pick up bandolier ammo drops.
!feedback When you reach the obelisk, it would be pretty neat to see the ghosts of your characters from previous runs, that appear at the point they were at when obliterated. It'd make the place like a gallery of your completed runs over time.
!feedback Add an "Are you sure" window the the quit buttons in the menu because feels bad when you accidentally quit on a god run ;-;
!feedback implement a feature in multiplayer for other survivors to pet acrid whenever he's in the party
!feedback For the heck of it, when Acrid has lower HP, make it go from happy looking at full/near full, to sad at near death/low HP.
!feedback Commando needs a buff. He feels way too underpowered when compared to other characters. His dodge is simply too bad, he doesn't have much hp nor regen nor base damage, and relies too much on good items to have an actual run. Compared to the mercenary or the huntress, he's just asking to get hit by most homing projectiles.
!feedback
Add the Level up sound from RoR1 onto the level up sound in RoR2 (It sounds soooo goooood) and possibly add the same system in RoR1 where if you kill the Teleporter boss it tells you where the last few enemies are, and how many : )
!feedback Make Bustling Fungus a continuous healing item that heals for a very tiny amount and only to the one who has it while moving and heals for the same rate and in an aoe as it is currently while standing still.
!feedback
Change the Engineer's sprinting animation to where the widgets on his back go up and over to their sprinting position instead of clipping through themselves.
!feedback
Item Idea: Synthetic Leeching Seed
"Looks like a metal seed."
When dealing damage, restore 1 (+1 per stack) shield.
I came up with this idea after realizing that if you're not good at evading attacks, then shields are kinda lackluster. My original idea was a item that recharged shields faster, then I realized how exploitable that would be, and it would be downvoted a ton. With this item you could restore shields in combat instead of needing to wait 7 WHOLE SECONDS WITHOUT GETTING HIT!!! For them to come back.
!feedback
Dynamo (Uncommon): “Gain a shield for 5% of max health. Recover 1 (+1 per stack) shield per 10m moved.” This belt connects to your legs and generates energy from your own movements. Distance can be change to balance it.
The item would have an internal pool of distance moved like Opinion has for healing; at one stack, it would recover 1 shield every 10m. At two, 1 every 5m.
!feedback Make Rusty key have a 2% per key, chest Price cut for the team
!feedback Similar to Enter The Gungeon, accessing the celestial portal would allow you to interact with an object that saves the current game, meaning you can pick it back up if you have to leave the game for now.
!feedback Engineer shield should block AoE damage. It doesn't make sense to be safe inside the shield but still get screwed over by a greater wisp blast.
!feedback add in being able to turn your characters by dragging the mouse in character select ala dead by daylight. it's fun
!feedback a friend of mine complains that he has to unlock everything. is there a way you guys can add an option to just have everything unlocked?
!feedback Possible right click on mercenary to reflect projectiles would be nice and give a way to differentiate from loader, who's just better right now
When creating a multiplayer game... i would like to be the host... its seems random to me if i am the host or not.... due to people leaving the game and the game ending... thanks! this has been my go to game since its release!
!feedback
(copy for @formal osprey)
When creating a multiplayer game... i would like to be the host... its seems random to me if i am the host or not.... due to people leaving the game and the game ending... thanks! this has been my go to game since its release!
!feedback small change, but consider making brilliant behemoth's damage stack somewhat so that a second behemoth doesn't feel unsatisfying to pick up, although this would probably warrant a nerf to the base item.
!feedback
Inspired by the feedback by Not Nohidea
Have the radius of
show in a faint red circle, akin to
, or a faint red sphere akin to
, and have this be an optional visual that is set to off as default
This would be essentially pointless for melee characters, but could be useful for ranged characters trying to take advantage of the damage boost.
!feedback
If the Loader Hooks onto a wall, they should be able to jump from the wall
This would help when The Loader grapples something and then they get stuck under an edge and can’t do anything about it. Now the Charged up Punch move can counter this where the character can fall and try to super punch up but when that isn’t useful is when you are on a side of cliff and you grapple upwards or you have “Strides of Heresy” which gets rid of the Super Punch move so you are stuck with the grapple
!feedback
Something new for the lunar shop
“Lunafier”
Takes one item of your choice and lunifies it, making the item’s effect much more potent, but as well creating a downside dependent on the item.
For example
“Nitroglycerin” (lunified Gasoline)
Creates a 5.5 meter burn radius upon killing an enemy. Deals 150% burn damage, enemy attacks can cause it to explode, dealing heavy damage to you and everything in a 4 meter radius (all numbers are placeholders)
!feedback
Horde of Many is easily the least fun aspect of this game. Not only do they have dramatically higher hp pools than other bosses, because of the number of them it's entirely possible to hit teleporter, have 5-6 Greater Wisps or Elder Lemurians spawn on all sides of you, and just be dead with nothing you can do about it whatsoever. Unless you're a character with invincibility moves or picked up Strides of Heresy, you'll just die. It's just a terrible feeling to know that pretty much no matter what decisions you made up to that point in the game, or how you played, you were just going to instantly die and there was nothing you could do about it. While ideally I'd like to see them reworked in some fashion, even just dropping them from the game entirely would be preferable to playing through and knowing that each teleporter has a small chance of spawning a boss that will either delete you or take you so long to kill your run is dead anyway.
!feedback
Green Item Idea, *Magnifying Glass
Increases ability damage by 35%
I personally believe that ROR2 needs a straight-up damage increase item, and something that makes abilities viable later in the game when a tesla coil procs all your on-hits for you and you don't really need to use abilities would be nice. Actual values are an estimate that really has nothing to go off of but ATG's damage boost which is about 30% total, and granted ATG is extremely strong, I don't really know what it should be.
Edit: wording
!feedback
Shaped Glass (Lunar): Deal +100% (+100% per stack) damage. Take +100% (+100% per stack) damage. Stacks additively. This fixes its interaction with healing and OSP.
!feedback
hope can reconnect to the game
!feedback
could we get a countdown for when the release is? (like when its confirmed its today, it would be nice to know when)
!feedback
Artifact: Arena
Spawn all monsters at beginning of stage.
Stages are now timed, teleport regardless.
!feedback
Lunar Item: Cursed Mirror
Creates a mirror copy of your character (+1 per stack) which stands 5m behind you, that follows your movement, deals the same amount of damage as you, and has a replica of all your items, but whatever damage it would take, you are dealt 100% (+50% per stack) of that damage instead. Mirror copies after the first one stand 5m away from the previous copy.
!feedback how bout release acrid now
!feedback make the server tool available for Linux, windows servers are 2x the price
!feedback movement abilities don't cancel sprint (e.g. comando roll)
!feedback Please make the logs somehow spawn more reliably or commonly from both the environment and the monsters I beg of you the current grind is painstakingly long
!feedback allow rex to have the old smoothie colour palette and just add the "fall" colour palette as an additional skin. it just looks so similar to the original compared to the old smoothie.
!feedback i’m a little bad at the game and it feels like I can’t get anywhere on monsoon difficultly but I want to unlock the new skills and skins. maybe change it from only being unlocked via monsoon to maybe a total number of obelisk obliterations on either monsoon or the default difficulty
!give us access to the ,previous smoothy skin on Rex as well, new one is cool as hell but its first itteration is even better
!feedback I know its hella early, but like the scavenger gets wayyyyy too much health from woodsprite like, 1170 at 57 minutes per tick, which is like every second I think?
Also just found out the hard way that his head is a tesla coil that does 500 damage ( I'm playing laoder :/ )
!feedback Hate to be picky so quickly but just a couple small changes id like on Acrid if possible/wanted
- His tail can be a bit longer
- He need that whole ball and chain my dude
Edit: spelling
!feedback nerf tesla coil for the enemies (in the new dimension thingy); it's simply impossible to win once they get it.
!feedback Mark all as seen button for logbook
!feedback The new item Resonating Disc imo needs a fix. Right now it targets, targetable props like Tar pots, exploding barrels and eggs, this wastes the charge which would be used on taking out enemies that you either can't see or can't focus due to a high priority enemy.
!feedback Possibly add keyboard shortcuts for the menus? Such as when viewing stuff in the logbook, instead of having to click "Back" every time, we could hit escape to go back a menu
!feedback The stage variants are fresh and interesting, however I worry that they depart too far from the original stages. I think it be neat if the original stages were tweaked slightly to better reflect their variants (i.e. the abundance of narrow, elevated walkways)
!feedback Might I suggest adding an exception to Red Whip's rules to allow the usage of abilities without disabling the speed effects? This is mainly targeted towards Mercenary. I usually use his Shift, Right Click, and R for movement around the map and it always disables the Red Whip's speed effect despite them not hitting any enemies at all.
!feedback Let Acrid use abilities while jumping with shift
!feedback fix consoles difficulty. Since update with loader everything spiked super hard on drizzle. Where normally I get round 20 fast, also monsoon is almost impossible because health is so slow to heal & I can hardly even get to stage 7 when it use to be easy
!feedback I hope that the last survivor is a high damage character similar to the sniper from the first game this would fill a niche
!feedback there's a typo in the description of Ghor's Tome, "chance on kill to (drop?) a treasure worth $25."
!feedback A more complex character would be nice. Currently, most of the characters we have just use their cooldowns as soon as possible and hold leftclick, without any sort of involvement apart from sheer spam.
Rex is the closest thing we have to that currently, thanks to the trickyness that can be HP management. Artificer too used to be hard at some point, but thanks to her buffs, now requires little to no mechanical skill to use her.
While I hope that the last character is not a character from the last game, I would love to see a similar personality to sniper with a mechanic involving weak points. We really could prosper from having more challenging mechanics in the game.
!feedback I have opened two chests on Siren's Call on edge of the map and items just have been yeeted to endless pit so i could never see them again. I think there should be an option to get that item directly to inventory or it should teleport to where chest is when that thing happens.
!feedback Make stacking Beads Of Fealty increase boss difficulty and lunar coin payout. At the moment, stacking does nothing.
!feedback 4 Player Prismatic Trials
!feedback Possible Idea for a Acrid Shift Alternative
You press shift and Acrid starts to rev himself up, he is stationary while doing this
He then charges head first into whatever is infront of him (See Mul-Ts Driveby thing for reference)
He will stop charging after a while, like Mul-T, but will also stop in his tracks when he hits an enemy or a wall for example
He will leave a small trail of poison behind him during the charge, or if that seems a bit overpowered, he spits acid out when he hits whatever he runs into
If that later was the case, maybe this skill could be a play on words of a Gag Reflex possibly?
!feedback Will there be a Lunar equipment to temporarily upgrade all "heretic abilities", that would be neat
!feedback
Item Concept: Trophy Rifle
Gain stat improvements from the enemies you slay.
Rarity: RED
The Trophy Rifle grants the player a boost to either their attack damage, attack speed, movement speed, or health for every 20 (-1 per stack) enemies slain.
Unlocked from challenge: BIG Game Hunter - In a single run, collect one of every boss item, excluding Hidden Realm bosses.
!feedback
Item Concept: Portal Banner
Increase the size of the teleporter bubble
Rarity: GREEN
!feedback add a log of recent runs so you can see the info of recent runs
!feedback make it so that if loader grapples the ground when in the air and slams to the ground, she deals a small amount of AoE damage.
Or just make it so Loader can damage anything she lands on if she's grappling it. Gives her grapple more functionality.
!feedback Make it so Acrid can kill with poison like in RoR 1 it just makes him less useful that he cant kill with it and since he is also really squishy
!feedback Please remove the extra prompt for "Quit to Menu" in Prismatic Trials and give us a quick restart button
!feedback Please add back REX's old skin at some point. It was far better looking than the new one.
!feedback I like the new vagrant boss item but I just flipped the fuck out when it activated because it doesnt look any different from a normal vagrant nuke. Can something be done to indicate it came from players?
!feedback make scavenger able to die
!feedback the change to the rex skin is nice and all but i personally liked the old one better, with purely visual stuff you can't really just... change it completely like that... Rex went from my favorite skin to "eh." it'd be nice to have the old skin back and make this one a new unlock or at least vice versa, I wouldn't have put in the effort to unlock the skin if I knew this was going to happen xd
I noticed that Acrid sticks more to the ground than other characters and also aligns to the surface more. Wouldn't it be great if this was more pronounced and made into an actual passive movement ability? Acrid being able to walk on vertical walls would be so much fun and would make this already awesome character even more unique. It also fits the character because of those massive claws digging into the soil and stone. Alternatively you could make it for Rex since its a spider and fits that character too.
!feedback great, you added EXP and money effect toggle, now do it for the visuals. Screen dampening, screen lightening, brainstalks. I'd love to turn them all off myself.
!feedback Hey y'all, I love this game. If I had one thing to say you should add it would be an item count in the tab menu. Right now what it gets the the late game it's kind of hard to tell who has the most/least items. Having an item count would make it a lot quicker and improve the overall quality of life
!feedback If possible can we get the option to rebind keys for mouse and keyboard for Console? I'm left handed and not being able to change keybinds is really disheartening ):
!feedback What if the area of acid left by Acrid's caustic leap scaled with the distance/height leaped? Similarly to how Loader's utility skill scales with speed
!feedback Let Acrid's poison kill enemies. It makes no sense to not kill enemies and it's not fun.
!feedback I noticed that Acrid sticks more to the ground than other characters and also aligns to the surface more. Wouldn't it be great if this was more pronounced and made into an actual passive movement ability? Acrid being able to walk on vertical walls would be so much fun and would make this already awesome character even more unique. It also fits the character because of those massive claws digging into the soil and stone. Alternatively you could make it for Rex since its a spider and fits that character too.
!feedback Make it so Merc's alt right click doesn't send flying units into the atmosphere because they float down so slowly and sometimes you needed the kill asap.
!feedback Possibly make the screen flash green when malachited, almost like the effects of brainstalks or the tonic, but green.
!feedback make the timer go at half speed in the null void, it's connected to the shop and the void takes like 10 minutes to complete
!feedback
split Arcid's ultimate into a seperate unique poison, possibly give it a longer CD to compensate. Would make it feel unique/tactical to be able to get both of your dots on enemies instead of just being m2 but better.
!feedback Improved idea, Scavenger could use a little help on being able to hit players better while having a bit of a damage increase in earlier stages to make it feel like a dangerous fight for 10 items instead of just a damage sponge that is only dangerous if you have no clue what it'll do or how to aviod attacks other enemies have been able to do. May need a tiny bit less hp as compensation to increasing the overall danger.
!feedback Make it so that acrid's epidemic can stack independently from his normal poison, and if stacked along together, they're able to kill
!feedback Acrid poison should kill, really frustrating that everyone else can throw m2s at wisps to take care of them except Acrid has to throw two
!feedback Acrid's poison ticks are visually indistinguishable from healing ticks. This can lead to some confusion in multiplayer or when using many drones, where a large clump of what appears to be healing characters is actually a bunch of enemies getting ticked by poison. I'd probably either just make the poison ticks be regular white or give them their own colour distinct from healing.
!feedback Acrid's basic attack should be able to be used while sprinting
!feedback Standardize movement skills to not break sprint. Acrid's jump doesn't break sprint and it FEELS amazing. Make it that way for all of them. Having to quick tap sprint EVERY time you dodge roll or teleport doesn't add to the gameplay. Having to re-sprint EVERY teleport is just annoying. Fix this!
!feedback
When holding M1 down on loader, hitting sprint will briefly begin and end sprint, and then she continues on with her M1 attacks (if she attacked from the left, she'll continue with hitting from the right next, and vice versa)
On Acrid, if you hold M1 down, hitting sprint also briefly begins and ends sprint, but it starts his M1 combo over from the beginning instead of resuming where he stopped like Loader. It's really janky, you just keep doing the start of the M1 animation.
Make Acrid behave like loader when holding M1 and hitting sprint so he continues his combo from where it was.
!feedback Make it so pointing Acrid's leap down will cause him to leap downwards, making it easier to place puddles directly underneath you, and make it so hopoo feather can cancel leap
!feedback make secondary poison more rapid and able to kill enemies and have a different visual effect to ultimate poison
!feedback Acrid spawns on the planet sleeping. REX is discovered on the planet and reactivated with a fuel cell. Why can't REX's spawn also be unique to where maybe you spawn as a bush but you "press E to power on" and it pops out of the ground? The logbooks say that it's been on the planet so having it get shot from an escape pod containing the very thing used in a challenge to unlock him just feels off
!feedback pls give commando roll “I” frames and also why does he suffer from damage falloff? i’d understand if he did significantly more damage up close but he really doesn’t so uh
!feedback Dying greater wisp should not shoot their projectile if their health is completely depleted and their death animation is playing
!feedback The new first map that is vertical is wayyy to big to be a first map. It takes too long to explore.
!feedback
PLEASE move MUL-T and Huntress back to their original locations on the character selection line.
!feedback
Allow Acrid to go back to sleep, and allow the other survivors to pet Acrid
!feedback Like the update so far, but disappointed that almost nothing has been done to address poor performance. I play on multiple cards (1070ti, 1080ti, 970, 1060 mobile) and it seems as if some of the added "fidelity" into this patch, like excessive lighting effects, are perhaps pushing things in the wrong direction from an optimization standpoint. On the new Stage 1 variations, even just looking at the Blue Portal can shoot GPU usage on all of these cards by as much as 40% and tank framerate on a 1080ti below 60 fps (at 4k, but the point stands). Not to crap on the game's art style, I like it a lot, but considering the fidelity of the graphics that's just absurd on higher-end cards. It's silly stuff like this that worries me that the game will continue to be unoptimized.
!feedback Make Rex's old smoothie colors a new skin.
!feedback the reward for obliteration should scale based on difficulty and/or completed stages
!feedback I suggested this a while ago, and the problem is still in the game, so I hope it gets some notice. The Lepton Daisy's picture is of a lily. Lepton Lily has alliteration! I think this major QoL change would be a huge improvement.
!feedback for @cerulean token
"Hey everybody, I’ve been playing a ton lately and really enjoying the updates! My friends and I have come up with a few suggestions that hopefully won’t make the game too much easier but will add a little bit to it. Feel free to change the names of these items if any get added!
Items:
Strydor’s Scope: Increase projectile distance
Radagast’s Herb: Causes confusion to enemies causing them to hurt each-other sometimes, also creates a trippy or smoky effect over the screen
Thieve’s Chance or Snake Eyes: Chance to get another item out of a chest after purchasing, or for terminals that has been purchased leave the other two items available to purchase
Cake’s cake: Summon a horde of alien kitties
Unnamed item: Chance to fire multiple shots with primary attack
Unnamed item: Summon a flying minion like wisps
Unnamed item: Increase teleporter charge radius
Bazaar:
Item trading between players in Bazaar for the cost of lunar coins
More lunar items available to purchase with 3 or more players in party
Inventory/Logbook:
Ability at logbook in game would be amazing!
