#ror2-feedback-and-ideas

1 messages · Page 17 of 1

vivid wedge
#

!feedback Gesture of the drowned could have a equipment become (10% or 20%) worse to make it less ridicilous with fuel cell stacks.

spring violet
#

!feedback I’ll start a series, in which, I will discuss every current character one-by-one and show what simple changes I would make to their kit for them to be more interesting or to make them simply better. As someone with over 500 hours in the game and mastery on everyone, I have a good concept on every character.

Let’s start out with Commando.
His recent buffs were nice, but there some little things that can be fixed which would greatly increase QoL.

Phase Round.
Damage increased to 360%.
Cooldown decreased to 2.5 seconds.
Phase Round ignores up to 30 armor because... y’know it phases.

It is a no-brainer to take phase blast instead of phase round. These buffs should at least make it comparable to some degree, and even unique, too.

Tactical Dive.
MAKE IT SO IT DOESN’T STOP SPRINTING!!! That’s all. This move shouldn’t be amazing, and sorry Commando mains but Commando wasn’t made to be super fancy dancy. I feel like just these two changes will help A LOT.

sturdy bridge
#

!feedback
Add some sort of pvp stage. Accessible in a similar way to A Moment, Fractured. Could be a free for all brawl or something objective oriented. Quick fun way to end a run. If you're singleplayer and reach that stage just be matched with random people. Whoever comes on top recieves 15 lunars or something like that. 2nd gets 10, 3rd gets 5 and 4th gets 3 coins.

vital belfry
#

!feedback
This is pretty unrealistic but it would be interesting.

What if there was a pixelated mode. Yes there would be some sort of achievement to unlock it but it would be a mode where all the enemies and allies turn into 2D characters. It would be 2D characters in a 3D type environment and when you see different angles of a character, there are different sprites for them. It would kinda be like the old Doom games.

TL;DR So the long shot request is to have a mode where all the characters turn into pixelated sprites

brisk shale
#

!feedback add a slider to change how close the camera is to your character, as well as maybe to offset it to either side if wanted.

little barn
#

!feedback radar so i stop dying to stupid bullshit spawning randomly behind me and 1 shot gunning me and making me want to end my life

split forum
#

!feedback A Duos mode for quickplay would be cool to have imo, sometimes you wanna play a match with only you and another person but the lobby gets full because of how long it takes for the timer to end

earnest laurel
#

!feedback
I think this has been suggested before, but ping wheel.
Hold the button, and you get a small wheel. Move the curser in the right direction to pick your ping. (Think Ark's animal commands)

neat cobalt
#

!feedback
I think there should be a way to team kick or vote someone out of a team. I was playing a game and some guy decided "I don't want to play anymore" so he just went afk but when asked to leave he said no because "I still want the skin". This just adds unnecessary difficulty for the rest of the team and can be quite an unfair situation.

strong grove
#

!feedback When sniper is added he should have a passive that allows him to contribute to teleporter charge while outside the teleporter zone to facilitate his long range style. Perhaps simply a greatly reduced effect, killing enemies adding to the % or a bustling fungus type effect for him staying still to charge it

spring violet
#

!feedback Next on the character improvement list, is good ol’ MUL-T. Overall, he has a nice kit, but some of his primary’s are just downgrades from others. Let’s fix that.

Scrap Launcher.
Increase AOE size moderately.
Decrease AOE damage drop off significantly.
Grenade speed should be faster and less effected by gravity.

The buff was nice, but the scrap launcher is still lackluster. These improvements will give it a good AOE damage effect, being unique and useful in areas his other primary’s are not.

Rebar Puncher.
Increase attack speed by 10-15%
Give it sufficient knockback to help keep enemies such as imps or bison a safe distance away, giving it a new and useful purpose.
Perhaps increased damage against flying enemies? It is already primarily used to deal with them, why not make it even better at its job?

The rebar puncher is very lackluster and hardly used at all. These changes should make both of these primary attacks more useful and more unique.

olive stump
#

!feedback
Most of the alternative skills at the moment are excellent; they offer the player a choice between different play styles that are (generally) both viable. Commando’s Specials are a good example, both (after the Grenade buff) are solid damage options, with one focusing on CC and the other on AOE. Most importantly, they both offer something different. Engineer’s Special is also like this, with each type of Turret encouraging a different play style (although they are one of the less balanced pairs). Artificer’s and Mercenary’s skills are all, for the most part, more good examples of well designed skills.

Unfortunately, not all skills are like this. The biggest offenders, IMO, are REX and Loader, with most of the alternative skills being “the default skill but deals damage”. While I don’t have any suggestions for alternatives, I feel like some of the more “basic” skills could be reviewed, in order to prevent situations like Loader’s M2 or REX’s Utility, which are straight upgrades that don’t actually encourage a different play style (damage and healing on the same ability really doesn’t stop the player from using it as it was originally purposed, it just gives them a strong alternative function in additional to the basic use).

little barn
#

!feedback
Give us a button in options to suppress all notifications so our logbook doesn't permanently have "NEW" next to it.

cinder steppe
#

!feedback
I had an idea to make horde of many elites have an increased drop chance for their respective aspects. It would make horde of many serve some purpose.

toxic bay
#

!feedback
Rework of chronobauble or addition of new cold item. on-hit effect triggers slowing enemies movement and attacks, after so many slowdown stacks freezes an enemy for x time and puts the effect on a cooldown. double stacks needed to trigger for bosses

opaque locust
#

!feedback
red item similar to glasses that gives a 5-10% chance for crits to crit. so 4x damage, scaling falls off quickly. it only procs on crits.

also another red item that gives crits a higher chance to proc on hits, of course not too high a chance since max crit isnt that hard. but enemy health scales like everest so its not a bad idea

silent eagle
#

!feedback
Change loaders Spiked fist so she can pull her Pylon towards her instead of it staying stationary the whole time, this would at least give a minor amount of consideration between which secondaries you want to pick.

spring violet
#

!feedback Next up on the buff block, Huntress! Some people say she's really bad, but I don't really think so. She could use some improvements to her base kit.

New Passive.
The Huntress can sprint in ALL directions (except backwards maybe). This could help her a ton, since now she can actually strafe and not... whatever she does now.

Blink.
This should not stop sprinting just like the Phase Blink. Enough said.

Phase Blink.
This should be omnidirectional, kinda like Commando's roll but cooler. This could certainly add some flare to the move.

Arrow Rain.
Should have a 25% increased AOE size to help clear larger crowds.
First hit of the Arrow Rain onto an enemy should stun them, buying some time.
Ballista is 90% of the time used over Arrow Rain. To buff and improve the Arrow Rain, it should be better at crowd control as that was it's main purpose in the first place.

spring violet
#

!feedback Next up is my personal main, the flip flappin Engineer. I spend most of my time playing him, so I do have some pretty good ideas for him.

Bouncy Bois.
The grenade charge should be increased very slightly. I understand why he should have a bad m1 due to his dealio with the turrets, but having +5% speed on the charge would not hurt. or maybe im being greendy

Pressure Mines.
While charging, the trip area should be VERY small. Essentially, if the mine if still charging, an enemy basically has to walk straight over it to activate it mid-charge.
The payoff for the max charge should be increased. Basically, increase the damage of the fully-charged mines by a good margin. Maybe 1200 or even 1500 percent damage?
The arm time should quicken and scale with your own attack speed. These things don't scale well, so this will make-do for that problem.
Spider Mines are just 100x better currently. The pressure mines desperately need a buff for the better, and I think these changes cover all their main issues.

Walky Crab Laser Turrets.
I honestly don't find a lot of problems with these bois. I have gotten "mastery" with them several times. Without shaped glass, either. However, it would be nice if they teleported to you if they were far away, and if their targeting was cleaned up and improved. That would be nice.

winter trellis
#

!feedback It would be cool if overloading worms could be elite, because after a certain point you basically just start to destroy everything instantly and adding elites could make them more deadly. Obviously they're already overloading but maybe they could be blazing overloading worm or glacial overloading worm etc etc

fading parcel
#

!feedback I think it goes without saying that beetles in general could seriously be revisited

Beetles are pitifully weak fodder, as they're clearly supposed to be, but at the same time that is all they functionally are. They serve no threat whatsoever other than an early malachite or celestine due to the fact they practically can't even approach you, even when in hordes, or attack you without getting right next to you and after a lengthy hesitation

And beetle queens are by far the least threatening, or much rather, the weakest boss. They have only one strong attack that's very easy to avoid. Their other skills barely do anything and only end up hurting them by giving you more targets to proc effects off of. And they don't even move either, they just sit there and beg that you run right into their face and stay there

My point is of course to make these beetles even a reasonable threat
Personally I would suggest at least giving these two more mobility, such as the small beetles leaping at you or the queens at least being able to move, maybe leaping themselves and or flying to reposition

spring violet
#

!feedback Ah... The Artificer. Now this character, is a good one. But there are a few changes I would make to this character, similar to Commando in his current state. Well, let's get straight to it.

Plasma Bolt.
Reduce recharge time to 1.8 seconds from ~2.2 seconds.
Increase AOE size by a slight margin.
Increase projectile speed by 25%.
Could we have an alternate M1 on a character... without changing them completely? Yes. Yes we can. However, the one we have is garbage. This skill should not be overhauled, as I think all of Artificers M1's should be roughly the same. That being said, I honestly think the only thing we can do to make this skill redeemable is to also keep it very different from the Flame Bolt. This one will be a less hard-hitting, yet more "mobile" M1 to use.

Snapfreeze.
Reduce cooldown to 8 seconds.
Should act as a physical wall and block enemy attacks/projectiles.
I find myself hardly using this move at all, and I feel like a lot is wasted with this move just because it doesn't have all that much tactical use to it. Now, it should. I hope.

Ion Surge.
Damage should not dropoff as much.
Increase damage to 1000% from 800%.
The Ion Surge was a good idea, and I like it, but it's just not good enough as the Flamethrower. Maybe this will help?

quasi rivet
#

!feedback Maybe people don't agree with me, but I feel like more of REX's moves should apply weaken. Currently only M1 and garbage default utility apply weaken. As someone who actually enjoys playing with good skills, it's kinda lame that I have to rely solely on M1 to apply weaken. So all I want to say is that either some of his current moves should also apply weaken and/or his alternate R should do so.

fading parcel
#

!feedback
I think it might be a more interesting change to see Artificer's alternate plasma bolts simply have their AOE instead be replaced with a lightning effect on contact

They would still function the same, and the lightning arcs could still have the same damage as the projectile. Just having a much larger range, even if with a negligible target limit, - around 3 to 5 I would imagine? - would make their strong points all the more viable and stand out

Late addition: Personally I don't really see much good reason why they wouldn't be like that in the first place, but maybe that's just me. It just feels like a bit of missed potential in some ways honestly

spring violet
#

!feedback And here, we have a character who I deem not in need of a buff or change at all! Perfect! If you couldn't tell, it's the Mercenary! Of course, I am certain that Hopoo thinks that too and is very proud, as they should be. However... aren't you forgetting something? Yeah. That's right.

This stupid garbage smelly alternate special attack.
I don't even know where to begin. Just rework this please. It's not worth it for the achievement that's so painfully difficult to complete. The attack itself sacrifices invincibility for a few flying papercuts.

In all due respect, PLEASE just give him another skill in replace of this one.

minor sable
#

!feedback Engi Alt Skill ideas:

M1 - Heat-seeking Harpoons

Idea from Risk of Rain 1 Engineer. This time on his M1, and has a similar charge mechanic to his current M1. However, there would be a lock-on feature similar to huntress, where Engi can lock-on to several different enemies in his crosshair, then fire these harpoons at them.

Because its lock-on, I imagine it has less aoe than default (less enemies hit), but possibly more single-target damage in return? Harpoons could also be an Alternate Utility functioning similarity to Risk of Rain 1.

Shift - Blast Mine

Throw a large, remote-detonation mine that sticks onto the first thing it hits. Re-activate the ability to detonate the mine, damaging and knocking back all enemies, and also knocking back Engineer. This is meant to be similar to rocket jumping in Team Fortress 2, and provides a more aggressive and active playstyle.

wind galleon
#

!feedback
Items that give Cosmetics stack
Have fun having your entire body covered in bungus, engineers

quasi rivet
#

!feedback Quitting out to menu from within the game should take you to the character select screen, not the title screen.

shell solstice
#

!feedback
I think this has been said once or twice but just to reiterate 1 shrine of combat and maybe even one mountain shrine on the first stage always

languid hollow
#

!feedback The same item should not appear more than once at a terminal.

little barn
#

!feedback idea for item
a lunar item that increase difficulty and loot drops from teleporter events. like effectively a permanent challenge of the mountain. and if it causes much issue in multiplayer, then it's just the player's faults for not properly communicating. probably been said before but whatever I guess. just an idea lol
edit: if not a challenge of the mountain item, maybe increased difficulty scaling to give players an extra challenge?

coral wagon
#

!feedback

fading parcel
#

!feedback I've since revised this suggestion, so the previous was deleted
Now that I think about it, bramble volley really is just functionally a straight upgrade for REX. And upon consideration, the largest discrepancy is clearly in its cooldown

All because of its lengthy cooldown, disperse just blatantly falls flat meanwhile the alternate can perform the main functions of the default much better and even as a secondary function depending on how you look at it

I would suggest, the cooldown for disperse should at least be made the same as the alternate's is now at 2 seconds. That way it can be used just as efficiently for both mobility and knocking things around; the whole point behind the skill in the first place before the introduction of bramble volley

spring violet
#

!feedback Ahhh... Rex. You were buffed, but at what cost? Rex was a good favorite of mine even at release. He was the first person I got mastery on. It's good to see that Rex got the buffy buff treatment but here's what I think should still be done.

Practicing Medicine.
Reduce healing from 60 to 50 percent. Not a big deal.
Rex's M1 got a MASSIVE buff to it's speed and efficiency. In my opinion, it's currently the best M1 in the game. A small nerf to the heal amount could keep him in check.

Sonic Fart.
Cooldown reduced from 5 to 3 seconds.
Increase knockback slightly both ways, to be a bit more useful.
Rex's default utility is trash. Buff it. Even a lil bit.

Smoothie Skin.
Can we get the old smoothie skin back? Plz thx.

gritty haven
#

!feedback
Just a couple of half baked ideas I thought of

-an artifact that allows you to take all three items at a multishop, but what you get out of the ‘?‘ will be the only thing you get out of the ‘?‘ each level

-a lunar item that increases the damage you take but adds a substantial chance to block attacks

-an elite that buffs nearby enemies w/ extra damage

-some more things that I forgot

quasi rivet
#

!feedback An update to my latest feedback. The pause screen should have two options: one to quit to main menu and one to quit to character selection screen.

@little barn suggested that's what my post should've been. Rather than edit it, I decided to make a new suggestion for either one to be voted on.

obtuse jay
#

!feedback
a quest system that gives you a certain enemy to kill an amount of to get some lunar coins, like kill 100 hermit crabs for 2 lunar coins.

little barn
#

!feedback

Price scaling dependent on players should be a toggleable option. It's actually HARDER to get a good cooperative run going because of how much MORE expensive the chests are in coop, which limits how many items players can grab in a stage before they've stayed too long.

quasi rivet
#

!feedback

An option in the settings that would make enemies also ragdoll when they die. It would prevent things like the image shows from happening.

The only issue is that I don't know if it would make the game run any less, but as long as it's just an option I'm sure the more beefier computers could handle it.

left locust
#

!feedback

I don’t know if this would be the right channel to post this, but I just picked up Risk of Rain 2 of the Nintendo Switch and found that the text is very small in both Handheld and Docked mode. Unsure if there is a way to enlarge it, but would love for there to be a way to make that text bigger.

little barn
#

!feedback have items like ancient scepter in ror1 but for secondary utility

narrow epoch
#

!feedback
just put a lunar item into a pearl pool then watched helplessly as it flew off a cliff
i then immediately killed myself by walking into an elder lemurian because i didnt want to live anymore
why can this still happen? why must items be so cruelly launched off cliffs never to return?
can they not?

uneven pumice
#

!feedback Reconnecting to a multiplayer game resets skills (e.g. lost connection as MUL-T with new skills and reconnecting reverted them back to nail gun and rebar, it even reverted the skin), pls fix.

marble kraken
#

!feedback One thing that annoys me in this game is the constant need to press the sprint key. I don't think it is a bad thing for the game to have the mechanic of using a skill and then being able to sprint during it, as it differentiate good from bad players. HOWEVER I think non-damaging abilities at least shouldn't break Sprint.
Here are my most notables ones: ALL character's Utility skill (except maybe artificier's), Loader's secondary and Huntress' secondary (for consistency with her M1).

wind galleon
#

!feedback
Item that increases crit damage.

meager barn
#

!feedback because of the clear difference in how good artificers bolt weapons are, it seems like plasma bolt could be changed into a knockback bolt instead and removing the aoe part. This knockback could be used on yourself to give artificer some extra movement for the players that dislike them for that reason. It swaps the part of the high damage some of artificer plays like for higher mobility that other players like allowing for a more versatile character.

cinder pewter
#

!feedback
Idea to make Plasma Bolt more distinct and useful than it currently is:
Decrease the damage down to like 150%, increase the max charges to 5, decrease the cooldown slightly, and make each consecutive hit on an enemy deal more damage and in a larger area than the last.
This would give more of a burst damage option than the sustained damage from Flame Bolt, rewarding stockpiling all charges rather than the casting in-between other abilities that the ability currently promotes.

short agate
#

!feedback
A problem I notice a lot is past about 1700-1800% attack speed dmg numbers start popping up on the screen so fast that the game crashes. If there was an option to turn off or limit the amount of dmg numbers (because everyone knows those numbers are satisfying af) that would be cool.

open tartan
#

!feedback
General goal: "Random loot should always be completely positive." When a player spends time/currency/risk to get a mystery prize, it should always be preferable to pick it up as opposed to leaving it there. It doesn't have to be good, just better than nothing, with no drawback.
Chests/shrines of chance/teleporter rewards should always be like this. Equipment barrels and lunar pods are exceptions, because you know you're signing up for something you might not use. "Printer fodder" doesn't count, because using a printer/cauldron/pool is not completely positive and can take other items.

Specific Issues:
  • Items that hit a maximum effectiveness. This includes hard caps like Glasses, but also items that only scale in duration like Fresh Meat, which can reach 100% uptime.
  • Items that can have potential drawbacks, no matter how small, such as PSG/Wake and Happiest Mask's dunestriders. Queen's Gland can block your projectiles (and Eviscerate for some reason), and Tougher Times proc-blocks Razorwire.
little echo
#

!feedback

You really need to nerf or at least change scavenger.
This bad boy had like 10 tougher times and i couldn't do nothing to hurt him.
He's pretty overpowered right now.

woven needle
#

!feedback
In order to make Bustling Fungus useful for anybody besides Engineer (or besides waiting around a Shrine of Blood), you could:
+Decrease the time one must hold still for the fungus to sprout and start healing from 2 seconds to 1 second.
+Decrease the time between each tick of healing. from 1 second to 0.5 seconds.
-Decrease the amount of healing per tick from 4.5% to 2.25%.
This way, the healing output remains unchanged except for the fact it activates faster and is more consistently applied when active. It is much more conceivable for a non-Engineer to stand and wait one second for 2.25% healing and be rewarded for every half-second of standing from there. Of course, if you feel it still doesn't activate fast enough or that healing once active is still too inconsistent from there, you could further reduce the activation time and the time between ticks.
It is also possible to make these proposed changes only come into effect with stacking instead. That is, a single Bustling Fungus could work as usual, but extra stacks would decrease the activation time and/or decrease the time between ticks of healing. This would still make it viable for non-Engineers with enough stacks.
Finally, if you're worried that Bustling Fungus is currently too good on Engineer or that the above changes would make it so, I believe you could simply lower the healing output per tick further. As it stands, Bustling Fungus is almost exclusively useful to Engineer, so unless changes are made to make it more likely effective for other survivors (like proposed above), nerfing the healing output of the fungus hardly affects other survivors' builds -- since they get nearly zero use from it right now.

heavy glen
#

!feedback mention somewhere that Rex’s Dispersal can (currently) delete certain projectiles, like Dunestrider rolling bombs and Vagrant tracking orbs

To clarify: it already does that, just have in-game text note it

night relic
#

!feedback add more stuff around the bioms so they feel more alive (like random wind on acors that give a slight movment bonus when you run in the direction the wind is blowing or add rain/snow/sandstorms etc.)

brazen zephyr
#

!feedback have acrids poison stack with attack speed. Basically the more attack speed the faster the poison effect will do its thing and go away so you can afflict them with another thing of poison quicker

austere forum
#

!feedback
This idea came to me in a dream.

A new, different effect for Chronobauble. On hit, chronobauble would have a chance to change the enemy's scaling difficulty to a level equal to or less than the current scaling difficulty (e.g. proccing on Very Hard could change the enemy's difficulty to Easy, Medium, Hard, or stay at Very Hard). Effectively sending the enemies through time, fitting the theme of the item. I have no idea if Chronobauble could keep its current rarity with this efect.

shut hazel
#

!feedback making it so that stacking corpsebloom increases the heal cap would make it no longer the worst item in the game, as of now stacking it only amplifies the drawback without adding any sort of benefit

drowsy timber
#

!feedback what about a alternate ability for the mercenary where he throws Kunais at enemies? That way enemies can be softened up a bit before you charge at them and give them the rest.

spring violet
#

!feedback I haven’t continued in a while, but let’s move onto the next survivor on the change list. Loader.

Default Grapple.
Increase grapple distance by a moderate amount.
Decrease cooldown to 2.5 seconds.
The chain fist is so much better than the default grapple... so how about we make it the more versatile M2 and leave the other as a more combat/offensive M2?

Thunder Gauntlet.
A very good skill, but make it cooler! Give it a thunder sound-effect! I can hardly notice the shock wave, so make it more eye-popping and epic.

Pylon.
Scales with attack speed. It’s not bad... it’s just not that great. Make it a bit better please?

reef blaze
#

!feedback

Rebar Puncher

Increase knockback and make it nail enemies to each other in a straight line, as well as to surfaces, for a short period of time.

wispy dock
#

!feedback
Quickplay queue by region

spiral fiber
#

!Feedback It would be nice to command your Drones/Turrets/Engineer Turrets like you point with your mouse wheel click. Like move here or attack that specific target.

next falcon
#

!feedback in my opinion the early game is too slow, it takes too long to get enough money to open chests, maybe it's an idea to have a guaranteed Shrine of battle on stage 1 so you can get money if you want

spring violet
#

!feedback Last but not least, we have Acrid on our character list. Funny story, I got mastery on this good boi first try. And to be honest, I also think his kit is fine, however there are a few QoL changes I would love to see.

Scratchy Scratchy Chomp.
I know you guys at Hopoo Incorporated are already planning on tweaking the bug thingy, but IMO his M1 needs a buff. Make it unique to his kit. I heard ideas about additional damage to poisoned enemies float around, and I really like that concept!

His jumpy jump.
I LOVE that it doesn't boot you out of sprinting! It's the best feeling ever! But... could it not lock you out of your abilities? Or at the very least, can we cancel it with other abilities?

The Bubonic Plague.
Don't change the actual poison, but have the Epidemic inflict a separate debuff, one that essentially says "aight this guy can spread the disease" which means targets that get close to it, even after the initial 'disease spread stage,' get infected with the poison.

heavy glen
#

!feedback based on above: Acrid's Leap skills should be able to be cancelled, at least once he's in freefall. However, he can't Leap again in midair if he hasn't touched the ground since cancelling the previous Leap.

spring violet
#

!feedback Now, continuing the train of character improvements, lets move onto the character that everyone totally loves, CHEF.

Add him into the game.
Lmao.

But don't actually, bc I don't want Mr.Hopoo to delay the good good content.

Unless...?

gritty haven
#

!feedback
an alternate utility for engi that would work better with the walky turrets
"Force Mine"
throw down a mine that will go off after a short delay, launching away things around it. deals no damage on it's own, but can y'know, throw stuff into walls or pits.
would provide quite an upward boost, allowing you to boost yourself to spots you normally couldn't reach.
main reason this would be uesful is because it would allow you to propel both yourself and your turrets towards or away from enemies

fading parcel
#

!feedback For their alternate M2, I'd personally love to see Huntress receive their explosive arrow special from the previous game repurposed as an manually aimed skill
I would imagine it to functionally just be an explosive projectile(s) fired in a straight line, though It could be whatever it needs to be really, I just think it would make for an enjoyable addition

fiery ocean
#

!feedback if you hold 'down' on the arrow keys as acrid you can make him fall asleep again

fading parcel
#

!feedback
Another adaptation I'd greatly like to see, Engineer's alternate utility could of course be their thermal harpoons from the first game; heat-seeking lances, as they were
I'd also suggest they could manually lock on perhaps before seeking other targets, similar to royal capacitors, and I think it would both be pretty fun and make for a reasonable set of trade-offs however it's implemented. And also, it would be a great way to open up an "assault Engi" playstyle as well

little barn
#

!feedback
idea for future loader skin: Tarzan... (Yes I'm aware that Loader is a she)

tardy scarab
#

!feedback

Just to establish something important to the idea, the scavenger in "A Moment, Whole" is one randomly selected from a pool of 4 pre-set scavengers.
That being said, my idea is that Beads of Fealty should stack, up to 4 of them adding more scavengers, and then beyond 4 stacks, increasing their stats and the number of lunar coins earned from obliteration (4-5 more per stack since you're likely spending 2-3 to get it in the first place).
Or, maybe have stacking them on one person only make them harder and give more coins, but if you're in multiplayer and multiple people have at least one, then more scavengers spawn for each unique player that has one.

plucky fern
#

!feedback For Loaders alt gauntlet let us hold it. It feels unusual holding to charge but it fires anyway with little aim.
-Im not saying have damage increase by charge. Damage stays the same
-Im not asking for any other stats to change. Just being able to hold it

little barn
#

!feedback Add a random button for selecting the survivor

lean path
#

!feedback I'm a rex main, and, well, he is really stupid rn. I've gotten obliterations for free almost every time i play him (on monsoon). He has the best damage outpute in the game, the most range, armor, consistent healing, the best auto attack, takes even less damage and does even more due to natural toxins, etc. I already thought he was alright, but i honestly think they should remove the healing bonus from last patch, since doubling both the firerate and healing essentially led to a quadruple in healing power.

eager niche
#

!feedback Based on Simplified Chinese, translate the game into Traditional Chinese

visual talon
#

!feedback Toning down the fire rate or damage of the clay templars. Or just make it not almost hit scan when they are shooting, because they seem to deal too much damage in my opinion.

little lava
#

!feedback When the Risk of Rain 2.0 update comes out/Final one of the new boss’ should be Ifrit/Cremator

shell solstice
#

!feedback
can we nerf the wandering vagerents nova? like I get that it should be strong but it bothers me that I think that I am safe from it, but then die with 100% health. at the least it would be nice if the range of the attack was nerfed cause there is not always a rock or wall to protect you from it.

radiant copper
#

!feedback
Rethink Lesser Wisp hitscan attack. His damage is pretty ok, i don´t think that the nerf he take was necessary once in moonsoon everything kills you with two hits . Actually is kind of BS do anything with ten Whisps banging you in a two minutes run and you suffer to evade because his hitscan is too much broken.

steel cobalt
#

!feedback About the vagrants' novas...

There's something that could really be done about it to indicate if you're far enough to not take a hit (Would help a lot in multiplayer), and it's to add some sort of ⚠️ sign with an arrow pointing to it, kinda like D.Va's ultimate in overwatch, with the color going from red to orange/yellow if you're safe from it because it isn't always very obvious

Edit : forgot "!feedback"

visual talon
#

!feedback About the vagrants' novas...

There's something that could really be done about it to indicate if you're far enough to not take a hit (Would help a lot in multiplayer), and it's to add some sort of ⚠️ sign with an arrow pointing to it, kinda like D.Va's ultimate in overwatch, with the color going from red to orange/yellow if you're safe from it because it isn't always very obvious (repost for Mia Mesa)

sturdy furnace
#

!feedback
Create a mode where all pickups are dropped from the Scavenger!

gilded swan
#

!feedback create host migration for multiplayer when you queue up with your friends and they leave

little barn
#

!feedback each loop (or X amount of loops) void fields "refresh" and you can visit them again (edit: any -> each)

dusty acorn
#

!feedback Change Acrids name to Crog.

graceful valve
#

!feedback Scavengers current access to equipment leads to a really big disparity in the strength of scavengers, where in cases of them getting a Primordial Cube or a Royal Capacitor they pretty much just dictate your death, whereas in other cases they have a radar scanner which literally just helps you by pinging everything on the map for you. Certain equipment could be added to a blacklist to prevent the scavenger from getting them, since a lot of them feel very uninteractive in nature. If this change would make scavengers too weak, maybe making them get a wider range of standard items could be in order to balance them out?

terse needle
#

!feedback
to both give Artificer a bit more elemental flavor as well as to potentially make Flamethrower a bit more powerful, have her primary attack be void energy (similar to void strider) and instead of burning, have it reduce armor. This will give her a way to amplify her burst damage and will make stacking burns more specialized for flamethrower only (while also heavily buffing it due to the armor reduction)

little barn
#

!feedback
as it stands you can't map shift as walk backwards and mouse 2 as walk forwards at the same time. doing so cancels each other out. can we get this changed?

loud valve
#

!feedback
Perhaps an equipment multishop would be cool

vivid wedge
#

!feedback Future Engineer alternative abilities could support the more offensive playstyle that carbonizers try to force, since the current kit does not synergize very well with the carbonizer turrets.

plucky fern
#

!feedback In the logbook have a thing for drones that explain all of them. What they do, what stats they got, etc.
(How much damage gunners, missiles, fire and Proto do and how much healy bois give you would be wonderful to know)

wind galleon
#

!feedback
The logbook should record our best run with each survivor, like the stats that you get when you die, and other things like who you were playing with

vivid wedge
#

!feedback Engineer alt utility idea:
Overclock
An ability that would give your turrets increased fire rate for a short period of time. It would make you a bit more offensive and so it would synergize better with walking turrets.

fiery ocean
#

!feedback if you hold 'down' on the arrow keys as acrid you can make him fall asleep again

tired tendon
#

!feedback ping based match making . i know this server exists but still

leaden badge
#

!feedback
Can we have a targeting system for Acrid's SHIFT, similar to Arti's Snapfreeze or Rex' M2
Hold shift to see the landing area and release to use the ability.

This would allow players to aim it properly and see the actual area of effect.

brazen linden
#

!feedback wondering if you could add * in logout descriptions of items that stack in exponential way as in ROR2 wiki. That would undoubtedly help novice (as me for ex. the first 10 hrs played) come across the mechanics of stacking items (esp for players having lack of English knowledge to search for English WIKI pages)
That's like (+*100% per stack) for Shaped Glass. Not a significant improvement but surely worth it))

UPD: would be super nice if core mechanics were in shortly described in logout, as they don't usually work similar to the same mechanics in the other shooters or roguelikes

terse needle
#

!feedback
Increase Artificer's natural jump height (maybe double/2.5x height) to make better use of her ENV Suit. Maybe her jump could also work like a jetpack slowly ascending (the ascending being faster through upgrades of course), allowing her to have a bit of a floatier, vertical movement to her gameplay that is unique to her.

little barn
#

!feedback make leeching seed heal a %

weary forge
#

!feedback make leeching seed heal a percentage

agile skiff
#

!feedback transform survivor into something special when you collect all 4 items of heresy. Like transformation from isaac. It replaces your current survivor to IT. And It have it own unique passive

cedar oasis
#

!feedback let the Acid Pool from Caustic Leap kill enemies at 1 hp

silent eagle
#

!feedback
a display of your active engi mines above engineers secondary icon and with that also how many can be out at once

visual coyote
#

!feedback five minute temp-ban from quick play queue if you disconnect early from a match

drowsy timber
#

!feedback PLEASE for god's sake remove or change the ethereal challenge so that it doesn't require a specific map, insane precision and an even more insane amount of luck.

jade obsidian
#

!feedback
Maybe increase the spawn rates of radio scanners on maps?

Obviously logbooks aren't integral to core gameplay and most people don't really care all that much for them. However, for the people who do, it seems that finding these things are absurdly difficult. I'm not sure if it's due to a bug or not but I've been playing this game consistently since the Scorched Acres update and have yet to find its logbook or Siren's Call (sorry for long rant)

tacit hinge
#

!feedback to go with the previous suggestion, maybe instead of radio scanners being a random spawn, have it be guaranteed, like the logs in the hidden realms.
there are plenty of places they could be on maps, e.g. the island on rallypoint delta

little barn
#

!feedback
Allow commanding of your drones and other followers by pinging an enemy.

gritty haven
#

!feedback
Have a little 1 and 2 above engi turrets so we know which one to replace first if we only have one turret

indigo tangle
#

!feedback
Lower Acrid’s overall poison damage, but allow the poison to kill

solar wharf
#

!feedback Add an option for the player to have to press interact to pick up items, like you already have to do for lunar coins, to avoid accidentally picking up items which would be better for another player (edited based on discussion)

hybrid anvil
#

!feedback Adding full keyboard and mouse support to the game on consoles (I am on the PS4 release) would be cool. As of now, we can play with KBM but cannot change the controls or change sensitivity.

mortal basin
#

!feedback I don't think you need to increase the teleporter ember radius any further, it really isn't hard at all to find the teleporter even if it's not in the normal spots.

dull niche
#

!feedback Enemies that are outside of the level boundary should either be teleported back inside, like players, or die. It's awkward trying to deal with, for instance, Overloading Greater Wisps that are flying outside of the level boundary as Loader, because you can never melee-attack them and they'll frequently regenerate.

spring violet
#

!feedback guys guys guys hear me out, what if we added a character right, but this character was an OG and not an old one. Here's the kicker, this character is another robot character AND is a chef? Isn't that awesome? Guys c'mon new and original idea that should totally make it into the game.

raven jacinth
#

!feedback
Going the the void fields isn't worth the effort after unlocking acrid. You do get a confirmed red along with 4 greens n whites, but the 10-13 minutes it takes to actually do fully isn't worth the amount of items you can get on normal stages.
I suggest turning off time progression, or slowing it, in the area. The area's already a gamble as to whether the enemies get a good red item or not and the risk of death just to get 9 items isn't worth it.

little barn
#

!feedback Just a possible solution for area logs being way too rare: Increase the chance of an enviroment log spawning based on how many times you've visited/completed a stage in that area. That way, visiting an area often lets you reliably get the log after some time, instead of just rolling for an extremely low chance a bunch of times. You could use the already-existing "times visited" or "times cleared" counters for this, and in multiplayer, you could just take the average of all players as the number used in deciding the chance of a log spawning.

sharp warren
#

!feedback
If an elite Beetle Queen drops a Queen's Gland, let the elemental effect attach to the Beetle Guard too

indigo tangle
#

!feedback

I feel that Mercenary and Acrid should have an alternate M1 like the loader’s base, where there is no bonus damage, and no extra wait between the end of the combo and the beginning of the next

plucky fern
#

!feedback What about.
Something to make easier for newer players

Have teleporter radius scale with game difficulty

Example (Numbers NOT final):
Drizzle: +30% Radius
Rainstorm: No Change
Monsoon: -30% Radius

whole niche
#

!feedback Challenges for:

  • Riding Bosses For Certain Length of Time (Dunestrider, Titan, Vagrant) @limber coyote Posted.
    Possible names: Something to do with Poseidon, Something to do with Horses, Something to do with Cowboys

  • Dying in the Bazaar
    Possible Names: "How is this even possible?", "Wait where did they go?", "Life after.. time?"

