#ror2-feedback-and-ideas
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!feedback Discord integration? possibly? Make it easier to talk to other players
!feedback nerf alloy vultures they deal way too much damage, their projectiles are fast, they take a lot of hits to kill and on top of all that they move in an up and down motion witch makes it hard to hit them for range attackers. The only thing I think needs nerf the most is either damage decrease or projectile speed decrease and less hp.
!feedback use item that opens a small container on command for pennies and some xp, just the same as any other small capsule on the map, every 25 seconds or so. Early game thats an xp lead and stopping from being 1-5 gold short post tp. Also firework synergies and other potential interactable things.
!feedback I think a way to make chronobauble a worthwhile stacking item and make it feel different from Rex's or Runald's band's slow is give it a small attack speed debuff that applies with the chronobauble's slow. Stacking the item would increase the attack speed debuff by a small chunk, which would give it value as a green item and make it a reasonable item to stack. To keep it balanced it could just affect non-boss enemies or just lesser enemies if even that's too much.
!feedback - Making lackluster items not feel so lackluster - (reposted because I have no brain and forgot to add !feedback)
Disclaimer: I am aware that the changes I suggest would make too many items strong, and thus make the game easy. This shouldn't have to require some items to be bad, though, and I'm sure hopoo would have some way of addressing this problem.
Anyone who has picked up warbanner knows what I mean when I say getting some items from chests feels like straight up being scammed, and that's a problem I'm trying to address all of the worst cases of. There might be someone who thinks warbanner is great, and you get to have your opinion, but this post reflects my opinion, and you're welcome to try and change it in feedback-discussion by @ ing me
Note: this starting description will only be in this post, any future MLINFSL posts will not include it
but without further adieu...
Red Whip
Mostly useless in combat encounters, and only helps with getting around the map while not fighting enemies (or using some movement skills), and I can name more than a few white items I'd rather have instead of this. Some ways to fix this would be to either A: make it apply 50% of the bonus while in combat, or B: make it give damage instead while in combat (credit to discord user for second solution, @ me if you want credit and I'll edit the post)
This is part 1 of a suggestion series I'm posting, each individually posted because rules
!feedback
Let Acrid poison stack if it's from different skills, up to a maximum of 3 stacks (poison from skill 2, skill 3 and 4)
!feedback
Give Acrid some kind of defensive passive abillity while hitting enemies with m1 (something like Loaders barrier or the invincibility from Merc). I feel like he is dying too easily while doing so.
!feedback its not completely fleshed out buuut im not a developer so...anyway, we get the chef as a character and his whole deal is that he sees everything as a food ingredient and he gets bonuses from completing recipes
!feedback second fourth skill for Acrid toxic breath
!feedback (for @grizzled kindle) Since shield is so terrible compared to healing based builds, I think a good idea for a new Uncommon item would be bringing back Guardian's Heart from RoR1 with new stats of: Gain a shield equal to 6% (+6) of your max health. Shield regeneration delay is reduced by 1 (+1) second.
This would add another item that provides extra shield and more importantly it would help fix the problem of shield being too slow to rely on later into a run. Even with 7 stacks you still get screwed by DoTs causing little interruptions in regen and it still can't regenerate as fast as a good heal build.
!feedback - Making lackluster items not feel so lackluster -
see https://discordapp.com/channels/417739215355510784/559901472339525644/658159975603896320 for introduction
Gasoline
Just doesn't do much damage at all, and right now it's never a good item, but quickly becomes useless in mid-late game. The solutions I propose are either A: make it do TOTAL damage, or B: just make it do much more damage and stack better. Just something to make it actually significant.
this is pt 2 of MLINFSL, a series of suggestions I'm making separately because rules
!feedback items like trip tip dagger that have a stack maxed amount and after that amount, adding more does nothing, should not show up anymore unless you exchange the item and you lose the full stack. Aka if you have less than 7 stacks on trip tip , it shows, if you reach 7, it doesnt. Though again this would work weird as hell in multiplayer, cutting off another player’s item
!feedback Items like tri-tip dagger that have a maxed stack amount should be changed so that they do not have a maxed stack count, ie making tri-tip dagger improve bleed duration as opposed to bleed chance per stack.
!feedback
The main suggestion has three goals:
- Remove the abusability of one-shot protection
- Remove one-shot protection's anti-synergy with shields
- Turn one-shot protection into a non-hidden and more predictable mechanic
Suggestion:
Integrate one-shot protection with the item Personal Shield Generator with the following mechanic: As long as a shield is active, you can’t take damage more than the current value of your shield. With this additional effect, this item’s rarity should be upgraded to Uncommon instead of Common.
With this change, one-shot protection is no longer abusable with Shaped Glass + healing, since it will only be available after a few seconds of not taking damage. This also makes shields valuable instead of undesirable. One-shot protection also becomes more visible and predictable: it is only available when a shield is active. Players will have to try to disengage in order to regenerate their shield if they want the effect of One Shot Protection.
Secondary suggestions available in link:
https://docs.google.com/document/d/1u1SZ-zgb9IZGB9G0OzTisFNjkkqn3xzodzKHhUpvepo/edit?usp=sharing
!feedback
In the environment section to the Logbook, it states for every single unknown location that you must "repair a radar tower in the stage". This goes on every single unknown location, even though the hidden locations don't have Radar Towers TO repair.
You should change the flavor text for the hidden stage locations to "Find the logbook in the stage to unlock this entry." or something else along these lines.
!feedback Discord rich-presence support, so others can see the difficulty/time/stage/character you're on from discord game activity.
!feedback stone titan's laser- this has probably been discussed a lot, but why not make the laser be able to hit you only when you are in the 180 degrees in front of the titan? seeing the laser go through the titan's head and hit you whilst behind it looks and feels broken.
Or, why not make the titan similar to the beamos from zelda, and be able to rotate its head 360 degrees- this would make it much more clear that the titan can hit you whilst you are behind it, as well as make the laser animations look less broken.
!feedback "Since shield is so terrible compared to healing based builds, I think a good idea for a new Uncommon item would be bringing back Guardian's Heart from RoR1 with new stats of: Gain a shield equal to 6% (+6) of your max health. Shield regeneration delay is reduced by 1 (+1) second."
After some more testing with Transcendance to ensure this suggestion was balanced, I definitely didn't remember the speed shields regen at correctly. This item should have a hard cap on the recharge delay of -5.5 seconds because constantly having regen that fast would make it exceptionally difficult to die if you have more than one Transcendance along with the Guardian's Hearts.
!feedback Please do something to increase the spawn rate on the cleansing pool, or something. Going on 3 and a half hours, going into stage 36, with 38 lunar items ready to spend just to try and get the logbook entry for the Irradiant Pearl, and not a single cleansing pool has even spawned. Someone before mentioned just putting one in A Moment Fractured, and I like that, but you could also make the chance of it spawning increase with each lunar item the player owns.
Edit: Finally found the cleansing pool on stage 88, after about 5 hours. Came out with 45 pearls, and no irradiant pearl. Still an empty spot in my logbook to show for the entire journey.
!feedback just here to provide some potential real downsides for the lunars that don't really have stacking weaknesses and buffs/changes for Corpsebloom, Visions and Strides:
Corpsebloom - 50% (-15% (flat) * per additional) max health healing cap (this essentially soft caps it at 20% max health healing).
Visions of Heresy - Damage reduced from 120% to 90%. Damage is increased by +5% (flat) per attached Visions projectile (total 150% at 12 hits). All detonations on a target are now delayed until it has not been hit by Visions for 1 second.
Strides of Heresy - Duration reduced to 2s (+2s per additional). Healing reduced to 20% (+20% per additional). (this essentially just lets you choose between 2/4/6 seconds instead of 3 or 6).
Transcendence - Movement speed is reduced by 10% (+5% flat per additional). (Works well to play into shield's natural weakness: getting out of the line of fire for a second)
Gesture of the Drowned - Equipment activation now costs 10% max health (no scaling since it scales with how fast you can use your equip).
!feedback there seems to be no ceiling on the variant of titanic plains.
!feedback I suppose, everyone knows that 10+ Lens-Maker's Glasses makes no sense, as it doesn't make overcritical hits and e.t.c.
Lens-Maker's Glasses - 2.5% or 5% critical chance by default (And by stack 2.5% / 5%). IMO, it would be good, because really, there is no sense on having more than 10 stacks and higher of Lens-Maker's Glasses. Or instead of having overcritical hits at 100%+ chance or debuffing this item, we could use another item.
Book of Creatures - Increase critical DMG scalar by 10% (5% per every stack). Small description : This books shows weak points of every monster you have discovered.
!feedback Button Reset after result screen in multiplayer so we dont have to wait around 1 min and a vote reset run during one run if we have a bad run with bad rng and everyone want to start over
!feedback after the point where the only boss left for the game to spawn is scavengers, hitting a mountain shrine seems to confuse the director and it just doesn't spawn anything.
!feedback An ability to quit the game and continue your run later would be great. I'd love to be able to play this game more often but it is so demanding of time.
!feedback To put the sniper from the first game in ror2...the whole concept nwould be to keep that little drone (thats spawns with you) alive so u can target a monster to deal that juicy dmg just like in ror1 but this drone actually has hp and can get killed
!feedback Give Commando's Phase Round charges and low cooldown similar to Visions of Heresy skill. Making it more spammable would make it a viable alternative.
(Optional) Maybe make it so its charges doesn't recharge until they all are used, so it differs from VoH.
!feedback Save and Quit option and seasonal events
!feedback An item that vacuums drops (or enhances the already existing slight vacuum effect), such as health orbs for example. Would streamline gameplay of melee characters and make ranged characters more willing to play aggressive.
!feedback
Engineer Alt Utility Skill
Overdrive
For X seconds, Engineer and his minions (turrets, drones, etc) gain an attack and movement speed boost and some armor.
Given his other alts favour more aggressive gameplay, it would be a nice fit.
!feedback Lots of people want Acrid's poison to be able to kill enemies, but how about giving Epidemic poison ticks a small proc coefficient, maybe 0.2? That'd allow him to scale better at late game with items, when there's lots of enemies in large groups.
If it wouldn't make thematic sense for all items to be able to proc on poison, it could be limited to certain ones. For example, Sticky Bomb could be excluded while Ukulele could proc. This'd also make it more tactical for which items Acrid wanted to pick up based on how long of a run player was willing to commit on.
edit: typos
!feedback every character should have a anime girl skin
!feedback similar to the suggestion that REX should have a unique intro similar to Acrid and MUL-T, I feel Artificer should also have a unique intro due to her being trapped inside that crystal prison in the lunar bazaar. I understand it's likely not a priority, but would make for a nice touch if she spawned into the level by breaking out of the crystal pod thing she's found in.
!feedback While I understand and Appreciate the devs focusing on new characters instead of porting all the old characters from ROR1 to ROR2 and not making ROR2 just ROR1 but 3d, I would still like to see some of the ROR1 characters make a return. Could we perhaps get a nostalgia character pack (I would not mind it as paid dlc, speaking only for myself) that has more characters from ROR1 in ROR2? I just mainly want Chef back.
!feedback
- Please improve co-op, my friends won't play with anymore, because they always die first and have to wait for the boss to die. Make it an option to share all loot & gold and give me a revive option for sacrificing my health.
- Make the item boxes more visible, in first game it was a non issue, but in this they are so hard to find/see. How you implement this is up to you.
!feedback smooth up acrids model he looks to me like a wax doll
!feedback
The mastery achievements descriptions say you simply have to obliterate in monsoon to unlock the skin.
However, (spoiler for Beads of Fealty's actual use)||grabbing Beads of Fealty, successfully obliterating and then dying to the scavenger|| cancels the unlock.
Finally obliterating to unlock a skin on your favorite character only to realize it was all for nothing kinda sucks.
!feedback I would like a item count. So when i play with my friends, we know how much items everyone has. That way we can divide the loot properly.
!feedback
Forgive me if someone has suggested similar but I've been feeling that Acrid, despite being a melee-range "hybrid", feels, in the late game, like a ranged character with melee stuff "just in case"
To combat this, I believe there is more that can be done with M1 and Shift.
Potential Melee (M1/Shift) Poison Interactions
*Note: these only apply if the enemy is poisoned before these moves. These are individual move suggestions to convey the idea.
-M1/Shift - Heal (M1/Alt Shift only) and/or generate barrier (M1/Both shifts) on hit; remove poison.
-M1 - 3rd hit: deal significantly more damage and remove poison.
I say "remove poison" at the end of these to actually facilitate interweaving your moves and actually consistently jumping in and out of melee combat like an actual hybrid in all stages of the game. Because right now, the safest/optimal strategy seems to be to forgo the "melee" part altogether post-loop, which fundamentally works against trying to call Acrid a "hybrid" at all.
!feedback
poll idea: what's the hardest character to play?
!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
Make the effect for Genesis Loop a different color than the standard Vagrant explosion so it's easier to differentiate them. (This is mostly an issue in multiplayer)
!feedback
Since Scavengers can pick up Random Items, I propose a Longer Cooldown for the Rate of them picking up items, Scavengers only Can pick Up 1 Legendary Item, The Rest of Its Items after that consist of Green And/Or White Items Only. As for their Equipment, Only Allow a LIMITED Number of times to be activated.
(This is from MY Personal Experience Due to his Constant use for some of the Overpowered Equipments and The Randomness of picking up Items)
!feedback Buff Merc's alt R ability. Right now by picking it you're trading one of Merc's strongest tools and a massive source of i-frames for something that is weaker and doesn't scale at all late-game.
!feedback
There should be an item that increases the teleporter charging radius. This would allow survivors to move around a bit more in a pinch while still charging the teleporter. And this would also compliment lepton daisy (if it only heals in the teleporter circle, I forget)
!feedback
Make Acrid closer to his ror1 skills, M1 now poisons, M2 stuns and is closer range, and epidemic can kill and heal, but spreads slowly
!feedback
Some shield item ideas:
Rarity: Red/legendary
Name: []
Function: Gives you 25% (+25% per stack) of health as shield and when you have shields up any damage that would exceed the remaining shields just kills the shield temporarily and disables shield regen for 10 seconds instead of 7.
Rarity equipment
Name Emergency shield
Function Gives a shield like the secret boss on Sirens call for 5 seconds then disappears.
Cooldown 60 seconds.
!feedback Allow players to return to the Void Plains once per loop.
!feedback add idle animations to characters, for kicks.
Examples include Acrid going back to sleep, Engi tinkering with a mine, and Mercenary sharpening his sword.
how about scavenger can't get royal capacitor
nothing kills a run faster
!feedback
( Repost For @south thicket )
how about scavenger can't get royal capacitor
nothing kills a run faster
!feedback the ability's to see teammates skill cooldowns when you die.
!feedback
Acrid has really hard time scaling to endgame due to his main gimmick (poison) not scaling from, or proccing items. His melee also feels disjointed from his kit, being the inly skill that does not apply poison.
To fix this, I'd propose
- Toning down his initial poison damage.
- Making melee attack apply poison
- Making the poison stackable,
And 4. Give poison a small proc coefficient (0.1 maybe).
This would make his melee hits more integrated to his kit, and make up for his lack of reliable item procs and sustain.
!feedback return the thqwib
!feedback In response to @foggy tusk’s feedback.
My idea for improving Acrid’s melee involves a bonus to poison to damage.
Acrid’s melee would be nearly identical, but it would inflict a stackable debuff on hit. Call the debuff “Deep Wounds”. It lasts for ~2 - 3 seconds, and increases damage received from all damage over time effects (poison, bleeding, fire). So if you hit a mob with all three hits of your primary, they would receive 3 stacks of Deep Wounds (say each one increases DoT effects by 4%, resulting in a total 12% increase per second).
While this would probably required a nerf to his poison damage in order to maintain balance, I think it would make Acrid players a little more hesitant to give up their m1 for Vision of Heresy
!feedback
I do understand that Acrid is meant to be a hybrid character, so it shouldn't be perfect at one single playstyle (melee/ranged); however it's melee capabilities feels rather lacking. Acrid dishes out a lot of damage, but it is missing two aspects that make the other melee survivors viable.
Mercenary and Loader have some form of damage mitigation, in the form of invincibility frames and barrier. Acrid lacks this, meaning that without items he is a fair bit easier to kill. His only option when at low health is to retreat. This becomes significantly more noticeable in monsoon.
The two melee characters also have much more mobility, so they when they do need to retreat they can flee really quickly. Acrid, on the other hand, has to rely on its utility, which is (relatively) slow, imprecise, and leaves it unable to attack for a fair amount of time.
The character, I feel, is so close to being balanced really well. Giving Acrid a small buff in either of these two aspects could go a long way for the viability of the character.
!feedback scavengers usingroyal capacitor on you shouldnt be a thing. it just onehits the fuck out of you
!feedback Introduce other uses of Fuel Array beyond unlocking REX.
Ideas
[just for consideration, don't consider them part of the FB itself]
-A repairable minion/ally
-An unique object, non gettable from other source
-As a key for a Hidden Realm
Edit: clicked enter too soon.
!feedback make it so scavenger with ceremonial daggers cant go through engi shield
!feedback A section of the option's menu that toggles which item models display on your character.
I,e: removing a tick to make it so fresh meat doesn't display on Rex
This wouldn't remove the effects that show them proc'ing however, like Frost Relic's AoE
!feedback Add timers to buffs and debuffs
!feedback
Engineer Passive ability idea
Reverse Engineering: each time Engineer repairs a turret or drone, he and his turrets gain a version of their attack during a period of time. Repairing utilities costs less. Cannot change attack gained until duration of the current one finishes.
Notes:
-Only applies to attack drones and turrets.
-This would mean that engi and his turrets could gain a machine gun from a Gunner or a flamethrower from an Incinierator, for some seconds.
- The idea behind is to give Engi a more Minion Centered gameplay (he is the most appropriate, lore-wise), a reason to strategise repairing and a chance to use different M1s without actually replacing his main attack.
ALTERNATIVE
-Instead of replacing their attacks, engi and his turret gain a related effect from the drones, so incinerator gives Fire DoTs, Gunner boosts Attack Speed and Missile gives AoE.
!feedback Acrid gets lifesteal on his autos against targets who are poisoned.
!feedback in the charachter select screen, every charachter has a little animation/sound play when you select them, except for commando. I think even a lil gun spin animation would do him some good.
!feedback Okay so... this might just be me but drones are like the vice versa of what they were in the first Risk of Rain. Now, after the healing and damage reduction buffs, drones seem to take little damage yet give off little damage too. Because of this, really only healing drones are useful later on, and even then they eventually become lackluster. I feel like items such as Arms Race should return, as well as overall stat buffs to the damage of some drones. To clarify, gunner drones deal five damage at level 1. Then, they gain a whopping +1 damage per level. It's not that great. I feel like drones could be so cool if they got better stats per level-up.
!feedback I feel like melee in general needs some tuning.
While I love the loader in RoR2 I still miss the RoR 1 version where Loader was more of a in your face brawler rather than a hit and run assassin type thing.
Sadly with the current way the game works the M1 melee playstyle that I actually kinda love is not really possible, I feel like.
This became really apperant with Acrid, as we can see most players eather never use M1 with Acrid or change it with Visions of Heresy as soon as they are able too.
With Loader the barrier is really nice but still not good enough to keep you alive.
I hope that with more alternative skills this will change but as it currently stands there is no reason to actually play as a "melee" character except for mercenary.
!feedback Visions of Hersey should replace only the primary you are currently using while playing MUL-T, it currently replaces both and this feels like a bug or oversight.
!feedback A dumb idea I thought up while thinking about passives: Commando's got that little jetpack, I could see it being used as a passive version of the Wax Quail for him.
!feedback the thqwib should return.
!feedback you should earn 1 lunar coin per level PAST the first celestial portal up to a max of 10 to incentivize more than just a solid run.
!feedback REMOVE the Ghost Clay Dunestriders friendly fire on the drain attack; with the now super powerful ghosts that ALSO translates into the dunestriders drain attack being an instant kill for you as what just happened to me I went from full health to dead in 2 seconds flat with no chance to try and escape
!feedback some way to make frag explosions bigger, I love the frag grenades just the explosion is to small
!feedback
Change Acrid's poison to 25-50% damage per per tick and lasts 10s. And ALLOW it to kill.
Acrid's poison should not be his main dps but is still a CC dps
!feedback Make a new elite type that is a tier above malachite/celestine called rainatine or something that makes the entire stage rainy, said rain acting like a warbanner for all of the enemies in the stage
!Feedback Bug reporting. Not technically a bug, but definitely an oversight. Ghost dunestrider from happiest mask does 5x the damage it used to before the changes to happiest mask. This makes the clay dunestrider spirit SUPER strong, and if it tethers you too, it instantly kills you nearly. This is hard to play around since it should be your ally. Please patch!
!feedback Give us an item like Focus Crystal but instead of increased damage it grants increased armor. Hopefully this will help melees be melees.
!feedback I know this is quite a big thing to ask for, but perhaps some form of Local Co-op mode where we could play with a friend would be good. I have two monitors and multiple controllers. This would for sure add additional depth to the game and expand it to another market of already scarce local coop PC games.
!feedback I would like a item count. So when i play with my friends, we know how much items everyone has. That way we can divide the loot properly.
!feedback Artfact: A new artifact that gives you a random character with random abilities selected from the other characters abilities. The only stipulation is that you only get one primary fire, and you get the character model of that character. You could get: loader body with acrid passive, loader punch (primary attack), artificer ice wall, huntress blink, and commando grenade.
!feedback at the end of your run a 3D model of your character with all its items should be displayed that you can rotate
Having the items displayed on your character is really cool but I feel that during a run you don’t have time normally to appreciate it fully
!feedback
after the game is fully released, have a kind of editor mode that allows players to choose where items go onto the individual character models for future runs.
I for one think that it would be funny to the point of dying if I could hang basically everything on Engi's turrent's like a christmas tree, or lop things onto Huntress' bow.
!feedback
MUL-T's Line rifle should zoom in slightly when being charged and the screen could unzoom and shake when it's fired
!feedback
A red or even yellow item that increases base damage by 5% (+5% per stack) This helps faster attacking characters scale into the late game where on-hits are more prevalent forms of damage.
!feedback add a way to quick restart, even if it was only in the prismatic trials... If your aiming for an optimal route or even just trying to get mercenary's 100% achievement it becomes a long annoying sequence to reset the run as is, so a button or a hot key you can set would be useful
!feedback
Fresh Meat is a good idea for an item but it stacks in the wrong way, 2 hp/sec with stacking time is not useful outside of the first loop, the hp regen should be the one stacking like cautious slug while keeping the time the same, a burst of 30 hp/sec is much useful then 2 hp/sec for 30 secs.
!feedback
Some sort of progression outside of runs (account level additional skills more cosmetics ect) something to add a reason to keep playing with after you've unlocked everything besides the gameplay itself
!feedback
!feedback You can clip through solids and go out of bounds using volcanic egg similarly to how you used to be able to with merc's shift and R
!feedback
So, I am sorry to make misunderstanding about
and my opinion. But let me rephrase it and make it correctly.
Just in advance, English is not my native language, so don't hurt me. 
So, there's two options.
-
Nerf
, so it's starting and scaling value would be 2.5 or 5 percent. But also give it a overcap bonus and make critical damage higher. -
Make a new item that can increase critical damage, and it would be an uncommon rarity.
👍 - 1st option.
👎 - 2nd option.
⛔ - None and telling me that Merthazite is a bad person.
Edit: Changed emote and changed word.
!feedback
Severely limit the self healing of the scavenger. It's literally impossible to kill if you're playing solo and you encounter one late game
!feedback blastshower should remove tonic affliction
!Feedback I would be amazing to have some sort of char customization, like skins or something like that, also a quick restart button would be cool.
!Feedback An idea that i had was that Loader's alternate R could be like a blitzcrank R from LoL. For those who dont know it fires off a moderate damage blast in all directions similar to the genesis loop but much smaller and much quicker
!feedback
An achievements option when in the pause menu so you can see what to do or what's needed to unlock new equipment or skins
!feedback Maybe buff Phase Round to deal a bit of splash damage when passing through enemies? That way it's a bit more consistent at dealing with big groups since it will still deal SOME damage to enemies even if they're not all lined up like a conga line.
One shot protection has been in a weird spot during this whole beta.
I propose a different approach to it, that still gives players the ability to not get insta-bodied, but is less abusable than the current iteration.
Let's say that a new stat is added to each character (I'll refer to it as Tenacity). For each stack of Tenacity a character has, they can tank 1 fatal blow per stage.
When this Tenacity procs, a clear indication of it is shown on screen, and the player gets one (1) second of invulnerability, while having their health set to 1 (or 10%, if they had more than that when lethally struck).
Each character may or may not have different amounts by base, and items may or may not be able to add more Tenacity to a character. TLDR: This method guarantees a minimum amount of saves per stage, but hardcaps how many times it would kick in.
!feedback
Green item idea:
Have a low chance to hit your M1 twice, for example let's say huntress shoots a double arrow, but the 2nd arrow has less proc coefficient
!feedback Repost for @left robin
One shot protection has been in a weird spot during this whole beta.
I propose a different approach to it, that still gives players the ability to not get insta-bodied, but is less abusable than the current iteration.
Let's say that a new stat is added to each character (I'll refer to it as Tenacity). For each stack of Tenacity a character has, they can tank 1 fatal blow per stage.
When this Tenacity procs, a clear indication of it is shown on screen, and the player gets one (1) second of invulnerability, while having their health set to 1 (or 10%, if they had more than that when lethally struck).
Each character may or may not have different amounts by base, and items may or may not be able to add more Tenacity to a character.
TLDR: This method guarantees a minimum amount of saves per stage, but hardcaps how many times it would kick in.
!feedback Whether you like abusing OSP and Glass or not, I think a welcome change would be % instead of flat-rate healing from non-regen items. That would pretty quickly put a stop to "abusing OSP" and also make these items scale a bit better.
!feedback @left robin You know, I see so many people talk about 1-shot protection like its some problem when it isn't. The real problem is the lack of reliable damage mitigation and max health increases (infusion is straight up weaker than a pearl after a while so don't try saying that's reliable) forcing us to rely on 1-shot protection because we don't have any other option. The tenacity concept not only doesn't solve the problem but compounds upon it to make it even worse.
How do we really fix 1-shot protection? Add a common item that increases armor so we stop getting fuckin 1-shot, and add a garaunteed Cleansing Pool spawn location to make Pearls able to be obtained reliably. I will never understand why people try "fixing" OSP with new mechanics when you can fix it by adding one item and making Cleansing Pools not completely stupid to find.
!feedback Lmao just delete OSP
!feedback
I know this is a small thing but when you pick up a lepton daisy, it should show an "equipped" highlight over the lepton daisies on the teleporter if it's within your line of sight
!feedback
its still surprising that the bighorn bison doesnt have a spawn animation. I wondering if you would give them one? 🤔
p
!feedback
crazy idea
enemies in gilded coast should drop nuggets as if you had a bunch of ghor tomes
it is the gold realm afterall
(should increase the beacon cost to compensate)
!feedback
This is a relatively minor thing, I think it'd be really cool if the projectiles shot by monsters matched their element, if they are an elite. For example, an ice elite Elder Lemurian would spit out ice orbs, instead of fire ones.
!feedback add sniper back pls
!feedback
Emotes
!feedback The TR58 (Mobile) Carbonizer Turrets are inconsistent on starting the Bustling Fungus heal radius when they aren't moving at all (i.e. will start healing on Distant Roost and Bazaar, but will never proc the heal circle on aqueduct, though this varies from run to run), it'd be nice for them to be more consistent.
EDIT: (I meant to post this in #ror2-bug-reports-pc, my apologies)
!feedback
enemy projectiles should be clear like the ghosts are to help avoid confusion
!feedback Add a 5th lunar shot purchasable stand that holds a Jar which will contain 1 random Elite aspect equipment for a hefty cost of 5 lunar coins the chosen aspect is not revealed until the player buys the jar, this will allow this interesting mechanic to be interwoven into the optional game changing lunar shop the Core 3 elite Aspects (Fire,Ice,Electric) will be of Corse the most common out of the jar but a 5% to be Malachite or 5% Celestine
!feedback make the hue of acrids goop a darker and greener, I often confuse it for beetle queen goops and get confused.
Edit: changed greener to darker and greener, because the reason I can't see them is because theyre both primarily white in color.
!feedback Artificer's fireballs should reload the same way scrap launcher and visions of heresy do
!feedback
Make living dunestriders drain life, and ghoststriders drain ectoplasm. Enemy dunstriders don't drain ghosts, so Happiest Mask no longer buffs an enemy boss, and ghoststriders don't drain the living, so Happiest Mask no longer kills you.
This fixes two negative effects from your own non-lunar item, with a reasonable in-world explanation so it doesn't feel like some artificial rule.
!feedback Jellyfish should always cancel detonation when hit by an ability directly.
I've had many instances where i quick shoot a jelly right before it detonates only for it to detonate anyways.
!feedback
Add a specific death message for when a player has a Dio’s best friend ready to activate. This will make it easier for players to know that their allies are coming back in multiplayer, and help prepare the player to jump back in in single player.
!feedback change "Ocular HUD" to provide a damage boost instead of 100% crit chance, as in long runs you will most likely have 70%+ crit chance, which makes this equipment only viable for quick runs.
!feedback
void realm should stop the clock like gilded coast does
!feedback
Split Crate Mode; Essentially making each crate/box purchasable separately by every member, yet still sharing loot allowing for loot prioritizing.
This will somewhat resolve toxicity from item stealing in lobbies.
Cons: The multiplayer balancing may need a rework due to the increase in items, crate design enhancements to show who has and has not opened them when active. [Perhaps some LEDS signifying each player]
!feedback Remove the sort of delay between melee combos for acrid. By that I mean once you use your m1 for the third time, theres an oddly long period where acrid stands there and cant melee again. Just shorten that a bit. It feels very janky. Also it can be shortened manually by sprinting and going back to meleeing but its annoying to do.
!feedback new engineer skill that replaces auto-turrets that allows drones to inherit your items but as a drawback have their health and damage halved for each active drone. or something alone those lines. i just want drones to use my items man
!feedback Spinel Tonic's downside should be a significant debuff to the players stats after the buffs from using it wear off. It'd make it still risky, but players wouldn't be afraid of using it in fear of a permanent debuff that stacks
!feedback
A new Engineer skill replacing his R, allowing him to launch a TR-18 Assault Drone. The drone hovers nearby the Engineer and inherits his items, and are armed with rapidly firing twin machine guns. The Engineer is capable of launching 3 at any given time. They have half as much health as a standard TR-12 Gauss Turret, but have twice as high of a fire rate. So long as they are not firing, they are considered sprinting.
!feedback
A new Engineer turret. He only gains one of these, but this mf is powerful. I present to you, the Artilliery Turret. Essentially acts like a hermit crab but fires a singular high damage explosive in a mortar fashion. They can't fire within a certain radius of themselves, so placement is key. Although this would seem like a bad "R" move, I had the thought that perhaps this turret would actually replace the utility skill instead. Just food for thought.
!feedback Bosses like Aurelionite, AWU, and the corrupted scavengers should have an increased chance to drop monster logs. Very difficult to farm loop exclusive/rare/playthrough exclusive bosses for the logs. I WANT THE LOGS MAN LET ME READ
!feedback Engineer should be able to put his turrets on walls and ceilings, just like his mines.