Display money and lunar coins of other players in party next to health
See amount of lunar coins out of game, possibly in lobby
Highest level completed with each survivor in logbook
Have a section in logbook of saved runs that displays stats from the run and how your character looked with all the items acquired from the run"
!feedback Add a logbook button to the multiplayer lobby so you don't have to return to the main menu
!feedback When we eventually get artifacts. I'd love to see an artifact that applies the new hidden zone mechanic to the entire run. Every time you do a TP event, one item gets added to all the enemy mobs for the rest of the run.
!feedback add an option to allow ghost of dead players to spawn after the teleporter event so they can pick up items for the next level.
!feedback Once you get all 4 pieces of the Heresy set (Strides, Vision, plus two more for M2 and R), you get a transformation: a new potential system that can be introduced in a future update.
Like the Loadouts or Stage Variants system, Transformations occur when you obtain specific items in a run, giving you an additional unique bonus. For example, all 4 heresy items give you the Heretic Transformation, changing your entire look to fit Kur-Skan the Heretic, along with giving you some special passive ability.
Similarly, another transformation could be the "Gardener/Grovetender," obtained by collecting the 57 Leaf Clover, Leeching Seed, Lepton Daisy, and Little Disciple in one run, making you resemble the grovetender and giving you a special passive where you launch a flurry of chains every few seconds that stuns enemies and saps life from them. This is JUST an example and is not the feedback itself so don't downvote for this bad example.
The idea is to give players a rare but rewarding power-up similarly to games like Binding of Isaac. More common transformations containing more common items would be nice too, but they don't need to offer a huge unique ability or a complete visual model rework.
!feedback Please remove unstable tesla coil from the pool of items that can be given to enemies for the void cell. Its literally impossible to avoid being instantly killed. This was my first time trying to beat it, and its kind of frustrating that I did 8 of them just to be dropped to -500 instantly upon activating the last one.
Edit: now that i consider it, there is probably a group of items that would need to be removed from the pool in order for it to be playable. The new Razor wire item, if they are able to have it, would be completely unfair as well.
!feedback Let Loader's new punch be able to be charged and held indefinitely like her default one. The delay on the punch combined with not being able to store it makes it feel a lot less fun to use.
!feedback After seeing one of the feedbacks above...
Enemies in the Void Fields should definitely have modified item pools. For example, Dio's Best Friend, when given to the enemies, allows for a nearly endless onslaught, especially when they have Tougher Times.
Don't even get me started on how after the event ENDS and kills off all the enemies, they proceed to just get revived by the Dio and chase you around the map until you find the portal. Which is rather hard to find.
Also, the time scaling needs to be eased back in the Void Fields. It's nearly impossible to get back on track early-mid game after spending 10 extra minutes in there.
!feedback Not sure if this already exists, but Acrid's Shit ability (Leap) should do more damage the faster you fall to the ground. Imagine Headstomper's damage multiplier but integrated into Acrid's Shift. It would make it a lot more satisfying
!feedback Becoming a malachite yourself doesn't negate your own regen from the debuff.
!feedback I get why you wouldn't want Acrid's poison to have kill power, since that'd break a lot of the things keeping Acrid from disintegrating hordes of enemies at once, but having to use M2 to manually finish off enemies you already basically killed with your poison is a pretty tedious part of his playstyle. Add a 1/5 hp damage burst to enemies once poison wears off, so you killing all those 1hp enemies doesn't clutter up your task list but they still stick around for long enough to be dangerous.
!feedback Change REX's sprinting vines to match his skin. ie. Green for his alt skin.
!feedback We're probably not gonna have a new survivor until 1.0 launches according to the roadmap, but I think I can safely say we have enough short or melee-ranged characters in the game right now. I think we could do with a survivor that deals in long range or at least has a more precision-based skillset. Doesn't have to be Sniper, but I think a character with a sniper rifle of some sort would be the most fitting for this role. Those are just my thoughts.
Basically, as someone who typically plays snipers in shooters I just want a precision character, someone who focuses on aiming well to get the most out of their kit, since the only character we have who really needs to aim well is Commando and he's...not great at long-ranges due to the falloff.
!feedback Please fix AoE abilities, first time I've died to an imp overlord through the bridge on Rallypoint, but that doesn't change how annoying it is
!feedback First impressions on Acrid feels like he tries to be both a melee fighter and an AoE poison spreader, but is lackluster in both. He doesn't have the mobility or survivability to really stay and fight as a melee, but his poison feels rather underwhelming for you to be able to rely on it.
In the end I think his poison is more crucial to his identity though, consider making it stronger or letting it kill enemies if you feel Acrid turns out weak.
!feedback It seems like an oversight, but the void becomes trivialized because of the damage+ a single razor wire and slug. If the slug healing was canceled from the void damage, then the zone would probably become what it should be- but right now if you have slug and wire, its ‘avoid the purple bubbles’ then stand in them.
!feedback Update console please us console players had to wait 5 months for loader I’d love to play acrid before May thank you
!feedback Change the bead's text to say "Do nothing" in red and "but..." in white to give players a sliver of hope.
!feedback give acrid at least another stack on her M2 so she doesnt wait 2 seconds per wisp kill
!feedback We need a quick/emergency save function of any sort. Personally, my computer crashes frequently while running RoR2 and I lose all progress from my hour long run and it kind of kills the mood and not want to play anymore. It sucks having to leave the window open when you have to leave for work or go to sleep, you don't always have enough time to do a good run. A quick save function would help out a lot.
!feedback I think it would be really useful to have a radar for every character or at least as a pickup or a bonus to ocular hud. I could show you where enemies and mark teleporter once you are close enough to "mark" it on your map and perhaps an item that highlights loot
!feedback Never allow monsters to have Dio's best friend, for obvious reasons having a monster ( namely a frozen jellyfish ) teleport on top of you already charging it's blast because you weren't sure where you killed it is impossible to realistically deal with
As well as the fact that the cell will stabilize itself when you die, which shouldn't happen, but the game felt bad after cheesing me out of a W like that so it let me have it
!feedback Make Acrid's alt-skin more purple and void-colored to reflect his lore.
!feedback
Undo the removal of Predatory Instincts effect growing in size for each stack.
It was fun having gigantic effects when we crit with 10+
!feedback
an item that buffs your attack speed (fair ammount) and crit damage (slightly)
!feedback
Acrids R ability procs an ability that heals Acrid for 1% of all dmg that his R poison deals to all enemies affected
(As he has no healing yet)
!feedback
The new boss item Genesis Loop is amazing, and it’s saved my life multiple times, but I feel that it could be made slightly better by having it go off a random point after you fall below 50% health, and recharge instantly after getting above 50% or after 30 seconds
Edit: fat fingered enter
!feedback
Boy howdy, first of all, love Acrid, so glad you brought him back into the game, such a good boi, HE LOOKS FUCKING AMAZING, AND HE SLEP
Second of all, he's fucking jank
Why are all the poisons one proc now? Causing an enemy to literally rot from the inside out from how much shit he has on him was cool as hell
Why doesn't my basic attack, you know, the one that I'm using my claws coated in literal acid, why do they not apply poison?
Why is it called epidemic if it's a poison that can't kill
Why do my poisons not kill anything?
Why does my poison not stack?
WHERE IS MY GOT DAMN BALL AND CHAIN
Make poison great again 2k19
!feedback
Acrids poison damage should kill
!feedback Acrid's poison damage should scale up with items not just be a flat percentage.
!feedback Scavenger is an awesome enemy, but I feel giving it access to Royal Capacitor makes for a very unfun moment. It's impossible to dodge a literal hitscan with no tell before he uses it. Plus if you encounter him late enough, a capacitor-empowered scavenger can oneshot you from anything but full health. Really cool fight normally, less so when you can't let him make LOS with you
!feedback
Acrid heals based on the amount of people he has poisoned. Either 0.5% health a second per target or 0.25% whichever is the more balanced feel for people.
Edit: just food for thought. Not sure how this would work and it's honestly am idea that can be added onto or more balanced out
!feedback
can we get mini health bars on the right side (anywhere really) for the bosses that spawn but aren't the portal bosses. its annoying to be looking around to make sure that enemies around you aren't swamping you and then you have to look back and check their health. this wouldn't be a normal sized health bar but every bosses health bar could be a certain color (magma worm's would be orange, vagrant would be a light blue or purple, imp overlords would be crimson red, etc.)
!feedback
Acrid's M1 should have some additional effect to synergize with his kit. Right now, it feels tacked-on out of obligation, and he loses absolutely nothing by taking Visions of Heresy.
I'd suggest letting him heal a bit when hitting poisoned enemies (similar to how Loader gains barrier on-hit), so that he can have a bit more staying power as a melee character.
!feedback If more that one, add a number of bosses on boss health bar
!feedback give my baby boy acrid his ball and chain back please
(edit: thinking about it, it would mess with some of the M1 animations and the run since you'd have to display weight)
!feedback milky chrysalis should restore jump(s) on use
!feedback Judging by the way the heretic lunar items are going, I'm thinking there's gonna be a heretic character unlocked for having all of them.
If that's not the case, can we make it so? The two skills we have already mesh rather well together, and I can't wait to see how the other two skills would work in tandem to make an effective character.
!feedback when we are debuffed or affected by something like occular hud or being frozen it would be nice for that do be displayed on the screen so we can know what's happening with our character.
!feedback Fresh Meat only stacking in duration is pointless, since it procs on kills the duration increase is irrelevant at around stage 3-4 since you are constantly killing enemies. 2hp/s is decent but is made irrelevant rather quickly making the item pretty terrible outside of early game especially since it just doesnt do anything when stacked.
!feedback
Nerf the damage of tesla coil when it's given to monsters during the special event, as I just got instantly killed because 2 enemies near me activated it, and It melted my health
!feedback I love the purple explody crabs. We need more crabs. Crab.
!feedback
pause time in new hidden realm, its not worth it after unlocking the character, which is a shame because its a cool map. Also increase the brightness in the area slightly.
!feedback (if not already) malachite bison needs a ranged attack, i suggest it could be where he shoots the shards of malachite from it's body (like a cartoon hedgehog)
also if it was just bigger cause it's only as big as one of common strong monsters like the rock golem
!feedback
Let acrid climb walls. He has those big olde green claws and it'd lead to so many new things you can do with caustic leap.
It'll also help him reach altars and map areas easier and make him feel more mobile like he was in the last game with his acid trail
Not that I think he's underpowered. I just think that'd make him a lot more fun.
!feedback Affects and statuses that appear over your health should say what they do when you hover over them.
!feedback clay templars need some type of nerf. The insane fire rate hit scan and attack duration keeps you in a perma stun lock and ends runs.
!feedback for commando's utility alternate he could have something where he jumps back and places some sort of explosive where he initially was. this could help in tight situations while still having a level of mobility akin to rex's utility skills, the trade being he can only move backwards with it.
!feedback Cool, now that we know that Frost Relic does damage in a sphere can we remove the visual effect for the sphere? It clutters the screen and is annoying.
!feedback Please give Acrid some survivability. For some reason Acrid has no built in survivability despite the fact he has 2 melee ranged abilities. Mercenary has multiple dashes and periodic invincibility, Loader gains a shield from performing melee strikes, Acrid.....has nothing. No built in healing, shields, invulnerability, nothing. Give my boy SOMETHING to help keep him alive.
!feedback fresh meat feels great to pick up early, but could stack a little better in both aspects.
How about, instead of increasing the time, more stacks increased the healing/sec, and or the effect itself could stack. I feel like past 2 stacks more are useless, cause you're gonna have that effect up constantly. Small change, but white items are supposed to stack well, so I think it's necessary.
Edit: Said more stuff
!feedback Change the new loader shift to hold the charge instead of instantly getting used. The combo of the m2 and shift is pretty much unusable with it.
!feedback Make the final hidden realm boss fight give you the lunar coins instead of dropping them for pick up. Don't want to have to fight people over getting them there too.
(i think i messed up the command) Give loader another charged fist ability, being that if you were to slam into a wall, a floor, etc. it launches rocks in a cone from the location of the impact behind you.
!feedback Artifact Suggestion - Mountains of Madness
Create an Artifact that:
• Guarantees at least 2x Trial of the Mountain spawns
• Allows Trial of the Mountain to double itself rather than add one additional copy of the teleporter boss (e.g. 2x, 4x, 8x, 16x)
!feedback
•🌧️ Purchased Gunner Turrets now persist between stages
The turrets should spawn at the teleporter not where you enter the stage
!feedback Damage sponges and items. Various enemies end up being massive damage sponges, unlike the first game where enemies would ramp up in difficulty with damage sponging being less of an issue. This is especially apparent with Malachites and Celestines, who, despite being in small lemurians or beetles, soak up tons of damage and deal huge damage. Q&As during development mentioned wanting much less damage sponges, what happened to that? Also, the item pool is made incredibly worse by useless items. Many of these items are great at first but have horrible stacking (Why does the Stealth kit stack so badly? Why not stack for less damage needed to activate it with a lowered cooldown), or are pretty terrible (Monster Tooth, War Banner, Medkit, Personal Shield Generator, Fireworks, RUSTED KEY, Bandolier, etc ). These items have either niche uses and/or are generally not worth it, and they crowd the item pool substantially. It's infuriating to do a shrine of the mountain and get bandoliers, especially on higher difficulties. And even for the good items, the fact is that many just give "effects" instead of just stats. Why does Tougher Times just give a chance to avoid damage? I'd rather have the old Tough Times, where I can reduce ALL damage by a fixed amount. Then it'd be less of an issue of "I'm fine but oops now I'm dead instantly". Or what about just flat bonus items like the Chef Set? Overall it feels busted, and maybe on Drizzle its fine but on Rainstorm or Monsoon it's really obvious. Every time I return to this game I have a bit of fun looping and shooting and then notice these glaring issues. Just rework gimmicky items and enemy sponges. You can make difficulty without infuriating people, like new enemy types and layouts and tactics, but when the game defaults to running around like a headless chicken and dying to a oneshot you can't even see while shooting at sponges with a build that is 40% useless trash items, then people won't play it as much or enjoy it.
!feedback allow loader to hold charge on her alternate punch like she can with her starting one
!feedback It's still not very funny when enemies spawn and get to immediately attack you, especially burning enemies spawning on you.
!feedback allow acrids poison to stack intensity but reduce the amount of damage a single stack does. Also would be cool to allow any posion he inflicts on himself gives him a defensive buff as this is what they are lacking
!feedback make acrid's neurotoxin alt skill a expunge skill that does dmg to enemies based on how many stacks of poison they have had recently.
!feedback Similar to huntress's blinks, Commando should have an utility that allows him to use his side thrusters to quickly dash a short distance while, similar to his combat roll, defying gravity and keeping a reasonable amount of momentum once he comes out of it.
!feedback Make Acrid jump slightly scale in damage and area radius depending on the falling speed. Will make it more awesome to jump from higher ground.
!feedback Per Class Sensitivity Settings.
Different characters play more comfortably with different sensitivity. I think aim dependent characters are easier with low sensitivity, but if I lower it then that impacts my ability to make quicker spins required for the melee characters.
!feedback Blast shower should restore a TINY amount of health at least. With the prevalence of Malachite late-game it’s required, but I feel it’s a little underpowered early game. Perhaps the healing would only be around as much as a Woodsprite or less
!feedback Alter the syringe model so that the back doesnt look like it got wrapped in gift wrap, there is a portion that is lapping over the other causing a shadow (Its on the barrel)
!feedback If Commando ever gets different m1 abilities, make them different guns. A rocket launcher, a sniper, an assault rifle, etc.
!feedback As an idea to an alternate M2 ability on acrid, A new type of spit that spreads similarly to how 'Epidemic' spreads, but instead of inflicting poison, it would do a small amount of damage to each new target only, allowing you to clear the groups of enemies you've gotten to 1hp with 'Epidemic' without needing to charge in and deal the final blow in melee range every time.
!feedback Bring back the spotter drone from Sniper in RoR1. Basically a drone that highlights an enemy and lets everyone do increased damage on the highlighted enemy. Could make it an equipment and have it function like the Gnarled Woodsprite.
!feedback The idea the devs have said for white items is that they stack well in high numbers, I think the meat does not fit this criteria as it stacks only in duration. The best alteration off the top of my head is to halve it’s current duration/stack and give it some amount of increased restore/stack but I’m sure there may be a better idea.
!feedback
Acrid's M1 feels incredibly lackluster as it is. It's alright to not be a spammy ability, as he's built to use his other skills more, but currently there's not much reason to stop and M1 at all. I suggest making his M1 attacks apply a flat damage bleed to enemies it hits (Potentially stacking up to 3 times to encourage using the full combo). This would also give him another way to deal with all the enemies he leaves at 1 hp.
!feedback When the host leaves a match instead of ending the run it should port over to another lobby member(possibly with the best average ping for the rest of the group). kinda sucks getting no-no'd out of a decent run with randoms when the host gets salty and bums out of the game
!feedback not sure if its even possible given how small he is but it would be nice to see some of the items you have more clearly on rex
!feedback An ability to track achievements/challenges via the TAB screen would be great. PAYDAY 2's example is the first thing that comes to mind
!feedback Scale down a bit tougher times proc chance on the enemies.
Its really frustrating to fight them as acrid or any other character if enemies get to proc it most of the time
!feedback Get rid of one shift stack and cut the cooldown in half for arcid
!feedback please make FOV adjustable in settings
!feedback The item "Genesis Loop" should play Phil Collins instead of regular OST when picked up.
!feedback was concerned my favorite character from 1 wouldn't translate well to a 3D environment, but you guys never fail to impress. Acrid is topnotch in my opinion. Well done. Although I wouldn't mind the ability to control where acrid jumps, with like an Aoe ring on the ground showing that's where he'll land
!feedback similar to loader and merc, acrid should have some sort of self sustain. Whilst it doesn't need massive things like on hit healing, maybe something like his armour value increases by x amount for each target poisoned lasting x amount of time?
!feedback Remove 3D Printers from normal zones and place them in their own section in the Bazaar Between Time or some other variant. I've felt in my time playing the game for the past half year that the printers really break the flow of any kind of consistent speed or pace you attempt to keep up; having them in the Bazaar for example allows for more luxury in your choice to accept items from them as the clock of course isn't counting down; also on the matter of consistency: having 3 or 4 of them in such a zone (perhaps with no duplicates but that's at developer discretion) could play more into your overall strategy at later parts of runs.
One thing that happens in many of my runs is seeing a 3D Printer, being too panicked and pressured by enemies to middle mouse click it from afar, and then getting near it only to see it's Cautious Slug for the 15000th time and I'll be honest with you I've grown tired of it.
!feedback BRING BACK OG REX SMOOTHIE SKIN AS A THIRD UNLOCKABLE SKIN (could make it be unlockable after a certain amount of loops or something)
!feedback add a section in the logbook for structures. (shrines, teleporter, chests)
!feedback Make the poison of Acrid STACK like bleeding does:
It would do a lot to help him keep up with the scale of the game, since lategame he falls behind every other character's dps.