  • Engineer Mastery Challenge (or Skin Unlock, same shit)
    Goal: Reach the Obelisk and obliterate yourself on monsoon without placing any turrets

plucky fern
#

!feedback In recent update I noticed Drones/Turrets no longer spawn in Bazaar.
Can that become a thing again?
I miss seeing the huge swarm that is my mechanical army

Edit: A friend told me ( @frank plinth ) that drones can somehow die in Bazaar. So maybe either make them repairable for free in Bazaar, invincible, or just something so we dont lose them?

hybrid anvil
#

!feedback Maybe make commando's grenades stickies so that he can deal with groups of flying targets better?

little lava
#

!feedback bring back The Ol' Lopper but make it so we hit crits at 35% hp and every stack adds 5%(35-40-45-50-etc.)

fading parcel
#

!feedback Perhaps frag grenades could explode near-instantly if the first surface they strike is an enemy? Might be a bit odd but it could work if necessary

teal mural
#

!feedback Some sort of alternate Acrid skill that makes it possible to melee somewhat viably. That is probably some sort of mobility (outside of his curret offensively-oriented dashes), shielding or healing.

solid crater
#

!feedback add an option somewhere to enable auto-sprint when moving forward, it's annoying to have to constantly re-push sprint.

subtle maple
#

!feedback
A new equipment, Klaxon! On use, this equipment draws ALL enemy aggro within a 150 meter radius while playing an annoying siren for 10 seconds. Cooldown is 45 seconds. Perfect for causing distractions and keeping your teammates alive.

wind galleon
#

!feedback
Survivors should have different speeds, currently, all survivors move at a base 7 m/s, i think some characters like loader, or mul-t should move slower, while characters like huntress and artificer should move faster, maybe the base speed should be 7 m/s, but i think their individual speeds should be reflective of their kit and what they are

sturdy raft
#

!feedback
LunarCoin Lunar shades
"Gain a chance to critically crit, BUT gain a chance to critically fail!

Critical failures are like critical hits, but you deal 1/4th of the hits damage. Critical failures will also cause the opposite of a critical hit's effects to occur. (Predatory instincts on critical failure would reduce attack speed, scythe would drain health, ETC). Critical failure chance will always be the same as critical crit chance, meaning that you will never be able to prevent critical failures from occuring.

terse needle
#

!feedback
Like I suggested for Huntress, Mercenary using his M2, Shift, and R should not stop him sprinting if he uses them while sprinting.

old stag
#

!feedback
BUFF. HUNTRESS.

topaz sand
#

!feedback
Instead of Red Whip's speed buff clearing on use of combat skills, clear the buff when you actually hit something so that skills such as Loader's punch can be used for mobility in tandem with Red Whip.

noble lodge
#

!feedback
loader neko skin
literally scratches enemies like a cat
he is literally rum tum tugger, not the cats movie version, the broadway version

hallow sable
#

!feedback
Increase critical damage, after reaching the cap of 100% crit chance

torn maple
#

!feedback Acrid alt M2 idea; Accelerant. No longer poisons enemies, but if an enemy is already poisoned, the poison effect ticks faster or deals more damage

wispy sluice
#

!feedback please make it so getting shot by a blazing or overloading golem isn't a guaranteed one shot 😔

hot isle
#

!feedback give Drones and certain other minions some form of way of quickly reaching you. It gets tiring to see your drones hovering on the other side of the map because you spawned in the cave in Abyssal Depths and they can't figure out how to get out, or your beetle guard got stuck in the fence at Rallypoint Delta. For the beetle guard, have him burrow back into the ground, then burrow up somewhere near you possibly. As for the drones, maybe they need a bit better pathfinding, for example I spawned in the Depths cave with the TC Prototype Drone, and he was stuck in there during the stage, constantly hovering back and forth trying to get through the doorway. Just a thought.

wind galleon
#

!feedback
Let us recall drones (maybe not standing drones that dont move) by double tapping the interact button

robust hull
#

!feedback
Tiered elites, as the game gets harder. Heres some inspiration/ideas

Blazing
Tier I: Leave alone
Tier 2: Has a bubble around it, stand in it and you take burning damage
Tier 3: Supa strong burns prevent you from healing, AND you take burning damage

Glacial:
Tier 1: leave alone
Tier 2: You are slowed 20% if you are hit
Tier 3: Glacial enemies have a chance to freeze on attack

Malachite
Tier 2: dunno?
Tier 3: spread corruption, means your allies COULD get infected from you

Idk, this was just pulled from my ass, please rate it

plucky fern
#

!feedback With Loader having barrier and Merc having iframes. Acrid needs something right?
Well what if he just had a counter.

Whenever hit by a melee attack. He either
A: Poisins the enemy
B: Secretes poison around him (Similar to the RoR1 Caustic Sludge?)

short flame
#

!feedback
Very simple one, would like to have teammates names pop out more and be easy to spot. It would really help a lot in higher difficulty when you are trying to heal your teammates.

quasi rivet
#

!feedback A smaller change, but there's a death message in the game that says "Your internal organs have failed...". I feel like this message shouldn't appear for MUL-T and Rex (y'know, being robots and all). There might be more messages that reference the character as human, but this is the only one I know about.

edit: fixed a minor spelling error

oak seal
#

!feedback multiplayer loot is retarded, its a team game but competing with teammates for items is dumb.

verbal coral
#

!feedback Maybe your progress and achievements should carry over based on your steam account? Got a new computer and the little bit of progress I had is now gone.

teal mural
#

!feedback Option to save current run to continue later. I'd prefer not to burn my computer to ashes just to keep a run I liked while doing something else. Dropping responsibilities like sleep or school/work to continue the run isn't very convenient either.

harsh star
#

!feedback The Void Fields should have strange time dilatation, play around with the game timer a bit?

Have time slow down while in the event bubbles, maybe when your outside the vent make time tick faster! (meaning that if your doing the void fields properly overall it should take some time off the clock)

Another alternative: Each kill in the void field removes a second off the clock! (more balanced would be half a second) if your a strong enough killing machine going to the void fields might actually buy you time back! (leaving at a earlier time than you entered) a whole challenge could be attached to the idea of leaving before you entered time wise! (Edit: this is also lends to the fact you can only enter the void fields ONCE, so choosing when your strong enough to enter would aid in getting time back)

Extra bit: I saw a suggestion for the Void Field lunar item, this could be how you unlock it? (it sped up teleporter events, but you take damage outside the red sphere)

little barn
#

!feedback make commando's frag grenade explode on contact with an enemy

harsh star
#

!feedback A idea on how to get the Skins functioning for Engineer's Turrets:
When you select a alternate skin, it (secretly) sets you to a new page of skills, the skills have the exact same stats, but has new graphics colours and effects (cosmetics)
So when you equip Engi's skin, it swaps out "Gauss Turret" for "Gauss Turret V2" which is exactly the same mind you, but with the new colour pallet attached~

eager niche
#

!feedback As a roguelike game, sometime learn from previous battle is a good thing. So add a "previous run report" section to let us watch what we play as, what item we have, died from what, and other stuff
TL:DR Save end report internally so we can inspect them every time we open certain section of logbook

little barn
#

!feedback
Thermal harpoons: an engineer classic. Currently, I see two options for them, if they were to be added.

As a primary skill: Simply charging your harpoons, similarly to the grenades, although they would lock on with a reticle, and would only go after said enemy. It trades off both the blast radius, and ability to focus on small groups for good single target damage.

The second idea is a bit more complex. A replacement for his utility skill, Harpoon launchers
Similar to his turrents, he would get one harpoon launcher instead of a shield, that inherits all of his items, and fires clusters of harpoons straight up, that then home in on enemies.

narrow epoch
#

!feedback
i dont know if this would make engi's skins easier or harder to implement, but it might be good doing it this way

brave kraken
#

!feedback
Bring back the bell sfx for difficulty increases from Risk of Rain 1. It always had such a forboding sound and really cemented the idea that you're racing against a timer

heavy glen
#

!feedback make Clay Templars shoot rockets or grenades instead of minigun bullets. This matches their "melee" attacks much better, and makes more physical sense. It also fixes the problem of their hitscan and excessive damage output compared to other enemies, since they won't be bypassing OSP as often.

hybrid wing
#

!idea Make a blue passive item which set damage X2 during even minutes, and damage /2 during odd minutes

!idea Make a white item which set atk spd X2 on the three last seconds of each minute, +2 second / stack

Edit : merged 2 ideas on a single post

ruby ledge
#

!feedback this might be a bit long, but I'd like to address what I think about the state of survivability based builds.

Right now building survivability is woefully underwhelming with the lack of items that scale with raw armor. There's no consistent way to increase your damage resistance besides relying on luck with Tougher, or gesture + fuel cells + Jade elephant which is rather niche. Because of this glass cannon builds often feel like they can take over a match. I know damage is necessary to progress, but I could build standard on hit survivability with commando (leeching, harvesters, ukulele, missiles, stickies, crowdfunder) and on monsoon become a god by some point between stage 8 and 12 unless I get uncannily lucky, or I could build 2 shaped glass and get one lucky item, like daggers, and become a god by stage 4. You may argue that the balance is shaped glass costs lunar, but regardless of what it costs it feels bad when the run gets taken over by the guy who has a ton of lunar and grabs every shaped they see just to flex and/or carry. I don't like contributing nothing to the team because shaped is the "meta" and I want to try something new, because everything else gets outclassed by sheer damage.

If you don't want to increase raw stats that normally scale with level that's totally fine, I get that. But here's some other ideas that could work. I don't have names for these but here they are:

Item 1: gain decaying armor after using equipment, stacking increases armor and decay duration
Item 2: gain temporary decaying armor on enemy kill, stacking logarithmically on itself per kill you get
Item 3: Gain temporary armor when using your utility skill. This would allow Merc and loader to engage, and Acrid to kill his low health enemies more safely before leaping out with his second jump.
Item 4: gain more health them more enemies you are near.

These items are just ideas, not the point of my suggestion. Survivability is just woefully underwhelming.

hybrid anvil
#

!feedback it would be great if moving to the left or right without pressing W wouldnt cancel sprinting

honest prairie
#

!feedback
Loader's pylon is really only used to clear wisps. This is because it's throwing range is too small in my opinion. You let it fly, and then you would have to run back, then grapple onto it to get a good swing. But I'm not here to talk about the pylon. It is a VERY strong AOE with little downtime (Don't even get me started about brainstalks).

I am here to suggest A new Ability to replace Loader's Pylon: Thunderclap
Thunderclap: You release a AOE that deals 500% [enough to 1h wisps] in a 25m radius. Your barrier is consumed. The Damage grows by 50%[additive] and the radius grows by 1m for every 10% of barrier eaten (Max HP %) [1000% and 35m]. Enemies are pushed to the edge of this effective radius but no further. This stops your Momentum.

little barn
#

!feedback
this is more of a question but have yall ever thought about crossplay potential??? i mean after the game is done, it would be an amazing way to play with friends that have very bad pc's.

distant root
#

!feedback
If you are playing Singleplayer, only one button should spawn on Origin of Oil. Barring loot behind MP is not cool.

chrome basin
#

!feedback
New Uncommon Item: Speedometer

Item description: Slower enemies take more damage from items

Detailed description: Enemies that move under 6 m/s will take 30% ( +25% per stack) more damage from sources of damage that are not from the 4 basic attacks.

Note that any enemy standing still would proc this item even if they can move faster than 6 m/s
The purpose of this item is to make stunning/slowing enemies down = more damage

ruby ledge
#

!feedback Survivability post part 2: the state of OSP. I'll be using balance numbers for this post for the sake of making a point but they aren't final or even balanced by any means. This isn't necessarily the best way to deal with OSP, but it is a way.

OSP right now is gimmicky at best. Hopefully the full release of the game won't have it like I've heard rumors about but if it is still needed I've been thinking about how to make it feel less like a gimmick. The issue right now is it protects you from being technically one shot, but it doesn't save you from being instantly bursted. Instead of only activating if you get bursted from 90% to 0% by one attack, I feel it should activate if you get bursted from 90% to 0% in the space of, lets say a fourth of a second. Once activated it should give you maybe half a second of invulnerability. Not only would this buff defensive equipment giving you a chance to use them, (fruit to save a life, cleanse to get rid of burn stacks or other debuffs), but you could also scale this invulnerability with health. Therefore tankier styled builds would get a little longer to get out of danger, which would be amazingly helpful for melee or tank builds. This could also be a slight nerf to glass, as the less health you have the less effective OSP is, meaning builds that should be "oneshottable" would feel like it.

This is only theory crafting and not necessarily a good way to take the game, but right now OSP feels very gimmicky and I think it needs to be changed in one way or another. This is simply the first idea that came to mind for a change that still kept it.

honest prairie
#

!feedback
OSP come under fire quite a lot. Let's take this misunderstood and controversial aspect and bottle it into an equipment. This could/would only be added after OSP is either removed, or can be added now. Either way, I think this is cool.

Lazarus Patch: Passive Equipment [Activates upon condition, has a cooldown, GOTD forces it to proc]
Upon either being at <10% or upon taking lethal damage: you cannot go below 10% HP. This effect last for like? 3-5 seconds. Cooldown is maybe 60-120 seconds

covert lily
#

!feedback
Make it so that Artificer does not stop sprinting when pressing M1 and M2, M1 because others like Huntress and Mercenary can keep sprint up while holding M1, and especially M2 since you can sprint while charging and it would be nice if I don't have to press sprint or lose momentum.

proper quest
#

!feedback
the game shows what you're killed by at the end of a run id like it if in multiplayer it also showed what killed you that stage while spectating (and maybe it could be hard to do but stats on what lead up to it lets say 3s before death?) but at the very least what i died to

earnest laurel
#

!feedback
Make Acrid deal a small amount of poison damage to enemies within Xm when damaged.
I like thinking that his blood is poisonous to most creatures, so when he bleeds he damages.

solid flare
#

¡feedback
Finish bandito

proper quest
#

!feedback
i've noticed in my own experience and from a few comments here that competing for loot in multiplayer sucks... so make a vote in lobby where you can turn a feature called "Private loot" on or off (depending on votes)

If it is on: Loot is client side (similar to newt altars) but not chests or kiosks just the actual drop itself and as far as boss items same thing if you have 4 people you will only see the 1 boss drop (or 2 if mountain shrined ect.) randomly assigned to you out of the drops now yes the argument is "oh you can't share loot at all" but that's why it's a vote not a toggle option by host

If it is off: game state stays normal just as it is now

little barn
#

!feedback
Give us a way to pause multiplayer games. Perhaps a /pause commands that lets people vote to pause the game in quickplay, if all 4 people agree the game is paused until everyone agrees to unpause.

In private lobbies the host should be allowed to pause any time he wants.

stoic grove
#

!feedback add a new enemy: Wisp Cultist. A meelee type major tier (As in the tier of bells, greater wisps, clay templars) enemy that's a humanoid being, typical dark brown coat, wisp flames on his hands, shoulders, and a wisp mask. His attacks: Knife dash, when he dashes forward (idk how far, maybe half Merc's dash length?) and performs a slash. and for the second one, he summons a wisp to pull him up into the air to become a duo, and fires while he dashes. You can shoot the wisp, but it explodes on its death, also dropping the cultist to the ground, receiving half fall damage. Edit: added the "dark brown coat" part.

cosmic lodge
#

!feedback since the next CU is going to add artifacts, why not add them to the logbook? It would be awesome to know the message/origin of the said artifact.
Also add other things to the logbook too (drones, turrets, etc.)

fading parcel
#

!feedback I feel as though this has already been suggested before, but I would like to ask, would it be considerable to reduce the falloff on Commando's bullets? Either starting range or falloff rate or both, it might just feel a little better not having to be so close to deal optimal damage, not to mention it would complement phase round

viral narwhal
#

!feedback make it so that glacial ghosts from happiest mask set off their ice explosion when they die or run out of time.

uncut flume
#

!feedback Make it so that the characters aren't so easy to get 😩

shell solstice
#

!feedback instead of an item that prevents you from getting one shot, how about an item that once you get below a set ho percentage( maybe 5 or 10) then you get teleported to a area with less enemies

minor sable
#

!feedback A really interesting Lunar equipment idea: Shapeshifter's Watch

Upon activation, the player is turned into a randomly selected enemy, and gains the ability to use its abilities and attacks. This would last for a couple of seconds (shouldn't be too long, but not too short either), before transforming the player back.

The idea of the equipment is to be super fun and experimental - the reason why its Lunar is because while the player could turn into lets say an Imp Overlord and teleporter all over the place, they could also turn into a wimpy Beetle. Just to add more spice, the player can also turn into elites.

Since Lunars are purely choice-based, I thought this would be a really fun item to use, since Risk of Rain 2 already has playable enemies through Hopoo's Body/Master system (basically what allows items on enemies and items appearing on the player. Its also what allows playable enemies in mods).

fading parcel
#

!feedback Here's an idea; make effigy of grief throwable. Then, when landing start steadily and continually expanding indefinitely, and at a certain point start incurring a damage debuff around the center
It would probably slow down with size to a certain extent, but it could encompass nearly half the map if you really let it go that long, so you'd be forced to pick it up eventually and you'd be risking more the longer you let it contaminate the world. But along with that you could cause more and more grief, and probably find something of a rhythm or a valid tactic even

merry imp
#

!feedback When using a controller, make the B button (or equivalent) go back in menus. It's mildly annoying having to move the cursor all the way to the back button but not intolerable.

little barn
#

!feedback the 3rd attck on acrids m1 should apply 3 stacks of bleed

fading parcel
#

!feedback This is a mod already that could be worth considering if it hasn't been; have Acrid's vicious wounds heal you when attacking poisoned enemies. Or just anything like it would be good to encourage using melee a bit more

dusty acorn
#

!feedback Give huntress M1 a buff even though she can use it while sprinting it doesn't negate the terrible damage and with such a low base health and having all your damaging attacks have cooldowns easily makes her the hardest character to play

fossil lichen
#

!feedback remove shape because its broken

topaz sand
#

!feedback
Disable GestureOfTheDrowned while in the Bazaar. There's no good reason for it to be active there. While using Preon or Capacitor , you're forced to shuffle around sideways to avoid being booted from the shop. Not hitting the newt isn't difficult, it's just annoying and feels needlessly restrictive. Additionally, lookin' at you, Meteorite. While holding GestureOfTheDrowned and Meteorite, a ludicrious amount of meteors will spawn on the blue portal, which adds a high risk of death while in a supposedly safe space.

little barn
#

!feedback Add an animation for loader using her R, maybe her materializing it behind her back then she overhead throws it

copper temple
#

!feedback
Make a blue passive item which set damage X2 during even minutes, and damage /2 during odd minutes
Reposted for @hybrid wing

daring violet
#

!feedback
in the character select menu, make engineer's foot tapping automatically be synced with the beat of the music

copper temple
#

!feedback
Make a white item which set atk spd X2 on the three last seconds of each minute, +2 second / stack
Reposted for @hybrid wing (Second part of original post)

little barn
#

!feedback
TP items shouldn't be able to spawn in awkward locations like this

shell solstice
#

!feedback
as loader when you are hooked onto something and you have a Backup_Magazine , the second one wont charge until you get off of the hook which doesnt make much sense to me.
also as for a lot of characters their attacks cancel them from running so you have to press ctr again. but for loader his entire m2 is about speed so i think he should be able to keep sprinting.

white merlin
#

!feedback
remove limit on acrid virus or scale with level

fresh hill
#

!feedback Magmaworm7Magmaworm6Magmaworm5Magmaworm4Magmaworm3Magmaworm2Magmaworm1

wet sonnet
#

!feedback
It'd be fun to have an item that scales with your player level

velvet tusk
#

!feedback (TIL there's a character limit!)
Currently, Acrid Acrid is supposed to "melt tanky enemies" with his poison, as per his Overview tab. This works for most tanks in the game but it doesn't do much at all against teleporter bosses. The armor on these bad bois means that Poison will just tickle them to death.
The damage is very low, but it is VERY consistent. As long as you can keep the boss Poisoned and stay alive, you'll clear the stage just fine (eventually). What feelsbad is that items don't seem to help with this playstyle. Because Poison has no proc coefficient, very few items work with it.
Bring in the Armor Piercing Rounds! Armor_Piercing_Rounds These work really nicely with Poison and feel great to use in-game. That is, until bosses start to spawn in the world normally and you go back to feelsbad.
My proposition is to add (more) ways of getting through armor. I know Shattering Justice Shattering_Justice exists but it is red and.. isn't applied with Poison ticks. AP Rounds don't even interact with armor, they just increase damage, and only for the teleporter boss.
Please either:
Let AP Rounds apply for all bosses that spawn. This makes it much more valuable late-game, which brings a cool interaction for everyone of stacking crit early, then looking for AP Rounds to keep scaling.
OR
Let Poison eat into armor throughout it's duration. (Meaning armor is not shredded, but Poison alone gets through it.) This would mean that keeping Poison active on an enemy for long enough will start to increase its damage. This won't matter for small enemies, as they'll just stay at 1 health forever. Enemies with lots of armor will then start taking Poison damage as if they had no armor after keeping it active long enough. This interaction means Acrid will be desperately trying to keep Poison active on the boss(es) and he'll have to make scarier "hit-and-run" plays instead safely kiting like he does now.

rose owl
#

!feedback @strong lily brought this up
Rusted key printers give free reds. OP pls nerf

atomic cipher
#

!feedback Beetle guard AI isn't working as intended at all. Constantly gets stuck on geometry like rallypoint fences and the structures on scorched acres. Really problematic for characters that need the bodyguard early on.

sharp warren
#

!feedback
With the addition of the boss item printer, we could use a larger selection. Since the Beetle Guard is the only non-drone minion, getting a mini-Magma Worm friend in a similar way would be a nice addition

short flame
#

!feedback
Would like to see the commando receive a buff somehow, as of now I feel his primary guns are a bit too weak, could maybe reduce his fall off dmg. I also think his combat roll should have immunity as mentioned by many players, his short roll really feels like it needs something and adding immunity would make it a full package.

undone latch
#

!feedback
its a little thing but maybe have the lobby room less red so we can see the skins on the characters way better

loud trench
#

!feedback
It would be nice to be able to go through items and etc. in the logbook without having to back to the menu, maybe just add left and right buttons in the corner or on the sides?

short flame
#

!feedback
Just an interesting idea I got which I thought would be cool to be added in as a feature. If they could let us choose what songs play in the menu, lobby etc and maybe have a whole list of all the songs to choose from and maybe bring in songs from Risk of rain aswell .

ruby ledge
#

!feedback
Just a simple change, but I'd like to see a timer or counter near the temporary buffs just above my health bar. Particularly for items like Brainstalks, predatory, and fresh meat, so I know how long each buff will last

little barn
#

!feedback
Idea for a Corpsebloom rework.

All healing is cut in half, by the same measure that rejuv rack increases it, meaning one of each cancels out, but a corpsebloom gives a rechargeable revive not active upon pickup, charged through healing not in excess by a measure of stat based max health, not accounting for shaped glass or shield gen, or pearl. An example of, say, you heal actual health equal to 1000% stat based max health, and the corpsebloom will function as a Dio, until you die, where it becomes a black item, and you have to charge it all over again. Additional stacks reduce healing output, but increase charges of revives.

undone latch
#

!feedback
another quick fix, overwatch just did this recently.. add a mark as read for the logbook? ppl like me dont like that "new" tag everywhere

toxic bay
#

!feedback
The scavenger is super overtuned in my opinion. I played a run where my loader ended up with 18 tougher times and a whole fleet of healing shield and barrier items along with two racks of regen. But he got gasoline and I instantly died without warning, there was no chance to strategize or avoid an attack. He showed up as getting gasoline and I was instantly killed where earlier in the run imp overlords were having trouble damaging me. I dont know how I couldve beat the sacavenger without being functionally immortal, my partner was killed 2 seconds into the fight without having a chance to fight. I dont know if its slightly differwnt for ranged cgaracter but as it stands scavenger just suddenly killing without warning doesnt make him a challenge. It makes him unfun

timber osprey
#

!feedback have a "restart run" option for prismatic trials (maybe even on normal mode). Im trying to do the merc challenge for pris. trials but every time i take damage i have to go back to the prismatic trial menu, would be nice if i could just press "restart run" instead. (would also be helpful to others who want to just restart with the same character on normal mode too) sorry if its already been suggested

upbeat dragon
#

!feedback Items that drop off the map (scavenger bags on the distant roost, chests that spawn in that weird part of siren's call) should reappear at the teleporter

little barn
#

!feedback Add class-specific Prismatic Trials leaderboards

limber coyote
#

!feedback Warbanners dropped after taking the teleporter to the next stage (after the bonus exp given by the teleporter itself) should drop on the next stage rather than the current one

vestal thunder
#

!feedback Magma worms should not prioritise turrets on the opposite side of the map over the player

teal mural
#

!feedback Runald's band shouldn't stack objectively worse than Kjaro's band. They genuinely improve the exact same way (pure damage, both with equal chance to activate), but Runald increases by half the damage Kjaro's band does. I think it's fine to have some items stack worse than others but for it to be this objectively worse irks me.

stuck stirrup
#

!feedback I love playing Artificer, but compared to any other character she is notably lackluster. In multiplayer, nearly any beneficial item for Artificer would be better used on another character. She simply does not scale into the end game as well as others. If the primary skill was reworked, she might see some longevity not currently afforded to her.

little barn
#

commando should have a skin with a cowboy hat, it would really suit him

earnest laurel
#

!feedback buff Monster Tooth
Maybe (and im just throwing this out there) it would be a good item if each orb healed you for 15%(+5%) of your maximum health (not including barrier and shield)

reef pollen
#

!feedback make a surivivor that is mostly suport

lofty pulsar
#

!feedback make the engineer's walky turrets REALLY fast, with a massive jump height, at least until you're able to significantly improve their AI and pathing.
make them stay inside the engi's shield too if he has one up

earnest laurel
#

!feedback repost for @little barn

"commando should have a skin with a cowboy hat, it would really suit him"

little barn
#

!feedback make it so each player can only buy 1 item from a visit to the lunar bazaar

fading parcel
#

!feedback Based on the concept of giving Commando's roll immunity, here's a simple alternate skill suggestion

"Phase Dash" or "Phase Boost", however this would work in-universe
"Dash forward a short distance. You are are immune at the start of the dash."
Cooldown: 6s

Could perform a sort of "boost dash" or a leaping dive, making use of whatever it is that looks like thrusters on the back of the suit, along with blue "phase" effects like from phase round but over Commando to indicate immunity. Leaves you vulnerable very briefly at the end, rolling as you would normally

proper quest
#

!feedback

Short and sweet every 8 stages (after the first 8 ofc) add a extra 5 lunar coins when you obliterate

my reasoning behind this is the fact you gain nothing more than just keeping a good run when you keep going despite it getting harder and harder and you truly gain nothing extra at the end and it would cut the grind down a bit to just not have to constantly restart runs

little barn
#

!feedback Having a focus crystal in your inventory increase the damage done to yourself and to your allies while using hellfire tincture and glowing meteorite, while increasing onhit damage on you too, despite the Crystal description saying it increase damage dealt to enemies.

I don't think it should proc on yourself like that, espetialy with the description saying that it only proc on enemies. It become increasingly dangerous to carry these with one of the lunar equipement because of that, you could literally get hit once by your own meteorite and bleed out without having a chance to heal because of the
sticky bomb/bleeding dealing 3 time more damage than it should.

white trench
#

!feedback Instead of having enemies spawn in groups of a single enemy (I.E. 10 Wisps or 10 Beetles), Have a group of diverse enemies be spawned in. At the moment, having 10 Beetles spawn in on you isn't even an inconvenience as they can be fought on the player's time since Beetles are so slow, but having 10 Wisps spawn over you is always an annoyance since they all need to be cleared out or else they will quickly fill the skies and their ranged shots are much more likely to hit a player. Having a group of only Lemurians spawn on you isn't as much of a problem due to their ability to engage the player at range with fireballs and at close range with a melee swipe, but having more diverse sets of enemies spawning in at once allows players to prioritize enemies at the beginning of a run. If both Wisps and Beetles spawned at once, the Beetles could have a better chance to get into melee range while a player deals with Wisps.

unkempt iron
#

!feedback bring back the homing missiles from ror1 as a alternative shield loadout for engineer

leaden basin
#

!feedback for the engineers laser turrets, can they be commanadable. For example you can let ping to focus on a specific target eg. boss. also if possible to direct where they go and have a command where they can stay stationary so they will stay under your shield.

earnest laurel
#

!feedback Reposting cause it got buried.
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.

stoic grove
#

!feedback new engineer shield replacement: Engineer's jets form together to make a rocket launcher, with x amount of ammunition, somewhere around 20. The rockets deal minor damage, but have a lock-on system that locks onto projectiles, and either destroys them, like if it was a Lemurian flame, or needs multiple, like if it were a Vagrant homing ball. This would mean the crosshair for this is some sort of large box, locking onto enemies and projectiles the same, almost exactly like in the Drake tank from Destiny 2, it's alternate ability.

short flame
#

!feedback
Could host migrations be possible in the future?

fading parcel
#

!feedback Maybe Acrid's albino skin should give them a reddish glow in place of the usual acid-green, effecting not just their eyes but their mouth and claws, making them look kinda bloody, at least recognizably... But also, I think this would look kinda SWEET if you ask me!

little barn
#

!feedback "Quick Restart" button in the pause menu for prismatic trials

warm arch
spring violet
#

!feedback Rename REX's current mastery skin to "Autumn" or something and give him his old Smoothie skin

earnest laurel
#

!feedback reposting cause it got buried

Add idle animations to characters, for kicks.
Examples include Acrid going back to sleep, Engi tinkering with a mine, and Mercenary sharpening his sword.

@earnest laurel with more examples in #ror2-feedback-discussion 😃

vapid cipher
#

!feedback an new loadout idea for engineer. It will replace his turrets for one big one that has more hp. It will start off with a real slow rate of fire but with every certain % of damage it deals it will gain more fire rate until it fires at a rapid rate beating both turrets in dps. So they are weaker in the beginning but stronger later on upon using it

shut hazel
#

!feedback
Buff the range of Loader's default M2 so that her alt M2 is no longer a direct upgrade or reduce the range of her alt M2 (either way make it so the default M2 is longer than the alt M2)

misty barn
#

!feedback

I love the characters, but there is one thing I miss form the old risk of rain 2d rogue platformer. The sniper. Mechanics could be the same as commando, but with hire damage and lower fire rate. You could also add the temple as a map again! And the ever so annoying temple guardians! Just a thought. :)

vapid cipher
#

!feedback Have a different primary for Engineer, called the Service Pistol, where its very slow and does mediocre damage. But it starts speeding up slowly on each kill but upon 4 seconds of not getting a kill it will start losing its counters. Each counter could slightly increase attack speed, damage, and item chance, perhaps like 3% each kill? and you will lose 1 stack every 0.5 seconds upon not not killing something for 3 seconds.

cloud maple
#

!feedback have an extended hud showing attack speed, movement speed, dmg and etc. Think it would be nice just too know what you're at currently in the game. Would help alot with new players and think it would be nice at stage 20 to look at my movement speed breaking the charts

little barn
#

!feedback Change Engineer's TR58 Carbonizer Turrets to be always considered as Sprinting so they are affected by Energy Drink speed boosts. (doesn't change actual base speed)

ashen lotus
#

!feedback
My shield should impervious to all attacks including the beetle queens poison wasps and the stone titans rock punch. It doesn't make sense as to why it cant stop those attacks but everything else. The ground enemies can still walk through, ill take care of them, but any launched attacks from the bosses should be blocked by the shield. With the exception of the imp overlord since he can walk through the shield and smash attack anyway. At least his poison spikes are blocked!

little barn
#

!feedback allow acrid to scale walls, he has huge claws but can't scale walls 😦 it'd be cool and it'd be a cool way to reach enemies that can fly

river anchor
#

!feedback
The ground is burning
Stage 2, Overloading Elder Lemurians for a boss
Fucking really dude? Why can this happen?
Don't try and go Oh HuRr DuRr ThE dIrEcToR cAn OnLy PuLl FrOm LeMuRiAnS
So why the fuck didn't it make an ice elite lemurian horde of many? Why are overloading lemurians able to spawn sub 20 at all?
Why in god's name can they spawn at 10 minutes in

spring violet
#

!feedback hopoo can I have a hug plz thx

harsh star
#

!Feedback Item Suggestion: Robotic Relay (Green) Drones have a 4% (+2% per stack) To proc items for you

Explanation: Instead of the way Engineer turrets function, drones have a chance of triggering any item effect as if your the one who took the shot, or killed the target, so leeching seed would heal you not the gunner drone, you'd fire a missile from ATG, or Topaz broach giving you barrier
Medkit would trigger for you if your gunner turret takes a hit, or you'd shoot out razorwire or Genisis Loop when your healing drone takes a shot etc.

short flame
#

!feedback
Maybe being able to go into quick play with a friend or two, would be a nice feature.

copper temple
raven jacinth
#

!feedback
Lunar equipment idea

Full Moon Coffee - Increases all speed stats (movement, attack, etc) but you have a chance of death.
1st sip is free (0%), and each sip afterwards increases the chance by .5%.
The 100th sip would be a 49.5% chance of death.

The total probability to even reach that 100th sip is this, the chance of survival: https://crystal.is-pretty.sexy/8zChK8C.png
I'd like to imagine Newt just in his kitchen making coffee when he accidentally drops some tonic into it, causing this to exist.

merry imp
#

!feedback When in the info screen and using a controller on PC, disable left stick for moving the cursor and only allow right stick for that.

indigo tangle
#

!feedback
Add a retry button at the death screen.
For Co-op, allow it to be a vote, if tied, host's vote wins.

jagged heath
#

!feedback Just played your first game and had a blast with the Honor artifact when Elite Bosses had extra abilities depending on the elite. Can that come back in the same way you've created the overloading worm? New boss forms based off of an elite type, unaffected by Guillotine, with a neat new ability?

For example: Celestial Queen, A beetle queen that now flies around with Gossamer wings, in addition to cloaking and her other attacks.