!feedback visions of heresy should have its own hud visual for aiming
!feedback sirens call needs a teleport threshold adjustment, its impossible to glide with artificer without instantly being teleported into enemies
!feedback a shadow-guy-something character transformation from having lunar items that change every part of the character, so far thats visions of heresy to change primary, shadowfade for movement ability, then add some more for the R and secondary abilities and have a character unlock or transform when you have all 4
!feedback
Idk if there is already planned an idea for
's utility, or aka ice wall.
But here is my opinion.
There's 3 ideas of mine. But I will write it down here separately in 3 messages.
Fire Wall - Spawns as the same as Ice Wall, but instead of freezing and making an effect of
, it will burn enemy for 1 "Burn" stack per each 0.5 seconds, deal damage of 50% of the damage per 0.5 seconds.
Next idea I will write asap.
Edit : added word.
!feedback make titanic knurl increase health by a % of total health instead of a flat 40 which is not much for a boss item, especially if your character has a big health pool.
!feedback Overloading enemies are one of the most bs parts of this game. It feels like they were purposefully made to negate the whole mechanic of one shot protection. I think that the overloading orbs that get stuck to you after they hit you, should not be able to kill you. Similar to fall damage, they can go very close to death, but not kill outright. The way it is now is just "Oh, one overloading jellyfish just exploded on me and now I have no possible way of recovering."
!feedback
Second opinion about
's utility ability.
Electricity field - Conjure around yourself a electricity field, which damages for 10% damage, and activates every 0.2 seconds, it also have a chance of 2.5% to stun the enemy, and ability last for 10 seconds.
Ability can be stacked, increasing current time by 1 second, increasing damage by 5% per stack, and also adding more radius.
Cooldown : 10 seconds.
And again, last opinion I will write asap.
Edit : Changed a chance of stun, added cd.
!feedback an option to view your HP as a percentage, or append the percentage after the fractional amount. It's very useful to know your exact % at a glance for stuff like 'one-shot protection' as well as for items like 'Genesis Loop' that trigger below 25% health. Shields+HP Would be 0-100%, and barrier would count as an additional 100% at to sort-of reflect how the system handles it, maxing to 200% HP
!feedback
And third opinion about
's utility.
As funny as it sounds.
Snowball - Conjure a snowball, holding button makes it bigger. Damage 100-500%, stuns enemy for 1 second. Also it works like this: When snowball hits small enemy, it damages and continues to roll forward, but size and damage is reduced. As special effects, it can leave a snow trail on ground.
That's all for my thoughts.
I'd like to hear negative opinions, so don't forget to ping me. 😅
!feedback
Aside From Monsters Having Their Own Scaling Effect And Their Killed Count In The LogBook after Their Monster Logs Being Picked up, I would Really Like If It Shows What Attacks They can Do As Well. This Will Allow Players (New Or Experienced) To Understand Their Attacks and To Counter/Dodge Them Based On What They Can Do.
(Again I Apologize If this Were Suggested By someone Else)
!feedback dont allow grovetender's summons to follow you while invisible, killed me at 7th wave on monsoon
!feedback
Idea for
's M2 alt attack.
Fire bomb - Chargable Fireball, grows in size by time it charged. Flying speed depends on the size of ball. After it has been collided with surface or enemy, leave a lava pool, which also depends on size of fireball.
It deal 200-1000%, it also can damage user if he throws it incorrectly, cooldown is 15 seconds.
Lava pool deals 25-50% damage per 0.5 seconds, radius depends on size of fireball, also gives victim a burn status when it hits.
!feedback make the new secret final boss count as a stage, so that you can obliterate at stage 19 to end the run at a clean 20. Ive seen others use 20 as a good point to end at, and its frustrating to have to obliterate at 23 for that goal.
!feedback I would like an item counter, I play allot with friends and we all want to share the same amount of items so it's fair, but after idk like 10 items and stuff like stacking items it takes a while to count the item and we all know RoR, you don't have that time, so eventually we just loot goblin cuz it takes way too long too count
!feedback I think a fun quality of life feature would be adding a 'random' option in character select! Particularly for those players who have completed most if not all challenges may enjoy letting RNG take the character selection wheel! (and yes I do use a RNG in google for this exact purpose but seems like a nice little minor add in if you guys have the time)
!feedback lower the health and or armor of malachite's, once you reach late game it takes a year just to kill one which leads to anyone that kinda fell behind in multiplayer become useless. Its been a real problem in games ive played with some friends.
Edit: not to mention theres a lot of them late game
!feedback for @pine elk
Make an equipment item that slows the game down by ~50% for ~5-10 seconds.
Or rather, a complete time stop?
Obviously, doesn't affect you/squadmates
!feedback a campaign mode with a back story to give characters a personality would be awesome. do it. 
!feedback a sort of adaptive chest feature, but for lunar items, in the bazaar. Pay 5 lunar coins to activate it. Would make going into the bazaar and seeing 4 Brittle Crowns not feel like a total loss of 3 coins 😄
!feedback it is great time to nerf the fire procs.
!feedback Ragdoll physics are great, There should be more instances of it, maybe loaders lshift sending light enemies flying so you can grapple pull them to you and send them off the map with a charged punch
!feedback
Changeable Reticles
!feedback
Please Hopoo can you add an option on the settings to remove/disable visible items on your character (equipments, passives and effects each individually) or at least minimize the number of items that appear.
It's just personal preference
!feedback
Add a way for the host to kick a player, it's happened way too often that i get a loot goblin in my game and i have no way to solve it but to leave/end session
!feedback add a Random character in the character selection menu
!feedback The new 3D AoE visual for Frost Relic
is lovely, but the old 2D visual seems unnecessary, noisy and should be removed imo.
!feedback
Teleporter charge slightly faster if boss is dead
Teleporter charge slightly faster if no enemies are in teleporter zone
!feedback
If you add files (steamclient64.dll, tier0_s64.dll, vstdlib_s64.dll) to a folder with a dedicated server, the server does not require Steam to run.
Error: When polling a server through a query port, nicknames are not displayed in the list of players. When leaving the server, the player remains in the list of players.
!feedback
An item sorting option in the gameplay settings:
a) Sort by pick up order (the current way items appear in your inventory).
b) Sort by tier, Red > Green > White > Yellow > Lunar.
Choosing option B would make it easier to check your items and compare items with other players in co-op.
!feedback when a player leaves, items are lost forever. It would be nice if a player's items were distributed upon leaving, except for lunar items
!feedback
If you add files (steamclient64.dll, tier0_s64.dll, vstdlib_s64.dll) to a folder with a dedicated server, the server does not require Steam to run.
!feedback
It's pretty annoying that there are still permutations of the Distant Roost map that either have no newt altar or an altar that is blocked by closed doors / lack of bridges.
!feedback Tiny nitpick, but allow us to nickname ourselves on this discord server or atleast give us the ability to role assign ourselves our Region of play e.g SA, NA, EU, OC (oceania), SEA (south-east asia) etc
!feedback QoL improvement: Add "Previous"/"Next" buttons in the logbook entries, so we can browse through each item/monster in turn.
!feedback
In relation to a previous feedback, upon a player leaving the game/dcing, have the items fall out like a scavenger bag, so that the distribution isn’t random and lunars can be grabbed
!feedback
Acrid alt-r idea:
Meltdown
Fires a projectile that spreads from enemy to enemy similarly to Epidemic, but spawns a pool of acid beneath them instead of poisoning.
Thought it might be cool to have an ability that brings back the area control aspect of old Acrid
!feedback
stop having items go over the edge
lost an item i haven't seen yet cause of this
!feedback not super important, but could you skewer fresh meat on the sword? maybe in the middle of it? that'd be amazing, thank you
!feedback there needs to be another method to give feedback, this method is highly limited in that it's essentially "how many people that are on discord literally all day like this or not" and also ignores that there are different sections of players playing the game, the easiest of which to point out is the players that have or have not played RoR1. I've almost never seen a message break 100 total votes and there are far, far, far more than 100 people playing this game. Unpopular opinions also need to be heard or else you risk alienating all but the strictest middle of every viewpoint.
!feedback Fix the multiplayer bug ^^
!feedback Let lunar item "Brittle Crown" work on Engineer's turrets! (Engineer shares a card with his turrets.)
Edit: Yes, those turrets can be immortal, but money can't be immortal. 
!feedback nerf malachite hp
!feedback
Artificer's Plasma Bolt primary doesn't seem like its worth using over Firebolt. It's slower, doesn't curve towards targets, has the same impact damage but doesn't have the damage over time. All in exchange for a slightly bigger AoE hit. Not worth it at all to me.
I propose the move be reworked into something that is more removed from the identity of Firebolt, perhaps a hit-scan beam that is easier to use at range in exchange for less damage, or a initially weaker bolt that chains lightning to nearby targets.
One of the best things about Artificer is that it seems her goal in the long run is to have skills of each element that cover a wide variety of uses, making her very flexible in the loadout menus. Hopefully down the road she gets a full suite of skills to cover each element in each of her slots.
!feedback Add an in-game UI to browse server lobbies, I think the steamworks server menu is pretty barebone and the fact you have to download the tool (which many might not know about) to allow you to even access these servers is kind of unnecessarily extensive.
!feedback Let us exit the shadowfade (the lunar item, forgot the exact name sadly) at will. If you stack a bunch of these, at times you just fly around the teleporter area waiting till you get out to presume the fight.
!feedback Standardise both of REX's M2s to 10% of current hp, and make his r use 33% instead of 25%. REX seems to be about trading health for power, and the new buffs give him a powerful build that also grants him a great deal of sustain. The standardization keeps Drill's "less instant value but more value over time" thing while not making it a direct upgrade to his stock, and also buffs his stock m2. ||also buff disperse pls, no reason to use it over the new one||
!feedback Make the artificers passive a toggle instead of having to hold it down. or the option to via the options menu
!feedback the chain clack sound effect for Acrid's jump sounds like it was made by a chain with many more links than the actual chains on acrid's cuffs
!feedback
Give artificer a Lunar themed skin,
Not really sure how but maybe like lunar cultist like maybe give her a hood over her helmet an like the bluish white color scheme ?
!feedback
The overloading buff from wake of vultures should give you like 1.5x your health in shield instead of just converting half of it into shield for a short amount of time so that it is an actual buff to your overall hp instead of only taking half of your health away.
!feedback
currently commando is the absolute weakest character in the game, and he's the first player's experience. i suggest giving him a % buff to his attack speed every level, even if it's a small amount like +7.5%. he needs a buff and he's also supposed to be the proc-monster. this change, while making his niche more powerful, also makes him less dependant on his item RNG.
!feedback have the ability to save a run and come back to it later
!feedback
An idea for
's special (R) ability.
Directive : Spore - Sends out a cloud of poisonous deadly spores, dealing 250% per second and gives a poison status effect. Cooldown : 10 seconds.
!feedback To try and buff Commandos Tactical Dive.
Rolling into enemies stuns them similar to MulTs Util
Note: Rolling into enemies would not do damage. Only stun
This way if youre stuck between loads of enemies you can just roll through them without worry of being thunderclapped
!feedback Sandbox type mode that allows you to go to whatever stage or spawn whatever enemy or item. All the logs that you have for items, stages etc. is what you can spawn in. Also manipulate difficulty and time mid game and being able to do this online would be cool. Possible let the host give others permissions on what they can do like spawning stuff
!feedback Allow Loader's dash to let her escape clay dunestrider's sucking move.
!feedback
Each character should have custom skin 'workshop' where you unlock individual colors of choice by getting the top 10% in prismatic trials. Top 5% or 1% should unlock a texture or something similar.
In this workshop you should be able to color each individual piece of your characters armor or body with colors/textures you've unlocked. Skins will become more and more badass over time as players unlock colors.
!feedback so you don't get the mastery achi if you get to the obelisk but have the beads of fealty then don't kill the boss. I still obliterated myself but died to the boss. I feel cheated out of that mastery skin.
You will be avenged
!feedback
Minor rework to
to no longer drop a banner on lv up but instead in the center of the portal zone when you press the button. (so a teleporter based effect like
)
This fixes the main issue with war banner not doing anything on longer runs, and being inconsistent in general, and makes stacking it a viable option for TP rushing as it makes the zone expand father out (possibly beyond the tp zone).
!feedback Acrid's shift ability makes him start sprinting but removes red whip speed even if it hits nobody, but after using Huntress's shift ability you have to re-sprint.
!feedback
If Artificer dies while the jetpack is active, keep the jetpack activated while she continues to ragdoll around in the air like an AtG missle
!feedback Don't allow the Stone Titan and Aurelionite laser to still shoot you when stealth kit gets activated. It doesn't make any sense if you are invisible, so it should immediately target somewhere else instead. (Lasers can already switch between targets mid fire if someone else agros it, so I know it's possible)
!feedback
I've been spending a while concepting an ability for Acrid that I feel would address a multitude of concerns that I, my friends and some people here have had in regards to the character!
Acrid Alt R idea: Void Rend
Become enraged and lunge forward in a line, dealing XYZ% damage to all enemies hit (Similar to Loader utility). This skill can be recast 2 additional times ( 3 total ) within a small window, going farther and dealing more damage with each cast. The third cast deals additional damage to poisoned enemies.
Additional properties:
-Acrid has significantly increased armor, as well as super armor, during this skill (OR invincibility during the lunges?).
-Void Rend can be cast in any direction on each cast, making it functionally similar to Mercenary's utility ability.
-This skill does NOT poison, but deals more damage because of poison.
-On connecting the final cast on a poisoned enemy, the skill could either remove poison and deal damage based on its remaining duration or just deal a set bonus to the skill's damage. Whichever one makes more sense for balance.
Philosophy:
Is Acrid a ranged character with melee aspects or a melee with ranged aspects? This is meant to allow both of these distinctions to actually be valid and viable by giving Acrid access to more melee-like mobility, combos, and damage mitigation in one single skill. M1 and Caustic Leap are indirectly buffed by the existence of this move as Void Rend gives you a reliable means to get in and out of close combat. Poison is very consistent a damage dealer but is frankly slow in the face of a built Loader punching 50% of a boss's HP post-loop on Monsoon (Not to say Acrid should deal THAT much damage however). This skill is also meant to make it so Poison is an addition to Acrid's kit, enabling you to burst down a select few enemies rather than trying to poison everything at once.
I drew a mockup of the skill below!
!feedback In regards to the Titan lasers, don't let them shoot behind his head. Not only does it look weird to see a laser clip through his head and hit you, if you're running behind the titan it doesn't feel right that it can hit you without even looking at you. Normal stone golems have to turn to hit, why not the Titans?
!feedback Possible Scavenger boss drop
Quantum [I don't know what to put here]
Your minions inherit a few of your items
In essence, it gives each minion X amount of credits to get items that you have. They cannot get boss items or equipment, but they can get any other type of item. This could be a possible scaling:
Minions get 25 (+15) credits to get items with.
Whites cost 3 credits
Greens cost 5 credits
Reds cost 15 credits
Lunars cost 10 credits
Of course, any of this scaling could be changed.
EDIT: Forgot to mention that it would be purely random what they get.
EDIT 2: Also forgot to mention that it would be weighted more towards whites and greens, as in this pattern:
Whites are weighted at 50% chance
Greens are weighted at 25% chance
Reds are weighted at 15% chance
Lunars are weighed at 10% chance
!feedback Loader skill achievement: Rider
"Ride a magma worm"
Basically, this would be one of the challenges that you need to complete as loader for a skill. I don't have a skill idea yet, but I thought it would be a cool challenge to do. All you need to do is grapple onto a magma worm and "ride" it when it flies into the air, keeping your mouse button pressed.
!feedback Add glow / color to Acrid's alternative skin eyes and mouth.
The lack of glow on the mouth and especially eyes looks really weird to a lot of players.
Gif linked here shows the striking difference.
https://gyazo.com/db35f879198e1ab735d04c675441463f.gif
Be it red / purple / white, Acrid would looks amazing with any color glow.
!feedback Shaped Glass shouldn't visually cut the players health bar in half. Just cut the number in half. Hard to get a more exact visual meter on how much health i have when half or more of my health bar is just void
!feedback Add an option to only pick up items via selection. It get annoying when I have a bad item and pick it up because I walked two inches forward.
!feedback let us press Esc to go back on some menus. Having to mouse-over every time feels odd
!feedback an artifact that makes the boss drop items and that includes random spawn boss just like ror1
!feedback im really liked the old Gasoline visual effect. Now its almost invisible. Dont know why its been changed, but can we have the old effect at least as an option?
!feedback Make an equipment type 10% less likely to spawn every time it appears. I've had four runs in a row where the equipment barrels all contain the exact same item, and it's really annoying.
!feedback There should be more QoL fixes with Co-op like the one with lepton daisy. The lepton stacks with everyone on your team while other everyone benefiting items such as bandolier, ghor's tome, etc... don't. Might just be me but I just don't understand why people would want to separate their ghor's buff when they can just have on guy repping a higher chance to make money making easier.
!feedback Crash detection, a way for the game to be able to reinsert you into your previous run in the case of a crash. Multiplayer has something similar that lets you rejoin a game if you crashed and single player should have something similar.
!feedback Frost aspect for players should deploy a little frost bomb upon taking a certain amount of damage, it'd give the aspect more use on things like WoV or the distinction. As of right now its basically the same as the chronobauble.
!feedback This is something that I imagine should only be done post-release, since it would likely require quite an overhaul, but nonetheless, a second gamemode that allowed up to 4 players play the game normally, and a 5th player to play AS the Director, controlling spawns and saving up spawning points to try and screw everyone over
!feedback to add onto Sad Starfish's idea of letting us have some means of re-obtaining items lost by a player D/Cing, make it so that when a player D/Cs, a special portal opens up alongside the others, leading to a time frozen void where the player's character has ended up, interacting with these glitchy, timefrozen bodies allows players to pull the items off them via a UI. this time frozen void can also be accessible from the lunar shop as well.
!feedback beside horde of many needing a nerf in the early stages i think clay templars should have significant damage dropoff. It makes sense they melt you when they're close but as of right now they are extremely unfair as their hitscan barrage is pretty much unavoidable, has huge knockback and still does heavy damage at range. A malachite clay templar is almost a death sentence outside of op runs.
!feedback There should be a Lunar Item that increases your damage for every debuff you have.
!feedback I like to play Engi a lot and would like to see him get some more love. I had some ideas for Alternate skills that I wanted to throw out here and see if anyone else agrees.
Alternate M2 Skill: Aerial Proximity Mines. Basically little floating mines that would shoot out a medium distance and hover there until something came within range and then explode. Probably would have lower damage than the others for balancing, and I thought it would be funny if they had little propellers holding them up like the gunner drones :D
Alternative Turret: Aerial Bombers. These would be flying Turrets that unload an explosive package, kinda like a mortar, on enemies. Slow fire rate, high damage, making crowbars more useful on Engi if you choose them. I like the idea of bombs but they could also have some other high damage effect like a shock pulse or whatever, just thought it would be cool to give him more diversity.
!feedback Maybe a button to randomize which character you drop in as?
!feedback So I uh. Noticed that Ghosts n such like to snag healing orbs and ammo n all that.
Can that maybe sorta not be a thing?
!feedback
( Update for @plucky fern )
Change the fact that Healing Orbs / Ammo Packs / Gold (Ghor's Tomb) are not allowed to be Picked Up By Drones, Turrets, Beetle Guards, Minions And Ghosts
!feedback in order to help mitigate the abuse of shaped glass and 1-shot protection, I propose that shaped glass double the damage taken rather than half the users hp. Not only would this no longer benefit 1-shot protection builds, but it would also fit more in line with the lore of the item.
!feedback
Give some kind of specific item for completing void fields (like Aurelionite for the gold one) - maybe one that generates void on a nearby enemy when your ultimate skill is used? The random item drops are fun but don't give the stage much personality
!feedback
When in Shadowfade, please make it so you can't take burning damage or fall damage. The fact that pre-existing stacks of burning can still damage you when in Shadowfade nullifies the effect, and has killed me many times. As the item is supposed to provide invulnerability, you just put yourself at risk more when fighting burning monsters as you can't attack yet still take damage.
!feedback
REX's Bramble Volley skill says that it costs 20% of your current HP to use but in game it only uses 10%. Not sure which side of this is unintentional but figured I'd point it out.
!feedback
Give Acrid's Frenzied Leap alternate skill more punch to the sound and effect that it leaves. It's pretty anticlimactic compared to the caustic leap, as if all the inertia from Acrid's body suddenly vanished. Very unsatisfying.
!feedback
Decrease the rarity of the Radio Towers (the way we get the environment logs for normal stages)
!feedback
Commando has 2 guns and stuff, would it be too much to give him 2 charges of everything so he doesn't suffer in the beginning?
!feedback
When someone leaves the game as the host in an online game, it should switch the host. I've just had the absolute frustrating forced disconnect from a great game where I wasn't the host.
!feedback Add another tab in chat that shows logs (how much damage you deal, how much damage you take, what killed you, what you killed.).
!feedback unused dio's get converted into extra lunar coins at the end of the obliteration... As is dio's feels underwhelming to more skilled players or in situations where you might die twice to a boss anyways and a different red would work better
!feedback
Let us scroll the chat up and down via scrollwheel if the chat window is open.
!feedback There are some challenges that are only achievable with notable luck/cheese (like the "Kill Boss Fast" on Artificer and Engineer is almost only achievable with rushing Rallypoint Preon) or challenges that basically sum up to "grind for two hours on Drizzle" (Both of Commando's challenges and Huntress's 'One Shot') along with ones that just flat out aren't very fun (the "Don't get hit" ones on Huntress and Mercenary). Virtually all of these could be slapped on any character and it wouldn't change much, which is disappointing when juxtaposed to stuff like Rex's 'Dunked' or Artificer's 'Orbital Bombardment' that are challenges uniquely tailored to their kits. Most of the challenges right now just seem very non-unique with some also being grindy or just not fun to do, and could use more individuality and be more entertaining.
!feedback artifact idea: ||1st person mode||
!feedback bring the Gup back! (https://riskofrain.fandom.com/wiki/Gup)
!feedback acrid needs something to take out the wisps because jumping and swinging just doesn't cut it and his poison spit doesn't do much when there is like 10+ of them. Dying on stage 2 is unacceptable.
Hey the sphere graphical effect of Frost Relic could replace the ring, a suggestion pls, cause the entire graphic of the item's effect blocks a lot of field of view.
!feedback
Perhaps let players aim down at a further angle, or straight down.
Currently, players may not aim straight up or down. It would make Artificer's glide a bit easier to use, and might fix certain melee characters being unable to attack certain enemies under them, ie. Acrid and Wandering Vagrant. It also may open new possibilities with skills, such as allowing Rex to fire their utility straight down, propelling them straight up instead of at an angle.
!feedback Being able to hold down the pressure plates with Loader's pylon now is great, but they're a bit hard to get on there. Is there a way to put a small pull-in for the pylon specifically around the pressure plates?
!feedback Poison from Neurotoxin and Epidemic are counted as separate and stack. Epidemic is lethal, normal poison is not. There's no reason for poison not to stack when RoR1 handled it just fine.
!feedback grammar error when you summon jellyfish
!feedback
For the love of God, please make matchmaker prioritize matching players from the same continent (or just low ping in general).
Also for those who do not mind playing ror2 as turn-based game add a check-box option "join hosts with ping greater than 100"
!feedback Maybe an idea for an artifact that enemies have items like in the void
!feedback REX should drop into the game like MUL-T does, without an escape pod it makes sense cause he was thrown out for essentially failing at his task according to his log
!feedback Give the cleansing pool a chance to spawn in the lunar bazaar. Seeing how Pray Beads prevent you from getting the mastery skin, the can ruin a run if thats your end goal so putting a cleansing pool in a set place could help get ride of them should you accidently pick a pair up.
!feedback Make abilities more dynamic and interactive. For example, add % AS or AD for Commando after his roll for N seconds, increase attack range for Huntress after dash, etc. Some powerup after use of "just moving abilities"
!feedback
Make Huntress's special ability (R) work on flying enemies.
Why? Because, for example, we have a Wandering Vagrant, it can be aimed with anything, except for R, because it is AoE ability that needed to be used on surface.
Edit : Change it's meaning in "It can be aimed". Deleted 2nd paragraph.
!feedback
I said it before, and it did very well but not well enough to get noticed, so I wanted to try it one more time
There should be an item that increases the teleporter charging radius. This would give the survivors a bit more area to run around in when in a pinch while still charging the teleporter. This would also pair well with the lepton daisy as it would extend the heal of it because right now, I believe it's a bit disappointing.
!feedback
With how powerful other survivors' utility skills are, could we please give commando his iframes back?
!feedback
The scavenger needs a nerf. Was playing as Acrid with around 2k health got hit by something from a scavenger, it applied bleed on me and I died from that with 900 health remaining after being hit. I do not enjoy going past stage 7 cus I find that the scavenger is always a gamble it can seem easy to kill and then immediately just one bang me
!feedback
Make enemies in the Void Field unable to get Dio's Best Friend. Or at least make it so they aren't invunerable for 3 seconds after they resurrect.
!feedback
Can we have a training mode where you can cheat in items for testing purposes?
!feedback add a number that shows the amount of shrines of the mountains activated above the teleporter
Some of the voice channels should have 2 and 3 player caps in case people want smaller groups
!feedback for @manic mantle.
Some of the voice channels should have 2 and 3 player caps in case people want smaller groups
!feedback
Multiplayer needs more item spawns.
!feedback Rather than making exceptions for utilities cancelling Red Whip, why not make it so you only lose the speed boost when you deal damage? This would make it so you can still zoom around with skills such as Mercenary's M2 and Eviscerate without hurting your movement.
!feedback Please update Artificer's Alternate R ion surge to be a utility skill.
!feedback Would be cool to see Halcyon Seeds rarely drop from Stone Titan boss fights once you've killed Aurelionite at least once, maybe like a 5-10% chance to spawn? Would be neat to see it just a liiiittle more often, it's a really awesome item that you're not given many opportunities to make useful, so it ends up being a novelty you get if you fart around in the Gilded Coast successfully deep or early into a god run.
!feedback give rex a different entering animation when a game starts I don't feel like a pod fits his character
!feedback add characters current stats to the HUD damage, move speed, attack speed, armor etc.
!feedback add a item count tracker in coop
!feedback Compared to Mercenary's Oni or Rex's Smoothie skins, I feel like Loader's Classic skin is such a miniscule difference from the normal skin. The small alteration in color palette hardly feels rewarding enough to warrant the mastery challenge. I think a new Loader skin is well deserved for such an awesome survivor.
!feedback Commando Utility: Combat Booster
- Costs 25% of current HP
- For five seconds, gain the following:
- +40% boost to current attack speed
-
- 15% boost to current move speed
- heal 5% of the 25% spent back per second
!feedback Sticky bombs are literal garbage after their nerf, 180% total damage at only 5% to proc with +5% per stack, possible things to make it great again would be to either add some degree of damage stacking back, make the explosions larger per stack or drastically increase the proc chance. For comparison you get 290% bleeding damage from tri-tip and reach 100% proc chance at 7 stacks
!feedback
Make a feedback have a maximum amount of downvotes before it gets removed, whatever number you feel is fit.
It'd help clear up the chat and make the feedback that would be worth upvoting not have to be scrolled up to.
!feedback I feel that since Acrid and Mul-T have there own entering animation give the rest of the charecters there own. for example huntress can be shooting at a target and the engineer can be tinkering with his turrets.
!feedback how about an item that extends the teleporter circle?
!feedback Make the void fields suffocation lethal because everyone just cheeses it by running away from the teleporter range and from the enemies
!feedback in the charecter selection screen add holiday decorations for holloween, christmas, etc
!feedback make the void fields suffocation damage stronger, feels a bit too easy to outheal it
!feedback give acrid back the ball for his chain from the first game
!feedback let us choose between all of the previous updates' title screens after the final update comes out, or make it random every time
!feedback At the killscreen, it'd be nice to see if the monster was an elite, and what type of elite it was.
!feedback console versions of this game are fucking atrocious. I can't get past the first stage and I am on fucking DRIZZLE. It's basically complete pain and suffering until you get huntress where it becomes immediately easy.
potential solutions: add more aim assist solutions such as bullet magnetism. It's already hard enough trying to get the crosshair on a target using two sticks. Maybe some halo combat evolved style softlocking to enemies
!feedback
Maybe don't make the scavenger sacks spawn right next to the edge if the scavenger falls off...
Thanks for throwing two legendaries off the cliff to never be seen again...
!feedback
I've noticed some people talking about the void fields lethality, a compromise could be increased lethality while a cell is charging, but reduced on the travel between cells so that it doesn't kill slower early game characters such as early Acrid and Engi
!feedback
Make items that fall off the edge respawn on the ground so tragedies stop happening
!feedback Remove scavenger smite. (The lightning thingy)
Maybe even them using equipment altogether
Equipment is OP vs players
!feedback instead of the little float Acrid's M1 has, make it so he'll stick to his target if he keeps attacking, allowing him to stick to the sides of bigger foes like a Wandering Vagrant and slash away.
!feedback Make it so that when void enemies have Dio’s Best Friend in the void that they don’t get revived after being slain from the core getting charged. Every enemy gets slain from the core finishing, and then they come back so they are still a threat during the time where no enemies should be alive.
!feedback During the winter seasons, make all the snow-less maps snowy and make the water (if that maps have them) frozen. I think it would be kinda cool 🙂
!feedback
option that adds rain effect to the game
(depends on the level of difficulty ?)
!feedback Twisted Scavenger drops 10 lunar coins regardless of amount of players, meaning only solo players get to benefit while it becomes a net loss above 2 players, maybe the amount of lunar coins dropped should be proportional to the amount of players
!feedback
Adding onto the above, the coins dropped by twisted Scavenger should both be increased in mutiplayer to make it worth, but also be added straight into the players inventories (and equal amount each)
This is to stop greedy randoms from stealing 15-20+ coins from the other 2-3 players and to keep things fair.
!feedback in relation to @little barn’s post, i think an easy fix would be to have lunar coin pickups in multiplayer add to everybody’s lunar count
!feedback
Interactive colors for Razer brand chroma lit products
Example 1: Acrid's abilities blotting different colors of green and purple on keyboard
Example 2: Artificer's flame thrower creates a flame effect on the keyboard
!feedback nerf or remove clay templars. At the state they are they are scarier then bosses and they do way to much damage
!feedback have Adaptive chests when opened drop enemy aggro for a couple of seconds so they can actually be used and not just be overcosted whites.
!feedback
Engineer's shoulder turrets should always face the the way the camera is facing, it makes it appear less clunky when engineer is running around freecam and turns around just to fire the grenades instead his shoulder turrets facing the same way he is
!feedback There seems to be a tiny amount of mouse acceleration on the menus. While not necessarily a massive issue, it's still annoying to some people and having an option to disable it would be nice.
!feedback
A new lunar item, Catalyst of The Corrupt! On pickup, boosts the duration of ALL status effects (both good AND bad) by 25%[+25%]. This pertains to effects from items like Predatory Instincts, equipment like Spinel Tonic, and enemy-given debuffs like bleed, being set on fire, and malachite regen-blocking.
!feedback Add an option that reduces the amount of chests that spawn in each stage but gives a copy of every item someone picks up to all members of the party. It would make multiplayer a lot more balanced and it'd also allow players who died to catch up with the rest.