It would give him much needed single target damage.
!feedback Add an emote button so players can interact in multiplayer. LET US PET THE DOG
!feedback Slightly increase infection range on Acrid's plague, as it is it requires either a black hole or REX's strangle ability to consistently hit large groups of enemies with poison.
!feedback Add an aiming reticule for Acrid's jump, sort of like for MUL-T's canisters or Rex's mortar.
!feedback when artifacts are added, the acrid challenge where enemies get items randomly should be one of them, really spices up gameplay though some items should be banned from being on enemies, things like tesla coil that basically instakill you. Would really add a lot to the gameplay to nr be fighting the same thing over and over
!feedback I think Acrid is amazing and fun to play. Just wish his poison killed targets and his M2 stacked if applied to the same target repeatedly. Maybe 3 stacks on 1 enemy.
!feedback Current Void realm is too long to make it...well, make sense. Right now its just a stage with extra gimmicks and guaranteed red items in the end. But thats pretty much can be said about any fourth level. You have an objective, and after completing it you are rewarded with red item. Void map is just much more interesting with its objectives, but its just fourth level all over again. It needs something to make it stand out in the eyes of the players, maybe shorter completion time resulting in more items per time wasted or unique loot like aurelion site/coins reward. Just something to consider it revisiting instead of moving to another level.
!feedback I want to pet my turrets, please make this a thing 🙂
!feedback have it so that Dio's best friend doesn't trigger for the monsters in the hidden realm
!feedback All Survivors should have 3 skins. Main reason im saying this is because I love REXs new skin but I also really miss the old smoothie.
Survivors would have:
- Default
- Mastery
- Secret/Extra
The Secret would probably be a specific challenge regarding each Survivor personally
!feedback
Change some of the items in the Void Realm item pool for monsters? Or at least make monsters vary on items given? Crit items on melee monsters doesnt give them a chance to crit.
Tune some of the red items, some of them are really difficult (Tesla), some of them make it tedious (Dio's), some of them just make it easy cause the red item doesn't do anything (Afterburner)
!feedback the only reason I went through the trouble of doing REX's mastery was for the flashy and rather unique pink and blue palette. The new one is great, and I'll always adore skins that go beyond just recoloring, but the original had such charm.
Perharps bring the old one back under a new challenge(I wouldn't mind having to unlock it again, challenges keep it entertaining).
!feedback
Acrid's kit works really well, but he really needs some changes to his poison. I believe I'm not alone when saying that it would help if his poison stacked like other Status effects like fire.
I also believe that his poison needs to be able to kill. In multiplayer games it isn't as important if you are playing cooperatively, however in singleplayer, having to pick of wisps and other flying enemies that have 1 health becomes very tedious.
!feedback We can now take gunner turrets with us between stages. Great! They're slightly worth buying now.
However, they're still very prone to getting shredded any time after the first 2-3 stages, making them relatively hard to keep alive if you're not constantly guarding them.
A few ideas:
• Make gunner turrets able to be relocated by picking them up as equipment? (Player could have their movement speed decreased while carrying)
- Giving them to an equipment drone would be entertaining to see as well
• A way to give a gunner turret some extra survivability (I.e. giving them an item, spending money to grant them a temporary barrier/shield/health, or even 'upgrade them') - Upgrades could cost money or even be hybridized with the earlier items idea
- Maybe normal drones could be upgraded as well
• Add a drone/turret specific item like in RoR1 did with Arms Race, granting an extra attack or feature to some or even all drones
(Note: I'm not saying "Add all of these!", I'm just spitting some ideas on how to make gunner turrets more worth buying than a chest, befitting their price tag being larger than just getting a random item that'll last you the entire game)
Bumping because of the flood of feedback: https://discordapp.com/channels/417739215355510784/559901472339525644/656672191030493195
!feedback
Decrease Acrid poison damage slightly, allow it to stack, and at max stacks (maybe 3) the enemy can die from the poison.
!feedback
have acrids R ability be a separate status that stacks with his mouse 2 poison, it feels really bad to use in low enemy situations where you already have them poisoned
!feedback acrid’s i think pandemic? His R doesnt allow enemies to stay carriers of the poison, i can see why cause it would just chain endlessly, but it could be made so that the enemies affected by the poison stay carriers of the spread, this wouldnt change the skill’s 20 target limit, it would only allow you to reach those targets. Very annoying to do it in a pack and having it spread to like 2 enemies and thats it cause they were a few units too far, this would also solve the range problem, since enemies could be hit by it when they get close to a carrier of the R. Basically just dont put a timer on the spread time but keep the poison timer, that’s fine
!feedback make it so that the new secret boss will eventually aggro on you if you decide to cheese it
!feedback
new lunar item Tactical Strikes
Reduces all crit chance by half, but increases crit damage by 100%
A way to make crit past 100% more useful, if hopoo doesn't add some double-crit or similar mechanic.
!feedback Make Void Reaver charge up quicker, by the time Void Reavers are in your game, you're likely too quick to even worry about their purple explosions.
!feedback
Artificer would be way more fun if ion surge was a utility ability that did less damage and stunned, it's fun being able to fly around but it does so much less damage than flame thrower
!feedback so after playing acrid for a bit I think he needs some kind of self sustain he's the only melee character without I frames or shields and you can feel it
Maybe he can regen hp when killing enemies with his utility
!feedback Make mercenary's alt R dash him in the opposite direction of his sword projectile so he retains some of his mobility. Atm the ability feels useless as you lose the iframes and mobility.
!feedback For the love of N'kuhana, please release Acrid plushies. I'd easily pay $100+ for one.
I know it's probably been mentioned already, but could we get loaders' original triple hit combo as an alt first ability? That was such an enjoyable and kenetic part of ROR 1, it feels like it's missing here
!feedback
(repost for @silver tartan )
I know it's probably been mentioned already, but could we get loaders' original triple hit combo as an alt first ability? That was such an enjoyable and kenetic part of ROR 1, it feels like it's missing here
!feedback please let this be a hint to giant bosses or "God Boss" and Colossus is the first to come
!feedback Since time keeps on advancing in the new Void Realm, make it where going to it replaces the stage you would have gone to if you were to leave the blue realm instead. Example: If you entered the realm after the first stage you would skip the second stages and either go to scorched acres or rallypoint delta.
!feedback Could we get to ride those magestic flying creatures in the background of the distant roost?
!feedback Mashup of @twin flax's old idea and @plucky fern's idea
-
Achievement: Paradox
Give the battery to broken Rex while playing as him -
Unlock: The Old Smoothie Skin
!feedback Give Acrid some survivability by giving him a passive that makes it so when he kills a group of enemies (3-5) he gains armor for a period of time. I think this would really work well with his kit, seeing how he can reduce the health of a large group of enemies very quickly.
!feedback Acrid's M1 feels super clunky at the moment. Since you are practically always sprinting, cancelling the combo and resetting really hurts Acrid's DPS. I think something like Mercenary's M1 (where it does not reset) would be much better for his gameplay. In addition, he really needs some sustain, so a heal on his 3rd M1 attack (the big swipe) could heal him for a flat amount, double heal when he kills something
!feedback Would it be possible to have an option to turn off aim-assist for controllers on pc? Maybe it's just an error on the pc but both me and my friend can't seem to find an option to directly turn it off. Not huntress's auto-aim, but general aim-assist, like when you hover over an enemy and your sensitivity lowers.
!feedback Enemies take more damage from Acrid's M1 while they are poisoned. Would incentivise actually playing him hybrid and not just kiting with poison all the time.
!feedback Found a li'l typo. "Chance on kill to [blank] a treasure" I assume that's supposed to be "drop"
(Also: Congrats to Ghor on getting his own dev item :D)
!feedback
Need Item Like (Bitter Root)
!feedback
Make wisps swoop.
This would give melee characters a chance to hit them without having to fuss around. It would make wisps more interesting to hit as a ranged character, and in general make them more dynamic enemies.
To be clear, I'm not suggesting new animations or anything, just swooping down to hit with contact damage.
!feedback To give players a bit more variety in cosmetics and incentive to replay each character on multiple difficulties, reaching the obelisk could unlock a different skin for each difficulty. Alternatively, reaching the obelisk on Monsoon could unlock a color slider, allowing you to customize your own skin for this character.
!feedback Alright, so I've been playing Acrid for a bit now, and while he is just the bestest boi, he feels waaay below the power curve in comparison to the other melee characters, and I think I've pinned down why.
- He lacks sustainability: Without i-frames, armor, or a reliable disengage, he struggles to stay alive in fights.
- His poison can't kill things: This is a major issue, and I really don't understand the reason behind it. After all, if three blazing wisps can all hit you, and kill you with burn alone, why can't Acrid ( Who's central mechanic is supposed to be a poison, those typically kill things! ) kill them with a similar effect.
My solution: Provide a health regen buff for each poisoned enemy. Probably about half a point of health per target. It gives him the ability to stay alive and brawl it up in fight, and gives him some benefit from having 50 wisps that just aren't dying to the toxin because they can't.
!feedback Alright so this is sort of a in-the-moment kind of idea, but how about a sort of "once per run" save? Like, pay X lunar coins (or items even idk) to save your run once so you can shut off the game for a while and come back later. I didn't give this much thought because I had some irl stuff to do and I thought about it while I was leaving in a bit of a rush.
!feedback Movement skills like Hubtress, and commando cancel sprint, while skills like Acrid now and Mul-T dont. Its kinda annoying when some do and some dont and you make a mistake in the middle of a group of enemies. (Failing to press shift after a teleport, or pressing shift after using acrids jump. I think they should all have the same interaction with sprint, not different
!feedback Right now, opening inventory and highlighting either an item or a skill shows a description of what it does, which is great. However, the small icons that appear in the bottom left of the screen to indicate you're affected by a buff or debuff have no description when highlighting them. Adding one so you could know their effect would be helpful, especially for new players!
!feedback Acrid is pretty smooth, besides one thing. Acrid's Leap ability would be alot more useful if it didn't "Lock" you out of inputs. I can understand locking out M1. But you could totally spit while flying though the air, or even use the additional charge as a makeshift hopoo feather.
!feedback "Index" of stats, logs and debuffs. building off the idea of "Newer players will struggle learning what each buff/debuff symbol means", make a page for general stats for you as a player, a log of your runs and/or when you unlocked stuff, and a page for info on stats you've had/inflicted. A few examples being "Longest duration", "Highest Stack", and their effects. Even as someone who can tell the difference from the debuffs, I still get confused on differentiating "Glacial" and "Celestine" from Vulture. Same with "Blazing" and the other fire one.
Edit: Changed "Glossary" to "Index" to make it more fitting.
i have an idea for a relic if you're willing to hear me out:"boss consistency", you fight the same boss in every teleporter event, but it's random which one that is
!feedback Would be helpful to have a summary of all your cumulative stat increases somewhere in the tab menu. Right now, you have to go in logbook to know the exact effect of each item. It could show you currently have a total of +300% attack speed, +200% healing, etc. to have a nice, concrete idea of how the current items you have are affecting you, and how much each new one makes you stronger.
!feedback it feels weird how the poison on the new character can't kill enemies. Its the same as if huntress Right click couldn't kill or engineer turrets, it would just feel weird and clunky.
!feedback All the melee-looking items (Scythe, Tri-tip, Shattered Justice, Meathook, Crowbar) should be placed in the Acrids hand (don't know if some already are). Like how the bandolier and Fresh Meat are placed on him.
!feedback Idea of a new box: Trade Box. Similar to the printer, but a small window opens that prompts you to select one of your items to give, the box then offers you a random item of the same rarity in exchange. Can only be used once to prevent exploiting it.
!feedback based on what is probably an incorrect assumption that the void field is Acrid's home, @ me if that assumption isn't correct.
Achievement: No place like home
Complete the cell event on Void fields as Acrid
!feedback change the angle of the Rejuvenation Rack on Acrid so it doesn't cover his beautiful eyes (make them point upward instead of forward).
!feedback reduce the damage of burn to acrid. trying to kill things like fiery lemurians on monsoon is pretty hellish as starting with a bad run often leaves you waiting for them to die from poison, or dying quickly to the fire stacks
!feedback
Item idea
Quality: White
Name: Sniper Scope
Your abilities travel x% farther, and have x% reduced damage fall off
Good for;
Commando's M1, M2 alt
MULT's M1
Arti's Flamethrower
Etc
Only good on certain characters, just like Focus Crystal
(not gonna lie this is half baked
)
!feedback time for some math!
artificer's flame bolts do 220% damage, and 50% more damage from ignite over 2 seconds (according to the wiki)
(220+50=270)x4=1080% damage from all four bolts fired into a single enemy, with a ~1.25 second cooldown for each shot to regenerate, ie adding up to 5 seconds for all four charges to regenerate
artificer's plasma bolts do 220% damage with a small explosion.
220x4=880% damage from all four bolts fired into a single enemy, with a ~1.25 second cooldown for each shot to regenerate, ie adding up to 5 seconds for all four charges to regenerate
visions of heresy shots do 120% damage on a small delay.
on one stack, 120x12=1440% damage from all twelve bolts fired into a single enemy, with a 2 second delay before refilling all 12 shots instantly.
not only does this fit into her abilities being cycled as to always have some sort of damage output so much better than either of her normal primaries, but its also a direct damage buff to use it, as well as being easier and more economic to split the shots between enemies due to more, smaller numbers of shots, allowing you to kill more enemies more effectively
its way too soon to call for a nerf to an item when it only released yesterday, and nerfing the lunar would nerf it for all characters, and not just artificer.
that being said, its kind of an objective upgrade to pick up visions of heresy on artificer, just purely by the numbers. theres probably several ways to tweak her so that this just isnt the case, but one way to do so would probably be just like, do something akin to visions of heresy's all shots refilling at once after the cooldown goes down, for both of artificer's primary abilities, where if there's already a charge saved, auxillary charges will regenerate quicker?
something simple as making charge one take the current 1.25s it does, and then letting the next three recharge every .25 seconds would boost them to come back every two seconds, while keeping it unspammable
!feedback add secrets to distant terrain, like the Colossus in Distant Roost or the island in Rallypoint Delta (The Island in particular, since it has a trail of cargo boxes to it but teleports you back if you get near it)
!feedback more things in the background to make the world seem alive, like the moth bug things w/e in distant roost, i think a giant walking would be amazing, and they could affect the map, or have a map be a complete giant
!feedback
Rare item: Bubblegum
Attacks that hit an enemy have a 20% (+20% per stack) chance to stick pink bubblegum onto them. Whenever 2 or more enemies come into contact with eachother they stick to eachother (Bigger enemies take movement priority, meaning the smaller enemies are just stuck idle onto them). Enemies with bubblegum stuck on them are slowed by 30% (+10% for each other enemy stuck to it). A visual effect of this could be the characters blowing bubbles from their supposed mouth or something xD.
!feedback Consider nerfing the scavenger's passive regen. I've encountered several by now that are outright impossible for me to kill with my DPS at the time.
!feedback The new REX skin looks neat, and others have suggested bringing the old one back under a different name, but what about a Roseate skin? Giving REX a reddish rose plant palette would be cool, especially with some darker matte colors for his metal sections.
!feedback Kipkip/Wipwip/etc... feels like a big letdown for the setup he requires. It feels like another realm needed to be quickly pumped out since it's called the "Hidden Realms" update and it was made last minute, so it was cobbled together using a slightly modified Scavenger and a textureless area, then thrown into the game without much thought. I personally felt something more interesting would be more fitting as a boss in this area, and the derpy Scavenger didn't really sell me on the whole experience. It also doesn't help that RNG heavily dictates how hard this fight is, as me and my friend easily murked Kipkip because he had a bad item pool on our first go, cementing the "this is a joke" feeling. Considering how much time it takes to go fight him, I was just expecting something more, that's all. It might not be so bad if it gave you an achievement or something, but as it stands, you just get some coins which most people cheat in anyway.
!feedback change the acrid mastery skin. It just has less detail then the original
!feedback The "Can be used while sprinting" phrase is blue in huntress's strafe ability text, but in italics in the phase blink one and this inconsistency annoys me
!feedback
this is an idea and obviously nothing would be final
[Acrid primary attack unlock]
Hard Hitter
" Kill 30 infected enemies within 3 seconds "
Gives acrid his ball and chain back, uses it as a slower hard hitting attack that has a larger area sorta like mercs 3rd swipe but slower
!feedback whether hes strong or not, acrid's poison not proccing most items and not killing enemies makes him feel really estranged from gameplay. feels like my items matter far less, and since i dont deal a significant amount of damage more than my teammates BUT i cant kill anything with my main damage source, feels like i matter far less
!feedback make commando's utility(and him) better by adding a few i-frames to his roll(not much, maybe only 2 or 3, so you would have to learn to use it well). Right now, strides of heresy are a flat out upgrade and his utility is next to useless anyways, only good for getting around a little faster. It does not seem like an actual 'roll', per se, more like a little push forward from some invisible dude
!feedback make scavenegers not have a chance to roll with royal capacitors as they can basically oneshot you from any distance as long as they have a glimpse of you.
!feedback Mercenary ALT Shift
Smoke Bomb
Mercenary teleports a good distance with a throwable smoke bomb.
After mercenary teleports he turns invisible for a short time.
During this time mercs next attack crits and breaks invisibility.
If merc does not attack for a while invisibility will break regardless.
!feedback an idea for the discord server there should be an lfg modded chat
!feedback Make it so that going to the void fields stops the timer, just like gilded coast. Letting the timer run makes it so it's not really worth coming to the void field ever after unlocking Acrid, since there's way more risk than reward. Considering that you can only go to the void field once in a run, it shouldn't be able to significantly ramp up the difficulty for some whites, a few greens and 1 red item.
Deciding when to do the cell event could pose as a strategic decision for the player, one would have to question whether they're ready finish all the waves or if they'd have to drop out early and miss out on the red item. Going there shouldn't put the player at a disadvantage because it takes like 10 minutes to finish.
Right now it stands as a waste of time, since you can farm for the legendary chest or maybe even beat the Alloy worship unit in less time for the same reward of a red item plus the same amount if not more whites and greens by normally completing the stage.
!feedback
Some thoughts on Acrid:
I imagined Caustic Sludge to transfer to 3d as a 2 part ability like this:
Activate it once to "Leap", and again to fly towards the ground to "Splat". During the "Leap", a trajectory would be shown to the player in order to aim where to place the "Splat".
Frenzied/Caustic Leap is basically this, but the "Leap" and "Splat" are coupled together. I think it would be more fun to decouple them as described above.
Caustic Sludge gave a bonus to allies in ROR1 in the form of a speed buff. It would be cool if the poison from Acrid's "Splat" from Caustic Leap healed allies or gave some friendly bonus as it did in ROR1. (Temporary Armor Buff?)
Lastly, Acrid's poison not being able to kill enemies could be really cool if his other abilities were built to synergize around it.