Or an Infernal Overlord, a blazing Imp Overlord who's darts now create pillars of flame, in addition to his other attacks.

knotty night
#

!feedback at this point monster tooth is completely thrashed by another white healing item:
Meat.
Buffing MT wouldn't hurt. Maybe bump its initial stack to 10 health?

analog coyote
#

!feedback Have the Blast Shower equipment take all your debuffs and apply it to nearby enemies instead of just removing them from you.

steel wharf
#

!feedback Maybe suggested before but it would be cool to be able to customize skin colour palette, since currently it consists of 4 colours. The possibility to do so shoud be locked by the same challenge as it is now and colours unlocked or found in the world like log books

hybrid summit
#

!feedback Engineer is currently one of the most unique and interesting characters to play as but also very much the strongest having pretty much 3x the dmg compared to other survivors. The core mechanic is very nice to play as but the game goes very fast and easily into this afk non-gameplay because the turrets do all of the killing even on monsoon. Heres a few solutions to the R skill to keep the engineer mostly as is but giving a bit more depth to game play. #1 version of the turret would be the same but the turrets couldnt shoot into every direction at once by instead making them fire in a directional arch similar to TF2. The firing arch could be around 120 degrees so that with both turrets you could cover only 240 degrees if you were to place them in one spot. this would make the player think about the placement of the turrets instead of just placing them in the middle of the map and going afk. #2 version of the R would fire to all directions but with either less dmg per turret or with being able to place only 1 turret at a time. #3 would be the moving turrets but with a melee attack and the speed of the turrets scaling off the characters speed. (with path finding fixed or the turrets just flying or what ever would make this idea viable)

ashen lotus
#

!feedback I wanted to add on to @spiral fiber with his feedback.

"!Feedback It would be nice to command your Drones/Turrets/Engineer Turrets like you point with your mouse wheel click. Like move here or attack that specific target."
Make it so that when we arent using the mouse wheel to ping enemies, they just resume normal operation
just incase that wouldnt come up of course 🙂

ashen oar
#

!feedback Artificer M1 should restore charges faster based on attack speed. As it stands right now, it eventually becomes very underwhelming later on and Visions tends to just be higher in dps and proc chance.

toxic bay
#

!feedback
Alternate utility skill for engineer. Personal bubble
half duration as the current shield with essentially the same cooldown after duration ends.
Shield spawns in a small area around the engineer and is attached to him and his turrets. Essentially giving him a personal protection sphere.

I love the spider turretsn but the playstyle that follows with their use makes the engineers other skills feel a bit lackluster. I think itd be interesting if the alternates reflected the more mobile playstyle

worn delta
#

!feedback Alternate primary for Loader

A ranged punch attack that would work like the chain knife from Terraria. You punch further at the cost of less damage. Maybe 200% or so. The distance of the punch would be a fair range. If you miss a punch it flies past the enemy and returns to you. If you miss and it hits while coming back damage is still applied and it goes through the enemy. Your punches will be thrown at a slightly faster rate than knuckleboom. I think this could make Loader have a safer alternate play style.

plucky wigeon
#

cześć

marble kraken
#

!feedback Magma worms are not a threat at all, especially compared to the first game. I suggest stepping up their damage and making them more focused on rushing down the player instead of wandering around the teleporter hoping to hit something.

sharp warren
#

!feedback
Engineer idea 1:
Being able to choose what type of turret you have for either separately would be nice, allowing you to have 1 stationary and 1 moving, or 1 of whatever additional type is added afterward

(second will post after the cool down)

minor sable
#

!feedback Ifrit would be a great lemurian based boss

open tartan
#

!feedback speaking of Ifrit
Add +5% movement speed to Ifrit’s Distinction (and Wake of Vultures’ blazing buff), like Burning Witness from RoR1. Leaving a fire trail just doesn’t feel right without going a little bit faster, even if by only a small amount.

astral geode
#

!feedback To help monster tooth become more viable, return the mechanic from the first game, when after a short moment, the healing orbs dropped from monsters automatically come to you.

sharp warren
#

!feedback
Engineer idea 2:
To me, engineer's power budget is mostly in his turrets, and his left mouse feels very weak as the game goes on. The mines are interesting as they go along with his concept as a set-up character, but his LM doesn't facilitate that. An alternate LM that repairs turrets or shield would build into that set-up idea more

hybrid jolt
#

!feedback Give huntress an alternate primary that doesn't auto aim. (you can say you don't like it, but not all of us like only being able to shoot enemies close to us)
Edit: a crossbow for example.

paper tangle
#

!feedback Give immunity to Huntress while casting ballista, she becomes such an easy target for golems and airborne abilities if you decided to take your time while aiming. Causing you to take the shots super fast just to get on the ground quickly (with the risk of missing your shots lol) or simply risk dying since all the enemies with lasers laugh at you.

olive stump
#

!feedback
Lot's of Engineer talk as of late, probably due to the polarization in power levels in regards to his Skill options. On that train of thought, Engineer's Primary skill has long been discussed in terms of viable alternatives. His default Primary is fairly awkward to wield, although it is strong if you land most of your grenades. That seems to be the trade-off for the skill: difficult to use, strong if you land it.

As an alternative, we can look to another skill that the community has been asking for: Thermal Harpoons. It doesn't make much sense (to me, at least), to make Thermal Harpoons Engineer's alternate Utility skill, as that was already deemed unfitting by the developers seeing as we were given Bubble Shield to replace it. And this makes sense. There are few Utility skills in the game where damage is the sole or primary purpose of the skill, so giving Engineer Thermal Harpoons, a solely damage-dealing skill, as a Utility doesn't make much sense. This is where Engineer's alternative Primary skill comes in: give Engineer Thermal Harpoons as a primary. In my mind, they would work much the same way that Huntress's Strafe works. Homing projectiles around your cursor with a slow rate-of-fire (perhaps fired in a manner similar to Double Tap, where firing once shoots two projectiles) that deal less damage. With this skill, the trade-off is reversed: easy to use, but you won't be dishing out massive damage on your own. The functionality would be noticeably different from the default Primary, making it an interesting alternative, and it gives more credence to the "mobile Engineer" setup with the Spider Mines and Carbonizer Turrets.

short flame
#

!feedback
I feel the celestial portal should have a color change because I’ve had players and friends who has entered the blue portal by mistake because they look pretty similar, maybe black and white would be a cool color change to it?

teal mural
#

!feedback I think scrap launcher's reload should scale with attack speed. It just gets totally redundant later on.

crystal crane
#

!feedback
Scavenger really needs a few more items on his banlist, mainly those that kill you without any real counterplay (royal capacitor, preon accumulator, ceremonial dagger, tesla coil, AtG and Disposable Rocket Launcher). I think he's a cool inclusion, but currently overtweaked

brisk shale
#

!feedback I love that there's more and more dangerous enemies being added to the game that continue to be a threat super late into the run, but I feel like even the T2 elites, like malachites and celestines still fall off a little given the right circumstances and items in a run, and the new Void Reavers are only a major threat if you're specifically playing one of the melee characters, most others can kill them and not be in any danger. It would be great to see a third tier of elites, that stay extremely dangerous very late into a run, even if you have a godlike item synergy, because once you've hit the point of "everything dies around me without trying" the game is no longer fun past the journey of becoming a god. There could be an elite type that has a special type of shield, that only breaks after a certain amount of hits, and it stacks with other types of elites, for example:

This special type of T3 Elite would have a shield that broke after 100 hits of any kind ( actual number may vary, maybe it scales with the difficulty coefficient ). The damage of the hits does not matter, only the fact that it has been hit. After the shield is broken, THEN the elite can be damaged normally. This would stop the "instant kill everything" synergies, like royal capacitor builds, while still being killable by other means.

This type of elite would also be stackable with T1 and T2 elites. So you could have a shielded malachite, or blazing. It would take a TON of credits to spawn one of the double elites, i would think, because they would be extremely dangerous with the stacked multipliers of the elite damage bonuses.

Another type of T3 elite might be a sort of "red light green light" elite. If green light is on, you can damage it, but if red light is on, damaging it will instead heal it. This type of elite could also stack with T1 and T2, and would likely remain extremely annoying late game, since it would be literally unkillable half the time.

lofty pulsar
#

!feedback make backup mag work on both cooldown-based m1s and m2s
it'd make things like scrap launcher (never used) and eyes of heresy (only acrid takes it) more solid options

indigo tangle
#

!feedback
Allow non-portal boss enemies to receive bonus damage from Armor Piercing Rounds

teal mural
#

!feedback Significantly increase MUL-T's scrap launcher's blast damage to nearly if not the exact same damage as a direct hit. Additionally, make it apply on-hit effects like other attacks that can hit multiple enemies. This is because I feel that scrap launcher has the following problems: 1. Doesn't specialize in anything in particular since the AOE, which is supposed to be its main feature, is so weak, meaning you have no reason in particular to pick this weapon. 2. Is weak in general and 3. Scales way too bad into the lategame due to its bad synergy with attack speed. By buffing it in this way I believe it will 1. Be given a specialization - that is AOE 2. Become stronger, duh. 3. Would start scaling way better since on-hit and AOE becomes pretty important lategame.

lofty pulsar
#

!feedback make the scrap launcher STRONG but have a much longer reload

olive stump
#

!feedback
This probably won't be very popular, but here I go anyways.

Currently, there are 5 items in the game that mention armor (3 of which being use items), and only 3 items that give the player armor. This seems like a huge missed opportunity, as armor and interactions with armor are very interesting aspects of the game (especially now that items can be given to enemies, allowing them to interact with player armor). As one way of addressing this missed opportunity, I suggest that we revert Tougher Times to its function from the first game: that being, give the player X (I suggest 5 or 10) armor.

You might be wondering, "Why Tougher Times?" Well, here are my reasons.

  1. Stacking armor is much less a balance risk than stacking "miss chance". Armor has the balance advantage of being much slower to stack (meaning that you don't have to really worry about players achieving a 99% damage reduction at any point in the early, mid, or even late game) and being more interactable from enemies (this can come in the form of items or debuffs, allowing for new elite types to be added).

  2. It continues a previously established design trend in the game of having a weak, but static buff serve as a white-tier item, while having a stronger, but more conditional buff serve as a green-tier item. One example that exists in RoR2 now is Soldiers Syringe and Predatory Instincts. Making Tougher Times armor based would give it the matching green tier Rose Buckler.

  3. It doesn't make Tougher Times the one item exception of 57 Leaf Clover. Minor thing, but it seems strange that there is a single chance based item that is excluded from Clover.

  4. It wouldn't be one of the most broken items that enemies can be given. Currently, enemies in the Void or Scavengers with Tougher Times can be a nightmare to deal with. Making it simply an armor increase allows for counterplay with Shattering Justice.

  5. Hopoo can re-add the White Undershirt and all associated nonsense with it.

plain perch
#

!feedback The commando's reliance on damage and movement items to counter his low firepower and dodging capabilities should be addressed. Maybe either buff his special skill or add an extra dodge charge?

fringe depot
#

!feedback The Huntresses gameplay feels quite lacking right now. You just run around, hold m1 and wait for long cooldowns. Later in the run you just sprint around, hold m1, shift once a while and spam glave off cooldown. Despite having a 17s cooldowns both specials feel very lacking because you're "locked" in one position to shoot. It also contradicts with her identity which is fast paced running and attacking. Even if you fire your special immediately, the short delay is enough to kill you. That is why I am suggesting 3 ability changes:

1. Utility
Blink

Cooldown 3s/charge

Description: Disappear and teleport Forward. Can store up to 3 charges. Can be used while sprinting. (Like the current default blink but short)

2. Utility
Retreat

Cooldown 7s

Description: Disappear, teleport forward and gain Invisibility for 3s. Cleanse all negative Effects. Can be used while sprinting. (Old blink+Stealthkit+cleanse. She could throw her cloak over herself as the animation for hiding)

new Special:
Quick Draw

Cooldown 4s

Description: Fire an Energy bolt, Dealing 500% damage. If Quick Draw hits a target reduce every skill cooldown by 2. Can store up to 3 charges.

The new special should be like a snipe shot that just shoots directly and reward a cooldown reduction when it hits a mob. With her blink it could make the huntress feel much more like a hit and run character. It would reward good aim and has a much higher skill expression when used correctly. Just hitting all 3 shots in rapid succession (+1 shot from reset) would also just result in 2000% damage compared to the (3*900% dmg) from balista.

What do you guys think about this kit? I think it would be pretty fun to blink around and shoot mobs. Her high mobility would also make sense because she has little hp to work with. Later in the run the special wouldn't be a dead key and reset mechanics allow for good macro plays. Pretty sure very satisfying to master.

winter trellis
#

!feedback maybe make the level picking at the lunar shop only cost 1 lunar coin instead of 3? I feel like 3 is a lot just to choose a map when it has a 50/50 chance of being that map anyway.

lofty pulsar
#

!feedback just make it free, it's not a big deal and you've already paid to enter the bazaar

narrow willow
#

!feedback not sure if it's been suggested before, but add an item that increases the range of the red teleporter zone. Later in the game, movement speed increases and enemies become a lot more dangerous, so it becomes super dangerous to stay in the same area, not to mention, teleporter bosses tend to die pretty fast or at least before it reaches 99% so it can also become a bit dull waiting in the small area. Make an item of green quality to increase the zone size. I suggest green so that it won't be too easy to stack and completely nullify the teleporter zone mechanics, but it's at least decently attainable and not a waste of a red since I don't think it would be strong enough as a red.

stoic grove
#

!feedback The Huntresses gameplay feels quite lacking right now. You just run around, hold m1 and wait for long cooldowns. Later in the run you just sprint around, hold m1, shift once a while and spam glave off cooldown. Despite having a 17s cooldowns both specials feel very lacking because you're "locked" in one position to shoot. It also contradicts with her identity which is fast paced running and attacking. Even if you fire your special immediately, the short delay is enough to kill you. That is why I am suggesting 3 ability changes:

  1. Utility
    Blink

Cooldown 3s/charge

Description: Disappear and teleport Forward. Can store up to 3 charges. Can be used while sprinting. (Like the current default blink but short)

  1. Utility
    Retreat

Cooldown 7s

Description: Disappear, teleport forward and gain Invisibility for 3s. Cleanse all negative Effects. Can be used while sprinting. (Old blink+Stealthkit+cleanse. She could throw her cloak over herself as the animation for hiding)

new Special:
Quick Draw

Cooldown 4s

Description: Fire an Energy bolt, Dealing 500% damage. If Quick Draw hits a target reduce every skill cooldown by 2. Can store up to 3 charges.

The new special should be like a snipe shot that just shoots directly and reward a cooldown reduction when it hits a mob. With her blink it could make the huntress feel much more like a hit and run character. It would reward good aim and has a much higher skill expression when used correctly. Just hitting all 3 shots in rapid succession (+1 shot from reset) would also just result in 2000% damage compared to the (3*900% dmg) from balista.

What do you guys think about this kit? I think it would be pretty fun to blink around and shoot mobs. Her high mobility would also make sense because she has little hp to work with. Later in the run the special wouldn't be a dead key and reset mechanics allow for good macro plays. Pretty sure very satisfying to master. (REPOST FOR FLAZE

reef blaze
#

!feedback

Achievement: Into the Void

Complete Void Realm in Monsoon difficulty. Unlocks [item] (whatever it is introduced in upcoming updates)

Note: Yes, it is a Black Sabbath reference.

cyan helm
#

!feedback Make Mercenary's Sword Red for the Oni Skin? Note: Would make the Oni skin even better

plucky fern
#

!feedback Okay yall dudes hear me out. We have the Glass artifact as a Lunar Item. So what about Distortion?

<insert creative name>
The damage of your abilities is now multiplied (insert number) BUT one of your abilities is locked for every x minutes. Stacking this item would do all or some of:

  • Locking more abilities until only one is available
  • Reduce/Increase the time of an ability being locked
  • Increase damage multiplication maybe?

It would make Distortion a harder challenge but also give something good to it instead of just a downside

pale salmon
#

!feedback
Lunar item 'Misshapen Glass'.Single use equipment. Upon use the item is consumed and you are given a 'Misshapen glass' item

An item that doubles a random stat and halves a random stat when used. The two stats could be selected at random at the start of a run (each different player could have different stats selected) and you will be told what those two stats are in the item description that appears upon picking up the item, that way you wont have a situation where it feels like you just crippled yourself by using it

unkempt relic
#

!feedback
An idea for a new alternate special skill could be a 30% buff to attack speed and a 20% increase to damage. Also maybe increase other stats or decrease them to balance it. Make the buff last for 7-10 seconds and cooldown for like 30 seconds. Not for any class in particular but it seems like a cool idea

granite siren
#

!feedback Void Reaver's on-death explosion should override any Dio's Best Friends the player has. Getting "DETAINED UNTIL THE END OF TIME" isn't quite as ominous when it can be prevented by a stuffed hippo doll, is it?

short flame
#

!feedback
Small idea which is to make markers and player names more noticeable and popping out, mostly player names because it’s difficult to find them when I’m trying to heal them.

tawny crypt
#

!feedback Please fix Brass Contraption corpses trapping melee characters in endless melee attacks! Just had a run where I got caught in a Contraption corpse as Loader and died to a swarm of elite Beetles... Thankfully it was in multiplayer and was hilarious, but... still.

winter trellis
#

!feedback it would be cool if you pick up a duplicate item, for example a second frost relic, it would tell you what it does when stacked.

vital belfry
#

!feedback

Add Carrara Marble from the first game. It would help travel long distances if they don’t want to travel across the map (meaning they place the item, go across the map and then use the item to spawn where the item was placed to cut down on time)

languid hollow
#

!feedback

I think it would be neat if multishop terminal could spawn with the three varieties chests can now spawn with: Damage, Healing, and Utility.

hidden geyser
#

!feedback Please add host migration. I’ve had so many god runs ruined through game crashes or lagging out. 😦

jade obsidian
#

!feedback
With 4 people in a lobby, it's hard to see smaller characters in the back when people in the front select larger characters. Maybe alter the camera angle slightly so it's always clear what everyone has picked before the match starts?

little barn
#

!feedback
Monster tooth pickup radius increases with number of stacks

loud valve
#

!feedback what if in the game Risk Of RAIN 2 the harder the difficulty gets the more rainy it becomes, so hahaha difficulty would be a "monsoon" but at the beginning there would be a little bit of "drizzle"

supple kelp
#

!feedback
It's a small thing, but I think having scavengers that have wax quail should actually use it, and hop around to try and get to you instead of just walkin

odd dagger
#

!Feedback Elite aspects as they are now, don't really do too much to help. Given how rare they are and how you tend to have a setup of a good use item going by the time it finally drops, it's not really a great idea to pick them up.

Ifrit's Distinction is fine enough, which is the only exception, as it straight up increases your damage output.

Her Biting Embrace basically becomes an ad-hoc chronobauble which doesn't even work on some enemies.

Silence Between Two Strikes just kind of screws your OSP over and gets you killed (Even though it also increases your DPS).

M'Kuhana's Retort is practically a run ender in some ways (At least for me) because the extra spikes everywhere just confuse you as they don't look any different, and only 2-3 enemies even have the ability to heal anyway, which it doesn't work properly on some.

I cannae make a proper suggestion on Spectral Circlet, because of my heavily limited experience on it.

I suggest we add slight extra boosts or just tweaks on some, so they become an actual thing you'd WANT to pick up. I suggest:

-Blazing aspect: Stays how it is, with a minor but percentage based boost to health.
-Glacial aspect-The frost effect slows enemies a little more, while being able to affect things like greater wisps and firerate, so it actually helps, alongside a similar small health boost.
-Overloading aspect- Health and on-hit effect stays the same. But the regen rate of the shield increases and begins recharging faster than a shield regularly would, so it makes taking it less risky.
-Malachite aspect- As this is exponentially rarer than the first three and can only spawn by the point you already have lots of items anyway, I suggest this becomes stronger in general. The malachite poisoning effect should be the same, but just.. Work properly. The spikes should be given either an outline or a different colour, so it doesn't confuse you. And possibly an immunity or a 50% by-pass to malachite poisoning yourself?

muted raft
#

!feedback
"Some characters already have a theme going on with some of their skills, and I think it would be neat if there were more alternative skills to the point of filling all the skill slots with the themed skill.

And as a bonus for beating the game (Like how you unlock the current skins) with the skills you'll get a themed skin to go with it.

Such obvious themes including: Artificer (Fire, Ice, Lightning) Rex (Robot, Plant) Engineer (Defence/Stand-still, Offence/Mobile)"

(My friend asked me to drop off this suggestion on his behalf)

shell nebula
#

!feedback the feedback command should be changed to !idea as we are mostly submitting ideas, not feedback

hazy iron
#

!feedback When Acrid has Brainstalks active, it'd be nice if there could be more than one instance of Epidemic flying around. As it is, if you shoot another one while previous hasn't hit an enemy and started spreading yet, the previous one will be cancelled.

neat cobalt
#

!feedback there should be a way to team vote to kick someone in groups of 3 players or more. I've had games where people go afk just because "I don't want to play but I still want the skin".

tired tendon
#

!feedback more types of difficulty im tired of speed running in monsoon and the inability of the enemies to kill me on rain storm and drizzel bores me cant i have a slow paced run with high damage enemies to watch out for

little barn
#

!feedback Make ennemy elites projectiles/golem lasers, have a slightly different color depending on the elite type who's firing it.

It would clarify messy fights, and tell you if there is an elite trying to launch you into another galaxy in your back while you're focusing down the boss.

gritty haven
#

!feedback
Readd back the broken Jetpack green item from ror1
(For those of you that don’t know, just think headset but with a slight fall damage reduction)

brave kraken
#

!feedback Clay Templars have unexpectedly large effective ranges for their primary attack. With Nail Gun having as much dropoff as it does, one would expect templar fire to become a tickle at worst once you're very far away. Just to clarify; Templar's do not need a nerf, just maybe lower their long range damage and increase their short range damage?

restive citrus
#

!feedback
So, Vagrant's nova. Probably the most infamous attack in the game due to how bullshit it can be to find cover in order to avoid it. In fact, newer players may not even know how to avoid it in the first place; I for sure didn't know how to do that when I was first starting out and had to be told by friends on how to avoid it.
I have a proposal for a solution. To put it broadly, Vagrant needs to provide cover when doing the nova attack. For example, perhaps Vagrant could have chunks of rock levitate out of the ground around it? Again, just an example, but I feel something of the like would help make the attack less far bullshit in certain scenarios along with teaching the player on how to evade the attack.

stoic grove
#

!feedback a modifier that makes all projectiles have a 5% chance to be reflected back to the user, maybe a name like Mirror Of the Red Plane, unlocked after killing 10 imp overlords in 1 run or smth like that, pay atteniton to the idea, not the unlock when reading this pls.

reef pollen
#

!feedback A survivor with is perfect for long range fights (opposite from close range survivors like warrior).

unkempt iron
#

!feedback add chef as a survivor and bring back the Ancient Scepter

little barn
#

!feedback (sorry if this has already been suggested)

Make H3AD-STv2 stack for radius instead of cooldown. Just imagine, a mega-stomp that hits a bunch of enemies, triggering all your other items and starting off a massive chain-reaction! It'd be awesome! (Besides, the cooldown reduction is practically meaningless...)

subtle gale
#

!feedback Currently, an online run can be totally ruined because the host of the game leaves. Host migration would easily fix this, but I've heard rumors that it is supposedly really hard to code into the game.

With that in mind, maybe there would be possibility for the player to CHOOSE to host a game in Quickplay.

This way, if someone is planning on doing a really long run it doesn't get screwed over by the people who have less time to play and decide that they want to quit and ruin the whole run for everyone in the squad.

I'm not that versed in coding(yet) so I can't say for sure if it is easier to code, but it seems as if it would be able to at least reduce the number of run-ruiners.

little barn
#

!feedback
A concept for a Scavenger boss item

Scavenger's satchel:
A rare drop from scavenger bags, when picked up it spawns a small, friendly baby scavenger that has it's own item pool, and gains an item any time you do, but also gets them taken away if you have items removed (Ex: if you collect a white item, they get a random one, but if you print one, they'll lose one, then gain a random one back)
The scavenger will start with as many items you have at the time, making sure that they don't fall behind

If one of them dies, they will respawn next stage without gaining the items you had collected during their death

stacking increases the scavenger's base health and regeneration

Everyone has been talking about companions/drones inheriting items, but now that scavengers are in the game, i feel that this would be a nice alternative (if not very rare)

dim hamlet
#

!feedback

Brainstalks should not use up ammo charges. It is really annoying that you cannot use Artificer's M1 or any skill with multiple charges (from backup magezines or the hardlight afterburner) after spamming it with brainstalks.

toxic bay
#

!feedback
It would be really cool if once you collected a monster's log you could fight them in a training arena of sorts. would be super cool to be able to fight individual monsters to practice their patterns, especially bosses.

short flame
#

!feedback
Would be cool if they added an option to change the soundtrack for the main menu, logbook and in lobby from a soundtrack list in the game, this maybe would be better when they add more soundtracks to the game later on but it’s just an idea.

whole tundra
#

!feedback
Please add quick restart button for Prismatic trials. If not only for people trying to do the mercenary unlock, but for people wanting to optimize their speedruns for the trials. Just annoying to spend 10-20 seconds each time restarting and makes me want to quit early even if the seed is good

forest mason
#

!feedback
Maybe make Strides of Heresy either add less than 3 seconds per stack, or not increase that linearly? It's really annoying having this, having to use it, then having to wait a long while to keep on playing.

queen gyro
#

!feedback I think I am not the only person to run into this, but if a scavenger gets specific items it becomes essentially un-killable. In my case, one had obtained a foreign fruit and would just heal itself to full when it hit about half health. If I had had insane dps I probably could have killed it, but it really sucks to run into that on your average run. In this case, I was lucky because this particular scavenger was not the stage boss. If it had been I would have essentially been soft-locked for the rest of the game (barring quitting/letting my self die). I do not know if removing items from their possible item pools is the correct solution, but something should be done as they feel extremely unfair to fight when they are essentially invincible.

opaque locust
#

!feedback
many people are upset with the current state of OSP so i have a solution. a new item, it essentially does what OSP does now but a better buff. when you get one shot, it gives you a shattering sound and invincibility for a fraction of a second to stop multiple instances of attacks. i think it should recharge like shields, 7 sec no damage? if thats fair.

short flame
#

!feedback
Small idea, but I think they should make the Elder Lemurian a little more cooler looking and scary, I would like his eyes to look more like he’s angry and have a little bit of flames coming out his of his mouth, to give it that menacing look.

tough pendant
#

!feedback Sandbox Mode

A lot of people have suggested it, but it seems a bit like immediately getting a Powerful Run. That's not fun, so let's limit it.

  • Only allowed to use stages you have environment logs for.
  • Only allowed to spawn enemies you have monster logs for.
  • Only allowed to use items you've picked up.
  • Nothing can be unlocked, no achievements can be gotten.
  • I don't know how elites would work, but I would suggest increasing aspect drop chance slightly and making it so having picked up the aspect would allow you to spawn that elite.

Another problem comes with stacking items. It shouldn't severely limit you, but it should still limit you. Here's how to fix that.

M = 2H + ( ( T / 100 ) * R )
M = Maximum stack of a specific item
H = Highest stack of that specific item in one game
T = Amount of times you have picked up that item
R = Rarity multiplier

  • R = 25 for Red Items
  • R = 5 for Green Items
  • R = 1 for White Items
  • R = 20 for Boss Items
  • R = 20 for lunar Items

The result (M) will be rounded down.

EDIT: Shift didn't work once.

quasi rivet
#

!feedback
A separate game mode where the level doesn't change. It just puts you into a fairly sized disc-like arena and constantly spawns tons of enemies. Chests will drop down from the sky at intervals (such as leveling up, killing bosses, etc.) Every few minutes or so, a boss will spawn that has a health bar up at the top of the screen. You just keep going and going and goin until eventually you die.
I'm also thinking to make it more interesting it could scale difficulty faster than the regular game. Essentially I'm just thinking it should be a chaotic arena full of enemies as you and your friends desperately try to stay alive.
Edit: spelling error

bold carbon
#

!feedback the radar scanner should temporarily reveal invisible enemies

brisk thistle
#

!feedback Not sure if this has been suggested before, but to me it sounds kinda interesting. How about an item that increases range? (Things like AoE range like REX’s M2 as well as more generic range like the damage falloff of commando’s pistols and huntress’s bow targeting range)

stray wyvern
#

!feedback providence skin for mercenary

neat cobalt
#

!feedback in the role assignment add an NA EU OCE option

spring violet
#

!feedback Make ATG missile deal base damage, and not total damage from the attack. Sounds dumb, but I feel like ATG is the best green item. Downvote this if you really want to, but we should move from being glass cannons to reliably defensive and offensive characters without the heavy need of luck-based burst damage to kill an enemy before we get hit.

winter trellis
#

!feedback What if when a prismatic trial ends, and a new one starts, we could view the replay of how the fastest person got the time? I would be interested in seeing others' strategies in certain situations

surreal oracle
#

!feedback allow item drop to share!!!!

minor sable
#

!feedback This would be an amazing QoL change: Make commando not break sprint after rolling. Please maintain sprinting after using a utility ability such as Huntress Blink, Mul-T transport, Loader Shift, etc. After playing for some time it ends up hurting my fingers spamming ctrl and ends up like a chore to use - especially noticeable after playing Acrid (who feels so much smoother). This is something that would actually make me play characters like Commando and Mul-T and I'm sure others would agree.

vernal cosmos
#

!feedback terminals cant spawn with more than 1 of the same thing

wooden edge
#

!feedback
When your internet dies and your hosting a server it should keep you in the game instead of returning you to the main menu, i don't know how you would do that but it's not fair to lose multi-hour games because your internet was stupid

spring violet
#

!feedback Ceremonial Dagger, a very... VERY... strong red item. Maybe not the strongest, but certainly incredibly powerful. I propose a rework to how the damage works. WAIT WAIT.... hear me out. Don't downvote it just yet...

The Ceremonial Dagger should deal damage based on the killed enemies max HP. This makes enemies that took no time at all to kill not give such a huge payout, but bosses or tougher enemies do give larger payout on death, as they took longer to kill. For example...

On kill, summon 3 daggers that deal 3 x 15% (+15% per stack) of killed enemies max HP as damage. (Numbers are placeholders).

EDIT: Also technically a nerf to Scavengers with Daggers as now they deal less damage to the player from the lil blob dudes Mask

little barn
#

!feedback bring back smart shopper and ATG attack missile mk2 change nothing about them

snow saffron
#

!feedback Corpsebloom - same concept—double healing over time—but instead of banking all healing received and feeding it to you based on what your max health is, every burst of healing is applied in 5 ticks per second over 2^n seconds, n being the number of corpseblooms you have.
Examples:

  • 200 healing with 1 corpsebloom (200% healing): healing is received in 10 40-HP ticks (200 per second) over 2 seconds for a total of 400 healing.
  • 200 healing with 4 corpseblooms (500% healing): healing is received in 80 12.5-HP ticks (62.5 per second) over 16 seconds for a total of 1000 healing.
lethal yoke
#

!feedback Have any movement based skill not cancel sprinting. Playing characters like commando and huntress can get real annoying after a while

olive stump
#

!feedback
Chronobauble has generally been considered a very poor item. However, after picking up said item, and facing a Void with Goat Hooves integrated into the monsters, I've come to look at Chronobauble in a (slightly) different light. While I will certainly agree that the item is underwhelming, part of the reason that it is so underwhelming is the fact that there are currently very few fast enemies in the game. Most enemies either move very slowly and predictably, or hardly move at all (such is the case with most bosses). I feel that if faster moving/more mobile enemies were added to the game, such as Clay Men, Children, Mechanical Spiders, and Evolved Lumerians, Chronobauble would at least feel a bit more impactful, as it would actually effect more monsters in the game.

vestal remnant
#

!feedback remove brass contraptions and clay templars from horde of many

short flame
#

!feedback
Add being able to access the logbook while in game and in lobby.

feral seal
#

!feedback Acrid's melee attack give him armor. Right now there's no reason to play acrid as a melee character, it's just to risky for him; especially in late game. Giving him armor for hitting with his melee will let him exist beyond visions of heresy which is practically mandatory for him.

torn maple
#

!feedback Have Mercenary's Slicing Winds work as an alt M1 instead of an alt R. Nerf the damage and range a bit to compensate. The loss of default R's utility (mobility, I-frames, multiple hits) is nowhere even close to being made up for with what Slicing Winds has to offer.

little barn
#

!feedback being able to acess the options while waiting in a lobby

serene solstice
#

!feedback
There's been lots of discussion about ways to give drones items. I present my idea:

Drone Upgrade Kit (Green)
Each purchased drone or turret inherits the last 1 (+1 on stack) item(s) you picked up.
After purchasing a drone or turret, you must pick up another 1 (+1 on stack) item(s) before this can occur again.