!feedback
VR compatability
!feedback
hit escape and have an achievements bar that shows things in the achievements and a separate tab in this UI to see what things need to be done to get new abilities for character
it's annoying to keep forgetting what is needed to be done mid game
!feedback make Acrid's poison count as an on-hit with a proc coefficient of 0, so that it can proc Chronobauble and Shattering Justice. I don't want it to proc stuff like dagger and bands, but Acrid has no synergy with Shattering justice and Chronobauble beyond the first hit. Acrid actually has a tougher time than Loader at maxing Shattering Justice stacks because Acrid's spit and r only do one stack each, Loader at least has his pylon which even affects multiple enemies. As the game scales to using elites and bosses as regular enemies, Acrid's poison falls short from the early game powerhouse that it was, so letting his poison proc guaranteed on-hits would scale it just a bit better.
!feedback I noticed Malachite elites release those spikes and, individually, can hit twice. After flying through the air, if the player is caught in the location it lands, the explosion from the spikes upon landing, and the spikes triggering as a trap immediately after seems to "one-shot" the player (on monsoon, Acrid with 1100 health is "instantly" killed with player health entering negatives). Intended or not, the combined damage "one shots" players in late stages doing this damage with almost no delay. Making it so any damage received from the spikes expires them could remove this "instant" kill from a passive enemy attack.
!feedback perhaps remove the two pearl items? they require you to spend a lunar ITEM not coin but ITEM just get, you only get a 10% of getting the rarer one. I've been playing for so long and I've only seen 1 cleansing pool to get one and I didn't have any lunar items on me. and since i'm talking about lunar stuff can you grant more lunar coins for completing a run? it takes way too long to farm for coins for how fast they can be spent/wasted.
!feedback
a passive for my friend engi
symbiotic electronics
The Engineer benefits from his electronic buddies, and they benefit from him
the more drones he has, the more a specific stat increases (damage for attack (like missile) drones, and regen/health for health drones)
in return, drones recieve a power boost, and cost less to repair.
this is to not only make drones a little more viable lategame, but also so that Engi has a cool little passive to help him boost up by having his flying friends =]
!feedback remove the cleansing pool it's not effective at getting rid of lunar items.
!feedback
Brass Contraptions and Greater Wisps should be able to be stunned
!feedback Merry Christmas! And a happy new year, too!
!feedback Make Beads of Fealty not prevent you from getting a mastery skin for a character when you reach the celestial pillar. PLEASE. I just had an absolute god run on Monsoon, went to collect the mastery skin, and got rekt by Wipwip and IT DIDN'T COUNT.
!feedback Make the visuals for the Huntress Ballistica flashier, and apply a slight green tint to enemies when they are poisoned by Acrid
!feedback make a tower defense game mode
!feedback Cosmetic only microtransactions, so you can hire more staff and pump out more content faster
!feedback
Instead of the above from Quinn, add in a Patreon button that links to whatever Patreon you have (or will have), so dedicated fans can donate money to Hopoo Games besides buying the game itself.
!feedback
to celebrate the new year you guys should add a little cosmetic 2020 new year shades for all characters, either as a permanent unlock or something limited to during runs. and you can get it by getting a bundle of fireworks + lens makers glasses in a single stage, or something along the lines of that
!feedback Make engineer's turrets elite if he has an elite equipment.
!feedback introduce a way to make** Engineer Turrets** *** prioritize targets***
I understand that the engine may not support some of these options, so I intend this feedback to be more food for thought than concrete suggestions
Possible methods
1- On ping [Already suggested many times]
2-A simple** command** system (Prioritize Bosses/Elites/Small enemies e.g.)
3-A weight system (Boss - 3 , Small monsters - 2 , Elites - 1 e-g. )
!feedback Add a Resolution Scale slider so people on low end machines can play while also being able to read text on the GUIs
!feedback Lunar coins from obliterating are dependent on the difficulty you're playing. (Ex. 5 for Drizzle, 7 for Monsoon)
not exactly those values, but ya get the point
!feedback make Chronobauble have less base slowing power but it gets stronger on subsequent hits, capped at x%
!feedback add a Restart option to the in-game menu
!feedback Lunar coins from obliterating being dependent on how many stages you've done and maybe scaling lower after a certain amount of stages.
!feedback
accessibility tab in settings with colorblind options (Deuteranomaly, Protanopia, and Tritanopia) and options for hearing, etc.
I recommend using the link below, it has different levels for accessibility options to implement into the game
http://gameaccessibilityguidelines.com/
!feedback
ups^
In the logbook. Add an arrow for left and right to go to next item while you are tabbed into the details of the items. Small change but as a new player i just wanna scroll through everything and gets a bit annoying pressing back inbetween every item! 🙂
!feedback add another constraint to the one-shot protection: have damage received be not any higher than hp*0.9 like now, but if that amount is lower than a number, say 50, use that as a cap instead. This would mean that with low enough cumulative health (e.g. lots of shaped glass), OSP would get disabled as the max damage receivable would be higher than your health
!feedback
Give Huntress an alternate Primary that fires larger, faster, harder hitting arrows but has no auto-aim. Myself and many others hate playing as her because she feels less interactive and really boring compared to all other characters. Her default Primary shouldn't be changed but it would be very nice for those of us that can't stand it to have an alternative so we actually pick her sometimes.
!feedback customizable colors for survivors
!feedback building on the previous suggestion above, allow custom colours AFTER unlocking all possible skins for said character, allowing it to still feel special and earned
!feedback completely remove osp ✌️ 😎
!feedback Merry Christmas to the devs and everybody who celebrates it, otherwise happy holidays.
!feedback QOL: have the grappling hook range indicator for the loader work when youre running as well
!feedback restart button in menu during prismatic trials
!feedback
Two buffs to Mercenary's Slicing Winds skill to make it not a direct downgrade to Eviscerate in every way.
1.) Increase the amount of enemies it can hit by 1 enemy per 3 levels Mercenary gains. This will solve the issue of it being way too weak for crowd control further into a run while keeping it more tame early on.
2.) Add 1 extra hit to its total per 15% attack speed above base.
!feedback Buying turrets with engineer could convert them to the walking variant like his skill. It could be a passive as a whole, that engineer's minions are buffed in a way or something, and the normal turrets walking fits well with them now moving over to new levels with you
!feedback
Loader's default grappling hook should have a higher acceleration than her alt grappling hook, or reduce the acceleration on her alt grappling hook. Right now, there is no downside to picking her alt, not being able to hook wisps or lemurians is not much of a downside, and it's considered better because it can deal damage and stun.
!feedback So what if
Loaders Alt R is using her gauntlet like a flail.
She "unwinds it" so the chain is out and swings it around her in circles. Any enemies caught in it would be stunned and dealt x% damage. Maybe pushing them away too?
!feedback make it so you can go back by pressing escape button instead of clicking "back" on the game..its just too slow
!feedback
(for@pale meadow )
make it so you can go back by pressing escape button instead of clicking "back" on the game..its just too slow
!feedback what if huntress got a new m2 thats more like a boomerang where she fires and it comes back to her and the gimmick is that if she catches it it reduces or resets cooldown
!feedback call me bad, but there needs to be a meter or a timer somewhere on the screen when using Jade Elephant. Being able to approximate 8 seconds mentally is not an easily acquirable skill on its own, let alone when trying to slaughter hordes of enemies. Just a bar that slowly depletes will make this item so much better.
!feedback It would be super cool if after looping, maps turned to a night cycle, this is a purely cosmetic change as well so no monster changes etc., this would make the maps really stand out at night. And we could have the nice night time moments on all of the maps with amazing background scenery.
!feedback idea
add text to speech like in moonbase alpha ingame with ability to turn in/off in settings
!feedback thanks for reminding me, the in-game player text chat is EXTREMELY hard to notice amongst all the item notices and such. Maybe make player text a different color to make it stand out more, perhaps a selection of name colors in the options?
!feedback As someone with a really low end PC, I've been amazed by how well the game runs ESPECIALLY even with a huge amount of things going on. But for some reason, the new two variants completely kill my framerate from an average of 40 down to 10-15 when I stare at certain areas (Which don't seem to have stuff in them). This may indicate there is a problem with something?
!feedback
Passive for Engineer: Scrap Mechanic
Drones cost x% less to repair after breaking down, and repaired drones inherit one random item
!feedback I don't know if this was suggested before, but it wouldn't be better to get guaranteed 5 lunar coins after obliterating, and if you have the lunar item you get +10 lunar coins (which would be split between players if you are with friends) from the secret boss? If the screen fades to black and the game ends, at least you still got 5 from obliterating.
This would work even in SP since you would need to spend 1~2 lunar coins to get the item, and then gain +13~14 coins (assuming that you got everything from the secret boss)
!feedback
The scavengers should drop whatever items they pick up during the fight guaranteed. It announces they have an item in the chat, so why wouldn't they drop it?
!feedback I think it would be nice to have unique stage and boss for each survivor. I guess it would require a lot work for sure but I think this would be a really nice way to add more depth to the lore of each survivor. An exemple of such stage would be something like the crash site of the hydroponic bay where the survivor Rex used to be and where we would probably see the remainings of other dead hydroponic units.
!feedback Perhaps make it so you could access the logbook from the in-game pause menu? Could make it easier for those that are new to the game and has not memorized the abilities of certain items yet, especially Lunar ones.
!feedback Collaborate with Ghost Ramp and let me get a gorgeous vinyl of your gorgeous soundtrack when the game is finished please ❤️
!feedback For Huntress's secondary skill it would be awesome if it was a scatter shot (that u would aim). After it hits it first target the one arrow would split into smaller arrows that would do a percent dmg of the first arrow. The small arrows wont auto target and but have a range.
!feedback Please add some sort of timed chest equivalent in scorched acres. Currently there's a 50/50 for whether going for it pays off, otherwise you need to spend 4 lunar for it to guarantee it.
!feedback
During development, can each character eventually have an alternate primary skill?
It seems odd how only two characters have options for alternate primary skills (both with a slot open for all other skills as well) and the rest are cut off from primary skills at their disposal.
!feedback Scorched needs something to make it even remotely interesting compared to Rallypoint. As it stands, Rallypoint has the timed chest and the possibility to spawn the giant drone. Not only does Scorched not have any interesting equivalents to these, but it is an actively worse map because of the level layout and color palette making traversal and teleporter location far more difficult than on Rallypoint. In basically every way, Scorched is worse.
!feedback building off @dense flume and someone else's feedback.
Jade Improvements:
-Survivor now is solid Jade
-The jade slowly fades/decays off the survivor when timer is running out
!feedback (on console at least) have charging a shot with engi/MUL-T not cancel sprint, since you can immediately begin sprinting again after beginning the animation anyway, would save a joystick press
!feedback possibly, similar to the map variants, variations in appropriate weather for maps. Such as snow or overcast in Distant Roost. Rainfall or overcast in Titanic Plains. Sandstorm in Abandoned Aqueduct. etc.
!feedback give plasma bolt (artificer alt primary) a 30-40% damage increase. this would let it compete with the 200% fire DOT from fire bolt, while also letting it kill wisps in one hit early on (the main reason why many people don't use it)
that, or give it the tendrils of lightning similarly to nano-bomb. something to make plasma bolt a sidegrade, and not a downgrade
!feedback
engineer turrets should inherit the q items that drop from elites since its effect is entirely passive, so they can benefit from whatever they may do. Examples: Silence Between Two Strikes, Ifrit's Distinction, Her Biting Embrace and N'kuhana's Retort
Edit: added item examples
!feedback
Scavengers are equipped with items but which one ?
Can we have a list near their name as if they were bosses with the same graphics as players ?
!feedback
Playing the Engineer I had the idea maybe it could be cool if there was a rare and expensive drone that could be purchased by any character that will adapt items like the Engineers turrets do. Perhaps it would be too overpowered, I don't know. I just thought the concept had potential to be fun.
!feedback later on when the games more polished you should add teleporter variants, since logically the teleporters wouldn't all look the exact same
!feedback rex alt should be cactus
!feedback put restrictions on Scavenger, it is way more powerful than any other boss and is an almost guaranteed run-killer
!feedback
Make the Focus Crystal circulate around the player at its effective range instead of being awkwardly implanted in your hand
!feedback
Maybe making an item that you have a percent chance to spawn with at the beginning of a run
!feedback This is an idea for the Discord Server
- Being able to give ourselves a role of where we are from, that unlocks a specific channel (depending on where you're from) that's hidden in the "Looking For Group" category so we can find people who are from the same region to play with. (Basically an extra lfg chat, but helps us find people near us)
Examples: Asia, Africa, Oceania, North America, South America, Europe, etc.
I see some people struggling to find people to play with in the lfg category, whom are from Australia, Asia, etc. and I feel bad for them.. i feel like this is a good and easy way to help these people.
!feedback For the fight with the boss in ‘A Moment in Time, Whole’ upon defeating the boss, add an item unlock or some sort of additional reward. Lunar coins are fantastic and all, but I feel that something bigger should be given upon beating the boss.
!feedback The "first" distant roost, as someone just earlier said, is just a downgrade to the new Variant. My main problem is how claustrophobic it feels. Maybe have all seeds guarantee to spawn the bridge and open door to keep the level expanded?
!feedback
A "Leon" skin for our boy Acrid. He'll be dressed and sound as a lion does and spew fire.
!feedback Please god remove the healing from scavengers, I just got one that blocks nearly every hit, heals faster then I can hurt him, and when I saved up four canons to hit him with, he dio's.
!feedback
Add an auto pause function in single player for when the game loses focus, like how Minecraft does it. That way if a pop up gets in the way of your screen it won’t end a run during a teleporter or boss fight.
!feedback remove tougher times from the void fields challenge its almost impossible on rainstorm or higher especially on melee characters, its just very annoying and hard.
!feedback
Acrid needs some procs on poison, for example bleed or missiles to make it not that much dependent on having other players or turrets to finish them off, or don't have the need to R again to finish them off, the character is good but it needs some tweaks to be a little more active and don't have the need to hide in high places and just spam R slowly until everything dies.
!feedback A random button for character selection
!feedback Write current run stats to disk after each teleporter event so we can see them in the event of a crash
!feedback Commando is the most basic character and his new secondary made him wayyy better in small aoe but his mobility is still pretty basic. His new utility should be a slide forward, basically like his default, but at the end of the slide he'll peform a long jump if you press spacebar. You can decide to just slide or do a long jump. The downside of it is that you can only peform the slide on the ground, but if you time it right you can peform the slide right before you hit the ground to negate some fall damage or all depending on how far you fell. (Maybe 75% -ish)
!feedback
Alternate Engineer Special
-Artillery Turret & Small Drone Turret
-The artillery Turret's shot would mimic
the crabs rocks, or Rex's Seed Barrage.
-The Artillery Turret would have higher max
health, but most importantly more armor than
any ohter turret.
-The Artillery Turret would not be able to
shoot in a certain radius around itself.
-The drone would hover over the Engineer's
head and mimic the laser from the Carbonizer
Turret at reduced damage, 110% dps maybe?
-The drone would summon upon placement of the
Artillery Turret.
-The drone turret would expire if the Artillery
Turret died.
Edit: The Drone Turret would not be targetable or have health, tied directly to the Artillery turrets status
!feedback Make it so when you ping an enemy or attack an enemy, a lil hotbar pops up with an icon of their face, name and current healthbar in the corner of the screen, letting us know exactly how much health that enemy has.
Could give us basic info of that enem while at it too..
Example: Scavenger, having it's item's show with that little hotbar, vertically or horizontally, whatever's best.
Would be a nice feature that we could enable or disable in the settings.
!feedback I know it's small, but what if the orb that was circling around the teleporter when you have a portal flew to where the portal opens, to make it look like the orb became the portal. (Also, maybe buying a blue/gold orb would have the orb come out of the thing you bought it from and fly to the teleporter, but that's a different suggestion)
!feedback When all 4 Heresy Items Items become available, There should be a unique skin for each character by managing to collect all Heresy Items in 1 run, and maybe obliterate with those items.
What if for like a holiday or something next year ror2 went all 8 bit but like how it is 🤔
!feedback I was wondering if we providence could be a possible character. I was reading through the lore of a bit of the item descriptions and it mentions the multiple eyed monster that can kill providence. So something like we summon that multiple eyed boss in, we kill it, and resurrect providence as a playable character. His first phase moveset from the first risk of rain game seems like a doable thing in this game.
!feedback https://www.reddit.com/r/riskofrain/comments/efluif/what_if_we_could_have_a_printer_that_converts_1/ If not 15 then maybe like 10 or something
!feedback The poison and haunted elites are overtuned, by the time they show up taking an attack from them nearly guarantee's death in multiplayer and it's not really fun
i hope that they could make an update that when a player got dc'd his/her items will be drop
!feedback If there are multiple Scavengers they should ALL drop their bags, not just the first one
!feedback
Please make challenges be unlockable when you leave the game or mention somewhere that you have to die for challenges to unlock.
Losing a hard challenge like Piercing Wind due to having no time or other trouble hurts alot.
!feedback Put the Colossus as the main boss for the Golem Event and Stone Titans as his minions
!feedback Item Idea:
Item: Gaze of the Overlord
Item Rank: Boss Item
Drops from: Imp Overlord
Description: (Updated due to feedback)
Pressing the E button activates the item, inflicting Fear upon those in your "Line of Sight" (a large cone basically). Fear causes enemies to stop their attack and run in the opposite direction of you. Goes on cooldown after use for about 30-45 seconds.
Of course this is only an item that would work if Fear gets into the game. Other suggestions I've heard include Blinding enemies in your line of sight, or paralyzing them. I don't know what effect would work best, though I do hope at least the visual concept is approved.
!feedback
Artifact Idea.
Brittle: Player can't gain permanent health (No health boost from levels, infusion, or tonic), but all other stats (damage, armor, attack speed, movement speed, health regen) are boosted considerably upon level up.
This was a really fun artifact in the UES Prime mod for RoR1, and was a fun alternative to Glass. I think it might work even better than Glass in a 3D setting. As for scaling, maybe make it so the player has a free spinel tonic by level 10 or 15, and maybe put a cap as well. Also, I'd suggest that the damage boost stacks linearly with glass and tonic instead of exponentially.
!feedback To add value to Scorched Acres, since it is completely outclassed by Rallypoint Delta, it needs some worth.
Overgrown Flower Bud
A flower bud that you can only open before 10 minutes, drops the following equipment:
Stranglethorn
Deals x% damage to all enemies within a radius, while also rooting grounded enemies in their place (like Rex' R)
I think this would be cool since Rallypoint is a millitary base with an enormous gun, and Acres would be a garden with the root of the Grovetender's flowers
The equipment will be unlocked the same way the Preon is unlocked, after picking it up once, it can be found in equipment barrels
Edit: Added unlock segment above
!feedback I want to see more of the elite equipment early in the run and not just after two hours in, it'd be fun getting one at the start.
So I'm basically asking to make elite equipment not limited to elite enemy drops but can be also obtained through other ways some examples could be (opinion):
-Rare drop from equipment barrels.
-Teleporter drop from elite bosses and elite enemy packs.
I'm not asking for a drop every run but rather consistent drops early run from one time to another.
!feedback Scorched Acres's interesting "thing", whatever it is, should mirror the difference between Siren's Call and Abyssal Depths; for example, instead of having a timed chest drop an equipment, there could be a platforming challenge that rewards the player with the Grovetender Boss Item. Really, anything but a timed chest would be fine- though i wouldn't suggest allowing the player to complete it more than once a run.
Thinking about the Wisp. Nerfing the damage wasn´t necessary, but work in his hitscan attack would be more profitable in the long run. His damage never was a problem and especialy Elite Wisp should be scarier. But actually, is kind of ridiculous how dificult is to avoid his attacks and this is beeing more a problem than the mob damage.
!feedback if turrets can inherit the debuff of spinel tonic
, they should also be able to benefit from the buff
!feedback
non game related, but a new emote would be nice
:Monsoonevil:
or
:MonsoonLaughter:
to express basically sadistic laughter at an idea such as "I took transcendence as rex"
!feedback
Fix the enemy AI, a lot of times enemies wont notice you till you shoot at them even if you're right in front of them, also fix Magma/Overloading Worms targeting a gunner turret across the map where I can't reach them.
!feedback
I really wish I could jump while in MUL-T's "Transport Mode" utility skill
!feedback
[Artifact concept]
Diversity
(Possible spoilers from recent update below, this is your warning)
Expands upon the secret void stage mechanics. When activated, every stage acts like the secret void stage, minus the constant tick damage mechanic.
At the start of the run, only one enemy type will spawn. After every time-based difficulty change (easy to medium, medium to hard, etc), a new component is added, alternating between a random item and a random enemy. As the run progresses, it can become nearly impossible very very quickly, but that’s part of the fun. It would also let monsters that aren’t normally seen on a stage (elder lemurians on stage 1 Distant Roost, anyone?) appear and the pure chaos would be a lot of fun to play with. Plus, who wouldn’t want to be 10 minutes into a run and see the chat log come up with
“Monsters have been given Brilliant Behemoth”
In ROR1, the artifacts were complete game changing additions, and I feel like this would fit into that theme once artifacts are added to ROR2, if that is the direction taken here as well. I remember something along these lines, like a “one enemy type per stage” artifact in ror1, and this is almost a counter to that.
!feedback Some Path of Exile style inspired modifiers as items would work really well such as Multiple Projectiles, Chain, Fork, Pierce, Inc AoE, etc. It'd make things more interesting to have the skills themselves actually transform and improve in interesting ways rather than everything being about improving DPS or proccing item effects.
!feedback ,I would love to see items and stats to use the currently empty space on the pause menu.
http://prntscr.com/qg4vmf
!feedback
How about creating a common item that affects your Turrets and Drones (non-Engi stuff).
My Idea is basically this:
Module Input Device
All active Drones and Turrets temporarily gain 1 (+1 per stack) duplicate of 1 (+1 per stack) of your items at the start of a stage.
-
The item[s] they get is chosen at random, but it can be any item. Commons, Uncommons, Legendaries, Boss stuff, Lunars.
-
All drones and turrets get the same item[s], but cannot get duplicates of the same item, unless you have more Module stacks than other total items. (So they can't have Soldier's Syringe x2, but they can have Soldier's Syringe and Frost Relic, as an example).
-
If the drone gets the Module as a duplicate then it will try again for another item.
-
They get different items when you enter a new stage.
!feedback I know that the skins we have currently are pretty cool, but what about giving people their own customization? It can be as simple as an RGB color slider. It would give people a little originality with their class choices. A difference between a red Huntress and a green Huntress would be great! Giving slight variations between all the classes would be so cool!
!feedback
I just got the carbonizer turret for the engineer and I feel like they get kinda useless when they just stand still waiting for a wisp to come closer even though the wisp is just staying there and won’t move because he hasn’t spotted you yet. I think that you should be able to command the turrets to move wherever you want them to go with the “(player) wants to move here” thing. Otherwise the turrets will walk off and try to kill some enemy far away or might just stand waiting for an enemy when you want them right by your side to kill enemies
!feedback For the love of god just add a damn kick button already
!feedback Every time the Huntress levels up she should get a small increase in max range she can auto target things like 1m per level until she hits a cap
!feedback
a good challenge for a new equipment for loader could be called "One Punch: Kill (some number) of enemies with a single punch"
!feedback
Reduce the absurd knockback to light enemies on loader's alt shift. She has enough mobility that she doesn't need to use it as disengage, and it's annoying when I launch a lesser wisp a mile away during horde of many, then have to wait for it to mosey on back
!feedback Vote to Kick mechanic.
- Takes all other players for Kick to be approved.
When a player is kicked:
-They cannot rejoin that game.
-All their items drop around where their survivor last was
Insert logical explanation on how kicking a host would work once host migration becomes a thing
!feedback
The engineer should have a alt loadout option that have the turrets target a pinged enemy or something of the sort
!feedback Show players ping
!feedback
The scavenger can be a run killer with it's self healing. My solution are weak points on them that when destroyed, starts to bleed the boss for a percentage of its health. I say more weakpoints pop up on the scav the more items it gets so you will eventually kill them. I understand it's supposed to be a hard boss, but they still need to be beatable.
Allow for the "Enter" key to be pressed on dialog boxes, such as the box that says "The server has shut down" and waits for you to press "OK".
!feedback As a small QoL improvement, replace the empty loading screens with item logs from items you've obtained, similar to Dark Souls Remastered's loading screens. Gives the player something cool to look at and exposes the lore of the game a bit more.
!feedback Reposting for @glacial laurel
because yet another person doesnt realize that this command needs to be used
QoL: Allow for the "Enter" key to be pressed on dialog boxes, such as the box that says "The server has shut down" and waits for you to press "OK".
!feedback
If you're planning on adding more "Heresy" items, it would be cool if your character transformed for the rest of the run if you got all four items. Since you'd basically be an all new character with them.
!feedback
Make all enemy explosions work like the low health Vagrant attack, in that they only deal damage if they have line of site from their center on you. It's really annoying when you take cover behind terrain and take damage anyway just because the projectile that was thrown at you was explosive.
!feedback
Can we please not have Malachite be a possible prefix for horde of many boss fights? Having a horde of malachite wisps is just a death sentence when they practically never miss and prevent healing on top of chunking like 40% of your health per shot
!feedback Instead of the Shrine of Order spawning every time on stage 3, have a possibility of a different shrine, maybe on the other stage Scorched Aches, a randomizer that takes ALL of your items and spits random items back out, in case you don't like your current loadout.
!feedback have a chance for the 'Bazaar Between Time' to have a Shrine of Order
!feedback
Any chance to allow community skins (easier than installing mods to replace the model), or perhaps make a community skin design contest? It'd be great if there were more skins to unlock through different challenges or just get one at random when you obliterate.
Also, maybe a quick "retry" button so I can jump right back into the action with the same character instead of going all the way back to the menu?
!feedback
allow certain sounds to be highlighted, because i like to know when the TP is done, but not when a jellyfish spawns over a wall where it can't hit me
!feedback
after dying in multiplayer you should be able to hit Tab to see what killed you
!feedback Allow the player to switch their exit from the teleporter to a portal even if they've already started teleporting out. Too many times I've been waiting to hit the teleporter the instant that it finishes charging, only to have a blue portal random spawn a split second later, but there's no way to change to it.
!feedback Make it so that on mercenary's mastery skin the sword color and color of his abilities change to red as well to match his armor
!feedback
Make pings have name of the object pinged, in the world
It's kinda annoying to ask which ping the syringe printer is, again, when there are several chest pings around, and you have no way of knowing which one is which, except by asking.
!feedback
Add an arcade, where we can play a few other gamemodes
Examples: Brawl, a pvp mode where you can choose ur chatacters, have 2 Dio's Best Friends (a.k.a 3 lives) and have random items falling spawning in for us to collect throughout the fight, up to 4 people, last one alive, wins.
Or other gamemodes, you guys can totally make some up that can be fun af that maybe doesnt involve pvp, like an Arena mode, where enemies comes in waves.
Lunar coins could be a prize for these gamemodes!
EDIT: Typos!
!feedback
To continue developing Prismatic Trials a bit, you could add the Void Fields' cell-based objectives as a possible variant on the crystal destruction ones. Or maybe just add the Void Field properties (Enemies gradually getting items as you destroy crystals/taking damage outside of certain safe fields) as modifiers that can replace the only two we currently have? It'd be neat to see Prismatic Trials pull more content from the hidden realms, regardless.
!feedback
Give commando higher fire rate to start. Once you've unlocked other characters there's no real reason to play him. He's a very lack luster character compared to others and this would help him out some.
!feedback ability to see all previous games played, like stats and stuff.
^for the record thats my idea
!feedback
if loader ever gets more primary attacks could one of them have a rapid punching animation, like a 1-2 punch for example, rather than 2 slashes?
!feedback
seeing as engi turrets inheriting equipment seems unlikely, and people are apparently still annoyed by spinel affliction breaking turrets
what if engineer had a passive that shared buffs and such with his turrets?
maybe his other minions too
not sure how it would apply to things like wake of vultures though
!feedback
new green item
on kill cleanses all negative effects on the character, and periodically cleanses negative effects every 4 seconds for a total of 12 seconds.
stacks increasing the amount of cleanses applied within 12 seconds by 1 per stack.
great for melee wanna-be's.
!feedback small detail
Let us see other players Lunar Coins in tab menu
!feedback
require two activations of equipment drones to buy them, after you've reached the point where you can just spam E while zooming past at lightspeed this can ruin runs if it relies on use items/100 stacks of spinel
!feedback
discount for '?' items from multi-shops. since buying them is a gamble anyway.
!feedback
Acrid's alternate M2 skill should be something that closer represents the version from Risk of Rain 1 where it was a short range piercing beam that stunned everything it hit. Having a reliable stun with a short cooldown would help their viability in melee ranges quite a bit and do a lot to help round out the character while still leaving the option for a long ranged spit for those that prefer going full ranged.
!feedback
Vultures are overtuned pretty dramatically and need a reduction in either hp, attack rate, damage, or something. They're pretty generally unfun enemies but in terms of balance they're a little stacked. Slice some off the ol vultures and give beetles or void crabbos a little love, or something.
!feedback
Brainstorming a new character with a dark theme
Priest: Martyr of the Old Ones
Abilities:
Passive: - Protect This Vessel
The Tentacles on his back stretch out and THWAP any enemy that gets within melee distance, knocking them back and dealing 250% Damage
Smaller enemies get knocked back fairly far where as larger enemies only get shoved back a small distance canceling their attack
Bosses are uneffected
Main Attack - Tendrils of Wyrmmtide
He lifts his left hand allowing the void energy to escape through his hand dealing 200% dmage, (striking enemies similar to electricity)
This attack strikes enemies at a set speed for (about once every 0.33~ seconds) in a zone around him, soldier syringes do not scale the attack speed of this attack, rather it increases the length and width of the zone he can attack, The width caps at his field of view but the length can scale infinitely
1 Syringe = x1.5 LxW
2Syringe = x2 LxW
3Syringe = x2.25 Lxw
ect
Offhand Attack: - Void Callers
Summons 'Void Spirits' These small whisps of dark energy travel at a moderate speed towards the closest enemy applying a decaying 90% slow and making them take 25% more damage for 3 seconds.
This ability will hold 3 charges and have a 7 second cd
Movement Ability:- Void Tear
Tear hole into spacetime, press this ability again to open a seperate tear and then you can travel between these two points.
the tear will close for 3 seconds after use
Hold your movement ability button for 2 seconds to remove the points and place another pair
Ultimate Ability: - Wyrmmtide
Call upon the void to consume the corpses of your recently slain enemies capping out at 5
each individual creature fire a burst of void energy (Basically 3 lumarian fireballs) at enemies for 200% of your damage
These creatures share half the stats you recieve from your items
When using this ability again it will kill your current mobs to try and spawn more
!feedback Building off someones idea I just saw that was posted a couple days ago
"Rex alt should be a cactus"
REX Alt Special (R)
Plant a Rose like flower that shoots out thorns in a 360° short (or maybe long) range circle. Each thorn doing x% damage. Scales with attack speed?
Edit: Plus maybe since REX has his alt skills having a theme of not taking health this would help fit the theme, trading healing for damage
!feedback Whenever you guys figure out how to give skins to Engi's turrets, Elite Enemies should be given the same treatment. For example, Blazing enemy projectiles would be red and on fire, Malachite would be green with spikes.