Ex: "Killing an enemy while it is afflicted with Acrid's poison has X positive effect."
The "positive effect" could be any number of things: small heal, temp boost to speed/armor/jump height/Caustic Leap Distance/etc...
There's a lot of potential there to give Acrid a fun little gameplay loop revolving around the fact that poison can't kill.
!feedback Happiest Mask should not drop from damage chest
!feedback Skins should in general add more interesting stuff to characters than just color changes. Like Arctic huntress having a fur hood, Commando's skin giving him red lasers as bullets, Acrid could have different monsters as skins (A yeti skin or werewolf skin). Just some small but meaningful skin changes.
!feedback I'm happy that Money and XP graphics is a toggleable setting now, and I almost always keep it off for less clutter. But there's a problem now with opening containers, which is that there's a huge lack of feedback letting me know that the container was opened compared to when the graphics were on. I'm pretty sure that's because the whole indicator that a container opened was the money and XP popping out, but when the setting is turned off, I have to make sure I pressed E because I have no idea if I opened it or not... it just be because I need to get used to it, but having a more visible indicator for opening the containers wouldn't hurt in the slightest.
!feedback Damage/HP Indication
increase visibility of when damage is taken and maybe even make it scale with how intense/much space it uses (maybe % based up to 50% of max HP lost in single attack to make the damage effect could take up very high amount of screen space indicating that yes, you did get hit by huge damage) - could prevent people (especially people like me) not even noticing your character dying due to high instant damage until death screen appears on screen.
also would be nice if there was some kind of toggle for numerical HP/Max HP values to sit somewhere near crosshair, increasing player awareness of their health situation and reacting accordingly (or maybe have "Low Health!" indicator appear when under 25% of Max available HP)
!feedback Grasps of Heresy:
Replaces your M2 with "Rending Tentacle".
Rending Tentacle:
A tentacle seeks out the nearest enemy and grabs it, bringing you to it and rending it for 200% damage for 3 seconds. Cooldown: 5 seconds
Core of Heresy:
Replaces your R with "Core Overcharge".
Core Overcharge:
Absorb all damage taken for 3 seconds, and then blast it back out in a very large area burst. Cooldown: 25 seconds.
Item Set: Heretical Being
Increases all stats by 20%, you slowly lose health over time (6 health per second), Hungering Gaze now heals you for 2 health on attachment, and you take 50% more damage from enemies.
I have no idea if this is balanced at all, I'm new to making items, but this is just an idea I had. If you guys have your own feedback for this, I'd love to know.
!feedback Working off what Eismis said, more visible health would be nice. Something like shield from Halo 3, where it's a bar on the top of the screen hud with the numbers, so it can't be missed?
!feedback
I am aware that character suggestions seem to be rather… unpopular in this thread, but I have started to see somewhat of a conncetion from the devs themselves on this one so hear me out.
First we got the lunar item Strides of Heresy which replaces our utility, then in the latest patch we got the lunar item Visions of Heresy which replaces our primary. In both of the items descriptions it talks about what happened to someone called Kur-skan the Heretic, Strides talking about part 5 of the story and Visions talking about part 3. This got me thinking that they are obviously planning to add at least one item for the secondary skill and one for the special skill as well, which would be part 4 and 6 of the tale respectively. Part 1 could be just an explanation, how she lived (stats) or look description (skin) and part 2 could have been a potential passive for all I know.
So with that in mind, wouldn’t it be cool if:
Achievement:
The Heretic Unbound
Obliterate yourself/defeat the final boss (when in the game) while using all of the Heresy’s abilities. (All Heresy lunar items.)
Unlocks: The Heretic (?) (Name suggestions?) or a Secret Realm where you must defeat the Heretic in order to unlock it as a playable character. (I don’t want it to be too easy.)
The character would have all the abilities from the heresy lunars in her base kit along with a passive and allowing the Heresy items to drop from chests, since they simply improve (mostly) her abilities. (This last one with drops from normal chests I am not sure about myself.)
!feedback Monsoon Boss attacks
Bosses get a unique attack they only use on monsoon to add more depth to difficulties then just number changes
!feedback Scavenger is really... strong
Scavenger has ruined more than 3 of my runs because he had Royal Capacitor which just one shot me without warning, Grav Cube which just locked you out from escaping and Grove Sprite which heals him for 900 hp per second. he wasn't this obnoxious in ROR 1, please relook at him
!feedback the first hit of epidemic should do lethal damage, so if you use epidemic on a group of enemies that are already at 1 hp, they all die
!feedback Prevent Horde of Many generating Hermit Crabs. No matter how your character is doing, good or bad, this is an extremely easy boss fight. Alternatively, just prevent them from happening on Plains and only Abyss where they cannot be easily walked off.
!feedback
Special death message for getting killed by Scavenger: "Scavenger picked up Monster Log: (player's name)"
!feedback I'm sure this has been said, but acrid really could use some additional bonuses when killing enemies who are affected by poison. The already countless times of me needing to circle the teleporter area on monsoon, widdling everything down then jumping in to finish off like 30 enemies and then dying because he doesn't have sustain (even with me having fresh meat, monster tooth, leeching seeds, etc.) the only was I have been able to survive super late game with him, is when I have the new Utility item "Jade Elephant" which is on a 45 second cooldown without items to help it. With that being said, maybe giving him armor upon killing enemies affected by poison would be a good idea.
!feedback Set Acrid's Epidemic to 22 second cooldown, then make it reduce the cooldown by 1 second every transfer. Effectively make it a 2 cooldown against large groups.
!feedback
Here's a dumb idea: an alternate mode that's just an infinitely looping version of the Void Fields, with lunar coin rewards for prolonged runs.
!feedback Void Fields is cool and all, but I feel like it could use some improvements in order to truly be viable for runs except for getting Acrid.
Currently, the timer still proceeds while you are within this realm. I am undecided about this, as this realm will take around 10 minutes to complete fully. People have suggested that the timer should stop of the Void Fields should count as the next stage, but overall I feel like something should be done so it doesn't just end up slowing you down. If the Gilded Coast stops time, why can't the Void Fields stop time?
Also, the items need to be monitored. Some items hardly affect the enemies, some make it nearly impossible to win. I feel like some items should be removed or tweaked so that playing in the Void Fields isn't too luck based on whether or not you win.
TL;DR: Make Void Fields a bit more worthwhile and not slow you down if you don't get lucky.
!feedback I know it is rather early, like, insanely early but i thought i should still say IMO: The only proper long-ranged/sniper character we have at the moment is MUL-Ts rebar puncher and REXs M2 but that fits more of an artillery role, almost every other hit-scan character is affected heavily by either damage-fall off or spread, once again i should note these are just my tthoughts so it should be taken with a grain of salt, in short: possibly more long-ranged alternate M1s?
!feedback Please make it so we can't ping ourselves. So many times while I'm playing Artificer, I'll try to ping something on the ground and keep pinging myself. I never want to attack myself, and there should be no excuse for why I'm able to ping myself to be attacked.
!feedback Spoiler Warning for The Secret Boss;
||Have the Lunar coins that spawn upon defeating it go into player inventories. Not just to prevent fighting in multiplayer, but to prevent losing the reward altogether if it spawns someplace you can't see it immediately, as the world eventually fades to black and prevents you from picking them up altogether.||
!feedback Make players able to shoot through the allied Aurelionite summoned from the Halcyon Seed
The big guy is a bit too bulky, and many foes run around his feet, making it a hassle to try kill them when he blocks a large portion of bullets.
!feedback The logbook should be able to be accessed from the Character Select menu.
In multiplayer, this would be especially useful so that you don't need to rejoin a lobby you had to leave to go look at a challenge you wanted to do for that particular run.
!feedback make it so scavenger can't have royal capacitor
!feedback Make it so if Scavenger gets Royal Capacitor it has more warning when used and is able to be dodged (think like a slightly more vicious version of the Titan earth-fist move)
!feedback
Add "Customize HUD" to Options.
Such shows you a simulated game screen, on which you can move every item on your HUD to customize it to your liking! Setting such changes your game's HUD to the one you made.
!feedback add a chance for a stone colossus to walk in the background of the new stage 1 variants
!feedback
Make the allied spiked balls from N'kuhana's Retort and Malachite Brainstalks another hue or colour, or maybe even outlined. Adds unnecessary confusion to yourself and allied players, needing to avoid all spikes regardless if they are dangerous or not.
!feedback can using your M2 on huntress not reset fungus
!feedback either add a visual indicator, kinda like MULT grenade, to Acrid leap or at least make it so that it is more consistent with the aim dot.
!feedback add a proximity trigger to mul-t's scrap launcher projectiles
!feedback maybe adjust the teleporter event so that once the boss is dead, the teleporter will charge faster, along with maybe an increased range. this will stop the later parts of the game where you just have to stand there for a while
!feedback Huntress could use a little love with all the high-damage low-cooldown skills being passed around. Strafe 150->180% and reducing the cooldown of her R skills from 17->12 would be a good start. Lastly, Ballista should pierce enemies
!feedback I love Acrid, but I feel like his design could be tweaked slightly to make his character model a little better. I don't expect the ball and chain to return due to the insane physics it would have to undergo, but It would be amazing if it was possible. The main thing is Acrid looks a tad too shiny / greasy. Maybe make him more matte like the other characters/lemurians.
!feedback Do something about wandering vagrant's hurtbox or Acrids attack box as standing on top of the jellyfish results in Acrid's attacks missing. Maybe make Acrid's hitbox reach a little lower? My point is, the standard means of damaging it as a melee character doesn't work for him.
!feedback Let the other players in multiplayer pat acrid like the good boy he is
!feedback Suggestion - A version of Acrids utility skill that lets him stick to walls at the top of the arc like Knuckles then use the second charge to jump off. Bonus if it works on large monsters too.
!feedback it seems like Heresy will be on all abilities in the future. I suggest to make it so if you collect them all you transform into a new, unselectable character. The SCOURGE OF HERESY (this character can't be unlocked for the lobby, only obtainable by collection) by getting all collected it could also give a bonus to the effects of heresy
!feedback make it so you can find like a pool of cleansing that removes tonic affliction for 1 or 2 lunar coins
!feedback
the item that boosts your jump height would be more useful if it boosts your high based on how long you hold the jump button, so that when you tap you dont jump a mile into the air and have to wait to drop down
!feedback
Here's the more refined version of my last suggestion: Farming the Void Fields.
Farming the Void Fields (FVF for short) is a new side-mode not unlike prismatic trials in that it's a different menu. The basic gist is a repeatable loop of the Void Fields' cell "minigame". Everyone starts in an alternate bazaar with 3 item terminals (which for this first loop are free). once everyone gets their items, they take the void portal and go through a loop of 9 cells, with the last cell having a boss encounter like a teleporter event.
Once this loop is done, everyone goes back into the bazaar, getting an amount of lunar coins (base of 1-3 depending on difficulty +amount of loops). The cycle then repeats, with enemies getting more items at once each loop, until the party finally wipes.
!feedback add a new stage that is inside of a ship so it could be more unique with some easter eggs from ROR 1 with another secret boss but don't tell the community in the patch notes that there is a secret boss this time. For another unique ability for acrid have him instead of spitting poison have him vomit the poison like a flamethrower (artificer).
!feedback let the radar scanner show what kind of chests or objects are being scanned. Like show a little number, or color even to differentiate the types of interactables that are being highlighted. For example. Make the yellow question marks drones and money capsules. Blue for lunar pods or shrine. Red for gambling and blood and healing shrine, green for chests and lockbox
!feedback remove tesla from the hidden realm. it proks off dead bodys and u just die.
!feedback so this might be a bit of an unpopular opinion but i think you guys over buffed rex he was pretty good before but now he just feels to strong his m1 heals for really good health now and the alt m2 is broken in its current stat
i think to tune him just a bit maybe reduce the health regen on m1 to 45% as a happy middle ground & Reduce the damage on the alt m2 to 350~400% to make it more of a trade off
Please add a "I want to host" button to the quick matchmaking. I don't care if it takes longer, I don't care if I never get a match again. I'm tired of the host dying and instantly leaving every game.
!feedback give acrid something like a 0.1 proc coefficient becuase he seems pretty weak
!feedback
(repost for @little barn)
Please add a "I want to host" button to the quick matchmaking. I don't care if it takes longer, I don't care if I never get a match again. I'm tired of the host dying and instantly leaving every game.
!feedback
!feedback Grasps of Heresy:
Replaces your M2 with "Rending Tentacle".
Rending Tentacle:
A tentacle seeks out the nearest enemy and grabs it, bringing you to it and rending it for 200% damage for 3 (+0.5 seconds per stack) seconds. Cooldown: 5 seconds.
Core of Heresy:
Replaces your R with "Core Overcharge".
Core Overcharge:
Absorb all damage taken for 3 seconds (+1 second per stack), and then blast it back out in a very large area burst. Cannot attack while absorbing damage. Cooldown: 25 seconds.
Item Set: Heretical Being
Increases all stats by 20%, you slowly lose health over time (6 health per second), Hungering Gaze now heals you for 2 health on attachment, and you take 50% more damage from enemies.
I have no idea if this is balanced at all, I'm new to making items, but this is just an idea I had. If you guys have your own feedback for this, or I should just tweak the numbers, let me know.
E: Changed Core of Heresy to be less similar to Spinel Tonic.
!feedback
Something small on Acrid, but in his base run animation you can see his back knees snapping from being full to suddenly very stretched out. This popping animation was somewhat surprising to see, as I've hardly seen any cases of it anywhere else, and it wouldn't be as big of a deal were it not constantly happening.
!feedback teleporting into a new stage sucks when theres enemies RIGHT NEXT to you, i like that there are enemies in the stage already later in the game but i wish there was a small radius of safety when you first get warped into a stage
!feedback Scavengers loot bag if at the edge of the map shoots half of the items into the abyss
!feedback Change Acrid to be able to kill with his poisons, or at least his virulence. Nerf the damage if you have to, but having his poisons be unable to kill severely hampers his ability to combat tankier flying enemies, and makes using his DoT's mostly pointless compared to just dealing damage with his ability hits. I love the look and feel of him, but just can't enjoy him as he is.
!feedback Stage variant's are an awesome way to add some variety to the game, but the two new stage variants are just so ugly and hard to navigate. They're all twisted and multi-layered which makes chests easier to miss, and it just doesn't look as good as the other stages. It also makes stages lack the landmarks which made communicating with others much easier. I.e Distant Roost has "The island" and the "Top floor"
I'm not saying to remove the new stage variants, but just to please put some more care and thought into the layouts of the next set of variants.
!feedback put fireworks in the utility chests
!feedback If a beetle is carrying an overloading coil, it can activate through the ground during their spawn animation, before you can even kill them. Enemies carrying this item already make certain challenges extremely difficult. At the very least prevent overloading coil from activating during spawn animations, at the most remove it from the pool of items enemies can receive altogether.
!feedback All 4 Twisted Scavengers at once versus the player(s) in a super secret match. It'd be great!
!feedback Not sure if this has been said already. But in the character selection screen. Give the survivors random idle animations like Rex "stretching"
!feedback add a way to read your item descriptions while paused in singleplayer, sometimes I need a reminder or want to read off to friends without pain and suffering flying every which way
!feedback I've gotten to the secret boss twice now and every time he one shots me with an ability that I can't see, I'd suggest his attacks be more visually clear (not the windup, the attacks themselves) They're bright against a bright background so it's kind of impossible to see what's going on.
!feedback Make drones more visible for pick up. Add a blinking light or something so we can see them easier. They are dark body colors on dark ground colors. Sometimes they are underwater.
!feedback why dont we change shaped glass to not halve your hp but double the damage you recieve, so we cant abuse OSP? (it doesnt make any difference in dps and survivability, just makes OSP not broken)
!feedback let us choose what to sacrifice to printers
!feedback
Many items in the game are simply unfair for the poor enemies. In a PVE game, who cares, right? Killing one enemy can mean that literally everything else on screen immediately dies, or you can heal to full twice per frame, making you immortal. Many items in the game are not built with the enemies in mind but again, who cares?
Unfortunately, the Scavenger turns those items on us. I've fought several of them so far and they are definitely a fun fight. However, there are some items that simply are not fit to be turned on a player. For example, I learned today that Scavengers can kill enemies when I suddenly died to a swarm of Ceremonial Daggers. There were probably 20 hovering on screen after I died and I'm pretty sure the first one killed me.
Again, the fight can be very fun. Even when you see that the thing has picked up five (5!) Tougher Times, it's exciting to panic a bit and realize how much harder the battle has become. Dying to a Royal Capacitor is less fun.
Loot is 10/10. Everyone loves seeing loot pop out of his bag like a piñata!
!feedback new boss Scavenger is unkillable when it has Rejuvenation Rack equipped. Stage 7, 2 players, could not get it below 60k health
!feedback let us do something during void field hidden realm. As it is, its incredibly boring to just sit there and fight waves of enemies 9 times (averaging ~10-15 minutes) without anything do spend the money we just earned on. Maybe let us spend money on speeding up the cells or add chest to the realm because one red and a couple greens dont make up for the spike in timer difficulty
!feedback here is an idea, Now i know it might be controversial but maybe...just maybe...if u want to make MONSTER TOOTH relevant...You should just give the damn thing infinite range or a decent amount of it...increasing its health to 10 or even 30 per orb will still not make the thing worth even getting for some characters...since ya know it is already hella risky to be around other mobs since this game can literally one shot u at a moments notice especially on MONSOON difficulty and MONSOON difficulty with 4 players... Giving MONSTER TOOTH infinite range or huge range on the magnetic capabilities won't even be unbalanced since all characters will benefit from it even the melee ones that are already up close...and I can finally stop RESTARTING my run when this is my first drop and sometimes even SECOND drop.
!feedback its been said again but ima post this too now. Dunestrider healing absorbtion is the worst thing. They can infinitely feed off eachother making them near immortal. Me and a friend took over 10 minutes and got no where just to die to bad timing. This was on rainstorm difficulty.
My suggestions:
- Have them only heal once when at low health instead of every time
- Prevent them from healing off eachother
- Nerf the healing
It can be all or just one of those. Just something that makes 2 dunestriders unkillable
!feedback Remove the shields portion of the Wake of Vultures Overloading effect. Shield Generator aside, shields are a punishment (lit. the 'downside' of Transcendence). Since healing items don't affect shield regeneration and the regen delay is fairly long, Wake is effectively "at times you will get the penalty of shaped glass, without nearly as much benefit". There are gear combinations where it isn't terrible, but it's the only red tier item with a drawback and means you need to carefully examine every red drop before touching it.
!feedback
Show ability cooldowns on the loadout menu to be able to better evaluate which option you want when picking between skills.
!feedback alot of people posting the idea but I want to try and make it more fleshed out
New Gamemode: Scavenger Gauntlet
This could be a part of a gamemode series where they just have a normal arena as well.