(The second line is for balance reasons; it prevents players from just giving every drone on the map a BrilliantBehemoth)

long shuttle
#

!feedback
Mul-T should explode on death instead of ragdolling around MULT

dim hamlet
#

!feedback
Rework of Mul-T's Gotcha! achievement:

Mul-T: 'Ignoring Protocal': Kill [x] bosses with the Rebar Puncher while within a <10 meter radius.
Completing this achievement unlocks the Sawblade as normal

lilac echo
#

!feedback
Just some QoL change:
Add an option for an arrow on screen pointing to teleport boss(es). Since sometimes you get boss(es) and regular mobs mixed up or/and boss(es) spawning in places behind the wall and floors and etc.

stoic grove
#

!feedback artifact idea: Wormholes randomly appear around the map every 20 seconds, and pull allies and enemies in at twice the speed of Primordial Cube, but last one second. Just thought it'd be a fun thing, to imagine it, just random warpholes, and this benefits everything, as you may get pulled in and get shotgunned to death by a scav, or they may get pulled in (More likely), and you could land that godly loader punch.

long shuttle
#

!feedback
I read that "Top 10% of players" rewards from prismatic trials aren't going to be a thing due to hackers.
What if the goal was something like "Beat this prismatic trial under X minutes"? [||It could also be "Kill X enemies" or "Reach x gold" or "Survive until X time", which could even rotate with the trial itself, but this would stray away from the original idea too much||]

Said goals should be set and decided so that good players can do them consistently (For example, I think good speedrunners will always find a way to complete it in under 5 minutes), however other players will be able to get them with enough tries, or a good seed (Like the ethereal achievement).
This way there isn't a need to set a goal every week. Cheaters will still get them, but at least everyone will be able to get the rewards, too.

paper sentinel
#

!feedback multiplayer respawn teleporter type event to revive someone who has fallen

steel cobalt
#

!feedback Allow motion blur, it's so pretty and I am very confused as to why it isn't a base option in the game and you have to activate it through command...

earnest steppe
#

!feedback

It would be nice if H3AD-STv2 can get some adjustments like the radius can be bigger depending on how high ur falling or increase radius per stack instead of recharge cool down

And giving it proc coef will make it great too (does not have to be 1) , it can literally go from the worst red item to one of the best with this change.

snow saffron
#

!feedback Make it where you can't get spinel afflictions in the bazaar if you have Spinel Tonic with Gesture of the Drowned.

sharp warren
#

!feedback
Transformative equipment would be a cool idea. During the pre-launch dev blogs, there were ideas shown like playing as monsters (the Golem was the example). Whether that's still a planned feature or not, Equipment that lets you temporarily transform into either something like a Golem, or something unique, would be fun. Maybe they could be a small percentage drop from enemies like the elite aspects are

harsh ore
#

!feedback
Mixing and matching color schemes could be a cool way to add more customization. There are probably a few different ways to do this, but here's my idea:

When achieving mastery on a survivor (obliterate on moonson), in addition to unlocking their own special unique skin, you can use that survivors color palette on others. Say you achieve mastery on Loader, after that you can select a blue skin for any other survivor: Rex, Huntress, Artificer, etc.

winter trellis
#

!feedback If you get one of those aspects of the elements from elite monsters, for example Ifrit's Distinction, you should gain immunity to that element. I don't think this would be OP necessarily, given the extreme rarity of these items

narrow epoch
#

!feedback
item that gives armor when below a certain amount of health
so you're less likely to die to bleeding or burning
and also less likely to die before genesis loop can fire

bold summit
#

!ideas
i would kind of like bandit to make a return i think his kit from the first game would be nice for a combo user due to the fact that that no other kit works like his would if you pulled it from the first game

frank plinth
#

!feedback for @bold summit
i would kind of like bandit to make a return i think his kit from the first game would be nice for a combo user due to the fact that that no other kit works like his would if you pulled it from the first game

misty barn
grim spade
#

!feedback
Showing effect of items/upgrades before pickup, it would be especially useful for lunar items/upgrades since most of them have some negative effect too. It doesn't need to be like "attack speed +15%", it can be just "attack speed up"

winter trellis
#

!feedback an achievement for killing the bazaar newt?

subtle maple
#

!feedback
Increase the spawn rate for mountain shrines on Rallypoint Delta and Scorched Acres. I cannot recall a time where I've EVER seen any spawn on those stages.

unreal quarry
#

!feedback
an item that only drops from hordes of many, that creates 3 clones of your character during a teleporter event that can't do damage, but tank damage until they're destroyed, with half of the player health pool as their health.

nimble elbow
#

!feedback most of the skills in the game are acquired through things that are within control of the players, in spite of this, there are a few skills left completely up to luck which makes them frustrating to unlock. These skills are
-engie's alt turrets (although this one is less bad cuase turrets and beetle queens can be found through a playthough)
-Mult's saw (which although there is a garented preon requires you to hold on to it until and imp spawns)
-Mult's launcher (which relies on two beetle queens spawning)
and the worst offender
-Rex's new shift (this one requires you to get to stage 2 (in any loop), get the 50/50 chance or pay a lunar seer in order to get to aquaduct (which might not show up if gilded coast is an option) and then dunestrider has to spawn AND be in a location where you can push him into a pit)
it would be nice if these were addressed to make them less luck based
edits: were me being awful at formatting and spelling

pastel tendon
#

!feedback tougher times and Dio's best friend plushies!

grave plaza
#

!feedback Switch the skills unlocked by huntress from One Shot, One Kill unlocking Phase Blink and Piercing Winds unlocking Ballista to the other way around. It really seems like the achievements were switched

ivory geode
#

!feedback
Ability to bind 2 hotkeys to a single skill/function.
IE, R and a side mouse button, for the ultimate
Picture stolen from fortnite for example.

teal mural
#

!feedback Make banner also spawn on the teleporter when activated

tired marsh
#

!feedback To make bustling fungus more viable for ANYTHING other than engi turrets, there could potentially be a reduced healing effect on walking rather than being forced to stand still for heals. Otherwise fungus is functionally obsolete on monsoon/late game.

harsh star
#

!feedback No enemy should be completely immune to item or ability effects, even if they're somewhat resistant completely nullifying items & abilities shouldn't be part of the game
Examples & potential fixes:
Stun Grenade & other stuns - Currently they don't work on many boss enemies, a suggested fix: allow it to interrupt certain attacks, Titan's mega laser if you stun them, it doesn't "stun then" but cancels the laser beam, this would aid dramatically for characters like commando, with a extra tool to dodge undodgeable attacks
Artificer's Freezing - Again, it doesn't function for bosses and strong units, at the very least it should do a little extra damage to immune targets, and at most have the reduce HP effect trigger for a moment (to check if they die)

strong shale
#

!feedback It'd be great for the switch version to have a slider for type size. It's readable while docked on the big screen, but while hand-held the words are too small to read comfortably.

snow glacier
#

!feedback Blast Shower feels very useless as you can just immediately have a negative effect applied to you again. I feel that it should also apply immunity to negative effects for a few seconds.

minor sable
#

!feedback Give the door of the escape pod a hitbox so when you kick it out it can kill enemies

fleet vigil
#

!feedback With the inclusion of level variants, each stage should have about 2-3 variants in order to keep the runs varied.
Example:
Abandoned Aqueduct
AA Variant 1
AA Variant 2
AA Variant 3

shy wedge
#

!feedback Add voicelines and one-liners for characters to add to the character and personality to them. :)

modern scarab
#

!feedback Add native voice chat. The game needs it, especially when you need to let someone know that you need items so they don't end up hoarding all the items.

ashen lotus
#

!feedback Not sure if this has been said already, but GIVE ACCESS TO THE PLAYER LIBRARY MID-GAME! Helps us to look over challenges and unlocks without having to quit the run! 😄

patent basalt
#

!Feedback Characters based off of some enemies. I'd love to see a void reaver type of character, a playable lemurian, and even an imp. Challenges to unlock could be directly related to the enemy itself or its boss variant.

real bobcat
#

!feedback (PS4) ever since skills 2.0 update, im not seeing much rusted, or dirty, chests. all the chests i ever grab now are just regular or clean blue chests. not much details as compared to it in most of the pc gameplay i watch. plus the small to medium sized trees in scorched acres; never see them.

short flame
#

!feedback
Have the players health bars separated from the drones/minions health bars in multiplayer. And also again,have us be able to access the logbook while in-game and in-lobby.

shell solstice
#

!feedback

so later on in the game it just becomes a game of many entities can your computer handle before crashing. Im am not completely against this but i feel like there should be less of a emphasis on amount of enemies and more of just harder enemies.

prisma harness
#

!feedback
Ghor's Tome is a fine early-game item, but becomes pretty useless later on. What if it did something in addition, like have the treasure have a chance to give you stat boosts or something, or maybe have the treasure have a small chance to be lunar coins, something that would make it a little more satisfying to get, and better late-game, because all of the other devs have relatively strong items to go with them, Ghor should too.

paper gorge
#

!feedback Add a lunar item which amplifies healing when walking and standing still, but disables healing when sprinting. This item has a real tradeoff in that it puts you in peril when trying to escape danger, but leaves you better equipped when using your base movement to evade damage.

quasi rivet
#

!feedback Can something be done about Slicing Winds? It is currently the hardest and most underwhelming skill in the game to get. Change the achievement, buff the move, or just change the move entirely, whatever just do something to make it better than it currently is.

hazy iron
#

!feedback How about a Lunar Item that lowers the proc-coefficient but increases the effectiveness of the procs? Or inverse, raises the coefficient but lowers the effectiveness?

white carbon
#

!feedback REX needs to be available on Siren's Call as well as Abyssal Depths. I've been trying to help a friend unlock him but we haven't seen Abyssal Depths while carrying the fuel array in close to 25 loops, it's been Siren's Call almost every single time. Stage weighting also needs to account for the fuel array.

plucky fern
#

!feedback In multiplayer maybe have some thing next to teammates healthbars that shows their buff/debuffs? So if a friend gets malachited or has 20 stacks of fire we know they need help.

quasi rivet
#

!feedback In addition to the suggestion above, maybe they could get a little icon next to their in-game name? Sure this could get a little cluttered, but you could just have it as an option in the settings. In my opinion, a little clutter is perfectly fine for the tradeoff of seeing whenever my friends need help.

vernal cosmos
#

!feedback lunar item that decreases damage at high health, but increases damage at low health
maybe something like 100% is 50% less damage, and the closer you get to 0% health its 50% more damage, with every additional stack increasing the damage increase/decrease
Stacking would work like so:
50%*150%^(n-1) increase.
100%-(50%/n) decrease.
n is number of stacks

real terrace
#

!feedback An Item Preview section in the survivors tab on the logbook. This would not only be a nice QoL change, it'd allow players to see what characters look like with different items equipped in more detail, since the third person perspective abstructs the beauty of certain lovely placements. Having tabs to swap between the item section and the notes/lore section would also be ideal so that this particular feature doesn't get in the way of the lore. If you haven't collected a certain item with that character, it will be greyed out on the menu until you do collect it. If you have an item selected, it will light up on the menu. Ideally, you could select multiple items to preview. I did not include them in the mockup, but the extremely rare Aspect items (Her Biting Embrace, Ifrit's Distinction, etc) would also be a welcome inclusion here, seeing as the appearances can vary greatly between them, and fans likely want to see them in all their glory.

outer ginkgo
#

!feedback
a death cam that would allow you to watch how you died. bonus points if you can move the camera around and slow the footage down

junior shuttle
#

!feedback Can we have language selector in switch version? I dont really like those strange fonts and words out of frames in Russian version of game, but it automatically matches my console language.

hazy totem
#

!feedback
a reset button for the prismatic trials would be nice (especially for the mercenary challenge)

tacit hinge
#

!feedback in multiplayer, have the player icons on the left match the skins each person is using

prime pagoda
#

!feedback

It would be nice to get some developer thoughts on certain bits of feedback. We see a lot of duplicate ideas, but it feels as though nothing ever comes of them. Some, but not all, of these repeated post include:
-Maintaining sprint after movement abilities
-Chronobauble buff/rework
-Quick restart, mainly for prismatic trials
-Random character select
-Method of obtaining items that fall off of cliffs

It would be nice to have an understanding of why certain ideas have been excluded from the game up to this point, and hopefully it would allow more variety in the feedback channels.

outer ginkgo
#

!feedback
some sort of red item that would increase the grab range of pickups would be nice. these include bandolier drops, those little chunks of gold, and the green health orbs from monster tooth necklace. having the item would make them gravitate toward you, so you dont have to go out of your way to pick them up

obtuse imp
#

!idea Risk of Rain 1 or 2 on mobile

dim hamlet
#

!feedback for @obtuse imp
Risk of Rain 1 or 2 on mobile

plucky fern
#

!feedback Going off above

RoR Idle Game for Mobile Mask

topaz dome
#

!feedback Mercenary's Slicing Winds.

A lot has already been said about it, but it's insanely difficult to get, with recent methods involving the Tesla Coil/Topaz combo, and the current Prismatic Trial being Shaped Glass and Preon.

But even with that difficulty, by the time I finally got it, I found that it was quite underwhelming. Eviscerate benefits from invincibility and can constantly improve through attack speed bonuses, making it something that only gets more deadly as more things want to kill you. Slicing Winds, on the other hand, didn't seem to provide any advantages over Eviscerate. The achievement and the move could both benefit from a change, not just one or the other.

earnest laurel
#

!feedback have a challenge pop-up.
Basically, have a little pop-up bar showing what challenge you just contributed to and how far you have to go.
Like, for "The Demons and the Crabs", when you knock a crab off the edge, the challenge pops up showing that you went from zero to one.

hybrid summit
#

!feedback Artificer doesn't scale too well from the most powerful items in the game (attackspeed items) because she is obv the "spell caster" and ability dependent character. My recommendation is that instead of casting her M2 faster keep the cast time unchangeable but increase the AOE of the spell according to her attack speed as if she would charge it faster while being cast. this would lead to some fun endgame build where with 100 syringes instead of shooting super fast her aoe would just be really massive and she wouldnt lose the "caster" status keeping CD reduction items still very viable. Same could be more or less applied to her m1 and R.

river anchor
#

!feedback
I don't know if this is even something worth mentioning since it's been in the game since release but please have explosions understand what a wall / barrier is. I died in quite possibly, the dumbest way last night because of this, and I don't think I have ever been Whoopi goldberged so hard, I was about half health on Rallypoint whatever the hell, I grappled up onto one of the platforms while a golem was targeting me. I landed next to four bombs, the golem shot ( which hit the bottom of the platform ) which caused an AoE explosion from underneath the platform which triggered the bombs, which then blew up one at a time until the two next to me blew up and killed me.

So I have to ask, why do explosions still go through walls

worn delta
#

!feedback
I don’t think people will like it but hear me out. I think Voice Acting would go amazing in this game! But that got me thinking about costs and resources, but let’s just say that’s no object for this idea. I would love to hear Commando’s voice or maybe even Acrid making a cute little rawr sound. Maybe we could even have some banter between the survivors when teaming up.

outer ginkgo
#

!feedback
scavenger bag should send out more fireworks than normal chests when opened
max of like 100 though so servers dont crash lmao

dim hamlet
#

!feedback
This is a server suggestion
Add a new #ror2-feedback-and-ideas channel that is specifically for consoles. Since most people play on PC, suggestions for consoles can sometimes be flooded in this chat. Things like 'spawn rate for switch is too high' (very basic example). I think this will improve the console versions for the better

ashen lotus
#

!feedback
Scavengers Attacks
specifically his blasters. I lost my first Engineeer Clover monsoon run because his blaster projectiles somehow penetrated my shield and more than half my health was gone, along with my turrets. Is this intentional? Cause I sure wasnt expecting it

placid loom
#

!feedback
Simple lunar item idea that’d solve an issue some people hate and let those who don’t mind it keep it.
Name: Soulbound Tether
Effect: your Purchased drones gain 5%(+5% per stack) more damage, but cannot go further than 25m (-0.5 per stack) away from you. The effect pauses when you’re not alive.
Numbers aren’t exact, but helps the issue. Doesn’t have to do the damage boost.
Edit: added the pause part

coarse gale
#

!feedback
For prismatic trials, make luna pods not use luna coins, kinda annoying having to grind some coin bois just for a faster time

little barn
#

!feedback

add voice acting but it's only hopoo doing foreign accents

make it toggleable

smoky plinth
#

!feedback

the mercs ethereal challenge sticks out extremely from all other challenges as being insanely difficult, luck based and frustrating.

-any small jump or blinding assault can ruin it
-the crystal that you need to destroy ruins it unless youre very careful
-every time it is ruined you basically wasted all the time you put into that run
-you cant easily and quickly restart it
-you cant form a solid strategy for it since the seed changes
-the mercenary is probably one of the characters thats the worst at avoiding damage (since its meelee)
-if there are bad item/enemy spawns it becomes borderline impossible
-and finally you cant even tell if youve failed it easily. You might take 1 point of damage and never notice and go on playing a wasted run

Please, Please change this challenge it just feels like a waste of time

reef blaze
#

!feedback Make Alloy Worship Unit's eggs only breakable by the players. It is meant to be an optional challenge, not a frequent additonal hazard.

olive saffron
#

!feedback
Make greater wisps stunnable, please hopoo, you can stun stone golems, bison, and even void reavers, but not greater wisps? Hopoo explain

shell nebula
#

!feedback it might already do this, haven't tested it but, could blast shower remove the debuff gained from the spinel tonic?

gaunt delta
#

!feedback
corpsebloom radical idea-
Doubles all healing received(up to a maximum of 10-20% per second -3% per stack) and can have multiple 'stacks' of healing at once(up to 2+1 per stack?)
All damage received is dealt over time (up to a maximum of 10% per second+5% per stack) and can have multiple 'stacks' of damage at once(up to 1+1 per stack?)

I think that it would really change how people look at and interact with Corpsebloom if everything was a Regen.
Always with the possibility of out-healing any damage you take provided that you're maxxing out your healing, which allows face tanking so long as you stay in and don't stop healing after the fight.

Maybe enable Blast_Shower to cleanse your current stacks of damage and healing? 🤷‍♀️

eager lava
#

!feedback
Currently, the “best” way to do a speedrun of the game is to do a prismatic trial run, since the seed is the same each time. I would however like to take that concept and dial it up a bit with a new game mode that would be unlocked after beating the final boss (when added) as any character once.

Ladies, gentlemen, robots and alien doggos, I give you: Runner Mode (simple right?)

Runner Mode consists of the same seed based runs that Prismatic Trials have, only longer and with a different goal. In addition, the game seeds will reset each month instead. Upon entering the character select for the gamemode you will find two difficulty sliders instead of just one. The first is the typical Drizzle-Rainstorm-Monsoon slider, but then there will also be a Runner Type slider which changes the runs length.

The three Runner types are as follows:

Warm Runner
Beat 4 stages and then the final stage and boss.

  • Decides stages like in the usual runs, with Titanic Plains or Distant Roost being first, etc.
  • Hidden realms cannot be accessed.

Cold Runner
Beat 1 of each non-hidden realm stage and then the final stage and boss.

  • Realm order is randomly decided, but they only appear once per seed.
  • The Bazaar can be accessed.

Thunder Runner
Beat all non-hidden realm stages and their variations once per one and then the final stage and boss.

  • Realm and variation order is randomly selected, but they only appear once per seed.
  • Hidden realms like the Gilded Shore and Void Fields must be completed as well.
  • The Bazaar can be accessed.
  • A moment, fractured and whole cannot be accessed.
  • All bosses will appear as a stage boss at least once each.
coral wagon
#

Let us kiss the Newt? Please?
!feedback

fading wave
#

!feedback Another survivor idea, this time utilizing summons in a more offensive way than Engineer's "set it and forget it" style.

The Clay Commander. Some sort of clay-man sorcerer, who's head-pot has been replaced with some sort of human tech, suggesting that it's not acting of it's own free will.

The Clay Commander's primary attack is a mortar-styled clay bomb, not unlike the barrage the Dunestrider uses. It's got 3 charges, but is accurate to incredbile distances (other than travel time) and is rather strong.

The secondary ability however, is the bread and butter of the class. Summon allows you to pick a location in the same way that an Artificer would for her Ice Wall, and summon a small clay soldier in that spot. They work similarly to Engineer's walker turrets, only they're melee combatants, with their two methods of attack being a simple sword attack and a pouncing ability like Acrid's Utility skill. They don't regenerate health, nor do they have a lot of it to begin with, but they still inherit your items, so they can be deadly to build around. You start off with 4 charges, and unlike similar skills (Engineer's mines), every backup mag also increases the maximum amount of Soldiers you can have out at once.

The Clay commander's Utility skill is Swap. This allows you to trade places with one of your soldiers, which could be used to get out of danger by moving over to a soldier who just finished fighting, or to even plainly teleport by summoning a soldier far away and then immediately trading places with it.

The last skill for the Clay Commander is Reap. This instantly kills all of your soldiers, and has a hefty cooldown of 20 seconds. However, your killed soldiers also proc any on-kill effects you have from items, meaning healing from monster tooth, wisp explosions, or even total refreshes of your soldiers via Happiest Mask.

stoic grove
#

!feedback allow us to rotate Arti's wall when selecting where it will be, because it would also be nice to be able to make a line as well.

kindred ingot
#

!feedback It would be nice to be able to have some sort of editor for the prismatic challenges. So that the community can design their own challenges

fading wave
#

!feedback I uh, went overboard on detailing the last survivor suggestion there. Pretty much I just want an offensive summoner that utilizes large amounts of disposable minions, and can sacrifice them to proc on-kill effects.

raven jacinth
#

!feedback
Please...for the love of Providence...let us be able to pat Acrid.

worn delta
#

!feedback
Let’s bring back Sniper, I love a class who can be far away on their own and still be viable

strange vortex
#

!feedback
For an Artifact modifier, make everyone start with two random Lunar items. If possible, no repeating.

stoic grove
#

!feedback artifact idea: All chests are legendary chests, all printers legendary ones, no lunar pods, boss items allowed though

night relic
exotic siren
#

!feedback a simple chronobauble buff: instead of slowing enemy movement speed, just have it put enemies in slow motion (everything they do is slower). seems fitting for a hourglass themed item

hybrid jolt
#

!feedback How about a utility skill for commando that launches him forward/up by throwing a grenade at his feet? (Note: after typing this I realize that it is similar to artificers alternate "R" ability. Keep that in mind)

quasi rivet
#

!feedback If this is not already planned, there should be an april fools update that's only online for one day. Something that makes the game completely stupid and ridiculous just for april fools.

worthy sandal
#

!feedback
Option to turn off ^ "running" crosshair.
Walking crosshairs have usefull features. For example Loader's ability to graple walls gets indicator if target is reachable. But since everyone already always running ^ crosshair doesnt have those features.
Suggestion is to remove it completly or change original crosshairs somehow to indicate a running state. For example Shifts or shape shifts of original crosshairs.

shell solstice
#

!feedback

make the scavengers abilities not be as over powered early on. I just died on wave seven cause a scavenger teleporter boss spawned and i could not do enough damage to kill him before he healed and when i did he would go invincible then heal again

robust hull
#

!feedback when malachite enemies leave green spikes all over the place, mark them with a RED border instead of a green border, and if player has n'kuhana's retort, mark those with a GREEN border so players dont get confused on which is safe to touch and which isnt

shell solstice
#

!feedback make their a option in settings for wether or not sprinting is canceled out by a attack or not. Either just one setting or make a separate option for each attack. For example, if you played as huntress, you could keep the arrow rain as a cancel sprint but make the dash ability keep you sprinting

chilly crag
#

!feedback Allow the player to change their language in-game

safe lichen
#

!feedback Add a dedicated button (obviously able to change the bind) to drop the last item you picked up. Needs to be pressed twice to confirm. Would be helpful to drop items you didn't mean to pick up or to share items you accidentally took from teammates or did not consider to be more useful on someone else. If you dropped an item, you cannot drop another one until you pick up one or more items again.

limpid sage
#

!feedback Have an option ( artifact? ) to remove drones and turrets from maps.

minor sable
#

!feedback Keeping the rain theme, a nice name for a hidden realm or item would be something along the lines of the River Styx , or using the word Styx in general

safe vector
#

!feedback make the shrine of the mountain OPEN THE CLAW when you activate it

spring violet
#

!feedback in addition to @minor sable make the hidden realm a DEADBOLT reference. I wanna see Charon and I want that badass grenade launcher :>

serene solstice
#

!feedback [repost for @quasi rivet]

Swap Mercenary's Ethereal challenge and Loader's Swing By challenge. You unlock Mercenary by obliterating, so clearly he is tied to the obelisk. However, the challenge to obliterate in 25 minutes goes to loader. Why? Likewise, Loader has built in barrier whenever she attacks, so staying above 100% isn't as much of a grueling task as it is for Mercenary. So the Ethereal challenge fits Loader more and the Swing By challenge fits Mercenary more. Hopoo please fix.

strange vortex
#

!feedback
If possible, try to make turrets pick-up-able, so you can set them where you want. As they are now, they are either positioned in the most useless area or right by the portal.

river arch
#

!feedback in line with @safe vector 's suggestion, the shrine of the mountain's claw could fully close instead when activated which would also minimize its profile for a slight decrease in LOS blockage

scarlet matrix
#

!feedback
Disorder Crystal - Lunar Equipment
180s cooldown. Reroll every item you have to another item of the same rarity. 35% chance to be consumed on use.
Logic behind this item is that it COULD save a poor run, however is not generally a Lunar item you'll be seeking unless you've got nothing but bad items. There's also the risk that you're stuck with what you get, in which case, rest in peace.

sharp warren
#

!feedback
Random weather effects throughout each level that affect the stage in some way (reshaping it, some sort of status). Something like a snow storm on Rallypoint Delta, or sandstorm on Abandoned Aqueduct. Maybe specific to monsoon

quasi rivet
#

!feedback
An idea for the warbanner to make it a bit more useful. Keep how it functions now, but add in this new stacking mechanic: Each stack increases the rate at which banners drop, similar to lepton daisy. So 1 banner drops at a level up (100%), 2 banners would drop at the 50% mark and level up, 3 banners would drop at 33% 66% and 100%, 4 banners drop at 25% 50% 75% and 100% etc. Maybe there could be a cap to this as it could get overpowered if you have like 10 of them.

prime tusk
#

!feedback
Thought this would be an interesting idea for a Lunar
A Lunar item that increases your armor by +50 but decreases your movement speed by 30%

prisma harness
#

!feedback
**/̶͗̎d̴́͠:̵̔̍[̵̅͌[̵̳̚]̶͒̔{̵͊̈́F̶͛̀E̵̊͑'̵̂͝e̴̛̍{̴̐͆ **

shy wedge
#

!feedback Crossplay between PC and console. I wanna play with my console friends. Cry

short flame
#

!feedback
An option to let you change soundtracks in the lobby.

pale salmon
#

!feedback
Button to play as a random survivor

odd dagger
#

@river arch @safe vector In trend of your ideas, it would look better if the shrine's claw just balled up into a fist, as if it's angry and has "Accepted your challenge" || !feedback ||

little barn
#

!feedback
option to disable auto-pickup in settings, making all items require you to press a button like with lunar items

south thicket
#

!feedback acrid should have something special to his build but gives up q like exploding poison to finish enemies or consume weak enemies or either you get to pick

hybrid summit
#

!feedback After latest patch the amount of legendary chests and printers has been slightly too small. This might be bad rng on my part but feels kind of weird to see an extra chest/printer on only like every tenth game even if you go through multiple loops. Ofc i understand that legendary items need to be legendary and so on but this is a bit too rare concidering that you still get a guaranteed legendary from each final stage anyway.

cinder steppe
#

!feedback
What if at the secret place where you unlock N'kuhana's Opinion there is a spawning point for the cleansing pool. It would have a high probability of spawning. Maybe even guaranteed.

echo vector
#

!feedback wake of vultures should give you shield equilevant to 50% of your health,not convert as it makes you vulnerable to die and not worth taking

cinder steppe
#

@real terrace !feedback
Maybe you could even add on to the idea of baz'https://discordapp.com/channels/417739215355510784/559901472339525644/666228226129133586
This is a character item showcase menu. My idea is to expand it:
And make it so a player could move around items on a survivor. This would be seriously cool and would be fun to mess around with. Maybe even add a functionality to hide certain items appearing to create a certain look and letting you change the colours of the character to the pre-sets given to you by unlocking certain Skins through normal means I.e there are colours associated with each skin you can choose between the unlocked ones to make this custom item+colour skin. This could even work as a Skin on the character select screen where it is´sits beside the already unlocked skins.

grim spade
#

!feedback Make switching items with Mul-T consistent since atm some items can be activated and then changed (black hole) and some need to be actived and in current slot for it effect to work (Milky Chrysalis)

shell solstice
#

!feedback how about adding a reverse 3D printer where instead inputing a item into it to get a certain item, you input a certain item for a random item. It would probably have to be of the same rarity or worse to prevent it from being too good

outer ginkgo
#

!feedback
a secret difficulty: flood
enemy spawnrate is x10
start with 5 random items
only available in singleplayer
kinda a joke

dusty gazelle
#

!feedback an item that decreases teleporter charge time

willow geode
#

!feedback Rex's vines that appear while sprinting should match his current skin.

little barn
#

!feedback

change scorched acres

#

!feedback
Along with adding glow effects to Acrid's Albino Skin
Change all green effects from skills to red to match

spring violet
#

listen to what stalks has to say

prisma harness
#

!feedback
Infusion Rework
Because infusion's HP boost is not only small, but due to the current meta, makes it harder to get up to the one shot protection threshold (90% max HP), it actually ends up being somewhat of a disadvantage.

Instead, I propose that it A: has no stack limit, and B: increases your healing by a TINY bit per stack, so that it makes up for the unintended disadvantage somewhat. I also hope that, with the introduction of new items that make you tankier, (like a white item that gives armor), gaining extra HP and tanking damage could be a bit of a better strategy, making infusion better in the process.

TL;DR make infusion good also please fix the OSP abusing state of the game

high spade
#

stop this at once

outer ginkgo
#

!feedback
a character able to surf/slide on sloped surfaces and build speed that way. With the amount of verticality most levels have, there should be someone able to use this to their advantage. also it'd be wicked fun, comparable to loader's movement

soft mural
#

!feedback With the addition of the Overgrown 3D Printer and the Cleansing Pool, I honestly think that a Lunar Item printer wouldn't be that bad of an idea anymore. Sure, it'd definitely be abused, but let's be real: The pearls aren't worth sacrificing lunar items for 99.9% of the time. Woolie's argument fits perfectly here. Why would you give away an item that one you have to buy with persisting currency, two can't be accidentally picked up, and three is more than likely not going to be considered as printer food?

static inlet
#

!feedback a red item that shares non player allies your items, this would allow drones and such to be more useful in later game,

Maybe it would be too powerful so Maybe it could give 5stack per item ?
So if you had 10glasses, 6stickybombs and 3will-o-wisp
It would give the allies 5glasses,5bombs and 3will-o-wisps

soft mural
#

!feedback There needs to be a limit on what items enemies can get in the void fields, or at least a nerf to them when they're given to enemies. Just had a run where they got Unstable Tesla Coil and my entire team of 4 players with a few stacks of razor wire each died within a minute. Autoaim items make it feel very unfair to go to that area.

little barn
#

!feedback lunar item that gives double damage but also doubles difficulty scaling

soft mural
#

!feedback Cleansing pools should give a better reward, such as a chance for a red item, and the pearls should be buffed. It isn't worth it to sacrifice what might be a run saver for pure stat bonuses atm.

strange vortex
#

!feedback
For an Artifact Mode, have a bubble like the one found in Acrid's unlock level. Maybe a bit larger to make it less likely for groups to be hit by a single explosion at once. It is centered between all the players, promoting groups to move as a unit and coordinate.

spring violet
#

!feedback Not sure if this is true or not, but because of Aurelionite's damage and health scaling nerf, the friendly Aurelionite seems weaker (or maybe it's just me). Personally, i don't believe he should've been nerfed as hard as he was, at least his health. If the actual Aurelionite isn't changed, then should the Halycon Seed's damage and health be increased?

soft mural
#

!feedback My god, Chris, your work on the music so far in this game is simply phenomenal. I love how you can create a track that fits an environment so perfectly, and it really adds the the general feel of the game. However, there are a few areas that reuse tracks which personally pulls me out of the immersion slightly (Scorched Acres, Abyssal Depths, Gilded Coast). In the future, could we please get individual tracks for these areas?

night relic
#

!feedback When you have at least 3 of the elite buffs from Wake of Volure next to your name should be Trancended or Acended (Name)

lilac zodiac
#

!feedback Remove the requirement for a constant steam/server connection. The game should be able to function with just the server and clients alone.

snow granite
#

!feedback Claytemplars need to get some form of nerf. they have way to much reach and do ridiculous amounts of damage. 1 is enough to kill you instantly later on in a run.

wooden edge
#

!feedback change the lighting and position of the characters in the multiplayer and single play lobbies. If your playing with more than two people it can be hard to see what everyone picked and the mastery skins look nothing like they do in game when your in the character selection screen.

stoic grove
#

!feedback a lunar item that revives once on death, but you take double damage. Removed from your inventory on use, so you go back to normal when revived.

misty blade
#

!feedback hey guys, probably not a new thought but i just thought of it and thought itd be prettu cool. so a lot of multilayer games have added match histories to few stats of pst matches. what if risk of rain had a run history tab accessable from the main menu that would let you see stats of you last 20 or so runs?

lapis oracle
#

!feedback Loader is fun, but having to use Ctrl and Shift at the same time for long periods of time can get uncomfortable; at the same time, I don't want to have to rebind all my other characters to make it feel better. It'd be cool if we could rebind keys for individual characters, or maybe change ability slots around.

primal barn
#

!feedback
There's a small cave in the aqueduct area that's typically closed off with a vent grate. The hidden chamber in the aqueduct. It's possible to simply force your way inside by hugging the side and using an ability like the Mercenary's dash to either glitch your way inside or just out of bounds and entering from there. Either way, it's a relatively easy way to clip out of the map and I thought I should mention it here.

cerulean oxide
#

Huntress can only use 66% of her attacks when she is locked onto the enemy. This makes her (the super fragile character) have to get super close to bosses while other ranged characters can just hang back and take advantage of the bosses large hitbox. She basically just needs to be able to lock onto enemies from farther away so the vagrant can stop killing me before I can leave stage one.

mystic plover
#

!feedback Not sure if this has been mentioned, but cleansing pool should remove tonic affliction if you get rid of the tonic.

calm oak
#

!feedback Idk if there are already plans in place for some sort of host migration or just changing the multiplayer system in general, but I sincerely hope there is. Having a great run, then having it abruptly end because the "host" died and left the match is a huge turn off for this game to me. Like I understand why someone would leave, because death is boring, that's fine, but the game should keep going when one person leaves if the other players are still playing.

Edit: I want to clarify that host migration doesn't have to be the solution. I'm just recognizing a problem imo here, and want some sort of solution to it. You guys are doing great with this game, this is honestly just my only major problem with it that sucks the fun out of it for me.

topaz dome
#

!feedback Minor change, but Suppressive Fire's description should be rewritten to reflect the "more shots fired with more attack speed" trait much like Eviscerate, at the moment it displays 6x100 damage.

zealous kayak
#

!feedback a "custom" mode (for single and multiplayer) where you can toggle/adjust all sorts of settings, like how quickly difficulty increases, the frequency in which certain items and enemies spawn, how much gold enemies drop, what items you already start off with, etc. No unlocking achievements in this mode.

winter trellis
#

!feedback Maybe rex could scale walls? Hes a spider robot plant thing, and when you stand on slanted/vertical surfaces as it is, he stands upright on whatever surface he's on so it looks intentional

toxic bay
#

!I dont know what the fuck you call them but the green elites that summon the spikes? complete horseshit, I attack them once and instantly explode. thats not even somethign you can plan around with a melee character

copper temple
#

!feedback
I dont know what the fuck you call them but the green elites that summon the spikes? complete horseshit, I attack them once and instantly explode. thats not even somethign you can plan around with a melee character
Reposted for @toxic bay

zealous kayak
#

!feedback Every 4 stages, have players enter a rest area where time stops and enemies don't spawn, kinda like the Bazaar in Between Time, assuming it's a multiplayer game. Would be a great way to let people have easy bathroom/water/strained-eyes/carpal-tunnel breaks in longer runs. Players can stay in here for however long they want until someone hits the portal/teleporter/whatever-means-you-decide-upon to get to the next stage.