!feedback This game is full of statistics but I find them too hidden and very difficult to compare between them or between players. I imagine a new page of global statistics that includes :
- all times
- the fastest, longest loop
- the biggest damage on an enemy (with which character)
- time averages on each of the maps
-and many others
All this in one page for easy comparison with friends and other players. And why not a world leaderboard 😉
!feedback
death recap for what killed you in multiplayer while you wait to respawn or watch your teammates die 
!feedback new item that adds( improves) tracking on M1; melee M1 increased reach
!feedback Idea for a red item, its functionality being after getting a kill, a healing AoE is projected around you. More stacks increases range and duration.
!feedback
Add an item that grants a player extra cash at the start of a new zone.
!feedback Make Frost Relic grow in size more like Chargefield Generator from RoR 1: increasing to its new size then staying there for a bit before disappearing entirely, rather than rapidly increasing and decreasing with kills. This would make it easier to use its increased range from more stacks as well as make it easier to deal damage with it effectively without having to sit on top of foes.
!feedback
Lunar Active Item idea:
Corrupt Glass
Increase damage by 100%, but reduce 0-2 other stats by 50%. Lasts 30 seconds.
Multiple uses increases the damage additively, while reducing the other stats multiplicatively.
!feedback
Artificer alt utility (shift) skill: Lightning Rod
Artificer places down an obelisk with a spherical field around it. The obelisk sends an arcing shot (2-3 enemy chain?) to nearby enemies upon entering or exiting the field, stunning them. The obelisk will also periodically shock enemies that remain inside for the same effect. The obelisk lasts for a short time
!feedback
please don't fix acrod's m1 cancelling
!feedback Can we get the radar scanner to show prices? Doesn't have to say if it's a multi-shop or what type of chest it is. Even just the prices would be a pretty legit way to make this worth picking up.
!feedback I would like an item counter so i can see how much items i have, and my friends and i will be able to share loot based on how much every1 has
!feedback
I posted this a while back, but as the game continues to progress and we continue to get items that synergize poorly with them, it just becomes more and more applicable, I think.
The "aspect" equipments are extremely cool and rare, and it's super exciting to find one. However, that excitement pretty quickly turns to disappointment given that they're really just quite bad. You're giving up a powerful, activated feature for a (usually subpar) passive one. It feels even worse for Malachite/Celestine, as they ought to be extra special, but are really just very weak.
Given that they're rare enough that even were they OP it would have little impact on overall game balance, I think they really need a buff, and could see three possible ways to improve them:
-
Immunity. Have each aspect grant immunity to its respective type--no worrying about frost explosions if you're ice, you can see invisible enemies as Celestine, etc. This would be particularly powerful for Malachite and Fire, but that might be okay.
-
Make them yellow (or some unique rarity) items. They'd still just feel like a fun boost that way, not a liability you reluctantly need to leave behind eventually. What to do if you obtained multiple is a problem that would need to be solved.
-
Active features. Each could, in addition to passive features, have an activatable one on a CD. Shock generates extra shields, ice freezes enemies in a radius, Malachite spews Malachite bombs, etc. This could incorporate some of the features of that type you don't get to see otherwise (like ice's death freeze) while also making them more worth your equipment slot by giving them more power and making them actually function with Gesture/War Horn/Fuel Cell, instead of turning those into dead items.
Whatever the approach, these items really deserve to be exciting, not crippling
!feedback idea to add a sound notification like in the first game when the difficulty increases, a really minor thing but would help considering that theres a lot more to look at on the screen than the difficulty bar in many situations
!feedback acrid alt primary it is literally just the original primary for acrid because he kinda lost the whole stack poison thing in ror2
!feedback Attack Speed could affect more things for different characters, for example...
Loader: M551 Pylon attack speed, for example right now no matter how high you get the attack speed, Pylon attacks just slowly enough that it can't keep Shattering Justice procs up.
Engineer: The mines and turrets could arm faster.
Huntress: Laser Glaive travel speed, Arrow Rain proc speed.
Artificer: Flamethrower, either making it tick more times during the duration(same animation, more damage), or make the attack happen faster (same damage, faster animation). Also possibly speed on fired projectiles.
Acrid: Poison tick speed during the effect.
Rex: DIRECTIVE: Drill procs more times during the effect.
Lots of these proposed changes would make several skills scale similar to Mercenary's Eviscirate, which I feel would be sensible.
!feedback Dio's best friend is a good item don't get me wrong but after you've used it, it's completely usseles, maybe it's an idea to give it like a small hp boost, extra hp regen or something like that so you don't have a usseles item
!feedback
Hottake. I don't like what's happening with most of the alternate skills. Instead of having them all be interesting alternative play styles for survivors like with MUL-T's alternative firing skills, Artificer's alternative skills and Acrid's alternative Shift
About 50% of them are just direct upgrades with the worst offenders being Commando's alt M2, Loader's alt M2 which is adding damage to the same ability and Rex's alt Shift which is the same function but it deals damage and also heals.
Having to just unlock abilities to make a survivor feel better to play doesn't feel interesting at all, instead it just ends up feeling like you have to do challenges to get a functioning kit... at least in Commando's case.
!feedback
Be able to save and come back to a single player game, I thought of this cause a buddy wants to play right now but I am having a really good run and I do not want to lose it
!feedback
I think it's safe to say a lot of people are requesting balance patches, and I know I definitely would love to see just a balance or heavily requested QoL patch hit that just adds a lot of the little things that people have been asking for. Like a fix for the increasing power creep of new items / survivors, having alternate skills actually be swappable versions and not just like direct upgrades, and fixing things that have been heavily requested for a while now. I'll list a few out that I know are reoccurring and have been in the game since day one
- Explosions going through engie's shield
- Wisps being impossible to dodge without movement items
- Dunestriders ghosts sucking off the player and killing them instantly ( And this has gotten worse recently)
- Greater wisps firing during their death animations
- Items dropping off cliffs because they don't respawn up top
- Enemies spawning literally on top of us when we teleport in ( This has been lessened with invuln time, but can still be annoying)
- Buffalo not having a spawn animation
- Elder lemurians are extremely stealthy for being such a massive threat
- Huntress
- New maps / variants not being equal to other maps within the run, and there being no way to get the other without shoveling out 4 lunar coins
These are just a few that I could think of off the top of my head, but they are things that desperately need to be addressed
!feedback
Mul-Ts 4th ability idea.
Functions the same, weapon swapping mechanic. but give it a higher cooldown. When activated, it could increase Primary Fire Rate/damage for a period of time, or lower the cooldown of equipment.
!feedback have lunar coins be shared between players. we killed twerptwerp and one guy collected most of them. Kind of deflating after a really close fight.
!feedback
a special message that would appear to server hosts when leaving their game:
"Leaving the game will shut the server down, kicking all players. Are you sure?"
!feedback would be really cool if you can add an item count when pushing tab, really hard to see if a friend need to catch up on loot after a while.
!feedback Huntress Alt M1 idea: Laser Arrow
Basically the same as her current M1 without homing. You shoot an arrow in a straight line that pierces all enemies hit.
Since it takes more skill to aim than just hold the button, this alternate M1 also does more damage and has a greater range to which the arrow flies, and the speed at which you shoot the arrow is about as same as the default M1.
You can still sprint while shooting - but it will probably be a bit harder to do so.
!feedback
Make a level editor mode, where players can create their own custom levels and post them so others can play them as well. It could have different options and challenges like a random loop of player created levels, complete X number of levels, sort by difficulty and whatnot, kinda like what Mario Maker does. Maybe even add rankings like in the Prismatic Trials.
i would like this. have play made levels you can sub to and get them randomly in your runs
!feedback
other players shouldnt be able to open lockbox without key
!feedback
Make survivors gain armour as they level up. The reasoning behind this is that survivors have a tendency to not live very long without OSP late game and every hit has to be healed very quickly or else; certain death. So to remedy this give a survivor some armour on level up just one or two for non melee and maybe like 4-5 for melee survivors.
!feedback
Idea for an alternate utility for Artificer: some sort of fire-themed area denial, possibly targeting an area to call down a rain of fireballs?
Currently, Artificer has three plasma/ion skills, two fire skills, and two ice skills. Seeing as Artificer's current utility is ice-themed, fire seems the best option for an alternate.
Here's where it gets more nuanced: Plasma Bolt and Nano Spear are both excellent skills, but are generally not used because they're redundant in Artificer's kit. Artificers are forced to take Ice Wall, which means that Nano Spear's executing is redundant. Because Artificers take Nano Bomb, Plasma Bolt's AoE is redundant and not worth using over Fire Bolt's extra 200% damage.
The alternate skill is a utility, so high damage doesn't make much sense. However, being able to keep enemies away from a choke point or in a pinch do some damage to ground enemies, similar to how Ice Wall functions would be a sidegrade from Ice Wall, trading freezing for slightly more damage.
TL;DR: Artificer's alternate utility should be a fire themed area denial ability, performing Ice Wall's current function of hindering enemies passing through a choke point with slightly more damage in exchange for not freezing. This has the added side effect of not causing a chain reaction causing Plasma Bolt and Nano Spear to be inferior to their alternates due to another of Artificer's abilities rendering their unique effects redundant.
!feedback
Reduce elite brass contraption damage so getting hit by one past 30 minutes isnt instant death.
!feedback
And option to change to "retro ost" (ror1 soundtracks), would be a lovely touch.
fo tha oldies ;)
!feedback
-Make Shaped Glass's damage scaling additive, meaning that your damage will double, then triple, then quadruple; rather than double, then quadruple, then octuple.
-Make Shaped Glass's health reduction (essentially) additive as well, meaning your health is reduced to 1/2, then 1/3, then 1/4; rather than 1/2, then 1/4, then 1/8. (Also, please get rid of the health bar only filling to partial- it kind of freaks me out to see myself at half HP all the time, but of course, this isn't of much importance)
!feedback the energy shield is a run-ender and is more negative than a benefit for most runs since it can't be regenerated like normal hp. Could shield health not count towards the 90% of your one shot protection? (unless you have 100% shield health). It's extremely frustrating accidentally picking it up and knowing you can't get rid of it and now that you're more vulnerable at getting one shotted since it can take ALOT longer for shields to replenish.
!feedback
Alternate M1 for Engineer, his rocket salvos from RoR1, as a lock-and-fire to enemies, with charges and a cooldown. Less damage than his current M1, but easier to use
!feedback
make Commando's Frag Grenade explode on contact, for now it's too hard to make it count since it mostly bounces off too easily
!feedback
Instead of Corpsebloom capping at 10% of your max HP, make it so that it pools all healing, and gives you 10% of that pool every second instead.
!feedback Green item idea
Increases the amount of charges primary attacks have by +25%
Allowing the new visions of heresy, Mul-T's scrap launcher,
Artificer's bolts, etc. to have the ability to gain additional charges.
!feedback Have the Resonance Disc ricochet off of several enemies instead of flying to just one enemy. For its charge up time, I feel it needs to have a much stronger attack.
!feedback make equipment pickup like with lunar items. Autopickup can be annoying for when you have gesture and accidentally run over something like the crowdfunder
!feedback
Please make overloading bosses a little less tanky, just died to an overloading vagrant since they regenerated half of their health in like 5 seconds while I was trying to hide from their AOE
!feedback
ITEM CONCEPT
Old Dagger "You will be avenged..."
**Rarity:**Red
**Effect:**Upon death, you resurrect if the enemy that killed you dies within 5(+2) seconds (numbers subject to change).
Explanation: Unlike Dio, this doesn't get used up. However, it is nowhere near a guarantee (imagine dying to an overloading worm; that thing's not dying within 5 seconds!)
@
in #ror2-feedback-discussion with constructive criticism!
!feedback
-Make all healing items heal a percentage of health, rather than a flat amount. In few cases is the current system a balanced one: it is always either too weak or too strong. What I recommend for scaling is to make (most) items scale hyperbolically. Here is an example:
Let's say that Medkit is changed to heal 5% of your max HP on use. That's 95% of your HP that doesn't heal. By stacking Medkit in this scenario, we would heal an additional 5% of the health we did not already heal, meaning that Medkit would stack with the formula .95^n, with n being the number of stacks. You would heal 14.26% at 3 stacks, but 40.13% at 10 stacks. Of course, formulas such as these could be tweaked to either increase or reduce benefits of stacking.
The reason for this is to make sure healing isn't useless in low stacks, but to make burst healing significantly harder, discouraging the abuse of one-shot protection.
-Shields need a way to reduce their recharge delay. 7 seconds doesn't feel so bad to regain the shield provided by 1 Shield Generator, but at 5 Shield Generators, you really start to feel the impact. Perhaps each extra SG should decrease remaining recharge delay by 10%, like with my proposed healing change. At .9^n, 5 SGs would mean a 4.13 second delay, instead of 7.
!feedback 2 ideas but somewhat same names
Red Item idea: Obsidian Plating (Shiny black armor plate)
After killing an enemy, gain invincibility to physical attacks for 10 seconds.
(+2/s each stack)
(Not invincible to elemental attacks)
Red Item idea: Obsidian Ace (Black playing card with a white ace of spades symbol on it)
For every enemy killed you get an increased chance to throw an explosive card towards the nearest enemy that explodes on impact.
(Chances expire after card is thrown)
(500% explosive damage, +250% each stack)
(Increased AOE explosion for every stack)
{Edited to Explosive damage}
!feedback reposting because the person above didnt use the command
"Red Item idea: Obsidian Ace (Black playing card with a white ace of spades symbol on it)
For every enemy killed you get an increased chance to throw an explosive card towards the nearest enemy that explodes on impact.
(Chances expire after card is thrown)
(500% explosive damage, +250% each stack)
(Increased AOE explosion for every stack)
"
!feedback Hey, I know Im probably in the minority here. And I have absolutely NO idea how he would work in a 3D space. But I enjoyed playing the enforcer a lot in RoR1, and would enjoy him coming back. I know he or somebody like him is mentioned (I think) in the med kit item log, but I would love my blue son back. That is all thats the idea.
!feedback soldiers syringe should slightly altar the wait times for things like artificer M1 or visions of heresy so they don't become obsolete while using these characters/items
!feedback
Note to all Server Users
Use your eyes and realize that you must use the " !feedback " command at the beginning of your post in this channel. Everyone else in the channel uses it so its unknown how you fail to notice.
pin this crap
!feedback [Repost because I was stupid to not look at the pinned messages about editing my feedback]
Commando is the most basic character and his new secondary made him wayyy better in small aoe but his mobility is still pretty basic. His new utility should be a slide forward, basically like his default, but at the end of the slide he'll peform a long jump if you press spacebar. You can decide to just slide or do a long jump. The downside of it is that you can only peform the slide on the ground, but if you time it right you can peform the slide right before you hit the ground to negate some fall damage or all depending on how far you fell. (Maybe 75% -ish)
!feedback
A lunar item that increases greatly damage, but decreases “luck” (y’know, like clover, if you get a good role, it reflips chance coin to try to get a bad one)
!feedback ability to unready
!feedback probably gonna sound stupid but a difficulty higher than monsoon potentially called "tsunami" or something of the sorts that increases enemy health and damage and decreases your own health by 10% and maybe making chests and barrels and stuff spawn less frequently
!feedback when teleporter boss(es) are defeated, the teleporter will charge faster.
!feedback When i accidentally deny somebody's passport bc they forgot to put their stupid citizen ship ticket, give me the option to stamp green.
!feedback Reposting my old idea with edits
Readd old Elites from RoR1 but tweak them
Volatile:
Keep explodo tacks
Remove missiles of death
Note: further tweak shall be used to make them not so overload copy
Frenzy:
Keep zoom speed and attacking
Remove Noclip
Leech:
Keep sucky on player
Remove healing other elite
!feedback Acrid and Rex plushies, and also wormie variants as keychains too
!feedback Let Acrid stack poison damage. Having 2 skills that inflict the same effect feels pretty redundant currently, but if Acrid was able to use it's M2 in addition to the R i think it would be more fun to use. If it stacked either +5% or +10% per poison effect i think it wouldn't be too broken.
!feedback
Before I criticize, I'd like to say that I LOVE loaders gameplay and mechanics and in my opinion she is one of the most fun characters, however I think she could really use some attention. As I said gameplay wise loader is in a very good place, at least in my own opinion, but for details specifically her alternate skin she could use some attention. Her alternate skin is extremely underwhelming and was honestly somewhat of a disappointment after grinding for so long to get it :^(. The same with her item placement, for example acrid has fantastic attention to detail with item placement like fresh meat being in his mouth, and crit lenses being on all 4 eyes, but jade elephant on loader hovers in mid air off of her leg. I don't think loaders gameplay should be changed, but her details and especially her alternate skin should be readdressed. Love the game :^)
!feedback A common rarity 5% CDR item (that scales multiplicatively) would be nice for the less DPS-oriented classes.
This would make Alien Head feel a lot worse I'd assume, so maybe tack on to Alien Head +25% (+5% per stack) ability damage (non-left click) as well? Feels pretty eh for a legendary at the moment anyway.
!feedback make the jade elephants activation sound act like war horn's activation sound, that is it will only activate once for its duration if its permanently up and will only sound again if it drops and is then activated again
!feedback Add an item that lets you penetrate X enemies (+Y amount of enemies that it can pierce per stack). The item doesnt just pierce in a straight line, but also pierces a few times, lets say twice.
Might have to potentially balance this by removing any ability to proc other items, but also let it scale off total damage and not base so it doesnt turn into something that is unlikely to be picked up by players.
If this were to be a Lunar, the negative effect should be that the damage dealt on the second pierce through might heal the target(s) for X% of the damage that can be dealt by the first pass through. 70%-80% would make sense, but I dont have any sense of numbers or balancing on this.
Name suggestion: Swordfish, Unicorn Horn or even Boomerang due to the double hit feature. (Boomerang actually makes more sense imo.)
!feedback
An option to remove items from the drop pool before a run (or possibly at the bazaar) by using lunar coins. Would need a majority vote in multiplayer or a limit of some kind, to prevent one person from disabling all drops by dumping a bunch of coins.
Kicking people out of there pods
!feedback
I love this game and really love playing with friends or other people, but the game leans more onto a singleplayer aspect. When playing together it just feels like getting into the level running around and doing your own thing then coming back and fighting the boss. Also a lack of comms in Quickplay, Ik this is a discord server for that but there should still be mics in Quickplay, there are times when there are no servers on discord that I would like to join so Quickplay is what i do and when i type don't start the boss I might be too late, and also if I have to tell someone to stop something I might die.
Another thing is the scaling doesn't go down if someone leaves in the multiplayer game. People will fall off and not be able to do anything so they leave because they are not having fun while in that game, so the person that is still going could be screwed (It might help them in some ways too.) Which leaves me with my last complaint, Players hosting the game, you and 2 others could be blasting through Monsoon stage 12 or something but the host just up and leaves and that entire run is gone. This issue killed a lot of games like For Honor upon its release.
I love this game and would love too see some of this happen, and if they are working on this and I just typed all of this for nothing then I would be happy.
!feedback make shrines of chance blow up after they have been exhausted like in the first game
!feedback Make it so that when you ping a chest, the notification in the chat also tells you whether if It's been used or not
!feedback Let us view our lunar coins on the main menu, in the logbook, or just on the character select screen. Somewhere that isn't in-game already.
!feedback purchasable skins?
!feedback A poison change that isn't necessarily better mechanically but feels better, and a reason to melee instead of run-and-gun.
1. Change Acrid's poison to be % current health (probably need to increase the %). When a poisoning ability hits, the debuff saves the total it will deal before the ability's damage, then starts ticking away. New poison will only overwrite it if the new total is more than the remaining damage. Poison still can't kill on its own, but if you apply a 20% poison then deal 80% of the target's remaining health, the poison can finish it off.
2. Vicious Wounds refreshes the duration of poison on the target. This makes melee more important to Acrid's kit, because you extend the duration of a poison with more damage per tick than poisoning the target for a % of its new current health.
!feedback Lunar coins are rendered irrelevant since farming for them is a chore that is time consuming and easy. You can spend them without caring.
I suggest We get a fixed amount of lunar coins at the beginning of a run (10 for example) and to increase the drop rate of these to maybe 1% chance for each kill. This would take the farming aspect away but also make us use the coins more carefully which is the intended mechanic.
The run wouldn't be hindered by the lack of coins but you'd spend them strategically.
!feedback I've noticed that multishop terminals can spawn with the same item in each slot
Can that like, not happen? its disappointing to find a green multishop and each item is a warhorn
!feedback in my opinion there are not enough healing items, there are some good healing items but it's just not enough
!feedback Add a sprint hold option, or make it so that sprint is resumed if you are holding your sprint key when sprint is cancelled, or add an "always sprint when moving" option. I often find that I am not sprinting while holding my shift key (I hold it out of habit from other games) because it was cancelled by an ability and it's quite annoying.
!feedback have chris make a jazz-like soundtrack!
!feedback I think something that might help engineer, outside of the god runs, keep up into the late game is that for equipment items that have an effect on the player (foreign fruit, Blast shower, Tonic, etc) should also be mimiced on the turrets. So if you have permanent tonic, your turrets get the buff from tonic, if you use fruit, your turrets get their own heal as well, etc.
!feedback fix artificer midair so you can ping things on the ground instead of pinging your self with the "attack this" ping.
!feedback Make it so the escape key goes back to the previous menu instead of being forced to use the mouse
!feedback ||Potatoey's version, slightly rephrased|| - Engineer Alternate Shift - Enables a personal polarized bubble-shield for Engineer and his turrets ONLY, so that aggressive engineers can do more in battle without occasionally placing down a shield that they may not remain in, especially the Carbonizer turrets.
!feedback
ITEM CONCEPT
Soul Receptacle "I will send you to the afterlife in their place..."
Unlock Challenge: From The Grave Kill a teleporter boss postmortem.
Rarity: Some sort of boss drop, maybe for the overloading worm.
**Effect:**Upon death, you resurrect if the enemy that killed you is killed by another player or a drone within 2(+1) seconds (numbers subject to change).
Explanation: Unlike Dio, this doesn't get used up. However, it is nowhere near a guarantee (imagine dying to an overloading worm; that thing's not dying within 5 seconds!)
Updated to include criticism:
Turrets like Engi's and proc effects like Sticky Bomb no longer count.
Reduced time for vengeance.
Increased difficulty of acquiring, making it have less impact on the game overall.
Added unlock challenge, again making it harder to acquire.
@
in #ror2-feedback-discussion with constructive criticism!
!feedback I feel like artificers ion surge should be an alternative to her ice wall and not her flamethrower ability. Flamethrower is just too good an ability to lose and ion surge is artificers only movement ability, so I think it should be considered utility rather than special, especially since there is still icicle which still has the Frozen mechanic. Damage can be reduced or removed for compensation.
!feedback Reduce base armor and (slightly) reduce health regen gain per level from melee characters, but add an armor gain by leveling up for them. This should allow these characters to use their skills more effectively (especially their M1) in long runs without the need of "visions of heresy".
!feedback Very broad feedback but hear me out, we all know when lategame hits there is often so much chaos it becomes hard to keep track of what exactly is going on. My idea is when the player is dishing out a huge amount of damage, the game can zoom out gradually, based on how much DPS the player is dealing. So what we'll have is an adaptive camera angle, and when the player is doing a crap-ton of damage, killing bosses, etc., the camera could zoom out a bit and we could see more of the battlefield. I think it could feel really satisfying. Feel free to @ me in #ror2-feedback-discussion about it.
!feedback A Hold down to sprint option.
!feedback the heavy FPS drop specific to the new variants seem to be an apparent issue. This last post of mine simply didn't get the required 50 to make it top, so I am re-posting it as it's quite a game breaking issue
!feedback
Ideas for alternate skills (and one rework) for Artificer's abilities, to round out her elements across all skills.
All damage ratings are suggestions, the only exact number is the same used for Charged Nano-Bomb and Cast Nano-Spear
Primary
Plasma Bolt (rework)
Fire a quick spark for [moderate-high] damage that chains lightning to nearby enemies for [low-moderate] damage per chain.
(1 charge, cooldown similar to Firebolt.)
Frost Beam
Fire a continuous beam of ice for [low] damage per second that slows enemies.
(No charges, no cooldown.)
Secondary
Summon Nano-Flare
Charge up an exploding ball of fire that deals 400%-1200% damage. Leaves a pool of lava that ignites enemies.
Utility
Searing Rune
Create a ward that waits for enemies to approach. Explodes for [very high] damage, and ignites enemies.
Breakdown
Create an electrical storm which deals [low-moderate] damage per second, and stuns enemies trapped inside.
Special
Winter Tomb
Freeze yourself and nearby enemies. You are protected but cannot move or use skills while frozen, and low health enemies are executed.
(Deals no damage otherwise)
!feedback What if chance shrines gave you a small % of gold back if you receive no item? Maybe if a shrine gave you nothing but you got some of what you put in back, you could go get a chest if you need to get an item
!feedback an idea for a corpse-bloom buff: regen is now 300% (plus 250% per stack) and it now ticks at 25% maximum hp (minus 5% per stack, up to a maximum of -10%) this would make it worth taking
!feedback
Turret Ideas!
I love the fact that the turrets are now slightly more worth picking up because they come with you to the next stage. Even so, they can still improve. For some examples:
-
Make the Turrets you have spawn around the Teleporter, not near where you spawn into the stage (someone else posted this before).
-
Make destroyed Turrets repairable again, like drones are.
-
Add more Turret Types. (Rocket Turret, Laser Turret, Tesla Turret, Shielded Turret). (If a variation is added to Rallypoint Delta, then maybe a Prototype Turret.)
!feedback
Add a Advanced Tooltip option IN GAME
I would like to be able to see the items scaling/damage/proc chance/etc IN GAME. The information is currently available in the Logbook but I feel like this information would as useful if not more, during a game. When you pick up an item AND in the Tab menu that shows all of your items and where you can hover over them to read the tooltip.
Note: this doesn't have to show the current value relevant to the amount of stack you have X item (i.e you have 10x Lens-Maker's Glasses, it would show the regular tooltip such as "Your attacks have a 10% (+10% per stack) chance to 'Critically Strike', dealing double damage".
TLDR: Add a "Enable Advanced Tooltips" in the Settings to show the real effect of the items and not only flavor text, DURING A GAME.
!feedback Give the various elemental blessing equipment some form of activation so we can still make use of items like fuel cell and war horn
!feedback pay 1.5X cost to repair drones like in RoR1 OR a new equipment item that can be used to repair drones. Unless completely clapped by something like a boss monster.
!feedback I love the new Void Realm, it's a ton of fun seeing how nutty the mobs can get with the random items. That being said, theres very little incentive to actually fight the enemies. Any good healing ability mitigates the void damage and the charging time is consistent.
I think having a bigger emphasis on combat would make the area a lot more balanced ||and fun||. perhaps a system where every enemy charges the point by .5%, maybe have each point require a set number of enemies killed (like RoR1's teleporter) or even being able to activate multiple at once but greatly increase the mob spawn rates to make avoiding combat difficult.
!feedback it's a little late, but if you're going to poll people on lunar items you should add a category for people who modify their save for limitless coins. I know a lot of people, myself included, who do that and having an exact count might be useful. At least personally, I dislike the lunar coin system as a whole and feel that it doesn't add any value to the game. The player's choices doing a run shouldn't be determined on wether they grinded a currency beforehand
!feedback give artificer more shots for the m1 attack when leveling up throughout the run
!feedback i would love to see more items that interact with skills and abilities! war horn is a great start but i think having things like barrier, armor, or extra damage on using an ability would be super fun
one idea that i've liked since CU1 was a "utility belt" that gives barrier when the utility skill is used! or perhaps a "panic button" that gives armor when you use R or Q, etc, anything!
!feedback
Eyeglass Cleaner [Green]
Increase the damage of 'Critical Strikes' by 7%
DISCLAMER: Item stats not balanced
!feedback press "E" to pick up items that were unlocked by someone else. Also, assign everybody 1 boss item, and make it so that you have to press "E" to pick up extras. This avoids accidental pickups, especially in some situations where items can stack on top of each other.
!feedback when som1 grabs a lunar coin let every1 get 1 it's annoying you have to be first cuz or ur friends are just gonna goblin it
!feedback lunar item that on pickup makes teleporter events faster but automatically applies shrine of the mountain without the bonus items
!feedback
Item that increases the radius of the teleporter event zone.
!feedback
Green item idea: Her Embrace
Item Description: Every time the user receives damage there will be a temporary barrier surrounding the user for 5 seconds.
(Cooldown of 10 seconds)
(Stacking item will increase barrier time by 2.5 and cooldown by 5)
{Edited: I meant to add the item stacks but I hit enter by accident}
!feedback
Item idea. (kinda wanted same item as Apollo)
Look : Arm band, which looks like it is build/made from plasma or barrier.
Rarity : Lunar
Ability : Increase radius of the teleporter 2x, but when you are out of the zone you will be slowed or you will deal less dmg, maybe your abilities will have bigger cooldown. (this effect activates only, when you active portal and dissapears after it it will reach 100%)
!feedback maybe when you dream something will happen to the bazaar like the music of the level will start playing and one of the level specs will happen as well, like if you dream of rally point delta into the doldrums will play and it will start snowing so on and so fourth
!feedback Add a long range character, please. Just anything that's better than MUL-T's rebar. Low close range damage but some way to defend itself against close up enemies.
!feedback I feel like it would be nice if we could have a guaranteed way of obtaining Beads of Fealty, like removing it from the shop item pool and having something like a separate display that would only have the Beads of Fealty (maybe appearing after you rescued the Arti, or after the first celestial portal), it would make it so you can have it everytime before stage 11 without going 4 times through the shop.
EDIT: After some better thinking, the display should only have 1 Beads of Fealty per run, and it's price should be a tad higher than other items in the shop after that the display should be empty to avoid any kind of abuse.
!feedback scavengers are a great addition but royal capacitor seems a little unbalanced on them. Undogeable one shots dont feel great
!feedback
It would be nice to have a way to assign multiple keybinds to an ability or button, a la in many modern games today like Overwatch or Rainbow Six Siege. For instance, binding 'Sprint' to both LCTRL and MOUSE4.
!feedback
Make the Chronobauble affect enemy attack speed. It'll still be a bad item but at least there'll be a purpose to it.
!feedback
High proc/attack speed, low mobility melee character
!feedback
Im sure this has been suggested already but the ability to have lobbies share items in multiplayer much like the mod "ShareSuite." This would prevent players from taking all of the items from bosses and other ways.
!feedback
What if we had a gamemode (maybe with an item unlock tied to it) that randomizes skills? The skills could come from every survivor in the entire roster, and it'd be similar to Enter the Gungeon's paradox character.
This could be balanced in either making it cost lunar coins to play (but possibly double in payout), or just have it be a no payout mode w/ an item unlock tied to it. But regardless of that, I just think it would be neat to do this considering the modular loadouts for every survivor.
This is a pretty controversial suggestion as it doesn't really have "intensity" in mind or really any balance, however I feel like an inconsequential gamemode that's well refined and implemented into the game similar to the prismatic trials or something of the sorts would add more variety and thus replayability to the game. I just like the idea of games having some goofy/chaotic modes that at worst for some just an option you can easily avoid.