-
Would either still be with the vents or just a full arena.
-
Enemies come in waves. Increasing in variety and numbers each time.
-
Along the line they are given random items to inherit same to Null Event.
-
Every x waves you face a scavenger. Scavenger drops the items upon defeat.
This will be the only way you can obtain items.
Gamemode would be endless. Maybe every y waves you are given lunar coins and an achievement or two is thrown into the mix
Please refrain from 'bumping' your feedback in this channel, and instead do it in #ror2-feedback-discussion, this channel is solely for posting Feedback in.
!feedback have acrid go back to sleep when the player is inactive for long enough
!feedback in comparison to the alloy worship unit, the null event isn’t worth doing after getting the associated unlock. It takes way too long, and with bad rng can end the run entirely. One good idea could be to freeze(or at least slow) the timer while you’re in there, that way it’s actually worth it to get the extra items since you already run the risk of dying to a royal capacitor mob anyway
!feedback
make mercenary and loader shoot visions of heresy from their sword/fist
!feedback
Add an option to the Gameplay menu to disable automatically picking items up by walking over them, that way if we have say an Engineer and some fungus is out, I won't accidentally grab it.
As I said, an option, so people can choose to use it or not.
!feedback rex should be in the same escape pod thing as multi because they are both robots
!feedback
Kinda wouldn't mind seeing some anti-aliasing in the character select screen. The jagged edges are highly notable on acrid and mul-t.
!feedback Huntress's cooldowns are really long for comparably little in return. 17 seconds for 2700% Even just reducing this to 12 instead of 17 seconds would be really nice, still over double (rather than over triple) the rest of the cast's (higher) damage options.
!feedback stop timer while in void realm like the gilded coast, the time spent there for max reward is significantly longer and not useful as players will come out undergeared if they complete the whole thing
!feedback Monthly reminder to add multidirectional sprinting on Huntress.
!feedback Scorched Acres feels like an “Empty” stage. If you’re confused, all the other levels have something special of some form to them that’s unique to it only. Even in stage one, one of the two stages has the bird things, and the other has the rings and wide open space. Scorched Acres? Nothing. So to fix this, have Cleansing Pools spawn much more often in it. Possible at least make it spawn once every other loop? Just so it doesn’t feel like it’s as much of a waste to go there instead of Rallypoint.
!feedback 50% discount for drones and turrets on engineer would be nice
!feedback option to turn off items appearing on your characters body ?
!feedback Make Acrid's poison have proc coeficient/proc chance.
!feedback Fresh meat should stack its regen rate rather than duration, Perhaps have Regen rate stack at 2/s (+2 per stack) and its duration stack at 3/s (+1 per stack). so that it’s regen outpaces it’s duration with enough stacks.
Give loader a miner themed skin
A refinfored visor similar to the miners and give the knuckle boom fist a drill hand and make is more beat up an rusty look for the suit over all
Maybe make it unlocked for one punching a titan?
!feedback One of the reasons the Acrid skin looks so weird is because his eyes and mouth are the same color as his flesh. This makes him look like an unfinished clay-model.
Meanwhile in his main skin, his facial features glow in another color. This is why I would suggest adding a glow to his face on his alternate skin aswell.
Here a 30 seconds photoshop edit I made as an example of what I mean.
!feedback Give loader a miner themed skin
A refinfored visor similar to the miners and give the knuckle boom fist a drill hand and make is more beat up an rusty look for the suit over all
Maybe make it unlocked for one punching a titan?and maybe make the special a unloackable like explosive that you detonate and it makes more tiny bombs that track and explode on a timer like thing
!feedback This has probably been said before and will probably be said again but, running into Scavengers with Royal Capacitor is about as fun as fun as it sounds.
!feedback not sure if this matters or not, but maybe seeing why we can't play as enemies or test things anymore? You can still select them, but just can't move. Just wanted to know how other players though about this
!feedback Royal Capacitor feels a bit too unfair to be in the hands of a Scavenger. I had a run where I encountered a Scavenger with a Capacitor, and it put a swift end to my run with little warning. Would it be possible to remove the Capacitor from the item pool Scavengers draw from, or make it so it can only draw it later on in runs? Like, end-end game?
!feedback Not the most pressing issue in the world, but I wish MUL-T had some sort of movement noise. Maybe some sort of quiet mechanical humming?
!feedback Might be too soon to say, but I feel like War Horn should made into a white item (and have its effect nerfed if it feels too strong as is). It doesn't feel like it has the same sort of power bump I get from other greens due to it's short duration and dependence on what use item you get and synergies.
!feedback Add some kind of inverted version of Gesture: increased effect/duration of equipment but increased or set cooldown. Maybe an Artifact?
!feedback Bring back REX's absolutely goofy and garish"Smoothie" colors. Perhaps make another challenge to unlock it in a later update
!feedback Once the team is able to upgrade the skin system to affect minions and projectiles, I would love to see other Survivor’s skins updated to have their projectiles reskinned as well, such as Albino Acrid having blue acid, and Fall Rex having autumn colored roots while sprinting
!feedback
I’m not expecting this item to go far, but I thought of an idea to make Drones a bit more useful, and help out more than just being bullet monkeys.
Red Item Idea - Drone Upgrade Kit (Does not work with the Back-Up)
Effect: Gives your Drone 7 random items upon activation, (meaning a new drone must be activated for this to take effect) and the kit disappears upon use (Much like Dio’s Best Friend.) Your drone will have the effect of whatever 7 items are chosen by random making the drone more useful in regards to combat or support overall.
These items will be COMPLETELY random, and won’t be based off of the items in your inventory.
If this idea doesn’t sound good? I hope someone else can help me tweak it so it’s a bit better in regards to balance.
!feedback would it be possible to make Acrid's Caustic Leap a bit more aimable? Like, in the air you could aim for where he'd slam down with it. I have no idea how many times I've launched myself over the heads of the enemies I wanted to stomp on
!feedback Acrid's Epidemic ability could have a form of grace period or something that has a few moments where it will infect enemies with poison that have entered the range after the ability affected the target, as is, it jumps to another target and if there isn't another viable target nearby at that exact moment it stops spreading right then and there, while I do agree there needs to be some kind of nerf to how it spreads compared to risk of rain 1, especially in a 3d stand point as a single use could potentially affect the entire map, but having both the few seconds of grace period of being on a target and jumping to enemies that weren't within range before first contact with a target removed AND the limit to how many targets it can jump to may be a little much, I've lost count of how many times I've used the ability and have it not jump to anyone cause the enemy I thought it was going to jump to was just barely out of reach for a tiny moment.
!feedback Acrid's basic attack/M1 definitely needs something else added to it. Perhaps taking out the three-hit combo and lowering its attack speed while making it deal bonus damage to poisoned enemies? Something to encourage meleeing more.
!feedback If Loader uses her shift and hits the ground it should do a shockwave that damages all enemies inside it. The shockwave can be bigger the more you charge shift.
Edit: Forgot to mention I feel like the shockwave would do less damage than just a direct gauntlet hit.
!feedback add a Complex Tooltip option that shows an item's internal equations where applicable, like Old Guillotine's equation, Poison's calculations/caps, and how additional Rusted Keys improves item odds. Maybe include chain proc banlists for things like Disposable Missile Launcher.
!feedback
Perhaps an odd request, but would it be possible to make the hit-marker effect on the crosshair not scale with the texture resolution setting? It's quite blurry at 1/32 resolution and nearly invisible at 1/128.
!feedback Game feels now much more extended than before. Feels like there is still to do after 160 minute set... However, One Shot Protection feels now like it should only be on Drizzle difficulty. It breaks the immersion and with proper gear, you technically have an extra life ( with few exceptions of course )
Also, more secretial functions to Beads of Fealty.
!feedback Let us toggle what elite buffs we can be with Wake of Vultures? Getting half your health turned into shields extremely suddenly can be very, very bad depending on your build, or really anything that can stop my life from being destroyed by sudden shields.
!feedback change the upvote emoticon from 👍 to 👌
!feedback With all the runs I had with Acrid, I've noticed that his poison is too powerful. His Damage output is the same from Stage 1 to Stage 30.
His 10% poison is so consistent that you don't need any items except from mobility items.
The only adjustment I can think of is by reducing the 10% poison to 5%, BUT you can still make it go up to 10% if you stack another poison effect.
That way your M2 is more concentrated on focusing 1 enemy whilst your R is more of an AOE.
!feedback let us see the cooldowns of the people we spectate
!feedback As the next update will bring back artifacts which are ingame modifiers. It would be great if we could get an artifact which gives enemies items as the game progresses. Ofc in a balanced way, first white items, then green and very late into the run reditems aswell. Similiar to the void desefense mission.
!feedback can we give acrids poison the ability to kill. But have a sort of diminishing returns to where the longer a target is poisoned for the weaker the poison damage gets. Like the enemy is slowly getting over the poison
!feedback What if on Lobby screen you can see peoples specific loadouts. Hover over them and it pulls up a little window that shows which moves they have "equipped". Might be too much but i thought itd be a nice detail
!feedback
pause time when you're in the void realm
!feedback
provide "total time played" in each survivor's logbook. currently it only states "longest run", "pick percentage" and "times played". "total time played" feels more personal and accurate than "times played".
!feedback Acrid's poison being lethal would not be OP, as practically any damage item from any tier turns it lethal. There's no point in having it not be lethal from the get-go when this is the case, as all it takes is one chest in the first 5 minutes of the game. Ultimately not having it be lethal is just pointles tedium, and I'd be surprised if anyone could prove definitively that lethal poison would somehow magically break the balance of the game, especially when far stronger characters are allowed to exist in the roster.
Please reconsider your decision to
A. Not change it at all
B. Heavily nerf the poison to the point of uselessness in exchange for lethality.
!feedback the secret realm feels kind of useless in multiplayer rn but it's a really cool diverse path to take. possbily adjust the lunar coin amount to the players?
!feedback The Void is a great idea, but right now you can just grab a fungus and ignore most of it. It does cost time which is a reasonable drawback but how about an XP modifier for all that gold you can't spend when you go to the portal. You can only do the void once per run afaik so this would help you get a nice chunk of levels when you stop scaling alongside enemies. I think this would also incentivize actually killing the monsters instead of just sidestepping the whole challenge.
!feedback Make twisted scavenger lunar coin drops scale with the number of players in the lobby. Given the coins needed to buy beads of fealty (at least 1 if you get lucky on a lunar pod, but realistically 3+ if you buy newt altars then buy the item, and that's assuming you buy nothing else) it's a net negative compared to normal obliteration with any more than 1 person. Honestly, considering the coins spent to get there, it may be nice to bump it up to 12 coins even in single player, but multiplayer scaling is the big issue.
!feedback I feel like medkit gets progressively worse every minute, considering it gives you +10 health. I feel like instead of having a flat number, a % would make the item feel slightly less underwhelming
!feedback I'd like an alternate loadout for acrid's leap or even his ult that makes him leak poison similar to his previous 3, as well as latch onto walls so that he can climb up them
!feedback Allow time to go slower in the Void Fields, currently I feel like it takes up too much time for what it gives.
!feedback Acrid seems like he is unable to attack certain enemies (primarily Greater Wisps, Wandering Vagrants, Alloy Worship Unit, and the Solus boss) while standing on top of them. You can melee them while standing on the edge of them, but not when directly on top. Other characters with melee can attack all of these enemies while standing on top of them, so it is unusual that Acrid cannot do it consistently as well. Changing the attack size to be a little bit larger vertically could fix this.
!feedback Possibly change Chronobauble to slow animations and such to give it a higher place on builds or such!! Maybe lower the rate of how much it slows based off stacks but it would make it all around a better item!
!feedback
Category: Discord/UI
Summary: Add rule for the #ror2-feedback-and-ideas channel to where all posts have to be put into an easy to read format such as this one.
Reason: Currently, with as many suggestions as there are daily, this channel gets somewhat crowded. To make it easier for people to read suggestions, some sort of standard should be implemented so people can easily see what the suggestion is and what category it falls under.
!feedback
Anyone think after the game is released a like legacy pack of the other old characters like as a dlc cause after they finish it would be neat of them to be like oh and here are the other characters from the old game they said all won’t come but how many of us would like pay 10$ for the other four survivors we aren’t gonna get like enforcer and sniper , chef and miner ?
Complete with alternate skills to unlock and like and a skin ya know ?
!feedback
Allow us to charge Loader's alt Utility (Thunder Gauntlet). Not that charging it should increase damage and distance, just allow it to be held infinitely like default Utility (Charge Gauntlet). It feels weird not being able to hold it, it's the only thing keeping me away from using it.
!feedback
Idea for making
Blast Shower more useful:
New effect: Blast Shower now converts all elite enemies within 12m* to normal enemies for 4 seconds*; this erases both their elite powers and their bonus HP for the duration. This includes elite bosses.
This gives players an additional option for dealing with troublesome elites, like those found in Hordes of Many, and Tier 2 elites like Malachite. I think this would grant Blast Shower a lot more value and give people a reason to pick it over other items.
*: Speculative values
Edit: If an AoE effect seems too strong, a single-target version could work, too.
!feedback Now that Rex's M2 doesnt use hp I bealive it was a bad change. With razor wire being a must on him the alternative HP costing one seemes like the only option to take for most people. I would like that this one also costs hp, but a very small one like 3%HP or so.
!feedback
Never mind they have already addressed the unstable tesla coil in Development Thoughts #11. However, I still stand by my point about tougher times.
In the new Void Fields realm I think the idea of monsters getting items is a novel concept. However, I think there should be some restriction/reworking to how the items are given.
I was on a good run last night and decided to do the Void Fields, however I had enemies with tougher times and at the end they all received unstable tesla coils. All enemies suddenly zapping me killed me within a few seconds, and I found that those two items specifically detracted from the experience.
The tougher times made it so I felt like my attacks had little impact and it wasn't satisfying, and the unstable tesla coil immediately killed me with almost no hope of success.
I'm sure there are other examples of broken items as well, however those specifically need to be addressed in my opinion.
!feedback
So, especially with this new update, Huntress feels bad to play. Just bad. She has almost no damage in her kit, especially if enemies aren't grouped up. I think she could do well with either an attack speed or damage buff, even if she doesn't get any other changes to her mobility. Her tips say that she's a "high-damage" character, but she's outclassed in that respect by every single character in the game.
!feedback
on top of all these Void Fields suggestions, I would like to add my own.
add several 'goals' to each prism activation that the player must complete before moving on to the next one, such as
"must remain in the sphere for 12 consecutive seconds"
"must kill 20 mobs"
etc.
nothing extreme but should ideally not take more than 30 seconds per prism to finish while also preventing players from just running away from it after it starts to avoid all confrontation
!feedback When artifacts come out, add an artifact that causes each floor to have a random item, and each enemy has that one item. This would be a crazy artifact that can probably be quite tough but fun as well.
!feedback There's noticeable power creep among alternate skills and survivors being introduced. I think it's better to lift then drag everyone else down though so I'd like to propose my suggestion for Huntress.
Strafe: 150-180%. This has always had double the damage but half the fire rate of double tap. Why mess with that? It takes 5+ shots to kill beetles, and after a loop can take twice that. Wisps would still be 2 shot kills but a subtle damage buff would make her just a bit more viable waiting on her comparatively long cooldowns.
Special: 17 -> 12 sec. Having over triple (in some cases 4 or 5x) the CD of other characters' high damage options?
Ballista should either pierce or have it's per shot damage doubled. Right now it feels bad waiting so long for basically nothing compared to other characters poppin' something comparable every 3-5 seconds.
Arrow Rain should actually slow, like glacial (80%) otherwise what's the point? It's barely even noticeable as is.
!feedback Mul-T's ''powersaw'' is amazing damage wise but the survivor is not designed to be a melee and ussually dies because of it. My suggestion is to give him an alternative shift which makes him immune for a few seconds and gives him movement speed. This will help him survive while sawing enemies like other melee characters who also have some form of immunity or high speed to prevent them from getting killed. The increased movement speed will also mean its viable on non saw builds as we can build with less movement speed items and prioritizing other items or it will help us go to other stages faster as MUL-T has issues with movement speed.
!feedback Add an item count to the tab menu, I feel like this would make the Quality of Life so much better. It would make it easier to communicate with your friends to see who needs items and who needs to take a break from hoarding them.
!feedback
I know this is being repeated multiple times, but I do really wish that the timer in Void Fields either HALVED speed or FROZE entirely.
No matter what the case, you still have to wait a lengthy amount of time to get through all of the charging timers for cells.
All of this combined with the minimal amount of items gained results in a great spike in difficulty, as well as wasted time (literally given the difficulty is too much to handle).
I love the entire idea of embarking on a sidequest to visit this realm, defending various points in a drained land, and coping with your team through the struggle of randomness. The enemies adding on with items they possess is something I love to see oh so much (except with something known as the Unstable Tesla Coil).
I simply want the time to be less of a deterrent and more of an option to ponder (if it is slowed down.)
!feedback
@tardy scarab <--- Major thanks to this guy for helping rework this idea!
White Item Rarity: Drone Upgrade Kit
Effect: +20 armor to Drones (Does not stack, helping protect them from one-shots, such as the Wandering Vagrant's Electro-Nova.)
Gives 2 items from your inventory pool to all of your drones. (+1 item after the 4th stack of this item) Also applies with, "The Back-up" Equipment.
!feedback
considering all of the new things that have been added, I've decided to rework the "Gilded Elite" idea I had a while ago
Gilded Elite
-more health than celestine and malachite
-only spawns after ||gilded shores|| has been completed once in the run
-Actively runs away from the survivors(s) and any allied AI
-creates a cash register sound upon spawn (think Ghor's Tome)
-drops gold when hit, a massive amount upon death
-dissapears after 30 seconds
-always spawns near a survivor or some other damage source
-killing one for the first time gives the All That Glitters achievement, which grants the red item AU-gmentation
AU-gmentation increases damage based off of the current gold of the survivor, and appears as the weapons (claws, sword, fists, etc.) turning gold with $ appearing on them
!feedback
Don't change Acrid M1 cancel by sprinting 😡
!feedback Small ideas for improving/polishing Rex's new mastery skin: rename it to Green Tea & if possible make the sprinting roots & ability flower more in-line with the new flower colors.
!feedback Acrid after jump leaves poison blobs for a few steps. This way he feels more similar to the old acrid from risk of rain 1!
!feedback
Probably been suggested before, but make Huntress able to run in all directions (including backwards) allowing her to kite/strafe effectively.
!feedback
Acrid alt R: Pandemic
Spreads a poison separate from normal R and M2
!feedback Playing on PS4. So if the “host” intentionally disconnects, it just kicks everyone back to the main menu? That makes the matchmaking essentially useless, seeing as an hour long run can abruptly end with nothing to be done about it.