The name of this room could be worked on, but I personally was thinking something like "A Moment of Reprieve" or "A Brief Respite" would be fitting.

daring violet
#

!feedback Add a teleporter exit where you spawn in on each level. The first Risk of Rain had this feature, and it would make sense to stick with the idea that the teleporters have an entrance and an exit rather than making you appear out of thin air in a random location. Having a teleporter exit would make the levels feel more connected to eachother, and less like random spots on the planet that you just happen to appear in. You could even take it a step further and add some form of hidden functionality to the teleporter exits!

copper temple
#

!feedback
Huntress can only use 66% of her attacks when she is locked onto the enemy. This makes her (the super fragile character) have to get super close to bosses while other ranged characters can just hang back and take advantage of the bosses large hitbox. She basically just needs to be able to lock onto enemies from farther away so the vagrant can stop killing me before I can leave stage one.
Reposted for @cerulean oxide

lavish barn
#

!feedback To make Void Cells more interesting, the vent zones could 'pause' time while all players are standing inside. That would incentivize standing inside the vents and solve the difficulty progression problem. As it is now, the degeneration is negligible and it's safer to kite the enemies outside the zones in the late-game. This would make the Cells a high-risk, high-reward map with the potential to give many items with minimal time investment

quasi rivet
olive stump
#

!feedback
Continuing on about Engineer, this time I want to talk about his default Secondary: Pressure Mines. In a lot of cases, Pressure Mines are strictly worse than Spider Mines. The main difference is Spider Mines' mobility, but this is what makes it unique from Pressure Mines. However, another major disadvantage that comes with Pressure Mines is the damage. While the idea of charging up to deal more damage seems nice in practice, and rewards the sedentary nature of the ability with bonus damage, the problem comes with the current implementation. If you through a mine directly onto an enemy, or if an enemy enters a mine's radius before it finishes its long arming sequence, it deals HALF the damage of the more mobile, less risky, easier-to-use Spider Mines. Now it becomes pretty easy to see why you choose Spider Mines over Pressure Mines. However, I think I might have a solution.

To further encourage a set-up-in-advance playstyle, and to lessen the punishment of unlucky enemy timing, I propose that Pressure Mines not be capable of detonating before their arming sequence is complete. While this does mean that you have to wait longer for damage to be dished out, it also means that you can: 1) throw a mine in a location and be guaranteed that it will deal maximum damage, 2) be guaranteed that you will deal more damage than the easier-to-use Spider Mines, 3) throw a mine on a stationary monster and not be punished by the half-damage-arming sequence. I believe that these changes would not only further promote the default engineer playstyle, but they would make Pressure Mines a reasonable alternative to Spider Mines.

olive stump
#

!feedback
As a minor QOL thing, could we please have an indicator as to the detection radius of Engineer's Spider Mines, like how there is a marker for the detonation radius of the Pressure Mines? The more indicators like this, the better, I think.

rain coyote
#

!feedback Based on this post that made it to top feedback, I'd like to suggest the Ethereal challenge requirement to be changed to "Reach stage 20 with the Fuel Array", or perhaps just "Obliterate with the Fuel Array". This keeps a similar basis for the challenge; avoiding most, if not all, attacks, but solves issues such as the ludicrous difficulty (it's still hard, obviously, but it shouldn't be quite as infuriating) and lack of indication for a failure mentioned in the original post. It also makes it less luck-based; stacking as much Shaped Glass as possible just because it gives damage at the price of a stat that doesn't matter for the challenge isn't a viable strategy anymore, and survivability items aren't completely wasted.

shell nebula
#

!feedback turn mercenaries ethereal challenge from not getting hit into "without going into red health", this is not too easy but also not too difficult imo. Also it would actually reward you for playing carefully as 1tick of dmg doesn't kill the run

thorny merlin
#

!feedback Don't know if anyone brought up this yet, but being able to guide your turrets to attack something or move somewhere by pinging as Engineer would be a massive yet reasonable buff, especially to the Carbonized turrets. Seeing your turrets attack the low prioritized target or just wander off somewhere while the bosses are alive and kicking is really frustrating. Could work as Engineer's passive maybe

crude elk
#

!feedback, I find Commando's frag grenade alternate ability to be somewhat clunky, as opposed to the smoothness of other abilities in the game, like suppressive fire. It has obvious downsides, such as not being able to hit flying enemies, and good sides like decent damage in clusters of enemies. But with no indicators as to where exactly you are throwing the grenade, along with the physics of the grenade bouncing past enemies feet, hitting the enemies seems much too clunky and not even close to worth the effort the grenade takes to use. I propose that the grenade have a somewhat larger hitbox, and actually be a sticky grenade that sticks to the first enemy or surface it collides with, making it more practical and less clunky/awkward.

steel wharf
#

!feedback It seems like currently there's no real trade-off for stacking as much damage as possible. I don't have any definitive concept on how it should be implemented, but what if there was an enemy/elite type/enemy ability that was capable of reflecting damage back at you. Not 100% damage, maybe a flat amount and something like direct hits only (since you can't really control the spread of most AOE abilities).

little barn
#

!feedback
Decrease the bounce of frag grenades and make them feel more weighty upon impact. The bounce makes them unreliable with terrain hard to aim properly, especially because of the position = damage.

dim hamlet
#

!feedback
Allow multiple keys to be bound to the same command (like sprinting), or allow different control 'layouts' for each character. This makes characters like Loader a lot more comfortable to play. It is also helpful if you want some abilities on a different key but not on other survivors
edit: typo

echo vector
#

!feedback clay dunestrider shouldn't be able to use the suck and shoot his balls at the same time sometimes as it's a bit overwhelming especially on stage 2,maybe make it so when he goes down to suck it stops his current attack

shell nebula
#

!feedback Give grenades a marker like Rex has and let us hold grenades, holding them would decrease the time they'd need to blow up. but be careful now! holdin em for too long might end up in you blowing yourself up

brittle mural
#

!feedback , let us change the friendly character marker HUD or make it to where their names are bigger or bolder. we cant see where our team is in the heat of the battle because there is so much going on. the friendly's name HUD is too small

worn delta
#

!feedback

Rusty Lockbox should not give you Rusted Key

stark comet
#

!feedback
ITEM IDEA
Lunar item: Phantom Fang
Positive Effect: Kills reduce ALL cooldowns by 1 second (+1 seconds per stack)
Negative Effect: Increases ALL cooldown time (+100% per stack)

manic saffron
#

!feedback In ror1 infusion was an op green item bcs it stacked health to infinity, had no cap so getting more and more infusions it eventualy was getting to gaining 1-10 or even more permament hp per kill, the more infusions the better, so it was rightfuly nerfed in ror2 to give the health faster by 1 point insteed of 0,5 per kill but caps at 100 already but with how powerfull enemies are becomes a dead item bcs they almost always trigger the one shot protection at 10% and players just wanna get that protection back again asap that activates when above 90% we think so getting more max hp means having to heal more, that's why shaped glass is so praised bcs it reduces max hp so tis much easier and faster to restore to max hp, that's why would suggest changing the item into a legendary from uncommon, increase the cap to 1000 and also add health regeneration equal to 0,01 hp/second per stack equaling 10hp/s on all 1000 stacks, there gonna be a gap for a more accessible max health item tho, maybe the basic pearls being more accessible like as a boss loot would help with that.

urban cloak
#

!feedback Maybe a quick restart option should be added. Start a new game from the Game Over screen with the same settings. Makes things like the Fuel Array mission a bit less annoying.

brave kraken
#

!feedback

With the upcoming artifact update please bring back funballs

sudden sierra
#

!feedback Show your survivor at the game over screen so you can see all the items on them

drifting kelp
#

!feedback Make players and allies unable to block your shots. This includes equipment like preon and primordial cube.

cerulean oxide
#

Okay, christ on a bike, I understand that coming up with challenges is hard but how in gods name are we supposed to do any of the stay at 100% health challenges? I see a lot of people recommending changing them up entirely, but I think it should be changed to stay above 60 or 75% health so that one cussing wisp can stop nipping you in the butt and screwing you over.

copper temple
#

!feedback
Okay, christ on a bike, I understand that coming up with challenges is hard but how in gods name are we supposed to do any of the stay at 100% health challenges? I see a lot of people recommending changing them up entirely, but I think it should be changed to stay above 60 or 75% health so that one cussing wisp can stop nipping you in the butt and screwing you over.
Reposted for @cerulean oxide

little barn
#

!feedback Players should only auto-pickup items when sprinting. The amount of times I accidentially have picked up something like Bustling Fungus when an Engineer could have used it is a situation I'm sure many players can relate to, and so I believe this change could at least for the most part prevent these situations from occurring too often.

manic saffron
#

!feedback Increase regeneration of TC-280 Prototype (that big expensive drone) to like 1% of it's max hp per second and maybe give it 50 armor (or any number realy) so it doesn't just get so easly anihilated since it got huge hit box so it both have easy time to get stuck and be an easy defenseless target aswell in general it just have a huge hitbox so it actualy have less survivability than the tiny drones that are hard to hit so making it actualy tanky could offset the hitbox

raven jacinth
#

!feedback
In the upcoming Artifact update, please for the love of Providence:
Make one of them a hard puzzle. Like a better puzzle from the one that's just shoot the targets like in the first game.
I beg of thee.

open tartan
#

!feedback
Instead of passive survivor regeneration being a flat amount that scales will level, make it a % of maximum health. Why?

  1. Health item balance. Right now, Infusion increases the amount of time it takes to refill your health. If you aren’t recovering the bonus health, what good is it?
  2. Regen item balance. If regeneration becomes %-based, items like Slug can be logarithmic. This way it could be stronger at low stacks when it’s really needed, without also being stronger at high stacks and refilling your entire health in 1s.
    I believe this is a healthier system, nudging health and regen closer to a middle, balanced line, which creates more freedom in their design. Too much health won’t make your regen negligible, and "too much" regen will be far less achievable.
little lava
#

!feedback
Make a voice channel for feedback-discussion

fading parcel
#

!feedback Here's an Item idea

Green/Uncommon
"Healing received reduces shield recharge delay. Gain a light recharging shield."
"Every 10% of health healed counts as 1 second [+0.5 per stack] for shield recharge delay. Gain a shield equal to 4% [+2% per stack] of your maximum health. Recharges outside of danger.

Edit: Fixed oversight
Note: "Health" referring to maximum health + shields

misty barn
green hornet
#

!feedback I just had an incredible seed. Five of some of the best red items at the end of level 2. Behemoth, aegis, rejuv rack on Rex. So good! Steam went down for an update and kicked my girlfriend and I out of my lobby though, and there's no way to continue that run.

I would really like to see the option to display the run seed when looking at everyone's status/items, and the ability to input a specific seed. Even if it means there's a great seed for completing a challenge, community involvement isn't a bad thing. Someone would have to discover one and share it. People could share a great run they had solo with friends. We could bypass silly disconnect issues to try again on a run that was going really well.

Or a disconnect detection system with checkpoints at the start of each level, even! That way I could reboot the run and have people jump back in.
That's the main feedback/idea. Temp files to enable run continuation.

dreamy tendon
#

!feedback
Add something for revisiting the sacrifice grounds in the swamp. Doesn't have to be huge, but it'd be nice to have a reason to go back just to appreciate that it's there

minor sable
#

!feedback Add some more reasons to revisit secrets in general. This includes N'Kuhana's altar and the Tomb in the Aquaduct.

As suggested before, N'Kuhana altar in the Wetlands could possibly have a guaranteed Cleansing Shrine, as the shrine itself has malachite spikes in it, and the malachite aspect equipment has N'Kuhana's name in it.

As for the Aquaduct, I'm thinking keep the miniboss, but make them harder and give them some unique abilities like the Overloading Worm. Also, increase the # of items dropped instead of just one Runald/Kjaro band. This is because it takes a really long time to find the pressure plates to begin with, so it'd be nice to make it worth time

little barn
#

!feedback
Give the frag grenade impact damage of 80% with a 2.0 proc coefficient, because it'd be cool.

covert hedge
#

!ideas next update i want black engi loadout

copper temple
#

!feedback
next update i want black engi loadout
Reposted for @covert hedge

little barn
#

!feedback
Couldn't find anything like this so I'll suggest instead, please show the items a scavenger has when we ping them, if things like Royal Capacitor aren't going to get out of their item pool we should at least be able to tell that the scavenger has a royal capacitor immediately instead of trying to check for the item model on their body.

lilac zodiac
#

!feedback Nerf malachites and celestines. They max out life, armor, attack, and have technical abilities. Basically they just end runs without adding anything to the game. Scavengers are a great example of a well done dynamic character that isn't too powerful.

sonic lintel
#

!feedback Make shield feel more distinct from hp, an easy wayto do this would to make it so shields don't take DoT damage. Or while your shields are up you can't be crowd controlled, its fairly simple and provides some more incentive (even among the more min/maxing hardcore players) to take shields over more damage.

noble oxide
#

!feedback add a ban time for people who close the session just because they want a solo run, or just don’t kick everyone out

opaque notch
#

!feedback For the people who do long runs, add a blue item that cost maybe 8-10 lunar coins which spawn a blue portal every map and it makes it so you 1. Dont have to find a lunar alter and 2. Dont have to pay a lunar coin every round

little barn
#

!feedback

Raise plasma bolt damage to be 240% to make it competitive with flame bolt. It would have less damage, but better scaling with on hit items.

sharp warren
#

!feedback
I'm curious about the reaction to this, but maybe for MUL-T, if you choose to have the same M1 for both slots, maybe have it be an empowered version. Sacrificing the variety for a suped up version of one would be cool

steel cobalt
#

!feedback
Pleaaaaase add graphic settings for risk of rain 2 on switch! you barely get an unstable 30FPS ON THE MAIN MENU!

little barn
#

!feedback

Monster tooth stacking increases orb pickup range. Do it.

timber osprey
#

!feedback add an option to turn on/off auto pick up. Might save some friendships

echo vector
#

!feedback huntress's glaive bounces should scale with attack speed similar to mercenary's eviscerate

timber osprey
#

!feedback brain stalks is described as "having NO cooldowns on skills after killing an elite enemy", however there is still a cooldown. its misinformation and should either be changed to a genuine no cooldown or the description should be changed to having an "incredibly short cooldown" or something similar. the cooldown, while being what seems like less than a second, is still noticeable when playing merc and probably would be whilst playing other survivors.

earnest laurel
#

!feedback
I appreciate that you guys have a lot on your plate, but some of the stages are sort of.... bland.

These stages have something special.
Abyssal Depths has a guaranteed gold chest
Rally Point Delta has the prototype drone and the timed chest.
Siren's Call has the Alloy Worship Unit.
Abandoned Aqueduct has the two buttons for the ancient gate.

These stages do not have something special.
Distant Roost (either).
Titanic Plains
Wetlands Aspect, after you get the achievement
Scorched Acres

Now, this could be as simple as, say, scorched acres having a guaranteed gold alter and titanic plains having the only lunar 3d printer, but give them each something unique like the others, please.

gaunt delta
#

!feedback new subchannel on the discord dedicated to music and music links.
I personally suggest having the bot whitelist certain links such as youtube and whatever is common music sharing sites in the channel.

autumn grail
#

YAOI CHANNEL

misty ledge
#

?feedback. Plz no yaoi channel. Keep it sfw here

crude brook
#

!feedback - Devs, could you please add a tutorial to help ease new players into the game instead of being berated for not knowing/figuring out the 'general knowledge' of the game by vetrans.

Basically the other day on the Steam Forums, a user posted this thread where he basically was saying he couldn't find how out to progress to the next stage. At first people thought he was trolling & begun to berate him. But even after he/she revealed he was being serious, the veterans' berating just kept going & getting worse, with noone (except for myself & one or two others,) trying to help him/her with his/her problem.

Adding a simple tutorial where it's initially tells the player the general grise of RoR2 before being dropped to explore a tutorial level/Titanic Plains with preset objects scattered about it, with text boxes pop up when you get near, telling the player what that object purpose is + being able to interact with it would help them get familiar with the game themselves, instead of receiving the abuse from those toxic veterans.

AND to add incentive to play this tutorial, make it so that by completing the tutorial's teleporter event, you unlock a item/equipment for future runs.

But yeah, in the end I just want a tutorial so no other new players would have to suffer that abuse from the veterans.

valid ivy
#

!feedback
Make a "classic" artifact of sorts that reverts the teleporter sequence to how it is in risk of rain 1. That would mean no teleporter zone while charging, and loot can always be bought. However you must kill all enemies before leaving the level.
This would be a really cool dynamic that I would have a lot of fun with

subtle maple
#

!feedback
Rework tri-tip dagger to be more useful in late game. This could be done by making it so that instead of improving the chance of bleeding per stack, it increases the damage dealt per stack (i.e. it could be 240% damage +40% damage per stack). Something like this could also be done to stick bomb.

soft mural
#

!feedback I dunno if it's just me, but Scorched Acres isn't just annoying to explore and frustrating to search for the teleporter on. To me, the entire area just feels... unfinished. All the other areas have really good-looking skyboxes and out of map objects, and do really well with particle effects and all the decorative stuff, but this map just doesn't have the same "feel" as the others if you know what I mean. It's like Hopoo took their time on all the other areas but decided to rush through this one and said "eh, good enough" and released it to the public. I think this map deserves not only a rework to the terrain to make it easier for low mobility characters to traverse, but also an update to make it look as good as the other maps.

earnest finch
#

!feedback Make magma worms and other worms not target turrets outside of the teleporter zone, they frequently run to the other side of the map to attack them which wastes the player’s time and makes the boss unnecessarily annoying as well as acts as an unneeded indirect nerf to gunner turrets

shell solstice
#

!feedback can we get a revamp for distant roost. The map just over all looks kind of dull to a me and a few others compared to titanic plains or even other maps. Maybe change the colors a bit or maybe add something else to the map itself

soft mural
#

!feedback Beads of Fealty were probably the best addition to the game. I remember the first time I got them; I had no idea what they were supposed to do. I kept playing through the game normally, and decided to obliterate when I got bored of the run. Imagine my surprise when I found out I was fighting a secret boss instead of ending the run. That's a feeling barely any other game has ever arisen in me, and I applaud Hopoo for it. However, the way you get the item feels very underwhelming to me. I don't think it should just simply be a lunar item, I think it should be accessed in a similar way to the N'kuhana's Opinion unlock or the Void Fields; A secret area within an environment. Maybe this could be in the form of a special portal that spawns in A Moment, Fractured, or a special lunar pod that can be found in the Lunar Bazaar or another level of the game.
TL;DR: I believe finding the secret boss shouldn't be reliant on your RNG, instead there should be a persisting way to get to the boss' area consistently.

astral geode
#

!feedback A nice feature from the first game i'd like to see return to this game, especially since the revamp of the multishop terminals from the first game, is a multishop terminal either dedicated to, or including equipment. Seeing how some equipment can greatly boost your power during a run, maybe make it so that finding an equipment multishop is a bit less common than finding a white one.

quasi rivet
#

!feedback When a boss spawns make it automatically have agro against the player. That way instead of waiting for the Imp Overlord until you have to manually seek it out, it would just come to you. Same goes with magma worm. I doubt I'm alone when I say that it is really annoying when you are just waiting while the magma worm dances in the corner of the map.

placid olive
#

!feedback In a Multiplayer Lobby, if 1/3 players presses Ready, don't start a 1min Countdown. If I'm ready, it doesn't mean my mates are. It's really infuriating, cause this is the only game which has this behaviour. Let everybody ready up, THEN start a 5s countdown. Remove the 1min countdown

soft mural
#

!feedback Acrid's poison should kill instead of bringing enemies to 1 health a-la Minecraft's poison effect. It's basically a glorified support character because of this and can barely hold lategame fights on its own, and I don't really think that's good for experienced melee players such as myself. That's really the only buff it needs, then it would be a lot more fun to play IMHO.

plush pewter
#

!feedback for some enemies during the teleporter event, they can get knocked back to other corners of the map under certain circumstances. Such as the black hole item. Maybe something could be done to help prevent having to track them down in annoying spots. One idea is a check if bosses are outside a certain radius of the teleporter, and if they are, having them try and return back at a faster rate than they usually would move?

hybrid summit
#

!feedback corpsebloom rework: all healing increased by 100%(+100%) but you take constant damage equal to 2,5%(+2,5%) of your hp per second. maybe even 5%(+5%).

soft mural
#

!feedback Make Corpsebloom stack multiplicatively like Shaped Glass and affect passive regen, but also make it reduce your damage by, say, ~30% instead of healing over time. This is obviously not final but I think it would make for a better item if you want to sacrifice damage for survivability. So basically if you have a lot of damage items but not that many healing items you could pick this up to boost your HP.

tired tendon
#

!feedback . in the early game movement can make the game feel slow and sluggish and later into the game your flying off the map 24/7 as its too hard to control. (yes i know you can not pick up the MS items but to me every item not picked up is an item lost in sequence or not printed or not exchanged at newt) but i have no fix to this issue and would like to know how many people feel the same way and could have suggestions .

static remnant
#

!feedback I think the option of destroying lunar pods to get an extra 1-2 lunar coins could be an interesting way to make lunar pods more exciting for people low on coins or with no coins. It also makes farming for lunar coins a little bit faster as I generally see maybe 1 or 2 pods during a run to stage 7 and just an extra couple of coins would be welcome.

woeful grove
#

!feedback Siren's call needs higher chest density, when compared with the other stage 4 of abyssal depths its not even close, if the ring around the back of the map is open abyssal depths yeilds 2-3x more items and a guaranteed legendary chest. I understand siren's call has a guaranteed legendary if you kill the control unit but the time it takes to kill it is essentially the same amount of time it takes to kill enough to afford the legendary chest on abyssal depths

short flame
#

!feedback
I feel the celestial portal should have a color change because I’ve had players and friends who has entered the blue portal by mistake because they look pretty similar, maybe black and white would be a cool color change to it?

pale meadow
#

/feedback
having the back up magazine as the atificer makes the secondary skill launches one after one even if you dont want to...idk if my idea is clear but make if that even if you are holding the button to charge your secondary skill..you dont launch the second shot right after launching the first shot

pallid vale
#

!feedback repost for @pale meadow

having the back up magazine as the atificer makes the secondary skill launches one after one even if you dont want to...idk if my idea is clear but make if that even if you are holding the button to charge your secondary skill..you dont launch the second shot right after launching the first shot

sour mirage
#

!feedback its gonna be simple but honestly the option to rename your save file account things would be nice since I am kinda starting to like a new name but I dont want to get rid of everything on this one

soft terrace
#

!idea Maybe have the hidden areas/realms contain specific red/boss items that don't normally spawn. You would have to go out of your way to do it, but you would get that exclusive item for killing that boss or doing that activity.

gaunt delta
#

!feedback
repost for @soft terrace
Maybe have the hidden areas/realms contain specific red/boss items that don't normally spawn. You would have to go out of your way to do it, but you would get that exclusive item for killing that boss or doing that activity.

little lava
#

!feedback

Red item idea:
𝙇𝙪𝙘𝙠𝙮 𝘾𝙤𝙞𝙣: "I like those odds"
Has a 50% chance to boost attack speed after a kill (Attack speed buff will add 20% attack speed and last for 5 seconds)

wooden edge
#

!feedback
although i don't think it is something that should be mandatory, I would love it if there was an option to enable item stacking, which would basically mirror the mod that does this now. Basically, as you pick up items, they stack on your character model. I want to be able to see all 22 pairs of my crimson eyes.

manic saffron
#

!feedback Green item that gives 2% max health as shields per stack and provides 10 shield regen per second per stack

ashen lotus
#

!feedback Make it so when the scavenger shoots at me, my engineer shield actually blocks his projectiles? They seem to go through it and I find myself dead because of his damage. If this is intended then fine! But if it isn't, please for the love of newt, fix it. I lost good runs because I was caught off-guard by this.

violet linden
#

!feedback the game needs a bit of optimization. when you get really far in a run the game keeps crashing, even though my friends cpu is only on 70%

fervent fox
#

What if you added a healing charater?

copper temple
#

!feedback
What if you added a healing charater?
Reposted for @fervent fox

keen raptor
#

!feedback
What if per stack you have of Happiest mask the ghosts have a random item of yours?

manic saffron
#

!feedback Rework old guillotine from execute to addtional damage, that way, stacking just few guillotines doesn't cause elites to become weaker than normal enemies aswell will allow elite boss monsters to show off... and elite vagrants will have a chance to explode since already a single guillotine is capable to stop them from exploding.

gritty haven
#

!feedback
a lunar item that increases attack speed and projectile spread (for huntress & melee characters, maybe a very small decrease in damage)

little barn
#

!feedback add a character that can heal teammates and maybe have the character synergizes with engineer

plucky fern
#

!feedback What if the devs had a discord channel like this? Updates in real time whenever the devs have started/finished working on any certain things. Some things would still be kept secret like new items, characters, bosses, etc but things like QoL changes or bugs especially. This way we dont have people asking every 5 seconds and we can know that its being worked on or fixed
Sorry for long post rip

west nexus
#

!feedback . Pleas add a in game voteing system to the tp pads? i hate when speed runners join in and screwing ever one els.

drifting kelp
#

!feedback
Maybe make the drones stay and hover at your side sort of like they did in ror1 so that they don't get lost or stuck on the ground all the time.

little barn
#

!feedback It would be nice if we could have an option that let us turn off on screen effect (like Spinel Tonic, Brainstalks, etc), I could do a Tonic run without having my head spinning at the end of it.

earnest finch
#

!feedback Make the alloy worship unit nests not be destroyed by anything other than direct player attacks, on powerful runs it will pretty much always spawn automatically whether you like it or not and the insane scaling it has makes Siren's Call far more difficult and tedious than Abyssal Depths.

vale linden
#

I second this! I really like the thought of "The Unknown" in a game and having something special in each stage would be neat.

frank plinth
#

!feedback
For @vale linden
I second this! I really like the thought of "The Unknown" in a game and having something special in each stage would be neat.

snow saffron
#

!feedback Nerf fire

sturdy raft
#

!feedback Instead of nerfing fire, give the blast shower a shorter cooldown so that it can actually be reliably used in lategame.

shadow aspen
#

!feedback replace one shot protection with a DPS cap, to prevent instant death late game from rapid shots, and/or lower one shot protection/DPS cap's effects for every shaped glass collected.

harsh stag
#

!feedback
Allow TR58 Carbonizer Turrets (Engi's walking turrets) to be 'activated' (press E on them), causing them to burrow into the ground slightly and hold their position, allowing bustling fungus to trigger. Reactivate them to unburrow and continue moving around.

soft terrace
#

!feedback
Give the fuel array more options to be used. For example, it could be used to open up a new area, open a chest for a red item, or could be used to get the prototype drone for free (although that probably wouldn't be worth it, but an idea).

little barn
#

!feedback

A guaranteed way to get the aspects of elite monsters.

As an example, completing void fields with a fuel array would allow it to be tranformed into an aspect of choice. But that's just an example.

astral geode
#

!feedback give the hermit crabs voice lines, let them speak their minds

ember sail
#

!feedback

Lunar Item:
Broken Mirror

Description:
Your damage increases (5%, 7%, 8%...) for every successful consecutive attack (all abilities) up to a maximum of (100%, 140%, 160%...), but upon failing an attack, take (100%, 140%, 160%...) damage and reset this effect.

little barn
#

!feedback

Remove Beads of Fealty from the standard lunar pool in the bazaar, and have a unique way of getting it.

dusty pier
#

!feedback

I find that Huntress, while fun to play, isn't as effective as she was in RoR1. IMO, it's because her primary fire is a bit too weak/slow to adequately compensate for its relatively low range compared to other ranged characters, and her Arrow Rain ultimate is much easier for enemies to deal with. in RoR1, they HAD to walk through it, by nature of the game being 2D, in this game they can completely avoid it or walk through it in non-linear ways, meaning they avoid most of the damage and weakening the effectiveness of its slowing capabilities.
I'll admit I can't think of a good way to fix the arrow rain ability.

steel wharf
#

!feedback

What if HP/shield/barrier would have some kind of resistances for certain damage types. Just as an example:

  • HP: 20% resistance to elemental damage
  • Shield: 20% resistance to melee attacks
  • Barrier: 20% resistance to projectiles

Values and damage types are just placeholders to get the point through. That would ofc mean that damage type system would have to be implemented but maybe it would push certain underused items so that you could build against certain enemy types and stages.

rich scarab
#

!feedback

I had this thought during a run tonight, and i wondered if anyone else could have the same thinking.

I think it could be nice to have a sort of log/place to see/save our post game data card, to be able to compare our runs with previous ones, see our items, and stuff like that. Maybe keeping something like a couple runs for each survivors or having a shared space for all the runs.

little barn
#

!feedback be able to see what killed you when you respawn with dios or die in a multiplayer game. also list specific cause - lemurian fireball, lemurian bite, overloading bomb etc

rigid slate
#

!feedback A quick restart option on the results screen that puts you in a new seed with your base setup - it's a bit annoying when you end up dying and want to immediately get back in with the same character and skillset, but are booted back to character select.

limpid sage
#

!feedback Change Beads of Fealty's main priorite modifier to be something else which takes on effect during gameplay. and have an alternative method to reach to The Moment, Whole.

manic saffron
#

!feedback Snow delta biome stage have the big drone as the special feature together with preon launcher chest, scorched acres have nothing, since that map is wisp themed what about if there was an altar that can be interacted once per stage just like the big drone and when interacted it gives a tiny immortal wisp buddy hovering over players head that shoots things in short distance arround them

fathom pasture
#

!feedback I would love an item or an artifact that turns the teleporter into a cell vent. After like maybe 6 cell vent activations, it would teleport you to the next stage, and the cell vent wouldn’t change locations this time. It would just need to be charged 6 times, with a boss on the 6th charge.

twin prawn
#

!feedback
It works be cool to have challenges. Daily, weekly, and monthly for example that gives us lunar coins or maybe an item that specific run.

manic saffron
#

!feedback A suggestion for third alternative for huntress last ability/R, wisp arrow that shoots a single powerfull fiery arrow which deal X heavy damage to a single target it hits, on hit to the ground or a target it explodes into a small fiery area that deals X medium damage and afterburn deals also some tiny extra damage

radiant ridge
#

!feedback change the coloring/design of the celestial portal to much more easily distinguish it from a blue portal

little barn
#

!feedback make huntress’ arrow rain slowly drift towards enemies. maybe instead of setting a location, you shoot an arrow at an enemy, if it hits it will creat an arrow rain that follows said enemy

sweet shard
#

!feedback

(I used translater a bit cuz English isn't my first language. i hope you can understand well...)

I think Comando's utility skill is too weak for other characters' utility skill.
For example, the Huntress's skill is like Comando's, but can be charged 3 times.

So I hope Comando's tactical diving has the ability to enchant other skills.

If you use other skill in a second after a tactical dive, that skill will be enhanced.

Phase round => FMJ Round

It penetrates the enemy and cannot penetrate the terrain, but it has a very fast speed and deals 350% damage.

Phase Blast => Slug Shells

The Slug Shells don't fire multiple projectiles like Phase Blast, but they fire two slug shells for 700% damage and they have a long range.

Suppressive Fire => Spray n' Pray

Fire from both sides forward, Stun enemies and dealing 12x100% damage.

Frag Grenade => Impact Grenade

It explodes when it touches an object. explodes for 200% damage. Deals 4x damage in the center of the explosion. but it has a smaller explosion range than a Frag grenade.

manic saffron
#

!feedback Rusted key could use a stackable 5% purchase discount for chests and drones, stacking similarly like toughter times to make them more friendly for early game. Most of the games end arround 5-20 stages and the keys are very late game investment and requiring many tens of them to reliably pull legendaries or even greens.

knotty nexus
#

!feedback
It'd be cool to have an item, whatever colour it may be, that helps with the recharge delay on shields (dead time before it starts to fill back up), I had the idea of something along the lines of Soulbound Catalyst, with a "kills you get during the 7 second delay shorten the time" but really anything else someone can think of to help make the shield a bit more of an appealing strategy without breaking things in their favour would be an awesome addition to the game!

snow saffron
#

!feedback Blood Shrines having a small chance of dropping items, like in RoR1.

manic saffron
#

!feedback Suggestion for a new legendary that works similarly to focus crystals ( 13m range) but insteed of increasing damage when striking enemies from close range, gain 1 armor per hit, rapidly lose all gained armor after not striking any target for 5 seconds, doesn't gain stacks from items, only from basic attacks and skill hits. 50 armor cap per stack.

shell nebula
#

!feedback put a little creature on newts head so he isnt so lonely

untold ivy
#

!feedback
there should really be a way to make tankiness viable. In ror 1 the teddy bears stacked armor and large roots gave health. i like one shot protection, but i preffer being able to just take a hit or 2 and roll with it, i looked forward to stacking health like ror 1 since there isnt a 9999 health cap, but it just isnt available yet

outer ginkgo
#

!feedback
will we ever get risk of rain animated shorts?

short flame
#

!feedback
I think it would be cool if they changed to elder lermariun model a bit, I would like to see it have more angry looking eyes, and maybe flames coming from it’s mouth to make him more scary and menacing.

gentle spade
#

!feedback More/alternate key binds would be great, as would character-specific bind schemes

toxic horizon
#

!feedback can you add a random character button on the character select screen cause it's hard for me to decide who to play sometimes

vernal cosmos
#

!feedback make chests float in the water

winter trellis
#

!feedback 57 leaf clover should help you not get the debuff when using the lunar tonic equipment

topaz sand
#

Dylan, it does.

steel cobalt
#

!feedback
Allow character-specific sensivity on console!
aiming with a seed volley requires a completely different sensitivity than using a blinding dash, and it's really annoying to have to go in the options to change it everytime you play a different character

Edit : For clarification, they should be set manually, not automatically of course

worldly burrow
#

!feedback
can loader please get a nerf

waxen field
#

!feedback make huntress less not-good

steel cobalt
#

!feedback
I wish the D-pad had a use on console, maybe a quickchat message like "Help!" Or "Carefull!"

quasi rivet
#

!feedback Can we change Rex's M2 order back to what it was? Seed Barrage is still default so it only makes sense.

violet valve
#

!feedback
Could we add a setting for the dash ability. For example ->
You could just normaly you your dash ability and control it with your cursor or you could control it with your w-a-s-d keys.

When im talking about the dash ability im talking about all the abilities that allow you to zoom forwards
-Virgin/dad?

fickle nebula
#

!feedback Super minor thing, but could we get Commando holding his pistols up in his character select pose just like in his character portrait?

Compared to everybody else, he just looks so unenthusiastic to be there. It would be nice to see him more battle ready as opposed to just plainly standing, and I think we can all agree it'd look cooler too, it could even help with first impressions!

novel onyx
#

!feedback

When you guys implement artifacts, what if there was an artifact that made the items look the same so that you never know what you are picking up. If you throw in lunar items, you never know what you might get.

exotic pivot
#

Variety

Maybe make it so small aspects of the landscape on maps are different (extra rocks in some places, pillars, or holes in the ground)

copper temple
#

!feedback
Variety

Maybe make it so small aspects of the landscape on maps are different (extra rocks in some places, pillars, or holes in the ground)
Reposted for @exotic pivot

pine minnow
#

!feedback
Loot modifiers that could roll whenever entering a level, like say, "all chests are now replaced with shops/big chests/damage chests."
If not in the game normally it could be an artifact once those are added.

pale salmon
#

!feedback
Antialiasing please

proper sable
#

!feedback Please add a host migration feature if the host of the game leaves or crashes/disconnects. Had a 200 minute run ended yesterday because the host's game crashed.

mossy ocean
#

!feedback Give Visions of heresy a unique crosshair

knotty night
#

!feedback introduce more unique death one-liners for unique deaths like you did with void reavers and glass.

spiral thicket
#

!feedback Commando has a really hard time on early game, with an average damage input, and it does not compensate with the lack of Aoe. His phase shot is an ability that doesn't scale well and the cooldown should be a little quicker for faster damage input with harder enemies.

urban cloak
#

!feedback Not sure why this isn't an option, but auto pickups for Lunar Coins?

manic saffron
#

!feedback There could be some ability or item challenge involving killing something with the void reavers death implosion.

pallid echo
#

!feedback
Ability to drop non-lunar items in multiplayer within a minute after picking them

ashen lotus
#

!feedback
Could you make it so the teleporter gets us to next stage faster? There are certain moments where it feels very slow to teleport. After we get our XP, it should activate on the dot. Its important especially if one is playing on monsoon. Even seconds are very precious!

visual heart
#

!ideas
I would love you guys to introduce new music, as well as the old(from risk of rain 1) And have a music player like Mario Oddesy, where you can control what music you would wanna hear at the time.

i know this is to much to ask but I'm dreaming over here 🤩

pliant juniper
#

!feedback
Hey if the Gilded Coast doesnt count as a stage (I sure dont see the Stage counter go up a number after finishing it) why does time pass when I am within the Coast?

