#ror2-feedback-and-ideas

1 messages · Page 18 of 1

shell nebula
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!feedback can a fine fella get a modding related channel? thanks

earnest finch
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!feedback Make frost relic’s damage scale slightly the larger the aura is and make the killing enemies at max aura size refresh the duration. This would make frost relic’s damage more useful against tougher enemies, giving non-melee classes more motivation to try and utilize it, as well as make multiple stacks of frost relics much more beneficial to the player.

pale meadow
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!feedback
make certain items or combination of items react differently with a certain character
for example : if you play as artificer and have both kjaro's band + runald's band it might increase the chance of activating the effect or maybe even deal more damage..
or something like this idk about other items/characters but you get the idea

next holly
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!feedback
There are two glaring issues with MUL-T's Scrap Launcher. It's reload time and its blast radius.
The reload time forces you to either use all of its charges to let it reload all of its ammo or to wait for the reload to occur when you have ammo left. The best case to use its maximum damage potential is to use all of its charges, so you're pretty much a sitting goose since you're not procing anything while the reload is taking place. This happens every single time when you shoot it, unlike its brethren where you can use it to spam and use it at anytime. With its minuscule damage, the reload time should not exist nor should it have any charges. It should be similar in its killing brethren, the Power-saw, where it should be able to do what it is meant to do: controlling mobs. To balance this unlimited ammo, change the proc coefficient of Scrap Launcher to 0.5.

The next problem is its blast radius. You cannot increase this blast radius at all, it will continue to remain the same as it should be. The major problem with it is that enemies caught at the furthest from the center radius of the explosion take less damage, about 1/4 of its power; while it makes sense to reduce damage, it also fails what its meant to do: controlling mobs. The enemies would need to be in a territory of a Player's Primordial Cube to allow a chance of a Scrap Launcher's full damage explosion. The solution to this is either increase the damage of Scrap Launcher by 800% from 360% or remove damage mitigation from the blast radius, so anyone caught in the explosion will always get dealt with 360% damage.

little barn
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!feedback

Reduce the bounce of commando's frag grenades. Makes them easier to aim. Enough said.

stone night
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!feedback

If acrids claws had a bleed DoT to match the rest of his kit would be sick, since its not an aoe or room clearning ability like pandemic. I think it would be a really cool addition especially for soloing a single opponent(like a variant)

minor sable
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!feedback Speaking of Fuel Arrays, add some more world interactive items like it. Examples are Fuel Arrays and Beads of Fealty. Beads currently has a use, but I think Fuel Array should be able to be used somewhere.

One of the ideas I heard was increasing the charge rate of teleporter, another was being able to press Q and throw it, immediately activating detonation and dealing a lot of damage in an area but getting rid of it. Maybe you can add used escape pods that you can find after looping on the first maps, to grab another fuel array.

Additionally, the idea of map interactive items sound really cool. I would love to see an equipment item that allows you to extract an elite aspect from an elite enemy/boss.

Another idea is an equipment, that once you place on a finished teleporter, you can use to reactivate it, summoning a mega-boss of sorts - kinda like that giant Colossus in the alternate Distant Roost. Would add a whole new level of raidboss play to the game. Maybe this item can be tied in with the whole Prismatic Trial crystal theme? Not sure just an idea.

One final idea is an equipment that can interact with the stage itself, possibly summoning a terraformer drone that can create and destroy its own self-made walls and platforms, allowing the player to reach areas they wouldn't normally be able to reach?

NOTE: These are ideas, I just want to see more interactive "special" items in the game

little barn
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!feedback

Change Commando's Phase Round to a 6s or 5s cooldown, dealing 360% damage that adds 40% more damage per enemy passed through to a maximum of 600%, larger hit radius, and fix the bug where if something is close, it will cause it to shoot up, or not straight.

My reasoning is this. Phase blast is better in almost every circumstance because all it requires is being close. Maybe you are fighting a boss from a medium range, and you have a choice of going in close to unload your high damage m2 into him, or using primary fire on the boss from a safe distance/location, and using the m2 to deal with a high threat enemy, like a golem or templar. Phase round by comparison can be used in all situations the primary fire can be used, and doesn't even offer much more damage. Lining enemies up (usually something small like beetles, or maybe one stone golem going through to the vagrant) is not incentivized because of piss poor damage, short cooldown (meaning you have to be in a dangerous position every 3 seconds to maximize this ability) and sometimes the round has the audacity to shoot off in some random upward direction because of some crosshair bug, completely missing your damage. These changes will make the Phase Round fun to play around, establishing incentive to line up enemies leading towards bosses, and will change the playstyle of the starting character class in a good way, but most importantly, it'd be fun. Fun FUN FUN

bitter axle
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!feedback
Separate "Exp and Money Effects" into two settings.
Reason (1.) Personal preference. I like exploding coins but exp is distracting.
And (2.) Video bitrate. Late in a run, hundreds of exp orbs on screen are a huge detriment to video compression if someone is streaming.

next juniper
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!feedback

A way to consistently stack Armor that doesn't feel niche or specific.
Armor makes receiving damage less scary and allows other set-ups to sustain better in the face of overwhelming damage. having a consistent armor stat item, like a white that gives 2-3+ armor would allow for survival based builds to persist beyond specific Jade Elephant or Buckler set-ups and beyond the % chance of Tougher Times. Armor would serve as a good buff for sustain based builds against malachite enemies while also allowing for players to make meaningful choices surrounding survivability and DPS. A flat armor stat item would allow players to consistently increase survivability from attacks (much like we have with DPS related items such as crit or bleed consistently increasing damage) going beyond the 3 Feasible defense-based items (Rose, Jade and Tough). Unlike stacking HP, Armor helps prevent the impacts of bigger damage, and can synergize with healing or shield/barrier items- giving them greater usefulness. Taking armor can be an interesting strategic choice on par with DPS items, where as now it's current implementation feels under-baked and inconsistent.

Risk of Rain 1 Had Tough Times as it's main armor item, and in 2 Tougher Times replaces it with a different implementation. It may be a good idea to make Tougher Times a green item, while an armor-giving item takes it's place as a white (as a way of balancing the strong defense combo that having 2 decent protection items as white could be, especially with Tougher Time's early scaling). Or perhaps Buckler could be reworked to give base armor instead of while sprinting: Putting the bonus armor behind a skill threshold makes it's bonus more interesting, but it makes the item less consistently useful on most of the cast.
Lastly, if having a base armor stat item isn't interesting enough, there could be reds or greens made to synergize off of armor stat... maybe a reworked Repulsor Armor from 1?

tough pendant
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!feedback Boss Attacks

It feels like the bosses in this game don't have that much variety, at least to me. I feel like they should have 4-5 attacks instead of 3 each. For example:

Stone Titan
Stomp: The Titan raises its foot, and then stomps the ground, causing a shockwave that knocks the player into the air. It cannot hit if the player is already in the air. Deals a low to moderate amount of damage and has a moderate startup.
Clap: The Titan moves its arms outwards, and then makes a huge clap, like the golems. The resulting explosion would be a bit smaller than the titan and centered at its palms. Deals a moderate to high amount of damage and knockback and has a quick to moderate startup.

I just feel like a bit more variety would add to the battles, making them not feel as much the same.

hidden ferry
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!feedback Twitch Integration? Chat can have to power to poll items, maybe choose a boss or at least something like that. Sounds like fun!

sleek bough
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!feedback Longer Feedback Cooldowns
As of now, this channel is quite oversaturated, and posts can be made on a whim. This really devalues the entire concept of a suggestions channel, as most people feel like it's too flooded, and don't want to sift through a myriad of lukewarm suggestions to find a good one that they like. To combat this, lengthen the time it takes to be able to post another suggestion, forcing people to think about the idea they want to post. A few other ways we may reduce the amount of clutter could be to make separate channels for different types of suggestions, I.E., Item-Ideas, Bug-reports, Game-Mechanics, just to name a few.

little barn
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!feedback

Simple one here. Strides of Heresy doesn't cancel Red Whip.

timber osprey
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!feedback maybe put commas in prices of chests etc to help some of us who can’t read numbers very well (mainly stage 5+ its a problem but sometimes before that too)

next holly
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!feedback
Item: N'kuhana's Judgement.
Item Tier: Orange / Equipment.
Item Appearance: An oversized, golden-brown heart; there are random tree roots coming out from the heart and some even touching the edge of the square box of the equipment slot.
Item Description: Upon killing an enemy, a black silhouette of their model will appear in the center of the heart of the item appearance. If an elite version of that monster was killed, it will show a colored effect around the silhouette dictating the version of the elite. Whenever a new monster is killed while a monster model is inside the heart, it will replace it; if the new monster killed is the same monster trapped inside the heart, it will not change. However, if the monster that was killed is a different elite version of that monster: it will change it. Multiple uses of N'Kuhana's Judgement is allowed, however still follows the companion cap or 8 max.
Upon activation of the item: It will summon the model right in front of you as a ghost with 1,500% damage and last for 15 seconds and consume the model inside the heart of the item appearance, leaving it blank. If there is no silhouette inside the heart of the item appearance, N'kuhana's Judgement will not activate. The ghost can be healed via Gnarled Woodsprite or Bustling Fungus and will prioritize following the owner, attack anything that is pinged/marked.
Item Cooldown: 20 seconds.

little barn
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!feedback

What @sleek bough said. This channel should be split into New Item and Feature Ideas and Game Tweaks and Balancing so it's easier to sort through all this feedback on this amazing game.

noble lodge
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!feedback
since you only need 10 glasses to be able to have 100% chance of hitting a critical; the ocular hud should do 2.5x damage so it can have better use at higher levels.

fathom hazel
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!feedback A Stat list on the screen, for quality of life.
It shows Damage, Attack speed, Crit, Movement speed, Health regen, and Armor.
This can be toggled in the settings

Edit: added the last bit

wind galleon
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!feedback
Make crit glasses do something else after reaching 100% crit rate, maybe increase the crit damage by 5% per extra stack. Thats just an example though, nothing i would imply for them to do

Edit: changed inply to imply

normal crypt
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!feedback
new item: steam rail
rarity: green tier
usage: when sprinting in a direction for 2 seconds gain a gust of wind in which knocks aside enemies and stuns them for 2seconds scales damage with movement speed.

woven summit
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!feedback
New Item
Name: Bone Fragments

Rarity: White

Description: On Kill: Enemies drop a bone fragment that grants +1 (+1) Armor. Any armor gained this way is lost after taking a hit.

In-Game Description: "Enemies drop Armor-granting bone fragments on death. Armor gained is lost after taking damage">

narrow zephyr
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!feedback

idea for bazaar between time

There seems to be a room behind where newt is sitting, almost guarding it perhaps? There's just a glass wall, with no real purpose as of right now. Maybe there could be an item that newt likes, if you bring it to him, he opens the glass wall, and there could be another area behind there. Maybe you could buy elite aspects! considering they are a super rare drop from elites and nothing else, this might be a good way to be able to get them.

little barn
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!feedback
The Aegis needs to be changed to have a more proactive effect. Currently, if at full health, overhealing will provide barrier. The problem isn't just the 2-3 topaz broches (a common item) accomplishes this without the prerequisite of a healing item that is capable of overhealing and not just regenerating (there aren't that many). The problem is for being a red item, it's so needy. It provides no method of healing, requires full health, and the barrier rapidly depletes faster than most healing items can handle. Even similar red items that work with healing are more active.

N'Kuhana's opinion works with small healing and is a damage item on top of that.

Rejuvenation rack affects both healing and regeneration which is far more encompassing.

The Aegis needs to either fuel itself as a healing item or be a passive item. It should just give a passive armor buff. It would make the item less complicated and fulfill the much needed roll of damage mitigation.

#

!feedback

Give Commando his I-frames back.

gentle spade
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!feedback Commando roll should either grant invulnerability frames or open fire on all nearby targets.Or possibly both. As it stands its a not-helpful ability

silent eagle
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!feedback
Limit the amount of spawned scavengers to 1 per Stage and change the director to give the scavenger more items on Spawn using Spawn credits, increasing the cost of the items the more he already has.

This would open up quite a few options like the inventory overview similiar to the null dimension, which would probably be confusing in the current version as multiple scavs can be present.

And since the scavengers are unable to receive aspects they fall off very hard compared to other enemies (exception being royal scav, that one is always a Huge threat), because they always Spawn with the Same inventory size. This would give them a little bit more scalability.

And since there can only be one lootbag per stage there isnt much reason to fight the other scavs except to maintain risk low before they begin to collect items, so this would be a more 'natural' approach to limit too many scav bags being obtained.

round hill
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!feedback (For The 1.0 Update)
Add Actuall Weather Activity On Certain Maps Based On What difficulty it is, I feel Like Some maps Feel Lackluster And It Doesn't Meet The Games Title. It Would Be cool To See Rain Or Snow on Some maps, (I Know Sirens Call has Minor Rain) Adding Slight Thunder To Monsoon really makes the Monsoon Experience Much better, I Personally feel That this Game is Missing That one Key Component.

pale meadow
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!feedback for huntress : ability to use blink quickly and cancel the ballista while doing it mid-air..it will be useful when there are like 5 stone golems shooting their lasers at you

hardy pike
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!feedback Make event markers for portals and such like "A blue orb appears" have a visible effect when it happens or give us text across the screen rather than just the chat box, since I don't look at it and never see half the warnings

jagged burrow
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!feedback concept: steampunk artificer skin
Shall i say anything else?

winter aspen
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!feedback A new Prismatic Trial, but instead of Time Attack it's based on score. Score Attack if you may.
The more things you do in the game (kills, purchases, drones or w/e) - the more points are added to your end score.
The more time you spend in the game - the more points are subtracted from your end score.
Your goal would be to complete the game as fast as possible while also juggling everything the game gives score for, so unlike in Time Attack this time it might be a better idea to hunt some more enemies for extra score, or buy an item or two. It's a rough idea, but it's at least something else to try in the trials, it gets tiring to see Loaders all over the top charts, other characters that excel at something other than speed should be able to get to the top as well.

spring violet
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!feedback poop

hardy pike
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!feedback Item: Gigamech. Peice of equipment(G slot? Gear? Forgot the name) that spawns a mechanized suit for Xs that adds significant armor to your character as well as new skills or stats improvements (Like jump speed, dmg, cooldowns etc) but the caveat is this. If the suit dies, it doesn't despawn, you are evicted from it. The suit will always live out it's Xs duration, but if you are evicted from it, an enemy can take it instead granting them the suits bonuses. If an enemy (or team mate), take the suit, you cannot get it back until the enemy is defeated, or the team mate is evicted as well.

neat cobalt
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!feedback
lets add a role that states whether you are NA, EU, or OCE as so many times people don't add it into their LFG messages

pale meadow
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!feedback maybe an equipment or a very rare item that grants you the ability to choose what item to use for the printer instead of making it random

iron egret
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!feedback a simple suggestion that may not have much weight, but allow the ESC button to function as a back command in the menus.

fading jay
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!feedback Huntress - Ballista. Fired bolts can target friendly drones, blocking bolt damage wasting the ability.

soft mural
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!feedback When you get killed by any of the secret bosses (AWU, Aurulionite) there should be a special death message much like the one for shaped glass. Maybe it could be "[player] felt the Midas Touch" when killed by Gold boye, and "[player] was fed to the vultures." for AWU.

serene solstice
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!feedback [repost for @ornate marsh]

this game REALLY needs a kick player function. also, once a player has been kicked they cant join back to that room code.

hardy pike
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!feedback Shrines that activate things environmentally. Such as, Low gravity, meteor storms (example, I know of the gear equip), thunderstorms, high winds, earth quakes, fog, rain, snowstorms etc.

soft mural
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!feedback ignore the above suggestion for dios because obviously he's never actually used it before, instead make it play a chorus of angels and respawn you with 3 secs of invincibility so that people who aren't paying attention/forget they have dios dont just die immediately because their hands were off the keyboard.

dim hamlet
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!feedback
When a player leaves in multiplayer, have their items appear around the area where they logged out. It is really annoying having to complete an early monsoon stage when people leave

hidden bane
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!feedback remove OSP from hp and give it to shields, boom no more abuse for OSP and making shields useful. Just like in Risk of Rain.

soft mural
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!feedback Keep OSP but make Shaped Glass reduce healing by around half for every stack along with health. This will make it so you can't get back to OSP threshold without having a good amount of healing items, rather than being able to heal back to full with one medkit, and would make it actually feel like a "glass cannon" item. This means that in order to be invincible and kill things just by looking at them, you also need to be able to heal back to 90% health as if you didn't have 5 shaped glasses, and would reward you for doing so by giving you an extra chance to take damage.

tepid burrow
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!feedback have corpsebloom store a limited amount like 500% (+500%) max hp and heal for 10% of the stored ammount instead.
That way it could be good also carrying a good ammount of risk if you can't keep the stored hp high as a lunar should be

next holly
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!feedback
Item: Turtle Shell.
Item Tier: White / Common.
Item Appearance: A hollow turtle shell.
Item Description: Upon falling below 50% of your health, gain 5 (+5 per stack) armor.

little barn
#

!feedback

If Acrid, a beast of the land is allowed to be a playable character, and Loader is allowed to have ridiculous mobility, well... new character idea.

Faras the Ascendant Vulture

Passive: Lord of the Skies
Unlimited double jump, no fall damage and falling top speed reduced, with a gliding mechanic, increasing movement speed while falling.

Primary: Energy Gust
Flaps wing to create a horizontal slash of energy that pierces and slows enemies, with damage falloff and with a limited range. 2 charges for each wing, 1 second cooldown, with 260% or 360% damage at close range without damage falloff, 1.0 proc. Size of attack is a bit larger than the width of the Merc's Whirlwind. I don't know what internal ranges exist within the game, but the attack disappears about at mid range.

Secondary: Soul Vortex
Shoot an orb from the beak that creates a vortex on impact with an enemy or surface, pulling and damaging enemies. Pull is not as strong and as big as Cube is, something similar to a 3m Dunestrider pull, only enemies with a movement speed burst (like bisons) would be able to escape, more effective with the movement speed debuff on the primary attack. 1 charge, 4 second cooldown, lasts 4 seconds, damage hits 8 times for 20% or 30% each, .5 proc. No limit to the amount placed.

Utility: Wrath of (vulture/worship unit god)
Launch an explosive soul missile from the beak with extreme knockback dealing 920% damage and sending enemies flying based on distance to impact, also dealing collision damage when enemies hit walls. Maybe 10 to 8 meter impact radius. 1 charge, 9 second cooldown, 1.0 proc.

Special: Dive Bomb
Coat yourself in a spectral armor, giving yourself invincibility and dive bombing towards the ground. I-Frames lost a handful of frames after collision. Duration of I-Frames and damage dealt dependent on height off ground. Damage is 400%-1500%, 17 second cooldown, 1.0 proc.

Reached the character limit. I'll post more in discussion if people want.

scenic yacht
#

!feedback

  1. Make us able to increase the difficulty during a run, or atleast fix so enemies except elites just stop spawning. Very boring to have gotten so far and nothing spawns anymore. 2. somehow make us be able to create a multiplayer lobby from an ongoing singleplayer game, some system to determine what items the 2nd new player gets.
earnest finch
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!feedback Buffs for certain wake of vultures effects that are underpowered/not useful for the player. Glacial: spawns the ice explosion when you take any damage, has a 10 second cooldown. Malachite: malachite debuff deals moderate damage over time to enemies. Celestine: enemies inside the aura have reduced speed and damage

soft mural
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!feedback Shields as a whole are just kinda... meh, compared to other forms of health like barrier and normal HP. I feel like they should be buffed to account for this, for example maybe healing items can affect it but at a reduced rate compared to normal health, or it could have a faster recharge cooldown but increase a lot slower when it's charging. These are just examples, though, and honestly any buff to shields would be great and make PSG an actually viable item for Woolie viewers.

peak pine
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!feedback just a minor change but i think bad effects (burning) and good effects (brainstalks) should be listed seperatly on your healthbar, alternatively good effects could have a green outline whilst bad effects have a red one

old turret
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!feedback What about a lunar item that removes your natural health regen, but killing enemies heals you for a percentage of their maximum health?

hardy pike
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!feedback Doomguy skin for commando

worldly pond
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!feedback

A new shrine idea to add some risk to the rain

The Shrine of the Watcher

This shrine grants the ability to preform challenges in the game to reward you, depending on the threat

Has 3 uses, each one getting hard with each challenge such as "Kill 5 enemies in quick succession" being the first and easiest, then "kill 20 enemies in 1 shot" being the 3rd and hardest challenge. (these are examples but i suspect hopoo can make WAY harder ones)

The rewards you can get can vary from a vast amounts of money to items (max being green tier, maybe red on monsoon if youre lucky)

But if you complete 3 of these shrines in a single area you unlock the item "The Watchers Gift" (white/green tier) Granting you a 4th use of these shrines and also better rewards (in quantity)

Failing these shrines wont hurt ... yet (if you fail 1 challenge the shrine breaks and can no longer be used but if you fail 3 shrines then you will be given a random elite boss to fight, this event is called The Watchers Witness)

Just an idea to add some more risk to the game

little barn
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!feedback
Would be cool if ukulele and Tesla coil gave you 20% of the damage they deal back as a recharge to existing shields, maybe some other items too. Gives a way to heal with Transcendence other than waiting a long time, and makes the shield gen you accidentally picked up more useful than printer food, because you can charge it by dealing damage, what a max crit build already does. Plus good synergy with Transcendence Glass too. More damage, more healing, but not to the point you can rely on 7 Glass OSP because of the inconsistency of procs.

little lava
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!feedback
Item: Utility/Use item
Name: Unstable Microphone

Item Description: When used, generates a directional wave of sound (Cone Directional) that stuns and damages enemies for 750%(Damage scales with Level/Difficulty)

Edit: Range: 20m

stoic grove
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!feedback item: Prototype Plating (Whatever rarity deemed needed, thought it to be green) Adds a plating to your hp bar every minute, absorbing 1 total hit, below shields tho, inbetween hp and shields. Maybe a grey color.

dry bloom
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!feedback An alternative Utility for the Engineer:** Nanobot bay.** 25 second cooldown.

Upon use drops a small barrier that is barely enough space for a crew of 4.
Instead of blocking projectiles, it stops enemies from passing through.
Provides healing for 5% of your max HP per second, overhealing from nanobot bay provides 10 armor per second of overhealing. (Armor disappears once nanobot bay is down)
Lasts 15 seconds.

Unlock method: Engineer: **Built To Last. ** As Engineer, fully recover from near fatal damage (Lose above 80% of your HP) after 5 seconds, 15 times.

little lava
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!feedback
Alternate primary fire for Huntress: tri-bolt crossbow
(Slower fire and can lock onto 3 enemies within POV)

How to unlock: Huntress: True Accuracy, As Huntress, kill 10 enemies within 10 seconds without taking damage.

Edit: Slower fire rate*

distant tusk
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!feedback Please, please, please reduce Acrid's vocal grunt frequency so he doesn't do it every time you jump or sprint, it can get insanely annoying.

minor sable
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!feedback Give enemies spawned by the Shrine of Combat a marker above their head.

jolly anchor
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!feedback An idea to help acrid feel a bit more like his ror1 incarnation, Have his leap cover enemies in poison if he hits them.
Covering an enemy in poison does slightly more damage than regularly poisoning an enemy, but also causes enemies covered in poison emanate a damaging aura around them, which damages nearby enemies. This should make him closer to the somewhat crowd-controlly playstyle of his original moveset from 1.

little lava
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!feedback
Item Idea
Rarity:** Red**
Item Name: Stilleto's Slaughter
Item Body: Stilleto Knife (Switch blade)
Item description: When behind an enemy (180* around the front of its body) deal +200% more damage.

winter aspen
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!feedback Use the same font across all languages, please. It's just gonna look better this way.

old turret
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!feedback Maybe do an item like the Ancient Scepter from RoR1? Where it "upgrades" one of your abilities to a better version? Idk if that'd fit with the alternate abilities, though.

solemn tiger
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I think that, if anything, it would fit even better with more ability options.

copper temple
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!feedback
I think that, if anything, it would fit even better with more ability options.
Reposted for @solemn tiger [unsure if this was meant to be feedback but posted anyways]

cosmic lodge
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!feedback
About the topic about people disconnecting/leaving while in game, maybe is possible to have a function in multiplayer that:

  • If the player(s) disconnect(s) mid-game but re-joins the same game/room and the stage number is the same (so hidden realms/newt could be a way for the player to reconnect again since time is paused) the same player would join on the next stage with all of his items and progress just like before disconnecting.

  • If the player really left the game/it doesn't want to go to the same room, the next stage would have a sack/bag (maybe similar to the scav bags?) on the starting point of the stage and, on opening it, it would drop all of the left player's items on the ground (or maybe it would drop not all items, but most of them), with that the other players can get the ones that they want/need. Also this would mean that if the same player decides to go back to the same room after a while he would be only a spectator just like players that tries to go to a room that started already.

This would be perfect for both cases where either the player left because he kept dying and tableflipped the game/pc, or the cases where the internet/power just went crazy and said "not today, buddy", or even cases where a random player looted the entire map and left, because all of his items would appear on the next stage.

old turret
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!feedback what about a lunar item that reverses the order of your healthbar. Barriers, then shields, then actual hp.

gentle spade
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!feedback a white/green item that boosts drone HP/armor/damage/healing? Since they really fall off hard, pretty quickly

empty turtle
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!feedback make the Resonance Disk not target random clay pots on abandoned aqueduct

ornate marsh
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!feedback
give MUL-T an an alternative shift that gives him a blast shield that can block incoming projectiles and make them despawn (such as implord spikes) in the direction the shield faces if they hit the shield (not including splash like from greater wisps or meteors).
MUL-T cannot fire primary while the shield is up.
shield lasts 2 seconds and can be used while sprinting, same cooldown duration as transport mode.
this makes him even tankier at the cost of mobility to align with other characters.

plucky fern
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!feedback Make things like Pots, Egg Nests and Barrels (Rallypoint) not targetable by procs n such but still by player attacks

simple frigate
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!feedback
Huntress is known for having lock-on for enemy targeting... and also for quite low single target damage
One of the factors that affects her Strafe is that the lock-on is painfully inconsistent at firing arrows. Sometimes it doesn't fire because you moved camera while Huntress pulled the bow string, sometimes an arrow you shoot disappears on already dead wisp, and at certain points (with high attack speed) the bow doesn't shoot at all
Now that the basics of problem are explained, let me introduce the possible solution:
Let Huntress shoot arrows without lock-on, but give them strong homing
That can be either a fix to current m1 or alternate variant, whatever is suitable. The thing is, now the arrows will be fired consistently, they will still have famous seeking possibilities and they would be able to persist even if initial target dies beforehand. One mild fix needed is to limit projectile lifetime so her range doesn't drastically increase.
Huntress is amazing run'n'gun character but she really needs that one fix to stay enjoyable
Edit: accidentally hit enter

north stump
#

!feedback Introduce mechs/ mounts/ vehicles to the game. This wouldn't involve tanks or planes, but rather items/ drones that are already in the game. Examples include the Queen's Gland beetle as a mount, the large drone found on rally point delta, the ability to hop onto a ghost of a boss from happiest mask, and if you wanted to get creative, pilot-able mechs that can be found on various maps. These mounts/ alternate forms of transport can have upsides and downsides. The beetle from queens guard grants more ms, but your character can only fire their primary while riding it. The large drone grants flight, but little damage as the player controls the drones attacks. Ghosts don't last too long anyway, and mechs could have unique guns and weapons but have a fixed amount of hp with no way to regen it. One last idea is just for mul-t. Maybe as an alternate shift, he is instead able to attach to another survivor as a backpack and fire his nailgun from behind. Perhaps even sharing items with the attached player while connected. This would only be a multiplayer ability, hence why it would remain as an alternate skill. The reason for mounts/ mechs/ news ways to travel is for variety. Some survivors lack mobility early game and could use other mobility options, while other modes could simply add a new, refreshing, and fun way to play.

winter aspen
#

!feedback Can we please get an option to change the language of the game? Currently there is no such option in the game, you have to change it in Steam, what gives?
I understand that it's likely because the game would have to be restarted for the changes to take place, but you could also just add a message in red when switching language that says "Restart required for changes to take place", or something. Just, let us change language please.

royal hare
#

!feedback I think a small yet excellent feature to add to the game would be a spawn sound playing whenever you are looking at monsters in the logbook. For people that actually care to look there, they could familiarize themselves with the different sounds the monsters make when they spawn into the stage, I feel this could help with people that have issues with wisps and other annoyances.
EDIT: if it's possible to have the spawn cues be shown in the monster logs, maybe we could get other sound bytes like when a monster is winding up an attack or the general sound byte of a monster existing in the world (like the jellyfish's passive sound byte or when a boss golem has his ground pounds or lasers)

fallow nebula
#

!feedback Hey hopoo UwU, could you maybe fix mul-t's grenade launcher to not do the minimal amount of splash damage if it impacts an enemy anywhere but the exact center of their model, maybe by adding direct damage haha? Cool, thanks. Also, making allied beetle guards actually attack enemies instead of sticking to you like glue, jumping in front of you to block all your shots, or aggroing on you despite them being allied would be a welcome change, perhaps by adding in a pathing & aggro check? If there already is one, how about making it function >w>? In addition, if they could stop getting stuck by running into a wall, crevice, or in circles around shrines, that'd be pretty epic win my duder. Y'know, since you're currently doing so well with the game already, and updates are sooo far apart, I don't think these things are too huge to consider, notices ur bugs OwO.

Edit: Post below is a big liar, I had to edit a spelling mistake, no bulli pls my frens ;_;

signal trout
#

!feedback iunno what the FUCK happened in the past couple of feedbacks, so i shall shorten it to: possibly having small hotfixes seperate from major content updates for currently existing bug (eg, MUL-Ts scrap launcher only dealing splash damage vs bosses, acrids attack cancelling)

fallow nebula
#

!feedback Detailed item description during gameplay upon hovering your cursor over the item

short agate
#

!feedback
An idea for the scaling problem with alloy worship unit. So the first time you get to the stage 1 item. Spawns but the second time you get to stage 4(note that this could be abyssal depths or sirens call) another item is added but you have to get wait the same amount of loops to add another item to the pool. Here are the numbers for it. 1, 2, 2, 3, 3, 3, 4, 4, 4, 4, etc. I think that should keep the alloy worship unit a viable thing to go for. Because when it starts dropping 3 red items the difficulty will have already scaled properly.

fallow nebula
#

!feedback Have the timer pause in the void fields considering the fact it stays paused in every other optional area, and you end up getting an even more busted item than anything you could gather in the void fields from golden coast, since huge goldboi can end up soloing the teleporter boss for you for the next couple loops

lilac quartz
#

!feedback I have the problem that Steam looses connection for approximately 1 second sometimes and if I'm hosting the server shuts down immediatly.
This is obviously pretty annoying so I would suggest, that it only shuts down after a small period of time of retrying to reconnect.

faint ridge
#

!feedback
An option to turn off environmental particle/weather effects would be nice, since Distant Roost gives me terrible performance.

winter aspen
#

!feedback Commando's alternative primary fires!
Pinpoint Shot (x1 proc coefficient) - Shoot once for 165% damage, reduced damage falloff.
Portable Railgun (x0.75 proc coefficient) - Charge up a piercing round and shoot for 220% damage. Pierces up to 10 enemies. Does not go through walls.
Fractured Shotgun (x0.9/x0.3 proc coefficient) - Shoot a barrage of pellets for 9x60% damage. Increased damage falloff. Proc coefficient varies with distance.
Laser Blast (x1 proc coefficient) - Shoot once for 80% damage. Sets enemies on fire, increasing primary fire's damage with each stack.
Combat Knives (x2.2 proc coefficient) - Slash in front for 2x120% damage. Block any incoming physical damage when facing the attacking enemy.

hybrid jolt
#

!feedback Is it just me or does MUL-Ts utility feel really...bad? start moving a little faster and cease all attacks other than running into people. Oh but don't hit a large enemy or it'll shoot you backwards! you better not try to melee a beetle queen, If you try to drive away you'll run into a hitbox you didn't even know was there!
all jokes aside that guy has his fair share of problems but his utility is most noticeable to me.

stoic grove
#

!feedback artifact idea an artifact that allows you to have a chance of receiving two of the same item instead of one but when you pick up ten (stacks), all enemies gain that tenth item. Say if you picked up thirty, then all enemies gain your 10th, 20th, and 30th items.

hardy pike
#

!feedback Sorta using Doughboys idea as inspiration. A game mode where every item you pick up gives you two, but all elites/bosses also get 1 of said item

hardy pike
#

!feedback Dance emote....I wanna dance on vagrants

fathom hazel
#

!feedback New drone that costs about the same as the prototype drone.