!feedback
The Void Gauntlet is shorter so it's viable on Inferno runs
!feedback Make Scap Launcher reload scale with attack speed
!feedback have the halcyon beacons pulse with a faint light when unlit so that you can find it easier in the chaos of the aurelionite fight
!feedback Reduce Huntress' Special CD from 17->12 seconds. It's so long for something that just comes across as a joke especially in multiplayer. Ballista should pierce.
!feedback i'd love an option to turn off the cosmetic affect of specific items. maybe some icon you can click on in the items logbook? i don't mind a lot of the smaller gear and would be happy to keep them on my character, just the large silly stuff like predatory instinct bothers me. not a big deal of course but i think it'd be a nice feature.
!feedback Alternate Acrid R
Last Gasp All enemies poisoned by Acrid within X meters die if below x% hp
!feedback CONSOLES: skills 2.0 did a number on rex's ability to have good runs on monsoon. after playing since the update, i've only reached stage 7 twice & i put a lot of hours in on rex, compared to the fact that i unlocked commando's & loader's skin in the same day within a few runs- with nowhere near as much struggle as i do with rex.
!feedback if you fail a shrine of chance 6 times in a row we should unlock loaded dice from the first game
Or gain 2% increased crit chance or movement speed or something
!feedback With the new map varient of distant roost you can see the colossus head even better. This made me think that it'd be really cool if there was a chance for the colossus to actually appear and move in the background. It'd also be cool for jellyfish swarms to appear far overhead in the skybox. I think some aesthetic things like that would really make the planet feel more alive and mysterious.
!feedback
Luma item that replaces shift, low cooldown, teleports you randomly to a nearby spot. Like an imp teleport.
High risk, high mobility.
!feedback For a skill that's meant to be strong vs High HP targets due to its max health scaling, it sure doesn't feel that way. Bosses take significantly less damage from Acrids Poison than regular monsters do and every monster seems to tick for the same amount regardless of how tanky it is meant to be. ATM it feels like a flat damage scaling DoT that is handicapped vs bosses, instead of the tankbuster it's meant to be.
!feedback
Assuming in the next 2 updates hoppo will add the 2 remaining Heresy items, make having all 4 transform your character visually into someone idk
!feedback
If Scavenger spawns I think we should get an objective like the one in the void fields that shows what items he has.
!feedback I know this isn't much to use for the dev team, but the above feedback reminded me that on my first time to the Void Fields we had Jellyfish with Red Whips in the crevice area and it was the funniest thing to see them floppy physics drift around the walls to try to detonate on us. We loved it so much, enemies with items is hilarious. I would not be opposed to some sort of shrine/challenge that gave normal enemies items for some reward in the future. I'd end so many of my runs to it but it is so funny that it will always be worth.
!feedback this might have been mentioned to you guys already but it's worth it just in case it hasn't been - there's a few stages in my experience where the chests can spawn in places that make opening them send the item into an abyss and become unreachable. It's happened to me several times now on Siren's Call, and once before in Wetland aspect. Something to maybe sling shot the item back onto the map, or prevent the chests spawning in problematic spots would be a nice QoL fix if you guys don't already have that on your radar.
!feedback It'd be interesting to have a seeding option for normal gameplay, similar to the way Prismatic Trials work. Could involve disabling unlocks in order to prevent abuse. Idea came after a mention of the relative balance of characters and I could no better way to get a comparison than running through the exact same seed.
!feedback This is just a small visual detail that's probably more a personal preference than anything else, but maybe there are people that feel the same:
The flower on REX always feels kind of static, it'd be nice if it would wiggle more and bend back while sprinting or jumping forwards for example
!feedback
It'd be neat if you color coded the drop pods to the survivors in them. Commando gets an orange drop pod, Huntress gets a red drop pod, Engineer gets a purple drop pod, etc.
!feedback So random and probably not so important idea.
Whenever you do Acrid's logbook entry can you have it so someone attempted to pet the 'dog' and ended up losing a limb to acid or a very defensive alien beastie. This would TOTALLY show people he is not just some best boy doggo which will roll over to expose its belly for a nice rubbing now.
Hey they have spiltelscreen in console , it's possible to make it for pc ?
!feedback
Due to not wanting to have the poison be too powerful, give us the ability to unlock a poison that can kill but does half the damage, or maybe a poison that can stack up to 5 times for bonus damage, or so on and so forth
!feedback
Dio's Best Friend causes an odd interaction when given to the monsters in the Void Field, where they will actually be revived after being killed at the end of the event and continue to attack players. This feels unintentional and, while rare, will occasionally end runs unexpectedly.
!feedback
Make the 3 terminal stores never have repeats in items like 2 of one item. Instead, put another item there or a random one
!feedback
I would really love to see how my good boi looks like at the ending of each run. like 3d model if possible.
!feedback ancient scepter? I know it's hard due to Skills 2.0, but any chances?
!feedback Could Acrid's poison ticks have a proc coefficient? Even if its a very minor one, it would help him out immensly early game where you more than likely don't have many ukes, daggers, or atgs.
!feedback a new mode that is just an endless version of the new void area
!feedback if acrids poison won't kill at least give it a small chance to proc like 0.2
!feedback Make elite equipments items instead. This would allow players to use them on top of equipment or have multiple elite affixes if they are lucky enough to find them. This would also allow "Blazing Overloading Glacial..." enemies, adding another layer of difficulty in long runs.
!feedback
Instead of giving the poison PC, here’s my idea:
Make Pandemic’s poison different from m2 and shift poison, and allow it to kill enemies affected by m2/shift poison. As well, give my good girl her poison claws back
!feedback Should a player leave a game in progress, the entirety of their items should be found within a Scavenger bag placed near a random player.
!feedback acrids alt skin should have the eyes and claws glow like in his base skin
!FEEDback no tesla coil on void fields pls
!feedback I think we can agree survivor balance is kinda wack between Skills 2.0 and Hidden Realms. This suggestion is straight up asking for a balance pass. Some survivors are falling behind, some alt skills are "mandatory" instead of just opening new playstyles, and some are pretty far ahead. I'd rather this actively get hammered out then just suggest buffs or nerfs to any specific character. A good example is Commando - his phase blast completely redefined him into a character people are having fun with - but it's also basically a "mandatory" skill now, phase shot is still "the garbage skill" and I think that's a real shame. Each survivor should feel unique in some way and by some metric equally capable at clearing stages.
!feedback Regardless of Acrid's poison killing or not, his caustic pools definitely should. Currently their damage doesn't apply poison and the game doesn't seem to denote it as poison because it pops up as white numbers instead of green. And yet, the pool damage doesn't kill.
!feedback Give the player more interactions with their drones (in addition to the often requested AI changes^^).
Have an alternative ping just for drone control that allows you to give your drones some agency:
-Pinging an enemy makes your offensive drones prioritze targets, swarming arround the target if it is out of range
-Pinging an allied unit orders drones to prioritze following it
-Pinging the ground orders your drones to fly to that location ASAP
!feedback
there is a lack of dapper top hats
this must be rectified
maybe it will make you recieve slightly more money or something
!feedback What about a new character being unlocked after collecting four heresy items. There would need to be 2 more to replace the special and secondary, but I think it would be really cool. Call him the Heretic or something, and you can unlock him by denying your character's normal moveset by replacing them all with heresy items.
!feedback
Commando alt utility: Stimpack. Reduces max health for a short period, but increases movement speed and attack speed.
!feedback
Increase the amount of information presented on the character select screen, especially the survivor's abilities. The lack of information was a bit annoying before, but now with skills 2.0, it's become even more of a hassle. Numbers such as cooldowns, if abilities come with multiple charges, and other more niche data such as charge time for certain attacks would be monumentally more effective in letting the player choose exactly what Skills they want to use at any given time, instead of having to test them each out individually multiple times to determine their pros and cons.
!feedback This isn't anything major, but I just find this curious considering it is from the same gun.
!feedback
If a drone is destroyed, we can repair it again at an increased cost.
Sentry Turrets as off now just dissapear when they are destroyed - they ought to be able to be repaired like drones^^
!feedback
let us pet acrid as an easter egg on the 'character select' menu.
!feedback ||Seems questionable that enemies who are given Dio's Best Friend in the void fields are revived from the instant kill at the end of the last wave. ||
!feedback
if you get hit by all of grovetenders chains while standing directly under him you get launched into the stratosphere
This should probably be fixed
!feedback
We need an unstuck command that puts us back in the map in the event I go flying through a wall with the amount of speed and quail items I have late game 🙂
!feedback
Artificer's Plasma Bolts seem pretty lacking compared to standard Fire Bolts, giving up a lot of damage for a bit of extra radius. I think they should have an alternate secondary effect to add a little punch back in. My idea would be to give them a weaker version of the Charged Nano-bomb's lightning effect.
!feedback
probably already happening, but if you get all 4(assuming from the logbook descriptions) Hersey items, you get a new model or skin as you don't have anything left of your previous character besides their passive(?) Similar to the pet items is Binding of Issac giving you a different sprite.
Maybe it even unlocks a new character?
!feedback acrids poison feels a bit weak mid to late game due to its tik rate being 10 seconds it should scale off of attack speed
!feedback Nerf clay dunestriders like c'mon man
!feedback
In Dev Thoughts #11 it was pointed out how things like Gasoline and Guillotine would synergize with Acrid's mysteriously nonlethal poison. I would like to point out that drones and Beetle Guard kills do not trigger on-kill effects, and Guillotine only executes when the survivor with Guillotine procs it (DoT and minions do not).
Please fix on-kill items and Guillotine to work whenever an enemy dies/hits the execute threshold. I should not need to compete for the last hit with my own minions in order to use my own items, especially on Acrid who both really needs those items to work and excels at getting kills stolen by drones.
!feedback Make Acrid's mastery palette swap less monochrome by making its eyes and lower jaw pop out with a bright color, like how the default has vibrant green eyes and seeping poison from its mouth. Perhaps purple would be a good accent color?
!feedback I know this has been suggested a few times before, but in general sprinting is exhausting while playing Loader and it often feels awkward when it's broken. In particular, just sending out the pylon doesn't even trigger an animation from Loader but stops your Sprint, which makes it awkward to do a cool swinging combo off it. It would feel so much better to launch it and immediately swing from it without having to get back up to full speed again.
!feedback Emotes. Putting in the text channel of the game ie. / dance
Dancing would be pretty cool for when I want to take screen shots with the homies.
i have an idea
!feedback If you're going to remove Golems from the boss pool, please get rid of Brass Contraptions too. I've lost three times in a row due to Blazing Brass Armageddon.
!feedback correct me if this did get changed but getting like, a horde of 4+ overloading enemies for your tp boss is extremely demoralizing and its difficult to prioritize targets, i think i got 8 overloading brass contraptions before
!feedback Acrid's autoattack is far too similar to mercenaries and doesn't synergize with his other skills at all. Replacing his three hit combo with a damage increase to poisoned foes would reinforce his role as a DoT character while still keeping to his feral animal theme. It would also synergize with his caustic leap which would give players choice to use it as a distance closer or a movement tool like it's being used right now. His M1 is pretty much universally disliked to the point people are abusing glitches just to make it viable, a lot of streams or games I see have acrid using his animation cancel and you've even addressed it in the developer thoughts. You don't have to take my suggested change but I hope you consider changing his autoattack, as it stands it's either ignored or abused with glitches.
^Maybe make it a thing that does huge damage, has charges, but a cooldown similar to Artificer?
!feedback Please give us SOMETHING that increases the chance to spawn environment logs or the drop rate of monster logs, having to do a full loop just for a single terribly low chance of getting the siren's call's environment log or the secret boss's monster log is utterly atrocious
!feedback Make at least some of Acrid's items work with poison. Leeching seed would be good with epidemic, Ukulele may be broken with it, and it'd be perfect with Brilliant Behemoth. It just feels underwhelming that a lot of my runs, I'm trying to become ranged with both Heresy items instead of play with the character's actual skillset.
!feedback Make defeating Scavenger when using beads at the obelisk also unlock the Mastery skin if you haven't gotten it yet.
!feedback how about Lunar Item which has ability to open/activate everything at free of cost, but on downside is every interaction drops health to 1 ( Or lowest possible amount given by stupid OSP )... Stacking bonus would be having additional chests/turrets to be spawned.
!feedback
"Monster logs drop from any enemy. Any given enemy has a 1% chance to drop a monster log if any player in the lobby has not acquired the monster log yet. If the enemy is a teleporter boss, (and not a horde of many,) this drop chance is 3% instead."
The Alloy Worship unit, despite being a rarer creature than most teleporter based bosses, has a lower drop rate of it's log than most foes that fight from the teleporter. At best, you can encounter one every 40 minutes, 30 if you skip many helpful items. Log books are already pretty rare as is, but that specific foe has a ridiculously small chance to drop it's information, due to the circumstances in which it appears. A simple change of that value should fix that issue.
This is a similar situation to environment logs, as while they are slightly more common, they are small and easy to miss, which makes the occurences in which they do appear likely to be completely missed. Either they should be made more common, or their appearance flashier so that it cannot be easily mistaken with a piece of decor.
!feedback It seems odd that we have so many themed enemies and bosses (Beetle guards / dunestrider for the abandoned aqueduct, elder lemurians / magma worms for the abyssal depths) but they all kind of... mesh together in all the maps. We probably don't have enemies in the game for each map to have it's own set of foes, but it'd be neat at some point, imo, to have the first loop's enemies be predictable, if nothing else.
!feedback have rexs skin reskin his tentacles when he sprints
!feedback Having your character turn into solid jade after activating the jade elephant would be visually appealing 
!feedback Disable Clay Dunestrider
ghosts (spawned from Happiest Mask) from using their low health drain ability. With the
damage buff, your friendly ghost Dunestrider can quickly melt you and all your drones with it's health drain ability. It's more deadly than an enemy Dunestrider.
!feedback more wrenches in the loadouts menu confirming that we will get more than one variant for character's skills OR a confirmation that every character will have one variant per character skill.
!feedback I really want to like Commando's grenades to seeing as they are fun but they seem far worse than his suppressive fire alternative. Perhaps an effect such as sticking to enemies, exploding on contact with enemies, minor pull before detonation, stun enemies (as the suppressive fire alternative does), being able to"cook" the grenade, etc-- I feel like it has much potential to be fun and useful but right now it feels lackluster, personally.
!feedback Yo, can anyone fix A Moment, Whole being an almost pure white screen when you use Tonic?
!feedback
give the thunder gauntlet just a little buff.
right now with the charged gauntlet you can deal 2700% damage to all enemies in a straight line assuming you can aim somewhat well
with the thunder gauntlet, you can deal 2100% damage to one enemy, and 1000% to whatever is infront of you, stunning it also
the normal gauntlet does more damage but charges slower, i feel like without a buff the thunder gauntlet is not gonna be very good apart from when your cooldown is 1 second, by that time though you probably have a lot of attack speed buffs anyway
maybe decrease its cooldown by a second or two, i feel like that would work well
EDIT: turns out you can knock the hit enemy back, and then have the thunder strirke it, making it deal 3100% which is a plus
!feedback
could you make Huntress able to use Phase Blink during Ballista? I love using Ballista but it's difficult to use all 3 shots properly when I'm airborne with squids blowing up on me and her damage feels really low as it is.
!idea make a utility replacement for engie called hustle bustle, you get the "grounded buff" take no damage and have a boost to healing effects aswell as a defense buff for more ballsy plays
!feedback As it is well know Merc's alternative M2 is a must take every run since it does the same thing as the vanilla M2 but with more damage. The proposed change is that vanilla M2 deals damage X amount when he spins similiar to MUL-T's powersaw. It would still deal the same damage but would become viable as a late game on hit build. So you would take the alternative M2 to have a better early game with it's damage, while the vanilla one would be taken as a lategame multiple procs build. If this change happenes then the vanilla could also use a bit of a damage nerf eitherwise it would become the must take then.
!feedback Scavenger is a fun concept and can be fun to fight, but the devs have already noted that certain items make him a very frustrating boss. Foreign Fruit (along with some other equipment) can make the fight downright impossible if you don't have a god run on your hands. Maybe the equipment cooldown for NPCs could be 2x or 3x the normal cooldowns for players.
!feedback Reduce Loader Grapple cooldown by like maybe a second or two? Its weird to me that a move thats primarily used for movement and a move that, under certain conditions, can one shot an enemy (Charged Gauntlet) have what seems the same cooldown time. I think reducing Grapple just by like a second or two would make it a bit more fitting as a M2
!feedback Make the lockbox color level dependant, never too evident, but here, for example, is ridiculously difficult to find.
!feedback
Don't know if anyone's pointed this out before, but there's a bug since Loader was added. If you are standing non the ground and use her pylon pointing straight down, it goes through the map and is useless. I don't think this was intentional.
!feedback The Newt Merchant should give 'quests' for lunarcoins. Something like having him spawn a portal that takes the player to a 'challenge realm' where they have to complete the stage in X amount of time with or without some stipulation(s).
!feedback While I think the idea of levels with a single type of enemy (stone creatures, wisps and so on) I definitely think they should be relegated at least to the first loop: having to face a swarm of lesser wisps and then a horde of many elite greater wisps as a second level is not at all fun.
!feedback im glad i supported this game ❤️
!feedback
Please give us the option to print more than one item at a time. Pressing and holding could (after a delay) just start yeeting stuff into the printer and the items start popping out rapid fire as long as we hold it. Sometimes I want to just commit to something because it sounds fun, but I know it'll take me forever to sit there printing every single white item I have.
!feedback Scavenger is a great boss concept, but his ability to spam healing items and equipment makes him impossible to actually beat in the first couple loops without an amazing build. Healing items should affect him significantly less, and equipment (specifically the foreign fruit) should not be able to be used by him every other second. Right now he feels like a dps race, and if you dont have good dps, the run is over.
!feedback The huntress is one of three characters with only four skills and one of four characters with no passive. In addition, her auto-target is often clunky and frustrating, especially in later levels. As such, could she maybe be allowed to also sprint while using Laser Glaive and Blink (if grounded at the end). Currently sprint state is lost when using these, which makes an already frustrating character require more irrelevant button presses and more frustrating. This could be her passive.
https://discordapp.com/channels/417739215355510784/559901472339525644/652711817029746736
Alot of people are suggesting this--I did long ago, with good success.
!feedback I don't know if anyone has already brought this up, but a more foliage graphics options would look really nice. And of course more stage variants would be appreciated! Keep up the good work this game is easily worth more than $20!
!feedback I think a return of the “Mysterious Vial” from the first game would be appreciated. For those who don’t know what that is, it was a white item that increased your regen in any situation.
!feedback
The "Mercenary: Ethereal" challenge is way too difficult compared to the others. Considering that you play solo, the crystals explode upon being destroyed, and that the prismatic trials are randomly generated every few days, there is no consistent strategy to complete them without ever taking damage. This challenge should be reworked.
!Feedback I propose Acrid's 3rd M1 hit consume poison on a target and deal it's remaining damage instantly and damage dealt this way can kill. This will reward the player for actually getting in the fray to take out dangerous targets quickly, rather than kite spamming contagion and hoping it all works out.