This needs to be corrected, either by freezing time in the Coast, or adding the Coast to the stage counter. I dont know of any stage that has this behaviour.

night relic
#

!feedback Make a Sunken Tomb like stage...With a kraken like secret boss

round nest
#

!feedback I think it would be really cool if our achievements and characters we have unlocked affected the way the main menu looked as we unlocked more. Right now it's just the sad commando.

celest narwhal
#

!feedback the scavenger just absolutely melted me with the mobile strike unit active item I couldn't do anything to escape it, don't like dying to RNG so could that be changed?

smoky plinth
#

!feedback reposting for @visual heart
I would love you guys to introduce new music, as well as the old(from risk of rain 1) And have a music player like Mario Oddesy, where you can control what music you would wanna hear at the time.

i know this is to much to ask but I'm dreaming over here 🤩

unkempt citrus
#

!feedback
I've been thinking of an item/artifact idea that could change the way crits work in the game. Currently you just want to get 9 Lens-Maker's Glasses, at least one Harvester's Scythe and a Predatory Instincts. While I don't want to change this permanently, it would be fun to have the option to change it with a lunar/legendary item or an artifact.

You could make this change critical strikes to deal 4, 5 or some other number up to balance, times more damage rather than double, however make critical strike chance from Lens-Maker's Glasses increase multiplicatively, or in some way that you will never get to 100% but just approach it slower and slower with each extra item.

You'd have base crit from Harvester's Scythe, Predatory Instincts, the 1% passive and maybe another single time 5% from this item if this effect was given by an item.

I'm not sure if it's better to give this effect to an item or an artifact, because if it was an item it would have to scale some way, and I don't know if scaling a critical damage multiplier is very balanced.

little barn
#

!feedback add back the imp shrines

for non- ror1 players:
You pay gold to spawn small imps that run away, if you kill them fast enough you get an item

minor sable
#

!feedback Give all characters passives. This makes each character just as unique and filled with variety. An example is a Huntress passive giving her omnidirectional sprint

bitter depot
#

!feedback Make projectile collision client side. I hate having to aim a solid magma worm infront of any wisp im firing at to hit it when im playing with my australian friend.

dry bloom
#

!feedback It would be really cool to have a weaker shadow version of the future final boss as a secret boss or late-game super enemy, kinda like how Providence from the first game was able to summon a shadow version of himself.

still thistle
#

!feedback give the teleporters from each stage different music like in the first game

pine minnow
#

!feedback add an item similar to Arms Race from the first game that buffs all your drones, or preferably all your npc allies now that you can get more than just drones working for you.

earnest laurel
#

!feedback add the ability to drop the last item you picked up AND NO OTHER ITEMS. If you already dropped your last item, you cant drop another.

manic saffron
#

!feedback Suggestion for artificer R ice variant, cryo stasis, she would turn herself immobile enceasing herself in ice as she gains high armor, for next 3 seconds a wave of ice expands from her in all directions freezing ground enemies and dealing moderate damage, she heals 2% of her max hp per enemy frozen, doesn't freeze or deal damage to flying enemies unless they touch the ground or she freezes herself on top of them (like when standing on vagrants), unique death animation if killed in this state just like shaped glass

narrow epoch
#

!feedback
portals should spawn on the rim of the teleporter instead of being able to spawn in weird places like on higher platforms on acres and such

exotic pivot
#

!feedback

Add enforcer from first game so someone can assume a tank-like role for the team

subtle maple
#

!feedback
A new green item, Warpaint! Upon pickup, this item puts decorative paint patterns on your helmet and visor, and grants a passive 10% speed boost for the first stack only. This item increases movement speed 15% per crit, upto 3[+2] times.

plucky fern
#

!feedback MulTs alt Utility should be Han-D's Overclock. He already has the HanD skin so I think itd be nice to make a move or too relating to HanD as well.
RoR1 Overclock: INCREASE ATTACK SPEED AND STUN CHANCE BY 30%. INCREASE DURATION BY ATTACKING ENEMIES.

But maybe tweak it and boost movement speed as well? (Take out the stun chace if need be)
Edit: spelling

gaunt wing
#

!feedback Here's a useless idea. What if character poses in character selection were based on the number of hours a player has put into them (or simply how long their previous run with a specific character was). So when a new player boots up the games and gets to the character select screen, they see the Commando strike a lively pose. Then, say that same player does a 1 hour run with Commando. Now, upon entering the character select screen, the Commando looks tired and dejected (kind of how he looks now).

lime basalt
#

!feedback
The orbs that spawn hidden realm portals must be activated with E
We can now jump through portals to use them. Yes this is completely useless.

tacit lantern
#

!feedback
ATG should scale with chance to fire instead of a straight damage increase, more fun and chaotic that way.

grizzled osprey
#

!feedback Scavengers should not be able to hold Royal Capacitors, players can be instantly killed with minimal counterplay

little barn
#

!feedback
I don't mean to offend the work you've put into the mobile turret model, I really love the model, it's strangely cute, but if Engineer is going to have mobile turrets, they NEED to be able to tank damage. I do like what you guys are going for with the beams, but they do not work on a mobile turret. I propose that you separate the current carbonizer turrets into 2 different abilities. One being flying drones with the same amount of damage they do now, with an increased range. Flying would allow them to be move evasive, and follow the player around more than the mobile turrets now. The other using the current carbonizer model, but being larger, and shooting some kind of AOE attack, say a plasma ball, with less overall damage and more heath, maybe with some kind of self heal tied to its attack, but not its damage. This makes 3 Engineer playstyles, stationary turrets with a bunker playstyle, flying drones slowing enemies down (not really) for an evasive playstyle, and tanky turrets for a mix of both.

pallid vale
#

!feedback
Regarding the amount of loot scavengers drop, they currently drop around 8-10 items (basically 8-10 small chests). I think this is a bit overtuned, especially in singleplayer. For reference, Rallypoint delta has 280 credits (maps range from 180-400 credits) to spawn interatables and a small chest costs 15 credits. Assuming 1 drop from the scavenger bag is worth a small chest, any map with a scavenger basically gains 135 credits worth of items, which is about a 50% increase in loot on Rallypoint, which I think is too much.

I propose reducing the amount of items dropped to 4-5 but also increase the amount dropped based on the amount of players there are (something like +50% more drops per additional player, so 6-8 for 2 players). This would reduce how overpowered it is in sp but also allow it to scale better in mp.

little barn
#

!feedback

A few seconds of knowing what the teleporter boss is before it spawns would be nice. Celestine Wisps spawn and attack before you have any time to react, and you're just done kiddo .

green hornet
#

!feedback Change Artificer's jetpack to a toggle for controller or provide the option to enable it globally. Works just fine as is for MnKB master race, but people that prefer or need to use controller have to make a weird sorta claw with their right hand to hold jump, look around, and primary fire all at once.

dim hamlet
#

!feedback
Remove Elite Horde of Many [big monsters] in the first loop, when the Shrine of the Mountain is NOT active. Getting a stage 2 Blazing Brass Contraption is not fun

harsh star
#

!feedback Even though you can stun Brass Contraptions, it doesn't stop them from attacking! why can they be stunned if it doesn't stop attacks?

little barn
#

!feedback

A red item that quadruples the pickup range of on kill effects (monster tooth, ghors tome, bandolier) and doubles their effect. (meaning doubling healing, money, and giving two charges of a charging skill, possible interaction with transfusion) Maybe with a drop of its own, like 20% base damage increase for 8 seconds, reset duration upon getting it again, with a 10% drop rate. Additional stacks increase drop rate by 5%.

manic saffron
#

!feedback Buff aurelionite boss encounter, beating him is a joke as his attacks are easly avoidable and there's not enough adds to protect him, for killing an easy gold boi, players get an ultimate gold boi sponge for all future teleporters that only gets stronger and stronger with more halcyon seeds, he can take solo on multiple bosses and win, even multiple malachite enemies disabling his passive regeneration need many minutes to wear him down with only reliable way for him to be defeated is void reavers implosion, it's just too easy to get him and with more players in lobby he only gets even more stupid strong with extra seed per player.

earnest laurel
#

!feedback
Please, for the love of god, don't let a scavenger have Dio.

covert solar
#

!feedback
we still haven't got MUL-T ALT R, ALT Shift and ALT RMB, so here I am. I have some ideas for ALT R. For example, you can delete second weapon and passive ability to have 2 active items, but instand of it, MUT-T can repair it self or other MUL-T and also, MUL-T with this R can be repaired after death for lots of money. For example, like TC

median yoke
#

!feedback
Perplexed how easy Acrid's alt-skill unlock is, versus some of the virtually impossible ones
(Looking at Merc, Engineer and Artificier)
Would've been nice to have more realistic skill unlock achievements all-round. As it stands now, several are pie-in-the-sky / frustrating and unfun.

fathom owl
#

!feedback please dont spawn tc20's in caves! especially in abyssal depths, the choppa is just stuck in the cave. 😦

cinder steppe
#

!feedback

Now that Hopoo are asking what kind of artefacts we want I had an idea.

Artifact: Lunar or Artifact Cultist
Effect makes any item that costs lunar items free but you can't gain lunar coins during the run nor from obliteration.

Unlock method:
Idea 1: Have one of each lunar item that is not an equipment and obliterate at the obelisk.
Idea 2: Maybe a secret place that you can access behind Newt in the bazar you can only get through the mirror if you have Strides of Heresy. This would put you in the Mirror World. You can then leave the Bazar as "normal". Except when you are in the Mirror World the amount of lunar pods that appear is doubled and no newt altars spawn but they are replaced with lunar pods and chest are very cheap. But at the end of each stage all non lunar items turn into exp. Your goal is then to complete four stages when you leave the 4th stage you automatically obliterate and gain the artefact.
As an added bonus to the mirror world after you have unlocked the artefact you are put back into the normal world where your run can continue as normal. Like the void fields the mirror world can only be accessed once per run.

little barn
#

!feedback
a lunar item called: awakening shield

so it decreases incoming damage from any thing (maybe 10 20 percent and then +5 % per stack at a max of maybe 50 60 %) but increases spawn rate by 10% per stack at a max of 50%

fervent vine
#

!feedback

Since a certain update, the In-Game Time (as well as difficulty) stopped moving inside the Hidden Realms, which is great for normal runs, but I think isn't the best for the creation of a healthy speedrunning community.

My suggestion is to make a "Speedrun Mode" within the settings (some other games have those that alter the game in some specific ways) that would enable the In-Game Timer (maybe Difficulty too) to continue counting inside the hidden realms so In-Game Time would be used for speedruns again, as it would then count the entire run.

The reason I say that would be the best for a healthy speedrunning community is because right now we end up using RTA (Real Time Attack) that counts the Real Time from beginning to end because of time stopping in the hidden realms and them being a very important execution part of the speedrun (going to the bazaar is a risk/reward type of deal, obliteration at the obelisk is whether you mess up or fly perfectly to it etc), which is not ideal for a game like Risk of Rain 2 because a lot of people with slower computers end up automatically losing a lot of real time due to the lag, this issue would be solved if the game just counted the time throughout the whole run without stopping it in the hidden realms, as a sort of optional feature in the settings.

plucky fern
#

!feedback I feel like Greater Wisps shouldnt be absolute units. As far as I know you can stun, freeze and just wreck every other big enemies but GWs just stand there like "wth you gonna do"

spring violet
#

!feedback Gasoline currently isnt a bad item in early game, but stacking it barely does anything. The damage does increase, but so does the time it lasts. In order to make it a bit better, the gasoline could be changed to something like this:

Gasoline: On kill ignite all enemies within 12 (+2) meters for 150% (+75%) damage within 3 (+1 per stack) seconds.

This change could make gasoline deal more concentrated damage instead of a tiny bit of damage over a heckin long time, making it more usable in late game.

terse needle
#

!feedback
Artificer's Shift is quite hard to aim and weirdly doesn't block any projectiles despite being a wall. I think a good solution is to let it block enemy projectiles, and to make it either a small ring formation of ice, or to have the wall "shoot" out in a direction from Artificer herself that stays in place for a while. The first suggestion would make blocking problematic enemy attacks easier and the second would make using it offensively easier by allowing you to aim it directly at an enemy instead of trying to hit them on the very small horizontal AOE line.

feral sleet
#

!feedback
a more inclusive death recap that shows maybe the last 10 or so damage sources for you and also the ability to see what killed you when you are killed in a multiplayer lobby and waiting for them to clear the level.

tacit hinge
#

!feedback Make drones, turrets, and your Beetle Guards teleport to you when activating the teleporter, it’s super frustrating when the Magma Worm or Imp Overlord decides to target those instead of you

fading parcel
#

!feedback It would be nice if elite aspect items dropped much more often. They could still be somewhat rare, just it would be good if they dropped often enough to actually get to use them. Perhaps once in a 20 stage run on average?

buoyant wigeon
#

!feedback Some feedback I have on Acrid
His poison is pretty good in multiplayer, especially with Huntress 's Glaive, but in singleplayer, he falls a little flat on not being able to finish off large groups very well in certain situations without a fair amount of items that can do it for him. He's a good character, and he is very fun to play, but it doesn't feel very good when you're at a scenario where it feels tricky to finish off the enemies, especially when it's a bunch of very hard-hitting ones that can shred you. Your only options to finish them off is your melee ability, which can be risky if there is a lot of enemies due to it's short range and moderately slow speed, or to use your poison spit, which is on a cooldown (albiet short cooldown) and can only hit very few enemies at a time, or to wait until your Epidemic is refreshed to use that to finish them off.

His poison itself is fine, he just needs to be a little better at actually killing things in certain situations.

I suggest altering his M1 a tad to give more incentive to get in close and whale on enemies. Increase it's range and base speed, and maybe make the last attack in it's combo inflict an additional stack of Poison that stacks ontop of his basic poison.

This would incentivize charging in and beating on groups of healthy enemies to inflict the extra poison stack to kill them faster, instead of running around spamming your poison spit and Epidemic until they are all weak and then running in and out to kill them. The increased range and speed would also help to make his M1 more viable for finishing since you'd be able to hit a few more enemies at once with the increased range, and you'd be able to hit them faster. Mercenary is good at melee because of all of his immunity frames, but Acrid does not have these, so his M1 needs to be better to make up for the risk you put yourself in to use it effectively.

pine minnow
#

!feedback Some sort of mini-scavenger loot gremlin could be fun, with them getting the item effects of whatever they're carrying, and dropping that specific item if they die. Would probably need to cap their spawn/maybe only spawn one or two per stage tops.

primal belfry
#

!feedback altars, shrines, and perhaps chests that could only be used in multiplayer.

Like a chest that needs 2 people to open it but as long as you have the collective amount its basically a large chest, or a chest similar to the adaptive chest but it uses your inventories as the pool allowing people to switch gear witb each other. Not to say these should replace the regular ones, but an option that while on paper is cheaper but requires something of two or more players.

fading parcel
#

!feedback It might be nice if brittle crown made a special exception for self-inflicted damage. This way REX's self damage and blood shrines wouldn't interfere, possibly among other things such as hellfire tincture if it would be appropriate

spring violet
#

!feedback Razorwire can be a lil bit op, ngl cheif. Maybe put a cap on how many thorns can be released per second? That way things like bleed and fire don't just eradicate everything near you instantly. That seems a bit too op to me.

open tartan
#

!feedback
If interrupting slow attacks with stuns (Brass Contraption/Greater Wisp) is too powerful, have it throw off their aim instead, each individual shot firing randomly in a cone like 'Mando.

wind galleon
#

!feedback have a replay of the last 10-15 seconds of your death when you die. And maybe when you obliterate it can be something unique, like static with 'CONNECTION LOST' over it

wicked oriole
#

!feedback add Show Ping option in settings.

little barn
#

!feedback Quick idea for a multiplayer-focused artifact; "The Artifact of Unison", or alternatively perhaps "The Artifact of Friendship". Makes all players share the same gold amount, EXP bar, and item inventory, at the cost of also sharing the same HP bar (which would be a combined total made up of all the players usual HP, so if one player had 120 max health, another 140 max health and another 200 max health, the combined total everyone would share will be 460 health). Obviously not something that ever could work in a quickplay lobby, but it sounded to me at least like something that could be a ton of fun with friends.

blazing sapphire
#

is there a mod on?

main radish
#

!feedback Regarding the engineer's secondary walking turrets. I think they should have a little tiny jetpack kinda like the the engineer instead of 3 legs. I think it'd be cute if they matched their master. And not fly off and be op. I mean the same movement speed and all that.

Just floating little laser demon robots instead of walking. 😄
Almost if they had 1 each of the engineer's bomb launcher things. Just under their bodies.

copper temple
#

!feedback
is there a mod on?
Reposted for @blazing sapphire ||lol i had too||

little barn
#

!feedback if you launch from a geyser and hold space as artificer, you keep that direction and can't move in air

limber flame
#

!feedback dropping items and equipment. for if you take something that other players need more

worldly burrow
#

!feedback
can we get the command artifact from risk of rain 1 back it was a good artifact and the sacrifice artifact

little barn
#

!feedback
I don't mean to offend the work you've put into the mobile turret model, I really love the model, it's strangely cute, but if Engineer is going to have mobile turrets, they NEED to be able to tank damage. I do like what you guys are going for with the beams, but they do not work on a mobile turret. I propose that you separate the current carbonizer turrets into 2 different abilities. One being flying drones with the same amount of damage they do now, with an increased range. Flying would allow them to be move evasive, and follow the player around more than the mobile turrets now. The other using the current carbonizer model, but being larger, and shooting some kind of AOE attack, say a plasma ball, with less overall damage and more heath, maybe with some kind of self heal tied to its attack, but not its damage. This makes 3 Engineer playstyles, stationary turrets with a bunker playstyle, flying drones slowing enemies down (not really) for an evasive playstyle, and tanky turrets for a mix of both.

little barn
#

!feedback
this is highly situational but it's happened to me enough to think about this, if you get a scavenger encounter via a combat shrine you should receive another scavenger loot bag or better odds for loot on your next scavenger bag. it's pretty frustrating to fight 5 scavengers and only get the minimum number of items as all commons.

winter trellis
#

!feedback what if the skin for engineer followed the color scheme of a stone golem and the little turrets that shoot lasers could be the laser that stone titans shoot? Would be a cool idea for a new skin maybe?

little barn
#

!feedback
Thumbs down this.

shell solstice
#

!feedback can we get a artifact where you can do damage to turrets, drones and they can do the same to you, but your enemies attack each other as well. Basically just adding friendly fire

weary sluice
#

!feedback for the TP voting, please add these voting system:
1.) When someone tries to activate the teleporter a timer will start which has a timer that increases by 1 minute (or so) per player, so a total of 3.5 minutes*. It'll decrease with each 'ready' player (of course, if all players are ready the event will start immediately.) - same for the post-boss, but it's just 15 seconds.
2.) Players can toggle ready with the chat, only after the tp voting started, with a command like "/ready" (alias "/r") or by pressing the F1 button.
When the time's up, though, the TP event will start regardless.
TP is still being abused, especially in quickplay. At least this would slow down those that actively ignore the other players and just skip to the next level while everyone is underequipped.
*: in short, the last player is worth one and a half minute.
TL;DR: "Toggle TP Ready"

edit: cleared up something

weary sluice
#

!feedback Engineer:
Another turret unlockable for the engineer. This one gets toggled between mobile and stationary. Unlike the others, there is only one and every time you toggle between mobile/stationary, it'll momentarily lose some power (attack and defence). it should not wander off too much.
edit: removed the balancing ideas, it wasn't balanced.

ripe stirrup
#

!feedback for the mercenary obliterate skin the sword as well as the light trails when slashing should be red to match the skin

pale meadow
#

!feedback new type of chests : the chest of risk
im not sure how the idea can be used the best but the general idea is..so basically its a chest that has a medium chance to drop a legendary/very rare item but also has a big chance to drop a new type of items..and these items unlike the lunar items will only have negative effects, maybe the reverse of some normal items or a new effect or something

shell nebula
#

!feedback yes hi, please allow loader to keep her momentum after swinging with her hook. I just want to be rewarded for managing to use the environment for my movement, but currently after hooking a second time you just get slowed down. Alot.

little barn
#

!feedback for I think Huntress need more buff on special cooldown

velvet dove
#

!feedback please for the love of god just let us pause games when we need to go eat dinner or something..

neat cobalt
#

!feedback there should be a way to team vote to kick someone in groups of 3 players or more. I've had games where people go afk just because "I don't want to play but I still want the skin".

dim hamlet
#

!feedback
Make shield generators stack properly with your health if you have Transendence. Getting a minor 10hp shield is completely useless late game.

marble kraken
#

!feedback
Acrid's poison feels a bit weak right now, and having to wait a few seconds before sending another secondary on a target to maximize poison damage feels pretty slow. I think the little poison dog should be able to stack his poison 3 times. This would give him more utility against bosses, especially late game when they have too much armor. (Of course, R still doesn't hit the same target twice.)

glad heart
#

!feedback I propose an idea for Mul-t's secondary special. Seeing as how the great benefit of the special is having two equipment (I see switching weapons as integral to the character and innate in the special) I think it would be a cool sidegrade to instead have only one equipment slot at all times and instead have a temporary buff on switching weapons or maybe a passive buff all around, this is obviously open to deliberation as to what the actual effect would be, possibly a damage buff or an hp buff? Or hell, maybe pull a han-d and have a drone spawn or something, just some food for thought.

stoic grove
#

!feedback new character concept: Red Knight. The aesthetic of red knight, (ill just call him rk) is some sort of high-tech knight infected with the red plane. First problem that i can think of is mixing his abilities with imps, and solution is to make his "red void stuff" all green and black vs red and black. M1 is a lance that he holds, which he can jab with, and the fifth attack is a charge, (Keep in mind, he attacks fast hence the lance), for the m2, rk will throw his corrupted shield which turns into a moving void, that acts as a moving wall. For the shift, a bubble shows up at rk's cursor, sort of like Huntress's arrow rain bubble, and once selected, rk teleports there and creates a void explosion. For the r, rk will summon a huge mysterious hand from the ground, which will hit 1 enemy, focusing on the strongest, and the hit will be really heavy, but depending on the enemy size, it will either grab a group and throw them, slam down on them, or suckerpunch it, sending it with some knockback. Enjoy!

boreal lichen
#

!feedback
Add durability to equipment, like 100 uses and it is destroyed. This makes it actually beneficial to pull a copy of the same equipment later in the run because you can swap for the one with more uses left.

You can also adjust Gesture of the Drowned to reduce equipment durability as the drawback in addition to automatically activating it. This makes stacking them actually have a stackable drawback.

It could also allow for the nerfing of powerful equipment without getting rid of the strong effects that make it fun. For example, leaving Royal Capacitor with its huge damage and low cooldown, but give it lower base durability than other equipments.

Optionally you could also have Fuel Cells add durability as well as additional use charges.

primal vector
#

!feedback Mercs alternate last ability feels a little underwhelming. What if he could slash a tornado into existence that travels the path you aim it in, and it will knock up small enemies and stun non bosses? Enemies still in the radius of it take a fair amount of dps, and maybe the amount of attack speed items you have will make the tornado spin faster and deal more dps?

boreal lichen
#

!feedback
Seen some players asking for more unique features to the maps that don't have any, and I agree. One suggestion I have for this is to add a permanent fixed Cleansing Pool to Wetlands Aspect, since it seems to fit the aesthetic of that map the best. You could put it down in the chamber with the shrine to N'kuhana. I think it would also be nice to have a guaranteed Cleansing Pool somewhere since it feels really underutilized.

plucky fern
#

!feedback Very very small detail. Have Adaptive Chest prices above the chest rather than on the front like other chests so we can see it from a distance

woven elbow
#

!feedback
Just an item idea: an on-hit chance to get armor for a short amount of time, increasing the time with the stacks.

spring violet
#

!feedback Make Shaped Glass stack additively, IE: when you pick up two shaped glass, your health is 1/3 of its original value and you deal 300% damage. Or, if you pick up 5 shaped glass, you health is 1/6 of its original value and your damage is 600%. Personally, Shaped Glass isn't even all that strong to me. I can win without it just fine. However, stacking it does make you very powerful, for just as long as you have some AOE, everything dies in one hit before it can hit you. Having it stack additively would prevent the player from becoming too strong too fast, without nerfing the base item.

(Someone already made this idea, @ me if you want credit)

sweet shard
#

!feedback
I feel like Commanders Frag grenade sound effect is pretty weak. like... some plastic ball. can we have better sounds for it? like MUL-T's Blast canister.

fading parcel
#

!feedback To make slicing winds more effective, for one it would be great if it scaled with attack speed like Mercenary's default special, and I think its cooldown should be shortened to be the same as eviscerate. And also, personally I'd like to see its maximum number of targets or AOE increased a little

pliant juniper
#

!feedback -- As someon who has seen my previous feedback / complaint.... time passes in the Void Field, but it does not count as stage. Either time must stop passing there, or it must count as a stage.

Behaviour found in RoR2 PC, Steam version, consistently.

spring steppe
#

!feedback
Give the director more credits at the start of the game, the first 30 seconds to a minute or so feel extremely slow, even on monsoon, you're often just waiting for enemies to spawn so you can open chests.

minor sable
#

!feedback An artifact or option to enable shareable items in multiplayer would be nice

gentle spade
#

!Feedback Razorwire should proc on being hit, not on taking damage alone

pale meadow
#

!feedback add unique items : basically a unique item for each character..can be acquired by doing a certain challenge or some hidden realm or something..but it should be like really rare..and each item can be used only by one character. so that item will boost some stats or give the player a unique effect that goes with the theme of the character he is playing with

narrow zephyr
#

currently, the crescent on top of merc's alt skin helmet is only visible from the front, and doesn't appear with the camera behind him the entire game. it would be cool to be able to see it while playing

earnest laurel
#

!feedback
repost for @narrow zephyr

currently, the crescent on top of merc's alt skin helmet is only visible from the front, and doesn't appear with the camera behind him the entire game. it would be cool to be able to see it while playing

serene mesa
#

!feedback alternate/more in-depth version of the Command artifact that actually has its own separate menu where you can adjust what items appear in what item pools. Remove items you hate, adjust tiers as you see fit, or have ridiculous “challenge runs” where only specific types of items appear. Swap the red and white tiers if you want! Might be fun.

pale meadow
#

!feedback a new idea for an enemy : a some sort of ghost or a fox..it has hp same as the imp..and when it hits you it steals one of the items you have and it uses its effect for itself against you..it might also steal your equipment ..after killing it it should drop your item back

slow marsh
#

!feedback An idea for Engineer's unlockable primary could perhaps be a set of grenades that stick to surfaces instead of bouncing and perhaps have a longer range while still being in an arc travel pattern. An alternate shield idea could perhaps be instead of creating a shield, you create a reverse-gravity well on the engineer's location that has twice the range of the base shield. This would keep enemies at a range, giving you breathing room. However, you would still be vulnerable to projectiles. shrooms

steep bloom
#

!feedback an idea for new kind of lunar item. An item that would cause your Active item to be used twice(for example Preon starts charging instantly after first shot), but it would make the cooldown longer.

rigid slate
#

!feedback Make it so that obliterating yourself at the altar and beating the Twisted Scavenger gives you more Lunar Coins at higher difficulties. This helps reward high-skill play by encouraging players to do Monsoon more than once per character for a skin and not just do Drizzle for farming. An example of a possible scaling system that could be used:

Drizzle: obliteration = 3 coins, Twisted Scavenger = 6 coins
Medium: obliteration = 5 coins, Twisted Scavenger = 10 coins
Monsoon: obliteration = 10 coins, Twisted Scavenger = 20 coins

This would also synergize well with other popular feedback regarding the ability to access A Moment, Whole without relying on RNG

serene mesa
#

!feedback Artifact that messes with enemy spawns somehow (Kin variant?). For example, maybe it lets enemies appear from the getgo that normally only spawn after you’ve looped once (Jellyfish in Distant Roost, Alloy Vultures in Scorched Acres, etc). Maybe after you loop, a random enemy gets added to each enemy pool, or something...? Like, Bighorn Bison would suddenly be able to spawn in Wetland Aspect, or maybe it’d be Void Reavers instead, etc

coral wagon
#

!feedback
Artifact: Rain
· Enemies are immune to fall damage (but are still briefly dazed)
· Enemies spawn near the top of the skybox instead of their usual spawn positions
· Enemies cause a non-damaging shockwave that knocks survivors and other enemies away when they fall from a height that would otherwise cause fall damage. Strength of the knockback is based on distance fallen, scaled with enemy size class (normal, large, and titanic)

wind galleon
#

!feedback
Add in mimic chests. they could give slight hints to being mimics, and should give extra rewards of some sort for activating and killing, maybe the gold you get for killing it would be enough, or maybe a second item

Edit: i hit enter too early
Edit 2: i hit enter too early again

undone iron
#

!feedback
-Balance difficulty increase. Too often in the first ~20mins you're waiting for enemies to spawn or sitting idle at the teleporter because nothing has happened on screen for the last 15 seconds, then the next level you get one shot by the 4 elites that spawn on you.

-Let me get to the part where I have a decent amount of items quicker. The more higher stage runs you do the more bored you become with the slog of the early game. I don't want to play because I don't want to spend 30 minutes getting my first 15 items. Being slow/not healing/feeling weak etc. is not the gameplay loop people enjoy.

agile compass
#

!feedback
In order to make the Shaped Glass a truly feared item, then the shaped glass should either remove Oneshot Protection or give the user a chance (higher per stack) to be vulnerable to getting one-shot when hit by enemies.

snow granite
#

!feedback Make red whip not a trash green item. make it so that it is like cautious slug, I.E. when out of danger.

little barn
#

!feedback I have a simple but small request to add logbook on the pause menu. Just to see players keep track of what items have been unlocked or not during a playthrough.

raven jacinth
#

!feedback
👎 ⛔

gentle spade
#

!feedback Vision of Heresy shouldn't apply to Engi turrets, or if so, just use its attack speed

rapid tiger
#

!feedback Visions of Heresy shouldn't apply to MUL-t second M1, because he loses his multifunctionality after taking visions.

merry imp
#

!feedback I'm sure this has been said before but allowing us to save and quit in the middle of runs would be nice

raw whale
#

!feedback While using a controller, it would be nice to navigate the menu screen with d-pad / stick moves one box at a time instead of moving a cursor. Also being able to go back to the previous menu by pressing the B (on xbox, circle on ps4) button

covert solar
#

!feedback

Can you make all the skins as different from the original as the skins of REX, the Mercenary and the Commando? (You can leave the Loader skin and possibly MUL-T as they are references)

soft mural
#

!feedback
Make Bustling Fungus activate after maybe .5 seconds so survivors other than Engineer can benefit from it.

midnight knoll
#

!feedback
Lunar Item
Shard of [name]

Three Lunar items that on their own do nothing, collect all three and the shards combine into a lunar item that actually does something.
Be granted with a character unlock and some crazy lunar stats when combined.
The shards could be hidden in randomly selected hidden realms to make it just that little bit harder to get.
Doesn't have to be 3 obviously.

steel wharf
#

!feedback

It would be nice to have a possibility to adjust the crosshair via menu or, since we have access to the console, via commands

hazy kayak
#

!feedback
Engineer's alt m1 should be his thermal harpoons from RoR1. Currently, Engineers m1 sees some obsolescence late game due to his reliance on his turrets. I think that if his harpoons were reworked to have charges (like Artificer's m1), it could make for a good playstyle alternative early game while not surpassing grenades late game.

soft mural
#

!feedback Speaking of the console, can we fix the Cheats convar? The game supports a ton of commands that can only be accessed by enabling cheats, such as changing the timescale or difficulty coefficient, and even has code to disable progression while cheats are enabled. I think it'd be fun to play the game in slow motion just for the novelty of it, but this feature has been ignored for whatever reason. I know people are against cheating and that's why it should only be available to the host in private games or in solo games, so why hasn't it been fixed yet?

sharp warren
#

!feedback
With everyone suggesting ideas of adding some sort of armor item, mostly mentioning tough times vs tougher times, why not re-add Hermit's Scarf to fill the role of tougher times, and shift current tougher times to be an armour upgrade like RoR1? Chance to dodge is effectively the same as chance to block, and then we can have our armour item

little barn
#

!feedback
Increase enemy spawn rates at the very early game across all 3 difficulties. Less time spent standing around near chests on your phone and more time playing the game.

sharp warren
#

!feedback
Jade Elephant is such a great item, but I will say that the visual effect just being Rose Buckler but green is kinda boring. Would be awesome if it turned characters fully jade when used

narrow zephyr
#

!feedback
The glowing meteorite kinda just sits there, would be cool to see it orbit the character kinda like the titanic knurl rocks, but on a more set path

grave plaza
#

!feedback Fix the director. I just had a multiplayer run where for four minutes on the first stage it spawned basically nothing while we waited around to open chests and then it spawned a beetle queen.

west nexus
#

!feedback fix the spawning point of the chest so the do not spawn near the edges of the map where if the item jump out and dose not fall down in a pit

soft mural
#

!feedback Multishop terminals are pretty cool with their ability to allow you to select an item out of a few preset choices, but the fact that they have a chance to have random slots is pretty lame in my opinion. I suggest giving the White rarity shops a chance to spawn a Green or even a Red item out of the question marks whenever you use them, at the same cost as the rest of the options. This could be at about the same rate as a small chest, or large chest depending on the rarity of the item shop. Just to make it less of a drag when you get a multishop with 3 question marks like it's a glorified chest.

earnest laurel
#

!feedback

I posted this in July of last year, and it went nowhere. Now that so much time has passed and the game has changed so much, it may be its time to shine.

ITEM CONCEPT

Rarity: Common

Grabber Arm Flavor Text TBD

Effect: All attacks gain 1m (+1m) range and move X% faster.