!feedback ---REVISED MOD CHARACTER---
Hitman:
Melee focused, Mid HP, High regen, Low mobility, Decent damage, Highest Proc rate
Primary: Either
Wrist Blades: Commando speed attack with 1.5 proc rate
Hook Blades slower, 1.25 proc rate, chance to stun
Secondary:
Cho Ko Nu: Fire a mid range crossbow with 260% damage with 1 second reload time for up to 3 shots (cancelled by hitting the key again)(Huntress level range)
Shift:
Smokebomb: A 5 second cloud appears that makes players inside untargetable and lowers enemies attack speed for a further 5 seconds.
R:
Sleeping Dart - Stuns any enemy including bosses for 4 seconds, very long cooldown, 15m range.
Passive:
VIP Target: Guaranteed crit for all enemies below 25% health near you and add 20% crit chance for allied hits
!feedback Have Acrid and Loader wear Brilliant Bohemoth as boxing gloves
!feedback
Red Item: “The Head Hunter”
(A purple magnum with a scope on it. A slight Deadbolt reference to those who have played it.)
Item description: “Gain 20% crit chance. Crit damage is increased by 50% (+50%? per stack).”
Edit: some ppl saying it’s op, so keep in mind the values can be changed, especially the stacking. I just put it here for the general purpose and thought behind it.
!feedback
Give all survivors a team/area bonus so that drones/beetles gaurds/ghosts/etc. are more useful and make multiplayer more dynamic with more focus on team comps.
!feedback
Red item: "Critical Edge"
Increase your critical damage by +50% (+25% per stack).
(Secretly gain 10% critical chance [+0% per stack])
!feedback
The Visions of Hersey and Strides of Heresy items are a very cool concept, hopefully we can get Heresy items for the seconday and special skill slots.
And, perhaps a new survivor who's skills are all the Heresy items at base.
call them the Heretic
!feedback
For multishop terminals, remove items already in other slots from the question mark's loot pool.
!feedback
While we don't have an engineer mastery skin yet it would be cool if you could still get an achievement for mastery so you don't have to do it again after it comes out.
!feedback
LUNAR COIN OVERHAUL
Lunar coins are per game, lunar coin drop rate massively increased, newt altars are not guaranteed, bazaar has more items including non lunars available for lunar coin buy.
!feedback if someone you are playing with kills you via shooting explosive barrels your death message should be something unique to that just for fun. something like "Playername needs a new team"
!feedback retro filter
!Feedback The alternative biomes for areas should not be named the same (example - Ground Zero) as the originals as it's not the same area.
!feedback This might have been said before, but maybe it would be a good QoL improvement if Loader didn't stop sprinting as you start charging up Charged Gauntlet.
!feedback maybe have a green minimalistic slug with some crosses around it to indicate cautious slug is active
!feedback
Add an ingame option to change languages. I don't know why this hasn't been added yet.
!feedback
Can we have a scale slider instead of a fixed option?
the HUD goes from either too small or too big.
!feedback
adding to ishmerry idea, a way to hide things from the hud, like the item bar or companion's hp (drones and players)
!feedback artifact idea:
The blindfold artifact-
artifact that turns all item sprites into question marks and all the item names into "unknown", leaving only the outline of each rarity to give you a hint as to what you have.
It certainly would pose an interesting challenge.
!feedback
Make the alloy worship unit's large circular AoE visible on sloped terrain instead of being half invisible
!feedback
make jade elephant either reduce knockback a ton or block all knockback altogether; it would make jade elephant slightly more viable and would make it an even better panic button
!feedback Let engi rocket jump.
!feedback
Green item idea: Claymore (Sword)
“Kick em’ while they’re down!”
Has a chance to weaken an enemy for 5 seconds.
[Stacks add increased chance]
[Stacks will not increase time of debuff]
(I get that this is like Shattering justice but what if it was just a chances item instead?)
!feedback
Currently the most efficient way to play the game is with minimum hp (exploiting one-shot protection and most of flat healing items).
This- to me - sounds a bit like an issue, especially with the fact that it's better to not pick up more than one shield generator and I think the best way to avoid this is by adding ways to increase mitigation (armor, damage reduction, etc...), more hp increasing items and making healing items heal for a percentage of the player max hp.
All of what I mentioned was in the first game for instance bitter root increases hp by 8% , infusion used to increase hp infinitely and tough times increases armor by 14.
So... maybe do something similar, idk, I just wanted to share my thoughts, I'm pretty sure Hopoo has good reasons for what to have in the game.
Edit: Typos
a!feedback Lunar item:
Double Crit Damage but half the Crit Chance
!feedback lunar item that makes the teleporter charge faster BUT make the area you need to stay in smaller, or vice versa
!feedback With the new 'Beads of Fealty' item, it gives us a great way to farm even more lunar coins for a challenge at the end of the run, but there's absolutely no reason to be stacking more than 1 of them at a time So I propose a possible change
If you have beads of fealty and obliterate at the obelisk, they are consumed and turn into a grey item like 'Dio's best friend'
If you beat the twisted scavenger, and do not have a second set of beads, you the run ends, and you receive your 10 coins and 5 bonus coins.
If you do have a second set of beads, you instead loot your 10 dropped coins and return back to the run, allowing you to loop one more time and fight the boss again, consuming your next stack of beads, allowing you to get another set of 10 coins.
This could be repeated until you eventually run out of beads. Once you're out of beads in 'a moment, whole' the run will end.
edit: clarity
!feedback An idea for an alternate M2 for mercenary
Shuriken:
Store 3 charges by default
Clicking will throw a single shuriken
Holding will charge up and fire up to 3 shurikens in a horizontal spread. One at the crosshair, and the other two slightly to the right and left.
backup mags would give 1 extra charge, so 3 backup mags would let you do a triple-throw twice.
I'm not sure how damage would scale, but it should probably be somewhat lower than the other M2 alts, since it's a lot safer to use at range, trading safety for the total damage. It would give mercenary a slightly easier time dealing with smaller enemies at range, or any enemy in the sky and out of reach (lesser wisps, for example) at the trade-off of not being able to move faster or deal more overall damage with the default M2.
edit: spelling
!feedback: Ultimate Abilities for Characters
The abilities charge a set % per stage, depending on difficulty
Commando; Favor of an Old friend: Calls in a battleship to drop a nuke at a target location. Leaves toxic waste on the ground (Similar to Acrid's poison)
Huntress; Aim Beyond Comprehension: Fires a giant arrow. Upon hitting a monster, the arrow scatters, creating 3 arrows that home in on nearby monsters. Upon hitting, these arrows scatter again and again.
Mul-T; PROJECT-0BL1TERATE: Pulls out a giant spiked drill. Deals damage and causes bleed to enemies caught. Has vacuum, like the Sawblade. Explodes after it expires, dealing damage.
Engineer; Always Be Prepared: Deploys his backpack on the ground, creating a massive cannon. When the turret breaks, obtain 3 [Leftover Scraps]. These can be used for a free repair of a drone or turret.
Artificer; N'Kuhana Wills it: Creates a gravitaion surge in an area. First freezing everything inside, then striking them with a giant thunderbolt, and leaves the ground around the impact of the thunder with fire, causing stacking burn damage to all monsters inside.
Mercenary; A Storm to Guide: Pulls out a second katana, and dashes all around the screen, forcing monsters into a single position. Then unleashes a whirlwind of strikes with his blades.
REX; DIRECTIVE: Photosynthesis: Fires a Solarbeam in a single direction (can be angled, although REX himself is stationary). Vines appear around REX to protect him.
Loader; Punch-Line: Flies up in the air, and then slams back down, creating a shockwave that drags flying enemies towards the ground and dealing massive damage.
Acrid; Natural Instincts: Absorbs his own poison, causing transmutation into a giant beast. Mows enemies down with his claws, and leaves poisonous luquid on the ground as he walks.
Credit also goes to @round sapphire and @narrow epoch for helping me come up with these abilities
!feedback In server lobbies, don't start the countdown timer until 50% or more players are readied, instead of when only 1 person is readied.
!feedback
Okay hear me out on this one, cut the amount of time it takes to go though the void plains in half
So just to summarize, it takes roughly 15 minutes to go though the entirety of the Void Plains, 9 teleporter vent charging events with increasingly difficult enemies with a new item every OTHER event, lets take the "other" out of the equation, and just have them scale up after every event, this will not only make it viable for people to do in their casual runs, but also make it less of a general pain.
also patch out being able to charge the vents from anywhere on the map.
хай пиплс
!feedback
A simple idea for the current Void Realm to make it more viable and not as much of a time waste, especially for Monsoon. So other realms like the gold portal realm, time is stopped and does not advance and spawns 4-3 chests, while the Void Realm always advances, I'm not educated on the reasoning why they have time advancing in the first place, but in it's current form wasting like ~12-15 minutes in the void realm on monsoon is a huge time waste and only puts you way too far behind in the next stage on Monsoon, the payout is not worth it for the time spent.
If the dev's intent is they want you to fight inside the bubble then this idea would also give more of an incentive to stay inside the bubble as well, because sometimes right now it is better to just run away if you can just out heal the damage from outside the bubble that you were meant to stay inside, basically make it so that the timer and difficulty stops moving while you are inside the void bubble, but if you walk outside the bubble then time continues normally. In a way it makes a little sense seing that the bubble is kinda a save zone. Time is only stopped when you are inside the bubble, meaning that the time you spend running to the next vent will increase the difficulty as normal since you are outside, even if it is for like 20 seconds. This way, if you want to fight outside the bubble, then you get punished for running outside by simply making time move on and taking the damage. This idea is mainly to help monsoon runs not get so far behind if you choose to do the void.
If stopping time like this however makes it seem like it can be too op given there is a guaranteed legendary, then another solution is instead of stopped time, it is SLOWED time while inside the bubble, slowed enough so that the time spent doesn't screw over monsoon specifically as bad as it is currently.
Edit: Removed some text(char limit), a TLDR; Stop or slow time in the void realm while inside the vent bubble.
!feedback A separate gamemode where you're able to manually adjust the difficulty sliders, like a custom match Stuff such as
How fast the difficulty progresses compared to rainstorm
How many players there are. Like you could pick 4 players and play singleplayer, or pick 1 player and play with 4 people.
How much natural armor you have
How fast your health regenerates
What stage number you start on
You should absolutely not be able to unlock any achievements on this mode, but it would be fun to screw around.
!feedback Similar to ChickNamedDarrell's feedback, when ghosts collect ammo boxes or healing orbs could the effect be the same as if the player picked it up?
Edit: Sorry I spelled their username wrong
Edit-2: What I mean by this is that if a ghost picks up a healing orb or ammo pack it will affect the player who the ghost is bound to (the one who has the Happiest Mask)
!feedback Making movement based abilities (Example: Commando's Roll) not interrupt sprint, I find it breaks the flow of movement, as you end up walking after rolling which is the opposite of what you want when you are trying to dodge for your life, compared to some other survivors like Acrid where the Jump feels amazing as you continue to sprint after the hop.
!feedback Slight changes should be made to the void fields to make it easier for the less mobile characters like mul-t, commando, and rex to get from node to node. These would be things like smoothing out the spiral ramps to make it easier to use them or maybe even just a change in the hp drain based on your character, with high drains on
and
and lower ones on
,
, etc.
!feedback
Lunar item "Void Cell"
The teleporter charges faster, but leaving the TP zone deals damage.
!feedback
New item
Poisonous stinger
Adds poison to basic attacks
Deals 3s (+3 per stack) of poison at 5% base damage
!feedback
A simple idea for a Lunar item, which will be both awesome and horrible... potentially... (Numbers and ideas not final.)
Influence of Heresy (Name not final. May not even be a Heresy lunar)
Upgrades your equipment, but it can break upon use.
Upgrades your equipped Equipment, but introduces a 4% (+4% per stack) risk of the equipment being destroyed upon use. (Destruction risk is lowered with Lucky Clover.)
For Lunar equipment, it removes the negative effect of the Equipment (i.e. apart from the Spinel Tonic they will not affect you.) Multiple stacks may improve their damage, slow, buffsize, effective radius, etc.
Other Equipment is upgraded to deal more damage, heal more, gain a secondary effect (like the Wormhole Ring could make it so you deal damage to enemies near where you travel, Royal Capacitor could fire a random additional strike for less damage, the Healing Fruit could heal in an explosion, I dunno.), decrease the cooldown or even have a larger effective radius.
But then of course, the equipment now has a risk of being destroyed, forcing you to find another one if that happens. If it happens, a message will pop up in chat telling you about it.
!feedback
Return Engineer's Missle ability from ROR1
!feedback
Artificer Primary Skills reworked to recharge multiple or all stocks of the Flame Bolt and Plasma Bolt.
!feedback
Red item description: The Judge (Item Icon: Gavel)
"The council will decide your fate"
Has a 1% chance to bring an enemies health to half upon damaging it.
(Health debuff will not activate on the same enemy)
(Stacking this item will increase the chances by .5%)
(Stacking will not increase the amount of health lost)
!idea
Rework Vase
First use remember your location and second use teleport you in that location
for example you use that on teleport, and after tp event clear map from chest and use it to safe some time
!feedback repost for @restive sedge Rework Vase
First use remember your location and second use teleport you in that location
for example you use that on teleport, and after tp event clear map from chest and use it to safe some time
(Basically make it the marble gate from the first game)
!feedback
If there is an engineer, or you are playing engineer, when you press tab you should be able to hover over your turrets and see what items they have
!feedback
When the official release update is out (For the final boss) the menu needs to have a different background theme and song
!feedback
Events should have special objectives
!feedback
It would be nice to be able to distinguish engi's turrets apart.
When using gnarled woodsprite, I want to know which engi turret is more damaged, rather than guessing and hoping I chose the right one.
!feedback Please make it so when the AI have tesla coils the activation time gets offset so they don't all come online at once and immediately kill you. Right now dying to that feels really bad and it's very hard to survive a round where they have them.
!feedback
Add the ability to Strafe Sprint (Sprinting left and right, not just forwards) for all characters. This would make it much easier to circle around enemies and bosses, and help characters like Huntress not run at a weird angle to constantly hit with her Arrows.
!feedback
Red item: Earth Breaker (Spiked Metal Boots)
Item Description: "Crush foes with the might of mountains"
Depending on how fast you're falling you will create a lasting earthquake on the ground in a circular radius for 500% dmg, The damage ticks 1 time every second up to a total of 5 times for a total amount of 2500% dmg. The radius of the earthquake is determined by how fast you were upon impact with the ground, the faster you are the bigger the radius. Much like the H3AD 5T v2 it has a 10 second cooldown until you can use it again. When this triggers you dont take the dmg from falling. Also any other items you have, like ukelele or Sticky bombs will activate with each tick, so it isn't just the flat dmg, but can also be used for a Status build or Rocket.
(each stack makes the earthquake tick 1 more time)
!feedback
Maybe Artificer's Snapfreeze could act like a part of terrain? I mean she could block enemies or shots from far with ice. She doesn't have any dodge so it could help her a bit. Or it could be a alter skill or smth.
!feedback make Titans and Golems unable to shoot their laser through their bodies
!feedback
Lunar Item: Grim Challenge
Take reduced damage from elites... but take increased damage from all other sources.
More applicable in longer runs when more enemies are elite than not. I also imagine an interesting interaction with Rex. Normally this item would increase his self damage but with wake of vultures or the elite equipment it would be reduced instead.
void creatures should not be able to get unstable tesla. literally insta killed me
!feedback [repost for @smoky rune]
void creatures should not be able to get unstable tesla. literally insta killed me
!feedback Huntress' Phase Blink should have directional teleport system like regular Blink does
!feedback Remove the massive GPU usage the game has to keep it from tanking my computer
!feedback Give Loader's Thunder Gauntlet a cool sound effect when the thunder wave occurs. I thought maybe the same sound the Royal Capacitor makes. Rn it's kinda underwhelming in the noise department when it's called the flippin' Thunder Gauntlet.
||!feedback|| in terms of Royal Capacitor changes, how about adding a "tell" to it similar to that of overloading elite orbs? (potentially changing the visuals of both to make them look cooler) royal cap's version wouldnt stick to enemies of course, but with a short enough cast time most enemies shouldnt be able to outrun it, only players could escape the aoe in time.
I think this would be a great way to bring a fair change to royal capacitor that helps players not die instantly when a scavenger uses it (without removing the fun from people using it normally), as well as helping bring together the various different themes and mechanics surrounding "electricity"
!feedback being able to sprint while looking backwards
!feedback
Picking up Queen's Gland on Engineer currently does nothing for turrets, it should spawn normal little beetles (instead of beetle guards) for the turrets because that would be absolutely adorable.
!feedback add the ability to proc items to acrid's poison, with a very small coefficient like 0.1
!feedback Let Artificer's alt M2 immediately execute enemies if the single attack brings them under the execute threshold
!feedback add chef from ror into ror2
!feedback allow artificer to be able to shift her ice wall's direction (horizontal and vertical) by pressing shift twice, this would be helpful on certain situations
!feedback an idea to rework commando's frag grenade: instead of the explosion timer starting as soon as it hits something, make it start whenever the key is pressed to use it. From there, the player can choose to hold down the key to start the timer but keep the grenade in commando's hand until they release it or it explodes in their hands; this will make the explosion a lot more controllable but still hard to master
!feedback I dont know if this has been said before, but engineer's mobile turrets feel like they don't compliment engineer well, largely because they don't seem to hit wisps or other aerial enemies, which is something engineer struggles with in the first place. Changing their range to be larger or putting in some sort of way to tell the turrets to select certain targets might be a nice way to remedy this.
Add a skill tree.
!feedback
Stacks of Ghor's Tome and Bandolier should increase the pickup range slightly (perhaps by 5% per stack).
!feedback
Add a skill tree.
Reposted for @old ruin
!feedback
After two loops, make it so any enemy/boss can spawn on any level for maximum chaos
!feedback
In the logbook there should be the stats of the game you just played or multiple entries from past games that you had to show what items you got on the run, achievements, ect. (This makes it easier to show other people your runs)
!feedback
Void Fields currently feels like like a suicide option with no realistic application outside of obtaining Acrid.
Time moving forward while in the void results in falling behind the difficulty and dying upon returning to the main stages, at least on rainstorm and monsoon.
Time should stop while in the Void Fields.
Balance can be achieved by removing the reward from each successful cell and only providing the 1 Legendary drop at the final cell.
Since this event only works once per run, it will not be possible for players to abuse the Void Fields for powerful items while the timer is stopped.
!feedback add an option on the escape menu screen to access your Character/Item/Environment/Enemy logs while in a run. This would especially be nice for seeing what challenges you need to complete or what item/environment logs you should be going for if your hunting for that stuff.
!feedback in the future be able to swap to the Risk of Rain 1 ost, either through paid dlc or a menu option if possible
!feedback Artificer's M1 should be homing since they are limited to how many you can use, perhaps with a further lock-on range than Huntress'
!feedback
The ability to see a lobby's ping would be lovely. I hate having to leave mid-game, but playing as loader with a surprise terrible host connection is almost impossible. Being able to determine that before-hand would be better for everyone.
!feedback Idea for alternative Enginer's M1 - You can lock on up to 3 targets and after while homing missiles are shot to those targets.
!feedback a way to tag online players via quickplay as uncooperative/griefing and allows the matchmaking system to avoid pairing you with that player again. maybe this system extends itself further and pairs marked players with other marked players if the player has enough marks/reports, refreshes marks monthly, etc.
!feedback It would be cool to see different types of turrets around the map just like we see different drones, maybe they could visibly have items or even be different types like the waking bois engineer has. These Turrets would have varying prices that take into account the type of turret, rarity and quantity of items each turret has and of course how far into the game you are.
!feedback Fungus needs to be changed in the terms of how it detects "movement" the fact that I just lost my shroom aura from a movement so small I couldn't see it ( a beetle walked up to hit me ) is kind of dumb
!feedback make it impossible to ping yourself, what possible reason would i have to ping myself? every time it happens i'm trying to look down and ping an object below me and then its just "killeroid356 would like to attack killeroid356", this ping is absolutely useless.
if your counter argument is "its used to show where you are", the original ping of the ground/object below you would do the same, so just remove the option to ping yourself.
!feedback
The placement scavenger's packs should be similar to chests in that they always generate in a location where loot won't fall off of ledges.
!feedback a nice quality of life feature could be access to the logbook while in a run.
!feedback I think REX's alt R should be just straight healing (over time, at once, etc.). All of REX's healing is based off of attacking enemies, and while that is nice, it'd also be cool to have something that doesn't rely on enemies.
!feedback
Give each of the characters MUL-T style alt basic attacks that change their weapons. For instance, an assault rifle for the commando that fires in a three round burst, a crossbow for Huntress that loses lock on and has a lower fire rate, but does more damage and a faster projectile speed, thermal harpoons for Engi reminiscent of the first game that fly and home in on targets but arm slower, etc.
!feedback
If we ever see alternate primary abilities (Current:
MUL-T's buzzsaw and scrap launcher and Artificer's other primary) can we get lasers instead of grenades for engineer?
!feedback A small thought on this pinging self thing
-You can no longer normally ping yourself.
-Doing a slightly seperate action, like holding down the middle mouse button, would highlight yourself saying something along the lines like
"GenericUsername needs help!" With the green cross symbol.
!feedback Add an option to disable auto-item pickup. This would be a great compromise between the players who want to be able to drop items and those who prefer the way it is now. This way, players will have basically no excuse when they accidentally pick up something someone else could benefit from. It also would prevent a lot of mistakes. Again this would be an option, so only the players who mind would use it.
!feedback
The ability to kick people out of your lobby.
!feedback
Attack speed on commando should determine the fuse time on the grenade ability after the first impact (high attack speed makes grenades explode almost immediatly after hitting something)
!feedback
Warbanner is an extremely situational item, and is only ever really useful in the early game. It usually spawns on the player in a very inconvenient spot, or somewhere that is just completely useless for the player to be in, so I suggest an overhaul to how it works
-Instead of being placed on the player, let the effect be applied inside the teleporter bubble, similar to how the lepton daisy functions
-Decrease the potency of the effects, but let the effects stack intensity, since it would be bound to the size of the teleporter. Say instead of 25% increase movement/ attack speed, increasing it radius, it would be something like 10% attack speed and movement speed, +10% per stack.
-Make the warbanner a green item if it is changed this way, since it would be a crazy powerful upgrade, and stacking them as whites would be insanely strong, so a green would be more appropriate.
!feedback
Another idea for Warbanner. Sticks to the player for x amount of seconds, then automatically drops to the floor.
!feedback
If i ping an enemy as an engineer, my turrets should target it rather than shooting seemingly at random small mobs instead of the boss
!feedback
Have purchased/item-spawned minions always stay the same level as enemy monsters. This is a simple, no-nonsense way of keeping them relevant far longer into the game.
From monster level 11 to infinity, a minion with +50% damage and -33% health would have about the same 1v1 effectiveness (within 10% difference, narrowing over time) as it has at level 1 without the stat changes.
The increased number of monsters contrasts the slow accumulation of drones.
!feedback make it so that if you have four engineers all with the stationary turrets on monsoon, a legendary fungus shrine has a chance to spawn which will magically grant fungus to everyone hahahahahagagahshdjdjsjej please our numbers are thinning
!feedback
When spectating, allow us to go into free cam.
!feedback
Revert the Rex Nerfs!!!
!feedback How about an item that increased the speed at which the Teleporter charges?
!feedback
Legendary Item Idea:
When you jump, nearby enemies are knocked up and dealt 200% (+200% per stack) damage.
(Works with Hopoo Feathers. Doesn't work on bosses and other units that don't suffer CC effects)
!feedback It'd be nice to have the ability to disable certain map variants for the starting stage (At least in singleplayer). That way you dont have to keep quitting to menu and restarting until you get the starting area you like.
If anyone would like I coded a random ror2 character picker. Im just not sure how to turn python program into an executable program but I just used Thonny to run it. Here it is:
!Feedback I belive that you should be able to see the amount of damage, monsters killed, ect during the run. You could see this information in the "Tab" section.
I think a compass at the top of the screen just above the items GTA style would be really nice to get across locations
!feedback Acrid is a unique character but I think he should have stronger melee and maybe faster cool down for his secondary because it is hard to kill flying guys, or give him a more reliable leap which would be cool
!feedback
Red item: Terra Boots (Spiked Metal Boots) Reworked
Item Description: "The earth shatters beneath your feet"
(Item Use)
When in the air press and hold E, when this triggers you dont take the dmg from the fall.
Upon impact with the ground you will create a lasting earthquake on the ground in a 15m radius (+ .5m every 100 of your max hp) that deals 550% dmg 5 times(+1time per Stack) over 5 seconds(+1sec per Stack).
Once used it has a 10 second cooldown until you can use it again.
When this triggers you dont take the dmg from falling.
(Also any other items you have like Ukulele or Sticky bombs,
will activate with each tick of dmg so it isn't just the flat dmg,
but can also be used for a Status build or Rocket.)
!feedback If scavenger bag falls off map, make it respawn by teleporter
!feedback I just want have huntress use a normal, aim-able bow.
!feedback add a non-time based which lets you select the map you wanna play on. Kinda a "free play" mode
!feedback
Let 'H34D-ST v2' increase your horizontal air speed, in addition to it's current effects. At the moment, it makes you feel extremely sluggish, especially when you have a wax quail and your sprint-jump boost is basically nullified by the massively increased hang time.
!feedback The ghost clay dunestrider kills you with its suck attack, other bosses probably might do something along the lines of this, like wandering vagrant
!feedback Typo in the spanish translation for Beads of fealty. The color is written instead of implemented. Actually, it was funny, I thought that it was an intended part of the lore and even looked for the name of the color, until I saw it in English in the Wiki
!feedback Idea for an alt special for Engineer
Gatling turret:
-You can only place 1 of this turret, but it would still have 2 charges, letting you place them about as often as the default turrets.
-stationary like default turrets
-higher health pool than the default turrets
-Much higher attack speed than normal turrets, but has a wind-up time. maybe taking about 2-3 seconds to hit top speed.
-Enough damage to about equal that of 2 default turrets with it's high attack speed, or maybe even more because of the wind-up period.
-A lower proc-coefficient, since it would fire extremely fast.
!feedback artifact idear: Order
-After teleporting each player gets the same effect as if they aktivated a shrine of order
(Their items are combined into a single one of their items for each rarity)
-After teleporting each player instantly gains enough money to buy 2 small chests
!feedback Again in the Spanish translation. In the main menu the las option should say "Salir" instead of "Salida". And the button in the Early Access message should say "Continuar" instead of "Continue". That is text that everyone that watchs a streaming, for example, will see, its important to correct that to make a good firts impression.
!feedback all the equipment dropped by elites (ifrit's distraction etc) have game-altering passives such as a shield, a massive fire DoT, and mass invisibility. could the malachite and glacial ones give a health buff similar to what is seen in the actual elites themselves? (malachite and glacial elites seem to have a lot more health than the other elites, it would be cool to see that %health modifier on the equipment too.)
!feedback after playing Acrid for some time, I sort of find him a conflicting character. He is very fun in the early game, but late game, as a melee character without any sort of defensive abilities, he ends up simply poisoning and running, using jump primarily to run, and pretty much never using M1. Maybe this is intentional on the dev's part, but it ends up feeling like Acrid becomes half a character. What's weird is that he is still a strong character regardless. It just seems very odd.
!feedback I know that devs had said projectiles atm cannot change color. I'm not some if that count's to spawned effects, such as Loader's pylon or Rex's vines. Some consistency would go a long way.
(Edit because I forgot a sentence)
!feedback what if we could slightly customize a skin of our own? I think that could add a lot of variety to the skins.
!feedback
- Alt Commando Utility STIM- Spend 15% of your current HP to increase your attack speed and movement speed by 30% for 8 seconds (8sec cd). values are open to change
- Commando Alt Special Frag Grenade- Arms upon impact with an enemy, display its area of effect in a sphere, and provide a stun/slight pull in the center blast. (in its current state its nearly ineffective against flying enemies and lacks the ability to interrupt enemies like his other special)(perhaps make it bounce more so you can use walls/ground to arm it?)
!feedback have the magma worm target the player over turrets. I've had multiple runs where I pick up a gunner turret in stage 1 and then by stage 4 the worm is only targeting the turret and wasting time by chasing him. No amount of shooting him gets his aggro.
!feedback
Make Artificer's Plasma Bolt move much faster than the Fire Bolt, and make it thinner so that it seems a bit more electrical.
please allow a setting for group size for mulit (non private) randos ruin runs.
!feedback
*repeating for @oak yew
please allow a setting for group size for mulit (non private) randos ruin runs.
!feedback
Please allow us the choice to have items on our screen displayed by rarity and not order of obtention ; it can help searching quickly for 1 item in particular to see the stacks on it
!feedback
Equipment
'Catastrophic Root'
Drops an AOE bulb that allows enemies within range to also deal damage to each other. Any players within the radius receive reduced damage resistance including elemental resistances.
Edit: Replaced Artifact with Equipment
!feedback an enemy that heals other enemies. Maybe high cost for the Director and it could also use defensive moves to make it hard to kill instead of simply being bulky, I'm thinking of barriers that prevent it being hurt from a specific direction, but I'm not good with ideas
!feedback Please rework Mercenary's alternate R. It is basically a massive downgrade from his default. You lose a dash, I-frames, and attack speed scaling (DPS lategame). One of the reasons lategame merc is so good is brainstalks and guillotine basically allow him to be completely unkillable at times, yet with his alt all you can do is just... send out a bunch of the projectiles at once I guess.
!feedback Take all the loot box colors and make them something other than the mob colors so you can loot out over the land and see boxes instead of running up to them and finding out they are just dead bodies and not loot.
!idea give Acrid alt utility a height AoE effect, the higher the jump is, the bigger the shockwave is. Or apply the same idea to the regular utility but with a bigger poison pool.
!feedback Remove royal capacitor from Scavenger's possible items.
Getting one-shot (or triggering the one shot protection) by an instant cast hitscan every 20ish seconds he sees you really feels dumb to play against.
!feedback artifact idea
an artifact that allows you to remove some (maybe about 5) items from the item pool for the entire run
!feedback ROR1 had elites that could heal enemies. I propose a similar elite for RoR2:
'Overgrown' enemies:
Similar to other elites, Overgrown elites have higher health pools. They would provide armor and burst healing to enemies around them. However, Overgrown elites would be slower and deal less damage than other elites (perhaps equal to their non-elite counterparts).
The burst heal would be more of a challenge early game, whereas the armor bonus could be calculated by difficulty level in order to make the elites and its Wake of Vultures bonus relevant late-game.
!feedback
Giving Scavengers Ceremonial Dagger is just a little too overkill for an unavoidable move.
!feedback
give Acrid alt utility a height AoE effect, the higher the jump is, the bigger the shockwave is. Or apply the same idea to the regular utility but with a bigger poison pool.
Reposted for @twilit hamlet
!feedback Give Rex's roots a proc coefficient. It would be nice to get a little bit of a burst of procs. Doesn't even need to be 1, it could be something like 0.4, just something better than 0.
!feedback Acrid's base/sprint movement speed feels too sluggish for an animal running on all fours.
Nothing too major but maybe a 5-10% movement speed buff.