The new drone can't attack, but it increases all drone health and damage based on how many drones you currently have.

pale meadow
#

!feedback idea for a new survivor:
name : ninja(or maybe assassin not sure which one is better) a medium and close range fighter
first attack : uses a kunai (or a hidden blade if it is assassin) that deals a medium damage
second attack : throws shurikens (or small knifes) at a medium range and it hits every enemy that the player is facing (no autoaim for it)
utility skill : ninja stealth. basically you can gain speed or a stealth skill that allows you to sneak out the combat or surprise the enemy
i didnt think for the special skill but i dont insist of these details..i mean they can be tweaked and improved..but i hope the general idea is good

faint ridge
#

!feedback
Artifact idea.
Chaos:Randomizes character stuff.
I.E, you wanted to start as Huntress.
Your M1 is from Commando.
Your M2 is Loader's Grappling hook.
Your utility is Engineer's shield.
Your R is Artificer's flamethrower.
Obviously, not very balanced, and extremely arbitrary, but the point is it's mainly for messing around.

minor sable
#

!feedback Couple of QoL features people want:

  1. Random Survivor Selector (+ random skills option)
  2. Save difficulty over runs
  3. Retaining sprint after using certain utilities (e.g Commando Roll)
  4. Increase 3D Printing speed/Option to auto-print if you hold the button
  5. Respawning items that fall off the edge (or just making items always spawn towards you/towards a platform)
  6. Buff Chronobauble
  7. 'Restart Run' option
  8. Bell SFX from Risk of Rain 1 whenever difficulty increases

These are just a couple of things I saw in feedback and would like to compile them in a list for hopoo to easily see

analog coyote
#

!feedback Add a necromancer style enemy that will take dead enemies and revive them to fight against you with them.

hardy pike
#

!Feedback Plantbot (REX) Skins should have different plants on top of him. You totally wanna see him go HAM with a pot plant for a top 😄

earnest finch
#

!feedback Add unique icons for Engineer’s mobile turrets in the HUD, they currently use the same name and icons as his standard turrets.

spring violet
#

!feedback Kind of a strange idea, but I propose a different way for drones to scale. I’ve seen ideas such as items to help them, or even an idea that proposes drones should scale the exact same with enemies. Here’s my idea.

All drones scale off of current stage count rather than level. Sounds strange, right? But it makes sense. Now, they reliably scale, yet it still puts emphasis on speed. For this to happen, perhaps drones would need stronger stat increases per level. Either way, I feel like this would be a better change. This way, drones can manage to keep up with you throughout the game.

little lava
#

!feedback
Item idea
Rarity: Red
Item Name: Trigger Happy
Item Body: Leather glove with a golden finger

Item Description: Increases attack speed by 50% after killing an elite for 5 seconds.

Stack: (+2.5s per stack)

jovial patio
#

!feedback make computers stop exploding by soft capping # of enemies spawned but increasing their aggro range gradually until they tunnel vision you from the far side of the map, regardless of typing. This will give the same feeling of being overwhelmed without huge enemy counts

grave plaza
#

!feedback Item idea
Rarity: Red
Item Name: Biometric Generator
Description: This item would give you 25%(+10% per stack) of your health as shields, and it would allow healing items to regenerate shields, but with lower efficiency, say 25%(+10% per stack) of healing received would regenerate shields. The idea behind this is to make shields more viable in long runs and let you make use of the otherwise not so helpful healing items you pick up along the way

unreal girder
#

!feedback When using "The Back-Up" spawn the drones higher up, so you don't shoot them immediately.

winter aspen
#

!feedback Back-up use item is laughable right now. It's only 4 drones, all of which have low HP, low attack power and honestly even if there were 20 of them they wouldn't live up to player's power at Loop 2 or so. It's a 100 seconds cooldown item that lasts only for 25 seconds and has no use outside of very early game!
I suggest buffing this item to have the drones inherit player's items, with a smaller proc coefficient. This way, even if they die quickly, before that they'll be able to give the player at least some help and not be entirely useless.

unreal girder
#

!feedback Once anybody on the team pings the teleporter, have it be on the players' screen forever, so you don't have to refind it once the ping marker disappears.

silk token
#

!feedback Obliterating yourself with any of the elite equipment items (become the aspect of the...) will unlock a cosmetic appearance for that survivor. The cosmetic will be an overlay on top of the skin you are using and gives you the glow effect of that elite. To make it harder to get, you could make the achievement only obtainable on Monsoon.

haughty nimbus
#

!feedback Not sure if this has already been suggested, but should Smart Shopper and Arms Race from RoR 1 be added back into RoR 2?
Some drones need a bit more power, and more money is always nice in case Ghor's Tome isn't obtained.

random pagoda
#

!feedback Giving Huntress a strong crossbow that relies on the user's aim could make for a nice contrast of her current kit, which would be a nice change of pace from her current poke damage playstyle.

minor sable
#

!feedback Rex Alt R: Ravaging Growth

Costs no health to use.

Fires a seed that after a delay, will grow into a Venus Flytrap-esque plant that scales with REX's items. It will attack nearby enemies, and can proc on-hit effects. It cannot be killed, and lasts for a couple seconds before disappearing. Enemies that are killed by this ability will heal REX.

Compared to his normal R - Tangling Growth, it wouldn't root or provide REX with a constant supply of health, but instead opts him in for more damage at the cost of survivability.

little barn
#

!feedback

If Acrid, a beast of the land is allowed to be a playable character, and Loader is allowed to have ridiculous mobility, well... new character idea.

Faras the Ascendant Vulture

Passive: Lord of the Skies
No fall damage and falling top speed reduced, with a gliding mechanic, increasing movement speed while falling.

Primary: Aura Blast
Flaps wings to create an arcing explosive projectile that also gives vertical lift. Deals 290% damage over a 2 meter radius, 8 charges with 1 second cooldown, 1.0 proc, while the vertical lift launches you about half the height of a Hopoo feather. The charge limit is to stack with attack speed to not fly yourself OoB.

Secondary: Soul Vortex
Shoot an orb from the beak that creates a vortex on impact with an enemy or surface, pulling and damaging enemies. Pull is not as strong as Cube is, something similar to a 3m Dunestrider pull, only enemies with a movement speed burst (like bisons) would be able to escape, unless you have Chronobauble. 1 charge, 4 second cooldown, lasts 4 seconds, damage hits 8 times for 20% or 30% each, .5 proc. No limit to the amount placed.

Utility: Wrath of (vulture/worship unit god)
Launch an explosive soul missile from the beak with fair knockback dealing 1060% damage and sending enemies flying based on distance to impact, also dealing collision damage when enemies hit walls. Maybe 10 to 8 meter impact radius. 1 charge, 9 second cooldown, 1.0 proc.

Special: Dive Bomb
Coat yourself in a spectral armor, giving yourself invincibility and dive bombing towards the ground. I-Frames lost a handful of frames after collision. Duration of I-Frames and damage dealt dependent on height off ground. Damage is 400%-1500%, 15 second cooldown, 1.0 proc.

Being in the air all the time, everything would be able to shoot you. Having a CC-based playstyle from above would be engaging to play around, with an I-Frame button should you mess up. The Vulture model is too cool NOT to turn into a character. Look at it.

lost schooner
#

!feedback (Adjusted to critique) A button for dropping the last item you picked up. For the times you pick up an item and realize you want to give it to a teammate, accidentally pick up a teammate's item such as at the portal drops or simply reduce the need of standing back from items when you open a chest. Nothing will happen if you press the button again after you have dropped your first item. Lunar items being droppable is up for discussion, but personally i dont see the issue as the window of regret is quite small.

gentle spade
#

!feedback Things like Arti's M1, Acrid's M2 etc. shouldnt have range limits arbitrarily

silk token
#

!feedback Killing a boss (or maybe even regular monster) has a very small chance of dropping a pet of that boss (or monster). Upon receiving the pet, you will obtain an achievement which will allow you to equip that pet on any survivor. The pet could be a small version of the boss that follows you around but is purely cosmetic.

gentle spade
#

!feedback Acrid's R should spread even from an enemy that dies from the initial damage

vital phoenix
#

!feedback adjust osp to only protect against shots that deal up to 3x your maximum hp in one hit (or some other number to make it balanced) to keep the element of not letting some stupidly powerful shot instagib you, yet add consequence to shaped glass stacking so as to add risk (haha get it) rather than using it to abuse osp

gusty sorrel
#

Make it so unbeatable scavenger bosses can't spawn. They ruin runs and are infuriating

limber pebble
#

!feedback add something referencing DEADBOLT, hopoo's other game series, here's my suggestion:
New Red Item: Death & Taxes; Increase Base Damage by 70%, and add +1 charge to your m1 (artificer's m1, Visions of Heresy, etc)
numbers of course aren't final
Edit: added part about numbers not being final

fathom hazel
#

!feedback New equipment:
"Duel Pistols"
When activated, your M1's would fire an additional attack for 50% damage.
If melee, your M1 would deal an additional 50% damage. Lasts 6 seconds.

Edit: Grammar error

gentle spade
#

!feedback Huntress needs severe buffing; she's far too fragile period, and has awful DPS, her lockon is detrimental in its current form, and her basic R does less damage than Rex's M2 alt.Her M2 is her only strength...and its worthless versus single targets. Even Ballista has a giant cooldown and doesnt pierce, home or anything

opal steeple
#

!feedback An entirely new character: Ninja

his passive would be high chance to deal bleeding damage on hit

His attack ability would be to throw a kunai every 0.7 seconds

His second abilities would be able to throw 1-3 shurikins very rapidly scaling in damage from 250% to 450% (1.5 second cool down for each shuriken)

His third ability would be to lunge forward with a sword and if it hits it deals 500% damage (7 second cool down)

His last would be able to slam that sword into the ground dealing 750% damage to anything around him in a medium radius

minor sable
#

!feedback Give enemies in the void fields item displays so you can see all the stuff they have + option to disable in settings

stoic grove
#

!feedback new buyable ally (I mean things like drones and sentrys): Tesla Turret. The tesla turret, as you would imagine, uses electicity. But instead of your filthy casual lightning chains, it calls lightning down on enemies with a large blast radius. However, this turret is expensive, similar to the Incinerator drone, and has high value to the player in terms of power. (pls buff sentries master hopoo)

pale meadow
#

!feedback maybe at higher stages enemies will be able to spawn with items like in the void fields? for example from 20 to above they spawn with white items. and 23 they spawn with green ones, 26 they spawn with red items and the loop continues

earnest laurel
#

!feedback

Add mechs. Hear me out.

They can only be activated with the fuel array.
They are rarer than the prototype drone.
They CANNOT be repaired mid-stage.
When broken, they CANNOT be recovered in any way, shape, or form.
They recover 50% hp when you pass through the teleporter.
While in one, you move slower but can use its abilities, and damage is dealt to it and not you.
When the mech is destroyed, it self-destructs, killing everything within Xm INCLUDING YOU and ignoring one-shot protection (think "its gonna blow, run")

Lock them behind an artifact maybe.

fathom hazel
#

!feedback The dev's should do a progress update every now and then

fathom hazel
#

!feedback New Equipment: Decoy
Single use equipment that can create a clone of an item with all the same stats.
Decoy has a 5% or less drop chance from equipment barrels

unreal girder
#

!feedback Instead of just showing the cost as "1/3/5 items", have us see the items that the 3d printer / newt shop will cost us. Let us make informed decisions, and not just trust in RNG to not take the one item we really care about. Signed, a guy who loves controllable randomness in roguelikes, and finds RoR deeply lacking in it.

next holly
#

!feedback
New Character
Abalisk, The Chained Justice.

Primary Skill: Ordeal.
A charged ranged attack, while not moving the camera: throws a chain, that is wrapped around Abalisk’s arms, directly forward; it is not a penetrating shot and will temporarily link the struck target. If it is a small target: they can be swung, ideally clashing them towards crowds or walls. If the small target clashes into a wall/ground, it will create a small shockwave, stunning all enemies for 1 second and pushing them away. If it is a large target, it will only altar/slow their mobility. Throwing another Primary Attack onto the same target will forcibly pull the enemy towards you, the pull speed depends on size. Throwing another Ordeal onto a wall or exceeding range will remove the chains. While an enemy is linked with Ordeal: Abalisk’s mobility is reduced by 60%.
While charging Ordeal, if you move the camera: Abalisk will throw the chain in a whip-like fashion for 2 seconds; if you stop moving the camera, the chains will fall flat to the ground and return to Abalisk. Enemies cannot be re-struck twice.

Secondary Skill: Trial.
Throw a ranged chain attack directly forward onto an enemy, gain armor based on linked enemy’s armor.

Utility Skill: Witness.
An activation skill that does not go into cooldown until the next Ordeal is used. Upgrades Ordeal into a hardened chain, the chains will glow red. Any enemy caught in the line of fire of the chain will get struck and move slightly towards the direction of the swing. If Ordeal hits a wall during Witness, it will temporarily leave a chain that is able to be stepped on, which everyone can use.

Special Skill: Judgement.
Immerses Abalisk in a coat of chains for 5 seconds, greatly slowing mobility and gain significant damage reduction. All enemies who strike Abalisk will get tagged with a long chain: forcibly pulling the enemy towards Abalisk, stunning and damaging them.

random pagoda
#

!feedback The chronobauble should slow down the attack speed and the projectile speed as well.

unreal girder
#

!feedback There's too much blue in the Scorched Acres map, and it's the exact same shade as the normal chests (flowers, interior of the overturned ?planters??). It really ought be changed to something else to avoid confusion.

unreal girder
#

!feedback Speaking of controlled randomness, it honestly feels a bit shitty to unlock a new item only to realize that not only you're unlikely to ever use it, you've now decreased your odds of getting the ones you do want. And since one of the only sources of controlled randomness are stores...

I'd like it if, as you unlock more and more items, there was a increasing (but still small, to the tune of 10% tops) chance that any chest that spawns gets upgraded to a store. Similarly, the chance for a store to have a ? or more should go down, ideally all the way to 0% with everything unlocked, since those just defeat the entire point of it being a store in the first place

hardy pike
#

!feedback Repository for devs to release mathematical calculations for players to use. Allows more transparency when buffing/nerfing things and let's players have more fun theorycrafting

tardy olive
#

!feedback
My idea of a new character: the Technician!

He's primarily a utility based character and uses drones as his primary source of damage.

Passive - Technician can repair drones at half cost. they also inherit items at lower proc coef.
has a capacity-based bar that some of his abilities revolve around that recharges passively..

M1 - shoots 2 homing missiles that home in on enemies nearby.

M2 - channel a beam of energy at a precise location using energy from the capacity bar.

Special - summons two drones that inherit items. drones are similar to the back-up and instead of doing flat damage they do percentage damage. casting the ability again while your drones are active instead teleports them to your location and refreshes item inheritance, but halves the cooldown.

Utility - use capacity from your resource bar to create a shield around you and your summoned drones for a period of time. all damage done to the shield is then stored and converted into temporary barrier.

Other Stuff - Alternate abilities could be the other drones found around the map (incinerator drones, healing drones (not sure how these would work) and the huge TC-280 drone)

Instead of damage converted into barrier, another ability could work like a genesis loop with an explosion (balanced of course. not a huge radius).

I have a .txt file of some other ideas and speculative values if anyone is interested in seeing them. again im not sure how balanced they will be.

little barn
#

!feedback Add an auto-run button,or make it a toggle in the options,the game actually penalizes you for not running,and you RUN ALL THE TIME,there is no benefit to not running,or more so standing in 1 place (except engie of course)

tardy olive
#

!feedback add a hotkey/option that allows us to see the character's abilities and values mid-game

fathom hazel
#

!feedback An indicator for destroyed drones.

I can't ever tell where they die.

restive ledge
#

!feedback A count of items of each tier each player has in the tab menu

It's hard to tell if you're hogging all the items after going all in on a fungus printer.

stray orchid
#

!feedback Pinging with middle mouse lets you control your summons. Pinging an enemy makes combat summons attack that target, pinging an ally makes healers heal that target.

winter aspen
#

!feedback Buff the Radar Scanner visually. Have the question marks be colored depending on the interactable the item scans!
Right now it's a clusterfuck of same question marks and it's hard to tell which is what if you're looking for something specific - you just get lost in them.

winter aspen
#

!feedback Artificer alternative skin: Artifisher 🐠

red stone
#

!feedback

A lunar item that decreases shield regen start time by 50% (+50% per stack) So from 7sec to 3.5, to 1.75 and lower still
BUT
Decreases shield recharge rate also by 50% stacking in the same manner, taking twice as long per stack to reach max shields

upper temple
#

!idea when someone leaves in multiplayer spread the items that player has collected (except the black items) to the other players

little lava
#

!feedback
Item idea

Rarity: Lunar
Item Name:The Troubles
Item Body: Spiked Glove
Item description: Has a 50% chance to deal 500% damage to the enemy that wounded you. Has a 50% chance to double the damage dealt to the reciever.

Item logbook/Description 2: "Why would boxers wear this? It could cut their own wrists!" "I don't know either but i do know that this things cursed! I punched [Redacted] in the face for wearing it and somehow i got punched back, he didnt even move!"

copper temple
#

!feedback
when someone leaves in multiplayer spread the items that player has collected (except the black items) to the other players
Reposted for @upper temple

gentle spade
#

!feedback Loader's "grapple in range" indicator should show when sprinting as well

spring violet
#

!feedback Make it so that the title for a TP Brass Contraption event is actually called Horde of Clabong instead of Horde of Many

sinful crown
#

!feedback For when you first clock scavengers, it would be nice to see item pop-ups next to them (kind of like what the 3D printer item loss notification looks like) to get a better look at what they have on them. Even if it was restricted to the radar scanner, it would be a good heads up while in the heat-o-battle.

vernal cosmos
#

!feedback to fix the problem with items falling off the edge, make it so that instead of the items getting puked out, make them hover over the open chest/ printer. Maybe even add a glow effect coming from the chest based on the item rarity

drifting zephyr
#

!feedback

Make aegis work with transcendance. Please.

worn forge
#

!idea local play? or is that to obvious

copper temple
#

!feedback
local play? or is that to obvious
Reposted for @worn forge

opal steeple
#

!feedback BUFF REX also local is already a thing

vernal cosmos
#

!feedback make !idea valid command as well.

safe prairie
#

!feedback
Item idea
Name: Amulet of Entropy
Rarity: LUNAR
Effects: Increases chances of finding rarer items in chests (let’s say at a similar rate as stacking Rusted Key). Gives a 4?(+4?)% chance of finding an empty chest instead.

For reference, both the small chest and base rusty lockbox have a rarity spread of 79.21% | 19.8% | 0.99% according to the wiki. Large chests have 80% | 20%. Adding a second rusted key increases the lockbox spread to 64.52% | 32.26% | 3.23%

restive ledge
#

!feedback Add a command to roll a die in chat, similar to /roll in WoW
would make picking who gets boss items easier.

old turret
#

!feedback Can you make Huntress like, not awful please.

distant crater
#

!feedback
Please do not allow scavenger to get tougher times. I used artificers flame thrower against the scavenger with 5 of them and only about 5-10% of the attacks procs didn't get blocked. This is not something I want to encounter again.

floral quest
#

!feedback
Perhaps an item that has different effects based on which character picks it up. Such as Artificer additional m1 (and perhaps damage buff). More turrets for engineer. Commando shoots each gun twice per press. Just some ideas.

safe prairie
#

!feedback
Have enemies either die when hitting the map boundary or just unable to move through it.

Fighting a malachite wisp boss becomes a little more difficult when you accidentally blast it 10 miles away from the map.

rain coyote
#

!feedback
Extending on the previous suggestion, how about giving all elites knockback resistance? Currently, if you have enough power to blast through a crowd of enemies, the normal ones will die or be severely injured, while the elites lose a bit of health... but then get flung halfway across the map. While this isn't much of a problem for regular enemies (it's generally perfectly fine to just fling them out of the way at that point), elites are generally worth hunting down so that they don't surprise you later. Which is a pain when you're effectively playing golf with them. I don't think they should have knockback immunity, since knockback feels good to use and all, but right now they're too prone to being flung around more than the average Jojo character.

narrow zephyr
#

!feedback

maybe once engineer's skin comes, rex's vines in his sprinting animation for his skin could be changed to green instead of purple? the purple vines don't really fit well with his green skin.

twin flax
#

!feedback (artifact)

all skills deal more damage, but have a bigger cooldown. (if the skill is movement based, like commando's roll or huntresses blink, it gives you increased range and/or speed)

faint ridge
#

!feedback Artifact idea.
Overclocked
Everything (Including Enemies. Excluding health shrines.) deals 200% damage. Every stage, gain 5% chance that a non M1 skill will backfire and hit the user instead.

rose anchor
#

!feedback A Moment: Fractured

Very small, but I feel like if we have the option to activate the obelisk and then leave without obliterating ourselves, it should probably do something. It could refresh lunar coins, maybe activate some specific enemies (Or activates something like Beads of Fealty/a new item), or be integral to getting to the final boss or something.

just a little thing so I don't feel crazy doing it every run or so.

opal steeple
#

!feedback new mode idea (stems off from last idea) how about you make a mode where there is a final boss and then have an infinity mode like how we do now? Like the last person said, we could use the obelisk and then maybe do other things in other stages, like bazzar or the malachite stage and have the final stage be somewhere around hahahahaha or a really high number like 50 or something

old turret
#

!feedback an item like Gnarled Woodsprite, but with a much bigger cooldown, that when used on an ally gives them 1 of each item you have temporarily. Would also be decent for singleplayer cause you could help your drones out a little bit.

safe prairie
#

!feedback
Returning item idea
Name: Interstellar Desk Plant
Rarity: RARE (red)
Effects: Killing an enemy has a 30% chance to sprout a plant from their body that lasts 30 seconds. This plant has a healing aura around it that heals for 8(+8)% health per second.

Size could be about the size of a level 2 or 3 Shrine of the Woods. You already see the interstellar desk plant in the multiplayer lobby screen, so why not bring it in anyway?

pale salmon
#

!feedback
Razor wire should be re-worked because as it is right now it is quite a pathetic item tbh.

Currently Razor wire fires 5 razors (+2 per stack) in a 25m radius (+10m per stack) whenever you take damage.

Lets say you have 1 Razor wire, that means that on taking damage you fire 5 razors at enemies within 25m of you. the only problem is that it only fires at 5 unique enemies within that radius meaning if there is only 1 enemy within that radius it is only going to fire 1 razor.

I suggest that no matter how many enemies are in the radius it should fire ALL the razors at them.

The item description is literally 'Explode in a burst of razors' and it sounds pretty damn cool but you barely even notice you have it since its just so pathetic.

gritty haven
#

!feedback
make artificers body face the same way as her head in the character select screen, bc right now it looks really wierd

floral quest
#

!feedback
Make the item list visible in the pause menu, but bigger than it is in the in-game hud. Would help when playing single player and having to go afk for a while so you don’t have to spend the time trying to remember what you had while still trying to survive when you get back

winter aspen
#

!feedback Shortened version of @little barn's text document:
Huntress in general is shunned by a lot of the casual community for being underpowered and clunky feeling. There's a bit of work that can be done to make Huntress more fluid, and I think she has a lot of potential to be a loveable character in the future.
Strafe:
Lots of players have problems with the auto-lock on Strafe, players often don't know how to make it work. Damage is a bit low. I suggest an auto lock sensitivity scaler, similar to Widowmaker's Hook sensitivity (Overwatch)
Laser Glaive:
Given it's Huntress' main damage skill, it can come as very underwhelming against single targets. It would be cool if the Glaives could bounce off from walls or the ground too if single enemy.
Blink:
I feel like Blink needs work cuz it's super weak compared to Phase Blink. Whether it be buffing the cooldown or something like that. I also totally think you should be able to blink while sprinting.
Arrow Rain:
I think Arrow Rain could use some type of buff, maybe making the damage scale with enemy size a bit so Arrow Rain would be optimal against bosses. Right now it's super weak compared to Ballista.
Ballista:
I think it'd be cool if the distance you teleported when using it scaled with your movement speed, like how Blink and Phase Blink do. I always find myself using Ballista for verticality to travel across the map, due to Phase Blink.

royal hare
#

!feedback have a timer for buffs in the form of an overlay on the buff icon that is a white overlay that goes in a circle as the buff times out; this would be useful for things like wake of vultures where you cant tell how much longer your shield is going to last or the duration of berserker pauldrons where the time left is very ambiguous

silk token
#

!feedback add a button that turns your camera around so that you can sprint and look backwards at the same time.

gritty haven
#

!feedback
a few way to make engi's base mines a bit better
-bounding mines
They can jump upwards to hit flying enemies
-Aeromines
float, are affected by knockback
-Flame Mines
do exactly what it says on the box
I hit enter on accident srry

little barn
#

!feedback
Storepage probably shouldn't list Online PvP as a feature

winter aspen
#

!feedback Ocular HUD becomes absolutely useless after player's crit chance is capped. Let the drones be able to crit when the HUD is activated, it would give the drones some much needed power and keep the item useable after early game too.

hardy pike
#

!feedback On loader when you acheive max damage there isn't much visual indicator you are. This would help players identify if they are playing correctly. something like a red fist at max velocity (purely cosmetic) would make Loader feel even more impactful and give new players an idea of how to use her punch mechanics to their fullest.

frozen pebble
#

!feedback as someone with arthritis and playing with a controller some sort of perma sprint toggle setting would be appreciated to reduce the number of spammy inputs since it seems sprinting is almost always what you want to be doing on characters such as engineer without mobility.

minor sable
#

!feedback Once you collect the monster log, you should be able to view their various animations.

For example, I would like to see a Beetle's spawn animation, walk animation, and attack animation - maybe even death animation.

Another feedback posted above suggested audio files/cues - and I think being able to view certain animations would be really great too, especially to help with learning a certain enemy's attacks and patterns

fathom hazel
#

!feedback An artifact that introduces friendly fire for enmies and allies

visual eagle
#

!feedback I don’t know if this was brought up before, but I thought it’d be a nice idea. A teammate revival system that works similar to the blood shrines. Basically, if one of your teammates falls during the game, you can revive them for an amount of health. The health amount can increment in the usual %50, %75, %93. It tends to get boring having to watch the other players continue if you get a bad luck of the draw with enemy placement or you just suck (like in my case), so I figured this would be a good way to alleviate this problem.

noble lodge
#

!feedback
Feedback for a new ability for Commando
Add a sticky gernade that wont bounce and will detonate after a couple seconds, the achievement for it could be something like get 3 kills with a single gernade or get a kill with a gernade thrown a far distance

winter aspen
#

!feedback
I see a lot of players having problems with Commando's Frag Grenade. How about along with how it explodes right now (1 second after touching ground or enemy) - it would explode 0.5 seconds after touching an enemy? You'd be able to hit enemies (especially airborne) with it more reliably.

strange arrow
serene solstice
#

!feedback
Idea: An artifact that replaces all chests with multishops of their respective rarity level.
(Designed for those that want some control over their build, but not the total control that Command gives.)

gritty haven
#

!feedback
when Command inevitably gets added back in, make it so that it doesn't affect TP drops

little lava
#

!feedback
Item idea

Rarity: White
Item name: Propane Tank
Item description: When killing an enemy,has a chance to knockback enemies around the point of death. (dealing 150% damage in the process)

safe prairie
#

!feedback
Item idea

Item name: Graviton Driver
Rarity: EQUIPMENT
Cooldown: 45 sec
Effect: Stuns and deals heavy knockback to all enemies in an area around you. [maybe it could also have limited projectile deflection?]

We don’t really have many defensive equipment items right now. Could be funny to stack gestures with I guess?

pallid vale
#

!feedback
Artifact Idea: Opposite of Command, a full RNG mode
All chests, trishops, printers, and equipment barrels are replaced with Shrines of Chance (for those that want no control over their build)

frozen pebble
#

!feedback as an engineer it would be nice if the turrets would try to prioritize what youre hurting or have a hotkey to focus them

fathom hazel
#

!feedback Don't change how hard or easy the game will be. The game is already relativity easy to pick up, and hard to master. Changing it into a more easy system can take the joy out of the people who spend 100+ hours on this game.
However quality of life changes such as a stat list won't change how hard or easy the game is. it just gives more insight on your run.

winter aspen
#

!feedback Add mobs with different abilities and AI on later stages. I'd rather fight a lemurian that can shoot 5 fireballs at once and runs faster than fight yet another horde of elite glowy bois

thorny root
#

!feedback
Shared chest/selection loot. A big turn down for my friends and I are when one of us gets a good mobility item and starts to rocket off, leaving everyone else on the team in the dust and feeling like a wet noodle. This may just be an early game quail or some lucky hoofs or something. They can now zip around the map to the sacrifice shrines, ect, and loot most of everything before the others can even get a chance at opening some loot. Furthermore, there is usually some heated discussion on if someone should have passed an item off to a hero it is better suited for.

Make a game mode where opening chests or selection things are SHARED. To combat the increase in items on each stage, lower the chest count or not - could be fun.

The 3d printers would then be a way to specialize past the shared items.

This ensures a fair, argument free environment for everyone - no more hoarders, no more hoggers - no more of that headache.

frozen pebble
#

!feedback it would be nice if the hermit crab bosses weren't in corners of the map and were near the teleporter!

unreal hawk
#

!feedback i'm a big fan of progression and leaderboards in almost every game. i'm also not sure if this was ever suggested but it's always been on my mind regarding this game.

i think it'd be a neat idea to get a certain amount of xp after every run for your profile. level progression, rewards for leveling, and stuff like that would make me feel like doing a god run then finishing it would give me more of a reason to go for that god run and grind it out more. for me it's kind of like i do a god run, obliterate myself, then get off. it's fun regardless, just adds more of an incentive.

leaderboards are only on prismatic trials which is ok, but i feel like it'd be kinda cool to have leaderboards for minion kills, boss kills, items collected, longest run for whatever difficulty, etc too.

plain perch
#

!feedback it's not new to say the chronobauble is useless- but nobody seems to want to give a solution instead. Simply upgrading the effect it already has would not fix the issue- because of how the game is. In RoR2, you aren't running along or away with enemies as much as you are simply dodging their attacks (the exception to this are the worms, but that's a single enemy) and because of this, an enemies' movement speed isn't very important to consider when going into a fight. Instead, I propose the Chronobauble does either one of two things instead of it's current effect-

  1. Slow enemy projectile speed - This would have to be linearly descaling, much like guillotines, because of the potential for enemy ranged attacks to just do nothing. I think this change would be good either because we have no items like this and it would definitely fit the "green" rarity. It also should be considered because by endgame, where you can't really make out specific enemy projectiles, it can be really frustrating to die immediately to a greater wisp blast your didn't see.
  2. Slow enemy ability speed- This could have the same effect as the alien head, just applied inversely- enemy abilities like the greater wisp blasts, elder lemurian fire blasts, etc. would be less common, but not so infrequent they don't pose a threat. I think the first suggestion is better, simply because with this idea it could lead to some unforeseen problems (looking at you, scavenger) or some bugs.
thin pelican
#

!feedback Add the ability to drop items but on only multiplayer

  1. Have the ability to drop items in multiplayer so you can give them to other players who need it, This may be a way to cheat printers so have a variable to see if the player has dropped and item and what it is so if they use a printer it'll get rid of it on the ground.
little lava
#

!feedback
item idea

Rarity: Red
Item Name: The Plague
Item description: Has a chance to temporarily turn an enemy against its allies for 10 seconds.

next holly
#

!feedback
Item: Blitz.
Item Tier: Green / Uncommon.
Item Description: Upon taking damage, there's a high chance to temporarily gain Mobility and Damage (stacks simiarily to Predatory Instincts).