Explanation: Some characters are short ranged, others have slow projectiles. This fixes both.

untold ivy
#

!feedback
i feel like "the hitlist" red item from risk 1
(for those who didnt play or dont remember it increased base damage by
.5 after killing a marked enemy, to a cap of 20 bonus 'base"damage per stack)
could possibly solve some issues with glass stacking and osp abuse as if you can raise your baseline, then all scaling increases, including glass of course, but if you can raise your damage without use of a lunar then there is more reasons to and not to take it over the alternative

little barn
#

!feedback if you do bring back the artifact of command please add a box for boss items

pale meadow
#

!feedback utility skill for artificer : maybe use its jetpack to launch forward only for a distance like the blink because the artificer is quite slow and unless you use the second special skill you cant run away from a lot of enemies

green pebble
#

!feedback hopoo, please add:
new ||twisted scavenger boss|| with crowdfunder, ghor's tome, tougher times, and a brittle crown by default at least, call them ||(name) the greedy||

gentle spade
#

!feedback Make cleansing pools more common AND easier to see

topaz sand
#

!feedback
If revived by Dio's Best Friend while charging the teleporter, the objective text on the right will show up blank. Maybe make it show charge percentage and the boss again?

simple sundial
#

!feedback Fix the Delay between attacking a new target after killing one on Engineers Walking Turrets. Also Extend the range so that the turrets is the same as the stationary ones. Makes up for the fact that the turrets don't have the strong healing or work well with the shift Shield.

daring violet
#

!feedback let huntress sprint in all directions. Huntress's basic attack is a very weak part of her kit, but she ends up relying on it because of the longer cooldowns of her other abilities. While the basic attack is useful for locking onto enemies and not having to look directly at them, it starts to fall short when you are attempting to keep outputting damage onto an enemy while also dodging the enemies attacks. If huntress could sprint in all directions, it would give her just a little more survivability and let her make better use of her basic attack.

While this really does not matter in the late game, I find that early game Huntress can be challenging to play unless you get lucky and get backup mags or a bandolier (or maybe im just bad at huntress lel)

ashen lotus
#

!feedback
I second @hazy kayak
Bring back those thermal harpoons!

solemn heath
#

!feedback Having shields active should prevent negative status effects/debuffs like burning, bleeding, or any negative on-hit effects from applying when getting attacked
Doesn't seem to make sense for a "shield" to allow bleeding or getting lit on fire when it's intention is to protect its user's body from potentially lethal damage until it's drained or broken

open tartan
#

!feedback
Guarantee one spawn for cleansing pool, shrine of order, TC-280 Prototype, and any future features that are unique to only a few stages.
Letting players go through a stage many times without seeing their iconic content is a missed opportunity to strengthen that stage’s identity. It also makes them either extraordinarily rare or spawn far too many, because if the average weight across stages is normal it’ll spawn 8 times more on one map, and if its weight is on par with other spawns it’ll spawn 1/8th as much overall.

shell nebula
#

!feedback a crouch button. It wouldn't do much, it would just let us crouch. Would be fun to just fool around with friends, that's all. Thanks

blazing obsidian
#

!feedback Make items respawn on the edge when they fall off, it's frustrating and pointless to make players waste their time and cash to see that sweet scavenger red drop fall off a cliff to never be seen again

little barn
#

!feedback
Void Fields spawns something similar to multishops instead of giving you something completely random

river anchor
#

!feedback

A small AI tweak for friendly AI would be greatly welcomed, Drones consistently fly into walls and get confused about their existence, engi's turrets consistently walk off cliffs when "strafing", thankfully unlike other things in the game, they teleport back up if they walk off a death cliff, beetle guards can never be found because they're too busy praying to the shrines of chance. Having these not get consistently stuck in a loop of goofy stupidity would be very welcome

Edit - Accidentally Hit enter lmfao

random pagoda
#

!feedback Allow hermit crabs to climb walls

spring dune
#

!feedback
Not really a gameplay mechanism, but commando's select animation is pretty dull compared to the other survivers, he just stands there.. maybe give him a shooting animation when selecting?

sweet shard
pale meadow
#

!feedback add a small text that tells you if the crowdfunder is shooting or not because you cant always see the bullets or your money is decreasing so it would be helpful

random meadow
#

!feedback can bighorns get a spawning animation? They just kind of appear most of the time and I find it really annoying. I do enjoy in the new void fields map in the new hidden realm event how the bighorns spawn far away and it appears that they ran all the way to you. Maybe an event on rallypoint Delta where a stampede of bighorns comes over the mountains?

serene mesa
#

!feedback Expanding on this idea:
https://discordapp.com/channels/417739215355510784/559901472339525644/668980348889071679
How about an Artifact that just screws with all of the stuff that’s normally exclusive to specific areas? Not just enemy spawns, but also the shrines that can appear (Cleansing Pools in Aqueduct, why not), the drones that are available (even better, TC-280 in Distant Roost), that sort of thing. Maybe even the ordering of the levels gets scrambled, but remain consistent per run. Basically the artifact would be a RoR2 randomizer.

soft mural
#

!feedback Artificer's alternate primary attack just... sucks. Honestly, I think it should deal arcing damage much like her default M2 to compensate. I think that would make a better example of trading DoT for AoE, which is probably what the skill was originally intended to trade, anyway.

supple kelp
#

!feedback
make it so that the dunk achivement for rex can be done on any map that a dunestrider appears? I feel like it'd make the achievement a lot less tedious

soft mural
#

!feedback The lore for the Ukulele should be

One who achieved Thermodynamic Equilibrium, proving the theory of Evapotranspiration. 
One who delved into the depths of Terra Pluviam, and went further Into the Doldrums than any other mortal creature. 
One who, in spite of their innate Hydrophobia, forded lake Parjanya, and was the first to capture The Raindrop that Fell to the Sky. 
The inventor of the autonomous Petrichor V, and the protector of the fabled Disdrometer. 
One of few to be described as "Köppen as [EXPLETIVE]" by one of the the highest ranking lunar officials...

His name... was Chris.```
i hope you see what i did there
supple kelp
#

!feedback
The grenade in it's current state is kinda bad compared to suppressive fire, but still fun. It has potential.
If it simply had an Impact explosion/stuck to surfaces, and it's blast radius was buffed, it'd make it a viable sidegrade to suppressive fire

analog coyote
#

!feedback
Mexican Hat - reduces fire damage. Looks cool combined with the Ukulele.

serene mesa
#

!feedback Hidden Realm Idea: The Red Plane
The Imps have always had fairly interesting lore. It’d be really cool to see where they come from, and you could probably do a lot of very interesting things with it theme-wise. Is the Red Plane more of a sprawling wasteland, or is it a twisted, SCP-3007-style nightmare city? I guess there’s no guarantee that this would be compatible with whatever lore is being prepared behind the scenes, and I’m not sure what the point of it would be gameplay-wise, but I just can’t help but wonder about what the Red Plane actually is.

soft mural
#

!feedback
The new Null portal looks fantastic, it's probably the coolest-looking portal in the game as of yet. However, the other portals... aren't really up to that standard. The celestial and gold portals serve their purpose, but don't really look that appealing in my opinion. In the future, could they get restyled? For example, could the Celestial portal actually look Celestial and have scrolling stars in its texture, and could the Gold portal have some better gold aesthetic, and spit out gold coins as a particle effect? I think that would add to the overall feel of the game.

crude brook
#

!feedback
Could you guys give the Walking Turrets a Passive Ability that treats their walking as if they were sprinting. That way they can benefit from sprint-affecting items along with still being able to strafe at the same time.

narrow wharf
#

!feedback
If the team decides to bring back the kin artifact, I think that instead of spawning only one specific enemy like the first game, it should activate a random type-specific event (e.g. "The air crackles and sparks," "the ground groans with mysterious energies") every stage. These events are already fun and I think it would be more enjoyable to have one of them every stage rather than, say, only wisps.

shrewd tiger
#

!feedback Losing my marbles over Alloy Worship Units insane health scaling and having it summon on accident killing Monsoon runs instantly. Never worth the time to fight making Siren's Call a letdown to get over Abyssal Depths.

visual walrus
#

!feedback Could we have an option to make to numbers bigger? I'd love to see what/how items impact my runs. I'm talking about the Maplestory size here fellas

boreal lake
#

!feedback
On cooldowns with multiple charges, there is only a visual indicator when charges go from 0 to 1. Please add this visual indicator to each charge replenishing to make it easier to track during hectic fights.

meager wraith
#

!feedback Nerf dunestrider healing personally I feel they heal for way way to much

minor sable
#

!feedback For items like the crowdfunder that have no cooldown, a lot of times the screen is so filled with stuff that I dont even know if I have crowdfunder active. Maybe a visual indicator in your equipment slot showing that you are currently using the equipment (like in LoL with abilities like Singed Q - shows a moving outline)

gaunt wing
#

!feedback
I think the HUD could stand to be streamlined a bit. Ability cooldown time and player health are on opposite sides of the screen despite being almost equally important. Furthermore, the item tracker clutters the top of the page despite the TAB screen fulfilling it's intended purpose. My suggestion for fixing this is bringing the HP & ability bar back to the center of the screen, and relegating the item tracker to only show your most recent item pickups (pictured is a mock-up design). While I understand the desire not to obscure the survivor's 3D model, the HUD's main goal should be conveying the most important information with the utmost clarity. I also think that a more centric, not necessarily symmetrical, HUD design would be more appealing to newer players.

gritty haven
#

!feedback
I’d love it if shields were made a bit different from health, so here’s some changes that would do them good (mostly)
-reduces elemental damage by a non stacking amount, except for electric damage, which it takes an increased amount of
-have shields give defense, y’know, maybe 3-4 every 25 shield HP you have, just to make a bit more useful

nova sage
#

!feedback please automatically display boss health bars similar to ror1. Had one boss (||scavenger||) catch me completely by surprise and blasted me against one-shot-protection with three stacks of bleed.
The display should probably prioritize attacked targets (limited time, and maybe except DoT), then teleporter bosses, then strongest boss.

muted thorn
#

!feedback I think Mercenary's running animation (not sprinting, that one is fine) needs some love, his stance and overall body movement just looks very weird and his sword arm moves in a very awkward way, it would be cool if he could run in a more "ready to attack stance" with his sword being held in front of him and his right hand held slightly back balancing his body, almost like he was sneaking around but without crouching.

boreal lake
#

!feedback
Give MUL-T 12 base damage back.

nova sage
#

!feedback and while speaking of one-shot-protection, what about a green or red item that provides buffs when health goes below a certain %?
it could also be a lunar item that provides debuffs when health is above that %.

gaunt field
#

!feedback i'd love if there was support for 2560 x 1080 monitors

viral narwhal
#

!feedback perhaps have something special occur if we get all 3 orbs at once? (Or 3 or more if you plan on adding more later)

quick pumice
#

!feedback i'd like to see acrids primary become more.. ferocious? maybe instead of something very similar to mercs it could be really fast low damaging bites and slashes. that'd make his primary feel more unique, and make sense because animal stuff!!

night relic
#

!feedback as an engi player i would be cool when you ping a monster the turrets lock on to it.

round hill
#

!feedback
Have A Lunar Item That Increases Amount Of / Buffs Enemies Spawned During The Teleporter Event But Have No Teleporter Zone At All
(Be Able to Charge The Teleporter Wherever you are in the Map And Not Able To Interact with any Intractables Until The Teleporter is Charged)

spring violet
#

!feedback if CHEF isn’t going to be a character, then can he be an artifact? Mask

sacred gulch
#

!feedback
Artifact idea:

Hubris
Opening chests is free. Each chest opened adds a different modifier to the teleporter event.

Tier 1 ideas: Enemies have light regen, Enemies have 10% more health, enemies cause bleed, teleporter ring is smaller etc.

Tier 2: Boss has Chronobauble. Shrine of the Mountain. More elites spawn. Boss is elite (maybe tier 3)

Tier 3: All enemies give the Malachite debuff. you lose health when outside the teleporter ring. Enemies steal health by dealing damage. When you heal, it heals enemies around you. Enemies have X item. Enemies have double move speed. Double elite boss

Of course these might not be balanced, they're off the top of my head. But I think it'd be an interesting dilemma and a cool way to play

serene mesa
#

!feedback Artifact Idea Numero Cuatro (I think, or did I lose track, nvm this is definitely the 4th one I’ve had)
Origin 2
I call it Origin 2 because it’s an idea for how to implement Origin in RoR2. Basically, from the start of the game, Void Reavers are hunting you. Every ten minutes, a portal appears that spawns a few Reavers, as well as a special Void Reaver-like boss. This boss would be able to drop both types of Pearls, making them fit better in the boss item/yellow tier.
I think this adaptation of Origin makes a lot of sense thematically, at least based on what I already know about RoR2 lore, Void Reavers, etc. It might not line up with where you’re planning to take it, though. Void Reavers seem to be kinda like spacetime cops, so that’s why I imagine them sorta chasing you throughout the run.

marble kraken
#

!feedback
This probably have already been suggested, but because we do not know what is being done by the dev, I will suggest it myself.
Have an option to enable "Detailed interface", where you can see exact stats items give you and how they stack when you obtain or hover them, and the game stats when you press tab or Esc.

hybrid summit
#

!feedback slightly increase 3d printing speed. the best part of the game is when you get that sweet fungi/syringe printer and go on to print like 60 of those bad boys but it takes way too much time. Especially in multiplayer.

distant crater
#

!feedback Saw an idea to make acrid’s basic more ferocious to differentiate him from merc (I do find acrid’s basic a bit slow). I think this could be done making it so that if acrid hasn’t used his basic for a few seconds, when he next uses his basic it has a higher attack speed but lower damage (keeping dps the same) this would last a few seconds before wearing off. This would sort of represent acrid’s animalness as he would go in for short frantic attacks.

Not sure if this is actually need or liked, but thought I would try improve a previous suggestion.

strange arrow
#

!feedback I think that acrid's only drawback is that poison can't kill any enemy. I think a way to make it easier to not get absolutely swarmed by wisps on the first and second loop, poison should be able to kill an enemy if the attack that poisoned the enemy dealt more than 50% maximum health. This would mean that wisps no longer live a poison spit. This could definitely be altered to be more balanced, but I feel that as a base idea it would be useful for acrid's survivability on the first 6 or so stages

analog coyote
#

!feedback change Teleporter Boss healthbars to a different colour, since Scavengers can have Infusion.

hazy brook
#

!feedback

Some kind of matchmaking system for multiplayer would be nice. Too many people leave during the game. Many people go multiplayer for achievements and unlocks and then leave as well. That becomes a huge problem to enjoy the game.

real briar
#

!feedback

Artifact Idea: Every time you teleport to the next stage, a 'shine of order' effect is applied, where all white items turn into a random white item (even if you dont have it), all greens turn into a different green, ect ect. Just a fun idea that could have some really good (and horrible) outcomes. All items you get in that stage will act as normal, as this will only be applied on stage exit.

pale meadow
#

!feedback new lunar equipment : Cursed Key. so each stage you get to open 3 chests for free but there is a big chance the chest will be destroyed and you receive no item

umbral rover
#

!feedback

New survivor idea "Rogue sentry"
character lore: This turret was going to be the engineers big debut back at base. but then it ran away. now this sentry doesn't needs its engineer as its made itself stronger, faster and more resilient then ever before
Primary attack: laser gatling
The attack revs up for 2 seconds then unleashes 7.5 shots a second, each doing 75%  damage
Alternate primary: Rail cannon
The attack charges for 5 seconds then unleashes a devastating bolt that pierces and deals 400% damage
Secondary: Self repair (25 second cooldown)
The sentry is unable to fire but will gain rapid healing for 5 seconds
Utility skill: Jump overdrive (10 second cooldown)
Allows the sentry to jump 5x its normal height without taking fall damage
Special skill: Mounted and loaded
Allows the sentry to ground itself and gain higher accuracy and damage but lose its ability to move. Activate again to enable movement (3 second cooldown)```
soft mural
#

!feedback Clay Dunestrider is still a run killer if more than one spawn. Reduce or outright remove the armor it gains during its succ attack so it isn't tanking all your hits when you don't have a god run. The life leech combined with the forced concentration of enemies already makes that attack hard to deal with, so it doesn't really need armor.

Also, with the buff to the Happiest Mask it's even more important to add a clause which stops player damage when it's on your team. Personally haven't dealt with this that badly but having to leave an area for an extended amount of time when it does this just isn't fun.

little barn
#

!feedback Greater Wisps have a period right before they fire, where they lock their angle, then shoot at that spot, instead of continuing to track you. This allows you to dodge their attacks in interesting ways, such as jumping with good timing, so that they lock their angle well above you, and whiff both shots. Lesser Wisps, aside from charging faster, don't have this, as far as I can tell, so it's not exactly fun or fair to play against. Perhaps you could extend Lesser Wisp's wind up, and add the angle lock, so that they punish you for standing still/doubling back too much, instead of just hurting you randomly by existing. Less "guess it hit me, oh well," more "aw, I got hit, shouldn't have stayed there/moved like that."

earnest finch
#

!feedback Give alloy worship unit a unique yellow item drop and add a legendary chest to siren’s call. After a certain amount of time, especially in mulitplayer and monsoon, the alloy worship unit becomes impractical to fight due to the time investment and risk of dying due to it’s high scaling. However, since the legendary item for siren’s call is locked behind it, it often makes getting siren’s call put the player at a disadvantage, especially considering abysall depth’s legendary chest becomes easier to open as the run goes on for longer. Siren’s call having a legendary chest would make the two stage 4 stages feel similar in difficulty/usefullness. To compensate, the alloy worship unit could recieve a unique yellow drop for players who are up to the challenge of fighting it, similar to the halycon seed for aureleonite.

tough pendant
#

!feedback Clay Dunestrider's Suck

Like, the attack. They're well designed, but I feel that the suck attack should be changed a bit.

One way would be to make it give the dunestrider negative armor instead of increasing it. This would make it more of an all-or-nothing moment.

It does make sense why the armor is increased while it attacks though, because while sucking, the dunestrider is completely vulnerable. This could possibly be fixed with a few different fixes:
-Fix 1: Increase the range of the suck attack so that players are forced to attack the dunestrider or run away before it kills them.
-Fix 2: Have the dunestrider continue doing the barrage, artillery attack (not the tracking balls that roll on the ground) while sucking, possibly at a more consistent rate. This would make it a bigger threat, but the player focusing on it would end it.

Of course, those wouldn't exactly have to be the fixes that make the Dunestrider more dangerous while sucking, but you get the idea. Some things that make the attack more "dangerous" in tandem with making the boss weaker while using the suck attack would make it more engaging. I feel that boss fights should have that moment where you say "Now's my moment to strike!" instead of "Oh great, I have to wait that out again."

tl;dr, Make Dunestrider take more damage but be more "dangerous" while sucking.

dry bloom
#

!feedback Celestine elite are currently... underwhelming. All they do is make a spooky aura and tank some more damage, so I propose a rework to make them more terrifying to encounter.
-If an ally to a Celestine enters the Celestine aura for a certain time, they get the 'Refracted' buff, which makes them permanently semi-transparent and upon death creates an aggressive ghost version that dies after 30 seconds
-Celestines are able to revive these ghost enemies back into normal ones by being near them
-Celestines are occasionally able to 'crown' others (that are not ghosts) and turn them into Celestines.
-Celestines and Malachites cannot become Refracted.
-Revived ghosts receive a buff to HP and damage.
Although a bit much, I seriously feel like Celestines should be a polar opposite to Malachites, with Celestines being able to raise armies while Malachites are one themselves.

fallow nebula
#

!feedback MUL-T currently lacks something in the staying alive department. He's the largest character by far, but has less innate armor than melee characters and no innate regen boost like they do either. Bumping up his armor from 12 (Why 12? What an arbitrary number...) to 20 would be a step in the right direction, considering how much damage he tanks due to his size, slower acceleration, and long cooldown on his mobility skill.

stoic grove
#

!feedback allow us to press c or something to view our stats

narrow zephyr
#

!feedback

please make magma worm stop going after drones and turrets, it's super annoying when you have gunner turrets across the map and magma worm just decides to leave the teleporter.

empty pine
#

Something that sounds cool to me is maybe something more to do with the challenge location where you unlock acrid, there's nothing to do there after you complete the challenge and it looks like it has potential

frank plinth
#

!feedback
For @empty pine
Something that sounds cool to me is maybe something more to do with the challenge location where you unlock acrid, there's nothing to do there after you complete the challenge and it looks like it has potential

outer ginkgo
#

!feedback
to make magma worm less frustrating to fight (esp. for melee characters), have it so the boss can be stationary. How this would work is it would occasionally emerge vertically, keeping half of its body still in the ground, the other half exposed. It would bend over, and spit fire from its mouth at the survivors for a while. then it would cycle back to its default "swimming" attack pattern

chilly hare
#

!feedback
PLease implement the option to save gamestate when doing singleplayer PLEASE!??!?!
This is a game breaker for me. Cannot often do long playsessions. Every other roguelike I've got allows this, the permadeath features can still be enforced, but allow to save&quit midrun. ex. Noita, FTL, Everspace, even pixel dungeon!
I'd say this is the primary reason I've hardly come back to this game after the first foray... I was up till 1AM trying to finish the run and I am too old to do that nowadays.

tranquil kettle
#

!feedback Clay Dunestrider ghosts can currently kill you with their suck attack. This is really annoying and seems to break the no team fire rule.

nimble star
#

!feedback
I’d like to see a better incentive to enter the Void Fields. Currently, it feels underwhelming to spend around 15 minutes for 9 random items including the guaranteed red item.

My suggestion would be to spawn a cleansing pool after completing the event. To me, this makes sense since you enter the Void Fields through the Bazaar Between Time where you would have access to lunar items anyways.

little barn
#

!feedback scavenger getting ceremonial dagger or disposable missile launcher is way too unreasonable i feel, he essentially has an unavoidable nuke that will consistently end every run if he gets it, and you don't know he has it until hes used it and you're dead

dim hamlet
#

!feedback
Alt Acrid M1: Ravaging Maul
Deals 120% in front of you. Damage increases by (flat) 25% for every BUFF (Heal from Fresh Meat, the effect of War Horn etc) you have or every DEBUFF monsters have (Fire from Gasoline, Bleed from Tri-Tip Dagger etc).

edit: typo

calm epoch
#

!feedback Item: Solar Radio
Effect: Expand the perimeter of the Teleporter's range during the Teleporter Event.

analog bobcat
#

Crazy talk here, but, hear me out: lunar new year, lunar coin bonus

shell solstice
#

!feedback a item similar to the frenzy one, but after getting x amount of kills or some other task they will be able to use there m1 while sprinting

copper temple
#

!feedback
Crazy talk here, but, hear me out: lunar new year, lunar coin bonus
Reposted for @analog bobcat

blissful raptor
#

!feedback
Endless void fields game mode.

jade ember
#

!feedback I think a lot of the alternative skills were taken in the wrong direction than intended. Some, like Mercenary's M2s and Loader's shifts, are mostly a preference of playstyle and not 100% "this one is better in every way and the other is literally useless". However, a lot of the others are definitely that way. Phase Round is the "bad" Commando M2, Phase Blast is the "good" one. Arrow Rain is the "bad" Huntress R, Ballista is the "good" one. Slicing Winds is the "bad" Mercenary R, Eviscerate is the "good" one, etc. All of the skills need a looking over for balance changes so you don't end up with situations where one character feels bad to play until you unlock X skill with them, another puts in a lot of hard work to unlock a skill that wasn't worth the effort, while one has all of their alt skills feel unique and balanced.

sterile sable
#

!feedback
an item that scales with high hp to counter the shaped glass stacking
killing newt drops a red or another lunar item

next holly
#

!feedback
As MUL-T, if you have a loadout where you have two of the same skill, it will make MUL-T dual-wield. You are still able to use the fourth ability to switch equipment, but it will continue to be the same dual-wielding skill.

This can make him the most strongest character with dual-wielding Power-saw or the most stable with dual-wielding Nailguns. This will allow a lot of versatile game plan as it will allow both Rebar Puncher and Scrap Launcher to become a stronger choice since they lacked damage in the late game.

You can have a stable build with double Nailgun.
You can play a safe and air support build with double Rebar Puncher.
You can play a very strong mob control build/playstyle with double Scrap Launcher.
You can play a merciless damage machine with double Power-saw but be weak to air units.

soft mural
#

!feedback
How to make lategame Clay Dunestrider fights feel fair:

  1. Make it so succ attacks can't stack on eachother and make it impossible to escape even with mobility.
  2. See above
crude brook
#

@outer ginkgo
MUL-T already have a HAN-D Skin, it's just the lighting on the character select does a bad job of showing it.

earnest laurel
#

!feedback

Make it so the beads of fealty only spawn from a cleansing pool, but there is always a cleansing pool that spawns in the Void Fields when you beat them. Then it's like you have to take a lunar item through the void to cleanse it

pale meadow
#

!feedback
new item : iron vest (idk about the name) and this legendary item might have one effect (idk which one is the best )
1- lowers the chance of bleeding by imps or enemies with items that cause bleeding
2- lowers the damage of bleeding
3- doesnt let bleeding decrease you hp below certain hp..like if you have one for example your hp wont go below 10 hp by bleeding

little lava
#

!feedback
Item Name:***Assassins Palate ***(Item body:Painters Palate)
Rarity: Red
Description: Upon killing an elite enemy; Apply a random damage effect to enemies around the point of death. (Like gasoline but with a randomized element)

solemn heath
#

!feedback the radar towers for the environmental logs should spawn in hidden locations similar to newt altars instead of having a chance to spawn normally

next holly
#

!feedback
Item: Embodiment of Anubis.
Tier: Uncommon (Green).
Description: Upon taking damage, there's a chance for the item to activate. (You lose 1% of your health = 1% chance to activate. You lose 50% of your health = 50% chance to activate). This effect cannot activate while you still have barrier.
When the item activates, you gain 15% (+15% per stack) barrier equal to your maximum health.

pale meadow
#

!feedback
new boss item from the clay dunestrider if your health is below 25% it steals 20% of hp from each enemy that is nearby..the radius and amount of hp stolen increase with each stack

gentle spade
#

!feedback Tapping jump shouldn't just make you leap to max height with Headset.I propose that instead, you hold it to jump higher, and then at the apex/if tapped midair, activate Arti jetpack and such

stoic grove
#

!feedback a legendary called something like "Glistening Shrapnel" (idk) that makes your attacks be able to reflect projectiles.

feral seal
#

!feedback
Acrid's melee doubles damage on poisoned enemies. Currently there's no reason to ever use his base m1 over visions of heresy.

little barn
#

!feedback
Artificer's ion surge should launch you at a 45° angle and not directly upwards, loosing all your momentum.

plucky spruce
#

!feedback a achievement that is unlocked by obliterating without taking any damage(could alternatively be not deal any damage but this would mean that you don’t have to defeat the boss to progress to the next level)

ashen lotus
#

!feedback
Let us choose what the item printer takes instead of leaving it to a guess? I mean, if I want to print a behemoth (which, yes I found a behemoth printer once, dear god) but i got a rejuv rack and a frost relic(rejuv rack is super important, especially for an engi main) I wouldve been willing to give up the relic for a behemoth. But i couldnt take the chance with it taking my rejuv rack.
Same with A fungus printer <3. If I have some war banners and a bunch of delayed healing packs, I would give those up because I really dont need them. I wouldnt want the printer to take away my sticky bombs and my damage items or even my mobility items. It wouldnt be a fair trade off.
As soon as we activate the printer, it should let us choose from the HUD of items to give in.

stoic grove
#

!feedback i know this is similar to B.O.T's suggestion, but have Arti's Ion Surge be like some sort of low-control flight ability, almost exactly like Titan's Thundercrash from Destiny 2, but weaker obviously. Just something that realiably allows Arti to move up, down, and to the side.

primal belfry
#

!feedbacknot exactly piggy backing off of pillsbury dough boys suggestion but can ion surge not shoot you straight up? Its not immesiately possible to aim at the things you just burst from and it really hurts the flow of the technique. Perhaps it could move you back like huntresses new special, only more vertical

zealous sand
#

!feedback Minor suggestion, give the new stage variants different subtitles so we can refer to them as something besides "the new ones".

little barn
#

!feedback

Split screen.

pale scroll
#

!feedback can we get crossplay

sacred gulch
#

!feedback
During the Prismatic Trials the teleporter text says Charge the Teleporter, when you actually just need to kill the boss and the teleporter charging sequence goes away at any percent the moment you kill the teleporter boss.
Can this text be updated appropriately?

sterile sable
#

!feedback
Multiplayer some sort or giving money or both using money to open something(half half or something), after you fight the twisted scav have the players duke it out the winner gets an extra lunar coin

pastel tendon
#

!feedback an idea with multiplayer though maybe it's not needed

it could be neat to give each player their own set of chests per stage that only that player can open and access rather than shared chests for everyone. Maybe this shouldn't be the norm, but it could certainly be a multiplayer artifact or mod

vapid shard
#

!feedback
Challenge called "cultist" or something. Very simple, just donate 93% health to a shrine of bleeding(i think they are called?) And unlocks some easy generic white item

drifting zephyr
#

!feedback
A blue/lunar item that gives you an extra use of R, with the cost of taking away an L

spring dune
#

!feedback
I don't think this would be well appreciated, but what about getting rid of the damage fallout of commando, or changing the damage fallout so that at least he can consistently damage enemies in mid-range?

short flame
#

!feedback fix the lobby a bit, when you have 4 players it’s hard to see the 3rd and 4th player because they are behind the 1st and 2nd player. Also would like to have the area a bit more bright to see the characters better or atleast have a spot light above them.

median shale
#

!feedback
When the run ends it would be cool if it showed your survivor wearing all the gear they had when they met their fate

dim hamlet
#

!feedback
Buff to Phase Round: Damage of the shot increases when it hits a monster. This makes it worth taking for the late game since it can actually match the damage of Phase Blast, but instead of close range burst, it needs range to set up for maximum damage.

limpid sage
#

!feedback

Give an additional armor status to enemies when certain amount of time has been depleted. Once so-called "god run" is set ( easily happens)... game is done. Lunar items or not.

Extends game play even further and causes players to be more certain and considered to support their own run with items they desire.

little barn
#

!feedback

Long feedback here, probably gonna be a wall of text, and dislikes, but here goes. The damage scaling of elite enemies is too much. Horde of Many boss fights feel leagues harder than a standard one, and Malachite vultures are a death sentence. I think a cool idea would to have different tiers of elite, starting off with 2 tiers, tier 2 having distinguishing features, being more menacing and larger than normal mobs. Blazing Beetle, and maybe something like Beetle of Ifrit or some cool lore thing you guy would do better. An example of abilities is like say:

Tier one of Fire being what it currently is, Fire trail and fire on hit, fire damage scaled down to compensate.
Tier two of Fire being Fire trail, Fire on hit, hitscan and melee attacks triggering a lingering fire AOE, and projectiles + Golem beam explode, firing 3 magma projectiles to arc outside of the impact spot. Say, Elder Lemurian shoots 5 fireballs, hit ground, and explode into 15 arcing projectiles, but when he breathes fire, all impact points stay lit on fire for a few seconds. (also if wandering vangrant made everything the massive explosion touches catch on fire that would be awesome, not practical for framerate though)

The Director would spend much much more on these tier 2 enemies, but in return tier 1 of their type would be more likely to spawn in, creating a kind of miniboss in the area, or teleporter boss. This would even out the ridiculous scaling of the elites while creating something cool.

It'd be cool as well if Malachite tier 1 spawned along with the rest of the elemental elites, with reduced damage to match and the debuff being healing is halved.

tired carbon
#

!feedback

Currently in Multiplayer, you have to wait until your mates die or finish the level for you to get revived again upon death. The spectating, however, isn't that exciting. Instead I'd suggest to implement something like playing like a small drone or maybe being able to possess an enemy to either screw with your friends or help them out. Since (I think?) Paul once mentioned (on the dev blog) that every enemy is coded like a class of their own with their own abilities and attacks, they played around with the idea of playing as one of them. I think that becoming a Lesser Whisp, a Lemurian, a Beetle Guard, an Imp or a drone would be quite entertaining and could appeal to a lot of people who don't necessarily like spectating their friends have fun.

So TL;DR: Feature where you get to take control of an enemy or a drone upon death, in order to either screw with your friends or help them out as that enemy/drone.

pallid echo
#

!feedback
Fix issue with server shutdown pleaseSlug

neat cobalt
#

!feedback
Currently multiplayer is nearly impossible when the host is in another country. And people in the LFG don't say where they are from. So can we add a NA , EU , OCE role in role-assignment

dry bloom
#

!feedback Have the Void Reaver artillery attack actually shoot a projectile from the sky and hit the ground, as in the current moment, the artillery can be avoided by just having enough height above the artillery blast. This would make them a lot more menacing and I think that would be cool.

earnest laurel
#

!feedback

Alternate Mercenary Utility (cause i don't think alts should be limited to active abilities)
When not attacking or sprinting, Merc uses his sword to reflect a certain amount of ranged attacks back toward the enemy who made it per second.
For example, let's say it's 1 for every 5 levels. At level 10, every second he reflects the first two ranged attacks back toward the attacker.