!feedback for ror1 add the ability to invite people instead of port forwarding
!feedback add a 3sec item lock timer for when a player buys a chest or uses a printer so only the player that used the chest/printer can get the item and after 3sec any player can get the item. currently when a player uses a chest/printer another player can take the item before the one that used the chest/printer and i hate how players can steal so ez.
!feedback multiplayer difficulty scaling is whack. Instead of giving the director more credits (which it spends on bigger monsters to go after one person), have one director per person gaining normal amounts of credits and spawning enemies on that person only. Then everyone gets normal enemies, not one person getting a blazing golem in the first minute.
!feedback perhaps an alternative to the above could be a red item that has maybe, say a 20% chance on kill (can be changed for balance) to charge the teleporter by a set % on kill, maybe like 1-3% or so
!feedback queen's gland and halcyon seed both summon allies with attack indicators. the red of these can get mixed up with other attack indicators, so changing them to a different color like blue or green would help in hectic moments
!feedback Add a special boss item for all bosses in the game
!feedback make acrid's melee attack poison enemies
I feel like all his attacks do so I think there should be something else as well
!feedback I feel like the MUL-T's animation makes him feel really slow in comparison to the rest of the characters, I feel like his running animation should be more dynamic, just to make him feel like he's moving faster.
!feedback The Huntresses running animation looks kinda goofy. From the side view you see that she's running at a 45 degree angle, and for her speed she has a very small stride. The rest of the animations are fine, just those ones bug me little.
!feedback add the option to turn on manual pick up of items. basically what this means is that you have to press E to pick up an item, instead of just walking over it. this would prevent accidental item pickups and would be helpful in multiplayer
!feedback hey devs, i got an idea for a skill for acrid, i dont know if its been mentioned yet for a "R" skill for acrid could be a massive vomit of poison meant to poison as many enemy's in close range as possible. (i havent unlocked his other skill yet so idk what it is)
!feedback
M2 heresy item
Maw of heresy
Attack directly in front of you is a small cone for x% damage, heal for y% of the damage dealt
!feedback
Make it so that you can choose a difficulty before entering quickplay.
One reason for this among many is that it isn't very newbie friendly when someone's first multiplayer game is monsoon
!feedback
Red item: Upgrade Pack
Turrets and drones have a chance to apply their owners on-hit items if they belong to the player owning an upgrade pack.
Stacking upgrade packs increases the chance of items proccing, but not any additional range or damage.
!feedback
Commando, Huntress, and Mercenary should keep sprinting after using their Shift abilities. it's not a major game breaker but I feel it'd fit more.
!feedback Let us save our runs, or have a run be saved if the game crashes. Right now many players are having issues where the game will have a black screen, then go to the main menu or crash altogether. A basic function to save a run when it crashes (or just save runs in general) would be appreciated. It wouldn't affect balance in any way, either.
!feedback Artificer should be about to sprint while using flamethrower instead of it being used up I’d you want to sprint
!Feedback I feel the Engie's stationary turrets lack a huge amount of survivability in later stages due to not having OSP. This causes bosses like worm or imp lord to just up and one shot them the very second you place them down.
Wouldn't it be decent if ONLY these specific bosses prioritized YOU instead of your turrets? Because as it is right now, no matter how many fungi you have, the turrets just get ganked by a single imp lord without a considerable amount of teddy bears and luck
!feedback
When Rex sprints on a wall, his vines do not follow him correctly. It's not gamebreaking but a nice QoL change
!feedback rex being able to climb up any surface while sprinting
!feedback
Add a red item that saves your progress so when you crash you can hop back into your run.
Call it Dio's Second Best friend. Unlocks by having the game crash.
!feedback
Make unique bosses and unique arenas similar to Aurelionite for stone Titan, for example Beetle King, Wandering God, that kinda stuff would be cool.
!feedback
The ability for the host to select the loot shared. Sometimes the players steals all loots and someone has no equip
!feedback Acrid's sprint seems sluggish for an all fours character, My suggestion is to make him remain bipedal until a certain speed to keep his quad sprint feel impactful rather than a character dragging himself across the ground.
!feedback
Change Artificer's Flame/Plasma Bolt cooldown system to be the same as MUL-T's Scrap Launcher. A slight increase on the cooldown would be a fair trade off in exchange for allowing Artificer some more consistent DPS with her M1.
It would help the moments where all her abilities are on cooldown and you're left with no choice but to either run away or awkwardly pressing M1 but only firing 1 or 2 bolts because of the current cooldown system.
This is especially noticeable when taking Snapfreeze and Ion Surge, with the former not being reliable for DPS, the latter mainly being used for mobility, and both being on a high cooldown.
!feedback Reposting this cause peopled liked it but didnt get enough attention last time!
Feature to save current run in the Hidden Realms
Now ofc, keep it so when you die, that run is over, like its always been, you die, you die, but it would be nice if somewhere like the Hidden Realms we could save the current RUN since time there stops, or some other kind of way we could save that run, like some sort of payment with lunar coins to newt or something.
Comparable to Minecraft Hardcore mode, you save the world when you leave, but you lose it upon death.
Keeping the game running during night just so I don't lose a run doesn't seem good for my pc or for the bills haha
!feedback Suggestion for a possible artifact: The Artifact of Order. After each teleporter event, a Shrine of Order effect is applied to all players. Could make for some interesting runs
!feedback Make the sick guitar duo at the end of Into The Doldrums last longer :D
!feedback I wish I could have preset keybinding setups for each character.
I just started the game and am unlocking new characters. Due to the variety of utility skills available I find myself re-binding them to different buttons (Commando has a dash so I'm used to that being on Shift... Mul-T has a grenade so I'm used to that being on G, etc.). It's very hard to find one binding for the utility skill that feels good for everyone.
Each character is unique so mapping them in a unique way seems like a good direction to go in 🤔
!feedback Suggestion: Let Visions of Heresy replace one of MUL-T's primary attack, not both of them. It would just make more sense in practicality and give MUL-T some usage out of that item.
!feedback add Advanced Tooltips as a "hidden" option that lets the player see more advanced information in-game, without having to use the wikia. Internal equations like Old Guillotine execute %, Poison damage limits, etc.
Original suggestion: https://discordapp.com/channels/417739215355510784/559901472339525644/657301408453885982
!feedback
Lunar items, halfs the chance of a crit but does 1,5x the dmg
!feedback
You tried removing the golem teleporter event (as you should) but honestly I feel like you should just do away with all non-boss elite teleporter events, at least for the first six stages or so, or make them only spawn for challenge of the mountain. If the issue is variety, maybe it could wait until future updates where there are more bosses, but as it stands now the majority of instances of non-boss teleporter events are either overwhelming or underwhelming.
Golems are obnoxiously tanky and their lasers are just a bit too much in a big crowd, especially if they're all firing at different angles.
Beetle guards are also too tanky, and awkward with their ranged shockwave move for less mobile survivors.
What in gods name is anyone other than engineer and maybe mercenary supposed to do against blazing clay templars on stage 3 other than waste an unreasonable amount of time out of the teleporter zone slowly poking them down?
Getting several elder lemurians, let alone the elite one/two, just combines some of everything I just said into one: too tanky, too much hard-hitting range, can force you out of the teleporter zone with bad teleporter positions, even as engineer because on top of all that they're kinda fast.
Jellyfish aren't fun or challenging, you just run past them and they die.
Bison are just kinda easy.
Honestly the only things that I'd say generally pose a reasonable amount of challenge are greater wisps, normal lemurians, imps, and maybe brass contraptions.
I will admit I haven't had experience with the other enemies in teleporter events (if they exist) to say much, but hermit crabs sound either extremely easy if they spawn in the zone, or an annoying time-wasting scavenger hunt if they don't, alloy vultures and wisps sound like projectile hell, and beetles sound like a free stage win. I feel like there aren't enough reasonable non-boss elite enemies for teleporter events to warrant having any of them, at least early game, without mountain.
!feedback I've had many times in SP and MP games where nothing would spawn for as long as 30 seconds to 60 seconds on the first stage. Could this be changed?
!feedback bring back original smoothie it was fresh as hell
!feedback add more bosses to the teleporter pool on any map. I think we're all kind of tired of dealing with the same 3-4 bosses every teleporter. Adding a few new universal bosses would be a nice way to add variety.
!feedback
Make shields a seperate "hp" bar, similar like Guardian´s Heart from the first game, the shield basically didnt take away max hp like it does right now, it merely took 60 shield and placed that ontop of the max hp, therefore a shield rework could be like barrier.
So basically when you are full on hp, shield and barrier, the stacking could be like this
Barrier
> Shield
> Health ❤️
Another point of shields is that it could instantly recharge after 7 seconds without taking damage, as in RoR. This could prevent deaths while recharging your shield when you have Transcendence
.
Removing OSP if this exists can be discussed, because having shield AND OSP after your shield runs out would be too powerful.
If you would take Transcendence
, this OSP would be applied aswell, but ONLY if you have ALL hp as shield except 1, this would make Transcendence a better item to pick up and more valuable in a way.
TL:DR: Make shield a seperate hp bar, like barrier, covering up the hp bar. Make shields recharge instantly after 7 seconds, and give OSP only when having Transcendence
edit: ping me in #ror2-feedback-discussion if theres something to discuss about
!feedback a artifact that replaces all the maps with ror1 maps
!feedback can magma worms and overloading worms not attack gunner turrets that aren't anywhere near them
!feedback add a Host migration, I can tell you i hate when a game ends do to the host had to go or being a salty player. PLEAS NEXT UPDATE ADD HOST MAGRATION FOR THE LOVE OF GOD!
!feedback
I love this game and really love playing with friends or other people, but the game leans more onto a singleplayer aspect. When playing together it just feels like getting into the level running around and doing your own thing then comeing back and fighting the boss. Also a lack of comms in Quickplay, Ik this is a discord server for that but there should still be mics in Quickplay, there are times when there are no servers on discord that I would like to join so Quickplay is what i do and when i type don't start the boss I might be too late, and also if I have to tell someone to stop something I might die.
Another thing is the scaling doesn't go down if someone leaves in the multiplayer game. People will fall off and not be able to do anything so they leave because they are not having fun while in that game, so the person that is still going could be screwed (It might help them in some ways too.) Which leaves me with my last complaint, Players hosting the game, you and 2 others could be blasting through Monsoon stage 12 or something but the host just up and leaves and that entire run is gone. This issue killed a lot of games like For Honor upon its release.
I love this game and would love too see some of this happen, and if they are working on this and I just typed all of this for nothing then I would be happy.
!feedback
Please, for gods sake - implement a matchmaking system where newbies are not thrown with people who already had countless hours in the game. Nothing frustrates more than people joining you on a online quest and they either don't know how to play, how to behave (like not ninja-looting) and so on.
!feedback Moderately reduce the delay between Shrine of Chance and Printer uses, and/or, significantly reduce the delay after the teleporter has completed.
Waiting for 4 people to print a thousand teddies takes longer than it should 
!feedback I really like Acrid's poison mechanic of being a powerful DoT that can't kill, it's nice to strategically poison enemies you can't give your full attention and then come back to them to finish later. It also gives the character a good support aspect, throwing poison around and letting your quicker teammates mop up the enemies. I've heard a lot of people dislike it though, so my idea is, maybe an unlockable alternate passive skill (with the skills 2.0 system) can be added for Acrid, that replaces the poison with a weaker poison that can kill. I think that would be a good compromise that satisfies more players, without removing the current poison mechanic.
!feedback Expand upon modding tools and provide access to steam workshop.
!feedback Would be great with a grey item that made you more mobile while Airborne, I think Artificer and other characters with leap/air abilities would benefit from it.
Oh And Happy New Years 🎉
!feedback
Since there are so many jerks on multiplayer (random), at least the prize for killing the boss should be tied to each player at least once. Im tired of leaving games because jerks just would take everything from the teleporter...
!feedback
Add some sound effect to MUL-T moving/rolling around on the ground, feels kinda off moving around with no sound effect to it.
!feedback Colorblind modes so @plain tide can see properly 
!feedback the Beetle Guard you get from the queens gland should not trigger mercenary's R ability. If you want to dash to an enemy with the Beetle Guard in-between you, it stops you from moving and finishes the attack only around the friendly beetle guard.
!feedback It's currently possible for a Scavenger to use a Happiest Mask and for Meteors to proc the Happiest Mask effect on players, but due to AI only existing for Mercenary and Commando, only those two characters can spawn ghosts. Along with this, the Commando AI never uses it's right-click attack, despite the Merc AI using all of its moves properly. My suggestion is to either remove these two characters from spawning ghosts or give all the other characters the ability to spawn ghosts. That is all.
!feedback After playing many runs on Monsoon, I feel there is a difficulty disparity between the alternate levels of stage 2 and 3. When going into the second loop, it is always better to choose the Swamp and Rallypoint Delta respectively over the Desert and Scorched Acres. The reasoning for this is quite simple; Clay Templars. Despite the preferred maps having threats unique to them (Bells and Bulls), neither of these enemies gets anywhere near the round-ending potential of a Clay Templar spawn. Due to their random spread, high DPS which rivals that of a Survivor, and high health pool, Clay Templars pose more of a threat than even most bosses do. This stems from the fact that Clay Templars cannot be dodged, and the only way to avoid them is to either close the gap and pray the AI chooses to use the knockback attack, giving you time to kill it, or stay by cover and as far away as possible and chip at its health. While I really do like the idea of TF2 Heavy- Clay Edition being an enemy, how much more of a threat they are than anything else and the game's occasional choice to throw them out like candy makes choosing the other levels solely to avoid them a no-brainer. My suggestion would be to tweak the Clay Templars down some to be a little more manageable or for a threat of equal power to be added to the other 2 levels.
!feedback Acrid Skin - Ifrit
Gives you a red/orange color with fiery magma instead of poison and long horns. Resembles the Ifrit boss from risk of rain 1.
As for an unlock condition, I imagine it would have something to do with fire, not entirely sure how you would unlock it though.
!feedback An alternate idea to the one above. If you obtain any of the elite equipments (N'kuhana's Retort, Irit's Distinction, etc.) then you obtain that elite form of your character as a skin.
!feedback
If its just me ignore this but
Can we get Shrine of Mountain to spawn more often? I rarely actually run into it lately so I dont know if im unlucky or this is normal. Imo it should just be spawning alot more often than it does. Like 8 out of 10 times or something maybe?
!feedback Random encounters like, a merchant, rarely have monsters spawn with different items, like the Null portal event, etc.
!feedback Primordial cube should effect frag grenades and split bombs
!feedback option to disable items from showing up on your character
!feedback bring back at least the artifact of glass and command
!feedback add an option to go a random class
!feedback
a lunar item (or even an artifact) that creates a bubble of charge zone around the survivor(s) when they leave the teleporter zone, but more bosses/HoM elites spawn
!feedback Who would like to see artificer with a spirit bomb or a line beam?
!feedback
Add either an enable-able option or an artifact that makes people allowed to unlock only a set amount of chest per stage, i.e. if you had two people playing in a game each would be able to unlock half the chests on the stage. In the event someone dies with this, the remaining loot can be split among the remaining players (for example someone on a 3 person team dying would cause the remaining loot to be split 50/50 between the two remaining players). This would not, however, stop people from taking loot from their fellow comrades, as that feature would be counterintuitive in the event that some players are stacking or need items that said teammate could provide them.
!feedback
In the Risk of Rain 1, a lot of the artifacts were things that pretty much changed a lot of core aspects of the game. While that is definitely good, I think for Risk of Rain 2, there should be those and some other minor artifacts that just change little details. That way you could personalize your run with tiny changes.
!feedback This is a suggestion for the discord server
Currently we have #ror2-feedback-and-ideas for overall feedback of the game. I think it would be cool to add a moderated channel similar to this, but at a specific topic.
For example if the developers are looking for some alternate skill ideas, then that will be the topic for this channel - where users can post their ideas for the devs to see. The channel would then be locked after the devs don't need any more ideas and would be re-opened for another topic when they need it.
!feedback can we just have a "mute audio" button for either sfx and music volume? super minor QOL but it would be nice to have so i can turn off the music sometimes but still preserve the number i have it set to
!feedback
Challenge: Complete the Void portal/field event.
New Lunar item: Void Cell - The teleporter charges faster BUT going outside of the teleporter hurts you.
!feedback
Lunar Item
Crown Of Blood
Enemies spawn faster, and in bigger numbers.
This would allow crowd control items to gain more value, while also making the game more difficult by increasing the amount of danger. It would also allow players who lack extra challenge to get a simple way to further challenge themselves.
!feedback Happy New Year Hopoo!!!! (And everyone else too, I guess)
!feedback
New Character idea
The Scrapper
First ability: rubbish launcher.
- Lauches extra scrap out of a front facing cannon from 50% damage up to 300% damage depending on how close the target is.
Secondary ability: Scrapyard.
- Create a small area of sharp rusted metal. Enemies who enter this area become slowed and start bleeding. Player can have up to 2 yards active at once.
Shift ability: modified jetpack.
- Preform a jump the can either launch the player forward a short distance or launch the player vertically a short distance.
Final ability: Jury Rigged Time-Bomb
- Drop a bomb that will blow in 10 seconds and deals 500% percent damage
!Feedback Cleansing Pools should be a bit more common, if not appeaing more, at the least make them visibly more noticeable so we don't accidentally skip them over and over again without knowing they were there in the first place. They should not be a chore to find at all, make rare or as they are but they should not be hidden at all unless its necessary for some reason.
!Feedback I like how the lunar items and the blue portal functions but I would like to make some suggestions to make it even better.
-Lunar items are awesome and are a fun way to change up a run in the game. well I mean SOME of them are. Not exactly I am mad that some items are better but I would like items for all lunar items to compliment a build or do what the heresy beads do. No one uses items like the corpse bloom or effigy if there was a way where you can make these items more synergetic that be great
-I would like to see more lunar items. ideas i had are movement speed upgrade but lowers armor, accuracy for life regen,
!feedback I really like Razorwire, but this item only gets a boosted range and number of targets when it is stacked.
If it was changed to stacking damage and -either- Range in Meters or Number of Targets instead, it would be more useful to stack it later on (past 80-100 minutes). As it currently is, getting a stack of one or two is nice, but without scaling damage it would not be something to choose over other options in the Uncommon Rarity.
I don't think it needs a base damage buff as it is right now, but it would be a much more fun item with damage scaling. You have to get hit for it to even activate, so it should at least stack well so you can retaliate with a nice chunk of damage.
!feedback
remove richochetting projectiles.
I don't know if it is a bug or not, but Rex's R, and Beetlqueen's spit are primary offenders of failed targeting.
Got popped by a malachite orb bouncing off another enemy and chasing me down as I tried to run away today :(
!feedback please make it so that shield generators dont count as hp, since it puts you at an amount over your max hp you think it wouldnt. I just went through a bunch of tries at the current prismatic trial and finally won while not dropping below my max hp or even the full shield, but because my shield got dmg'd it didnt give me it. im in pain
!feedback
How about survivor companions? Like a bot. Something like this already exists as a mod, and if I recall correctly, the AI is already programmed in vanilla (to some extent).
I'm thinking that each lobby could summon up to 1 of the bots that scale like enemies- itemless. Their strength would come from levelling up.
You could summon them by fulfilling a certain requirement, most of which could have something to do with their original unlock.
Rex- bring the Fuel Array to him
Loader- kill the AWS
Acrid- stabilize the Void Fields
Artificer- buy her at the Bazaar (maybe 5
instead of the normal 10 though)
Merc- sacrifice your current companion at the Obelisk
For those survivors who can't have their unlock requirements met in one run (not easily, anyways), we can always get original.
Engineer- bring a Fuel Array to an Equipment Drone
Mul-T- pay a visit to the Altar of N'Kuhauna
Commando- pay 3
to a Shrine of Valor, which spawns with a 1/7(suggested) chance in place of a Newt Shrine if no bot is present.
Huntress- pay 3
to a Shrine of Swiftness, which spawns with a 1/7(suggested) chance in place of a Newt Shrine if no bot is present.
All these unlocks would be up for debate, but it would be interesting to have something other than a Beetle Guard stick around to fight for you.
!feedback As an artifact idea, spawned monsters will receive the most recently picked up item by the player
-When turned on, if the player picks up Item X, Monsters spawned afterwards will also have item X
-If the player then picks up Item Y, Monsters will then start spawning with item Y, but not with item X
-Monsters still alive before the player picked up item Y will still only have item X
-Repeat until player stops picking up items, leaving them with the most recently grabbed item
Could there be an option to make your turrets or drones attack the target you ping
!feedback
(repost for @light cargo )
Could there be an option to make your turrets or drones attack the target you ping
!feedback
Unique spawn animations for all characters:
Commando: Stays the same, since he is the basic character
Mul-T: Falls down in his dash mode, then reconfigures himself into his normal mode (like in the character select screen)
Huntress: Lands with a parachute, with the escape pod falling behind her
Engineer: Lands in his escape pod, which has a little helicopter attachted to it on top so it falls down gently
Artificer: Lands in an escape pod with an ENV suit attachted to it, to slow it down
Mercenary: Escape pod falls on the ground in pieces. Mercenary dashes down towards the ground
Rex: The plant has taken root somewhere, with the robot underground. Move to get the robot out of the ground and start moving
Loader: Land with a giant slam of her fist, since she can't take fall damage anyway. Escape pod falls behind her a few seconds later
Acrid: Already has one so no suggestion here
Edit: Added escape pod to some survivors to allow the fuel array to spawn
!feedback Do not allow Scavengers to hold Royal Capacitors
!feedback a sort of walk button, not one that makes you move slowly but perhaps a button that cuts your speed down to its base speed or at most caps it at your default sprinting speed.
I feel stacking movement items can become detrimental to the point where it is a straight up downside to pick them up because you can no longer control your character.
I believe having such a simple thing would allow fhe looting of speed items late game without there being free of repercussions
!feedback
Afaik the fuel array item and how it unlocks rex should be changed. it's poses a fun challenge to not drop below 50% health, but there's no reward for doing it on higher difficulties, you're incentivized to play fast on the easiest difficulty just to get to the interactable and unlock the character and that's no fun in my opinion.
I think the challenge itself would be more enjoyable if you would make it worth something in the run. like a miniboss, mini-stage or making rex an ally. that way there would be a point to carrying the fuel array at the monsoon difficulty.
I kinda compare it to the Busted Television from Enter The Gungeon. that game doesn't have difficulties so it does not suffer the same problem.
!feedback TL;DR Make bosses spawn more evenly during a run to keep gameplay diverse.
Some bosses need more time to shine, while others are fought ad nauseam; giving bosses spawn weights could solve this. The image below shows some example spawn weights, and how this would change their overall spawn rates in a given run.
In trying to figure out these weights, I found that it's impossible to balance this without virtually guaranteeing the bosses with only one stage spawn there every time. I added another level for each in my calculations (possible post-loop feature) so no map has more than a 50% chance to spawn a particular boss.
!feedback
put a little bell on pet beetleguards so you know where they are
!feedback change most static numbered items to %,
,
,
and
are some good examples, brooch is mostly fine but the rest scale horribly, especialy knurl for being a boss drop
!feedback
please give us the possibility to deactivate the jump boost of the headstompers
a simple way to do implement this is by holding down the interact button (like when you use the stomping ability) but instead of being in the air you have to be on the ground
if the passive is turned off, there should also be an indicator somewhere, maybe in the effects bar of the headstompers crossed out
The passive is neat and all but it can be pretty annoying when you're just trying to jump a single ledge and end up in the stratosphere 2 seconds after
!feedback Allow us to drop items, because we may have accidentally swiped someone's loot, or decide they need it more. Just don't allow lunar items to be dropped, and make it so the item has no effect for 5 seconds when dropped by a player and picked up by another.
!feedback (Im aware i just posted above, have 2 ideas i want to get out.) A couple new ability ideas: Artificer new lshift: She summons a flaming hydra, which attacks for 1000% per hit, attacking with a cooldown of 2 seconds (Cooldown between attacks), lasting 12 seconds total, with an ability cooldown of 20 seconds. Unlocked by applying 30 stacks of burn as Artificer at once. New acrid secondary: Acrid makes a pool of poison spikes that deal 500% damage, lasts 45 seconds, poisons and slows enemies. Unlocked by killing 500 airborne enemies with the leap.
!feedback
finally met a capacitor scav of my own
those things are god run enders
they definately bypass osp
can they not do that?
also that was a disgustingly high damage number
!feedback
have equipment drones drop their equipped item when they die
!feedback
Add sniper next update
!feedback
engineer skin ideas,
Dwarf Steampunk - this idea is cliche but a classic
Cyberpunk - would be a lot more logical because of the time frame then Steampunk
Summoner - just a random thought that popped into my head while i was typing the other two
!feedback Currently if you're in a co-op game with a friend, lose connection and then connect back to the game.. Your entire loadout for your character resets. Although not too big of a deal, it's an inconvenience when it happens and isn't nice.
!feedback Auto-Sprint
!feedback There is very little incentive to use Acrid's M1 due to the high risk for little reward of melee attacks, while the combination of his R + M2 is doing the majority of the damage, making Acrid mostly a ranged character, even though he is supposed to be a melee hybrid.
I suggest that his M1 combo is changed, so that instead of dealing more damage on his third strike like mercenary, it spreads pandemic effect like his R ability, but to around 10 targets instead of 20. His special (R) ability can be replaced with a spit of a puddle of poison that is larger and more persistent than the puddle from his default utility (shift) ability.
Change like this, or similar, would discourage animation cancel on his M1 and encourage use of melee on Acrid in the spirit of him being a hybrid chatacter, while not changing the way he builds that dramatically and keeping the poison effect intact, instead of rebalancing it, likely to the dissatisfaction of big part of the community.
!feedback make huntress' melee skills stronger, make rex's shift block projectiles, let artificer sprint in any direction, and let acrid walk up walls
!feedback an Acrid skin basically becoming Godzilla
!feedback
Allow us to scroll through the prismatic trial global leaderboards. If not, at least remove the scrollbar on the side.
!feedback Artificer Ice Wall
Give each of Artificer's Ice Pillars from the Ice Wall a terrain hitbox slightly smaller than the activation hitbox. This would make it still explode on contact with enemies, but block projectiles and prevent friendly AI from moving through.
!feedback make artificers plasma bolt deal more damage to make up for the fact that it doesn't ignite.
!feedback Xbox edition is super glitchy currently, sometimes bosses won’t spawn, even after mountain shrines.
Also I don’t know for sure if it’s just because of consoles being on an older version or not but merc’s rising thunder ability stops your movement after use, however it’s not consistent
!feedback Chronobauble is straight up the worst uncommon item in the game. All it does it reduce enemy movement speed in a game where 80% of the enemies use projectiles, and the most prominent melee enemy teleports to you. So I propose any combination of these three changes.
- Make the item slow enemy attack speed
- Make the item slow enemy projectiles
- Make the item a common item
!feedback give artificer a forward dash that leaves a trail of flames
!feedback The void realm doesn't give enough items to be worth the time investment, but seeing how it does supply you with some rarer items as you progress, it only makes sense to have the timer continue. My proposition is to add a few chests around the map. You do get money from the enemies you kill, after all.
!feedback I feel like this might have been suggested before but it would be cool if at the end of a run you could view your character model with all of the Items you have collected through your run. I think this would be especially nice because of how unique the item system is to the game and how enjoying it is to see all of the cool placements of the items on each character models are. For engineer i think it should also show his turrets at the end, as even they have their own little tropes that are cool to see, such as how they wear lensmakers.
A good way to implement this into the end of run UI might be to have all the regular stats that we already see from the left to middle portion of the screen, with the right side having an item bar like you would see in-game and a model of your character with the items that you could rotate by clicking and holding either to the left or right.
!feedback Engineer's TR58 Carbonizer Turret needs a serious overhaul, they are good BUT they lack a lot of movement speed, 99% of the time you need to replace them by the enemy you want them to attack because they are 100 miles away from you and on top of that if you are too far away from mobs, they don't attack AT ALL. They need a better routing because sometimes they simply jump off the map or gets stuck between 2 rocks. Also something really nice to have would be a bindable key to make Enginieer's turrets FOCUS one enemy, for example binding the X key to make the turrets focus what you are aiming. Sometimes it's really annoying to try to kill a boss if the turrets are killing random enemies, very often I plant the turrets right by the boss and they just ignore it and kill random mobs. Also there's something really annoying about the Carbonizer turrets and that's the fact that when they kill enemies they keep shooting the dead corpes WASTNG TIME.
Edit: I realized shortly after posting this that I'm wrong about how Brainstalks works, and thus this suggestion is irrelevant. Sorry for any wasted time.
!feedback The change to the personal shield generator, from flat stat to percentage, was great!
How bout you do that for other heal/HP items. Please?
Possible items to change:
Titanic Knurl
Medpack
Leeching Seed
@me with more in feedback-discussion 🙂
!feedback
Can we like...buff gunner drones maybe
and maybe missile drones too idk
oh but the incinerator drone too
ooo-ooo but don't forget daddy drone TC-280
Ok you get where this is going, drones need some love plz.
!feedback
Can Lunar Coins be automatically picked up? At least from a certain radius? It makes no sense when gold and exp are auto grabbed but not the... rare currency for side grade items and alternative gameplay progression? I hate the thought of missing lunar coins because an enemy dies off screen or behind a structure, masking the coin, or being force to grab it in a very heated situation where i may die and not get the coin, but if i try to grab it I put myself at a huge risk.
!feedback I'd love to see some more turrets added since all we have are the gunners. Maybe missile, laser and mortar etc. To match the difference drones have
!feedback The Blast Shower seems to dispel the buff to keep you safe from the Void in the Hidden Realm. Seeing as that's a positive effect, could it not?
!feedback
Do something about clay templars, at the very least tune down their accuracy, or dps, just any kind of nerf or rebalance would work. Right now they are basically like what blazing enemies were when the game came out, that being imminent death with no escape if you go anywhere near them. Because they spawn on only Abandoned Aqueduct and Scorched Acres they turn what used to be good maps into objectively worse maps than their stage counterparts.
If you don't like the idea of Nerfing them at least make them unable to spawn as certain enemies. Namely glacial clay templars make the tactic of going close so they melee you useless and it makes them extremely hard to kill them, especially when playing survivors like Artificer where your Arial abilities are useless because the second you go into the air they lock on to you with pinpoint accuracy or Acrid because the hit and run tactics you are meant to do with him are useless if you can't run away due to their glacial effects.
!feedback Rework P.S.G, please I beg you. The cooldown for the shields regen timer interferes heavily with One Shot Protection, and with new threats such as Scavenger and his many wares, having your O.S.P up feels more necessary. The proposed solution is that P.S.G's shield/ bonus rechargeable health should be reverted back to a small fixed amount, but with the bonus of not interfering or being considered part of your total max hp. This prevents the item from locking the player out of one shot protection for the recharge duration. The item could retain its common status, and be able to provide legitimate use early game, such as partially tanking small hits from wisps for the player. It would even have a useful purpose in the late game. As stacking Personal Shield Generators (5, 6, 7 of them) could block 200 dmg off of a hit which would've dealt 500 to the player, leaving the player to only take 300 to their maximum hp. These numbers are only an example and the idea does need tweaking, but it gives P.S.G a legitimate use, and doesn't force players to avoid picking it up if they wish to retain their O.S.P throughout a run.