Notes: The polar opposite of Berzerker's Pauldron. This item will support tank builds, allowing for a more aggressive play style and getting rewarded for it.

safe prairie
#

!feedback
Make the color difference between your beetle gland beetle guard and regular beetle guards more drastic than it is right now.

Because of how fast paced this game is, I often find myself accidentally shooting my beetle guard when it comes into view because I think it’s an enemy. They should be more discernable from each other. And yes, the queen’s gland beetle guard is a slightly different color but it’s barely noticeable at a glance.

vital phoenix
#

!feedback

make minions follow pings, ie 'move here' or 'attack this' to not only make them more useful but allow them to get to you when they are having braindead moments cough beetleguardsloopfallingonscorchedacres cough and to attack high priority targets

peak karma
#

!feedback
It'd be nice if loader's thunder gauntlet had a more clear way of visualizing the cone which the electricity damage affects

frozen pebble
#

!feedback it would be nice in multiplayer if there was a way to drop an item you pick up from a chest within a few seconds of picking it up by mistake

leaden violet
#

!feedback
when changing skins, have a moment where the red light does not touch the survivor.
It's not possible to tell what a skin actually looks like until you're in game.

safe prairie
#

!feedback
On the topic of the character select screen, give my boy commando a selection animation StoneTitanLaser

knotty night
#

!feedback Add a visible timer to buffs/debuffs that can be turned on/off in settings

compact vigil
#

!feedback Prevent enemies from acquiring Hardlight Afterburners, because unless I've misunderstood how enemies work, it does nothing for them.

open tartan
#

!feedback
Make as many items as possible usable but not crazy on enemies. Having a tailored list for the other side feels artificial and unfair; I want to go into battle knowing it's the player's and survivor's skills winning the day, not a hand on the scale.
Homing/lock-on items could instead have a targeted area and slight lag so they can be dodged, yet still hit most monsters reliably (they are relatively slow). Things like Capacitor CeremonialDagger Tesla are especially unfun to play against, but could be made into a challenging encounter rather than an instant slaughter.

open tartan
#

!feedback
"Make as many items as possible usable but not crazy on enemies" continued...
Have monsters with more mass benefit less from % healing; a Foreign Fruit might heal half the health of something person-sized, but it's only got so much juicy goodness to go around. Small monsters get the normal amount, large monsters get maybe 1/8 (2x height means 8x volume), and bosses would only get 1/64. This prevents Foreign Fruit Scavenger from being a de facto game over, and allows future %-healing items to not break the Void.

stray violet
#

!feedback Make it so that MUL-T doesn't automatically swap back to his primary fire when moving to a new stage. (I.E. if you had your secondary fire equipped when finishing a teleporter event, you keep your secondary fire equipped when spawning into the next level)

winter aspen
#

!feedback Either buff Commando's Phase Round or nerf Phase Burst. Right now Round (1x230%) is so weak compared to Burst (8x200% damage!!) that you have absolutely no incentive to ever use Round again when you unlock the Burst.

earnest laurel
#

!feedback

Maybe this leans too far into RPG styles, but have daily quests.

Hear me out.

They're the challenges that unlock things (and maybe some new ones). You get three a day as "daily quests," and they reward lunar coins. Maybe this could even support new challenges, like "complete all the daily quests in one day" to unlock items, even a character. It provides a reason to play other characters, etc.

fathom hazel
#

!feedback Chests should have a small chance to contain 2-3 lunar coins

lone depot
#

!feedback Have a limit to the total amount of healing a Scavenger can receive (e.g. 10x their health bar), or have healing effects give the scavenger diminishing returns the more they are used.
Had a run end in a complete stalemate vs a scavenger who continuously healed faster than all of the DPS I could throw at it. This effectively made the boss an RNG softlock for that run, because the amount of healing vs the rate of damage made it impossible to progress. If there was at least a way of winning the fight by attrition over an extended time, that would help avoid this happening.

lime helm
#

!feedback

in my opinion it really takes a while for a run to get started. often about 30 seconds before i have any spawn. Its a minor issue but if you find an item that you want right when you spawn, it really does suck to wait for 20 seconds to kill something and finally buy it. A 10 second reduction in this would make the start a bit better in my opinion

winter aspen
#

!feedback Huntress' auto-aim is broken and very hard to use. It has a limited range, so you have to run up to enemies to attack them, you have no way of prioritizing the enemy you want to hit and you can't attack an enemy if its center is at least a tiny bit behind a wall, requiring constant line of sight. Let us aim at least please? Or an option to turn auto-aim off. I've lost countless runs only to auto-aim deciding to attack smaller mobs instead of the boss.

little barn
#

!feedback
A piece of equipment that can create smaller bubbles during the teleportation event in which to charge the teleporter without being forced to be directly be inside of the bubble. Cooldown may be significant for such an item and usage may be resticted to when the event is actually active.

lone depot
#

!feedback Suggestion: Add an interact prompt to the Beetle Guards spawned by the Queen's Gland to let the player pet them.

old turret
#

!feedback a lunar item that expands the zone for the teleporter event, but makes it take longer to charge

fathom hazel
#

!feedback Lunar item that increases lunar coin drop chance, but decreases gold gain

winter aspen
#

!feedback A lunar item that makes teleporter charge 100% (+100% per stack) times faster, but decreases the charge field radius by 50% (+50% per stack).
At high stacks of item you could charge it very fast, but you'd have to stand almost exactly in the center, which is hella deadly in long run.

deep mica
#

!feedback an artifact that makes the teleporter event the same as the original game where it auto charges but you have to kill all enemies to leave

subtle maple
#

!feedback
A new tactical skill for Commando, FlashBulb! On use, this skill stuns all non-boss enemies in front of the player within a 10 meter range for 4 seconds. Cooldown is 9 seconds. Cosmetically, this skill originates from his helmet and the lights on his chest.

little barn
#

!feedback
Show a countdown for the use item when you have 1 charge and fuel cells. You have to guess what your next use items cooldown is, and a number and progress bar like the abilities just makes sense.

winter aspen
#

!feedback
Speed up teleporter's charge rate when there are no enemies inside the area, at least on Drizzle/Rainstorm. Since there aren't a lot of enemies - most of the time you're just standing in the circle and doing absolutely nothing. You can't leave it, you can't loot items, you have no enemies to fight. Waste less of our time, please.

autumn wave
#

!feedback
There should be an item that expands the bubble around the teleporter so you have a wider area you can run around in/an item that makes it charge faster

little barn
#

!feedback
A secondary prompt specifically on the teleporter pad for leaving the stage, only when there are portals available. Also, the same secondary prompts on portals when theres more than one. This would help us avoid accidentally taking the wrong portals out, especially in places like rallypoint where the shades are similar

spring violet
#

!feedback So just for the heck of it, I made a new alternate Commando M2. I call it Phase Spitter.

Using Phase Spitter causes one of Commando's guns to fire three plasma orbs. These orbs are slow moving but lock on to nearby enemies and attach to them. Each orb slows the enemy down by 20%, and after about 3 seconds, they burst. When they explode, they deal a decent 150% damage, but they also explode in a pretty large area and stun enemies, creating a pseudo crowd-control effect. I imagine the cooldown to be about 4 or maybe 5 seconds.

Just a fun idea I had :)

winter aspen
#

!feedback Add actual titans from the anime to Titanic Plains to justify the name. CeremonialDuck

smoky plinth
#

ah i get it, to make the stage as plain as the anime? Mask

spring violet
#

lmao Mask

winter aspen
#

!feedback Hard caps on items make getting those items useless once the cap is achieved. Please do something about Lens Maker's Glasses and Tri-tip Dagger - give them some more stack increase effects, not just the hard cap they have right now.

little barn
#

!feedback Make the H34D S3T's higher jump accessible by holding down the jump button and the normal jump just a regular tap to the jump button

buoyant wigeon
#

!feedback Make stacking Beads of Fealty make the Twisted Scavenger harder with more items and beefier stats per stack, but give more Lunar Coins from it's bag upon killing it

gentle spade
#

!feedback Acrid's acid puddle after his shift should probably be more visually distinct from Beetle Queen's

safe prairie
#

!feedback
Item idea
Name: Chromium Stopwatch
Rarity: Uncommon
Effect: Extends effect durations by 1s(+1s).
Logbook because I’m bored:
Bought this off some guy behind the store last week. He said it’s real rare, real hard to get your hands on. It’s very pretty too, glimmers nicely when the light reflects off it. The problem is the time on it always seems to be slow. I tried messing with it a bit to get it working a few times, but now it seems even slower than before! You get what you pay for, I guess.

Thought I’d go for something a little more boring with this one. Effect durations would be things like DoT, predatory instincts, etc. There’s a similar item to this in TBoI, could be interesting in this game too.

jovial patio
#

!feedback
Change Corpsebloom to be 'You take 10% more damage, but all damage is dealt in 1/10th over time." Each stack increases the effect to 10% more (base) damage and decreases the amount of damage you take each tick (thereby taking longer to inflict all damage). Something like that, to make it less useless.

charred dock
#

!feedback There is a strange reaction with the mercenary and using Eviserate when you have Brainstalks active around an Aureliolite. You move about 2 feet in front of you and disappear as if Eviscerate is damaging enemies, but no damage is delt.

pale yacht
#

!feedback
Change Engineer's alternate turret skill to mini shoulder turrets that do not need to be placed. Copies items and sit on the engineer's shoulders and apply "standing still" effects. Possibly disables use of bouncing grenades or M1.

Engineer alternate M1:
Targeting system. Causes turrets to shoot where you are aiming when held down.

little lava
#

!feedback When the artifacts/final update comes out, Frenzied elites should be returned

gentle spade
#

!feedback Boss items should drop more often from their TP events. Except Queen's Gland.

vague knoll
#

!feedback First idea: how about adding a photo mode to the game? In single mode photo mode will be a "freeze" game to select the desired view (camera movement would be carried out on the WASD and Shift+WASD for camera tilt) but in multiplayer, photo mode would be included AFTER killing the boss portal without "freezing" the game.

Well, the second idea: add a script that will make a copy of saving the game profile in the format .bak or something like that, because some players for unknown reasons lose or can't load saved game profile data after closing the app in the usual way or when receiving an error during the game.

tame remnant
#

!feedback Give acrid healing proportional to his poison damage. This would give acrid better ability to make use of his primary, as well as giving the character more playstyle options

little barn
#

!feedback when artificer is using her jetpack give her some armour

little barn
#

!feedback enemies now try to pathfind through the artificers icewall over going around/acting like normal. i am also not sure how possible this is to do

prime minnow
#

!feedback
If huntress pings an enemy for combat, her auto aim will target only them, unless they're out of her sight/range.

old turret
#

!feedback Make stacking Beads of Fealty make the Twisted Scavenger harder with more items and beefier stats per stack, but give more Lunar Coins from it's bag upon killing it
@buoyant wigeon
!feedback What about stacking beads of fealty makes another Twisted Scavenger spawn? 1 for 1 kinda deal.

silent eagle
#

!feedback
Allow activated effects from equipment to persist when retooling for Mul-T
Right now the effect immideatly gets cancelled when retooling..
one example of that would be Chrysalis

little granite
#

!feedback
Item Name: Electromagnet (obviously can be whatever)
Item Rarity: Common/white
Item effect:
Increase the range of pickups like the Bandolier ammo packs, Monster tooth health orbs, and Ghor's Tome treasure by 40% (this number can and likely should be be tweaked.) I feel like this effect would be on-par with many other white items, and it could range from a nice boost of healing with the tooth to an extremely potent effect with the bandolier

peak pine
#

!feedback I think in late game, it is sort of bland to only spawn one boss per TP, why not battle against a Dunestrider and a Vagrant?

little barn
#

!feedback
This may be a stretch but... an artifact that makes all the items that carried over from ROR1 do what they did in the first game

#

!feedback in order to make Chronobauble more valuable, maybe consider having it put enemies afflicted in a bubble of slowed time. I think this could make the item not only more valuable but also more satisfying to use, since it would also slow attack speed, slow their falling/knockback, and open up the opportunity to having some cool clock/time visual fx for the item. Slow % would increase with stacks.

H3ad-5t v2 is also never really used for DPS, and I think it would be better to play into reasons people would actually want the item, especially for a legendary tier. Maybe having what would normally be fall damage you take, convert into a tremor that would deal damage to enemies in a very large area with a 0.5 proc, again opening up the possibility for some more satisfying and cooler gameplay and vfx.

soft mural
#

!feedback
Beads of Fealty are a perfect example of a great concept for an item that was executed kind of poorly. While the secret boss is a great challenge and was a neat surprise for people who didn't know what the item did, the fact that you need to bank on it showing up from the lunar pool in order to be able to fight it is just kinda lame. I think that instead of it being a random chance there should be a guaranteed place for it to spawn, maybe as a drop from a boss or a secret chest in a hidden area of the map. The game already has enough RNG from the different rarities and usefulness of items, so I think that taking away some of it would be great for the game, and this would be a good start.

open tartan
#

!feedback
Have each Shrine of the Mountain add a new item to the teleporter reward, not the same one again. This would make things more interesting, and increase the chances of getting the boss’ item the more of that boss you fight.

brittle ice
#

!feedback

Just an idea. Maybe there could be a artifact or some other way to turn off and on certain items (similar to the smash Bros item switch menu). Although not exactly necessary if you plan on adding the command artifact.

soft mural
#

!feedback

This might not ever happen ever but it would be really really cool if there could be a crossover update with Terraria, since it has a bunch of items and enemies that would no doubt fit in with the lore. Feel free to react to this with ⛔, but I wanna be able to fight, say, Plantera in the context of an environment boss.

lament basalt
#

!feedback

Idea: Let us sit on the drop pod.

dry bloom
#

!feedback New item: Elecrtomagnetic Battery , Green/Uncommon tier, Standing closer to the Teleporter charges it faster. While being in Focus Crystal range, charge 30% faster (15% per stack) , standing 13-40 metres charges it 20% faster (10% per stack) and the rest of the teleporter radius charges 5% faster (2.5% per stack)

lost schooner
#

!feedback Idea: New shrine - Double or nothing. Double your gold or lose it all with at a 50/50 chance. Can be used once. Not super rare but not common.

winter aspen
#

!feedback Lunar Shrine version of the idea above - Shrine of Peril
For each stack of an item you have - have a chance either to double the stack or lose all of it.
For white items the chance is 55%/45%, for green items the chance is 35%/65% and for red items the chance is 20%/80%.
Beads of Fealty would increase the chance of a positive outcome for each tier of items by 5%.

brittle ice
#

!feedback

idea: I think the Resonance Disc is a good replacement for the laser turbine, it adapts to the 3D aspect well. Although I dislike when it decides to attack one little enemy on its own, greatly reducing it’s effectiveness. I suggest that it should have a target system similar to the royal capacitor, using the interact button to activate when charged. Typically I’ll completely forget I have it and won’t get to see it doing anything half the time, id enjoy being able to interact with it more.

main robin
#

!feedback

Limit how close enemies can spawn behind players out of field of view and/or limit how soon an initial attack volley can be launched when spawning behind a player. Multi-shot units like elder lemurians and alloy vultures cause a lot of difficult runs to end abruptly in unsatisfying ways. For instance, player rapidly moving around map, check surroundings for safety, pause long enough to press e on chest, elite vultures spawn ~4 feet behind survivor and immediately launch multishot attack, survivor dies, some time goes by, item pops out of chest. The game absolutely should be hard, but getting instantly killed by something that wasn't there when you checked a split second before doesn't make for a fun challenge.

safe prairie
#

!feedback
Blacklist radar scanner and eccentric vase from the scavenger item pool. They literally nothing for him and if anything, help you in some cases instead.

Edit: Milky chrysalis too? I can’t remember if scavenger makes any use out of it. I think he can have it?

I know there’s some other items that should arguably be blacklisted because they feel unfair to go against, but these are just equipment items the Scavenger can spawn with that do nothing for him.

winter aspen
#

!feedback Since stacking Lens Maker's Glasses beyond 10 is absolutely useless, I'd like to suggest adding quad crit to the game. For each 10% crit chance above already capped 100% add a 1% chance to do x4 damage to the enemy.
For example: imagine player's crit chance is 60%. That would make it 60% chance to do x2 damage and 0% chance to do x4 damage.
However, if player ups their crit chance to 135%, they would have a 100% chance to deal x2 damage and a 3.5% chance to deal x4 damage.
This wouldn't impact crit damage until you cap the crit chance, and beyond 100% crit chance it'd be not as noticeable, but still wouldn't make getting even more crit chance items useless.

gentle spade
#

!feedback Commando's M1 shouldn't have bloom/reticle spread AND falloff damage, they both serve the same purpose and its one of the reasons he's very sub-par. IMO he shouldn't have the reticle spread/bloom.

stray orchid
#

!feedback remove the grind for Lunar Coins. Lunar Items, pods, and Newt Altars no longer cost coins; instead, using Altars and taking Lunar Items increase your team's Curse level, which attracts more dangerous enemies but also increases the chance for higher rarity item drops. Curing Lunar Items at a Cleansing Pool reduces Curse, as well as dropping Lunar Equipment.

empty aspen
#

!feedback There should be a radar in the game; if you've ever died to a bison who charged you "out of nowhere", then you understand the reasoning behind this. Because the game spawns so many enemies around corners or just flatout near you, dying to those enemies having not seen them, feels very unfair; giving the player a radar would give them more game sense and make deaths to enemies who the player didn't know the location of less unfair.

little lava
#

!feedback
Item idea

Rarity: Red
Item Name: Jolting Jester
Item Body: Jack in the Box
Item Description: Has a (35%) chance (On hit) to spawn a jack in the box that causes multiple (5x) electric explosions when in proximity of enemies.

green pebble
#

!feedback bring alloy vultures to distant roost post-loop

elfin shoal
#

!feedback Celestine stealth fields can hide enemy allies from players, but has no effect on enemy perception of player allies. I suggest making celestine stealth fields useable by players / unifying the 'stealth' mechanic of stealth kits and celestine auras.

viral narwhal
#

!feedback adjust the Jade Elephant to also draw the attention of nearby enemies for its duration. It would allow for it to be used in a “paladin” kind of play style, where one player with high healing and/or good counter attack (from razorwire) draws the enemies’ attacks away from their squishier allies to themselves. It even works with how the item is currently, with the name being a pun on “Jaded”, and the elephant trumpeting being what is drawing the enemies’ attention.

raven jacinth
#

!feedback
Kind of based off of Electro Devils >Jolting Jester< idea, but mainly on the jack in the box part:

Equipment item that you have to hold down to wind up. The longer you hold it down, more of the classic jack-in-the-box music will play, up to a windup amount of 4.
Each wind increases the damage output of the box, with about a 30-45 second cooldown.

It would do one of 4 attacks depending on the wind-up amount:
1 wind - small punch, like a boxing glove
2 winds - small punch and a swing area, moving left to right during the punch
3 winds - heavier punch, becomes directional (slam it into the ground to do a rocket-jump or cause a shockwave effect, or do a wide swing)
4 winds - huge punch, also directional but with added stun effect

empty aspen
#

!feedback A player should get receiver the equipment they currently have equipped: there is very little practicality to giving a player who has a missile launcher, another missile launcher, unless they are playing co-op. However, I feel like players who get the same equipment they already own feel a little cheated by the game; this feeling persists when individuals buy a question mark on a multi-shop and recieve one of the items that the multi-shop is already selling, which also makes so sense, as if the player wanted that item they wouldn't have bought the question mark.

chilly crag
#

!feedback for @buoyant forumstrider#3920
"remove the grind for Lunar Coins. Lunar Items, pods, and Newt Altars no longer cost coins; instead, using Altars and taking Lunar Items increase your team's Curse level, which attracts more dangerous enemies but also increases the chance for higher rarity item drops. Curing Lunar Items at a Cleansing Pool reduces Curse, as well as dropping Lunar Equipment."

gentle spade
#

!feedback Once you've obliterated yourself at least one time, you should be able to just spawn near the obelisk when going into the celestial portal and not need to always do the platforming challenge, to save time

little barn
#

!feedback The huntress has one of the largest cooldowns on her special skills at 17s. Neither of these skills are all too powerful to warrant such an intense waiting period. Other characters who depends more on their special, like mercenary (6s) and rex (12s), have much shorter waiting periods and downtimes. Rex's special only has a downtime of 3s. The long waiting period doesn't really suit risk of rain's fast paced gameplay and ends up feelings clunky. Her specials should only have a downtime somewhere between 9-12s, even if damage is adjusted to maintain her original dps.

gentle spade
#

!feedback Greater Wisps should be affected by stun and cube etc. effects

frail pelican
#

!feedback sorry if this has been mentioned already. Some mobs when they spawn are stuck in a wall or object and for some reason sometimes when they die it crashes the game! I noticed this directly when I saw a large wisp stuck in a wall and upside down, I killed it and the game immediately crashed. The crashes happens 100% of the times so far for me when I have a lot of items which allows me to wipe out mobs throughout the map I'm sure if I catch one of those clipped mobs it crashes the game.

safe prairie
#

!feedback
Lower the global minimum cooldown from 0.5s so that artificer’s primary fire feels a little better to use late game. It hardly makes a difference with most other skills.

Edit: Also because brainstalks is a LIE

grim escarp
#

!feedback
Currently, Phase Blink and Acrid's utilities do not cancel sprint. This feature is listed in the description of the former but not the latter. For consistency's sake it should at least be made clear if a certain ability is going to cancel sprint or not.

vernal cosmos
#

!feedback
Void reavers make pretty pathetic bosses. You can kill the entire horde of them by killing just one if you get them bunched up.
Maybe make it so that void reaver bosses cannot kill other void reaver bosses, but can still be killed by other void reavers.

vernal cosmos
#

!feedback
Shield generators are generally a pretty terrible item right now, as picking up more than one can end a run due to its interactions with OSP. I have a suggestion on how they can be fixed:
Personal Shield Generator:
Rarity: Green(Uncommon)
Grants a shield equal to 10%(+10%) of your health that recharges out of combat(When not being hit)
-If you have a shield up, you can not take more damage than how much shield you currently have left
-OSP no longer includes shields
-If transcendence is picked up, the first change is nullified and OSP works the same as it does now.

glacial pilot
#

!feedback
Sandbox mode. Idea is that its basically the same loops of the game but you give yourself any/as many stacks of items that you want. Cant complete any challenges there so its mostly a fun mode to test and play around with stupid amounts of items and stacks.

steel wharf
#

!feedback it is quite hard to figure out what items scav carries unless you get very close and even then it's not that easy. There should be some kind of apparent indication of at least high threat items like icons, maybe color identification - something for us to recognize threats like capacitor, daggers etc

peak pine
#

!feedback short one: give the player 1 or 2 lunar coins back on use of the cleansing pool

little barn
#

!feedback idea for alt acrid M1: attacks like normal, deals slightly less dmg and inflicts 2 stacks of bleed

lone depot
#

!feedback Add a tooltip to active buff/debuff icons that can be read by mousing over them while holding tab (as is done for owned items and equipped skills currently) - often reading the buff icons is guesswork without knowing exactly what means what, especially when starting out. Would also be nice to have the option of seeing the tab overlay information and tooltips while the game is paused.

knotty night
#

!feedback How about an artifact that shuffles stages randomly each loop?
It could work similarly to how PT stages work. o/

surreal oracle
#

!feedback an option to trade/drop items when playing in coop

soft mural
#

!feedback The Lunar Seer is too expensive for what it gives you. You can get Shaped Glass and Gesture of the Drowned, arguably the best items in the game, for 2 lunar coins each, but you can also get a guaranteed outcome to a coin flip which in almost every case doesn't even matter in an actual run for 3 lunars. I feel like this should be reduced to 1 lunar coin, since 99.999% of the time the run doesn't hinge on what stage you go to unless you want to avoid scorched acres as someone with low mobility like Engineer or Artificer.

prime minnow
#

!feedback
If huntress ping an enemy for attack her auto-aim will focus only on them as long as theyre in range and in-sight, also can be used for engi and his turrets.
EDIT: could be a separate ping system or something like that if it fits well, just the general idea of this.

hardy pike
#

!feedback Shaped glass should be removed, but if we are adamant on keeping it, shaped glass should remove OSP. The whole point is a do or die mentality that sacrifices defense for offense. Yet shaped glass when your HP is low enough coupled with OSP results in a incredibly strong defensive AND offensive item

winter aspen
#

!feedback Double the radius and increase tenfold the height of Huntress' Arrow Rain and reduce its cooldown to 12s. Reduce Laser Glaive's cooldown to 5s.
The main problem of Arrow Rain (and why everyone chooses Ballista over it) is that the slowdown is too small thus letting the enemy escape easily. As such it is unreliable against dispersed enemies, only really usable against stationary enemies and large groups of enemies. High cooldown of Glaive also doesn't help with being surrounded. This together is what makes Huntress feel clunky to use and generally weak - long cooldowns often make the player feel powerless as the enemies surround them.

earnest finch
#

!feedback Having multiple stacks of H3AD-5T v2 increase the damage of the kinetic slam ability

pallid vale
#

!feedback
I see a lot of suggestions for dropping items, which is a heavily debated topic. How about introduce dropping items (excluding lunars) as an artifact? Having the artifact enabled would also disable printers (and cauldrons) from spawning so there isn't any printer abuse.

This artifact would promote more teamwork to get your desired build at the cost of not being able to print your useless items into amazing ones. Granted there are probably more upsides to this artifact than there are downsides, but I don't think it comes even close to how "good"/broken command was in ROR1. It also comes with the added bonus of fighting eachother to the death for several hours debating in the bazaar for who gets which items.

jovial patio
#

!feedback
Regen items by design when coupled by high dps - especially when acquired in excess - force a type of gameplay where everyone is a one shot wonder under the impression that they'll heal instantly to full in .001 seconds. The game might be healthier with fewer Regen/weaker Regen but larger health pools that return sluggishly as instead of gameplaying as an OSP abuser you just have a buffer against mistakes or bad luck.
tl;dr
Nerf all self healing, buff flat health items, maybe add an item that scales with %of your base hp to add more hp/change infusion to do that.

violet valve
#

!feedback
Create a "challange mode" or something like that were users can create their own level (achievements disabled).
You can choose maps that are already in the game than you can place chests and put items in them.
Maybe you could edit the map with a brush or something to make a parkour section.
ANd you also get an invite code so you can allow your friends to play this "challange mode".

Its basically a user created level.

Note: i dont know if anyone has created a mod for this i dont use mods.

frozen pebble
#

!feedback

Allow players to drop recently picked up items from chests within 5-10s. Too many times I pick up items without waiting and thinking that should go to the engineer, etc.

little lava
#

!feedback
Artifact idea
Artifact: Scavengers folley
Description: Scavengers will now drop 2x as many items.

peak pine
#

!feedback This might sound dumb at first but hear me out: No one likes H3AD 5T V2, but this is mostly due to its rarity, it just feels underwhelming when you pull a legendary just to find out it's a H3AD 5T V2. My suggestion would be to turn it into an equipment so it doesn't permanently change your playstyle and doesn't get into one pool with the legendaries. Besides that it kind of fits with the other equipments.

smoky plinth
#

!feedback I totally agree with the last feedback, i think it would be much more satisfying and intuitive to have h3ad 5t an equipment, where you press q to do the smash. it would obviously have a very low cooldown, but i think that would be very interesting, since its kind of like an extra skill.

short flame
#

!feedback
Would be nice to have like a backup system where if your game crashes or your internet goes out or even when valve servers go down it would save your current run for a limited time like 5-10 mins and then after that it would delete that current run. That saves our progression in our long intense runs, it’s just an idea that I would like the game to have or something similar if it’s possible.

minor sable
#

!feedback Give Loader's R a hitbox so it can do physics damage to enemies (if fast enough) and block shots. A nicely timed R would block a golem laser, but since the pylon is flying, it would be pushed back a lot

woven summit
#

!feedback
New Item

Name: Eye of the Overlord

Tier/Type: Yellow, Active

Description: Using the Eye while looking at a chest will reveal its contents. Using it again will put it on cooldown for 60 seconds and change the contents of the chest to another item of the same quality.

In-Game Description: "On Use: Reveal the contents of a chest and, if desired, alter them to something of similar value."

safe prairie
#

!feedback
Item idea

Name: Software chip
Rarity: Uncommon
Effect: Minions gain 25(+25)% health and damage.

We don’t have anything that affects minions, mainly drones, in the game yet. I can’t see anything like Arms Race being added because that wouldn’t really work in this game, but this would be somewhat of a replacement. This idea isn’t to “fix” drones not feeling like they’re worth your dollar, but was just a small idea I came up with.

next holly
#

!feedback
Artifact: N'kuhuana's Trial.
Description: All damage inflicted onto the player is reduced by a significant amount (about 40-70%). All players no longer have health or shield, but has full barrier. The start of a new stage grants players a grace period where barrier degradation is removed (only natural degradation, not damage). Every character now has a built-in 'Topaz Brooch' mechanic where each kill grants you a small amount of % barrier based on your maximum health. Shields and Transcendence only increases your maximum health but does not give you shields.

raven jacinth
#

!feedback
Make a secret area for dancing enemies, you know for a fact we need, want, and will breathe it.
Who doesn't want the dancing stone golems with some added enemies, like a wisp with sunglasses, a bouncing jellyfish, etc etc?

spring violet
#

!feedback

Strange idea, but what if there was a rare kind of shop, called a Drone Mod Shop. It would cost as much as a big chest, or maybe a bit less, and it would spit out an item that your drones benefitted from. These items would be separate from the rest, maybe with a silver or purple border. There would be Attack items and Healing items, with probably a Misc/Utility category as well.

Example of items. Note that these are just examples and not what I really want to see in game.
Arms Race.
Attack Item: Drones can fire a missile every 5 seconds that deals 300% (+300%) damage.

Biomatter Recycler.
Healing Item: Drones heal players 10% (+5%) more health per second.