Keep in mind, this is only when not attacking or sprinting

simple sundial
#

!feedback

As we all know, difficulty level stops visibly counting once its at hahaha, however the bar keeps going up. Possibly implement a setting that allows us to see a level for the enemys in the top right instead. This would make it easier to know when a run is hopeless and to tell once you have hit god status.

little lava
#

!feedback

Item idea
Rarity: Red
Item name: HomeRuiner (POW: Home runner)
Item Body: Steel Baseball Bat
Item Description: Has a chance to send an enemy backwards at 50mph (Like the boxing gloves but with insane knockback damage)

Edit: (POW - Play On Words)
Edit2: On activation of item there will be a steel DING when the bat swings
Edit3: The bat will float around like soulbound/disc/frost

serene mesa
#

!feedback
Item Idea: Crystal Torch
Rarity: Red or Green (depending on how it is balanced)
Effect Type: Proc on kill, damage
Description: Upon killing an enemy there is a chance (100% chance maybe?) to fire a spectral laser that extends from the player’s position to the position of the defeated enemy. The laser appears in an instant, damaging everything that is between the player and the enemy at the moment of that enemy’s death. Laser could inflict slowness, stick around to deal DoT, and be tweaked in any number of ways I haven’t thought of.
But Why Tho: Many items in the game are themed off of the various Elite elements. The two bands, for example, are Blazing and Glacial, while Ukulele is vaguely Overloading and N’Kuhana’s Opinion is Malachite. Crystal Torch is my idea for a Celestine item. I like the color scheme of Celestine and I think its take on a sort of “Ghost Type” is an interesting one. Also, proc items are wonderful, and an item that’s affected by positioning seems neat.

earnest finch
#

!feedback Item Idea: Expired Coupon, white rarity. Effect: At the start of each stage gain a certain amount of money (exact amount is up to devs, could be enough for a small chest or less/more). I think a white item to facilitate farming/keeping up with the game timer would be nice for the early stages.

serene mesa
#

!feedback
Artifact Idea: APOCALYPSE
Description: Apocalypse would drastically increase the difficulty of the game in terms of the spawn director, BUT enemies of different factions will also fight each other. The player’s goal then becomes to avoid getting caught in the crossfire of a war that they did not even start. You won’t be able to just hide and wait it out, though, because enemy deaths will not give you money unless you are involved. Apocalypse will test your ability to control your own involvement in these chaotic battles between the planet’s most powerful creatures.

little barn
#

!feedback Engineer idea : Maybe taking away your M1 into like healing your turrets with some projectile that is deals not so much dmg to enemies but you can heal your turrets if you shot them with that projectile like your turret is dying the fungus isn't working well it dies but what if there was a a altfire for the M1 so you can keep your turrets alive and it still does a little amount of dmg to enemies (i mean yes it should be to op but like eh can be nerfed )

coral wagon
#

!feedback
The above idea, but for the Utility slot and it gives shield instead of healing

knotty night
#

!feedback give Milky Chrysalis and red whip unique buff icon.
Its easy to mix them up when they use the same icon to show their buff

little barn
#

!feedback It would be really nice if Stride of heresy didn't break Red whip like the other mobility skills.

idle tree
#

!feedback We really need an antonym to Focus Crystal. Something that does more damage the further away you are from the target. A white tier scope that reduces shot spread and adds damage to far away enemies, maybe?

spring violet
#

!feedback I think it would be a general improvement if bosses were targeted more by AI. That doesn't mean "only target the boss lmao" that just means to prioritize the boss that currently exists rather than some random lemurian.

pale meadow
#

!feedback add another type of ping to send gunner/missile drones to a certain place? you might want them to attack some enemy for example while you are taking care of another one or smthn..but overall you can control your drones like that

gentle spade
#

!feedback I'd like to be able to see actual item stats ingame, like what the logbook shows, when I mouse over them with TAB

dire marsh
#

!feedback Please do something about scavengers with ceremonial daggers, the undodgeable, highly spammed, and high damage ends runs faster than anything else. (or just make it impossible for them to get them.)

vernal cosmos
#

!feedback can you make it so razorwire cant hit newt? i have a constant hellfire up and cant enter the shop because of hellfire tincture

drifting zephyr
#

!feedback

Implement controller support for menus. Right stick should scroll, directional buttons should go between menu items, B button should go back

snow granite
#

!feedback similar to ror1 boss enemies should drop items until a certain point where the world boss enemies don't drop anything like in the original when you were in the last stage.

snow granite
#

!feedback the fourth stage is either abyssal depths or siren's call. there is a huge discrepancy of green tri chests, big chest, legendary chest, and green items in general on siren's call compared to abyssal. the alloy worshiper unit boss battle can make up for the legendary chest kind of but there is a lack of overall green items in the chests. siren's call should be made to be abyssal depths equal or just be another normal level not an important 4th level of a pre loop.

patent basalt
#

!feedback remove stages consisting entirely of stone golem enemies

fickle nymph
#

WE NEED A RANDOM SURVIOR BUTTON

frank plinth
#

!feedback

WE NEED A RANDOM SURVIOR BUTTON
for @fickle nymph

little barn
#

!feedback
Increase Artificers electric primary to do 10% or 20% more initial damage than the flame one.
Makes a choice between the two, as you have more damage through a DoT effect on the flame one, and more (albeit tiny) damage through total damage effects, and more damage on crit.

open tartan
#

!feedback
Make a small stone enemy with non-hitscan attacks. It'd help diversity, maybe replacing lemurians as the small ranged enemy on Titanic Plains and Rallypoint Delta, so the different locations feel more unique.
I call this one "Boulder". c:
Edit: Also it would make stone golem events more interesting.

meager barn
#

!feedback while playing as mul-t it can be annoying having an active item bound to one attack early one with no way of switching the order. like if i accidently pick up ocular hud with rebar instead of saw then i have to go find 2 more active items to switch the order. It would be nice if either you pressed a different button to switch active items or what would make more sense is just a way to switch the order from what it is.

jade ember
#

!feedback It'd be cool if there was a character focused specifically around flying/gliding/staying airborne. Like proper flying, not in the way Arti and Loader "fly".

dim hamlet
#

!feedback
More options with the max FPS counter in the settings. Going from 60 to 120 is a bit much. Extra steps like 75 and 90 would be nice for high-spec players

edit: wording

trail marsh
#

!feedback The music is incredibly quiet, like "my speakers are on 100 and I still need to raise my headphone slider up" quiet

empty turtle
#

!feedback Maybe instead of enemies having a small chance of dropping their log entries they have that same chance to just give you the entry
I'm sure many logbooks have gone unnoticed after dropped or have just fallen off the map entirely

shell nova
#

!feedback I think it would be really interesting to have a mode where you played from the enemies perspective, or a sort of "murder your buddies" game option. Of course it would be very time consuming to do, but I would definitely frequent it

little barn
#

can we get an icon that shows us when newt altar has been activated?

spring violet
#

!feedback for @little barn
"can we get an icon that shows us when newt altar has been activated?"

snow granite
#

!feedback Arti's charge base system is fine and all and i love to play her however the charge times are really annoying. she has hardly any shots with either primary or her ice secondary. that coupled with the long recharges for her attacks make her defenseless in later stages. what i think might be a good change is for her cool down to not be decreased but to work like visions of heresy. where it only charges for the 2 seconds and she gets her 4 shots back.

grim spade
#

!feedback make equipment drone able to pick up effigy of grief we give it to them, and they use it, like once cycle for using next one to pick up and move to other spot

knotty night
#

!feedback Introduce at least one more Cast on Crit item.
Since we have 2 items that proc on crit why wont there be at least one more?

fading jay
#

!feedback Drone Logbook - To check personal collection progress and average damage/buy count.

rapid orbit
#

!feedback The scavenger shouldn't be able to have a royal capacitor and a fuel cell, allowing them to instantly kill you the second they see you.

little barn
#

!feedback
Shields in general shouldn't have a 7 second cooldown and should instead be like a alt for type of health that can get filled with any direct health giving items (like leaching seed) but only at a half rate of normal health while also getting double the boost from regen giving items (like cautious slug)
So shields would regen twice as fast as normal health but refill half as fast from leaching health, it would make shield fairly good and balanced instead of being a thing you either get a ton of or never pick up

pale meadow
#

!feedback
add a machine in the bazaar where you pay luna coins or just gold to drop an item if you dont need it or to give it to your friend..and the rare the item the more it costs

sharp warren
#

!feedback
Royal Capacitor is a great active item because of its cooldown and damage. That said, there are two issues I have with it.

  1. It's not very interactive, since you don't really aim it
  2. As many has said, scavengers can have it and that's frustrating

I propose that instead of locking on rather target it where you cursor is, and have it have a bit longer delay upon casting. This way, you can aim it where you please (scavenger won't lock on either), and you actually have to time it to succeed, and can dodge scavengers where you see it being cast

tidal creek
#

!feedback - item idea

Item name: Melting Pot / Stew / Corrosive Agent

Item rarity: White (common)

Item description: Has a 10% (+ 5%) chance to inflict corrosion and deal 5 (+ 3) damage/0.5sec for 2.5 seconds. If an enemy dies while they are covered in corrosion, their bodies become a corrosive trap that will re-inflict corrosion on any enemy that directly touches the body.

Simplified description: Has a chance to inflict corrosion and deal damage twice a second. If it kills then corrosion will be inflicted upon any enemy that touches the body.

Side notes: I was thinking about maybe adding 0.25 seconds to the duration of the corrosion everytime you picked one up. So when you pick up two it ticks one more time.
On the other side of the spectrum, it could instead deal damage every 0.25 seconds, but I'm trying to make it as balanced as possible so it's not GG EZ if you pick it up first item.
Could work on bosses which would be really cool. A huge boss corpse landing on top of a screen filled with enemies. Would be spectacular :)

glad heart
#

!feedback Add a new legendary item that redcues shield recharge delay to make building around shields a little more viable compared to leech.

fathom hazel
#

!feedback REALLY ROUGH concept of a character
Concept: Angel like character than is supposed to attack from a distance

Passive: Holding down space allows (UNAMED) to fly for a few seconds. Recharges on the ground.

LMB: Long ranged bow that can be held down to charge.
Charging this increases damage, range and adds piece to the shot.

RMB: While on the ground, Pushes enemies away and files them into a line.
While airborne, Rounds enemies in a circle and knocks the enemies upwards.

LShift: While grounded, dashes a short distance.
While airborne, dashes a few meters in any direction.

R: Increases attack speed, damage, and allows (UNAMED) to fly for 10 seconds.

floral ice
#

!feedback I love the graphics and visuals of the game, but I think it'd be super cool to have some weather that is randomly implemented, as well as some more subtle variations within maps such as rocks, small platforms, etc.

serene mesa
#

!feedback
Artifact idea: POSSIBILITY
Premise: Activating Possibility allows for the existence of Double-Elites. Double Elites don’t have better stats than regular Elites, but they do have the special abilities of two Elites simultaneously (such as having both Blazing fire trail/burn on hit and Glacial slow on hit/ice bomb on death).
Execution: Possibility could simply allow Double Elites to exist at later stages, or it could make all Elites into Double Elites (with no increase in spawn director cost). Maybe each Elite effect could be less powerful to make up for the fact that some or all Elites have two sets of effects.
Implementation: I don’t know if Elite visuals are hard coded or not. If they are, it’s much more likely that Possibility would be too ambitious to add. If they aren’t hard coded, then Double Elites would have blends of their elements’ visual attributes. I am fairly certain that having multiple Elite effects is possible, largely thanks to Wake of Vultures. It’s also worth noting that this Artifact would be much more interesting with a larger variety of Elite types in the game. Currently there are only 5.

velvet tusk
#

!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

oak reef
#

!feedback
Item idea:
Can there be an item called SUBTERFUGE and the ability is that it strikes fear in a AoE effect keeping enemies off you?

untold ivy
#

!feedback
lunar item idea / cracked lens:
"look inwards to see a splintered self"
it would/could be an equipment slot item that works like the first games cracked mirror item, but instead is a passive item that doubles your hitbox, by adding a ghost of yourself, and coppies everything you do

steep shuttle
#

!feedback A new character called CorrUpted that can eat active items to use them all at once in one of this abilities but it gets a longer cool down the more items he has in it to use at once and its second attack it absorbs one attack from a boss after it dies like it might be able to summon 3 beetles at once after it kills a beetle queen and uses its active but the boss ability has only one use and cannot stack with other bosses if you try to absorb another bosses power it will activate the one you had before and absorb it but you might think "This character sounds too op it would be unbalanced" the thing is this character has very low health around 20 health starting and would loose health if it hasn't used its abilities in a while making getting too many items risky because the large cool down could hurt you before you could use your ability because you either have to kill a boss to use your absorb power or keep one stored if you haven't used it and be careful about your active item absorb and this character would also have glitching "fits" where it becomes super slow and uncontrollably glitches out be cause its well corrupted and this also has a chance to remove your powers from your actives like a power from a boss or one or rarely multiple of your actives you have stored but the character could also use its utility which makes a random creature near it glitch out and attack somebody near it and then go back to being your enemy and this character's speed changes every time it sprints so it might be fast one time but slow the other time you start sprinting. Basically this character is suppost to give a fresh new playstyle never seen before that adds some randomness but powerful ness making some people turn away from this character but people looking at its great powerful ablities want to use it but only the people who know how to master its abilities by finding ways to counter its downsides. Sorry for the 300 word paragraph I just wanted to share my ideas!

worldly burrow
#

!feedback
can every boss that spawns even random boss spawns drop items just like risk of rain 1 also enough items for the team for co-op

river wadi
#

!feedback Turning off screenshake doesn't turn off the annoying screenshake that happens when you shoot using commando's or eyes of heresy's attacks. Would it be okay if I could disable that effect please?

minor sable
#

!feedback PT Prismatic Trial ideas to make it more fun:

  • When Artifacts launch, give each PT a random Artifact modifier or two

  • Since the consensus is to 'speedrun,' possibly give us greater movement speed to start off with OR make the teleporter immediately finish charging once the boss is killed. This incentivizes the player to explore more since they have more time on their hands.

  • Promote destroying more than 3 crystals. Maybe every crystal destroyed after 3 will drop an item or something?

  • More rewards. The only reward for PT is Harvester's Scythe, then nobody touches it again unless they want to attempt Merc Ethereal. Possibly some skin rewards for completing PT for each character?

  • Experimental idea: Some way to alter your next actual run. This is super experimental, basically, have PTs affect your next run. Possibly spawning destroyable crystals that drop an item? Or giving the teleporter those cool cosmetic crystal pieces on it? I think it would be cool to do it Gungeon/For The King-style and earn special Prismatic currency which can be used to unlock more variety in your runs. Variety such as unlocking access to new locations, item, etc. Again, super experimental idea so don't downvote because of this one thing.

Overall I think currently PT are a bit lackluster and not that fun since most of RoR 2's fun comes out of the journey and climax of becoming a total god - and you don't have time for that in PT. There just needs to be more incentive to go to PT but also just make it more fun to play

It might even be better to rework the Trials as a whole. Keeping the idea of Daily Runs with Leaderboards is nice, the theme can be turned into a new minigame in reg. runs. Binding of Isaac and Dead Cells is an example of a nice Daily Run system that appeals to speedrunners and people who wanna get on leaderboards. Remember: PT doesn't have to appeal to everyone who plays the game, but instead adding content into regular runs is a better idea.

narrow zephyr
#

!feedback

please make mastery not based on whether you kill the twisted scav or not, the mission is to get to the obelisk, not beat the scav.

eager dagger
#

!feedback

commando's roll would work better if it could be used while sprinting

fathom hazel
#

!feedback A traveling shop, that can randomly appear from stage to stage. You can choose what to buy with your gold with a limited quantity of items, of course.

fathom hazel
#

!feedback Gold alter revamp

The gold alter is really underwhelming at the moment. As it stands, it has no real rewards for clearing it, and the entire event feels off.

Changes:

1: Making it more of an event, rather than a harder teleporter event with shrines.
An introduction to the event could help make it look more finished. To start the event you could activate all of the shrines whilst facing off against smaller enemies. After you activate every shrine, the boss would spawn and the enemies would stop spawning.

2: Changing the AI of the boss
I am fully aware that the game is in beta, which is why the boss has the same model and similar AI to the stone titan. A faced paced boss with frenzying projectiles hasn't been explored (Similar to a bullet hell, not like the grovetender). Maybe the boss of the golden shrine can have multiple forms, as well.

3: The rewards
Other than an achievement, there is no real incentive to try and fight the golden shrine. An unlockable character would be original, but other than that the only rewards we have is a mini sword figher. This is fine, but additional rewards such as legendary items or other shrine-exclusive items would be an improvment.

TLDR: The golden shrine is a great concept, but I hope my ideas could help it.

maiden rain
#

!idea this is a god damn stupid ass character idea but screw it i'm just gonna go in for it since the next update is gonna be in spring sometime but a character called "Green Shrew" which is like almost a leprechaun type character that uses a friggin cane to attack with and one of his specials could be now stay with me like a temporary turret unlike the engineers but its a pot of gold that shoots out coins at enemies and when the timer is up explodes into enemy seeking rainbows. man this is sounding dumber the longer i prattle on but the thought just literally came to my mind as i was typing this. i think i'ma stop xD

copper temple
#

!feedback

this is a god damn stupid ass character idea but screw it i'm just gonna go in for it since the next update is gonna be in spring sometime but a character called "Green Shrew" which is like almost a leprechaun type character that uses a friggin cane to attack with and one of his specials could be now stay with me like a temporary turret unlike the engineers but its a pot of gold that shoots out coins at enemies and when the timer is up explodes into enemy seeking rainbows. man this is sounding dumber the longer i prattle on but the thought just literally came to my mind as i was typing this. i think i'ma stop xD
Reposted for @maiden rain

earnest ether
#

!feedback a way to see the items a scavenger is carrying, by pinging them. might be a good way to figure out if fighting a particular scavenger is a terrible idea or not? this could be restricted to only seeing their red items/use items. we do get to see the items enemies are carrying during the void cell events, after all. (and we already get to see the items they grab from their bag)

velvet plover
narrow zephyr
#

!feedback

put stripes on loader's arms on her alt skin, it's otherwise kinda boring and it would look more like the risk of rain 1 loader that way

grim spade
#

!feedback Idea for lunar item that could "extract" elite equipment on use, but after using it's consumated and elites of the type you got elite equipment are stronger or spawn a lot more often (maybe even if it's not elite of other type it's the type you used it on)

hybrid summit
#

!feedback legendary item idea: "broken battery" (or whatever) When ever you lose shield, deal dmg to surrounding enemies equal to 50%(+50%) of the amount of shields lost. Gain 50(+50) shields. dmg could be either aoe or tesla lightning type. would make stacking shields more interesting.

little barn
#

!feedback
Tweak commando's phase rounds damage to be somewhere around 350% to 450% and make sure it always shoots straight. Sometimes when an enemy gets in your crosshairs very close up, or even terrain, it'll shoot upwards, and not being able to control the direction of an ability that goes through walls is not acceptable. Even when you maximize the abilities potential (Cube, ukulele, sticky bomb, behemoth) the damage is not where it should be, I feel.

fathom hazel
#

!feedback Stage exclusive items.
An item from the fire stage could inflict burn like gasoline, or a frost one from rallypoint.

hollow shadow
#

!feedback

In multiplayer I feel like becoming an aspect of corruption is a detriment to everyone because friendly spurs are indistinguishable from enemy's. Maybe have a color difference or make them slightly transparent?

past marsh
#

!feedback a lunar item that increases your crit damage but lowers your non-crit damage

Could make for some really fun and interesting builds

fathom hazel
#

!feedback More item combos that have special effects when together, like the bands. Maybe ageis and rejuvenation rack increases defense? Or whisp and gasoline stun enemies as well?

primal vector
#

!feedback Artifact that makes only lunar items drop from chests/terminals.

tacit lantern
#

!feedback
Red item that increases crit damage by 50% +(30%) per stack

fathom hazel
#

!feedback Legendary defense item
There aren't many defensive legendary items, so this is unique I guess

Item that upon taking 50% of your hp in 2 seconds, gain a shield for 25% of your hp. 20 second cooldown.

buoyant wigeon
#

!feedback With the introduction of Visions of Heresy (And it's counterpart that has been in the game for a while, Strides of Heresy), certain abilities that they replace now either need buffs (Including but not necessarily limited to, Acrid's M1 and Commando's Shift), or these items need stronger downsides to taking them.

As it is a Lunar item, it objectively should not give you a benefit with no downside at all to pick it up on certain characters, even though it's usefulness is limited only to said characters. The entire purpose of Lunar items existing as a whole is to give you a benefit while giving an objective downside, yet here, taking the Visions of Heresy on a character like Acrid gives you only a benefit, with literally no downside or risk in any way, shape, or form whatsoever.

noble wagon
#

!feedback

An artifact that gives items to enemies, like the Void Realm.

gaunt delta
#

!feedback
minor Beetleguard buff.
Allow enemy Beetleguards to be able to throw nearby allied Beetles at us, and allow friendly BeetleGuards to be able to throw small rocks at wisps

earnest laurel
#

!feedback

I am of the opinion that there should be red items that are like the more binary lunar items, but without the downside.
For example, how Rejuvenation Pack is Corpsebloom without the downside.
Items like the Heresy items, though, arent binary and therefore dont apply

spring violet
#

!feedback Idea to buff the Queen's Gland, since it's kinda garbo...

  1. Make friendly Beetle Guards throw other friendly beetles and/or rocks at flying or distant enemies. (What @gaunt delta said)
  2. Make it so that the gland also spawns three little beetles that also have the increased stats (plus possibly increased movement speed, since their slow af)
  3. Make it so that the friendly beetles you have will teleport to you if they are too far away. Maybe make it so that they burrow underground and then unearth themselves at your loaction?
  4. Make it so that the friendly beetles you get also have the original Queen's elite aspect. If you kill an overloading beetle queen, it's gland will be a Overloading Queen's Gland. Somethin like that.
  5. Additionally, if more enemies join the beetle faction, they should be a part of the Gland's given regime, just so we can see the whole family. After all, the logbook does say that all the beetles followed the one guy, not just a single beetle guard.
little barn
#

!feedback
Elites being immune to their elemental debuffs. Fire Elites immune to fire DoTs, Ice Elites immune to cold slow and being frozen, that also apply to you when you get the aspects for elite monsters. Fire aspect makes you immune to fire, Ice immune to freezing, and malachite makes you immune to malachite. A little OP, but considering the rarity and the fact that a hit from malachite will hit you for like 80% of your health anyway, it'd be cool. Getting the Fire aspect as Acrid, spreading poison and fire DoTs to all enemies shouldn't end by dying to fire DoTs yourself.

gaunt pawn
#

it seems you are currently unable to open console while using a german(?) keyboard . needed to download an us layout to activate it . so maybe support for other types of keyboards would be nice

coral schooner
#

!feedback for huntress primarily, toggling sprint after blinking or using a movement ability is really fatiguing on my hands for a character where sprinting around is a big part of their deal. Could she preserve her sprint status after blinking?

gentle spade
#

!Feedback Acrid's Vicious Wounds should cause a bleed, to go with the DoT theme, the name, and a good synergy to poison

lost schooner
#

!feedback Allow players to drop items through the tab menu by right clicking on them. If this would turn out to be an issue of misclicking, make a toggle option button at the side of the menu to ensure that items can only be dropped intentionally. Lunar items can not be dropped.

steel lagoon
#

!feedback
a lot of people seem to want savestates for the game, and while I personally wouldnt like to see them used, I also dont see why it couldn't be set up as a profile setting. With the ability to set different profiles on your account, why not have it be something you can toggle as a permanent attribute of that profile? Have it save every time you enter a new zone (and probably delete the last save if one exists) so that a game could be left upon level completion and available to come back to later.
You could have it be a similar thing to choosing difficulty before a run but as a permanent choice made when making the profile.
Heck you could even throw in the opposing difficulty side of things this way too where all progress is deleted if you fail a run. That might be cool too

dim lotus
#

!idea the game should have a "/dance" what i would do to rex dance on ppl

raven jacinth
#

!feedback
repost of @dim lotus, use !feedback nextime bro

the game should have a "/dance" what i would do to rex dance on ppl

buoyant wigeon
#

!feedback If Prismatic Trials ever get actual rewards, additional skins for the survivors like the skins you get for obliterating on Monsoon would be an excellent reward.

minor sable
#

!feedback To add a bit more spice and interaction, give each character an idle animation. While I don't see it being used much later on, its a nice casual feature that just adds some immersion.

For example I could see engineer just sitting down as an idle, or commando doing a quick pistol twirl, or mercenary inspecting his blade

little barn
#

!feedback

More of an idea though. Having a way to guarantee elite monster aspects is something that would add a lot more to the game, specifically fun, because they're so cool. When you add alternates to stage 2 and 3, you should add an area where you can trade in a fuel array for one of these aspects, swamp for malachite, desert for lightning, snow for snow, and fire for fire. This way you get a 75% chance to get one of these on your first loop.

earnest finch
#

!feedback Make wake of vulture's elite buffs grant you small damage bonuses (maybe 5% for tier 1 elites, 10% for tier 2 elites). Elite effects are designed to be threatening for the player when used by enemies, but when the player uses them, most of them fall flat in terms of their utility. Since elites are known for their increased damage, wake of vultures granting situational damage boosts would make sense thematically and would help it be more on the level of strength of other red items.

little barn
#

!feedback
Fuel Array is currently a "one and done" deal because it has only one use: unlocking Rex.

Piggybacking on what @little barn said:
Taking a Fuel Array is a challenge. You die if you go below 50% HP.
That's prime real estate for the risk/reward nature of the game, but there is currently no reward (besides unlocking rex once).

Give us some reward(s) for taking a Fuel Array. A guaranteed Irradiant Pearl seems like a good reward to me, but it could be anything. Anything is better than nothing.

next holly
#

!feedback
While holding the Fuel Array: increase the amount of experience points you gain by 20% (+20% (capped at 80%) for each other stack).

By using the Fuel Array: you can open the Timed Chest at Rallypoint Delta (the snow map) by interacting with it, consuming the Fuel Array in the process. The Timed Chest can be opened repeatedly to allow all members holding the Fuel Array a reward.

Upon completion of the teleporter event (excluding both variants of Titanic Plains and Distant Roost), the Fuel Array can be plugged onto the teleporter, consuming the Fuel Array, and it will harness the environment's atmosphere to grab an Elite Element Equipment (the ones dropped from Elite mobs). Abandoned Aqueduct (Desert map) and Abyssal Depths (Fire map) will give Ifirit's Distinction. Wetlands Aspect (Swamp map) and Rallypoint Delta (Snow map) will give Her Biting Embrace. Scorched Acres (Garden map) and Siren's Call (Dead Ships map) will give Silence Between Two Strikes.

fathom hazel
#

!feedback Equipment-Stuffed Doll.
When activated, summons a punching bag that has the same hp as you (Excluding shields).
Enemies will prioritize this doll, excluding boss enemies.

narrow zephyr
#

!feedback

more of the fuel array/elite aspect idea, pehaps when placing the fuel array on the teleporter to get an aspect, it would have to charge up a bit, like the teleporter itself. though the time counter would be separate from activating the teleporter. also, if not from the teleporter, it could be hidden around the map, like @little barn's idea, to make it a little less guaranteed than just making it past stage 1.

winter aspen
#

!feedback Actually an interesting rework of Fuel Array could be if it was a generator of red items. Holding the Fuel Array during the Teleport event and being in its radius will also charge the Fuel Array. After 2 (or 3,or 4,that's balance) full Teleport charges (aka at the end of stage, provided the Fuel Array was held the whole time) make it drop a random red item. This provides a good challenge for the player while also providing some reward for that. Fuel Array can be switched with other item, so charging it alongside Teleport event is a no-cheese strat

fathom hazel
#

!feedback Buff the elite items.

Silence between two strikes is fine, but the other options are really underwhelming. They make the whole concept feel like shiny hunting in (Game name obvious). These changes should only affect the player who wields the item. This whole concept has great potential, and I have a few suggestions. All of my suggestions can be improved on, or completely ignored. I just want attention towards these items.

Ifrit's Distinction: This item is underwhelming. It has almost no use on every character, except maybe loader and mercenary. A few changes I propose are:
#1: Changing the fire damage to on hit.
#2: Changing the trail to a circle around the character with a radius of 5 meters.
#3: Enemies that are on fire, take additional damage.

Her Biting Embrace: This item is fundamentally bad. Having to die to proc an item generally isn't a good idea. A few changes I propose are:
#1: Changing the proc to freezing enemies that die around the slain enemy. Similar to Gasoline or Whisp.
#2: Adding an armor buff to the item, and moving the proc to 25% life.
#3: Changing the slow to 50% and having it affect attack speed for .75 seconds.

N'kuhana's Retort: Most enemies do not heal. This item only severely affects the dune strider, which could help. A few changes are:
#1: Adding an on-hit corrosive debuff which:
Deals 100% damage over 1 second. Removes 25% armor for 5 seconds. Removes healing for 8 seconds.
#2: Changing the healing to life-leeching; A portion of their damage is converted into your health.
#3: On death, release the spike crystals.

Spectral Circlet: Currently, I have not obtained this item. I Do not know if this item removes enemy aggro on your allies, or simple adds a slow, however i have some ideas:
#1: Activating this item makes you go invisible, which removes enemy aggro entirely for <20 seconds.120 second cooldown.
#2: Enemies slowed take additional damage.

Edit: Hit enter on accident

mental steppe
#

!feedback Just a super simple one: Make the price indicator on loot red or dark if you don't have enough gold. Maybe someone already said this? idk im new here

steel cobalt
#

!feedback
so I keep seeing a lot of ideas about saving and stuff, and someone mentionned having it as an option...
Now that is something that you see in lot of games, not necessarly roguelikes but mostly, Ironman mode, which is a mode where saves are either not present or only one can be done at a time, a similar thing could be done, either per run or per profile, a little box to tick maybe next to the difficulty setting?

limber coyote
#

!feedback Make scavengers who spawn with Milky Chrysalis actually be able to fly around the map

peak pine
#

!feedback The reward you get for changing in a lunar item at a cleansing pool to get a pearl is pretty underwhelming. For the common pearl it's just 10% additional health
and for the iridiant pearl it's 10% on all stats, however the iridiant pearl just drops 10% of the time. The rewards just arent worth it also factoring in that cleansing pools are one of the most rare interactable spawns, and that lunar coins are rare after all (given that you don't do what nobody talks about) makes the whole situation even worse. Please buff the pearl and iridiant pearl, most of the time even a titanic knurl does the job better...

round hill
#

!feedback
Add Some Sort Of Alternative Primary and Secondary Skills for the Huntress That Dont Consist of The Auto Aiming Mechanic, This Allows People that Actually Want to Target Monsters that They want to Attack rather than Changing Positions and Getting a Better Angle For Those Auto Aim Shots.

OR If Possible Add A Setting in The Huntress' Loadout where You Could Enable / Disable Auto Aim For Both Primary and Secondary Skills, Similar to Ror 1 Huntress' Primary and Secondary.

fathom hazel
#

!feedback Increase the legendary drop chance in the later stages, so you have more of an incentive to play the game more.

random pagoda
#

!feedback I get that development is a priority, but can we get more frequent balance patches? Due to those waiting to be launched along with a regular update, often times most skills/characters that have not as much power as their equivalents aren't as played, or worse, completely unused.

This mainly applies to some of the current skills, which are straight up upgrades to an existing one (loader M2) or some skills that despite having no alternate, end up having little to no impact (artficier Utility, often replaced by Strides Of Heresy).

So please, put out balance patches more often!

harsh crow
#

!feedback I'm not sure if this is a thing but what if Commando's roll got faster the more speed items you had? Like you just had like 12 energy drinks & some goat hooves and you just roll across the map XD

toxic ocean
#

!feedback Hey guys, joined discord to say that it would be great to split disconnected player's items between others in QuickPlay🤔

cinder charm
#

!feedback Would love to be able to see the stats of how items stack etc when holding tab and hovering over them, i know we have the logbook but it is much more time consuming to do this out of game instead of in a quiet moment whilst your teleporting or something. It would really help mid tier players like myself out who have played enough to not be beginners but dont really have the time to memorise all the possible item stats with changing updates etc I also hope it would help new players understand a bit more and wouldn't impact the hardcore players as they already know all the important stuff!

dim hamlet
#

!feedback
Some item/equipment interactions that the Scavengers are not using

Wax Quail : They cannot sprint as far as i know. Would be interesting to see them hop around, makes for a much more interactable fight
H3AD-5T v2 : I can understand that they cannot wield this item since it would literally one-shot you, but you could make it so that they jump into the air and fall straight back down, without targeting. Gives them an extra attack in their pattern.
Queen's Gland : It would be kinda funny to see them have their own Beetle Guard. Would practically be the same as the players get, without the increased damage.
Eccentric Vase : They create a portal that is like 3 meters long since they only look at you, which is almost always ground close by, and they cannot use them themselves, while we players can. Would be hilarious if they could use them honestly.
Milky Chrysalis : They cannot use them to fly, which breaks the point of this thing. Let them zoom through the sky.
Radar Scanner : When they use them, we get a free glimpse of everything. Kinda unfair since they are a free-ish equipment drone carrying it if you don't kill them.

floral ice
#

!feedback the whole point of the game is surviving on an alien planet, so I think it would be cool to implement hostile plants or other stationary hazards to make it really feel like the whole environment is against the player's survival

grim spade
#

!feedback make logbook with items, monsters and location able to "remove" new tag with hovering over it and not clicking, or make "mark all as read", and add possibilyt of moving between item descriptions without going back to whole item section

soft mural
#

!feedback add an achievement for editing your save file to get lunar coins or unlock an item or ability that shames the player for cheating. it wouldn't unlock items, block achievements, or otherwise interfere with the game; it would basically just tell you how bad of a person you are.

winter aspen
#

!feedback In late game instead of spamming the elite monsters in countless quantities introduce new monsters that move and attack faster, have more HP, have new attacks. For example Smaller Wisps could have a longer attack range and shoot faster, Clay Dunestriders could shoot more shots that also apply debuffs etc. They should be unique to, I dunno, 4th or 5th loop and after. They don't have to be brand new, maybe just recolors, but it could be much interesting than just endless hordes of enemies turning the screen into a diarrhea christmas lights.

soft mural
#

!feedback
Could we get an equipment similar to the D6 from The Binding of Isaac where upon activation it rerolls every item and equipment on the ground (not in multishops or printers or the lunar shop) into another item from the pool it was generated from? To balance this it probably could only be used once per map or maybe charge as you kill enemies instead of having an abusable cooldown but I think it would make for a neat addition to the game. Obviously it wouldn't be called "the d6" and would fit into the lore somehow but I have a mighty need either way.

hardy pike
#

!feedback
I am wondering if the inventory management in it;s current state is the end goal. One of the things that made me love this roguelike over others was being able to have a sense of agency over my build, the shrines however they sacrifice items, do so at random, possibly sacrificing the things I have been building around. If that is the intent to keep the player truly random, totally fine. But I'd lvoe the ability to select items to be consumed as well as drop white only items so me and my team can try to build around different things

sharp warren
#

!feedback
This could be an ability too, but an equipment item where you draw a path that turns into a wall of flame would be cool.

Press Q, trace a path (limited distance), Q or LM finishes it and flames come up from the drawn path

winter aspen
#

!feedback Update the start screen with bodies of characters that you've completed the game with (obliterated yourself, on Rainstorm at least). Currently there is only a dead body of Commando, but it'd be nice to see your progress with other characters too. Maybe add some background items too if you completed some difficult challenges too.

little barn
#

!feedback
Change the Visions of heresy firing sound effect to be more beefy. It's not easy to tell if you're firing it through either visual or audio cues in the middle of all the chaos, a beefy sound effect would be more satisfying for managing and using the ability.

silent eagle
#

!feedback
Reveal invisible enemies for a few seconds when the radar scanner is used, also making them unable to get back into cloak again, this would give Scavengers an actual beneficial effect for them when they happen to spawn with the scanner instead of just benefitting you (even though the effect is very situational).
and since invisible enemies are barely a drawback to the player anyways this wouldnt give the players a huge bufff either.

bold schooner
#

!feedback
Lunar item: D20. Equipment. When used, randomly generates a number between one and twenty, then activates the D20's corresponding effect. The effects the D20 can have can range from bad to neutral to good and all the shades in between, with radically different effects for each number, even going so far as to permanently alter your stats for better or worse if you roll a twenty or a one respectively.

little barn
#

!feedback
The title screen should have the corpse of the last survivor you played as instead of always Commando

soft mural
#

!feedback
Add a white item which increases base armor by ~10 per stack. Armor for survivors is currently very lacking, since only melee characters, MUL-T, and a select few items are able to grant it to you, while bosses always have some form of damage reduction. The current meta of abusing one shot protection exists almost entirely because of how much really high health falls off later in any run. Adding an item to passively increase armor/damage reduction could be a great way to add another way to play the game.