!feedback Nerf things like Clay Tenplar minigun and Stone Titan laser lock-on. Its extremely unfun to play against. Allow us to outspeed these attacks if we have enough mobility.
!feedback Please make it so that abilities that stop your sprint but can then let you immediately sprint again mid-use don't cancel your sprint in the first place. For the most part, it hardly affects a character's momentum or their balance in the game -- it's just annoying having to re-press Ctrl every time you, for example, start charging MUL-T's Rebar Puncher. I also argue this should apply to Loader's Knuckleboom. Either let him melee while sprinting like Mercenary can, or disable him from sprinting during the whole of his swinging animation as to acknowledge it's supposed to be slower movement and not sprinted during.
Oh yeah, and fix Acrid's sprint-cancelled M1 spam, please.
!feedback give OSP a built in 7 second cooldown between activations so shields no longer interfere with it
!feedback
Drones should be reworked into companions similar to the beetle guard; a permanent ally that eventually respawns after it dies. In order to prevent unholy drone spam, a new mechanic should be introduced: drone bays. Drone bays are slots that hold drones, and would be listed vertically above equipment on the HUD. When a player buys a drone, it fills a slot, and it will periodically respawn near the player if it is killed. If the player picks up a new drone after filling all of their slots, they will drop their oldest drone as an item (perhaps a drone kit) onto the ground. By picking up discarded drones, the player can cycle through the ones they want to keep, and trade them during multiplayer.
Naturally, this opens up a lot of possibilities. The amount of drone bays each character starts with could be different. Characters like Acrid might not start with any at all. Items could be introduced that give the player additional drone bays, or otherwise augment them. There could also be different "types" of drone bays that change the way their resident drone behaves. A drone in a defense bay would hover closely around the player, while an offense bay would cause the drone to fly off and seek out enemies. The engineer could have unique bays that assign drones to their turrets. The possibilities of this system would be much more in-depth than what we have right now.
!feedback Overcrit
Currently, Lens Makers Glasses become completely useless after picking up 10, which gives you 100% crit chance. So Glasses picked up after 100% crit chance should give you an "overcrit" chance. Overcrit is essentially a "double crit", where you do 4x damage instead of 2x damage. Say if you had 95% crit chance from whatever assortment of items, and you picked up another Glasses, you would then get 100% crit chance, and then 5% overcrit chance. This applies to specifically Lens Makers, anything else that gives you higher crit chance will affect your overcrit chance, which also applies to Ocular Hud. Overcrit also stacks in a way that you eventually get diminishing returns, so you can never, at any point, have 100% overcrit, to prevent players running around with 4x damage with no penalty, because that would be kind of broken.
!feedback
Sniper.
I love Sniper
You love Sniper
Everyone loves Sniper
Please last survivor is Sniper
!feedback give OSP a 10 second cooldown to stop shaped glass being too good
!feedback
Items i would like to see return from RoR1
Ancient Scepter:
Upgrade your fourth ability; this is unique to each character class.
Unlock: The same as the original game, beat the game on Monsoon with the Mercenary
Laser Turbine:
All your attacks charge the generator. At full power, fire a laser for 2000% damage.
Unlock: Since CHEF isn't coming back, i don't know what you would do to unlock this.
The Hit List:
Killing a randomly marked enemy permanently increases damage by 0.5
Unlock: Again, don't know if Bandit is coming back so this is blank.
Mortar Tube:
(9%) On hit: 9% chance to fire a mortar for 170% damage
Life savings:
Generate $1 every 3 seconds.
This is just a few, but i hope others make it in as well.
!feedback
bring back boar beach
entrance is a hidden area in the higher up areas of rallypoint delta similar to in ror1
i do not think it should be an insta teleport like in first game since an insta escape route in a game as high risk high reward as this would probably be abused pretty easily. maybe make sure tele brings you to beach confirmed after you activate it
white undershirt would obv still exist and work the same as in ror1 (single drop)
!feedback
Add a confirmation message when exiting an online game if you are host.
Me and my friends were in a game and a person had to leave, they didn't realize they were host so the whole game ended and everyone was sad.
!feedback
So the shrine of the mountain, instead of duplicating bosses, how about a different challenge. For instance, you could add, when shrine is active and charge till completion, all sources of damage are doubled. Another example, all health pools are halved till portal is finished charging. Maybe even have healing is halved, bosses regen health, all characters speed is increased (including enemies), and or the floor is lava sort of deal. Just to make add more randomness of it so it's something different.
!feedback
REPOST because I think not a lot of people read this
Make shields a seperate "hp" bar, similar like Guardian´s Heart from the first game, the shield basically didnt take away max hp like it does right now, it merely took 60 shield and placed that ontop of the max hp, therefore a shield rework could be like barrier.
So basically when you are full on hp, shield and barrier, the stacking could be like this
Barrier
> Shield
> Health ❤️
Another point of shields is that it could instantly recharge after 7 seconds without taking damage, as in RoR. This could prevent deaths while recharging your shield when you have Transcendence
.
Removing OSP if this exists can be discussed, because having shield AND OSP after your shield runs out would be too powerful.
If you would take Transcendence
, this OSP would be applied aswell, but ONLY if you have ALL hp as shield except 1, this would make Transcendence a better item to pick up and more valuable in a way.
TL:DR: Make shield a seperate hp bar, like barrier, covering up the hp bar. Make shields recharge instantly after 7 seconds, and give OSP only when having Transcendence
ping me in #ror2-feedback-discussion if theres something to discuss about
!feedback
A much-needed quality-of-life feature is a quick-restart key or menu option for Prismatic Trials. This would instantly restart the trial and pick the same class with the same ability-choices.
!feedback
Clay Dunestriders should not be able to use their big suck more than once. If you have low damage and multiple dunestriders are alive (as the boss), you cannot kill them.
!feedback an OPTION to disable items appearing on your character
!feedback a bit of a repost here, but can we buff items like
, and
the static numbers make them rather poor in the late game, i mean come on 40 health? and the tiny 10 health after surviving a hit?! maybe change medkit to 5% of max hp, and knurl to 15-20% max hp, because as it stands, fresh meat outclasses medkit by far, and knurl aside from the regen does not make a huge impact like the other boss drops
!feedback make Visions Of Heresy change your main attack cursor to something else,since it's an attack change,it shouldn't leave your standard one
Flair to show what console
!feedback don't allow Alloy Worship Unit to spam the launch up attack,it increases the time spent on killing it severely,or remove the half hp shields it gains while using it
!feedback Pity teleporter icon (option), if someone is taking an extremely long time to activate the teleporter (3-5 mins?), it gets an icon placed over it, visible through obstacles. This can be toggled off in settings for people (like me) that take a long time because they like to search every pixel of the map for chests even after they found the teleporter.
!feedback when you ping an interactable while the effect of Radar Scanner goes on,it won't show a question mark above it next time
!feedback
Changes to the cloaked chest
Only make it visible when you activate the Rader Scanner (otherwise make it completely uninteractable)
When the Radar Scanner detects it, creates a hologram of a chest (color is the same as the Rader Scan itself)
Item drops are only Green or Red.
!feedback
Can there please be a more elegant way to end the game after killing the scavenger on "A Moment, Whole"? A timed blackout is unintuitive and confusing, and leaves no opportunity to hunt around for the environment log without leaving the scavenger alive while doing so. Also, it's totally possible for the game to end without you opening their pack and getting the lunar coins you've earned. The blackout as it is has no benefit.
To add onto @strong grove 's feedback (https://discordapp.com/channels/417739215355510784/559901472339525644/662127204364320813) how about a form of a stationary "Turret" which works in a fashion similar to Loader's pylons? A short ranged stationary object that zaps things close by. !Feedback
!feedback Re-evaluate difficulty scaling based on # of players in-game at the beginning of each stage, that way if someone has left mid-run the game doesn't still scale difficulty in future stages as if they are still there.
This is especially important for dedicated servers, where a run can start with 16 players and end with half of them having left, making the enemies too strong for the remaining players.
!feedback Make it so that Visions of Heresy doesn’t stop your sprint
!feeback Give me an option to be host in quickplay so I can finish a run please!
!feedback the AOE damage reduction was great for keeping vagrants from 1-shotting all of one’s drones, but if gunner turrets are going to now persist between maps and their survivability is now important, they need some kind of buff to regenerating health so that if you go out of your way to defend a gunner turret and keep enemies off of it, it can heal back up after an encounter with a blazing beetle or golem beam
!feedback Artificer's alternate M1 and M2 feel weak and uninspired. Every other characters alt abilities are drastically different from their original counterparts. Artificer, on the other hand, has slight variants of the originals.
I think the beauty of Skills 2.0 will lie in both the quantity and the diversity of alternate skills. With that in mind - keep these alt artificer abilities, but add new ones that encourage a more diversified playstyle.
!feedback Albeit it is interesting for the scavenger to use the same equipment as other survivors, I feel like they should function differently on their use to at the very least make it "fair" to fight against.
Stuff like the royal capacitor, missile launcher, and I'd even say bustling fungus make this fight either an absolute chore or downright a showstopper.
My proposal: Make the items behave differently; missiles could lag behind (think the OG missile elites in Risk of Rain 1) and be easy to lead into a different area; royal capacitor could show a small radius around your character that you could dodge out of, and bustling fungus could have a long wind-up time and/or only be useable a finite amount of times.
edit: clarity
!feedback
make Ion Surge not scale with movement speed,when using Ion Surge at later stages it just sends you too high or even into the skybox(making you teleport back at the ground),making it fully useless ability.
!feedback An alternative to making the scavenger more dynamic to fight against and make the equipment more forgiveable is as such:
You could make it so you can break the equipment off, possibly to a set amount of HP, but still a way to decline the scavenger's ability to use said equipment.
!feedback If a scavenger has Milky Chrysalis, they should zoom. Currently they stand still and it's kinda sad. I wanna see that boi fly.
!feedback Introduce a (balanced) method of changing your loadout skills mid-run, as long as the skill you're changing to is unlocked. It would probably function best as a new little hub area in the Bazaar Between Time, or perhaps by talking to the shopkeeper himself. Perhaps add a lunar coin cost if that still sounds too powerful. My reasoning is that it could help alleviate some issues RNG provides, say you have a lot of items that scales a lot better with an ability you decided not to take, instead of it just being a wasted run, you could switch your ability over to the alternative if you so desire.
!feedback
A highlight system
When you press a button (which you can hotkey to whatever), it saves a clip that contains the last minute. This can also be done on the game over screen to show your death. This would be nice for sharing cool stuff that happened, since constantly having OBS open and waiting for a perfect moment can be taxing on your computer
!feedback a bit of a QOL, I dont disagree with scavengers having some forms of equipment such as primordal cube or Royal Capacitor, my primary issue is the lack of signaling.
Though scavengers display their tools on there backs and bodies they introduce themselves at a time where the game gets so hectic those details get lost in gold, experience, explosions, and legions of knives flying about.
I think it could be a useful idea to have a message given to the player about the scavengers equipment, such as making their names reflect their equipment.
I think allowing players to highlight and see the equipment their using could be a useful way to do that.
!feedback
Flair to show what console
Reposted for @grizzled plume
!feedback
Artificer's Plasma Bolt is an excellent ability overshadowed by its alternate, Flame Bolt. The AoE is quite useful, but Flame Bolt does a total of 420% damage to Plasma Bolt's 220%, which is a huge difference.
I suggest, to bring Plasma Bolt into competitiveness, and to add more nuance to a one-dimensional skill, that it do 250% damage on direct hits. This would reward skill and make taking Plasma Bolt feel less like crippling your dps.
Edit: This would have the added effect of actually letting you deal with Lesser Wisps in a single bolt, instead of leaving them with an infuriatingly tiny sliver of health.
!feedback Have your drones proc your on kill effects. This DOES NOT mean on hit effects too. Why? Because items such as Soulbound Catalyst and Ghor's Tome should activate when your drones get kills. After all, they are your drones, and you most likely contributed to that certain kill.
!feedback allow people to view replays of your past games (maybe last 10) on the menu screen
!feedback
Ok, I know that the current skins on consoles are only received when destroying your self at the obelisk... but if Cross Play were to ever be a thing... maybe it would isolate players but I think it would be cool to have a skin color according to what platform you are playing on.
i.e. Nintendo Switch could be Red, PS4 would be Blue, Xbox One would have a green and PC... ok I don’t have a color for PC but you get my point
!feedback
Since stage variants are now a thing, you could change up a stage's secrets with each variant, such as giving Abyssal Depths a variant with a secret boss and Siren's Call a variant with a guaranteed golden chest. Things like that.
!feedback
Item idea: The Flag. A lunar equipment that acts like a more powerful version of Banner, but can be picked up and deployed. Deploying the Flag starts a minute long cool down over which time it cannot be picked up. Though you receive buffs while inside the flag's area, if you're pushed out of its area of effect for a certain amount of time, it's "captured" by the monster, giving them the buff instead. When it's captured, you need to kill all monsters currently in its aoe and stay inside of its area for a certain amount of time to recapture it, allowing you to make use of its buff or pick it up again.
!feedback item Quantum Tether: One of your drones or Gunner Turrets becomes permanently attached to you, and respawns in a manner identical to the Queen's Gland. It should probably also give a buff to all Drones' strength.
It will always pick your strongest Drone, so Prototype > Flamethrower > Emergency > Missile > Equipment > Gunner Turret > Gunner > Healing. However, it cannot change to a stronger Drone, and its selection is permanent. Removing a Tether item removes the weakest Drone.
Functionally, it sacrifices the original drone to create a Tethered Drone that respawns like a Beetle Guard does, and is attached to a special Tether item. As long as you keep the item, the Drone will continue to respawn when killed.
!feedback this is a post-full release thing, but I would love to see a drop-down menu for skins, and a folder in the files that contains skin textures (so people can custom add new ones)
!feedback
Huntress alt m1 should shoot a miniature version of rallypoint delta as a hint at huntress' origins. It would do more damage but not auto aim and it would also pierce
!feedback add 3 more different multiplayer quick match ques, each with different difficulty's, drizzle, rainstorm, monsoon, and keep the current one for those that don't care for the difficulty. This makes it so newer players wont have to match up with more experienced players.
!feedback Alternate ability for Engineer's Shift - A dome like his normal Shield but enemies cannot pass through it, although it would last for a shorter amount of time and take longer to recharge. I think this would go well with engineers alternative turrets, as this ability would focus more on independence from the turrets and not relying on a sentry nest while still allowing him to have a way to defend himself besides his m1.
!feedback
Idea for a simple little artifact.
Everest - Every teleporter event is now as if you activated a Mountain shrine. And perhaps every loop, or every 10 minutes, another shrine effect is added onto it. This could make teleporters scale better and make it more of a challenge in the end game while still being worth it, while also not being absolutely crazy with difficulty in the early game.
!feedback
Multiplayer needs a pause function.
Could be implemented as a voting system, or just let the host have the ability to pause.
!feedback
Allow Artificers Ion Surge ability to be charged, getting more damage and upwards velocity (and maybe also aoe range) the longer you charge it.
!feedback
Make the Imp boss not so glitchy...
In the scorched acres, It spawned in the air far in the distance, unable for a huntress to attack and would not move or teleport...
Make it so that bosses cannot spawn in walls...
I had a stone titan spawn in a wall, taking me several minutes to kill it. I could only attack it using huntress' arrow rain whenever his head pokes out the terrain.
!feedback Make Cleansing Pools glow blue like lunar pods, and have a thin, short beam of light extending from them
!feedback
Some balance ideas for REX
Remove weaken effect from DIRECTIVE: Inject primary ability
Add weaken effect to the DIRECTIVE: Drill secondary ability
Reduce cooldown on DIRECTIVE: Disperse utility ability to be in line with Bramble Volley
REX feels very strong at the moment, especially after the buffs to his primary fire, but his alternative abilities don't feel like side grades at all, with Seed Barrage and Bramble Volley being superior choices, even if Drill changes were a step in the right direction. Because healing with primary fire is already a powerful effect, I don't feel like it would become any less useful if those same attacks also didn't weaken, while two other abilities that aren't very useful in their current state could benefit from having an effect that could give them some sort of edge over their alternatives.
!feedback
Artifact Concept - Command (Variant)
Works like Command... but your first choice is locked in for the entire run. You'll only see one item of each rarity for the entire game. Choose wisely.
!feedback
Two new items as another set of paired items, Kyland's and Cheriko's Bands.
Kyland's Band represents earth, and its effect is: Have an 8% chance to summon runic spikes of rock in a 2.5m radius, dealing 400%[+175%] damage to any enemies inside.
Cheriko's Band represents air, and its effect is: Have an 8% chance to spawn a lightning bolt on the enemy, dealing 800%[+200%] damage with NO AOE.
When both are acquired, triggering one will trigger both. However, Runald's and Kjaro's bands are proc'd on a different roll, meaning the two sets WILL NOT trigger each other.
!feedback
melee characters need a way to attack upwards and downwards
!feedback Malachite spikes really need some tuning. The amount of burst they provide early on including the healing debuff they are simply... Way, way overtuned. Make the spikes smaller if they're keeping their damage, or lower damage and have more come out to apply debuf. Hell, maybe make them clearable somehow. Just... They need a look at I feel.
!feedback The cooldowns on abilities should be displayed on the character select screen within the loadout tab.
!feedback
Providence, a.k.a. RoR1 Last Boss, as a playable character
!feedback An opt-in option for the in-game UI for item pickups to use the full detailed item descriptions from the Logbook rather than the shortened descriptions that lack specific numbers and stacking information.
!feedback This is a very small issue but could you make it so that in the log book you could just hover over an item to get rid of the "new thing", I want to get rid of the new on the menu but i dont want to have to click ever item to get rid of it
!feedback
add providences deadass corpse as a secret somewhere
maybe have it unlock an item related to him or something when you find it or whatever
!feedback Move the Afterburner location on Artificer from her shoulders to replace the burners of her jetpack
@real briar good idea for artificer is faster projectile speed
!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. The effect would look and sound like the Scavenger loot bag! Everyone loves that
!feedback Maybe the wisp spawn should be regulated, in the first levels at least. Sometimes a huge amount of wisps spawn all at once, and for characters like the Engineer or meele classes it is awful. Also, in Monsoon, as more elite wisps can spawn, an annoying bullet rain can possibly kill you in a really short time.
!feedback
Resonance Disc shouldn't tilt with the camera angle.
!feedback !when?
Not to close game when host leaves
!feedback THIS needs to stop. The whole being one shot thing with scavengers is getting out of hand now https://streamable.com/fjwfd
!feedback
Shield shouldn't count toward OSP calculation.
UNLESS you have transcendence.
Stacking shield generator is more likely to kill you in the long run than to save you.
!feedback
I really liked the scepter from ROR1 and that it upgraded your 4th ability, I think the concept is cool but the way to access the upgrade is a bit too random in my mind. So to combat the randomness and to make the levels you gain on a character a bit more exciting how about borrowing from Nuclear Throne (a 2d top down shot em up rogue like) and efter a teleport if you have levelled enough let us say 5 levels you can upgrade a skill. This would work like in Nuclear Throne where you can chose from a random and small selection of upgrades.
I also have some ideas:
Commando increased auto aim on his default R or explode on impact on his alternate.
Huntress shoot two arrows when basic attacking.
Mul-T decrease switch times when using the retool ability
Loader could be more damage on rock based enemies
An so on
There could also be some general ones like taking damage (on a cooldown) emits a splash of acid like the beetlequeen.
Or just gaining the effects of an item that is beneficial to your survivor like extra movement speed for Loader or crowbar on huntress and the list goes on.
Why would this benefit ROR2? Because the levelling aspect of the game is largely irrelevant and not at all used, which as a result makes items like warbanner useless late game and early do to the close to random placement of the banner. So this change would breathe a bit of fresh air into the levelling system.
Cons: this would take a lot of work even more I think than the skills from skills 2.0, it also wouldn't fix the issue with warbanner and maybe only make levelling mildly more interesting.
This is my idea for a potential fix for levelling in ROR2 a very under used and overlooked system in the game.
!feedback
Artificer's Ion surge should be a SHIFT ability and not R.
The damage it deals is no way on par with Flamethrower and it is mostly a movement ability.
It would make more sense for it to be an alternative to Snapfreeze.
!feedback
Add a drop equipment button, as it's a pain if you come across gesture but you have equipment like crowdfunder or volcanic egg
!feedback
This game is called Risk or Rain 2.
Ok so, Can you add rain, randomly on a Map? :)
=> Activatable or not, optional in the parameters.
The idea, will be the addition of weather (snowflake...), Always optional.
!feedback
make the q for item use a different color
it's much easier to see who you are targeting when using a controller with a big YELLOW Y instead of a blue q that kinda fades into the map or make the hud color customizable for colorblind people
!feedback
Proc Coefficient of skills should be added to their descriptions in the character select screen.
!feedback I feel like it would be nice to have another "shooty" character. Of course it would be different than commando, but another survivor with a gun of some sort would let players scratch an itch in a different way when they want to play a more bread and butter survivor.
!feedback Rain
I've heard multiple people ask for a risk of rain to be in the game. Features without functional purpose are pointless, though, so here is an idea for how it could work.
Visibility
You can't see as far as on a normal level. Your vision distance would be reduced to a certain point. I was thinking around 100-200 meters would work, but I don't know how measurement scales in this game.
Enemies would also have a harder time seeing. Their detection range would be reduced by 1/3.
Ambience
You can hear the rain pattering in the background.
I was also thinking, "What if a thunderstorm could also happen?" Here's an idea for that, too.
Thunder
Every once in a while, you'll see sparks build up on the ground. After 3 seconds, thunder will strike there, dealing a large chunk of damage to both you and enemies. Plenty of forewarning will be given, so you should hopefully be able to avoid it.
Visibility
You can see even less than when it was raining. Vision reduced to around 75-150 meters. Enemy detection range halved.
Ambience
You can hear and see distant thunder-strikes in addition to the rain.
Each stage would have a 10% chance of Rain, and a 4% chance of Thunder. Abyssal Depths can't have either, though, because it's underground.
!feedback
hopoo = good
Fortnite = bad
!feedback
Scavenger with royal capacitor is stupid
!feedback Scavenger with a woodsprite is also stupid, but worse. "Soft lock your run because the boss literally out-heals your 10k dps" kind of stupid. Yes, I'm salty. Saltier than the Turkish Dead Sea
!feedback
I kinda think Sniper from Risk of Rain would be great characters for RoR2.
The sniper would be a great long distance character. His drone would have the same use of dealing extra damage but to give it more power, the drone would also shoot down the enemies as well until the enemy is killed. He would still have the roll back ability, it would be like Commando’s roll but backwards. And everything else would be the same
!feedback Idea: Add an option to disable the windows button so that the start menu doesn't pop up when I miss alt on my keyboard
!feedback When things like the Void Reavers or Malacite Enemies spawn spikes/void orb things/ any other item that stays in place and causes damage or debuf when walked into your camera should zoom out so you can see these things behind you. This would help when retreating, especially if you play commando and don't want to accidentally shift into one of these run ending attacks. Other examples of this i can think of would be the beetle queens bugs that reduce all your stats and Imp Overlord's thrown spikes that can cause bleed damage.
!feedback Make monster tooth have pull. It doesn't matter how it's done. It could have a limited but relatively large pull, or it could start off with a small pull that stacks with every item, but it should have a range where your character picks it up. Right now it's almost useless except for Loader and Mercenary (and maybe Acrid), and even then trying to look around to pick up a tiny orb is a fast track to get yourself killed. It's consistently rated one of the worst items to grab, and that's for a good reason.
!feedback
Some of Artificer's skills should be revamped. Some ideas of mine:
1: Nano-Bomb should be lobbed in an arc and should "connect" all enemies hit with the smaller bolts to the bomb until it explodes. When it does, all enemies who were hit by that bomb's secondary bolts will take full damage and be stunned. As for the bomb radius itself, make it more damage and a longer stun. This makes Nano Bomb a far more devastating AOE stun, which fits Artificer
2: Snapfreeze should actually block enemy projectiles and attacks as if it were terrain. Of course, Artificer's attacks can go through it. Also, idk if it works like this already, but make it so if one enemy breaks multiple parts of the wall, they take multiple instances of wall damage. Good for bosses, especially since they can't be frozen. Also also, I think a ring formation of ice would be better overall, if only to make the thing easier to hit instead of pinpointing the thin wall onto a target.
3: Make the primary attack void energy (similar to Void Strider) and instead of burning, have it reduce armor. Also increase max attack count to maybe 6 or 7. This makes it so the full volley of primary attacks can soften giant targets very quickly, and enhances the actual brunt of her damage, which is her other skills.
4: Make Flamethrower a bit longer range and allow Artificer to cast her other spells and attacks while it is active. Also, increase the stacking burning damage immensely to give it the niche of being her only fire attack now and to give it some huge synergy with the armor pierce.
5: Lastly, increase her natural jump height to not only better use her ENV Suit, but to also allow her to reach fliers easier, since she has a tiny bit of trouble sniping them (though my proposed Nano Bomb could make that a bit trivial)
!feedback
Engineer alternate shift: Two-Way Field
Place a rounded, circular field - like ")" but 3D, and slightly less curvature - pointing in the direction you are looking. You can hold 2 at once, they last 12 seconds, with a 15 second cooldown. They don't deploy like the bubble shield with a small orb it deploys from, but instead simply materialize a short distance away from engineer (they can float in the air, too.) Shots can pass through the concave side but not the convex side (like the current bubble shield.) Enemies cannot pass through it, allies can. Allied attacks that pass through it should have increased damage. Attacking through multiple at once should stack damage - I don't know what would be balanced, but I suggest a ~15% total damage buff multiplicative with itself. Speaking of balance, it shouldn't stack with multiple engineers; any attack that goes through shields from different engineers should only count the shields of the engineer that the projectile passed through the most (example: one engineer puts 2 down, another puts 1, artificer shoots through it, the artificer shot only gets 2 stacks of damage amplification.) If this is too hard to implement, then a simple cap would probably suffice; we just don't want 4 engineers pointing 8 shields and 8 turrets at every boss.
I feel like this addition would give engineer an added level of strategy, opting to deploy all his shields in a line for high damage amplification, or focus on defence by placing them around him and his turrets (and actually block melee enemies,) as well as add versatility, by making it possible to have protection with a lot less downtime than bubble shield, and allow him to be a bit more capable on his own, without his turrets.
!feedback
something me and probably other people as well would like to see is a votekick-feature
especially in quickplay you encounter lots of incredibly toxic people, which usually ruins your entire run
the ability to votekick would solve this issue
!feedback
Eventually offer a RoR2 4-Pack like RoR1 had?
!feedback
Console updates take years to release..
!feedback
Currently picking up a Bandolier ammo pack while having Visions of Heresy only reloads one bullet and restarts the the reload timer, not sure if its a bug or not but it should refresh the entire clip
!feedback
Make lunar coins build up only for each run, instead of on your profile.
To be actually able to afford lunar items, they would have to be slightly more common. For example, you may get somewhere around 5-10 coins on the first loop, so you could buy a few lunar items. This would remove the insentive to cheat them in because you would get a sustainable amount each game. They would be like coins, except they would only sometimes drop and would last throughout your entire run, then be gone after you die.
!feedback
There are quite a few niche items that suit anyone's gameplay. But sometimes it's difficult to start rounding a "build" out. Like say bustling fungus on Loader. Not so sought after, no?
So perhaps a new "USE" item that takes up an item infront of you (not yet picked up), and eats it? After x of any tier, it spits out a random item of that tier or 1 tier higher?
Feeding it red items would give you chances of lunar items perhaps?
!feedback
An item idea I hope might be interesting, if a little "out there"
Would be a red/rare tier item
"Attacks received activate your items"
Say a wisp shot you, and with this item it activated your sentient meat hook and stun grenade once. That wisp would have those effects proc on them on their position, using their damage dealt, with it counting as your attack
Likewise, enemy kills would count as yours; if an enemy killed your ally and you held a ceremonial dagger and a fresh meat, you would get the meat healing and daggers would appear from the ally
And effects like leeching seed would heal you, or 3 brilliant behemoths would also retaliate on the attacker's position in full force
Damage from neutral sources would count as well, such as explosive pots
This would work with 57 leaf clover of course
Successive stacks could increase the proc coefficient, adding +1.0 each to the received attack's coefficient
Late addition: Perhaps on fall damage and REX's self-damage, it could either ignore negative effects and proc over you, or just not function
!feedback make void cells be considered a teleporter event so lepton daisy/and other on tele item activates
!feedback The "don't position chests close enough to drop items off cliffs" concept, but for the interior chasms in Siren's Call. Similarly, either rein in the yeet distance of a Cleansing Pool, or readjust their spawn placement.
!feedback An item that boosts damage against enemies with DOT on them, but lowers your proc rate for activating DOT
!feedback
One of the teleporter locations on the alternate Distant Roost, if it spawns a Stone Titan, spawns it on the platform above the teleporter. The player is then forced to take a long walk around several connecting points between levels to be able to combat the Titan, all while outside of the teleporter bubble. Bad rng taking such a large amount of time is in my opinion unreasonable. A simple fix for this would be to force the Titan to spawn on the same level as the teleporter for this specific instance.
||!feedback||
Lunar item that automatically applies a shrine of the mountain on every teleporter event. SotM pretty much has a lunar-like effect already: double the boss drops, but double the boss spawns.
Stacks linearly. 1 item = 1 mountain, 5 items = 5 mountains. Also stacks like Rusted Key and Halcyon Seed, where the amount of stacks are totalled across all players in the party.
!feedback An idea to both minimize deaths that feel unfair while also nerfing OSP meta builds. OSP is where the game will not allow you to die via a one shot, and is meant to be a fair and hidden mechanic. There are builds that abuse this mechanic, which Hopoo has said he plans to nerf, but many who defend it say it's the only way to be viable in later stages. A fix could be to make it so OSP makes you invulnerable and without debuffs for about half a second, but is completely disabled by picking up Shaped Glass. This way, the OSP protects you from just being hit once then instantly dying anyways from a DoT, and also nerfs Shaped Glass so that it's actually risky, instead of just making OSP abuse possible. Plus, it could just remove damaging debuffs so that it won't make stuff like being slowed or malachited disappear, but would instead function to stop being hit by a burning enemy for 90% of your health, only to die 0.1 seconds later from the DoT. Attacks like that are functionally one shots, and feel unfair.
!feedback
Huntress's M2 attack shouldn't stop her sprinting. Make it usable while sprinting like her M1. Also, have her Shift not stop her sprinting either.
!feedback
It might be fun to have Acrid's caustic leap and frenzied leap scale with your descent speed?
It could be in both their damage and their blast range, and it wouldn't have to be much, just a small addition to it's base performance so to speak
So, with this you could deliberately jump from higher up to hit more in a crowd of enemies you've poisoned, or get some bonus damage on a large target
Again, I just figure a supplementary implementation of speed scaling would make Acrid's utility extra fun to use
!feedback
Tangling Growth costs 30% health now but pulls in enemies within 30m
I figured this could help reduce the near necessity of having Primordial Cube with Rex, wether it pulls enemies to the center or just into its range is up to the devs if they like this idea, I just wish I had more equipment flexibility with him.
!feedback Add more turret types.
Currently we have a good amount of these, but it'd be nice to see more variety especially when it comes to turrets.