!feedback please delay the explosion of mines by the engineer when a crowd of mines mob runs into the area of destruction immediately on the first and the efficiency drops, can you also increase the number of bounces from the ground of the engineer’s grenades for more convenient shooting
!feedback Due to the irrelevance of fire past a single loop, there should be items that synergise with it, such as increasing damage done to enemies on fire, life leech for enemies on fire, decreased damage received from enemies set ablaze, etc...
!feedback 1. Acrid's M1 is useless after the first loop. It's fairly obvious his testing was only done on Drizzle. 2. Having multiple Acrids is punished because neither Epidemic nor Neurotoxin's dot can kill + the poisons from multiple Acrids will not stack upon an enemy. 3. Acrid's poison damage being reduced by armor is incredibly questionable due to the aforementioned two points if it's not going to be lethal.
!feedback
Multiple people playing acrid feels awful because the poison doesn't do anything more if applied by multiple acrids, ultimately it feels wasteful or pointless to have more than one acrid on a team.
!feedback Make acrid sleep like his spawn animation if he stands still for a while
!feedback It would be nice for acrid for his melee to interact with his poison somehow, since right now his melee feels quite useless compared to just using his poison.
Deep wounds:
Every third hit inflicts a deep wound to enemies hit. Any existing poison rushes down the wound and instantly causes x% of the remaining poison damage.
I feel like this ability would scale nicely with attack speed and gives you a reason to melee along with throwing out poison.
!feedback Once you stabilise the void realm it can show up as a normal level because it's stabilised.
!feedback Allow you to get the mastery skin by Obliterating at the obelisk when you have Beads of Fealty instead of when you defeat the Scavenger. It's a real killjoy to pick up Beads when you are curious about what they are and then not get the mastery skin because you died to the scavenger.
!feedback Acrids Caustic Leap skill deals white damage over time to anything standing on it as well as poisoning.
While poison damage cannot proc effects and cannot kill, the white damage from Caustic Leap should function like any other ground target DoT effect (Seed Volley/Arrow Rain).
Allow the white damage from standing on the caustic area to proc effects and kill.
!feedback Another idle animation idea, it would be neat if an Engineer is idle near his turret he would sit down with his back against it, similar to the survivor select screen.
!feedback make arti's m1 cooldowns scale with attack speed
!feedback Some feedback about Acrid's kit:
Acrid's M1 sticks out like a sore thumb from the rest of his kit and doesn't synergize well with his other abilities. I think either the third hit should apply poison (with less physical damage if necessary for balance) or change the third hit to a bite that applies bleed, allowing him to stack DoTs on meatier targets.
I also think it's kind of weird that poison ticks are reduced by enemy armor. I would assume this wasn't intended, but if it was, I really don't think they should be, especially since they don't crit, scale, kill, or proc items.
Epidemic's range is just a tad too short. From what I've seen it never really actually bounces from targets unless they're shoulder to shoulder. Perhaps it could use a range buff. Also maybe make it a separate DoT that stacks with poison like in the first game?
!feedback The sword for Mercenary's mastery skin should be red to match the color scheme of the rest of the skin. The bright blue sword seems weird on it
!feedback stage alternates are a fantastic method to make the stages we’ve been playing feel exciting and new. my friends and i would love to see more of these in the future.
!feedback One of the strongest advantages to Acrid's M1 animation cancel is that it allows you to hover while attacking aerial enemies (often the only way to quickly kill big jellyfish early game) and is also very fun to use.
If/when the cancel gets fixed, increase the aerial stall duration to allow Acrid to attack aerial enemies with M1.
While you certainly can just poke from a long range, it's not super fun to do so and there's still a considerable amount of risk in getting close as acrid anyways.
!feedback Disallow players carrying the Fuel Array item from using the Shrine of Blood, or alter the shrine to leave 1 hp more than half health on its first use. This is a frustrating way to accidentally end a run, and nothing is lost by making this almost guaranteed loss state a little less punishing.
!feedback please don't let scavenger get dio's best friend
Add linux please for all that is holy to your alpha server stuff window hosts are expensive and its a pain in the ass to get a linux host to run windows
!feedback Void Fields can be almost impossible based on enemy/item RNG. Rather than nerfing it, though, I think players should have a view of what's coming in the next wave before they start it, and be able to leave early if they don't think they can handle it anymore, adding a bit of a press your luck mechanic.
!feedback small QoL thing: when the item queue has multiple consecutive pickups for the exact same item, please only display the pop-up at the bottom of the screen once, maybe with an updating multiplier for how many times it's been picked up. (i.e. if you pick up 100 chronobaubles, don't show the chronobauble pickup window 100 times.) It doesn't happen often normally, but mods can make it a regular occurrence.
!feedback I would like to see emotes for each character, like how you could maybe make your character dance, or sleep, or other such things.
Got the idea from seeing the way acrid looks when spawning as he is just laying there sleeping.
!feedback this isn't a major issue by any means but it would be pretty cool if we could Ping an enemy and your drones / carbonizer turrets would then go out of their way to focus fire that particular target 
!feedback Some items need to be permanently removed from Scavenger, as they make them literally unkillable. I believe the one I ran into had Foreign Fruits and just healed 50% of its HP when it was low, making it impossible to outDPS and warranting it literally unkillable. Other items like Tougher Times are extremely annoying and make Scavenger either extremely difficult or impossible to kill.
!feedback Monster items in the void shouldn't include items that can just outright kill the player with no recourse, just had a missile launcher 1 shot me from 900+ hp
!feedback
emotes
!feedback this isn't an idea, it's just feedback about Acrid.
A lot of people seem to dislike Acrid's M1, even tho i love it, reminds me of loaders M1.
I love playing Acrid in a brawly way, up close to the enemy as all the enemies health around are just chipped down, especiall with the 2nd loadout for Acrid's Utility.
The kit is amazing, and I've had amazing runs with Acrids kit so far. Love how you guys brought him to the 3D world <3
All I'd really ask is increase Acrids M1 vertically slightly cause he's the only melee survivor who cant kill Vagrant while standing on it.
!feedback macOS support ):
!feedback
with the addition of genesis loop we now know the potential of items that trigger on low health
we should have more items like this
like a low health frenzy item
or an emergency armor boost
or even an emergency shield generator
any of these items could be interesting
basically im suggesting more items of this type
!feedback buff the new character make his poison acctually kill
!feedback On the topic of lunar items I'd love to see more of their chaotic nature. A new lunar active that creates a shadow mimicking your moves and movements trailing behind you with a slight delay. Taking a percentile chunk of your health to activate maybe? Just an idea much love Hopoo!
!feedback
It could work really well if score could be translated into currency that you could spend on a store to buy skins for your characters that could rotate every week so there are always "new" skins. game modifiers and difficulty could yield a bonus to get higher numbers every game
!feedback
For the love of all things good in this world, please allow us to quickplay on a difficulty setting instead of having to constantly drop and join to find a group not on monsoon constantly.
!feedback
How about a lunar (?) item that shows the items that will be taken next by a printer and by the green/red item trades in the lunar shop?
!feeback Let us hold down SHIFT and give us an aiming reticle for Acrids jump since it is an aoe attack so we can also know the range of the move
!feedback Since the devs originally intended Poison to be non-lethal, it should instead stack like Bleed or Fire procs. Acrid's first utility kinda sucks right now, so it would be cool if enemies that stand in it get more stacks of Poison, and the same if you hit an enemy with Neurotoxin and Epidemic.
!feedback Let us hold shift for a targeting reticule and release to jump with acrid, let all 3 different poisoning attacks stack poison since it is strangley nonlethal, give back the old pierce on from his old R from ROR to his RMB so we can infect more targets that we happen to line up
!feedback
make the laptron daisy only heal 25% max health and a white item. This item is no where near strong enough to be a green item but too strong to be white. it is in a similar place to the red whip. it is always a severe disappointment when I get it.
Or
Take out "fires 1(+ 1) times per item. and make it fire every 20 - 30 seconds and maybe the scaling goes from 50% to 10% (+5%).
!feedback
I'd say make the Aegis a bit less effective with the bustling fungus. I just had a run where I was basically invincible since I could overheal to almost 10k health
!feedback if the trend of adding "of Heresy" Items is going to continue, then please add an item or survivor that gets unlocked via replacing all your abilities with "Heresy Skills"
!feedback if the intent of Acrid's poison design is to remain non-lethal, it may be worth adding a proc chance (even if it's VERY small) to it; my experience with Acrid so far has given the impression that 57 Leaf Clover is almost mandatory in order to get the procs you need to finish off poisoned enemies
!feedback Elder lemurians can cancel fireball to flamethrower immediately, which is a liiiittle bit over the top imo
!feedback
the frost barrier item's constant aura is very distracting in multiplayer, i constantly mistook it as the ice elite death effect. something to make the death effect and frost barrier easier to tell apart would be nice imo
!feedback
ACTIVATION for L-Shift abilities
press a button like right click to cancel and left click to confirm to make sure that an accidental click wont take the ability away from the player
!feedback Maxing out shrines of woods should grant you a 5% permanent health regen bonus for that run. And it stacks infinitely.
!feedback
Just like, a 2% chance that it will rain on each stage. That's all I'm asking is that for once there is actually a little bit of the risk I was promised
!feedback
please add a tiny elephant that follows you when you have the jade elephant in use. please. i just want an elephant i was so sad when no elephant spawned
!feedback
I will rephrase my original post, I'm not suggesting they should create an entirely new model for The Loader's "classic" skin, what I am saying is that loader's gauntlets should get some better detailing and slight model edits to look similar to the ror1 loader, perhaps adding some kind of small plates with a caution strip pattern to the side of the gauntlets that look similar to the original loader's, but aren't too obtrusive on the hitboxes, also, making the railing around her chest be the same yellow as the gauntlets would be another welcome addition. Whatever happens though, I think the current skin doesn't look enough like classic loader.
!feedback
A way at the end of the run, to click on any of your items to see how many times it was proc'd, or how much healing it have, or how much damage the item did.
!feedback Similar to alternate skill loadouts, I suggest alternate passives be added to the list too. For example:
Merc could get a air-dash instead of a second jump as an alt
Acrid could get a weaker, but lethal poison, and/or a poison that is weaker and stacks intensity
Other characters without passives could also receive optional passives that change playstyle a little Like maybe commando could shoot slower, but one pistol auto aims like huntress arrows, and the other aims at the crosshair.
edit: clarification
!feedback The cells can currently be cheesed simply by running away from them after activation and tanking the void damage. There's no need to actually fight any of this challenge that's been set up. You could slap a tele circle on it, but that feels like it doesn't really solve the problem.
Make it so the progress on the cell only goes up when enemies are killed. Remove the time component entirely, and make each one a kill x enemies challenge. This forces the player to actually fight the spawned enemies, and makes cheesing by simply running away impossible. If necessary, the spawn rate can be increased or spawn distance reduced, or even more enemies forced to spawn when current enemies are all dead, just to reduce dead time and get things moving quicker.
!feedback
It feels strange that some survivors have passives and other's don't (Commando, Huntress and Engineer). I've got an idea for each one too:
Commando: Adrenaline Rush
The Commando gains bonus attack speed for each skill that is on cooldown.
Huntress: 8-Way-Run
The Huntress can sprint in any direction, even backwards.
Engineer: Extended Warranty
Purchased drones and turrets that are destroyed can be repaired by the Engineer.
!feedback Multiple Clay Dunestriders remain a DPS check, despite multiple nerfs and community complaints. Would be lovely if you could simply limit their allowed number of life-leeches to one per Dunestrider. Getting really tired of seeing two clay teapots and knowing that my run is now over despite having excellent items.
!feedback
Despite Acrid's Overpowering Poison Abilities, I would really favour if Acrid's Maul (M1) had slightly more range (Not AS much as Mercenary), Dealing with enemies such as Fire Elites / Dunestriders / Imp Overlords is SUCH A Pain And I feel Like Mainly Using his poison Abilities doesn't Make Acrid that Fun of a Melee Character IMO. I want to Use all His Skills / Abilities At their full Potential.
Although Different People have Different playstyles.
(Others might disagree on this feedback / Others Might Agree)
!feedback as an interesting buff to commandos base m2 since it seems like damage number are off the table it would be fun to have it pierce geometry it would give him interesting play where ducking behind cover to dodge the golem laser beam or the vagrant blast is a chance to land a cheeky m2
also it might do with having 2 charges to start with
!feedback
expanding upon the raining idea: how about terrain damages and/or weather? It would be so weird it is all-time sunny day on titanic plains. Seeing void fields have some sort of terrain damage, it would be great to introduce terrain specific modifiers like slower movement speed in swamp, slow burning in abyssal depths, etc.
going to make this suggestion again TRADING for in game so i can fix mistakes like picking up another item that doesnt stack well
!feedback
(Repost for @south thicket)
going to make this suggestion again TRADING for in game so i can fix mistakes like picking up another item that doesnt stack well
!Feedback make ion surge for artificer multidirectional!
!Feedback I feel like Acrid's special ability could use more range. I just feel like enemies have to be right next to each other in order for the poison ability to spread.
||!feedback|| Scavengers having royal capacitors is apparently unfun and can end a run in an instant. Instead of simply blacklisting it, i would like to propose a nerf to the equipment in general which would make it more fun to fight against and to fight with.
I find that scavs with cap actually highlights what have been long-standing issues with royal cap as an equipment since release. These issues, of course, being the fact that royal cap is 1: instant cast with NO tell, 2: massive damage, 3: on an extremely short cooldown, and 4: completely automatic aiming. These have never been distinct "issues" until now, mainly because it's never been used against the player, however i believe addressing these aspects of royal capacitor could make it more enjoyable without taking away too much from it's strength.
Potential fixes, for each point, are not limited to but could include 1: adding a short cast delay in which using the capacitor has a tell that can be dodged with enough mobility, 2: nerf damage, 3: increase the cooldown, and 4: give it a way to miss, either by reducing the auto aim strength and having "dead zones" where the capacitor can fire without a target, or remove auto aim entirely. Not all of these changed need to be implemented, nor do they need to be an extreme change - only just enough to make it fun and fair to fight against, and balanced to fight with. That is up to the devs to decide.
!feedback
Add the ability to run in any direction, not just forward. Mobility skills unaffected.
!feedback
make a new command for this bot called !suggestion to differentiate between players giving feedback and ideas.
!feedback I know you get a lot of people asking for Bandit, and I know you've said why he isn't in the game despite being in a playable state. But i think if you were to put him in, the next update would be a perfect spot. It's the only update without a new character and my boy bandit is super fun in his simplicity.
!feedback
make it so whenever you select a monster's log, it will show their spawn animation (sorta like what the golem and solus probe do at the moment, except the full animation)
additionally, give the ability to view monster's elite forms in the log.
!feedback (Rarity?) Item: Hazard Suit
Reduces severity/duration of negative status effects by x%. Stacking increases percentage
!feedback
I know in the latest dev thoughts release there was a note to "fix" the ability to animation cancel Acrid's M1, but please don't remove it. I realize it looks silly but I think it adds an extra level of depth to the character and allows the player to prioritize things besides stacking attack speed like almost every other survivor. I honestly think it is an extremely fun and unique (albeit unintentional) feature that has kept me playing him since release and will continue to draw me toward that character.
!feedback Make Scavengers not have Gnarled Woodsprite
!feedback Add an option to enable captions so deaf players/players with no sound can still tell when a malachite has spawned, a Clay Templar is getting ready to shoot, etc.
!feedback We know that Merc's "Ethereal" challenge is very difficult, but I think it is extra difficult because it misinterprets what it means to have full health. Shields should not be considered part of your health, similar to barriers. To balance Transcendence, maybe Merc can't find it in prismatic trials?
!feedback What about
Move the Ethereal Challenge over to Loader. She has barrier frequently and its alot less of a pain to deal with wisps and ranged enemies
!feedback If/when you loop back to the exact same first stage you spawned in, you should see your drop pods still there.
!feedback
Huntress Alternative Primary Attack:
I know the point of and the quirk of huntress carries through from the first game with the auto aim but, for myself and my friends that I regularly play with we all agree that the auto aim is unrewarding and generally not fun to play with.
I'd propose that in lieu of the skills update and Mul-T getting an alternative primary attack that the huntress could get an alternative locked behind a challenge too (you would pick it or the default attack in the Loadout tab this allows either to be selected depending on preference).
All stats are the same as the basic attack except it has longer range and no lock on mechanic so you actually have to aim.
!feedback Hopefully not too much. In logbook let us see the projecticles and such from items. Like Wisps and Skulls from Disciple and Opinion, Knives from Dagger, Fireworks, etc
!feedback I was trying to get this item, but uh, it fell to the depths because it spawned on the bridge. So maybe automatically give items to the player that fall out of bounds? Similarly to how Monster Logs are automatically given if they fall out of bounds as well. Just to make sure this kind of RNG can still be benefited from.
!feedback Add a save option. Too many times have I been in the middle of good run only for my friends to ask me to join them to play something else or IRL stuff stops me from playing.
!feedback can we make Scavenger-spawned primordial cube black holes visually larger/brighter? Since they come in the late game and players progressively get faster+there are more boss monsters that die in flashier ways (ice elite bombs, vagrant/dunestrider death animations, etc), it gets really easy to miss the black hole which can spell game over right then and there.
Unlike explosive pots, these aren't stationary nor pre-loaded either. There's no telling when or where one might show up, with the only indication being from a scavenger and I don't want to be avoiding every single scavenger like the plague. With how fast most players travel during god runs anyways, I wouldn't be surprised that even scavengers can be hard to see in swarms of other enemies/on stages like scorched acres.
Or just take the cube away from them.
!feedback
A possible notes entry for the Old Guillotine that I wrote:
Order: Old Guillotine
Tracking Number: 598 * * * * * *
Estimated Delivery: 8/17/2056
Shipping Method: Priority
Shipping Address: Outer Ring Space Station, Box 9, Saturn
Shipping Details:
Dear sirs, I do hope this package finds you in good health. It just so happens I am in need of your assistance. You see, my trusty guillotine has been worn away over the ages, and it is in dire need of repairs.
It still works, but only after the victim has been given a thorough lashing, you see, and that goes against my values. I may be an executioner, but I think everyone deserves a good, clean death. If you could do me the honor of giving it a work over, some sharpening and a touch of polish, I would be most grateful.
Oh, and do be careful to not lose it. One of my business partners sent off his trusty axe for restoration a little while ago, and he hasn't gotten it back yet. I hope you won't be as careless as that.
!feedback If Epidemic's Poison is already applied to enemies, make it lethal if the enemy has been hit with Neurotoxin after Epidemic is applied. this atleast lets us pick off high danger targets with our poison
!feedback New Elite Type called Void
Not sure what they would do,without making them annoying like teleporting and black holes,perhaps reducing armor?