Carbon Fiber Alloys.
Utility Item: Increases drone armor by 15 (+10 per stack).

little lava
#

!feedback
Item idea

Rarity: Green
Name: Resolute Rhinestone
Description: Every 10th hit on a boss will have a chance (5%) to remove 20% of its remaining heath.

storm grail
#

!feedback
Feature:
Adding in a save option similar to Binding of Isaac so we can either save at certain points or at any point during a run, being able to then comeback to continue that run at any point instead of leaving the game on pause or just ending a run. Once a run in continued that save will instantly be deleted until a new one is made later in the run or the run is completed or the player dies. This would be a big quality of life improvement for me at least.

jovial patio
#

!feedback
Item
Nuclear Warhead
Rarity: ???
Active item
Description: Are you SURE about this?
Single use equipment item that explodes for 1000x your max health, applies a concussive effect, applies a stun, applies a poison DoT, then applies a burn DoT for 10x your max health over the entire map (including you). Has a mushroom cloud effect and creates a burning sun that sits there and reapplies the poison/burn for twenty seconds.

silk mountain
#

!feedback
A new hidden realm, called something like the temporal fields, in which time doesn’t pass similarly to gilded coast, and by beating its event the time/difficulty is reduced by a certain (obviously not crazy) amount. Could be difficulty dependent, just seems like an interesting idea. Even more interesting would be if there was a certain margin of time which the difficulty could fluctuate between during the teleporter event, up to 10ish minutes after the time you entered (3 minutes past for one minute, 2 the next, 8 afterwards, etc).

little barn
#

!feedback
Spitballing ideas for a few different elite types, let me know what y'all think.
Tainted: While under the effects of this aspect, if equipment is activated, there will be an inverse, negative effect which takes place dependent on the equipment used. Stacks of this will increase the amount of time in which you cant use equipment normally. ideas would be:
Launch missiles against yourself (Missile Launcher)
Get struck by lightning (capacitor)
Lose x% of your health instantly, cannot be killed by this effect (foreign fruit)
All normal attacks deal half damage (ocular hud)
All chests and structures are temporarily invisible (radar)
Lose all Regenerative abilities, but not instant heals (gnarled woodsprite)
Shoot a ball of negative energy which damages everything, including you! (PREON)
Release a miniature black hole which sucks in ANYTHING nearby (Primordial Cube)
Your money is launched at enemies to heal them (Crowdfunder)
Gain a stack of affliction (Spinel Tonic)
Since aspects are passively activated, they don't suffer negative effects.
The aspect version could activate a random equipment with increased effectiveness (if tonic, guaranteed no affliction)

deft path
#

!feedback
A backstabbing rogue,

Change my mind.

deft path
#

!feedback

Cursed Elites:
Color scheme is similar to imps and they gain a dark red flame aura, Any damage dealt to a player inflicts cursed, Which deals damage to a player if they attempt to activate their abilities or equipment.

Crystalline Elites:
They inflict confused, which causes players to sometimes attack themselves with the ability they've activated (Have fun stunning or burning yourself.) Appears purple and similar to crystals.

Moves that grant invulnerability are immune to confusion.

jovial patio
#

!feedback
Change H3AD-5T v2 into an equipment slot item, as it's clearly meant to be (it uses the interact key to work for goodness sakes). Alter it slightly so it simply rockets you into the direction you're pointing when activated.

fossil lichen
#

!feedback host migration

grand trout
#

!feedback
Change the elite aspects into items instead of equipment and give a larger health pool similar to how elites are regularly. This will also give an incentive to be more wary of the scavenger if it happens to pick up a guillotine.

heavy glen
#

!feedback please revisit the Tritip Dagger calculations. Currently, Bleed is affected by proc coefficient twice: Once to apply, the next for the duration. The result of this is that a 0.1 (10%) proc coefficient is actually dealing 1% of the expected damage per Tritip Dagger. It DOES bypass the low hit damage of low proc coefficient skills, so this may be intentional, but it remains counterintuitive.

gentle spade
#

!feedback Acrid's Epidemic spread range should probably be bigger from enemy to enemy; its more of a slight contagion than epidemic right now when it dies out so easily

prime minnow
#

!feedback completing loops will give you lunar coins, loop 1 will have 3, loop 2 6, and so on (ofcnumbers can change)

dusk ridge
#

!feedback
Item idea
Name: Lensmakers Scope
Rarity: Green
Effect: Hits to the head (headshots) deal +60%(+60% per stack) damage.

*the numbers are of course adaptable. As a reference i took the atg. When hitting the head 50% of the time the damage of an atg is identical if im not mistaken.
Could also be a lunar item that double or quadruples damage to the head but halves the damage to the rest of the body
Would be good against wisps 😄

agile cliff
#

!feedback Dunestrider boss item that allows us to s u c c health from nearby enemies (without dragging them in)

dusk ridge
#

!feedback
Artifact idea (that is a bit silly to be honest)
Every stage you progress you get a random lunar item.
Additionaly it could force-replace your Equipment, but i guess you just buy a new one then.
Dont know if lunar pods should be disabled
Edit: the force-replacement was meant for when you get a lunar Equipment as random lunar
Also i meant cleansing pools, not lunar pots

gritty haven
#

!feedback
Re-introduce the sniper scope red item
(Has a 1% chance to instantly kill any enemy)

round hill
#

!feedback
Make The First Stack Of Rose Buckler Have additional 20% sprint speed, Making it slightly better when having No Movement Items.

limpid sage
#

!feedback Replace elite drops from as equipments and handle them as "regular", stackable items, with notable changes.

Fire = No change. Stacking has nearly no major effect.
Ice = Similarly like Chronobauble but slows down ALL actions.
Electricity = Similar to Fire
Malachite = Similar to Fire
Celestine = Enemies won't attack allies being inside bubble. Stacking raises radius.

Drop rate to 1/16000 ( And/Or having a chance to spawn chest with assured elite drop )

soft mural
#

!feedback
Actually, just make Elite Aspects double your health and damage (and give Celestine and Malachite some extra effects). This would actually push them into the 'Super rare and powerful item' category rather than the 'Cool novelty that isn't worth it' category.

prime minnow
#

!feedback
Item idea
Name: Fuel Jug
Rarity: Blue/Lunar
Effect: Amplifies your item (ie more uptime for jade elephant, or dmg for preon) but also amplifies the cd of the item by 20%. (numbers up to change ofc, didnt really think about it)

arctic kraken
#

!feedback add workshop so we can have easy accese to mods

little barn
#

!feedback
Make the "slow" effect apply to enemy's attack animations and projectile speeds, giving an indirect buff to Chronobauble and some of the underwhelming aspects.

sleek anchor
#

!feedback Reintroduce an item similar to Snake Eyes. 6% crit chance for every failed chance shrine attempt up to six stacks. Nobody wants to lose a chance shrine but it would be nice to have in the event that you do.

dull delta
#

!feedback Match history is just what it sounds like,you can see ur past games ending screens. Similiar idea records example. "Most damage dealt Or "Most played character"

violet oriole
#

!feedback Change the Warbanner to be similar to the Warhorn except it provides only a speed buff and no additional attack speed when an equipment is used. This would allow it to scale better the later a run goes instead of having to rely on level up to be useful. Should also probably be a green item similar to Warhorn.

tepid forge
#

!feedback let Rex have just one goggle lens over his lil eye instead of both of them being tiny and just over top of his one eye

sinful crown
#

!feedback ^^^Rex crit monocle^^^

rain coyote
#

!feedback Make Warbanner also drop a banner when you activate the teleporter. This lets you still get use out of it even lategame when you're not leveling up much.

dusty hamlet
#

!feedback make artificer's mouse 1 attack recharge to full instead of 1 by 1

gritty haven
#

!feedback
make bastard crabs only fire one shot from their shit chutes

heavy glen
#

!feedback Make all damage instances that occur on the same tick from the same source apply as a single damage instance in terms of One Shot Protection, instead of the above. This would negate OSP bypasses on the more common enemies, which would exacerbate the current problems with Glass and the extreme endgame.

thin pelican
#

!feedback
Item idea

Warped Glass - The opposite of Shaped glass, it Doubles your health but halves your Damage

Broken Glass - It Doubles your Speed but halves your armor

earnest laurel
#

It's been months since I proposed this, and the game has changed a lot. Giving it a second try :)

!feedback

ITEM CONCEPT

Tortoise Shell "Would make a nice paperweight!"
Rarity: Lunar
Effect: Doubles your Max Health but halves your movement speed.

To explain more pros and cons:
OSP would be nerfed.
Ultra-late game, slower would be helpful.
Eventually, the game will have an end, one that you would reach well before ultra-late game when slower is better. AKA in story mode, slower is worse.

@earnest laurel in #ror2-feedback-discussion with constructive criticism!

Edit: formatting, adding pros and cons

gentle spade
#

!feedback Art's M2's should let you hold them down until YOU decide to let go

winter aspen
#

!feedback After an hour or two of playing on any difficulty, replace the current maximum difficulty HAHAHAHA with just AAAAAAAA, and then after 5 hours add something else like "You can stop now" and so on and so on.

bitter depot
#

!feedback Make time stop after completing the Void Fields, its such a beautiful stage it would be nice to just chill for a bit before continuing on with the run.

worn bough
#

!feedback It would be a really nice touch in character select to have a random survivor option. I know my friends and I would get a kick out of launching into monsoon having no idea what we're even playing or how we are gonna try and focus our builds.

mossy carbon
#

!feedback Make Hard-hitting moves (Like Mul-T's Rebar Puncher or Commando's Grenade) have a proc coefficient higher than 1. Strong, single hit attacks need some sort of advantage of the skills (Like Commando's Suppresive Fire), so giving them a higher base chance to proc items is a good way to fix that (at least, in my opinion).

little barn
#

!feedback add a lunar skin for artificer

chrome viper
#

!feedback Mabey an item that can allow to pick +1 (+1 for every other item in the stack) item from the MultiShop Terminal but at an increased cost

still shuttle
#

!feedback pls allow people to trade/give items

signal trout
#

!feedback where is the bot

visual halo
#

!feedback
Item Idea
Name: N/a
Effect: Increase primary attack distance.

This would be very useful for loader, mercenary, acrid, and even huntress. Granted it wouldn't be useful on everyone.

foggy quiver
#

!feedback I like elite bosses, some of them look quite cool even, but it would be intresting if they where their own unique thing, for example overloading worm.

The base game blazing titan only has red color and horns like normally blazing elites have, attacks are literally the same just giving the debbuf each elite does (the fist attack doesn't even change color smh), and his turret attack at half health is the same too.

This concept changes the Blazing Titan a bit, lazer has fire around it and is more orange leaving a fire trail, fist attack is now orange with some fireballs bursting out like magma worm does, and the turret attack at half heath instead of being the same, summons 4 fireballs that get thrown at the player one by one having a small explosion.

This is only one concept that i have for the titan, i have others planned for the other elite types and other bosses too, just to add some variety and fun to the game.

(Reposted as Dyno died for some hours and would not put the reactions)

gentle spade
#

!feedback Mul T's rebar launcher should let you hold down leftlick to keep firing, just so it doesn't hurt your finger so much (RMI)

simple badge
#

!feedback Magma worms should not target your drones. It's horrible having to chase them all around the map. Buying turrets and drones should not make your life actively worse.

hardy sphinx
#

!feedback people arent too happy with huntress' weapon and it seems like there isnt a new one planned, which is fine, but rather it could be that the weapon behaves differently instead of different ones, things like "your weapon shots pierce the first target and home back in" or just "fire x% faster" "do more damage but shoot x% slower" idk just things that could work with her well

safe prairie
#

!feedback
Not important, but I recently downloaded the RoR2 dynamic theme on PS4 and it features Distant Roost in the middle of a rainstorm. Thinking about it, it would be nice if it actually did rain on distant roost, or at least Siren’s Call if it doesn’t I don’t actually remember whether or not it does there

For a game called risk of rain, there isn’t a whole lot of rain...

winter aspen
#

!feedback To agree with statement above: while I do understand that Risk of Rain is probably a metaphorical name, as in it's literally raining stuff from above due to lore reasons, some actual weather effects would be really welcome!
Give us rainstorms on Distant Roost, maybe hail or aurora borealis in Rallypoint Delta, strong winds on Titanic Plains etc. If you worry about players with weak computers - make that option disabled for them by default.

pale meadow
#

!feedback for huntress : ability to use blink quickly and cancel the ballista while doing it mid-air..it will be useful when there are like 5 stone golems shooting their lasers at you

winter aspen
#

!feedback Night versions of the maps (day versions if it's currently night)

winter aspen
#

!feedback Sound test! Including monster sounds, OST and SFX.

heavy glen
#

!feedback Fresh Meat should be revisited. A conditional 2 HP/s is barely worth keeping outside of Monsoon, and the fact that it practically doesn't stack past Stage 4 or even earlier means it really shouldn't be a Common item. It's just printer/smelter fodder.

soft mural
#

!feedback Could we get in-game voice chat so people in quick play aren't spamming discord links that will only be used once and never again? Obviously there would be some way to mute anyone being annoying, but for slow typers like me the text chat just isn't enough in later stages of the game.

winter aspen
#

!feedback In case voice chat (from previous post) will put a strain on your net code - please at least add a quick message wheel in multiplayer, something akin to Overwatch. I'd like to be able to tell my comrades some basic stuff, like "I need healing", "Come here" or "Focus the boss".

bleak island
#

!feedback Give us a hold to run instead of just a Toggle to run. Most games use this, so the change is not ideal for most players, at least give us both options.

soft mural
#

!feedback
Glowing Meteorite should activate in a way similar to Huntress' Arrow Rain and have actual projectiles that hit the ground. The radius would be about as big as the teleporter zone, and would make using it in multiplayer feel a lot more strategic rather than just 'skafurther skafarther your run is now harder' if someone other than you is using it.

spiral junco
#

is there a way to make rex climb walls with there shift

unkempt citrus
#

!feedback
Provide players stats about item performance on the run end screen.

For example how much damage Ukulele has done and how many times it has been procced/procced other items. Might be hard to come up with a stat to display for things like a Soldier's Syringe, but I don't think it would be a bad thing if some items didn't have any stats tracked while others did.

This might not be very easy to implement, however i believe this would be a fun feature to have that helps gauge effectiveness of items better.

eager dagger
#

!feedback
loader's pylon seems like itd be better suited as a utility skill and the charged and thunder gauntlet skills seem better suited to be her special skills.
swap them

random pagoda
#

!feedback Killing rapidly shouldn't reset Fresh Meat's duration, but rather stack it's total length.

earnest finch
#

!feedback Multiple stacks of fresh meat should increase the strength of the healing like cautious slug, instead of the duration of the boost. This would make multiple stacks would be more impactful beyond the early game.

peak pine
#

!feedback Buff Aegis, so the barrier only gets lower with hits

random pagoda
#

!feedback A lunar item that increases the duration of all debuffs and buffs, both on the enemy and you would pretty cool.

soft mural
#

!feedback
An artifact that disables all chests and equipment barrels and replaces them with Shrines of Chance. You'd still get boss items and lunar items but everything else comes solely from shrines. Could make for a neat challenge.

unreal girder
#

!feedback I know I'm not the first to ask for it, but please have the teleporter timer go faster if the bosses area dead, it's a snoozefest and there's no reward for killing the boss quick.

little barn
#

!feedback
Bring back blood shrines that have a chance to give rewards other than gold

haughty nimbus
#

!feedback
This is a minor thing, but should Mercenary's visual effects for his abilities be red to match his Oni skin?

brittle jasper
#

!feedback
Overclock, an alternative fourth skill for Mul-T

Powers up all skills for 4 seconds with a 10 second cooldown. (Cooldown begins after effect ends)

This replaces Mul-T’s ability to swap its primary attack and equipment in favor of being more specialized. Overclock functions in a similar way to Chef’s fourth ability in Risk of Rain, but with the necessary adjustments to complement Mul-T’s kit.

Here is a list of examples describing how each existing skill could be affected by Overclock.

While Overclocked:
Auto-Nailgun fires 3 nails per shot (Has the same accuracy as its startup and the startup is unchanged)
Rebar Puncher deals 1000% (from 600%) and has no charge time (The charge time occurs after the shot is fired like a cooldown, but still scales with attack speed)
Scrap Launcher releases shrapnel on impact, hitting 5 nearby targets once, dealing 160% with 0.5 Proc Coeff (Functions in a similar way to razor wire)
Power-Saw launches saws that boomerang at a medium distance, bouncing off of walls (Functions in a similar way to Chef’s primary attack)
Blast Canister releases a chemical explosion that weakens enemies instead of stunning (Same effect as Rex’s weaken and is based off of Enforcer’s interaction with Ancient Scepter)
Transport Mode makes Mul-T invulnerable during use and has 80% more speed (from 40%)

This would conflict with Mul-T’s passive “Multifunctional”, requiring either a new passive or giving Overclock some second equipment interaction.

I didn’t run the numbers but they’re really only there to help visualize the concept. Building off of Chef’s fourth ability is the only way I see Mul-T getting an alternate fourth skill with skills 2.0, although Mul-T may be better off with just Retool in the end.

upbeat pewter
#

!feedback

Had a spur of the moment idea but: A underground stage that is within a hive of the beetles we see across the surface.
Could be the alternate version of the "origin of tar" stage 2 perhaps?
Edit: moved a "

short flame
#

!feedback
Would be cool to add the option to rotate your camera or character in the character select screen to see all around your character.

hardy pike
#

!feedback Skills such as loaders charged fist can be charged while sprinting, but disable sprint when pressed initally, forcing me to hit shift again. Any skill that can be used while sprinting should just let you continue to sprint without interuption

soft mural
#

!feedback Slicing Winds, Merc's alternate R, is painfully bad in comparison to his default ability Eviscerate. Not only is it (debatably) the hardest ability to unlock, but it's basically a direct downgrade to the default. Eviscerate gives the player a solid 3 seconds of invulnerability, attacks that scale with speed, and a potent mobility tool. Slicing winds... It basically tickles three enemies with an attack that doesn't scale and that's about it. Choosing slicing winds over eviscerate is like choosing to not have a skill on your R, it's so bad. Maybe it should hit a lot more enemies for a lot more damage? For now though it's seriously UP.

tacit hinge
#

!feedback
thought an artifact that changes the survivor you are playing as at the start of each stage might be kinda cool

drifting zephyr
#

!feedback

This discord should be called Riskord

I consider this a bug

lone depot
#

!feedback
Huntress should be able to attack beetles during their spawning animation like other characters can (currently the beetles can't be targeted directly by her M1 or M2 while part of their body is still underground - all other characters can just attack the beetle directly during this).

little barn
#

!feedback
One of my less serious ideas but an idea nonwtheless. REX should be allowed to climb up walls
My argument? He travels through the ground and is essentially capable of "rooting" himself in a location, like he does when sprinting. I think he should be able to move along surfaces other than the ground.

little barn
#

!feedback a lunar skin for artificer

little barn
#

!feedback
I do think it would be nice if we had class specific pings for combat, support, and health items
Also, if the pings recolored to match the item rarities

jagged ether
#

!feedback
if you are playing a multiplayer game and someone leaves the party, their items should be redistributed between the rest of the party

quasi rivet
#

!feedback Adding onto the feedback above, there should be a prompt to opt in or out of distributed items. That way if my friend has an item that I don't want I don't run the risk of getting stuck with it because he had to leave.

ashen lotus
#

!feedback
Allow us to use the ping feature to influence the targeting with specific survivors like huntress with her arrows, or Engi with his turrets. Also items like the Atg, razorbaldes, and drones. If we feel that the boss is a priority we ping it and we can get some more damage to the boss rather than the Atg, or the turrets or drones killing other enemies like beetles which are not much of a threat. And vice versa. This happens way too often with a lot of people when damage is not carried out on the giant health sucking dunestrider but instead on the wisps or lemurians.
We can easily not use the ping function and then things carry out as normal. The ping fucntion as it stands has no practical use other than to identify items or the teleporter in single player. Let it be an option to disable/enable ping targeting in the options screen if my fellow survivors arent fond of this new function :)
In short. When I ping an enemy and the big red text clearly says "ENGI WANTS TO ATTACK THE DUNESTRIDER" then I expect my turrets and my drones to light that thing up.

little barn
#

!feedback
An idea similar to the one above. Possibly implement a new primary attsck for engi similar to the wrangler from TF2 that allows the user to aim turrets manually

lavish barn
#

!feedback After the 'Keyed Up' challenge is completed, the Rusty Lockbox should spawn on every stage regardless of whether the party had a key at the end of the previous stage. That way, you can find and open it the same level as your first Rusted Key instead of having to wait for the next stage.

If you approach the box without any keys, it'll be greyed out and read 'Requires a Rusted Key' or the like.

civic cypress
#

!feedback drones need a teleport if they get stuck. Had 3 TC-280s spawn in abyssal depth tunnel with me and they instantly got stuck, ruined my run.

zealous kayak
#

!feedback very vague, but I think the gameplay itself should somehow have a greater emphasis on decision making affecting the eventual outcome of the run. Sure, you make choices on multishop terminals, early stages’ timing, whether to go for 4th stage guaranteed red item, lunar items, etc., but I was wondering if we could have even more added to the game that depended on the choices we made and rewarded us for our knowledge, as opposed to just “keep moving, keep shooting”

zealous kayak
#

!feedback (logbook quality of life stuff): left and right arrow buttons in the item description screen, I sometimes spend time poring over item effects and lore, and I’d like to be able to quickly navigate through each one with the click/press of a button instead of having to navigate back out to the items list just to click on the next item.

heavy glen
#

!feedback artifact idea: Buying drones instead scraps them, which creates a respawning Void Drone that gains other drones' combat abilities as you get more Scraps. Similar to Enigma, but for Drones instead of active items.

vernal cosmos
#

!feedback
Picking up more than 1 shield generator can end a run due to its interaction with OSP
To fix this, instead of making osp work on max health plus max shield, make it work of max health plus current shield.
In the case of transcendence, make it work off max health plus max shield

little barn
#

!feedback
Item: Spare Parts (Could be any rarity depending on the power of the drone) (Potential alternative to the TC-280 drone)
Summons a respawning drone to aid you. Combination gunner, missile, and healing drone. Additional stacks increase attack speed, healing rate, and missile count.

The idea behind this drone is that its a combination of pre-existing drones, but rather than lurk around the map being drawn to random enemies, this drone would follow you in a similar fashion to engineer's walking turrets. This item will not be a redo of the TC-280, because this drone will be smaller in size. The drone can heal, attack, and deal minor aoe damage. Multiple stacks WILL NOT spawn more drones, but rather strengthen the drone you currently have. Each player with a stack will receive a personal drone. The healing will be increased, the missile drone will launch more missiles, and the gunner will fire at an increase rate. Visually, the drone is a mashup of pre-existing drones, hence the name "Spare Parts." Also, since this is your PERSONAL drone, it will only heal (and defend) you. Like a beetle guard, but better. This item is intended to scale with the run as more are collected, so it essentially hits all the bases for what we would want in a good follower item. Not intended to be overpowered, but it will definitely pack a punch. The drone will NOT copy all of your items like engineer turrets.

zealous kayak
#

!feedback a section in the options menu where we can toggle which items to auto pickup and which items we’d have to press E to pick up. For instance, say I don’t want to accidentally pick up Personal Shield Gen. I’d go into options and disable auto pickup for that.

tame remnant
#

!feedback A set of damage items that are activated by reducing an enemy to a certain threshold of health. I like this idea because it would cater to characters with low proc rates well. E.G: Hunter Killer (Green or Red) Upon reducing an enemy to 40% health, fire a seeking missile that strikes it for X damage. E.G: Napalm Rounds (Any, depending on damage and threshold) Upon reducing an enemy to 60% health, deal X damage to it over X rounds

round hill
#

!feedback
A Special Ability For The Ballista and Phase Blink: Allow Phase Blink to Be Used To Change Positions Mid-Air While/After Activating Ballista. Making Phase Blink Being Able to Be used While Using a Skill that Makes You Stationary Makes Her More Strategic, Using Separate Arrows For Seperate Targets and Repositioning For The Angle You Get To Shoot Them From. To Also Compensate For The Fact That You are Unable to blink Vertically with the Phase Blink.

peak pine
#

!feedback Ok maybe i'll explain this a little more: Have you ever had Aegis with 2 leaching seeds, or 3 fungi? If you had, you probably realized that it.... you know... kinda does nothing? My suggestion would simply be, to buff Aegis so that you can HEAL but not REGENERATE over your max health. But in the case of this, don't make it a barrier, but real health, that you only loose with hits because otherwise Aegis is just effective in the real late game after 90 minutes or so.
Titanic Knurl provides a better Health up than Aegis...

stark comet
#

!feedback Allow an option for damage text batching. (Adding up the damage on a target)

median estuary
#

!feedback multiplayer is currently heavily unbalanced, since Acrid is by far the most biable option in terms of dealing damage. His output damage can easily and by far outclass every other character's output damage, and it is even not item-dependant. Please make it so the game is a fair challenge to every character, and one does not need to constantly relay upon Acrid for damage dealing.

calm epoch
#

!feedback Bring back the Hit List (kill marked enemies for permanently increased damage") and Life Savings (generate gold over time)

mental wren
#

!feedback Idea: a spectator role that would be useful. The ability to be a drone. Such as healing, gunner, missile. Players can choose the drone they are but once they do its locked in for that stage.

eager dagger
#

!feedback
please stop certain skills from targeting allies
skills like suppressive fire, phase blast, and evicerate which have some form of aim assist often target allies who are in slightly in between you and your actual target causing in many wasted skills from what i assume is a bug. if you could fix this soon itd be appreciated

timid coral
#

!feedback ad modding support for gosh sake

autumn wave
#

!feedback
just delete monster tooth..... please

forest island
#

!feedback A replay mode: A option at the end of the run to save the run, so you can go back and watch the run at the view of the other players (if any) and a free camera to get better looks at all the action. It be great for content creators and people trying to improve them selves by seeing what went wrong and find the mistakes.

autumn wave
#

!feedback ^^^

river anchor
#

!feedback Aegis should get the same buff that getting more Topaz brooches give you, if you get an Aegis it should increase the duration of any barriers you receive, as it stands an Aegis without heavy amounts of healing ( Fungi, Full crit build, etc ) is rather useless because of how fast the barriers decay

Edit - To clarify, Aegis should increase the duration of barrier, as well as what it does currently, realized what I said was a little weirdly worded

peak pine
#

!feedback make Resonance discuss and H3AD S3T Active items

gentle spade
#

!feedback Bandolier should restock all charges of Visions of Heresy instead of just giving 1 and restarting the CD timer

winter aspen
#

!feedback Let Bandolier give back the amount of charges equivalent to its stack. Currently more Bandoliers just gives more chances for it to drop. I propose that it also restores more charges.

pale meadow
#

!feedback imp overlord boss item
two options, either :

  1. teleports away when hp goes down below 20%-10%
  2. set 4 special attacks that deals bleeding damage to nearby enemies (like the attack of the imp overlord) when hp goes down below 20%-10%
calm epoch
#

!feedback Add the rest of the ___s of Heresy (there are two more that could be added apart from Strides and Visions)
Essentially allowing us to play as a pseudo-new survivor would be amazing

royal dove
#

!feedback to build off of that ^^^, maybe even having all the X's of Heresy could grant an achievement and a new item and/or survivor based off of that.

little barn
#

!feedback in the logbook when viewing the survivor models it could be cool to enable players to toggle items on/off so the survivor could be displayed with some or all of the items

gaunt delta
#

!feedback In light of all these imp overlord boss item suggestions I felt that I would throw in a hat.
Imp's Claw.
Doubles bleed damage, duration, and gives a baseline 10% bleed chance.

I feel that bleed based builds are both attractive and absent in the game. Sure, bleed is ok in the early game for fast attackers and acrid, but a nice little build for mid-late game around it sounds cool.

plucky vapor
#

!feedback Gnarled Woodsprite should heal you +1 for each charge you have for it. If you have two fuel cells and three charges, you get three times the healing you would get from just one. Expending one of your charges to send it to heal an ally gives them one and leaves you with two. You can use it on the same ally multiple times to add more healing.

rancid rampart
#

!feedback Since the last update I have been checking #ror2-tech-support every day to an issue I have, which is I am unable to play quickplay or with friends in a private lobby as I'm unable to select a character or even the ready up button. I have seen multiple people with this issue such as @oak steeple @little barn @plush vigil and myself. These people have experienced this issue in the last week. If you go back further there are even more. I'd say I see someone new with this issue at least once a week. @oak steeple and I have contacted gearbox support and the only thing they have provided us with is to reinstall c++ redists which hasn't solved the issue. @wooden rain @rare aurora @sacred nexus do you still have this issue as well?

untold kindle
#

!feedback make Aegis and Rose Buckler not over lap on Loader or any other character

safe prairie
#

!feedback
Make Visions of Heresy detonate faster with higher attack speed. This would make it feel a little less clunky late-game where bursting enemies down fast matters.

sleek anchor
#

!feedback Drones really shouldn't block shots, especially if they're flying around all the action. Its pretty annoying, especially when using something like Ballista on Huntress

fathom hazel
#

!feedback Red tier item that increases crit damage by 50% +50% per stack

tough pendant
#

!feedback Artifact Ideas

No, I'm not giving an idea. This is a feedback feedback for why some artifact ideas seem less appealing than others. I finally figured it out. Here's the problem:

An Artifact is less interesting if it doesn't require you or make you want to interact with it

I love the artifacts in the original Risk of Rain. You guys at Hopoo did an excellent job making them, and I'm sure you'll make them just as fun in RoR2. This next part goes for the rest of you. I'm not trying to be super-critical here, but really think about how your artifact impacts the game before making a post about it. If you can completely ignore that it exists while playing, then you might need to rethink it until you can find a way that will require players to interact with it or want to interact with it.

Example Format:

Artifact Name
Effect

  • How does this affect gameplay positively?
  • How does this affect gameplay negatively?
  • How forced is the player to interact with it? Can they just ignore it?

I know that I sound like a jerk here. I'm sorry about that, I just don't know how to make this feedback sound less critical with no reason. My suggestion for making a fun artifact is to try talking about it in #ror2-feedback-discussion with some people to make sure there aren't any loopholes, and possibly improve and balance the idea. Constructive criticism is what makes things better than they already were.

tl;dr Think about the impact of your artifact idea and why it would be used before posting it. Sorry for such a long post.

rain coyote
#

!feedback Currently a lot of the lunar items are... not quite a tradeoff, as they are intended to be. Gesture is always good, because it has a great benefit and its drawback is arguably a QoL buff, Shaped Glass is... well, about as busted as the Glass artifact in RoR1, thanks to how OSP works, as well as it being stackable for massive damage and easy OSP. On the other hand, Effigy of Grief is quite frankly unusably bad, and Hellfire Tincture isn't much better. Glowing Meteorite is IMO not awful, but it could use a buff still, since it's almost exclusively used to troll your friends. Both Heresy items are automatic 'if you are one of these survivors, always take it, if you aren't, never take it', Corpsebloom is also nearly always detrimental, and is somewhat uninteresting to boot, given it's literally just 'rejuvenation rack but with a drawback'. Transcendence is pretty okay, but endgame runs can't use it because OSP and Tougher Times are the only things that will save you then. Oh, and Brittle Crown? Brittle Crown is.. actually in a good place, at least mostly (money being largely irrelevant lategame is the only thing that stops it from being truly great, but hey at least it doesn't end your run lategame). Beads of Fealty IMO don't quite count as a lunar item (at least in the sense of 'big benefit, big drawback, maybe worth it maybe kills you') , since their effect is limited to a very specific case that doesn't come up during the main part of your run (most people probably already know what it does, but hey spoiler-free is always nice). I also think that the lunar item pool could stand to be a bit larger, although I am a bit biased toward massive item pool. Thanks to Discord's character limit, I'll be adding my suggestions on some ways to improve lunar items in a seperate post.

sullen lintel
#

!feedback Expanded item information ingame, a togglable option that simply adds the extra logbook information to the pickups. I think it would be handy for newer players to be able to see at a glance how something scales with multiples of itself and for experienced players to have a reminder should they want on some of the weirder or rarely used items. eg: https://cdn.discordapp.com/attachments/559901453834256404/675160670886428692/simples.png

Credit for the mockup goes to @narrow epoch

river anchor
#

!feedback

Stop
letting
explosions
go
through
surfaces

Its been in the game since day one, and it needs to be fixed, just lost a run because I was shielded as engie, scavenger threw his bombs, and I was standing a little bit away from the center and I died instantly where I should be safe

rain coyote
#

!feedback
Lunar improvement ideas (part 2 of previous post)
Shaped Glass: Honestly, I think the best way to make Shaped Glass more balanced is just to adjust how enemies scale, so that a large healthbar is useful, rather than just more work to get back to OSP. Maybe also change the damage boost to a linear +100% rather than the 2X it is now. Alternatively, maybe adjust OSP so that it can't save you from hits that deal X% or more of your max health in damage (200-500%, probably).