Here are some random turret ideas (keep in mind these are just ideas; my main suggestion is adding more types of turrets). If we aren't getting more turret types, it'd be nice to see some of these become Engineer alternate R abilities.
Flame Turret - Close range fire aoe that burns enemies
Mortar Turret - Fires explosive mortar blasts at an enemy location, dealing large aoe damage.
Sniper Turret - Has a laser dot sight and deals insane damage to a single target. The turret rests for a few seconds in between shots.
Missile Turret - Launches a flurry of seeking aoe missiles before resting for a few seconds to reload.
Swarm/Hive Turret - Periodically spawns low health, low damage "baby drones" that attack/swarm enemies.
Tesla Turret - Links a beam of electricity to the nearest enemy, dealing constant damage. This electricity can chain to other enemies, constantly damaging them too.
Prototype Turret - Will lock-on to the highest health enemy, firing a continuous beam of energy. This beam starts of with low damage, but rapidly increases in damage the longer the turret is in lock-on mode. After killing the enemy, the turret will reset for a few seconds and rest. I imagine this would be a special type of turret available in Rallypoint Delta, and would look similar in design to the Preon.
!feedback
Please make the personal shield generator like a lunar item that requires you to acutally PICK it up. Automatically getting an item that will definitely ruin your OSP is really awful.
!feedback Make it so the Queens Gland beetle guard doesn't block your projectiles
!feedback
I dont know if this is the place to put this but perhaps once 1.0 catches up across all systems we could have crossplay in the works? It would definitely help liven up the game, and hopefully the multiplayer wont end up basically dead as it is on ror1 on console.
!feedback for the modding community / me:
From the dev of RyanSkinAPI, a mod that allows custom skins
Please make the character textures more uniform. I Love bandit, merc, huntress and acrid for making skins, as we can add most anything we want.
However, Commando's texture is only a few pixels for each of the 5 colours he can use, and engineer, mul-t and artificer have very little workable space for actual texture-work.
!feedback
It's quite clear that Commando's phase blast far and away outclasses their default phase round, most especially in damage potential
I would suggest, at the very least phase round's base damage could be increased, perhaps to around 300% or more so it could proportionally measure up to phase blast
That alone along with it's inherent playstyle leanings would make it make much more appealing to use than it is now; at the moment, phase blast is just drastically easier to get the most out of and does so much more for Commando than phase round ever could in it's current state
!feedback In the void fields, if we fall off the cliff could we be teleported into an active vent bubble so we don't instantly die after falling off a cliff
!feedback Just throwing out an idea for a REX alternate special that could provide some inspiration:
Could be called "DIRECTIVE: Leech"
"Fire a pod(?) that latches on to a target for 200% damage and weakens, healing you over time while active. The pod then explodes in a small area for 450% damage."
Cooldown: 3s
Proc coefficient: 1.0 for both projectile and explosion
The idea is of course to follow the new concept behind the other alternate skills
They would last as long as the default flowers, and weaken would be applied over the whole duration and linger afterwards
Functionally, this would be a more flexibility and aggression oriented change of pace with a different bottom line, with the healing still being the same per target as the default and having a short cooldown to spread them more freely
The explosion would be to make use of the weaken's armor reduction and to give it a different more traditional crowd control application; just blow them up
!feedback
bring back mysterious vial from ror1:
for those who don't know what it did: Increase health regen
!feedback Bring back Engineers thermal harpoons as a shield alternative unlock. Many engies miss their battle engineer loadout from the first game.
!feedback
If you mark to attack something your drones and ghosts should attack it, it would make drones more useful and make pinging have another use
!feedback Aurelionite's changes have made him cool; I had a few ideas to make him even cooler. For one, changing the color of his attacks (especially his beam) from the same Red that is used by Stone Titans to a more orange... well, gold color would help it stand out from said Stone Titans, especially when summoning him after obtaining Halcyon Seed.
Another idea, too. Since Ghor's Tome now has introduced the "Gold Nugget" pick-uppable item, what if any enemy killed by an allied Aurelionite also caused that enemy to drop a Gold Nugget upon death? This, admittedly, wouldn't have too great an effect on gameplay, but I love the gold boi and wish to bump up his coolness factor by at least 3%.
!feedback Change either how damage scaling works, or add some way to get damage reduction. No, I'm not saying this because I'm bad at the game. Having enemies with high damage is fine, and having them scale is fine. But right now it scales too fast and at a too extreme angle, especially on Monsoon. Old Risk of Rain scaled difficulty along both more damage and more enemies overall, and the experience made fighting feel hectic, but fun. Right now, almost every person's run ends by (usually) being oneshot (Not true oneshots, but 2 shots in quick succession, or a strong one hit with a DoT). Instead of being overwhelmed by enemies, instead its one second you feel godly, and the next second you die. And unlike other parts of the game, there is no scaling to mitigate this. You can scale for damage against enemies, you can scale for speed against hordes, but you can't scale for the amount of damage you take. While there is tougher times, it has a percent chance to completely block the damage, not just a flat mitigation. On paper this reduces just as much damage, but in practice, it means you just don't take damage more often, and when you do it does a ton of damage in a burst. If it were instead like Risk of Rain, where Tough Times gave a flat percent based damage reduction, you would be able to tank hits, but not block them. So instead of being fine and then killed immediately, you could fight, start realizing you are taking damage, and know when to retreat or act defensively. If the game scaled more like Risk of Rain 1, where damage scaling was more restrained but more enemies could spawn (and not useless waste enemies like Beetles) the game would be just as difficult but more fair, and would give more input on the player's part beyond abusing OSP mechanics to get around the fact that health doesn't matter past 60 minutes.
!feedback non-game related
It is annoying when you post a room code for your buddies to join and someone joins the lobby ID and not the VC, or worse ninja's the lobby spot from one of your party.
is it possible to have a bot /and bot command that can be used to have a bot DM other members of the server room codes? such as "/w 012391231233"
and the bot will check what VC you are in, instantly delete your message and DM the code to person or persons in the same VC.
!feedback Require the pick up button to be used for all items in multiplayer so you don't accidentally take items you want to give to other people
!feedback
Lunar Coin from obliteration should scale depending on difficulty 5, 10, 15 for Drizzle, Rainfall, Monsoon respectively.
!ideas Hi everyone. Recently I was wondering what would happen if I gave a bot a useless thing. So I experimented on 100 percent critical hit, freeze, and wings. It is logical that nothing happened. I created three absolutely useless bots. I thought it would be fun to get achievement for this.
!feedback
Hi everyone. Recently I was wondering what would happen if I gave a bot a useless thing. So I experimented on 100 percent critical hit, freeze, and wings. It is logical that nothing happened. I created three absolutely useless bots. I thought it would be fun to get achievement for this.
Reposted for @cyan monolith
!feedback make the shopkeeper not hittable with royal capacitor. Once you get far enough you cant even look at him if you have jester of the drown
!feedback
a good achievement for a new item could be something to do with having dio's best friend and obliteration, it could be named "Bad Friends" or something along those lines unless obliteration was changed to not kill you with dio's
!feedback Pretty vague but add steam workshop support
!feedback
rename option for profiles
!feedback
To make Rex's base Utility move a bit more multipurpose while still keeping its motif of "pushing back" and "forcing Rex in a direction when in midair", I propose this:
Instead of a frontal blast, have a huge ring of the forceful blast spawn from under Rex. It should push away enemies in all directions and of course weaken them (and maybe add some damage). If Rex is airborne, he will be pushed upwards, which removes the slightly awkward angling you need for upwards momentum.
!feedback cross platform
!feedback
Huntress's Rain of Arrows hitbox should be a full cylindrical hitbox. To add to that, the top of the hitbox should be based on how high Huntress is, so the higher up you cast the move, the higher the hitbox.
!feedback add the option to open the logbook from the pause menu
!feedback Allow us to hold M2 to automatically spam Seed Barrage.
Edit: To clarify, by spamming I mean that it automatically gets activated after cooldown.
!feedback Make a loot set that's different for all players on their individual game as an optional mode. Make the loot easier to be lost as a new addition in this mode or harder to find. Or make it so enemies drop loot. Even a kf style shop would work. Also maybe tradeable or droppable perks for others to share.
As a new player I didnt understand that I needed to go to boxes or anything on the ground. Now I learned I have gotten items stolen from me and I tried to avenge my loss but it's just race to the next box. Since I grabbed a box a guy got upset and told me I was stealing his stuff and quit the server. I told him you just took 2 of my items and he made the server crash. I think the game would be better if it was mostly focused on group killing monsters and not rushing to boxes over and over and people seperate.
!feedback - there should be a random character option in the character select
!feedback Stone titans are fine but the aimbot is stupid, in early game especially, you can't outrun it and it goes trough his body, pls fix it
!feedback - Pinging a mob could make it priority to kill for turrets & drones.
!feedback Dio should have a HP bar change color similar to infusion so you don't forget about the resurrection so many times.
!feedback oh no hopoo oh no CHEF just called me he said that if he’s not in the game by full release he’s gonna bake hopoo into a pie oh no please hopoo add CHEF I’m so scared I don’t want you to be a pie
!feedback
Make the first and second items from shrines of chance drop in slightly different positions; either make the second one go a bit further or pop out on the opposite side. It sucks when there's an item you want stacked on top of either an item you don't want or an item a teammate would use better.
!feedback Make the 3 homing projectiles that the Clay Dunestrider fires explode on contact with a wall. It's extremely frustrating to jump over them, only for them to hit the wall behind you, stop, slowly turn around, and somehow loop all the way back around to just hit you anyways.
!feedback a red item that has a chance to deflect projectiles, maybe a name like "Runic Mirror"
!feedback give me split screen coop which can be played online with others. I was recently playing Tony hawk pro skater 4 and split screen was so fun with friends. Couch coop is an option for ror1 afterall
!feedback If the Void Fields gives Dio's Best Friend to the monsters, purge them twice after completing the last cell. Right now they all stick around afterwards
!feedback
For Switch specifically, there is no support with the hori split pad pro (daemon x machina joycons) when you assign it to FL or FR (buttons on the back of the split pad). Support for this would be awesome and it would be really innovative to try out the different combination of the buttons.
TLDR: Add button support for RoR2 with the Daemon x Machina Joycons, specifcally with FL and FR.
!feedback Commando feels particularly weak compared to the rest of the survivors. I know I'm not treading new ground by saying this, but this issue is important to me. Regardless of Commando's status as the "tutorial survivor", he should still feel as powerful as the rest of the cast (even if that doesn't entail simple number buffs)
!feedback Perhaps specific details such as proc coefficients, skill cooldowns, DOT tick rates and mechanics and many other technical statistics that you would normally check the wiki for could all be added to and stored in the logbook. What better place, after all?
!feedback PLEASE FOR THE LOVE OF GOD fix "The Demons and the Crabs" challenge. Currently if I want to unlock the challenge I have to utterly ruin about a dozen runs. Which is a gigantic pain in the ass.
First I have to loop around an entire 6 stages because none of the stages that have an edge or pit have hermit crabs. This takes like at least 25min.
Then I have to spend like 15 minutes running around on titanic plains until I find a hermit crab and shoot it so it runs away from me. Which isn't a big deal... until my drones freakin' kill it and I have to try again.
Not to mention I only end up able to find about 2 or 3 hermit crabs per run before the enemies outpace me and kill me (and god help me if I accidentally buy a drone, the entire run is screwed then)
On computer this isn't a big deal. Just do what everyone else does and edit your files to unlock it, but on the switch? Good freakin luck, you just wasted about 20 hours.
Does nobody else have a problem with this?
!feedback ~~save us some arthritis and make an Auto-Sprint option, since there's virtually no downside to moving faster.
Or~~ overhaul the sprinting mechanic so such a thing wouldn't be necessary, like making sprinting's speed boost increase over time and reset whenever it's interrupted.
!feedback For the incorruptible achievement, maybe have it written somewhere that "A Moment Fractured." doesn't count as clearing a stage when you obliterate yourself. That or you know, make it actually count.
!feedback Allow us to view the alternate skins when viewing the character model in the survivor section of the logbook
!feedback Give us a button to wave at players/drones/monsters/etc. Not a must have, high priority thing, just something that could be neat/cute.
!feedback
Artificer overhaul:
Artificer is all about different elements (fire, ice, electricity).
So I was thinking that he could have afflictions(the buffs that elites have) by default and switch between them via spells.
Basic attack would change with affliction (fire bolt for fire, electric for electric ect.)
Two other spells could be his abilities to change afflictions like a rotation.
SHIFT(PC) shift affliction to the left (in the affliction list).
and R(PC) shift affliction to the right (in the affliction list).
Secondary skill could change with affliction either.
So that in fire mode you would have flamethorwer,
in electric mode you would have ion surge
in ice mode you would have snapfreeze(ice wall).
It would be necessary to tweak cooldowns and base stats of these skills so she
woudnt be OP, but in my opinion make her a lot more enjoyable.
!feedback
Make the game auto-save (non prismatic trial) runs to be continued from the beginning of a stage if the game closes or crashes. Just had one of my best runs die to my 1st game crash.
!feedback
Items that drop off cliffs should respawn somewhere for you to pick up
!feedback
While on the topic, when i was using the daemon x machina joycons, it was kinda hard for me to sprint (usually move the analog stick up and then press it to sprint, but with the split pad i have to do the opposite, which can get pretty irritating at times). Might i suggest an auto-sprint feature?
!feedback
The artificer's Utility skills should honestly be Snapfreeze and Ion Surge
Ion Surge is used to evade and allow the Artificer to go airborn and the combination of that, flamethrower, nano bomb, and the M1 are devastating but leave you vulnerable. This playstyle is radically different than the artificer's current one however at present it takes away arguably Artificer's best ability in flamethrower.
I love the ability, but I can never justify the loss of raw procs and damage.
Keep up the good work Hopoo
!feedback
Whenever there are more than one item printers in a stage, have the printers offer unique items instead to avoid having moments where there could be two bustling fungus printers at once, which would be redundant.
There is no point having two printers that produce the same item in a single stage.
!feedback
It's been suggested before, but now we have a functioning proof of concept, working in-game: https://thunderstore.io/package/RyanPallesen/RyanSkinAPI/
Please add the ability to make custom recolor skins for each character.
Mastery skins could most likely remain special by changing the character's mesh (like Commando's and Merc's) or adding special textures (like Artificer's).
!feedback
If DIRECTIVE: Drill, REX's alternate secondary, were to be buffed any further, I'd suggest having it apply the weaken effect, or perhaps at some point in the volley, keeping with the theming of having the "mechanical" skills apply that effect
It would also be fairly complementary to the skill, keeping targets within range and effectively enhancing it's power against groups, and merely making it's use vs single targets more flexible, playing to it's strengths
At the moment, the skill is fun to use, but statistically at least it does fall behind seed barrage a little. Compared to seed barrage, vs a single target, it only does roughly half the damage as seed barrage would over a period of sustained attack, probably even less considering you wouldn't be able to cancel into your primary as effectively either. And over groups pulled together with your special, it's great, but the default can handle that just as well
My point is, the recent change is good, great even, but it could still use one more improvement to help it, overall, perform on a level comparable to the default
!feedback
Upon exploding, Fuel Array damages enemies. Could make it useful outside of unlocking REX.
!feedback
Beads of Fealty should give more lunar coins when stacked.
Right now, they are the only item in the game that do nothing when stacked, so I think that upon defeating the twisted scavenger, each player involved should get more lunar coins from the obliteration (maybe +2 or +3 coins) so that there is actually a reason to stack them.
I say that the players should get more coins from obliteration rather than from the scavenger's backpack due to the backpack sticking with the theme of only having 10 items.
!feedback I had an idea for the Mul-T and Huntress character logs:
Mul-T Log
General Atelaid: Sir you are in a lot of trouble.
Watkins: I know.
General Atelaid: The Mul-T series had it's military protocols hidden when it was downgraded to construction service. Re-instating that protocol is a traitorous offense.
Watkins: The protesters were getting out of hand, I had to do something to protect this facility.
General Atelaid: You attached a stun canister launcher and it killed six people.
Watkins: I thought I disabled the nail gun. It was only supposed to hold the line and act in defense.
General Atelaid: I don't want this reflecting poorly on us. Send the unit into the sun or something.
Watkins: yes sir.
General Atelaid: You might just have a promising future in the military, son.
Huntress Log
Target A: There's something out there. Something following us.
Target B: Is it a merc? We can handle him. This shipment needs to get to the boss or it's our heads.
Target A: I don't think so, mercs aren't stealthy. I just have a really bad feeling.
Target B: Are you still scared of that beetle that snuck up on you the other day?
Target A: Nn, no! It's definitely not a beetle, I feel like we're being watched by something intelligent.
Target B: Man IS the most dangerous hunter, but i'm sure we'll... -ugh-
Target A: -argh-
Huntress: Woman is the most dangerous hunter gentleman, i'll be collecting that bounty now.
!feedback
Commando/Huntress/Mercenary feel really weak and even inferior versions of some of the other characters especailly in multiplayer. Maybe revisit their design sometimes and give them a more clear concept like engie/loader/rex/acrid/Mul-T
!feedback
Steam workshop compatibility
I know the modding community for risk of rain 2 is really good despite not having this. I think it'd be great to streamline the process for those who feel they've seen and done everything
!feedback
toggleable setting to allow auto-picking of items when walking on top of them, it's getting really annoying to accidentally pick up items in multiplayer or just items you may not want
!feedback
When stone titan is shining a laser pointer in your eyes sometimes the laser will just clip through his body
this could be cleverly fixed if it's head just swiveled to always face you
!feedback
a ping and fps counter would be a nice little extra
!feedback Engineer can erect a Dispenser instead of his Shield Bubble, it inherits items but does not fire, instead healing allies and increasing their attack speed.
Bonus points if he can dance on top of it.
!feedback
Scavengers with Ceremonial Daggers are quite unfair as there are no ways to dodge, just the mercenary I-frames. I was thinking of making the Daggers killable, just like Grovetender's little wispes. The Ceremonial Daggers stand for a few seconds in the air before they come to you, if you can kill them in this time you are safe.
!feedback Rex ability concept: (R Ability, Costs 35% hp) Rex disengages from his plant, and it becomes a mirror version of him for x amount of time. It mirrors his attacks, so if he were to shoot an enemy, it would shoot the same one,, but with 25% damage. Unlike Rex, its attacks root enemies to the location of where they were hit, but the root lasts less time than Tangling Growth's root. Whenever Plant Rex receives healing, its redirected to Rex, in similar amounts to Tangling Growths healing. More to it, the Plant Rex is immobile, and simply in the ground, meaning that Rex must be in the area for this double teaming to work.
!feedback
An item that has a chance of spending less money on a buyable?
!feedback
Make personal shield generator push back the one shot protection.
What I mean by this is :
If you have 100 hp + 8 shield hp from the psg and you get hit for 1 million damage then the shield gets consumed and you're down to 18 hp (aka 10% of your hp + the damage mitigated by the shield)
Of course the numbers would need some tweaking for it to not become overpowered, for example make it stack logarithmically like bears or reduce the stacking ratio.
Idk how it would work with yellow shield and health multipliers though, you decide.
!feedback... I swear the electric guitar changed the music. I feel like it should add some sort of change in the music and it would get more electric the more you gain, as well as electrocute more enemies. The downside to this is that more music would have to be made but I think it would be cool if the music changed or something was added over it so you got that feeling you were holding a guitar, and if people don’t like it, you have an option in the Audio settings to turn of Electric Guitar overlapping music
!feedback
Lunar item that makes the teleporter event's radius larger, but it shrinks as the teleporter charges
stacks increase the starting size but also the shrinking speed
should roughly come out to the radius losing an amount of distance equal to the current % charged no matter how many stacks there are
(more stacks = starts larger = each % charged is worth more distance)
!feedback
With a lot of drones in quad multiplayer it is actually very hard to see each others health bars as drones will take up most of the left side of the screen. Maybe just give all drones a x count (excluding engineer turrets) and keep player health bars separate. I'm never really interested in my drone health.
!feedback can the timer only start when you actually leave the pod or whatever you start off in. it doesnt make sense to me that the timer will start before you are able to play. this is very minor but like if you want to do something before playing.
!feedback
To give the Loader's M551 pylon more of a function rather than throwing it out to poke wisps, I'd suggest making it so that grappling onto it gives the Loader some enticing buff while attached
This could probably be a sizable speed boost to encourage using it for mobility and to enhance their charged punch even further
A little more particular, It could also perhaps apply a damage boost to their primary, or maybe have their primary launch lightning when swinging
The idea is; make us want to use the pylon for swinging. Could be fun!
!feedback In multiplayer, have pings be colored to the person who pinged it, like
P1 - red
P2 - blue
P3 - green
P4 - yellow
Or let us choose our ping color
!feedback
In multiplayer, have pings be colored to the person who pinged it, like
P1 - red
P2 - blue
P3 - green
P4 - yellow
Or let us choose our ping color
Reposted for @wind galleon
!feedback
Dio's best friend isn't quite the most engaging or fun red item rn, it doesn't really have a use, so much so that you quite literally forget about it until you do die
What I think should be nice is to either give you more lunar coins when obliterating or even allow you to obliterate but continue the run anyway, in order to give a reward for managing to keep the item, because should you not die, the item is literally useless
!feedback
Bruh, I just was changing the controls on the Switch and found that there is no default button... my request is to have a default button for the OG controls on consoles so if people mix it up, they are able to go back to the controls they were originally playing
!feedback I think it would be a cool to have an item just like Lepton Daisy but instead of healing it stuns all enemies in the tele circle.
!feedback Shaped glass could have a healing reduction (25% or 50%) to reduce the OSP shenanigans with glass stacking.
!feedback A more advanced ping/emote system to help communicate without a microphone
As an example: Holding your Ping button (M3 by default) could bring up a wheel, with multiple options. On this wheel, there could be preset messages such as "I need help" or "Start the teleporter" or "buy a newt altar" or "Thank you!". You could select these options by releasing the ping button when highlighted.
Would also be a good touch to show as a chat bubble above someone's head, as well as in the chat, so you definitely don't miss it. (Which could also be toggled on and off in settings, for people who don't want the screen clutter)
!feedback Do something about commando feeling more like a tutorial character than an actual viable character. I know that with his new items this has tried to be addressed, but it just isn't enough. His lack of mobility, low damage output, and just in general his all around quality is not good for anything but being a tutorial class. Granted he does serve the purpose of being a tutorial class well, i just wish that he was more than that.
!feedback
Artificer's plasma bolt (the second primary ability) feels a bit weak to me, so I think that the bolts should have small tendrils (like charged nano-bomb and preon accumulator) that hit enemies to make the shot more viable to taking out enemies without perfect aim (especially to give artificer easier anti-air options)
!feedback
Hordes of Many can hit at a threshold where the teleporter has enough credits to spawn only a single elite miniboss, this shouldn't be a thing. I personally think that Hordes of Many should have at least two enemies, if that's not too far-fetched of a thing to say. Should the director encounter such a scenario, it should spawn normal non-elite enemies.
!feedback Engineers Carbonizer turrets should be able to sprint while they are not firing so they can take advantage of items like rose buckler, energy drink, etc which currently have no effect on them.
!feedback
A fire worm boss item that makes you ignite enemies in a small radius when you use your shift/utility ability. I.e commandos roll, and huntress roll
!feedback
Beads of Fealty should stack similarly to Mountain Shrines, each one adds a factor of difficulty to the final battle, but adds a factor to the number of Lunar Coins rewarded. You'd essentially be doubling down your bets on the final obliteration battle. Quick and easy change that would make the item a really interesting investment you'd have to make good on or waste large amounts of Lunar Coins.
!feedback
Reduce Commando's maximum bloom/spread and the amount of bloom/spread each shot he put out incurrs to his M1. i understand what you were trying to do with commando but his pistols ain't an assault rifle or minigun.
!feedback
It's been said before, and I'll say it again, Royal Capacitor should not be allowed to be carried by a Scavenger, taking 900 damage through Transcendence from an enemy that didn't visually look at you is unfair, and unfun
!feedback
make Lepton Daisy work like Genesis Loop, so when you are at low HP (Genesis Loop activates at 25%, could be different for Lepton, though), a burst of healing is released. This could either come from the teleporter during the event or from you directly, which would probably mean it activates any time, not just in teleporter events. To summarize:
- Make Lepton Daisy activate when the holder is at low HP
-Either make it activate from the teleporter during the teleporter events as long as someone in the radius is low HP (or maybe only activates when the holder is low HP, idk), or activate from the holder at any time as long as they are low HP
This would make it only activate when you need it, and be far less inconsistent.
Edit: clarity
!feedback
Before I begin, I would just like to say that I have been thoroughly enjoying the Void Fields minigame. In fact, it's been some of the most fun I've had with RoR2, and that's saying something, because I love this game to bits. However, there are a few tiny (or maybe big, IDK) changes I think could make it even better.
-
Fix the bug that currently causes you to not take DOT when outside of the safe zone on the last wave. I'm sure this is already in the works, but I just want to make sure that it is recognized and addressed, as it kinda takes away from some of the tension of the Void Fields.
-
Add a tenth wave. Currently, the nine wave system leads to a strange pattern where the second to last and last waves are both item buffs for the enemies. If a tenth wave was added, this would allow for a fifth enemy to be introduced before enemies are given a red-tier item. I don't think this would make the Void Fields too long (and I actually like that the minigame takes time, as it forces you to match the game's increasing difficulty over time). In terms for how this would affect the current system of item drops, I propose that the first five waves drop white-tier items, the next four drop green, and the last drops a red item.
-
Make the Cell only charge while you are within the safe zone. Currently, the moment you activate the cell, you can leave, avoiding monsters and tanking the Void's DOT (leading to a decently known exploit that makes the Void minigame irrelevant). With this change, not only would this exploit be removed, but it would also force the player into more tense situations where they must decide between the low DOT of the Void, or potentially taking more damage from enemies while charging the Cell.
Finally, I wanted to thank Hopoo for their great work thus far, and wish them luck in continuing that into the future.
!feedback make a better option besides quickplay.
!feedback
How about allowing people to decide whether they want to host a game on quick play mode instead of randomly assigning the host. Whenever I host I leave my computer running until the end, but I have had great runs that end early because the host decided to leave randomly. I’d like to host more but I can’t find a way other than trial and error. Maybe come up with a host score of how many games the host has, well, hosted and how many have ended before the everyone died or obliterated. Something like this. 2/27 (2 games ended early out of a total of 27 hosted games). If I don’t choose to be a host, I automatically enter to join somebody else’s room.
!feedback for @drowsy oyster
How about allowing people to decide whether they want to host a game on quick play mode instead of randomly assigning the host. Whenever I host I leave my computer running until the end, but I have had great runs that end early because the host decided to leave randomly. I’d like to host more but I can’t find a way other than trial and error. Maybe come up with a host score of how many games the host has, well, hosted and how many have ended before the everyone died or obliterated. Something like this. 2/27 (2 games ended early out of a total of 27 hosted games). If I don’t choose to be a host, I automatically enter to join somebody else’s room.
!feedback bring back HAN-D
!feedback
When the last 2 heresy items are released (the lunar items that replace your abilities, the only remaining being M2 and R) have the character have a complete metamorphosis into a new survivor called simply "The Heretic", i'm not too sure what the design would be yet and perhaps it wouldn't have a unique design, rather just apply a new color scheme on your current survivor. When the transformation occurs, it deletes all non-lunar items from your inventory and prevents you from picking up any non-lunar items, to compensate for this, you now only receive the positive effects of lunar items and enemies are much more likely to drop lunar coins while in this form. Interacting with a shrine of purification will take 99% of your health away and do nothing. The Heretic can only be accessed mid-run by getting all 4 items of heresy.
!feedback
I've brought this up countless times, yet it never seems to gain any traction, probably due to how specific it is, however, I think it is important for the professionality of the game. The logbook for items (and to a lesser extent, characters, challenges, and enemies) is inconsistent in how it describes not only multiple different items with similar effects, but even the same item in regards to its effect and how it stacks with itself.
The example I have brought up in the past is Predatory Instincts. The item (in the logbook) says that it stacks for an additional 30% attack speed with each additional Predatory Instincts, which would imply that you can stack its 10% attack speed buff an additional 3 times. For example, with a single Predatory Instincts, you can stack its buff 3 times, for 30% attack speed. Picking up a second Predatory Instincts should increase this cap by 3 (30% total), leading to a max stack of 6 buffs.
In reality, how it works is completely different. In game, picking up a second Predatory Instincts allows you to stack the buff 5 times, with each additional Predatory Instincts increasing the max by 2, not 3 as expected. But then this leads one to ask, what does each stack of the buff actually give you. 10% attack speed? 15%? Please, Hopoo, we need to know!
While this isn't a super important issue in the game's current state (there are larger and more important bugs/features to be dealt with), I would hope that at the very least, a once over is given to the logbook and all items before launch, so that more situations like with Predatory Instincts don't continue on past release.
!feedback
Am I the only one that feel as if there are way too many lesser wisps spawning simultaneously especially during teleporter events? Personally on any difficulty, it's way too unfair to attempt to fight 30 lesser wisps at the same time (especially in single player) while each and every single lesser wisp has NEAR perfect accuracy. This makes lesser wisps variants even more terrifying (especially overloaded thunder lesser wisps) due to being constantly bombarded by not only damage shots that take a decent amount of health, but also the fear of the status affects such as burn damage, constantly worrying about getting frozen, or being laced with Thunder orbs that deal INSANE damage.
I'm not saying I hate the lesser wisps but rather that in my honest opinion just feels unbalanced. I recommend either lowering attack power or lowering the spawn cap of the lesser wisps. With less attack power, they can be a constant threat without necessarily breaking the run. If power was kept but less spawn, you still take crazy NEAR undodgeable attacks that damage you a bit, but at least it won't feel too overwhelming to the point where people want to stop playing such an otherwise AMAZING game. Sorry for the essay, thank you for this opportunity.
!feedback an item that speeds up teleporter charge time? maybe green rarity?
!feedback
Give a bit more difference between Her Biting Embrace & Silence Between Two Strikes
Spectral Circlet could be colored similarly like Celestine enemies, but transparent.
!feedback
Enemy-themed skins for each survivor, with projectile and model changes (could be added post launch or something). Some ideas are clay man Merc, Hermit crab REX, Golem MUL-T, jellyfish Artificer... etc.
!feedback.
Similarly to as @dreamy osprey said When the last 2 heresy items are released (the lunar items that replace your abilities, the only remaining being M2 and R) it would be cool if you unlocked a new character that’s like a shadow reaper. If would be better if there were more ability changing items but I think it would be interesting
!feedback
Not sure if it's been suggested yet, but please make it so you can view current stats for your run by pausing. It's nice to see how well you're doing without having to die first
!feedback
Make scavengers unable to carry royal capacitors. Save for one shot protection and bears, it’s pretty much always a guaranteed one shot kill if the scavenger even looks at you, which is very frustrating as there is no telegraphing for this attack.
!feedback
New legendary item idea me and my friends came up with
it's a equipment that can only be used once and winds back the time in a run by 5 minutes
Currently no item influences the time spent in a run and I think it would be cool to have it.
!feedback lunar item idear: Void Chains
-After teleporting a random ability slot (slot 2 to 5) is unusable until you teleport again
-Decreases the cooldown of your abilities by 30%
-Stacking this item increases the cooldown reduction (+30%) but also locks another slot