Either way Void elites would be cool and could spawn more often in void fields!
!feedback Cleansing Pools should also remove tonic affliction, it only makes sense.
!feedback I just got insta-killed by Scavanger's Royal Capacitor. It's really unfair for players and i wish Scavanger can't use Royal Capacitor 
!feedback multiple teleporter locations in the game (especially in some of the new layouts and the magmar area) are nudged below an object like surface, causing items to not spread out when the teleporter boss has been defeated.
This makes it incredibly hard to nearly impossible in multiplayer to share items especially when there are still monsters around.
Please move those locations to a more open spot so you dont accidentally pick up all items at once.
!feedback i just came on this discord to say that scavenger should not spawn with royal cap
or if he does, reduce his damage with it, this is now 3 runs attempting the commando long run achivement only to be ended by one lightning bolt from out of nowhere on stage 8 or so.
!feedback Jellyfish shouldn't be a boss, simply because when they blow themselves up, they are gone. This removes any challenge in the teleporter boss.
!feedback make mobs not give cash in the void area (where u unlock acrid) because there are nothing you can spend money on
also maybe increase void dmg by 3x if an orb is activated to prevent players from running away and thus cheesing the entire TD event
!feedback
have atleast one Battle Shrine have guaranteed spawn on Stage 1,to prevent waiting for first mobs to spawn.
!feedback on scorched acres, getting clay dunestriders bosses especially on certain areas is super annoying since I have to leave the teleporter zone, and then when I get to them they have all their attacks ready, I have to run, and the whole thing takes forever to kill, due to travel time, I think this problem mainly comes from clay dunestriders insanely hard hitting constant stream of attacks(that are specifically targeting you), that no other boss has, but getting dunestriders on the ramps is just so unfun, and I already know my runs gonna end.
!feedback enemies with items would make for a great artifact
!feedback while I’m fine with the poison itself not being able to kill, I feel the acid damage from the pools left behind by Acrid’s shift should still be lethal. The skill description colors that damage differently and it even ticks white rather than green when damaging enemies in game. As it is not poison damage, I feel it should be capable of killing enemies that stand in it.
!feedback
There is a lot of feedback about Scavengers with royal capacitors one-shotting people. I haven't heard anyone complain about them having rocket launchers which home in on you.
Personally, I believe that all equipments used by the scavenger should activate after a short delay and that equipment as well as any homing related items he may carry does not lock onto the player or the drones, but to the location the player/drones were in when fired. This way you will see where the attack will land and have time to avoid it.
!feedback
please make it so that if you are sprinting and roll as commando you continue sprinting after the roll
!feedback make ghost void reavers not kill you when they die/run out.
!feedback
im sure its muscle memory for many people by now, but it doesn't make sense to me that Loader's tether is the secondary skill and the charge punch is the utility, i would prefer it to be the other way around, or at least the option to change controls per survivor
!feedback seeing as alt stages are now a thing
perhaps the alt stage for acres could be that huge unused area where the third newt shrine spawns
its actually quite a nice place, would probably be more popular seeing as it doesnt have the platforms that people apparently dont like
!feedback Make rusted keys not come out of lock boxes. It doesn’t really make sense to have them in the box since they’re needed to unlock the box.
!feedback
radar scanner would be much better if it presented a HUD and was passive instead of active, It could be a drastically smaller area of effect to balance. It could also have an activated ability with a big timer on it that could increase the size by 2x or 3x for a short while or instead of increasing area it could debuff enemies in it's radius. Or instead it could show a symbol for what it's highlighting instead of question marks.
!feedback on Acrid, let each ability stack a separate instance of poison. For example using M2 then Shift then R on an enemy would apply 3 stacks of poison, but multiple applications from the same move (i.e. spamming M2) wouldn't stack.
!feedback I was thinking a military green or hot rod red theme for Mul-T's unlockable skin would be cool, the blue/orange is a bit odd. Rex could look good with a fall theme of brown/red/orange.
!feedback Change the elemental aspect items to be boss rarity and not take the held item slot so they're actually worth using ever.
!feedback When crit chance is at or over 100% the lensmaker glasses on-character model should glow more intensely.
!feedback
Best idea time: What if we made a tiny version of the scavenger into a playable character? He's already got the stuff needed for items and equipment, he's got a surprisingly nice moveset that has room for alternate abilities, the backpack could be a neat skill if it was changed to "randomly place down a plantable object like turrets or bubble shields with a very rare chance to drop a white item" instead of "generate a fat pile of loot from nowhere", and he even has an alternate skin already. Just needs a 4th ability and to be not too big for smash downscaled a bit
!feedback I've gotta agree with @grizzled kindle, elemental aspects might as well not exist as is. I've got 100+ hours and I've seen one, just once, and it's not worth grabbing in almost any situation. They're too rare and they're horrible because they take up the equipment slot. I wouldnt mind if you removed them entirely, but I'd rather see them and be excited when I'm able to get one. Maybe still less than boss item rarity because the real problem is it takes the equipment slot. If you could get them and have them stack, keeping them rarer than boss items but more common than they are now so you're extremely unlikely to get more than one
!feedback change the Irradiant Pearl drop rate to 10% and add 1 garaunteed Cleansing Pool spawn location nearby the exit portal in A Moment Fractured.
!feedback create an extra slot for elemental aspects instead of making them a normal item (like stated in previous suggestions). so if more then one drop in a round (which has happened to me before) 1 person doesnt and cant take them all
!feedback change the cleansing pool so that if you're playing Mul-T, and have lunar equipment in both slots, it doesn't take both at the same time and pays out with only one pearl.
!feedback
Soldier's syringe increases attack speed but that's not something that's quite needed with artificer, especially since you dont have unlimited ammo, it would be more useful if it provided an extra charge or slightly lower the cool down of your attack
!feedback as commando you should be able to shoot your frags to instantly explode them instead of waiting
!feedback
Caustic/Frenzied Leap (Acrid's Utility skill) consists of 2 separate parts:
-A "Leap" where Acrid leaps into the air
&
-A "Splat" where Acrid slams back into the ground
The "Leap" and "Splat" are coupled together currently, but it would feel MUCH better if they were decoupled, so that the "Leap" and "Splat" were 2 different activations of the Utility Button.
It would behave very similarly to Huntress' Arrow Rain.
You would hit the Utility button once to initiate the Leap, and then a trajectory of where you can land would be shown to the player as soon as they Leap, which upon hitting the Utility button once more, would send Acrid along the illustrated trajectory to Splat at the target location.
!feedback All menus in game should be able to be able to be closed by pushing escape. This includes the logbook entries, where pushing escape would just take you back to the logbook page
!feedback Change Acrids m1 to instead of a 3 strike mechanic that he does 300% to poisoned enemies to help drive home the fact he is one with his poison
!feedback Enforcer when tho
!feedback shields need a buff in some way, as right now they basically a worse barrier that locks you out of the plethora of healing items within the game.
, and the aspect are the most notable items that grant shield which are nearly matched by the amount of COMMON healing items (
🥩 and fungus ) Most people don't take shields because of this, and the fact that you have to go 7 seconds without taking damage before the shields start to regen. I feel like shields would be worth taking if some of the regen items like
and Reg. Rack would increase the rate at which shield regens, or reduce the large cooldown. Also perhaps if getting HP from sources like
could reduce the cooldown by some time based on how much you heal. That, or add more shield items, and make them more worth taking, like giving them damage reduction from tick sources, or focusing on them being immune to malocite heal block already.
!feedback Please make it so using Mercenary's Eviscerate next to an allied unit doesn't freeze you in place. It's super annoying and can put you in a bad place if you were trying to use it for mobility while running away from something.
!feedback
!feedback
I've seen this brought up before, and since people could only benefit from it, I'll ask about it.
Can there be a save game function added to Singleplayer? Let's be honest, it sucks when you have a amazing run going and you have to either let enemies kill you, or obliterate yourself, simply because of personal time limits. Having a save game function for single player, would assist people who don't have the time to spend on 3 hours+ runs. Since I myself am a college student, this would work perfectly. I know there are many people who can agree with this.
!feedback By the end of development I think every character should have the same number of unlocks/achievements. Whether that means some characters get extra alternates for select abilities or extra skins or whatever doesn't really matter so long as everyone has the same number of cool goodies to unlock for their fav character! 🙂
!feedback Give Loader a speed meter/indicator when grappling to show how fast you're going. I already did the challenge, I just think it'd be really satisfying to have.
!feedback
For New Year's Eve, give every player 5 firework bundles at the start of each run.
!feedback The later a run goes the worse off you are with shields. I think an easy way to put them in a spot where it's more of a decision (rather than always strictly worse) is to make it immune to the malachite debuff. It takes 7 seconds (nothing so far can modify this) before the shields recharge anyway - meaning you have to disengage usually which still gets progressively more difficult as a run goes on.
!feedback
I don’t know if anybody else has said this but the UI for each description of the weaponary in the character selection is too small for undocked Switch mode screen. My request is to have an option to make UI bigger for undocked switch screens so players are able to read the text easier.
!feedback
The irradiant pearl is far too rare. The chance of using a well is low anyway as most want to keep their lunar items. While the other pearl is good perhaps it should be more like an 80/20 percent for the pearl to the better one as then the well would be used a little more while still making it a gamble
!feedback can you make it so we can stand on top of multishop terminals
!feedback
Acrid’s poison should do a minimum of 2% of the enemy’s HP per tick and disregard armor.
!feedback make Engineer main attack's charging not to be interrupted by using other skills.
!feedback I love this game but something that i'm kinda getting tired of having multiplayer runs crashing randomly, idk what's causing this but, we just ask y'all to fix this issue that makes everyone's game crash at the same time.
idk why this is a thing but i wish dedicated servers wasn't a seperated thing that we gotta setup, hope you guys can make playing Multiplayer better for us in the future.
!feedback Can we bring back old ror maps like Damp Cavern?
!feedback Frag Grenade would be a viable option if it exploded on impact with enemies. Maybe a slight increase to the explosion radius too.
!feedback I think it'd be really cool to have certain items with hardcoded synergies, in the same way some other rogue-likes such as binding of issac have. I'm not going to provide specific synergy examples because I don't want this feedback to be about what people think of my personal synergy ideas. However I think there are some strong contenders for items that could combine if you have both, such as gasoline and willowisp.
!feedback Scavenger with royal capacitor.. maybe change his item table a little bit to keep it fair and fun :)
!feedback
Be able to destroy a multi shop terminal and have a chance to gain a specific amount of money according to what rarity the items were, if you don’t get money, the multi shop terminal will explode
Edit: The huntress shouldn’t be able to auto target the multi shop with homing arrows just so they don’t accidentally destroy it.
!feedback Add active item that will place something like a Warbanner on your location
!feedback I think it'd be drastically more interesting for boss summons to be able to spawn different types of bosses, instead of just getting 30 wandering wisps. or 12 magmaworms.
!feedback This might already be planned for future updates but I'm suggesting it anyway. The lunar items labeled as "heresy" which replace the survivors current abilities could have a very special and unique interaction. Similar to how in the Binding of Isaac, where certain item combos will transform your character into a new one, once the player has acquired all the "heresy" lunar items, they will be transformed into the vessel of heresy. Their model might change entirely, and even a unique passive. This could be a really cool way to unlock a secret character as well, once the final two heresy items are released, and maybe even an equipment. It would be so sick to play as a character who might've been envisioned as a false prophet by the other alien races.
!feedback I love the new void hidden realm and find the suffocation mechanic to be really cool and adds new mechanic that the player must work to overcome. However, I feel that there should be more done to it, at the very least I would love to see a boss fight with like a giant Void Reaver called the “Void Warden” or something to that effect (since as far as I know the void is some type of prison dimension).
Like as you go through the void and complete cells you get messages like “You feel you are being watched” eventually leading up to when you finish cell 8 and start the last cell it should say something like “You have angered the Void” and then to complete the realm you have to defeat the Warden. It’d be cool if he also had a bigger suffocation effect the closer you are to amp up how deadly it is, and with that the cells you have already completed could flux between opening and closing so you can still run away from it but don’t have to resort to standing in one spot for too long and get stuck in one single bubble.
!feedback let the scavenger not spawn with royal capacitor since he instantly zaps you when you are in line of sight
I’ll resend this i a bit cus i just realized !idea doesn’t do anything.!idea. just an idea I had, what if after beating providence in the first game he was put in a weakened state (possibly making him the a playable character), and a different deity of some sort (possibly one from a hidden realm) took over the planet in providence’s absence. Providence would be able to charm creatures or something, maybe has alley healing abilities, maybe has newborn gilded worms. And instead of dropping in a pod he is already there (because it’s his home). I’m not sure, maybe a playable character or someone to aid in the final stage for the final boss fight would be pretty neat I guess.
!feedback for @brittle ice : "just an idea I had, what if after beating providence in the first game he was put in a weakened state (possibly making him the a playable character), and a different deity of some sort (possibly one from a hidden realm) took over the planet in providence’s absence. Providence would be able to charm creatures or something, maybe has alley healing abilities, maybe has newborn gilded worms. And instead of dropping in a pod he is already there (because it’s his home). I’m not sure, maybe a playable character or someone to aid in the final stage for the final boss fight would be pretty neat I guess."
!feedback Dying to Scavenger's ceremonial dagger is no fun :( You cannot dodge them, and they dealt enough damage to kill me as commando with 13 topaz brooches...
!feedback Items falling off of ledges is even worse than before now, when a scavenger dies next to one. Over half of its items went off the cliff, never to be seen again. Maybe warp any items that fall out of bounds to the teleporter?
!feedback QoL: add number of completed stacks for Infusion
!feedback Ok usually I cook up some BS feedback but I wanted to take a moment and actually write something that I feel strongly about.
Hopoo Games has done an incredible job at producing content for us to enjoy, and there is no doubt to this. In fact, I am in awe by how well such a small team can create such content within a strict timeframe.
However, and here is when things get serious, I believe that Hopoo is focusing too much on direct content such as new characters and items. I feel as if the health of the game, although not deteriorating, could certainly be improved. I would love to have slightly less overall content for the trade of more bug fixes, more QoL fixes, more item balances, more enemy balances, and so on. By all means, I still love this game. It's my favorite. But I feel like it could be so much more if just a little bit more time was put focusing on the smaller, more subtle changes.
!feedback make it so that you cant get 2+ beads of fealty in the same lunar bazaar
!feedback
Idea: Rex Special Skill: Leeching Grasp (The R Ability)
Summary: Fire a vine that latches onto an enemy. While vine is attached, gain a percentage of all damage dealt to the enemy as healing. Costs 15% of your current health.
Reason: Rex's default Special Skill, Tangling Growth, is good for groups of enemies, but lacks the healing needed when focusing on a boss. To balance this out, Leeching Grasp would act sort of as a lifeline to one enemy, rather than relying on a group of enemies.
!feedback With the addition of Scavenger and Void Fields, monsters have the same access to items as players. This can make it even more confusing to determine what is a threat or what ended your run. It would be nice to have a 'More Info' section in the game over stat sheet to show exactly what killed you i.e. a Scavenger's Sticky Bomb or a Blazing elite's burn. This info would be optional and wouldn't overwhelm newer players with unnecessary data.
!feedback WE NEED MERCH
!feedback Options overlay while in multiplayer lobby. I want to be able to look at logbook or change settings while I'm in a lobby/ maybe-in game. Also, a lot of DCs happen, maybe a way to join back queue after finishing a game?
!feedback A way to tell, at a glance, what items a scavenger is currently rocking. ||Had a funny little surprise when I tried to kill the special one in A Moment, Whole. Saw he had shaped glass, ran right on in expecting to melt him very easily on a very strong merc run. Disengaged, only to turn and find they had a disposable missile launcher which oneshot me|| Perhaps a bar off to the side when you have your cursor over them? Something so it's not that big of a surprise.
!feedback
With the addition of the Void Fields and Razorwire, it's now more important than ever to separate damage effects into two categories: One that procs on-damaged effects, and one that does not ("drain" instead of "damage", perhaps). Razorwire with the void environmental damage or Hellfire Tincture is ridiculously strong, but Razorwire isn't the problem here.
The problem is that some effects proc on-damaged items frequently or repeatedly. If these items stand a chance at having a healthy, balanced design, damage-over-time needs to not proc them the same way they don't proc on-hit items.
Just imagine if the void enemies got their hands on Razorwire while you have Gasoline or Tri-Tip Dagger...
!feedback Ok, now imagine this. What if, there were some mirrored enemies that would be a rare chance to spawn but they would be a mirrored you, basically they have all of your items when they spawn, if you get items while they are out, it won’t count onto their mirror-ness but I think it would be cool to have those type of special enemies that could be a side boss or such but give out a rare item or something to compensate their difficulty.
I think how it would work is that wherever your character dies in a difficulty, the next time you play the game in that same difficulty, then if you go to the same spot your character died at in the same biome, then you can fight them and get an item from their inventory after killing them
!Feedback
Idea, a blue item that halves movement speed but makes you constantly sprint, therefore things like Little Disciple get constant love but you are a lot slower, therefore more prone to death, so you would really only take this thing if you have a lot of movement speed already
!Feedback
So watching chat a lot of people would like to have Enforcer as the next character to come out. I think it would be nice to have someone capable to take all the damage of enemies for their teammates instead of solely focusing on pure on hit builds.
!feedback So far, i'm pleased with how this game is turning out. The one thing that stands out is the music though. If steam had an award for best in-game music, this would be my vote by far. Keep up the good work and Thanks!
!feedback I think this might have been said already but there is a problem with Dio's Best Friend in the void. When I spawned back the counter didn't show a percent and I was stuck indefinitely in one of the cells. It might be multiplayer or both, but I'm not sure just something to look into. You guys are doing a good job though. Void would be great for just a side game mode.
!feedback Cross-Play would be amazing, but it is sometimes hard to add it into games so I would understand if it isn't possible
!feedback giv me boi engineer a skin
!feedback A character's overview shouldn't have to mention "pick up certain items to make this character playable!". Rework the poison, or at least allow epidemic to kill enemies. No survivor should have to rely on items in order to function properly.
!feedback Stop having spring/walk getting reset after attacks/abilities - attacking while "sprint" is chosen should still slow you down unless you´r huntress and/or have abilities that isnt affected by sprint. Im breaking my pinkie spamming ctrl(or chosen keybind) after every other attack/ability. plez 
!feedback In the first game, there was a loader specific achievement for defeating the overloading worm. I forget what it unlocked, but that doesnt matter so much. I was thinking that this could be brought back with the award being some kind of neon electricity loader skin with lights all over her. Either that or another electricity themed skill alt, probably for the pylon.
!feedback
Tweak commando's Phase Round secondary: the projectile causes a small explosion for the same 230% damage on each enemy pierce.
This might help it compete with Phase Blast's chunky damage. Single/spread targets would still just take the 230% but more clustered chains of enemies would take additional damage from each nearby mob.