Transcendence: Same as above; standard tankiness doesn't work when the meta is OSP and block chance.

Heresy: Not 100% sure about this, but maybe make them have slightly different effects based on what survivor they're applied to, or apply a modifier to the existing skill rather than replacing it entirely? For example, Gaze could give Commando a version that has 0.5 proc coefficient on the initial hit, and 15% less damage on the explosion, or give Mercenary a charge-based flurry of small hits that apply a debuff that then is consumed to deal bonus damage with the final hit (like Eviscerate without the invincibility, kind of), etc. Of course, the tradeoffs would probably need to be made a bit more severe to compensate for them being at least somewhat viable on every survivor.

Effigy: Firstly, it should apply a different debuff to enemies compared to players, or just a different debuff overall. Enemies don't particularly care about movement speed, and players care very much about movement speed. Instead, what about slowing fire rate and projectile speed? Both are somewhat even between survivors and mobs; survivors care more about the firerate and less about the projectile speed, and vice versa for mobs. Plus, maaybe adjust how it works with picking it up. I'd say having it be thrown, going on cooldown, then letting you reactivate it to teleport it back to you and have it go on cooldown again, and have its effect occur while you're holding it too, with a reduced radius. Part 3 tomorrow.

patent basalt
#

!feedback
change mut-t's buzzsaw to not draw enemies in. It makes it impossible to space yourself from enemies, especially fire elites. If not for this I might give it a shot.

safe prairie
#

!feedback
Some ability names on the character select screen have inconsistent font sizes. For example, compare Loader’s thunder gauntlet and Engineer’s turrets.

covert solar
#

!feedback
Guard Beetle (Paladin ??)
LMB - standard melee attack (??)
RMB - "superiority" - the character emits a roar, forcing monsters of small sizes, in a radius of visibility to take flight.
Shift - “hetin shift” - the character loses its armor characteristic, but is significantly accelerated.
R - “challenge” - you choose one goal with which you start a duel, as a result of which other mobs do not have the right to attack you until the duel ends. Enemy deals increased damage. If you do not kill the enemy in 10 seconds, the duel is lost and you get nothing. If you win a duel, heals for 10% of your health, but if you have not lost your health, then you get a shield (like a Loader for an attack, but drops 2-3 times slower) equal to 20% of your health.

SHIFT should also have:
When dropping armor, small wings unfold, allowing you to fly very quickly.

olive oak
#

!feedback
Medusa - Yuron)
LKM - "electric whip / tentacle strike" - acts at a medium distance. If the enemy dies, the electric arc hits the next target for 50% of the damage from the last blow (If the enemy dies, then the effect is repeated and the damage from the arc is cut 2 times until it reaches 0%)
RMB - "a piece of strength" - upon receiving damage, your next attack will have the same damage and effect as the type of damage you received (it can copy the feature of an elite mob during one attack, and for ordinary mobs + 100% damage)
Shift - “gravity whirlwind” - allows you to swim in the air just like standard jellyfish do
R - "electric screening" - creates a transparent shield in front of the character, in all its growth, going in an arc and reflecting ranged attacks. Upon contact with mobs, it deals them 50% of the character’s damage.

muted raft
#

!feedback Why do explosive pots instakill me with over 1000 health in level 7? The game has been out for ages and this has been a regular complaint, come on

dusky falcon
#

!feedback

How about changing the lobby timer function?
Once if u click ready by accident,you cant click on it again to make the time stop

lone depot
#

!feedback
The wandering vagrant's EMP attack feels like it could use a re-tune, either in power, radius or cooldown (or multiple of these). An attack that's capable of instantly killing players from full HP at such long distances should not be spammable every 20 seconds, especially when the enemy using it can spawn in areas of maps where there isn't enough cover to avoid it.

stoic grove
#

!feedback Lunar item idea: All drones gain your primary attack (excluding healing drones)

iron fern
#

!feedback The game needs an indicator where the teleporter is. After a set ammount of time there should be a beacon where to find it. The game is on a really great way and i like it alot, but this detail really baffles me. You are in a map having a blast and then you are "stuck" because you are too blind to find the exit - after 40 or so minutes this is really frustrating because after 10min of searching and being blind you already know that your run is screwed because you were too blind. Keep up the good work - i like the game alot but this design decision is weird imo. Greetings

autumn wave
#

!feedback
You should give glasses another purpose so they don't just hard cap then it's useless to get more. Once you get more then 10 glasses (obviously for full crit cause then they are useless after that) what you can do is it ups the amount of damage hitting a critical hit does. Not something way too op where you can have 20 glasses and one hit things I just mean something like a 3% damage boost each stack after 10 so that it doesn't become useless. The reason I think this should be a thing for every item that has a limit to it's usefulness in this game because the whole reason this game is fun is because you can just stack items on to items and purely become more powerful. There should just not be a limit to anything in this game as it is what makes it fun in the first place.

uncut chasm
#

!feedback idea from PotatoGrant's idea of effigy, but maybe you dont place down effigy, its like hellfire tincture, and insteed of slowing everything, it slows all projectiles in the orb, though that would have no downside to melee, but as i just thought of this right now, i dont have any ideas on what to do about that

royal flume
#

!feedback This is similar to what CaptainMediocre. said, but a bit more broad.
I do not think Scavengers or the Void Field enemies should be able to pick up any items that either home in, or lock on. (Tesla Coil, AtG Missile Launcher, maybe Nkuhana's, etc.) It feels extremely unfair running into a scavenger that either hits you with a royal capacitor or a disposable launcher and straight up executes you. Even if you have a Dio's, they can just recharge and kill you again. Or attempting to unlock Acrid and the enemies get the AtG/Tesla. Unless you kill enemies almost instantly, the most you can do is simply quit the run or sprint your way to the exit portal as fast as possible.

tidal orchid
#

!feedback Rex alternate Utility - Burrow:
Become invulnerable from outside damage, but take DoT that increases over time as you stay burrowing. You can only move while burrowing. Toggled ability with a 5 second cooldown.

plain tulip
#

!feedback | Have a player who disconnect's items be transferred into other player's inventory (upon entering next stage) so as not to harm the rest of the players

opal steeple
#

!feedback

Item: wallet
Rarity:Red
Description:let's you carry 50% of your current money into the next level

little barn
cosmic ferry
#

!feedback
Every time the Huntress levels up she should get a small increase in max range
she can auto target things like 1m per level (or every other level)
until she hits a cap, of like maybe double her current range

little barn
#

!feedback
(part 1\3)
i think artificer should have alternate attacks of ice fire and ion for all the slots

i will start with ice

ice shot attacks slower but deals more damage it will slow enemies on first shot and freeze on second shot

ice bomb spawns a pillar launching all enemies in the air then after like 2 seconds it explodes and enemies get an ice bomb kind of like and overloading bombs and explode

ice powers when you equip all ice alts you get another passive that makes where when you reach 50% health an ice bomb will drop kind of like ice elites death explosion but bigger

cosmic ferry
frozen pebble
#

!feedback bosses should spawn near the teleporter (not on ledges far above and below it)and not on the other side of walls and the items shouldn't land on tall edges above the teleporter.

earnest laurel
#

!feedback
Building off one of @little barn 's ideas, give Artificer a new R.

Ice Nova

Freeze everything in a large area, execute anything below Ice Wall's execute threshhold. No damage.

Think of it as a panic button. In bad shape, surrounded? Freeze everything near you. This can even knock projectiles out of the air, maybe.

narrow epoch
#

!feedback
loaders m1 damage should scale with movespeed, at least a bit
because -while im no physicist-
i believe that punching someone while running at 300 mph would likely be more damaging than punching them while standing still
(logically that means that it should also scale with attack speed but eh)
in summary
physics says an object moving really fast has more impact than an object that is moving slowly
come to think of it... it would probably also have knockback
if this is too much it could be an alt instead

plucky vapor
#

!feedback Once all the bosses have items of their own, world spawn bosses should have a small chance of dropping their respective item.

pallid echo
#

!feedback
When game crashes, give out lunar coins to players depending on what loop they where on

safe prairie
#

!feedback Make celestine spawn effects easier to hear. Malachites sound much louder than celestines.

stark comet
#

!feedback Lunar Item Idea
Gland of Turbulence
Pro: Chance to ignore debuff status effects
Con: Negative status effects are more potent OR extend the length of debuffs

hidden ferry
#

!feedback A rare ressurection alter. If someone dies during the stage, they can spend 5 to 10 lunar coins to revive their teammate before going into the next stage giving them an advantage of grabbing their item after defeating the boss, but they can use it once every few stages if they're lucky. (Just like unlocking the Artificer character)

little barn
#

!feedback
make magma/overloading works either ignore or target the player over drones or turrets due to the magma/overloading worms having a tendency to just run after your drones/turrets which causes a bunch of issues and is not fun for anyone

#

!feedback
(part 2\3)
fire alts for artificer

fire bomb a bomb that is thrown in a arc that leaves a fire puddle on the ground and is quicker to charge and is faster than ion bomb. secondary

fire geyser spawns a fire pillar maybe half the height of a stone titan that also leaves a lava puddle on the ground

aspect of fire fire Dot lasts longer and deals more damage

shy tide
#

!feedback
The Warbanner has never been an item I liked. The idea of a buff zone is good, but it's activation being when you level up makes it very hard to take advantage of its effects. So I came up with a possible solution. Change Warbanner from an Item to an Equip. It could function similarly to Effigy of Grief where you place it down and pick it back up. That way, if you need to have a specific area give you buffs, you don't need to just hope you level up there to activate Warbanner. This both makes the Equip pool more versatile while also making the Warbanner a more consistently reliable effect rather than a rare, situational boost.

next holly
#

!feedback
(Reworked) item: Warbanner.
Item Tier: White / Common.
Item Description: During the start of a new stage, gain a Warbanner that you can place by holding the interact button while being stationary on the ground for a couple of seconds (cannot be used in the air otherwise it will conflict with H3AD-5T v2). Placing the Warbanner will create a bubble that will strengthen all allies within 16m (+8m per stack) that will raise attack and movement speed by 30%. The Warbanner can be re-picked up by standing on the pole and holding interact, allowing it to be replaced again. Teammates cannot pick up your Warbanner; you are limited to only 1 Warbanner placed at a time.

little barn
#

!feedback
(part 3/3)
ion

ion field causes an area to for electrocuted and any enemy to get near gets shocked like the Nano bombs tendrils and any enemy to get inside takes constant damage and the tendrils pull in enemies, about as big as arrow rain maybe bigger. 3rd slot

dull lintel
#

!feedback
Item name: Wondering Gloves
Teir: Green (uncommon)
What it does: increase critical damage by 5%. Max stack is 50% (10 gloves)

elder crag
#

!feedback
chance for shrines of the mountain on gilded coast, that would either scale like the halycon seed, or just spawn more aurelionites, so theres a higher likelihood of getting multiple halycon seeds on a single player run. (trying to use them after aurelionite spawns they would have the red claws around them)

fathom hazel
#

!feedback Map Idea Overgrown city, that features many buildings that have multiple stories.

safe rampart
#

!feedback I would really like a Time Played with all the chars (kinda like there own little stats page) thanks.

wise wing
#

!feedback Allow Commando to hold his frag grenade to "cook" it, and to properly aim it instead of having it be instant cast.

last lava
#

!feedback Maybe have engineers mobile turrets have some kind of tether so when they fall off cliffs (roost in particular) they port back to him. I would also like to have the ability to tab and hover over items to see total stack bonus.

rain coyote
#

!feedback Because of the feedback slowmode and Discord's character limit, I've put my Lunar Improvements feedback into a Google Doc. Nothing here is final, but I think at least most of it is fairly good. Dyno machine 🅱️roke, help. https://docs.google.com/document/d/1vmTgZno2_dBUdt_2SJsRDGpSXo2IxZUcsDpl1r37w_U/edit?usp=sharing

wraith anchor
#

!feedback

hoary estuary
#

!feedback
Have a way to show information like Ping and Frame Rate in game, along with being able to set a ping limit. Nothing is worse than loading into a quickplay game thats unplayable bc the host is in a different country

celest anvil
#

!feedback It doesn't matter what difficulty I'm playing or if I'm doing a solo or multiplayer run, the ONLY time I'd ever want to buy any drone except a healing or possibly TC-280 drone/turret is if I have extra cash after the teleporter event and no chests to spend it on. As they are, they contribute very little to any run past the 1st loop. With that in mind, here's an item idea:

AI Control Unit
Rarity: Green
Effect: All drones/turrets (possibly excluding Engineer's turrets) receive 10% (+10% per stack) of the effect of all items the player owns. Caps at 100% like Lens-Maker's Glasses.

Say for instance, you buy a gunner drone and have 1 each of a cautious slug, tri-tip dagger, and soldier's syringe. The drone will gain the regen buff of the cautious slug (+0.3 hp/s), bleed chance of tri-tip dagger (+1.5%), and attack speed from the soldier's syringe (+1.5%). This is just an example, but as the game continues on, it would become much more worth it to purchase the drones, perhaps even becoming a build strategy in its own right.

floral ice
#

!feedback maybe warbanner could be made into an equipment, with a similar system to effigy of grief for picking up and putting down? (Also with a cool down)

stoic grove
#

!feedback rework mobile turrets to be Spider Turrets, which will run around on 8 legs and fire missiles at the enemies instead of the dinky laser

safe prairie
#

!feedback
Reposting this because it seems the bot is back online:

Returning item idea

Name: The Ol’ Lopper
Rarity: Rare
Effect: Deal extra damage to enemies closer to death
Enemies take an extra 1(+1)% damage for every 1% of health they’re missing.

The Ol’ Lopper was a weird rare item from the first game because not only do we have a true execution item in Old Guillotine, critical chance is also a lot easier to get in this game. It was a little hard to put this items effect in words, but think of it like: If the enemy has 35% of their health remaining, you do an extra 65% damage to them.

raven jacinth
#

!feedback
Multiplayer emotes. Like quick pings for stuff instead of typing.
Of course, the emotes should be cute lil custom drawing stuffs of survivors.

tulip hemlock
#

!feedback
Be invulnerable while traveling inside vases beam so that you have a reason to consider carrying it after the game progresses past a certain point

eager plume
#

!feedback Enemy variety needs a slight up, as it stands, all of the good enemies in the game have long range attacks. This means that your strategy is basically run around and dont get hit, which is kinda boring/monotonous when you get down to it. A possible change is to make a few enemies have melee alternates that are more suited to dealing damage up close. A change to make them more of a threat might be increased attack speed and movement rate, or just a lateral jump they can use on a timer. This spices up enemy ability in multiple ways. An example would be an Elder Lemurian that attacks by running at you on all fours, and then having a flaming bite (instead of fireballs) and the fire breath

fossil roost
#

Hello soo character idea

Wraith

Would look like a cloak with merely a ROR style space dome helmet under a hood, when moving the cloak would flow and you'd see arms and legs that sorta look like spirals

Abilities

1: fire target seeking. Green energy projectiles
(Think artificer only much slower attack speed. And better tracking , functionally similar to the special one you get but much slower, and having an aoe to them when they hit, think half a nano bomb for size but obviously not as strong , maybe 175% damage each?

2: misery
Send out a wave (like a beetle gaurd slam, but more of a cone) creating black bone like cages around any enemies hit stunning them and dealing damage
Increasing attack speed increases rhe size of the area affected ever so slightly up to a maximum of triple its starting size

Alt: smaller area of effect but leaves an area on the ground that slows ebemies that walk over it

3: shadow bolt
Turn into a moving form of shadows and fly around mostly low to the ground but jumping in this form.gives you a slight vertical boost, after the initial 3 second duration you can choose to keep using it dealing 2% of your health as self damage for every 1 second extra, (will take away shields before health)

4 : grim harvest, launch chains in all directions around you pulling enemies in and then spin with 2 scythes dealing heavy damage (700%)
This ability can be charged for up to 3 seconds extending the reach of the chains up to triple the distance, any healing items proced by this ability have their healing increased a small amount

earnest helm
#

!feedback Repost for @fossil roost
"Hello soo character idea

Wraith

Would look like a cloak with merely a ROR style space dome helmet under a hood, when moving the cloak would flow and you'd see arms and legs that sorta look like spirals

Abilities

1: fire target seeking. Green energy projectiles
(Think artificer only much slower attack speed. And better tracking , functionally similar to the special one you get but much slower, and having an aoe to them when they hit, think half a nano bomb for size but obviously not as strong , maybe 175% damage each?

2: misery
Send out a wave (like a beetle gaurd slam, but more of a cone) creating black bone like cages around any enemies hit stunning them and dealing damage
Increasing attack speed increases rhe size of the area affected ever so slightly up to a maximum of triple its starting size

Alt: smaller area of effect but leaves an area on the ground that slows ebemies that walk over it

3: shadow bolt
Turn into a moving form of shadows and fly around mostly low to the ground but jumping in this form.gives you a slight vertical boost, after the initial 3 second duration you can choose to keep using it dealing 2% of your health as self damage for every 1 second extra, (will take away shields before health)

4 : grim harvest, launch chains in all directions around you pulling enemies in and then spin with 2 scythes dealing heavy damage (700%)
This ability can be charged for up to 3 seconds extending the reach of the chains up to triple the distance, any healing items proced by this ability have their healing increased a small amount"

gentle spade
#

!feedback Arti skill ideas! I think her alt R could be moved to an alt shift, and she could instead gain an alt to flamethrower that electrifies an area, randomly zapping targets inside for a duration (Maybe small AoEs for each strike?) so that less targets means more damage to each. Also this way you could have a "lightning" ability in each slot for themed skill builds.

green pebble
#

!feedback
Red item idea: Massively increases critical strike damage when you are at low health.
Could potentially scale the damage bonus, or health threshold, or even both.

||This was originally based on the Ol' Lopper from ror1, who ended up being quite useless due to how crit chance capped out. With this new version, I aimed to address some of the issues I had with the Ol Lopper, as well as steering it in a direction similar to the high risk/reward of Genesis Loop, but more accessible. Working title is The New Lopper, although the devs can change it as they please.||

earnest helm
#

!feedback Higher crit tiers, think how Warframe handles 100%+ crit.
EX: 125% crit chance would give you a 25% chance to deal 3 times damage, 225% giving a 25% chance to deal 4 times, etc.

vital phoenix
#

!feedback
Have alt moves for each of the 'element' types in each category (ice, fire, plasma) for artificer
Ex. Some sort of ice m1 that slows or something, some sort of fire m2, an ice r, etc.
It'd be neat to be able to go full pyromancer build or other things like that

safe prairie
#

!feedback
Remove players that die to Void Reaver implosions from multiplayer lobbies to cement the idea that they “disappeared without a trace”

Edit: also make them ignore Dio’s

bleak island
#

!feedback I love comando and Artificer’s gameplay the most, but after unlocking and trying the more recent characters such as rex & loader it made them seem totally outmatched, it seems that they are lacking a lot.
If we compare Artificer who has a High risk / High reward gameplay with an orientation towards high dps sacrificing a decent movement kit directly to Rex she is outmatched in every single regard.
DPS? Rex. Sustain? Rex has autoheals, movement? Rex starts with a dash, Arti is a living hovering target for ranged attacks. Item sinergy? Rex has it easy, Arti needs very specific items to shine.
Conclusion: They need a buff.

thin pelican
#

!feedback The Shaped Glass Is a really good item considering what it does.
I propose the Warped Glass, it's the exact opposite of the Shaped Glass meaning it Doubles your health but Halves your damage. Like the Shaped Glass it maxes out at 127 stacks.

wise wing
#

!feedback Reduce the damage falloff rate for Commando's attacks. As it stands right now you basically have to be in focus crystal distance to do optimum damage. It's a huge reason as to why commando is pretty useless in monsoon right now.

raven jacinth
#

!feedback
Implement a feature to report hackers. I don't really know how well it'd work but its better then not having it right?
Also, as I've stated before, let us change our language ingame please.

gentle spade
#

!feedback I'd love if brainstalks didn't have the screen coloring effect, or at least much, much more subtle...or an option to turn it off as it just makes me a bit dizzy if it keeps proccing and going off again a lot

safe prairie
#

!feedback
Give Visions of Heresy a subtle indicator to show what enemy your shots will home toward, similar to Huntress or Royal Capacitor, without actually making changes to its homing capabilities. It would just make it feel a little better to use imo

tough wagon
#

!feedback
Huntress’ ballista feels pretty awesome to use, maybe they should get a primary attack load out alternative that also feels like it, i.e. long range actually and hitting instantly

gaunt delta
#

!feedback
Remove guaranteed Newt Alters in all maps except Scorched Acres.
I believe that this would make lunars more of the rarity they were ( I assume) designed to be and would also limit those who editted in their coins from going into the shop every stage for GestureOfTheDrowned and Tonic .

tough wagon
#

!feedback
New item idea
Paper Weight:
Has no effect, but will always be consumed by item printers before other items.

celest anvil
little barn
#

!feedback This is overall feedback on lunar items. First, it should be acknowledged that lunar items are entirely voluntarily obtained items from a premium/limited currency. Likewise, lunar items have to be enjoyable to obtain much more than they are costly.

There are three lunar items that aren’t only considered the best but also are the most fun with which to play, and I think that’s the most important detail. Balance and difficulty besides, the entertainment value--the enjoyment that they provide--is undeniable. They serve as what other lunar items should follow.

Gesture of the drowned: Both unique and simple. Undeniably powerful and frustrating. There’s nothing worse than your preon going off when you don’t need it. The thing I appreciate about the gesture is that it isn’t fundamentally crippling or annoying. It’s more interesting; something that more lunar items should be. Its effects also only stacks once before becoming just another fuel cell.

Shaped Glass: Before I even picked up the shaped glass, I knew what it did. It would make me a glass cannon. It’s so simple that it’s eloquent. I know it has problems, but most problems with shaped glass stem from fundamental problems with the game’s design and meta more than shaped glass itself. And although I always hear how powerful and broken shaped glass is, I’m never actually able to employ these concepts myself.

Spinel Tonic: Lunar equipment items are and will always be in a rough spot. Keep in mind that lunar equipments have to be just as competitive as some of the player’s favorite equipments (in my case, Preon, Royal Cap., and The Backup). The Spinel Tonic is so dangerous and so powerful that despite all the times I died to it, I’m still tempted to pick it up in the lunar bazaar. Maybe, it’ll kill me. Maybe, it won’t. It’s fun while it lasts.

Honorable mentions to Transcendence for the cool ability, and Glowing Meteorite for killing my friends.

frozen pebble
#

!feedback make little disciple quieter it is extremely annoying the whisps make too much noise too often.

safe prairie
#

!feedback
Item idea

Name: Orbital Beam
Rarity: Equipment
Cooldown: 180s
Effect: After a 3s delay call down a powerful laser to a targeted area, dealing 2500% damage over 5 seconds. Enemies in the center of the laser take 4x damage.

Think like Commando’s grenades. This is actually my take on a cut item from the game.

little barn
#

!feedback
Alternate Special Rework/Suggestion

Likely has already been said multiple times, apologies, but I'd very much like to see Commando's frag grenade have a useful rework so it becomes viable to use mid-game, on par with Suppressive Fire.

-To improve his alternate underwhelming skill, have it explode on impact aswell as increase it's thrown projectile speed to make it feel like you're actually throwing with intent to do some damage. At the moment it just feels so weak compared to Supressive Fire and I rarely see it used effectively.

-Another suggestion is to possibly replace or add a new alternative as a Sticky Grenade with similar stats with the upside of a knockback effect from the explosion, with the detonation and the damage scaling with the # of enemies in it's predetermined radius, and ofcourse sticking to it's target. Then again, this is just a suggestion.

Like all new skills, perferably should introduce different playstyles for all characters and should should make you question whether or not whether to go A or B, not "I'd rather go 'A' because compared to 'B', 'A' is superior in every way when it comes to damage, utility, and being useful in most situations."

celest anvil
#

!feedback Lower the volume on Jade elephant's activation. It easily overpowers most other sounds and with equipment cooldown reduction makes the run more annoying than enjoyable.

bronze stump
#

!feedback

Item Ideas

Survivor Specific Items.

1.) Used to augment or boost survivor abilities.
2.) Only drop if the survivor they are used for is in-game.
3.) They can only be picked up by the intended survivor.

Examples:

Commando:
Armor Piercing Rounds
Rarity: Green
Description: Deals x% more damage to armored enemies, such as Clay Dunestrider when they use the big succ, and frozen enemies, such as enemies frozen by Artificer or the death of an Ice-Elite equipped Engineer turret.

Phase Bullets
Rarity: Green
Description: Gives x% chance for M1 rounds to punch-through.

Huntress:
Advanced Targeting System
Rarity: Red
Description: Widely increases the angle at which Huntress's bow targets enemies. Useful for killing wisps without having to turn so much or stop, which can literally save your life well into a run.

Poison-Tipped Arrows
Rarity: Green
Description: x% chance to apply Acrid/Rex style poison on-hit. Could potentially help with Huntress's issues in killing single targets.

Mul-T:
9-Bang
Rarity: Red(?)
Description: Highly reduces to fuse time of Mul-T's Flashbang's mini-bombs. Useful for dealing with low-health flying enemies, as the mini-bombs usually explode after they are out of range.

Pneumatic Actuators
Rarity: Green
Description: Decreases Rebar Launcher's charge speed and increases damage. This could make Rebar viable further into runs than it currently is, which is not at all.

Artificer:
Napalm Bolts
Rarity: Green(?)
Description: If Flame Bolt hits terrain, leaves a small patch of fire for several seconds that damages, but doesn't apply burning, to anything that walks it. Similar to the fire trail left behind by blazing elites.

Nano-Overcharger
Rarity: Red
Description: Nano-Bomb charges and travels faster, has a bigger blast radius when exploding, and deals more damage.

verbal summit
#

!feedback Gargantuan Elite Status. Giant enemies, because who doesn't want to crap themselves when a .01% chance titan enemy materialises ahead of them?

bronze stump
#

!feedback

Survivor Specific Items, Continued.

Mercenary:
Razor Edge
Rarity: Green
Description: x% chance for M1 to bleed on-hit. Higher chance every 3rd consecutive hit. Stacks with Tri-Tip Dagger.

North Star (Omae Wa Mou Shinderu)
Rarity: Red
Description: Deals more damage when attacking an enemy from behind. Using his 4th from behind also causes explosive damage.

Rex: I've never played Rex, so pretend there are super awesome suggestions here.

Loader:
MENACING (ORAORAORAORAORAORA)
Rarity: Red
Description: Highly increases M1 speed and does extra damage if attacking a single enemy.

Electrostatic Discharge
Rarity: Green
Description: Pylon's arcs have a chance to arc to another enemy, similar to Ukulele. Stacks with Ukulele.

Acrid:
Acidic Bile
Rarity: Red
Description: All poison decreases enemy armor, making them more vulnerable to damage.

Mutagen
Rarity: Red
Description: For every new enemy Acrid's 4th spreads to, initial damage increases 25%.

Forgive me If I missed something/someone.

verbal summit
#

!feedback 'Micro Mods': Personalised pickups rarely dropped by enemies, picked up with E and used to slightly buff the current character played. (Frag Tacks: Commando's nades now have a chance to stick to an enemy/Beam Sight: Huntress' projectile range is now increased. ETC)

safe prairie
#

!feedback
Allow the player to activate MUL-T’s utility again to cancel it. The cooldown starts at the end of the ability and I see no reason for it not to have this functionality.

verbal summit
#

!feedback Swapper crates should flash the color of the item to make getting an item you want more viable.

celest anvil
#

!feedback It's been suggested before, but bosses should have more diverse movesets just to zhoosh up the fight a bit. I'll focus on just some possible low-HP desperation moves for all bosses that dont currently have one (i.e. Vagrant Nova, Dunestrider succ, etc)

Titan/Aurelionite

  1. Reaches into the ground and grabs giant boulders (~10m wide) in each hand, chucking them at its current target. Aurelionite's boulders can shatter into several smaller boulders that do less damage.
  2. Stone Construct begins pulsating. For titan, it begins shooting lasers like Aurelionite. For Aurelionite, it blasts up and over into a cone (50m+) of laser destruction.

Beetle Queen

  1. Rears up on her hind legs and slams the ground with her front legs, creating 5 beetle guard ground shockwaves fanning out (could also just be a regular attack)
  2. Charges a large pool of acid near her mouth and fires rapid single acid blobs at the target

Grovetender

  1. Based on the Little Disciple's lore, have it summon a scythe to "tend the garden". It slashes the scythe and tears reality in an X shape creating a dimensional rift + vacuum effect. Damage would be similar to Titan's boulders but the vacuum would add beetle queen's flying beetles debuff to slow you and your attack speed down (so a unique variant).
  2. Grabs all the chains from its back in a bundle and begins spinning rapidly horizontally, flinging tracking wisps as well.

Imp Overlord

  1. Shoots lasers from its eyes (5 in total, 1 for each eye) which don't do much damage but rapidly apply bleed stacks.
  2. Lunge attack from RoR1, highly telegraphed, but hits hard with lots of bleed.

Worms

  1. Molts its skin as it flies around, which melts into 10m+ pools of lava/plasma
  2. Descends into the ground, the ground flashes molten/electric to telegraph, then the worm corkscrews at the player breathing fire/plasma non-stop
little barn
#

Make the bots that are bought with money have ur items

night relic
#

!feedback Add like an djin that has (a really small chance of spawning) where if you find a golden pot you pay a lunar coin and he offers you 3 random random items of the same rarity (including a chance of red items aswell) and he can only spawn on aquaduct

buoyant wigeon
#

!feedback Make drone/turret stats scale depending on the amount of items you have (Not inherit the items directly) to make them actually viable mid to late game instead of dying instantaneously and becoming entirely obsolete

Also, when giving an Equipment Drone an item like the Foreign Fruit or Spinel Tonic, the drone should use it on its owner instead of itself.

last lava
#

!feedback I'd like to see a bit more balance between the survivors challenges in the future. Some have all trivially easy ones while others are pretty steep.

night relic
#

!feedback Bring back some of the bosses from RoR1 like Colossus and Ifrit

jovial locust
pearl hedge
#

!feedback Doubt something like this would even be within the scope of what a future update could be capable of, but... How about a hidden realm with an alternate final boss, how it would work is on your first visit to the realm it'd be similar to "A Moment, Fractured" where you walk up to and interact with an obelisk, but instead of self-obliteration, this altar offers enlightenment or deification or something along those lines. Then, every future visit to that realm culminates in a boss fight against the survivor of the last run you completed that realm in, with all the items that run had.
yes, I only want this in to see the splendor of two god run characters clashing in an alternate dimension

hasty plinth
#

!feedback Similar to the rusty jetpack from Risk of Rain 1, make it so the jumps from H3AD-5T v2 are dependent on how long you press jump. ie: if you full hop with H3AD-5T v2 equipped, you'll get the floaty jump, and if you tap jump then you do a normal jump.

eager dagger
#

!feedback
adding off the previous feedback by @hasty plinth
if it stacked similarly to how the jetpacks stacked as well itd be good instead of recharge time which doesnt help ever
or you could stack its damage per slam but the recharge of the item is kind of not good or fun

grave plaza
#

!feedback The first time I saw prismatic trials my first thought was that there would be a few different types of trial that would rotate randomly; like a fighting trial similar to what we have in the void fields, or a wave survival trial where you choose one or two items between waves, and the timed trial we have now. I think it would make trials much more fun to play if there were more challenges that could happen.

heavy glen
#

!feedback the Fuel Array charges as it moves through Teleporters, boosting either attack and movement speed or cooldown recovery rate.

steady kite
#

feel like you should be able to scroll over infusion in your item menu and have it display how much health it still has left to give you.

raven jacinth
#

!feedback
repost for @steady kite (next time, !feedback :3)

feel like you should be able to scroll over infusion in your item menu and have it display how much health it still has left to give you.

random pagoda
#

!feedback Shaped glass should replace mercenary's sword on pickup.

jade ember
#

!feedback It's been said by the devs that Loader is one-dimensional, presumably from being too reliant on her shift. Is this not true of many survivors? Huntress and her M2, Arti and Flamethrower, Engineer and his stationary turrets, even Acrid just devolves into just spamming M2 and R and running in circles. A lot of survivors could use some decentralizing.

brittle jasper
#

!feedback
These are a few issues I’ve seen discussed by the community occasionally.

Problems:
Falling behind in multiplayer isn’t fun for anyone as the player(s) will simply be waiting for the next stage, not gaining any items while dead.

Void fields and the Elder Lemurian fight are not worth doing due to the rewards only making a marginal difference when compared to the time invested.

Warbanner does not appear frequently enough to utilize it’s buff, which makes it widely regarded as one of the worst white items.

Solution:
Increase the weight of experience gained or lower the experience requirement to level up while also increasing the cost of chests or reducing the amount of gold gained.

This makes the player’s level impact their gameplay more while also making items more valuable.
Due to how experience is already shared players who die or get bad rng won’t fall as far behind the game’s increasing difficulty.
Players will have less items overall, so items gained through void fields and the elder lemurian fight will be more rewarding.
Leveling up more directly buffs the warbanner by allowing it to be used more often.

Depending on how this were implemented—both the method and the extent of adjustment—it may introduce some unintended problems or even solve some issues I did not address.

stoic grove
#

!feedback bring back Shattered Mirror but make it so its a delayed echo of your attacks instead of just doubling, so you could be using it on Loader and use the fist, then a delayed shadow version of you would come from behind like 1 second later and do the same thing, like a replay but it's constant.

earnest laurel
#

!feedback

Item/Artifact Idea

[Name TBD] "Great warriors cast long shadows"

If it's an item, rarity red, lunar, or boss.

A shadow version of yourself goes where you go and does what you do... 5-ish seconds after you. It deals damage to enemies like you do, but it also deals damage to YOU. Also, if you touch it, you instantly die (like with fuel array).

I think this would be a lot of fun, at least to try.

@earnest laurel with constructive criticism in #ror2-feedback-and-ideas !

wise wing
#

!feedback

Lunar Item Idea

Snake Eyes

Looks like a pair of dice, gives a small chance (maybe 5% per stack) that a chest will contain a duplicate of whatever item it drops. However, chests also cost more to purchase.

stoic grove
#

!feedback lunar item idea every 20 seconds theres a 20% chance time will stop for 5 seconds, with a 75% chance it will stop time for enemies, and a 25% chance it will stop time for allies, so each side could be vulnerable. Each stack decreases ally time stop chance and increases enemy time stop chance

safe prairie
#

!feedback
Hide players in multiplayer who die to Void Reavers from the scoreboard and side bar to thematically represent them “disappearing without a trace”, as their death message states. This wouldn’t impact gameplay and the player would respawn as usual.

Follow up to some joke feedback I suggested yesterday. Technically Panzerrschreck’s idea but it was never put into feedback and I added a little to it.

tough wagon
#

!feedback
Huntress m1 (Strafe) should reduce the cooldown of her r (Rain of Arrows/Ballista), that way her kit can have a little more damage while keeping her m1 relatively unchanged and relevant throughout gameplay.

little barn
#

!feedback the game should have emotes

sacred crater
#

!feedback Rose buckler should have a small delay after you stop sprinting where it grants the armor bonus, maybe 1 second with 1 and scaling at .5 seconds per additional buckler. Would make it better for most classes who can't sprint and dps at the same time.

royal dove
#

!feedback if you hold 'down' on the arrow keys as acrid you can make him fall asleep again. Additionally, all survivors could have a 'bonus action'. (Acrid sleeps, MUL-T could compact, Loader flexes?, etc.)

celest musk
#

!feedback
Item Idea: Caustic Mold
A potentially lunar item with the following attributes:

Gain a passive cloud of damaging, toxic spores that deal a small amount of damage...
BUT lose 4% of your max health per second. Regen ~6% of your health for kills with this spore cloud.
On stacks, the radius, damage, and regen are increased by 50%

safe prairie
#

!feedback
Returning item

Name: Lost Doll
Rarity: Lunar/Equipment
Pickup text: Destroy your enemy... for a price.
Cooldown: 100s
Effect: After a 2s delay, execute a targeted enemy. Costs 93% of your current health to activate.

Definitely of my more wild ideas. I was trying to think of a way to implement Lost Doll without making it a bad copy of Royal Capacitor, and here it is. Have fun destroying AWU.

winter aspen
#

!feedback
What if leveling up also unlocked some passive skills for characters? Like Huntress could get a 30% crit chance boost at level 5 or Rex could learn to climb walls at level 14?
Honestly I'm offering this idea only because I want every character to learn at some level a passive skill that allows them to see if the enemy can one shot them, so for example Scavengers with Capacitor will be highlighted deep red. Just so in case we don't want to deal with that - we can avoid it.
Plus passive skills are fun and make leveling up more meaningful.

verbal summit
#

!feedback
Custom Item model placement
The creative variations players could come up with could be stunning and hilarious.

verbal summit
#

!feedback
Warnings at the beginning of a stage should have an animated top-centered Announcement

  • Visual Flare
  • More common player notice
  • A little more personality to the event
random pagoda
#

!feedback Damocles' Sword
Increased amount of spawns (chests, altars and logs), any hit has a chance to instantly kill you

shell solstice
#

!feedback if the game does eventually add emotes, make it more like overwatches system where each character has unique emotes instead of the dances thing like fortnite

ashen lotus
#

!feedback
Give engi an alternate primary which would be heat seeking missiles. They would work just like the grenades but they would track enemies instead. Same damage as well. Just want that ror1 feel for the engi.

random pagoda
#

!feedback Give Engi a minigun

spring violet
#

!feedback buff bustling fungus by giving it a minigun (only for people who don’t stack shaped glass lmao)

soft mural
#

!feedback Lunar item that boosts your attack speed by a HUGE margin but also drastically reduces your base damage. Think Soy Milk from TBoI.

tacit lantern
#

!feedback
Captains Brooch returns as a Lunar equipment, when activated has a chance to spawn a chest around you and gets rid of the equipment, if unsuccessful the item disappears and leaves your equipment on a 300 second (5 minute) cooldown.

silk wyvern
#

!feedback Give equipment durability making them "break" after x amount of uses. This would give gesture a well needed negative effect to its downside as well as making equipment containers more useful throughout runs.

eager plume
#

!feedback Huntress' M1 is incredibly weak considering her kit of either crowd control or massive single target damage (which is very inconsistent). A possible fix is to increase its attack speed by about 25% or increase its damage to 175-200%, since it becomes very unreliable, even at stage 3

soft mural
#

!feedback
I feel like the game needs to do more with the Luck, Block, and Defense stats in the case of passive items and equipment, because as of now there are only one or two items that affect each individual player stat. I think there should be a more easily obtainable way to get Luck, though not as consistently as with Clovers. Block should also have a rarer, more guaranteed way to nullify attacks, and there should honestly be more than 2 ways to increase your Defense. Would love to see more in those departments in the future.

coral wagon
#

!feedback
Consider the option of having equipments with limited uses and then make them appear more consistently throughout the game.
Not every equip would have the same number of uses, things like the Preon Accumulator would have less uses than the Royal Capacitor for example, and something like the Milky Chrysalis would have even more than that. The number of charges shouldnt2 be so exceedingly low that you just choose not to use them 90% of the time, simply there to force the player to open more equip barrels.
If this change is put into place then equipment barrel spawn rates should be more normalized. Sometimes you get stages with like 4, sometimes you can go a whole loop without seeing a single one. You should consistently be able to get an equipment item every stage or two.
These two changes when coupled together would bring a dynamic flow to equipment items that doesn't create a game state where you find a single equip and keep it for the rest of the run, while giving another axis on which to balance equip items that are considered top tier. You will constantly be switching up your toolset, which will help give longer loops more variety and making the player adapt their playstyle.
Another effect of this change is that the infamous Gesture of the Drowned will finally have a legitimately conscerning downside, as you will constantly be starving for equipment unless you keep purchasing them.

dry bloom
#

!feedback For the Artifact update, replace the current Modifiers in Prismatic Trials with random selection of Artifacts.

earnest laurel
#

!feedback

Here we go again with me having item ideas that might be broken... well, let's try it anyway!

Borrowed Time "We all die someday, but you sure can delay it!"
Looks like a large hourglass with skulls decorating it, very gothic :)

Rarity: Lunar

Effect: All enemy movement/attack/projectile/health regen speed slowed by 15% (+15%). You gain a timer counting down at the top of your screen (counts down faster per stack). For every kill you gain a certain amount of time depending on the credit cost of the enemy. If the timer reaches zero, you die.

NUMBERS ARE NOT FINAL
Might make a good artifact :)

@earnest laurel with constructive criticism in #ror2-feedback-discussion !

Edit: changed tripled damage to slowed enemies to fit the theme better 🙂

gentle spade
#

!feedback Infusion is a pretty low value item, what if you got to keep the stacks you've earned so far, even if you lose the infusion?

balmy crystal
#

!feedback gives us stats about how we died in the end screen
I just died to a Scavenger and I dont know how cause I didnt get hit by him
or sometimes something just nothing personal kids you

hardy pike
#

!feedback
This, but you know, as a normal enemy. A DUNSTRIDER RIDING SCAV!

eager plume
#

!feedback Idea:
Frenzied Elite: These elites have their speed increased by 100%, their attack speed increased by 100%, and have their attacks explode in a 1m radius for 80% damage, in addition, they lose all ranged attacks, and gain a simple bite/claw attack in its place

little barn
#

the game is pretty fun and addictin so much tha i actally my first time playin it i unlock everyting in 2 day i an really wainting in what the final game will look liek

forest island
#

!feedback Nintendo Switch Voice Chat
It be a lot easyir for random groups to get farther if we were able to communicate other than just move here and item pinging. Also using discord is fine or w.e but It be nice to be able to hear the music and voice clearly in game.

royal mulch
#

!feedback buff fungus

gaunt delta
#

!feedback
Tri-tip dagger buff;
Tri-tip Dagger stacks in only increasing the chance to bleed, which is somewhat lackluster until you get attack speed.
I suggest that Tri-tip Dagger now stacks chance to bleed 20%+reduced returns as well as increasing bleed damage by linearly per stack.
I imagine that this would allow a focus on bleeding without being wholly reliant on Soldier Syringe's attack speed while further increasing bleed damage viability when coupled with attack speed

random pagoda
#

!feedback Just like skills, we should have the ability to select from a range of passives that are unlocked.

glad sleet
#

!feedback Damage logs; I just want to know exactly what killed me. This is doubly important late game, when enemies will kill you in the span of one second. Knowing what actually did you in would be super useful, you know? Maybe like a script that shows damage instances within the past 5 seconds of death with the time stamps and the damage dealt?

gentle spade
#

!feedback I REALLY feel like Rex's ult should do a slight amount of damage over time, just because visually and mechanically it'd make sense

little barn
#

!feedback Make Blast Shower prevent negative effects for 5 seconds or so on use maybe with some visual indication when it's active, this way it can be used to preemptively block bleed/freeze etc.

dim hamlet
#

!feedback
A few general issues with Transcendence

Infusion : Doesn't grant health at all. This doesn't make sense since Transcendence converts your health into a shield, meaning that all health gained from Infusions should also be converted.

Personal Shield Generator : The shield you gain is based of your character's level 1 max health. This means that you get a 9-10 hp shield, which is weird. They should grant you the 8% max health properly.

Helfire Tincture and Fall Damage : (Tincture and fall damage could be considered a buff with Transcendence, yet i'm still posting it here just in case.) Both Tincture and any fall damage taken scale of your max health, and since you only have 1, you take a maximum of 1 damage per instance of Tincture's tick or any fall damage.

lapis vine
#

!feedback Hi I think we should get a platform role like roles for switch pc Xbox ps4 so we can @ just those who have that platform instead of @ everyone in the server
It's just a thought

soft mural
#

!feedback When the Engineer finally gets his skin, PLEASE make it look like the Engineer from TF2.

little barn
#

!feedback Restore old Smoothie and rename Rex's current skin to Autumn or something #bringbackoldsmoothie2020

random pagoda
#

!feedback Using a shrine of the mountain should guarantee atleast one yellow item from the portal boss, if the boss does have one.

spare quarry
#

!feedback Huntress should have an alternate primary that no longer auto aims or fires while sprinting, but outputs more damage and maybe fires faster. The idea behind this is to give her a primary that is objectively better but much harder to use effectively.

soft mural
#

!feedback
How about we get a portable Shrine of Chance equipment that costs as much as a small chest to use? It'd basically be something to sink your gold into when you're not near any chests, already cleared the stage, or just don't wanna open anything.

fathom hazel
#

!feedback Ocular hud should convert half of all excess crit into crit damage. (IE: base 30% crit + ocular hud would give you 15% extra crit damage)

soft mural
#

!feedback
Crit chances above 100% should roll over to give you a chance to hit a super critical hit on an enemy that does triple your damage rather than double, and keep increasing by one multiplier as crit chance reaches 200%, 300%, etc. Probably a bad idea but it's kinda disappointing that crit glasses don't do anything past having 10 of them.

little barn
#

It would be nice tobe able to kick players/trade items with other players (exceptions are ok)

ashen lotus
#

!feedback
Lets have some little idle animations. For example, if any of the survivors get a ukelele and we get near a rock, our survivor will sit down and start playing it. (if you can find a way for mult-t and rex to do this then be my guest). Things like this with other items would be pretty cool and cute. Also, it doesnt have to be with items, it can be with the survivors themselves.
Mult-t checking out his rife or nail gun
Engi checking out his mines or turrets
Huntress checking out her glave or bow
Commando, "reloading" his gun or checking for jams lol.
You get what I mean? It would give each survivor their own little personality, animations that pertain to them as an individual survivor. Could also apply to the character select screen with the example animations I listed above (not saying those are concrete but if you guys want them then cool!) Switching the idle animations on the character select screen could be as simple as right clicking, or whatever key binding you wish. As soon as we move the animations stop until we idle again. The animations should kick in pretty soon, maybe after 10 seconds or so.

little barn
#

!feedback scaled enemies' damage shouldn't one or two shotted players even at its highest difficulty. tone them down to reasonable level for better gameplay experience.

tough wagon
#

!feedback
Huntress Ballista(alt special) should simply hold up to 3 charges of ballista shot that can be fired off whenever you want, instead of having you jump into the air and holding you there while you shoot them off.

It works and makes sense for Rain of Arrows to send you into the air because it requires you to aim at a ground target, but it's also faster for Rain of Arrows because you can aim while jumping and fire instantly and keep moving. For Ballista it holds you for longer and is dangerous, and is unnecessary.

green pebble
#

!feedback For those who dont know, regen items in the latest update scale with player level despite it not being listed anywhere (https://discordapp.com/channels/417739215355510784/559901542787055636/675035831500668964). However, infusion (which has been in the game since launch) is still non-scaling, making it less useful fairly quickly. I propose that infusion's health bonus should scale 30% with level, like base health does.

edit: if this ends up being too powerful, then infusion's base health total can be nerfed to compensate for it

Discord

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bleak island
#

!feedback Even when fully able to mantain Tonic Tonic without a cooldown time thanks to a decent number of GestureOfTheDrowned or Fuel_Cell , this does not seem to be the case when spawning in to a new level, it's always on cooldown. Considering the debuff that's presented when such item is on cooldown, on later stages this is a sure way to die fast, specially so when enemies are spawning right next to you. Once you can get full uptime of tonic, it should always stay like that.

heavy glen
#

!feedback List a skill's base durations and cooldowns somewhere, like Double Tap's attack time of 0.4 seconds or the base charge time of Charged Nano-Bomb. Probably in the Loadout screen.

wind galleon
#

!feedback
Give 3D printers a 'print all' function, taking all the items of that rarity and dumping it out one after another, it would be seriously satisfying to see bungus after bungus spawn right on top of you

tough wagon
#

!feedback
Equipment idea:
Target Dummy - create a dummy of yourself that taunts enemies and triggers on-kill effects when it dies.

prime minnow
#

!feedback make the void cells charge faster while in the zone.

dusky falcon
#

!feedback
Please add a range indicator for the commando grenade,that you're able to see the impact area like hen oyu use rex rightclick or Huntress special ability.

grim moth
#

!feedback
i know it's a broken record at this point but bring back ancient scepter and give it friends for the other skills.

flat wharf
#

!feedback
Having an item that is different to each character for example, an item that makes the huntress' glaive bounce an extra time (with a cap of an addition 4 bounces), for the Loader it could be that his pylon has extra range (also with a cap). Not sure how hard it would be to code something like that in the game but, it seems like it could be an interesting idea

bitter mauve
#

!feedback I have a few ideas for new loads for Engineer.
1.Tracking mines (Ball shaped mines, seeks only enemies on land)
2.Flying Drone mines (flies near you and triggered then enemies get close to you, like walking mines but with less damage, OR just only seeks flying enemies)
3. Flying Drone turret (You can have only one, has medium/close range, stays close to you in air)

open tartan
#

!feedback
Commando Utility Alt “Hamstring” (8s cooldown): Slash with a combat knife, stunning enemies for 100% damage. Enemies hit are slowed by 60% for 4s and bleed for 320% damage. Enemies in front of Commando are stunned for 2s, slowed for an additional 2s, and take the same bleed dps as Tri-Tip over this time. Although only the initial hit procs items, this is for a higher-risk, higher-damage playstyle where you need to use cover and positioning more; no diving away from danger, and this might stun but it’s on a longer cooldown. Synergizes well with Frag Grenade for the toss, stun, and walk-away-slowly-with-an-explosion-behind-you.

patent basalt
#

!feedback either an item that can can reduce the cooldown of your secondary like fuel cell does to equipment, or change backup mag to green rarity and allow it to also decrease secondary cooldown by some percentage

short flame
#

!feedback Would be pretty cool if they added unique emotes for each character.

spring violet
#

!feedback would be nice if predatory instincts on the player wasn't as floppy because right now it looks really ridiculous

gentle spade
#

!feedback idea for a new red item, Mirror Shield

20% chance(sharply diminishing returns on additional stacks) on being hit to nullify damage, reflecting it to the source for 100% of its damage and 100% of your total damage.This reflection can proc item effects as well EXCEPT Clover.

The numbers can of course be fiddled with balance-wise.

Log entry could allude to a Hero of Time or something for a reference.

open tartan
#

!feedback
Huntress Primary Alt: “Dance of Blades”: A whirling dance of laser-scimitars that damages enemies in all directions; using this ability forces Huntress to sprint as part of the dancing animation. Successful hits with the dance reduce all ability cooldowns by 1s. This gives Huntress a hyper-mobile attack pattern, damaging everything around her between shortened-cooldown Blinks and either Special that launches her into the air, without needing to do strafing runs with a small cone.
Edit: Removed on-hit armor. The main idea is giving Huntress a fast-paced, higher-risk-higher-reward gameplay based on timing her abilities to stay alive instead of endlessly running away.

little barn
#

!feedback Make Strides of Heresy provide a slight speed boost so it actually feels like a mobility skill rather than a sluggish invulnerability.

open tartan
#

!feedback
Nanite Swarm (Engineer Alt Primary): Engineer fires a steady cloud of nanites in a midrange cone, infecting both allies and enemies with a stack of nanites every 0.5s (reduced by attack speed). These stacks don’t have a set duration, but targets lose half their stacks (rounded up) every 4s. Enemies with nanites are slowly disassembled, subtracting ((1-.998^stacks) current health + 10% damage) from their regeneration (making it negative). Allies are reassembled, adding the same % of their missing health to their regeneration.
Not only would this allow Engi to take a more direct role in keeping his turrets alive, but gives him a support option for multiplayer and an edge in being “the drone guy”. Numbers not final of course, but they give an idea.

safe prairie
#

!feedback
Item Idea
Name: Polonium Bullets
Rarity: Rare
Effect: On hit - 20% chance to irradiate enemies for 400(+200)% base damage [over 3 seconds, similar to tri-tip]. Damage is shared with enemies in an 8(+8)m area.

This was originally going to be my idea for Thallium, but apparently thallium isn’t radioactive. It sort of strays away from how Thallium worked anyway.

digital galleon
old pebble
#

!feedback Add Enforcer

hot cave
#

!feedback
I'm sure too many people know this already but Engineer can place his turrets inside of walls and while it is very helpful to abuse, it really shouldn't be in the game. All you have to do is face a wall, a rock, or other structure placed firmly in the ground and put down your turret.

Yes, bosses do have means of damaging you outside of projectiles, but turrets already do enough damage to delete bosses without any effort. On the off-chance the boss does decide to actually attempt to kill your turret, over half the damage is blocked by an indestructible barrier called a wall.

Please consider trying to patch this out!

untold cedar
#

!feedback Make it so that you can host your own public matches because most of the time I can't even play online because the host's internet is absolutely horrible

vague sundial
#

!feedback Fix the pinging system, making it easier to ping things like chests/items/teleporter instead of just the ground. I've had multiple times where I would try to ping something and it would just ping myself.
Also when I try to ping lunar items in the shop it ends up pinging a lunar item two to the left of it instead.

modern prairie
#

!feedback

Alternative Engineer primary attack

Rocket Swarm
Keeping the same charge up mechanic that the engineer already has for his grenade launcher, just change the attack fired to rockets, or homing rockets. For damage, just keep the current damage that the grenades have or slightly lower than the grenades, or buff the grenades if Rocket Swarm is introduced. (Balancing would be up to devs, this is just to give an idea for an alternative Primary attack)

This will help the Engineer with consistency for damage outside of his turrets, while keeping the flavor of the engineer class itself.

Fireworks or ATG could be a good basis for the homing aspect, maybe make it so they can't turn as fast similar to the Visions of Heresy.

wild pecan
#

!feedback

Please bring back the Enforcer!

cosmic flare
#

!feedback

Please make Acrid fall back asleep if you idle for long enough

thorny merlin
#

!feedback Pinging an enemy show its health bar on the left side of the screen. Sometimes it's really hard to make out your target health amidst the chaos.

glass hatch
#

!feedback
Lunar item: Teleporter Overclocker
Increases Teleporter charge rate by x amount but decreases radius by x amount.

shy inlet
#

!feedback
Remote play together

thorny merlin
#

!feedback In case a charge-based ability (Artificer's M2, Loader's Utility, etc) has multiple stacks, after using the first stack, if the player still hold the button, the second stack won't be activated.

verbal summit
#

!feedback
Hopoo Feather should be activated only by tapping jump. Holding jump should activate other hover abilities.

verbal summit
#

!feedback
Item: Rubber Sap
Increases knockback inflicted by +% on both enemies and the player.
Attacks gain a % chance of bouncing to another enemy / Attacks gain a % chance of hitting twice.
~inspired by Digistruct0r

winter aspen
#

!feedback Another Heresy lunar item idea, focused on DoT for both enemies and players. Whereas Visions offers an alternate M1 with a cooldown as a downside, this one offers a AoE DoT debuff that affects the player more than enemies.
Item: Nature of Heresy
Visual: Heart, encased in glass, dissected into 3 slices, the center and back slices revealing glowing purple cysts
Rarity: Lunar
Effect: [Replace you applicable debuffs with Irradiation.] Irradiate an enemy for 4 (+4 per stack) seconds, dealing damage over time. Receive 100% stacks (+50% per stack) of irradiation when staying close to the irradiated enemy for longer than 2 (-50% per stack) seconds.
Description: "...The root of her lies was torn out of her chest, ever beating, carved into pieces and thrown into the core, the whole being of her mendacity shining dimly in the darkness as it sunk into obscurity..."
-The Evisceration of Kur-skan the Heretic, IV

Irradiation: Ticks 2 time per second. Unaffected by armor, has the nonlethal flag. Deals 0.25% of the victim's maximum health per second or an amount per second equivalent to Survivor's damage stat, whichever deals less damage. Multiple stacks of irradiation increase damage dealt per second additively. Cannot proc. Irradiation causes the affected enemy to spread the debuff to other creatures in an area around itself, adding the same amount of stacks to others after 2 (-50% per item stack) seconds.

night relic
#

!feedback I don't know if someone already made this feedback...but if not i would say that it would be really nice that when we play multiplayer that the server is not host-depended so if the host dc's the other's lose a god run

gaunt rampart
#

!feedback

A teleporter item that increases damage by 5% during the event with or without extending the charge time of it in a linear fashion.

An item like the Lepton Daisy, but having a damage buffing wave.

fathom hazel
#

!feedback Walking backwards and using the huntress's lshift should send you backwards. That way you dont have to look away to use it

plucky fern
#

!feedback reposting cause Dyno bad
On "original" Distant Roost keep that one door opened and have that one bridge always spawn

soft mural
#

!feedback
Commando's Phase Round should have a wider projectile, more damage, and slightly more speed to put it on-par with Phase Blast. Currently Blast is a direct upgrade to Round; I honestly think Blast should be something to choose over Round if you want better single-target damage while Round should be better fit for Crowd Control.

bleak island
#

!feedback 1) Give Chrysalis a slight passive speed buff while slotted. 2)Red_WhipOut of combat offensive mobility skills shouldn't turn it off. 3) Monster_Tooth Stronger heal, and grab range 4) Rusted_Key Minor % buff. 5) Shield_Generator Shields should be independent of normal health, so grabbing them doesn't imply a nerf when considering OSP. 6) Chronobauble Lower initial slow but capacity to stack effect instead of prolonging it.

soft mural
#

!feedback
Green and Red item printers should work like lunar cauldrons if you don't have any greens/reds to feed to it that aren't the actual item in the printer, e.g. if you want to get a tesla coil from a printer but dont have any reds you can put in 5 greens, or 3 whites if its a green printer. Thoughts?

royal flume
#

!feedback
The ability to drop items. My suggested method is opening your inventory and dragging items out to toss them back onto the ground. This would be a really nice Quality of Life feature for multiplayer, so you don't find a bustling fungus on one side of the map and now your engineer buddy has to walk all the way over, and so you can drop items you accidentally pick up but don't want.

night relic
#

!feedback CHEF please

verbal summit
#

!feedback
Acrid should spit Visions of Heresy//Hungering gaze from his mouth. Blarg it up

past terrace
#

!feedback instead of adding sniper, enforcer, etc... add their skills as alt skills to basically allow for even more build diversity instead of just making them completely different characters

pulsar comet
#

!feedback When the Artifact of Chaos is active, Loader should be able to pull other survivors toward her when using her Spiked Fist secondary.

tame remnant
#

!feedback Item idea- FLRF (Focusing Laser Rangefinder) Upon killing an elite, gain a buff that increases your range and critical damage. This idea may need to be split into two things - crit damage + move speed buff, and range + cdr ?

tidal orchid
#

!feedback ENGI SKIN

lone depot
#

!feedback Chests and other item containers should not be allowed to spawn directly next to a cliff and facing off it. (pictured here: that little white speck in the bottom was the item that popped out of the adaptive chest on the top-left, falling into the abyss as it spawned)

gritty haven
#

!feedback
in his current state, the unfinished returning survivor Bandit would be amazing to have, though there are a few adjustments that would need to be made, such as:
-his secondary revolver stays after attack animation finishes
-his R skill, Dynamite Toss, does not work properly
-certain items do not show up on his character

pearl talon
#

!feedback Maybe have blast shower be something like a green item where on an elite kill or even every 5 elite kills it cleanses of negative effects. Right now it feels pretty poopy as an equipment and dont really see much point in taking it

heavy glen
#

!feedback Glowing Meteorite has a slightly different effect while the Chaos artifact is active, either a buff to make it worth or a nerf since it's even more of a liability to teammates

wild pecan
#

!feedback Some alternative version of One Shot Protection for REX. As it is, he effectively doesn't have OSP most of the time unless you never use his self-damaging attacks. thonking

silent valley
#

!feedback Scavengers might be to common after they start to appear. Also the amount of active ones should be limited. Having 3 to 4 in one stages seems excessive and increases the chance to get one that obliterates you with some lethal items by a big margin.

zealous sand
#

!feedback Given the jump to the third-person shooter genre, I thing that feels like the biggest missed opportunity at the moment is the lack of a sharpshooter survivor. People who want to put their skills to the test are forced to settle for MUL-T's Rebar Puncher, as the next best precision-based survivor is Commando, who is hampered by damage falloff and accuracy spread. Even if their moveset was relatively basic, I think they'd still manage to stand out from the crowd.

A new survivor to fill the niche would be great (Bandit, Sniper, someone completely new, I honestly don't care), though an alternate solution would be to remove Commando's damage falloff and accuracy spread. I remember an old patch notes talking about tweaking SFX and VFX for Commando to make him feel a bit less weak and boring, 10 months later he doesn't feel all that much different.

tough halo
#

!feedback I’d like to propose another set of skins (similar to the Mastery skins as of this post) and it could be dubbed ‘heretic’ or ‘lunar’ .

This could be either unlocked two ways; obtaining the ||Beads of Fealty|| and beating the ||Twisted Scavenger in A Moment, Whole||. Or through picking up all of the heresy items (4 I would presume for each ability slot) and end the game (through the possible endings of the game).

These skins would be aesthetically similar to lunar items or the bazaar, and could make some minor changes to the characters such as the Mercenary’s sword being Shaped Glass, or REX having Corpsebloom flowers scattered all over. All in all I think this kind of skin set would be a nice thing to exist! personally

wind galleon
#

!feedback
Artifact: Order in all
Every new stage, you are inflicted with a shrine of order, but it will change it to things not even in your inventory

oblique loom
#

!feedback
A "Total healing done" or something like that in the end screen. More often than not I'd like to see how many times I would be dead without my heals.

wind galleon
#

!feedback
Artifact: Scav Party
Every stage you swap to a random character

formal wigeon
#

!feedback
Artficer's alternate primary: Shoots small ice needles, no cooldown, low damage, low rate of fire and inflict decreased movement speed. The current cooldown is just hard to manage especially when wisps starts to spawn rapidly.

Alternative shift: Im happy with this current shift ability, but having another shift ability that shoots out lava would be cool. The lava is a heavy projectile that lands and create lava pools and its obvious what happens when the enemy walks over it. (Or a malachite pool, that'll be cool)

limber coyote
#

!feedback Let us stick a fuel array into a charging teleporter to increase its charge speed.

More often than not the fuel array is left sitting in the pod, and a lot of times the first tp boss dies very quickly, leaving you to pick your nose while the teleporter chargers. It would be interesting to have an option to expedite the process with the fuel array. 4-man teams would be able to speed up to 4 teleporters (sorry, MULT )

verbal summit
#

!feedback
Void Tainted Elites [Late game]
All attacks apply a debuff which reduces movement speed by --% but slightly increase jump height by +%.
Drop a vortex pool on death which slows the player by 25% when caught inside for 3 seconds.

tough wagon
#

!feedback
Lunar item: Crown of the Mountain - Gain 1(+1) permanent stack of Challenge of the Mountain.

wind galleon
#

!feedback
Artifact: Greed Mode
Your money is your health bar, getting hit by enemies lowers your health. Either start with brittle crown, or convert all healing into a sort of money regen, most likey with a cap

spring violet
#

!feedback hopoo will you accept these roses?

Here are the roses: 🍄🍄🍄🍄

little barn
#

!feedback Artifact: Generosity (or Sharing is Caring?? maybe???) most chests are free, enemies have all the items you do

soft meteor
#

!ideas well my friends haven't brought the game yet only me why ? they love dailys D: no dailys no buy and im alone fml

violet valve
#

!feedback
Curses
You could get curses by activating the blood shrine and there would be 5 or more stages of curses and the first stage would maybe make an enemy bigger and stronger or deafult size but less health but way more damage and than when you activate more blood shrines you get more curses and than the same thing would happen to bosses.

rain coyote
#

!feedback Tab menu (and end screen) shows total impact of each item (healing from it, damage dealt by it, what it has been procced by for on-hits (survivor vs other items), damage blocked/mitigated, etc.

blazing oxide
#

!feedback A pause menu option which lets you view your current character. The way the items are applied to characters is sometimes really clever, though the only way to take a good look seems to be just to stand still during a game.

plucky fern
#

!feedback I bet you guys already got this planned but we are getting an All Artifact Run challenge/achievement...right?

past terrace
#

!feedback A providence skin for mercenary, you’d probably get it by beating the game with Merc or something.

tough wagon
#

!feedback
After you’ve activated a certain number of blood shrines in a run(like on activating your 20th) it could spawn a boss similar to awu, or maybe open a portal to a hidden blood realm

sharp ocean
#

!feedback Character: Glitch. Every time you go through a teleporter all your skills are randomly chosen from all unlocked characters. Maybe not the strongest, but certainly some fun.

earnest laurel
#

!feedback
Some one-use equipment would probably do pretty well. Equipment consumed on use? Save it for something big, like a TP boss, or drop it in favor of an equipment that doesnt have limited uses. It would also probably be really powerful to make up for its single use.

open tartan
#

!feedback
When a Shrine of Chance gets 5 consecutive failures (regardless of who paid), it spawns a black dodecahedron with yellow symbols on each side (max 1 per shrine): Cursed Die (Yellow item) “When luck isn’t on your side, pray to something else.”

  1. It changes the Shrine of Chance weights similar to how Rusted Key affects Rusty Lockboxes. Nothing=10.1, White=8(1+0.1x^0.6), Equipment=2(1+1.4x^0.6), Green=2(1+0.7x), and Red=0.2(1+1.7x^1.9), where x is the number of Cursed Die.
  2. It decreases the number of consecutive failures needed to get a Cursed Die by 1 (minimum 1). This makes it possible (but still unlikely) to collect several during a long run.
  3. When the total stacks between players becomes a multiple of 6, it summons the otherworldly creature you’ve been borrowing luck from. The boss has a Clover and gives survivors -1 luck while it’s alive, but drops its Clover on death.
green pebble
#

||!feedback|| Since friendly fire is coming as an artifact, I think it is important now more than ever for "auto-aim" types of attacks to receive changes to their targeting to adjust for this. It's already been an issue with Scavengers, but Chaos will make it even worse. Auto-aim attacks like this, that are either instant or capable of following you around the map and behind cover (both are completely unavoidable should you be unlucky enough to be targeted by one) are simply unfair and brutal, not posing a challenge or adding anything particulary fun to gameplay.
I propose that auto-aim projectiles like missiles and daggers telegraph a stationary target destination (like in ror1), and royal capacitor should telegraph a slightly delayed detonation. With these changes, auto aim attacks should also have a slight (increase to?) blast radius, in order to compensate for enemies potentially being able to move out of the targeted zone. If this is done properly, it should still be able to reliably hit all kinds of enemies, but it would be considerably easier for players to dodge, turning auto-aim attacks and projectiles from something that is currently a dreadful and disappointing aspect of the game into a more fun challenge that keeps you on your toes but is still quite fair

if this is not the path that you devs want to take, however, then please add some other way for players to dodge these otherwise unavoidable attacks (that doesnt involve blacklisting them from loot pools)

fallen crater
#

!feedback
Some thoughts:
As it currently stands, enemy damage scaling and player HP scaling are woefully unbalanced. We get to one shots too soon. Actually, the problem is that we have one-shots at all. It wasn't like that in RoR1. Too many enemies can outright kill you in a 1v1 scenario (and it's never actually you versus one enemy) without any possible counterplay. In RoR1 you could see your health go down, in RoR2 past a certain (pretty early, like 3-4 loops in) point in the game one mistake or one bad luck moment and you simply die.
The enemy damage scales way too high way too fast, while player HP and defensive stats scale too slowly for defensive play to be viable at all. This makes people prioritize damage increase, AoE attacks and mobility a lot more than defensive capabilities, like healing, shields, barriers and armour. Levelling up barely increases these stats, while there are very few items that provide good defensive benefits. As it stands healing is the most popular way of mitigating damage, but that is mostly through OSP abuse. Which itself is an obvious band-aid to the underlining problem of unbalanced enemy damage.
I'd like to see more items added that help you scale your HP and armour. Maybe shields can be buffed too (say, they can be recharged when protected by barrier). Levelling up should bring a lot more stat increases than it currently does. Kiting is almost completely devalued due to overabundance of undodgeable attacks which prioritize the player to lean heavily into damage and AoE, so that the enemy simply doesn't have the chance to even look at the player. Most successful late game runs include items that prevent enemies from ever starting an attack. Attack is the best defense in RoR2, unlike in RoR1, where it was much more even (in my opinion).
To summarize:

  1. Rebalance player and enemy damage and HP scaling for less one shots but more spread-out and hefty damage.
  2. Bring value to defensive play/kiting.
tidal orchid
#

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

vernal cosmos
#

!feedback I would love to see more incorruptible challenges for more characters, but instead of an alt skill it would unlock a skin

dry bloom
#

!feedback Return the Origin artifact, but with Void Reavers instead of imps.

polar oracle
#

!feedback
Aegis rework : 50% (+50% per stack) of all damage to health and shields is converted into barrier

ie. If you have 200 health (or shields) and you take a 100 damage blow, you are left with 100 hp and 50 barrier

In the event where an Aegis leaves the player with 0 hp and x barrier, natural hp regeneration is disabled until regular health is regained, meaning you will die once the Aegis barrier dissolves unless you heal with healing items and/or waiting 7 seconds for shields to recover

gentle spade
#

!feedback Abilities like Huntress' arrow storm and Rex's alt M2 should hit all enemies in an extended column according to the direction the projectiles are supposedly coming from, and possibly "tick" faster with higher attack speed

jade ember
#

!feedback Barrier as a whole feels very all or nothing. Topaz_Broocheither has practically no effect or you get 10 or so of them for instant max barrier from a few kills. Aegis is either a dead item or you have so much healing you have constant double health. Loader's Scrap Barrier either has barely any effect or you sit on foes with Knuckleboon for a permanent yellow health bar. There's rarely moments where you obtain a decent amount of barrier for a brief moment and it absorbs a would-be-chunky hit for you. I suggest barrier drain should be proportional to the amount of barrier you have: Slower with less, and faster with more.

dim yacht
#

!feedback There are Lunar items, so complementary Solar items? Just another cult to throw into the lore at some distant point in the future. Should contain items similar to Lunar ones, but that are completely useless when in a combo. Basically choose one or the other.
F.e. shaped glass equivalent would give you more damage based on your current health compared to your max. It's risky, because by going low HP % you don't have OSP, if you grab shaped glass then you get lower max HP, so the item effect gets nullified. In fact, the item should punish you for having health above a certain point.
The 'solar' items should probably be given to player for evading all and any lunar temptations in set runs.
I didn't give this idea much thought so I hope it makes sense. :-)

wind galleon
#

!feedback
Artifact: Gotta go fast
You have a limited amount of time to leave each stage, the teleporter activates as soon as you beat the boss.

little barn
#

!feedback
REX's DIRECTIVE: Disperse should reflect Imp fireballs

rain coyote
#

!feedback
Lunar item idea, based on Corpsebloom.
(Name TBD)
All damage taken is converted to a DoT, dealing the total damage over 5s(+5s on stack)
+50%(additive +50% on stack) damage taken.
Healing received -30%(multiplicative, -20% on stacks) while damage is pending.

vast gate
#

!feedback
Try to keep game(development) balanced in multi-core aspect if possible!
I've never had any real issues, my memory usage is about 1GB of ram used in stage 9, but ~30% of my cpu (4c8t) too.
Memory is A+, GJ!

plucky fern
#

!feedback To expand off @little barn
REXs Utility should reflect/destroy all nearby enemy projectiles

ashen lotus
#

!feedback Can the Aegis barrier have it's own unique design? It's just the topaz brooch barrier but from aegis. I cant tell what's really working sometimes..

tame remnant
#

!feedback Make tesla coil on enemies be more obvious. I've gotten 1-banged by scavengers from a mile away with no warning a lot 😦

uncut chasm
#

!feedback or tbh, even if @ashen lotus idea is temporary, it would be nice to just see how much aegis actually does compared to other things, or a setting

fossil chasm
#

!feedback How about some more clay enemies?
I really love the aesthetic of the Dunestrider and Templar and would love to see some more enemies be added to this faction. Heres some of my ideas:
Clay Potlobber
Keeps his distance from the player and lobs grenades at the player. Low threat on their own, since their grenades have high travel time and are easily avoided, but become lethal if distracted.
Clay Scuttler
Scuttles towards you and if close enough hoses you down with tar. Low damage, but the slow from the tar can be deadly when dealing with groups.
Clay Kilnmaster
Sticks close to players, swiping at them and launching short range waves of fire. Occasionally charges up a large AoE fire explosion.

river wadi
#

!feedback Consider giving guilitine a rework for the sake of multiplayer. As it currently stands, it's competitive with your team instead of co-operative. If an acrid gets 7 guilitines, then the player who stacked 25 gasoline but didn't have the luck to get any guilitines or the player with lots of on-kill effects that was previously dominating the whole map is suddenly useless.

green pebble
#

!feedback right clicking on a skill/skin/item/survivor should bring you to the achievement that unlocked it

tough wagon
#

!feedback
Red item: Ghost Blade - Chance on hit to hit again(can proc on its own extra hits)

little barn
#

!feedback make huntress's ass fatter

pine gale
#

!feedback item - Nature's wrath, gives a 10% chance per hit to apply a random status effect such as freeze, fire, overload, etc. for 4 seconds (+1 sec per stack)

cloud pelican
#

!feedback make huntress's ass fatter but less fat than what @little barn wants

wind galleon
#

!feedback
Artifact of Endurance
Changes the game to be in an arena, and enemies spawn in waves, you are either rewarded with chests to open, or free items upon wave completion

Or just wave survival artifact

nimble star
#

!feedback Have items on Scavengers be color highlighted according to their rarity (Like, items from chests). This way, it will be easier to tell what items Scavengers have.

pliant nexus
#

!feedback
Alternative Engineer turret/turrets that inherits and can use equipment items.
The downside could be less dps, range or a single turret instead of 2.

modern prairie
#

!feedback

New Item idea/possible tweak to an existing item
A direct upgrade/buff to Backup Magazine, so that it is similar in nature to Fuel cell for its properties.

Proposed rarity: Green rarity same as Fuel cell.

Effects: Gain 1 extra use of your secondary ability, and reduce the cooldown of it by 15% stacking logrithmically multiplicatively. (Same as fuel cell)

Rational: The secondary ability of most heros is very integral to how they play, with some abilities being overshadowed due to their long cooldowns. Having an item that reduces the cool down of that specific ability would be useful outside of the legendary "Alien Head" which reduces cooldowns on all abilities.

wind galleon
#

!feedback
Artifact of haste
All cooldowns reduced by 50%
Enemy attack speed increased

subtle maple
#

!feedback
When artifacts are enabled, their corresponding glyphs should show up somewhere on the player. Personally, I think they should show up on the helmet, cycling faster and appearing more chaotic the more you have enabled.

oblique loom
#

!feedback
Either increase Artificer's "primary" charge by 1-2, or make it so her secondary's cooldown goes down while charging. Makes it easier to rotate spells so there arent more times where you're literally doing nothing.

dim hamlet
#

!feedback
Alternate abilities for Mercenary

M1: Double blade : Deals 100% damage in front of you. Grants 15% (flat) attack speed with each succesful attack. Stacks up to 5 times. Resets when not attacking something for 3 seconds. Grants Mercenary a second sword in his in-game model when equipped.
Unlocked when completing the following mission Mercenary: Razor's Edge : 'Kill 100 monsters in one hit'

Special: Surprise Shuriken : Deploys a smoke bomb that draws all aggro towards it, while making Mercenary briefly invisible. Recasting the ability throws a Shuriken, causing a 30% atk reduction and 20 armor reduction on the target for 10 seconds. (Cooldown: 10 seconds, shuriken resets when not thrown for 3 seconds)
Unlocked when completing the following mission Mercenary: Up Close and Personal : 'Kill an Elite Boss monster on monsoon without leaving the teleporter zone'

calm epoch
#

!feedback
Boost your gold gains while in a Warbanner's AOE

dusk patio
#

!feedback Give Loader the ability to mount other survivors on her exoskeleton

I was thinking of ways to make the multiplayer gaming cooperative in more senses than just being on the same level together. By being able to mount others and bring them with her on her swinging adventures, Loader could grant new mobility to otherwise less mobile survivors and enable a different kind of gameplay for them. Imagine being Engineer and dropping in some mines during a Gauntlet swing, or just casually sliding in some Epidemic as Acrid. Maybe you can even mount two Loaders together to enable double swinging (or even some kind of special wrecking ball move together 💪)!

Granted, the drawback of being mounted onto another player would be a downer for most. Maybe this can be alleviated by making Scrap Barrier also protect the mounted survivor, or enabling some kind of item symbiosis where certain items would affect both players.

I'll admit that this is pretty stupid and probably wouldn't always be useful, but I still think it would be kinda fun.

bitter axle
#

!feedback
Make Warbanner function like the Lepton Daisy/Halcyon Seed. Center it's AOE on the teleporter event, but keep it's effect and rarity the same. All stacks on the team are pooled. For visual effect, jam it into the tele and have it snap onto the ground at the end of the event.
(P.S. The AOE could be a bit more transparent.)

tough wagon
#

!feedback
Alt ability for MUL-T where he goes into siege mode: he becomes immobile but gains +100% damage and +100 armor.

pale meadow
#

!feedback
new red item
wallet of greed
makes u go to the next stage with 20% of your money (+5% per stack)

hardy pike
#

!feedback TP events that spawn varied bosses at once, like Magmaworms+Overloads

earnest laurel
#

!feedback

ITEM CONCEPT

Gold Jewlery "It's an investment!"

Rarity: Lunar

Effect: You gain 25% less gold, but the gold you dont gain you instead get at the start of the next stage.

@earnest laurel in #ror2-feedback-discussion with constructive criticism 🙂

tidal orchid
#

!feedback
Remove the environment scanners, and add hidden environment logs in every map instead. It was really fun to look around the special stages like Bazaar Between Time and Gilded Coast, and it would be more fun to have secrets like that instead of pure RNG decide how you unlock environment logs.

little barn
#

!feedback
ok so this will kinda hard to explain but i will try
an alt grapple for loader

basically it allows you to pick up enemy's and where ever your mouse move the enemy follows

2 new stats weight and strength enemy's will have a specific weight linked to their health it will be obvious that the bigger the enemy the heavier it will be. strength is given by items that increase damage( maybe including soldier syringe due its conical purpose) if you have more strength than the enemy's weight then you could pick up at varying levels of ease

flat fulcrum
#

!feedback add a WIZARD to the game and not one like artificer a real one who can cast spells with a wand or a staff,Add a PRIEST who can shoot crosses out of his bible (or something similar) and add a spell that throws the enemy into the air and then they get pierced by some kind of spike (or cross) and when he reads his book he reloads his crosses so like a mana system and he floats with holy shit coming out of his legs ,add a SUMMONER that summons some kind of minions that would be really cool and he would walk around with a staff and a cape and his basic attack would be that hed hit the ground with a shackwave and it would create a shockwave so that his minions would be good for single target dmg and his basic attacks would be good for aoe,Or add a a survivor that would shoot brain waves with his brain (so like a survivor with a big brain that shoots brain waves) and his r would be mind control where you kind of like shock an enemy and it would start buffering and when the buffering would stop youd kill the enemy if you deal enought damage if you dont kill the enemy it goes on cooldown if you kill the enemy your r spreads to nearby enemies. @frozen mirage

winter aspen
#

!feedback Use my post as a dislike to the post above

tidal orchid
#

!feedback
Remove the environment scanners, and add hidden environment logs in every map instead. It was really fun to look around the special stages like Bazaar Between Time and Gilded Coast, and it would be more fun to have secrets like that instead of pure RNG decide how you unlock environment logs.
(reposted because no bot)

blazing oxide
#

!feedback Razor Wire should trigger even if damage is blocked by Tougher Times.

pale meadow
#

!feedback
make the eggs in siren's call be destroyed only by character's attacks.not by missiles or drones or any other item
it is so bad when the boss just appears when you arent even read for it

little barn
#

!feedback Radar scanner should replace the question mark with a small icon when you ping an item so you can easily tell what you found and whats just that 3d printer your seeing through a wall.

viscid charm
#

there should be a mode called tsunami that removes one shot protection

gritty haven
#

!feedback (for @viscid charm) there should be a mode called tsunami that removes one shot protection

tidal orchid
#

!feedback
Let players control their movement after the apex of a geyser jump. It's annoying and potentially lethal to be stuck barely moving at the top of your trajectory for so long.

prime minnow
#

!feedback boss item idea

Worm's best friend
You have a chance of getting this item from killing overloading/normal worm.

(Normal worm item)

When you jump from a high place and hit the ground it will spawn 4 fiery projectiles like the one that the worm only a bit bigger, 800% damage each.

(Overloading worm item)

Exactly the same as the normal one, only itd be 6 lightning bolts that cannot miss and do 1200% damage each.

Designs would just be the worms but smol, maybe they'll chill on your shoulders or float around you.

Stacking would increase dmg and proj amount.

One of my dumber suggestions, but with a lot of tweaking it may be fun, so @ me for feedback.

lime basalt
#

!feedback
Increase Elite enemy size by a tiny bit. [+1 Coolness +2 Intimidation]
A group of crabs with a bigger elite looks better.

tidal orchid
#

!feedback
Make a more noticeable sound/video effect when you pick up Bandolier, often you're in a heated battle and you don't even realize that you can use your abilities again because that Clay Dunestrider's succ sound is louder than Bandolier.

tidal orchid
#

!feedback
Make the health bars above the Teleporter bosses stand out more and be visible through walls at all times - sometimes it's hard to find the boss when they spawn out of sight, or to tell Teleporter bosses apart from normally spawned bosses.

vast gate
#

!feedback
PVP shrine.
New portal -> small pvp lunar stage?
Or just that shrine enables pvp, winner gets reward (lvl/xp/items)
maybe revive everyone who got killed after?

nimble elbow
#

!feedback
I enjoy all the characters in this game, but I feel like movement could be improved among the cast and maybe even some of the enemies. Because items only grant boosts to mobility if you find them, that means that your movement is up to your skills in the early game, and some of the utilities could be improved. Commando, Mul-T, and artificer especially. Commando's shift goes nowhere and is bound to 8 directions, Mul-T's has to rely on speed items for his damage to scale and for the thing to even be very fast in the first place. And arti's secondary R is also requires you to have enough air speed to make it a good escape option. Also some of the enemies such as beetles, wips, and regular lemurians are very slow and all they really do is very slowly walk up to you or just float in the air. I think that there should be buffs to some of the mobility, and possibly a mild speed increase based om the characters, (i:e huntress gets %25 more move speed vs Commando getting %15). In a game where you are always fighting the clock, making the slower faster would be a nice benefit to most of the cast in the early stages, and the enemy buffs could make the early game more engaging.

minor sable
#

!feedback Hidden Realm idea - Arena of the Elders

This hidden realm takes place in the same place as Temple of the Elders, the 5th area in Risk of Rain 1. You are transported to a gladiator ring, with the design thematic of ToE. Enemies here will spawn by waves, and after every wave you and your teammates will gain items. After a certain wave, you're given the option to continue your run. However, you can choose to keep going, with the # of items and rarity increasing, however so do the # of enemies and type. Soon after, bosses will start to spawn and it will become a boss-rush-esque gamemode.

I think this would be a fairly fun hidden realm, and I'm sure there are extra mechanics and secrets you can add - e.g a legendary chest you can open every few waves or an item shop after wave x. It would make a great addition I think.

nimble elbow
#

!feedback
Make Artificer 's M2 work like Acrid 's R as in making so the orb Meteorite (using meteorite as a visual) deals the most part of the damage while from the spot that it hit, spreading the Ukulele lighting effect from that spot. That way it makes the orb more reliable at close range and allowing it to AOE better. It would also fix the times where you miss because the effect killed the wisp you were aiming at and then the orb just flies into the wall and your now on cooldown. (an example being hitting something with the orb, the aoe damage kicks in, and then they get killed by Gasoline or willowisp)

tidal orchid
#

!feedback Add a toggleable setting for automatically picking up items

little lava
#

!feedback
Item idea

Name: Lucky horseshoe
Rarity: Red
Description: Chance to throw a Golden Horseshoe that bounces off enemies (Up to 5 per stack) while dealing 500% damage

fossil chasm
#

!feedback Next up, Brass enemies!
The Brass Contraption is probably one of the strangest enemies in the game and I absolutely love it. Again, heres what I have so far:
Brass Overseer (Boss)
Sawblade Swipe: Summons 2 sawblades on either side of itself. After a short delay, swipes at the nearest player in a 180° arc.
Boomerang Blade: Summons 3 sawblades. One after another, launches them at the nearest player. Upon hitting a player or terrain, it reverses and flies back.
Blink. Teleports a short distance. Used more frequently when below half HP or when players are far away.
Toll. Rings its bell, sending out a medium range shockwave. All targets hit are slowed and weakened for a few seconds.
Brass Whirl
Spins up and launches itself towards the nearest player. Deals a considerable amount of knockback. Spinup can be interrupted by stuns.

glacial hemlock
#

!feedback leaderboard

plain quail
#

!feedback
bring back ancient scepter

molten willow
#

!feedback Add support to Linux

wind galleon
#

!feedback
Artifact of Artifacts
Every stage, random artifacts are turned on and off.

dim hamlet
#

!feedback
Artifact of treasure
Every stage, only 1 specific white, green, red, equipment and lunar item can be obtained from chests (so every white item is a Tougher Times, for example). Items cannot appear from chests again for the rest of the loop

vernal cosmos
#

!feedback
Show us what scavengers have as an equipment, maybe by making an icon above them with the equipment. The most threatening part of scavengers are generally the equipments for me, as if they have a royal capacitor or missile launcher they can kill you before you can even see what they have

tough wagon
#

!feedback
Artifact of Duality(or Artifact of Soul-binding) - pick two survivors instead of one, and be able to switch back and forth at will.

shell nebula
#

!feedback
Add a new boss that appears after having used enough Shrines of the Mountain in 1 run, just seeing the same boss get multiplied with an elite effect seems kinda stale now. But mainly i would love to see what those shrines have been dedicated to

brittle nymph
#

Why is there no autoaim in the Nintendo Switch version? It is not very convenient to play!

little barn
#

!feedback
Make lense makers glasses increase crit damage when stacked beyond 10
Maybe by 5%

vapid lake
#

!feedback
Since the Affix drop items (Like "Silence between two strikes") are so rare, but a bit underwhelming; you had the option to pick it up in your equipment slot as normal, OR, you could perminantly attatch it to your current equipment. This gives you the affix as long as you have the eqipment, but there is no way to get the item off of the equipment after it is combined, so you'd better like it.

tawny crypt
#

!feedback
(Repost for @shell nebula since the feedback selection things didn't appear)
"Add a new boss that appears after having used enough Shrines of the Mountain in 1 run, just seeing the same boss get multiplied with an elite effect seems kinda stale now. But mainly i would love to see what those shrines have been dedicated to"

gritty haven
#

!feedback (for @vapid lake)
Since the Affix drop items (Like "Silence between two strikes") are so rare, but a bit underwhelming; you had the option to pick it up in your equipment slot as normal, OR, you could perminantly attatch it to your current equipment. This gives you the affix as long as you have the eqipment, but there is no way to get the item off of the equipment after it is combined, so you'd better like it.

spring violet
#

!feedback In some cases, the Imp Overlord can throw his bleed spikes while he is baby-raging. Since there's no indication for the spikes, its kinda garbo. Can this be fixed? (Sometimes Elder Lemurians have a similar issue too).

tidal orchid
#

!feedback
Make Chronobauble’s slow less effective but affect attack animations.

plucky vapor
#

!feedback This has probably been mentioned before, but change REX's vines that appear when he's sprinting to the appropriate colors for those playing with his alternate skin on. As it stands, they are still purple-pinkish. I really like his alternate skin, but I don't like the clash, know what I'm sayin?

wise wadi
#

!feedback Something that I've noticed as a problem is unreasonable character challenges. I'm talking about unlocking new abilities. I understand that for many of them, if you play your character enough you eventually accomplish them even by accident, but sometimes it's a bit too reliant on luck. As in, you could play one character for 200 hours and not get lucky enough for it to happen and skill doesn't really play a role in unlocking the achievement, or it is not prevalent enough to matter. Like the challenge to kill a boss in a single second of burst damage as artificer. You'd have to get like 30 crow bars, 30 focus crystals, and a preon accumulator in order to make this happen and even then, you'd have to time your equipment absolutely perfectly and happen to be within 13 meters of the boss when it spawns because of how long it takes to charge up. It's just a little ridiculous. The only way to get this would be a TON of white items and get lucky enough to find a 3d printer of all the right items for the job, which just isn't going to happen. I know you can get the preon accumulator from the timed chest, which does help considerably, but I still think that this achievement should be revised.

gritty haven
#

!feedback
Returning item: Flame Shield
Gain a small amount of Shield. Once all shield is depleted, create a burst of flame that deals medium damage and knocks away enemies.

tough wagon
#

!feedback
It would be cool if Monster Tooth Necklace could have different appearances for the health globes, like giant gummy bears. Then even if I think the item is terrible I can still get extra amusement out of it.

grave plaza
#

!feedback Change Commando's selection animation/pose. Right now it looks like he was dropped a few inches off the ground and he just stands there, arms limply hanging at his sides. All the other characters have something they do, or at least they stand in a more interesting way, couldn't Commando hold his guns up in a ready position? Like this:

river wadi
#

!feedback Consider changing barrier's decay to be weaker when you have a smaller amount of barrier and have it become stronger the more barrier you get. Right now with aegis you are either able to get your entire health bar filled with barrier or you can't even get above 10 barrier and it's extremely rare to have any half-way point between those two situations.

rancid aurora
#

!feedback
I really like the Eccentric Vase equipment, it's quirky and fun to use, especially with its changes in Dec for acceleration and cooldown.

My feedback is that I think it is a little clunky to use, particularly when on the move.
Some ideas would be:
• Place the first node a bit in front of the character on use
• Immediately enter transport on use

Currently, when you're moving or running forward the first node will end up behind you on use, and you'll have to turn around and hit 'E' after using it. So with the former, you'd use it and see the node in front of you and just have to hit 'E' as you move up to it. Alternatively with the latter, on the first use of the equipment, it will place the zipline and you immediately enter it (and you'd have to hit 'E' to enter it all other times in the zipline's duration like normal).

ashen lotus
#

!feedback
Artifact of Choice
Allow us to choose what items a printer will take from you. BUT
printer spawns will be a tiny, tiny bit less frequent in order that the runs difficulty wont change too much.
If I want syringes and I have 6 sticky bombs as Engi, the last thing I want is the printer to take my fungus out of all things

dry bloom
#

!feedback Artifact of Haze. Every interactables spawn percentage (objects such as chests, chance shrines, altar of gold, etc) are shuffled with each other every stage.

For example the rarity of the shrine of order could be replaced with the rarity of a large chest, and a normal chest could be as rare as a cloaked chest.

raven jacinth
#

!feedback
Myopia Artifact: Everything at a distance is kind of hazy. Didn't get the right prescription?

short flame
#

!feedback
Would be nice to have a ping bar somewhere on the screen to see how our connection is doing

minor sable
#

(forgot to !feedback) Artifact idea: Artifact of Rift

This artifact is like a speedrun mode. You get limited time per stage, and as the time ticks down, the stage becomes more and more distorted, as if it is about to collapse. If it collapses and the time runs out, you die!

However, teleporters now immediately finish charging after you beat the boss, and each survivor starts off with a small movement speed boost for all those non-loader players out there.

I think what would be cool is that once the timer reaches 0, the world boundaries shrink Battle Royale style, with the teleporter being in the center. If you move out of the boundaries, you start to take damage. It ends up with having to fight the boss in a tiny area, making it much more likely for you to die.

tough wagon
#

!feedback
Green item: Shield Spike - Gain a shield equal to 2% of your max health. As long as you are at full shields your attacks deal 50% (+50%) extra damage.

fathom hazel
#

!feedback Lunar item that increases your crit damage by 25%(+25%), but gives enemies 25%(+25%) crit chance. In multiplayer, the enemies crit would only affect you.

tame remnant
#

!feedback - In order to make acrid better at close range, give him some buff proportional to his poison - +1% damage reduction and +2% movement speed per enemy poisoned or something alo0ng those lines

uneven storm
#

!feedback

  1. Add passive skill tree. For example, for every lvl of survivor you will get one skill point. Skill tree will have only passives like +5% to base dmg, +1% to HP, +1% to movement speed etc. Skill tree can be reset only in Blue Portal for 1 or 2 Lunar's, similar like you can buy Artificier survivor (you dont buy item). This change will decrease high RNG in game. RNG will give you a lot of heal items and movement so you can spend points on dmg and hp.
  2. Made a bit different colours of poison Acrid and Beetle Queen.
  3. Different of difficulty between "easy" and "medium" is too big and between "medium" and "hard" is too low. This should be more balanced.
  4. Red Whip it's simply useless. We have energy drink, PGH and Wax Quail. More fair will be put PGH to green items and rebuild Red Whip. I know that ppl will not like that but it's fair.
  5. H3AD-5T v2 - rebuild. Increase jump height it's fine but instead of dmg on landing they should be more support and give ability to walking on wall's for 3 seconds (+2s on stuck).
  6. Move Chronobauble to white items, its useless for almost all.
  7. Buff Little Disciple and move to "red items" and Dio's Best Friend Move to "gold items" with debuff that you become alive with 50% of HP.
  8. Ally Beetle Guard should have different colour/mark. Very often ppl attack our own "pet".
  9. Add "green item" of increased crit dmg (eg. 25% per stuck, it can be Red Whip).
raven jacinth
#

!feedback
here, use this to downvote the above.

minor sable
#

!feedback Artifact idea: Artifact of Rift

This artifact is like a speedrun mode. You get limited time per stage, and as the time ticks down, the stage becomes more and more distorted, as if it is about to collapse. If it collapses and the time runs out, you die!

However, teleporters now immediately finish charging after you beat the boss, and each survivor starts off with a small movement speed boost for all those non-loader players out there.

I think what would be cool is that once the timer reaches 0, the world boundaries shrink Battle Royale style, with the teleporter being in the center. If you move out of the boundaries, you start to take damage. It ends up with having to fight the boss in a tiny area, making it much more likely for you to die.

wind galleon
#

Reposting for @uneven storm
!feedback

  1. Add passive skill tree. For example, for every lvl of survivor you will get one skill point. Skill tree will have only passives like +5% to base dmg, +1% to HP, +1% to movement speed etc. Skill tree can be reset only in Blue Portal for 1 or 2 Lunar's, similar like you can buy Artificier survivor (you dont buy item). This change will decrease high RNG in game. RNG will give you a lot of heal items and movement so you can spend points on dmg and hp.
  2. Made a bit different colours of poison Acrid and Beetle Queen.
  3. Different of difficulty between "easy" and "medium" is too big and between "medium" and "hard" is too low. This should be more balanced.
  4. Red Whip it's simply useless. We have energy drink, PGH and Wax Quail. More fair will be put PGH to green items and rebuild Red Whip. I know that ppl will not like that but it's fair.
  5. H3AD-5T v2 - rebuild. Increase jump height it's fine but instead of dmg on landing they should be more support and give ability to walking on wall's for 3 seconds (+2s on stuck).
  6. Move Chronobauble to white items, its useless for almost all.
  7. Buff Little Disciple and move to "red items" and Dio's Best Friend Move to "gold items" with debuff that you become alive with 50% of HP.
  8. Ally Beetle Guard should have different colour/mark. Very often ppl attack our own "pet".
  9. Add "green item" of increased crit dmg (eg. 25% per stuck, it can be Red Whip).
worthy matrix
#

!feedback
add a reset option to the pause menu in prismatic

heavy glen
#

!feedback Wouldn't it fix a lot of problems with Barrier to simply make it so that, rather than decaying over time, all remaining Barrier from an instance decay at once after a certain duration if it had not been broken with damage?

fallow nebula
#

!feedback Having some hotfixes in-between the major updates and/or being more transparent with the community as to what direction the game's going in and/or getting a sneak peak at the balance changes that come with every major update would be nice

glacial hemlock
#

!feedback do something with the physic so when we have a certain amount of speed and wax ,we dont get shot to the stratospere and kill ourself

old pebble
#

!feedback What about adding The Chef again?:)

wind galleon
#

!feedback
Most items in this game give infinite results when stacked, except H3AD-5T and Crit Glasses, after gaining enough of them, it's effectively useless to take them, i would just recommend changing them so then they are in line with every other item

prime minnow
#

!feedback lunar item that doubles your crit damage but fourths your crit chance (idk if thats how you say it, like chance : 4)

tough wagon
#

!feedback
Merc's Slicing Winds(alt r) should home in on enemies. You don't really have to aim with his Eviscerate(default r) and it'll still hit any enemies near the end point, but his alt r can simply miss due to projectile travel time or inaccuracy.

ashen lotus
#

!feedback
When we get H3AD Stompers let us bind the whole function of them to another key. SO we could jump normally at the same time, and when we see a ground pound oppertunity, we can press and hold H or something and the giant jump and ground pound activates. As it stands now, head stompers kill your momentum. Even if you have movement speed. jumping so high without reaching the ground for an long period of time makes it a little tricky to navigate the stages. Hopoo feathers exist to help with verticality already and we have the option to use the feathers. Once we get head stompers, we are forced to use the jump.

eager plume
#

!feedback Using Happiest Mask, you can have an infinitely alive ghost in the form of a Scavenger. The health it loses is replenished when it uses its equipment, which could be a foreign fruit. As a ghost, it shouldn't be able to continue living on due to health regen.

lusty ridge
#

!feedback

  1. Option to disable the built in mouse acceleration for 1:1 mouse to pointer accuracy MULT
  2. Autorun! I'm lazy huntressmini
minor sable
#

!feedback Probably suggested multiple times, but I think you should give all characters passives. The survivors who don't have any are currently: Commando, Huntress, and Engi. I'll offer my own ideas to what their passives could be:

Commando - When being attacked you move a lot faster. Basically, if you get hit while sprinting or if an attack grazes past you, you get a cool visual effect and you start to sprint a lot faster. This is comparable to Bangalore's passive in Apex Legends, but I think it would also fit Commando well.

Huntress - You can sprint in all 8 directions. This is something that should've been added from the start. Let Huntress sprint sideways and backwards too, or at least just sideways. This will make her a much better kiter.

Engineer - Your friendly minions gain extra health and damage. Basically, any drones or minions from items e.g Beetle guards are better at what they do. This could even just be limited to drones, and make drones be a lot better for Engineer.

little barn
#

!feedback Money for killing teammates damnit

green pebble
#

!feedback instead of creating alts (that people will use) to skills that people dont use, why not just fix those already existing skills and make them more fun? ie engi's m1, huntress's m1, commando's default m2, and so on

sharp cape
#

!feedback If the artifact of command gets brought back (select all items rather than having them be random, please bring this one from the first game!), have two hotkey options to have the dropped item either still be randomized so your character doesn't have to pause and select the item, or to instead bring up a menu with the available item drops to select from.

tranquil acorn
#

!feedback I know this isn't a videogame comparison and please this game i'm about to compare RoR2 to is a god dang abomination but in Overwatch for people on PC there is a option where you can type in what sensitivity you want. Could we get that in here too?

blazing oxide
#

!Feedback Stone Colossus's lazer should not be able to follow you through its own torso. This would stop the move being a an instant run-ender in some situations.

tough wagon
#

!feedback
Artifact of Duality(or Artifact of Soul-binding) - Pick two survivors instead of one, and be able to swap out which one is active at will.
Think Trine or tag-team fighting games, but if you die with either one then you're dead, because being able to die with one and then finish the stage with the other would be op. (Updated for clarity)

cinder steppe
#

!feedback
So I just got a red from a combat chest imagine my disappointment when it was Head Stompers (That weird name with letters), I think it does not belong in the combat chest and should only be in the movement and utilities chest. This change or those not aware is similar to Warbanner(white item) getting removed from the red chest too.

plain quail
#

!feedback
maybe adjust the weaker skills so they don't end up being underused because of a better skill?

fathom hazel
#

!feedback Lunar item that makes you deal 20% more damage when below 50% hp but deal 10% less damage when above it.

blazing oxide
#

!feedback The Warbanner should drop every certain amount of XP gained. Little warbanners could appear on the XP bar to show when the next one would drop.

violet valve
#

!feedback drop items (maybe have checkbox that says "drop items on")

opal steeple
#

!feedback if the host leaves, transfer ownership to the next person (second to join) and make the host (or anyone to leave) drop their items after leaving the lobby instead of the entire game closing

jade ember
#

!feedback It'd be really cool if there were items other than Clover that affected Luck. What if there was a Lunar item that decreased Luck but increased damage, for example? Or increased luck at the cost of something else?

spare quarry
#

!feedback Bring RoR2 back to GeForce Now

sharp cape
#

!feedback
Have the already extremely rare elite equipment drop as a passive item that is added to inventory instead. This may require a rework of the Wake of Vultures, or you could have the Wake temporarily double the effect of duplicate elite powers.

opal steeple
#

!feedback make multiple gamemodes one for a story and one infinity Mone and a mode where players can hurt eachother

tough wagon
#

!feedback
Make Effigy of Grief a thrown item that sticks to enemies it hits.

wind galleon
#

!feedback
It would be cool to see anything the devs have looked at with the checkmark emote as pinned, because i dont think i've ever seen any of the three emotes before

shell solstice
#

!feedback
the games difficulty increases at a pretty linear place, however the players ability increases exponentially, especially once you reach a certain point. I think that the difficulty of the game should go up at a higher increment once you reach a certain point

worthy matrix
#

!feedback
prevent lunar objects from spawning in prismatic

vernal cosmos
#

!feedback
Elite aspects are pretty underwhelming. Most equipments are just much better than them, and the also have an insanely low drop chance. They don't scale with soulbound, fuel cells, warhorns or gestures, making those item printer fuel if you happen to have them. Maybe give the aspects an active effect as well as a passive effect, that increases stats slightly as well as improving the effectiveness of the elite buff. Fire aspects active could increase fire damage and duration, using an overloading aspect instantly repairs your shield and increases the overloading bombs damage. Ice aspect active could make the slow stronger and make enemies explode and freeze other enemies on hit, sort of like a will'o'wisp. These are all just suggestions that i feel would be cool and warrant using them, but they can be changed.

TL:DR
Give elite aspects an active effect as well as a passive effect due to them being very underwhelming.

gritty haven
#

!feedback
I think it’d bee kind of cool if items came in “trios” of a red, green, and white items.
These items would give a bonus ability upon picking up all 3, and would not scale with stacking.
For instance, Gasoline, willowisp, and BrilliantBehemoth would be parts of the “Explosive Armaments” trio, and would, upon all three being picked up, have the player create a small, self centered explosion upon taking damage, that would light enemies on fire and push them back
(This ^ is just an example)

broken fox
#

!feedback
A shrine that turns your green items from a teleporter event into a red item, but makes the boss a very high level elite (Malachite, Etc.)

opal pumice
#

!feedback
Have an own gamemode that lasts how long you want it to so you start out normal and just play until you have to go then you quit with the progress saved so when you go back you're at the same place you were. This gamemode only gives you monster logs and lunar coins cause the gamemode difficulty is always on rainstorm. Or have the difficulty start on Drizzle with all those modes but instead of going to HAHAHAHAHAHA..... it goes to Rainstorm and it's modes to then finally going to Monsoon and continuing with that until it's at HAHAHAHAHA.....

brittle island
#

!feedback
make it so soul probes cant spawn in the void event to prevent 20+ hitscan lasers with no charge time that dont go away

median jackal
#

!feedback
A way to take screenshots/photos with filters and such

neat cobalt
#

!feedback
in role assignment add regional options, since nobody puts it in chat

gaunt rampart
#

!feedback Concept for a Lunar-like area and what could be in it. Knowing more about where the lunar items come from and see a place that incorporates their design would be awesome.

cobalt oar
#

!feedback
add some sort of targeting reticle (similar to that of royal capacitor) to the h3ad-st, as it is often difficult to determine who you're gonna land on, especially from high up, and i would like the big chunk of damage to go into the boss rather than the random beetle standing next to it

opal pumice
#

!feedback
Make an option on Quickplay if you want to be the host or if you want to join other people instead of randomizing it. Example: Host creates server, host dies, host rage quits and ruins it for everyone there.

formal wigeon
#

!feedback
Equipment
Tennis racket

Effect
When activated, all projectiles will be deflected back to the sender

Wont work on things like titan's laserbeam and grovetender's chain attack

autumn wave
#

!feedback
a boss item idea for the imp overlord
Leaping Demon (im bad at names it doesnt have to be called this)

When a projectile or any attack is about to hit you there is a chance that this item will teleport you out of the way of the attack. Not very far away obviously but enough to where the attack doesnt hit you. extra stacks increases the chance to teleport.

delicate panther
#

!feedback An option to remove the red flashing when you take damage.

spring violet
#

!feedback random Imp Overlord boss item idea that just manifested in my fungal brain:

"uhhhh dumb name haha lol"
- Gain 10% bleed.
- Every tick of bleed damage reduces the enemies armor by 1 (+1 per
stack), up to 30 (+30 per stack) total reduction in armor.

twilit olive
#

!feedback make an event about imp overlord to open his own portal on kill and go to his planet(stage). But make it as rare event as like gold portal , and it only open by killing imp overlord.

native meadow
#

!feedback okay, I think we all agree that after a certain point, the ocular hud, like getting >10 (or 9 if you have the other two crit items too) crit glasses, just becomes useless. I suggest something different. Much lower duration, but temporarily makes it so EVERYTHING will proc. So long-ish cooldown, low duration (to help prevent gesture-fuel cell cheesing) but for the few seconds it's up everything procs at 100%. Feel free to downvote, even I think the idea is kinda dumb, but thought I'd see what everyone thinks.

toxic finch
#

!feedback
Once artifacts are introduced, add an option that can be set before a run to allow the game to randomly select artifacts from the ones you currently have unlocked/found. You would be able to toggle this on and off, specify the number picked or let the game decide that randomly, etc.

tough wagon
#

!feedback
Don't let crit chance stack or have any benefit beyond 100% normally, but allow Ocular HUD to uniquely give benefits from crit chance above 100%, such as something simple like higher damage on crits, that way Ocular HUD always feels impactful.

still perch
#

!feedback
Rose buckler should increase your sprint speed somewhat, in addition to its main effect, similar to how Harvester's Scythe increases your crit chance in addition to its main effect.

fathom hazel
#

!feedback New rare item, Sniper Scope
This item would increase damage based on how far away you are from the target. Additionally, this item would reduce damage falloff

cobalt rapids
#

!feedback

Emotes, imagine beating a hard teleporter boss, what do you do? Currently, all you do is grab the items and continue, but imagine if you could dance on them haters

gritty haven
#

!feedback
Kind of a dumb idea, but I’d like to be able to adjust enemy, elite, player, and TP sound differently, because some are more useful to have up than others

autumn wave
#

!feedback
There should be a mode where you can delete specific items and enemies and adjust the difficulty and money multiplier and so on. Also you are able to play any character and abilities you don't have unlocked. Although while in this game mode you can't unlock trophies or anything you don't have.

wind galleon
#

!feedback
An active item that teleports you whenever you use it, and if you get teleported ontop of enemies it would telefrag

I dont know why but i think it should be called 'Teleportato' and just be like a potato with a bunch of tech in it like Glados

twilit grail
#

!feedback
Different "variations" of maps to reduce redundancy. While there are some details that are random I feel like each unique stage should have 2-3 different "tilesets" to have more variance in concurrent runs. In other words, same stage designs like Siren's Call, but with different layouts. A simple idea I had.

little barn
#

!feedback a map that is more vertical than horizontal like damp caverns in ror1

fathom hazel
#

!feedback New fast paced boss with hard to dodge attacks, to shake things up. It should be low profile, but have the lowest hp by a significant amount

twilit olive
#

!feedback Make a stage that have a boss that can combine into 1 huge bossTitanBruh . Like 2 boss spawn from edge of the stage , as the time going ,both this boss walk toward each other and if they met together they combine them self into huge boss.Make that the boss have to deal amount of damage around his body like hand ,leg so that it balance between both boss and make you don't have enough time to kill. Maybe a stage for this or like void realm so you can go to other secret stage if you can kill this boss as the boss is an enterances guard for the secret door.

fathom hazel
#

!feedback New red item: Blast shield. When you are hit, enemies in a 10m +5m radius will be stunned for 2 seconds. After the hit, the item must recharge for 10*-1*seconds.

cedar brook
#

!feedback Have the 3-D printers be able to take in the displayed item and return a random item from the same tier. I don't believe this would snowball into insane levels due to the randomness of what you'd be getting out, and you would be able to exchange what you deem to be useless for anything else.

willow lily
#

!feedback idea for a lunar scepter: increases charge of 4th ability by one BUT incerases cooldown by double.

fallen crater
#

!feedback
Option to turn off filters (like Brainstalks and Spinel Tonic) in options. By the lategame there can be some many visual effects happening at once that already make everything hard to see, filters can make it even worse on certain maps.

dim hamlet
#

!feedback Topaz Broach and Aegis shouldn't drop from Healing chests, as they do not grant you a, well, heal. Move them to the Utility chests or create a new chest called the Defensive chest, which drops items like Broach and Aegis, but also Personal Shield Generators and Tougher Times (those would move from the utility chest)

soft mural
#

!feedback
Item Concept: "Holy Mantle Thing™️"

Rarity: Legendary
Effect: Gives the player 1 (+1 per stack) guaranteed Tougher Times style block every ~10 seconds. The timer starts counting after all blocks are used, forcing you to wait for a block every time.

Block chance is a bit underused in this game and I think having another way to get it would be great for pretty much any playstyle.

primal vector
#

!feedback can we have a small chance of a lunar item printer being at the bazaar? (If not then in game)

still perch
#

!feedback
An option to bind artificer's hover to a different button from jump.

soft mural
#

!feedback
How about instead of removing OSP or nerfing Shaped Glass into the ground, we just make it keep all the positives it currently has, BUT instead of it halving your health, it forces you to take double damage instead? This would solve the OSP abuse problem since most healing items heal for a flat value rather than a percentage so you can't get hit and have your 3 medkits heal you back above the osp threshold, and it would also fit snugly within the lore of the item. I feel like this is the best way to make Shaped Glass at least sorta balanced compared to other lunar items. (Excluding GoTD)

stray violet
#

!feedback MUL-T's Power Saw is really fun to use! Unfortunately, though, the gameplay environment Power Saw MUL-T finds himself in is... less than ideal. Other than insane DPS, there's very little reason to use Saw MUL-T over other melee survivors. Due to his large size and low mobility, he's easily taken down unless you're already on a god-run. When the Power Saw is equipped, MUL-T should gain 20 armor to put him in line with other melee survivors. This little bit of survivability probably isn't enough (I'd argue maybe even bumping the armor gain up to 25-30, though that might be a bit too abusable), but it's something to help make MUL-T live up more to his namesake.

tulip bobcat
#

!feedback
Acrid could scale walls when he's Sprinting like a good lizard.
and
Please, a competitive Leaderboard with the numbers of runs and times in Moonson from the players, its time.

stark comet
#

!feedback Shattering justice should be reworked.
It's stack is nearly worthless, so I think that it should be changed to something like:
Shatter stacks have no stack limit and give -1 armor and lasts 1 second (+1 second per stack)
OR
Shatter stacks have no stack limit and give -1 (-1 per stack) armor and lasts 1 second

glossy wind
#

!feedback The logbook background is too dark which makes looking at the item models a real pain. It might be an issue with colourblind acessibility (red-green)

plain quail
#

!feedback
change spell effects for each skin

little barn
#

!feedback
Base gap between Commando and Loader, maybe Commando could not have dps drop off at range or less bullet spread so i actually want to play him a little more? Just thoughts.

cobalt rapids
#

!feedback
There should be a drone that is weaker than the normal ones at the beginning of a run, but it scales with your level, and you purchase the drone at your current level, this way there will be a drone that isn’t immediately one shot on later levels

soft mural
#

!feedback Drastically increase the spawnrate and ways of getting Lunar Coins... but make them persist through separate stages in the same singular run rather than through an infinite number of runs. This would completely eliminate the cheating problem and also make it so people can't stack Shaped Glass and Gesture to gamebreaking extents.

swift knoll
#

!feedback Remove Shaped glass

finite ridge
#

!feedback maybe make it to where if you ping an enemy and you have an equipment drone with a targetting or active equipment that hurts enemies, (i.e. Missile Launcher, Preon, Royal Capacitor), it will aim the equipment at the targeted enemy.

still perch
#

!feedback
An item that would improve drones all around, or maybe just their defense and hp regen.
Price reduction for all drones except healing and emergency ones.
Genesis loop gets additional effect: drones take 50% less damage (+25% per stack) from wandering vagrant's detonation attack.

safe prairie
#

!feedback
Lunar Elites!

Same elite tier as Malachites or Celestines, gives you a random lunar debuff for x seconds on-hit, unique to each elite. Basically, one would make you lose money if you take damage, one would automatically activate your equipment, if your rng is really bad it would halve your health, etc. Maybe also give them some shields to make them a little more unique while somewhat fitting the lunar theme.

cobalt rapids
#

!feedback

Remove lunar coins/lose them after run, but there is a lunar boss in a hidden realm from which the portal spawns after activating a lunar shrine, maybe make the boss give negative lunar effects (I’m just throwing this idea out here it isn’t too well thought out)

swift knoll
#

!feedback
Reduce the cooldown of huntress' M2 by 2 sec and reduce the cooldown of her R from 17sec to 12 sec.

pine gale
#

!feedback - make huntress' range increase by 1 meter per level, capped at 20 extra meters. her range is laughable and straight up annoying at some times. This would more or less remedy it.

lethal knot
#

!feedback
Include Elite Equipment in the Logbook

sleek yew
#

!feedback Make a separate logbook for all the things that would not normally appear in the item or monster logbooks, like, entries for
-drones
-elites
-Artifacts?
-elite aspects
(edit: added elite aspects)

wind galleon
#

!feedback
Make it impossible to ping yourself, or give it a designated button, i domt want to keep pinging my location when im trying to ping a chest or anything else
Edit: changed gice to give

ocean linden
#

!feedback Make capacitor wielding scavengers do a % of max HP instead of them just one shoting you on later stages maybe 50/80%

late temple
#

!feedback

Please fix Magma Worm. He throws runs when he gets glitched and spends 5 minutes fighting invisible enemies on the other side of the map. Pretty hard to scale with Monsoon when this happens.

little barn
#

!feedback
Make a white or green item that increases the effective range of base abilities. The white being small and subtle or the green being a noticeable change. Just straight up add to it rather than any ratios or percents

muted raft
#

!feedback
Introduce a challenge related to the Newt (The Bazaar Merchant) He's adorable and needs more content related to him.
Reward could be a Newt skin for Acrid! Could change just colours, or even some more features for Acrid to look a lot like the Newt (similar to how REX has more than just the colour scheme changed on his alt skin)

last echo
#

!feedback
(Unless Distortion artifact makes a comeback)
A lunar item which buffs all of your abilities (like extra damage or faster cooldowns) but randomly locks one of them periodically (maybe like 10 seconds or so). Stacking might increase the buff, but will also shorten the "lock" switch timer, meaning there's a higher chance of interruption.

open tartan
#

!feedback
If a bunch of Scavengers are on the map at once, the game crashes. It seems weird that they’d work together, since they’re the biggest, toughest creatures around; what do they gain by splitting their loot? Also, the artificial bag limit is very noticeable, which is bad for background balance mechanics. I’m guessing it’s there so players can’t endlessly farm items without advancing stages.
Instead of a bag limit, set a limit on how many Scavs can spawn each stage (1-2). It would make them more special and seem rare, instead of noticing a distinct lack of bags from any beyond the first. It also reduces the chances of running into Capacitor or Fruit Scavs, and if we do we at least get items for our trouble.

little barn
#

!feedback
Give 3D printers a 5% chance of spitting out both the item grinded and the new item. Doesn't work when printing the same item as inserted.

At the same time, give 3D printers a 5% chance of failing and not printing your item.

lone depot
#

!feedback
QOL suggestion: An option in settings to display the more detailed item descriptions instead of the pickup text, including the stacking information (e.g. to show the full detailed "10% chance to fire a missile that deals 300% (+300% per stack) total damage" when you pick up ATG, instead of just "Chance to fire a missile")

soft mural
#

!feedback
Shrines of Gold should have a model other than "Shrine of Chance but G O L D"

still perch
#

!feedback
A red item that would make your drones inherit your items. They should start with proc coefficient of 0.2 and increase by 0.1 per stack.

civic copper
#

!feedback
The Alloy Worship Unit sometimes teleports to the top of the map that can't be reached and/or a place that's too high that the game teleports you away from. It's a little rough especially after it hits 30%.

Curious if it's also possible to add an option to allow putting all the items in order of rarity, rather than when they were picked up.

fathom hazel
#

!feedback New equipment that stuns enemies around you in a 10m radius for 2 seconds, with a 40 second cooldown.

soft mural
#

!feedback
Lunar Item Concept: An item which gives Teleporter events a 10% (+5% per stack) chance to spawn a random Red item instead of a Green/Yellow item, BUT also gives it a 25% (+5% per stack) chance for it to spawn a White item.

fathom hazel
#

!feedback This chat should be separated into two different chats, New concepts and QOL/changes

shut ocean
#

!feedback Have logbook entries hint at secret in-game locations. History grants significance to an area, it'd be great if importance was attached to something more tangible than the mind.

soft mural
#

!feedback The lunar pool is quite small, and usually you'll see a lot of the same item in runs, so I suggest coming up with a few lunar item concepts. Here's another one of mine.
Lunar Item Concept: Pandora's Box
Basically it'd be an equipment that, upon use, will spawn a random item from the small chest pool. The more the player uses it, the higher the chance they have of getting higher rarity items, slowly progressing to the Large chest pool and if you use it enough it gets to the point of having a 100% chance for a Red item. BUT, the more you use it, the higher the chance of something BAD happening when you use it, e.g. spawning enemies, applying a curse effect to the player, giving a random lunar item that the player cannot choose whether or not to pick up, etc. The first 3 or so uses have a very low chance of having bad effects (though it's still there, so if you get unlucky you could get one on the first use), 4-7 can be kinda risky but uncommon items will start dropping a lot more frequently, 8-15 it starts pulling from the large chest pool but has a much higher chance of bad stuff happening, and from 16+ the chance for better items AND the chance for bad stuff to happen rises exponentially. It would have a really high cooldown to counteract how broken it could possibly be, maybe about as high as Meteorite or Preon.

ashen lotus
#

!feedback
Make H3AD ST an equipment. That way we can pick it up without the momentum disadvantage and use it when we want.

blazing oxide
#

!feedback We have an item that gives you more secondary charges (backup magazine) and utility charges (afterburner), what about an item that gives you more ultimate charges? Not the most exciting idea, but it'd be nice to have a full set.

gray island
#

When you kill the newt it should drop an exclusive powerful item but so it can’t be grinded and abused it should only drop the first time you kill the newt during a run

blissful raptor
#

!feedback When you kill the newt it should drop an exclusive powerful item but so it can’t be grinded and abused it should only drop the first time you kill the newt during a run

reposted for @gray island

eager plume
#

!feedback Can there be a Countdown Timer for when you guys release an update, with the time being hours to release. Itll be interesting to wait the hours for release. Like, only when the update is in the final stages and is just implementing itself to the game, not like days beforehand.

spring violet
#

!feedback give engi an alternate primary, which would be a minigun.

winter aspen
#

!feedback give engi a rocket barrage M1 alt with a longer cooldown/charge and with almost no homing. Let it be a strong burst M1 attack like Artificer's while he has to rely on other skills in the meantime

runic canyon
#

!feedback give artificer an alternate utility ability that slows enemy movement/attack speed/projectile speed. She gets pretty limited mobility options, aside from || the alternative ultimate GO GO GADGET BATTERY BOOTS! ||, so I think it would be a nice way to reconcile the lack of escape options and the silly burst damage in a way that wouldn't make her Crazy broken™️

tawdry python
#

!feedback turn off the lights on the chest after they have been opened.

placid lava
#

!feedback make an item that decreases the time required for the teleporter to charge up

spring violet
#

!feedback very strange idea that will probably never be added to the game:

"Marble Dove"
(Green, maybe even Red rarity)

1 (+1) time per teleporter charge, all enemies except the boss will be pacified and all enemy spawns will be paused for 5(?) seconds. Works like the Lepton Daisy does in a sense.

short flame
#

!feedback
For multiplayer, when someone activates the teleporter they could have a “ready” system like how we have one in the lobby before we start, but instead of having a timer it would start instantly after 3 or 2 players have voted ready. I think it should be a toggle option in the lobby for players to choose. I thought this would be a good idea when playing with randoms.

olive valve
#

!feedback A new, mid-game elite (I'm thinking maybe Alien Elite? Characterized by a vibrant shade of purple and buglike antennas, but that's just me) that doesn't spam you with anti-heals or invisibility, but each alien elite enemy has one additional move they can pull (e.g Alien Lemurians can occasionally roll out of the way of bullets, Alien Greater Wisps could attempt to heal themselves if uninterrupted, Alien Jellyfish can fire two Vagrent-esque orbs at the player while at a distance, etc). Alternatively, create an artifact that accomplishes this same task, except all creatures, elite or otherwise, gain this new move. This would be a pain to implement, but it would be a great way to add unique difficulty to the game without resorting to malachite levels of health scaling.

calm epoch
#

!feedback Add in emote animations for the survivors, like Acrid curling up and sleeping, signals to other players and adding an animation for survivors pointing to pings

Edit: added more details

weak sparrow
#

!feedback Obliteration should give the amount of coins = to the stages you've completed

pallid vale
#

!feedback Adjust/fix the redness/bloom in the Abyssal depths cave area. I even have the bloom option disabled and I can still barely see my health when fighting a Magma Worm while carrying an Infusion. The boss bar at the top is also difficult to make out since it blends in so well with the background.

little barn
#

!feedback remove the damn warbanner sphere effect ||and also increase it's range by like, 3 times but reduce the buff to 10%, so that it becomes a somewhat decent item instead of printer fodder||

plucky fern
#

!feedback What if. Stack warbanners to earn xp faster which means more banners so we get to actually use them more often. Would be useful late game so you arent just stuck on one level for the rest of your life

EDIT: Maybe have it so More Banners = Less effect each? (Like tougher times) to help avoid game break

steel wharf
#

!feedback would be real cool if we could adjust the following with in-game settings or console commands:

  • crosshair (type, size, thickness, outline, expansion)
  • HUD (add/remove/resize elements)
  • item sorting (by name/tier/quantity, asc/desc)
muted sundial
#

!feedback I don't know if people mention it much but splitscreen co-op would be an absolute blessing.

pine gale
#

!feedback option to make chests despawn after being opened.

spring violet
#

!feedback missiles such as those from Missile Drones and the Disposable Missile Launcher should track enemies better. Currently they tend to just go in circles around their target and not do anything.

worn delta
#

!feedback New idea I had for an elite, don't know what to call it but it would work something like this.
Each common enemy has a counterpart that's bigger than it right?
Lemurians - Elder Lemurians / Stone Golem - Stone Titan Etc.
The idea is to make an elite version that can only be on a common enemy. The enemy would inherit an attack from their counterparts, Like smaller Lemurains could launch a five fireball shot like Elder Lemurains on occasion. Could lead to some interesting situations.

eager plume
#

!feedback Can we have more night-time maps, caves don't work up to that, because we basically have no celestial bodies besides the sun.
Titanic plains: Fog covers the distant map.
Distant Roost: Its just the sky.
Wetland Aspect: Distant Fog
Abandoned aquaduct: Blue Sky.
Rallypoint Delta: Wintry sky.
Scorched Acres: Near Sunset.
Abyssal Depths: Its just a cave, no change.
Siren's Call: Fog in the distance.
It would be really cool to add some moons in the background, purple in color to fit Risk of Rain, and it would also be cool to change Scorched Acres to a night-time them with said purple moon, since its boss is more of a night-time looking creature anyway.

still perch
#

!feedback
Magma worm should not be able to target your drones or any other companions besides engineer's turrets because it can stall for a long time on the other side of the map which can be devastating for the run and generally very frustrating to deal with.

little barn
#

!feedback void elites that literally oneshot everything

safe prairie
#

!feedback
Allow the player to create their own in-game name so that it doesn’t need to be identical to their Steam name. My entire Steam name is composed of special characters which isn’t supported by the game, , which causes my in-game name to be nothing but question marks, and the only way to change this currently that I know of is by changing the name I’ve had for years now.

blazing oxide
#

!feedback A lunar item that allows you to pick up two of every item unboxed. However, it eliminates all chances of Red and Green items spawning (except the chest in the depths and the AWU). A wacky idea that probably won't fly well, but it'd be a fun way to emphasis stacking mechanics in some runs.

gentle spade
#

!feedback Make Rex's M1 heal for 30% total instead of 60%, but allow each shot to heal for 10% as well as weaken
Edit: Lowered proposed heal amount to 10% per shot instead of 15%

hazy kayak
#

!feedback
I would like to see every boss get a boss item. Some ideas:

Crown of the Red Plane (Imp Overlord): At the beginning of each new stage, spawn 2 (+2 per stack) allied imps. Imps scale with regular enemy imps and have a 2% (+1% per stack) chance to be a random elite.

Alloy Implant (Solus Control Unit): When the survivor is below 50% HP, attacks have an 8% chance to summon a charged plasma detonation below the enemy (similar to Solus/Alloy units AoE attack) that deals 1000% (+1000% per stack) damage and knocks enemies high into the air after a short delay.

Incendiary Gland (Magma Worm): Upon hitting the ground, the impact scatters fireballs up into the air around it that deal 270% (+100% per stack) damage and burn enemies. The number of fireballs emitted scales with fall speed, capping at 8 (+2 per stack).

Clay Shard (Clay Dunestrider): Provides 10 (+10 per stack) armor and a 25% chance to apply the clay (slow) debuff upon the survivor being attacked (to the attacker).

Aspect of Desperation (Scavenger, ACTIVE SLOT): Passive item that takes up active slot like other aspects. Every 60 seconds, have a random item added to your inventory, with item probability weighted significantly towards lower rarities. The lower the survivor's health when this item procs, the greater chance of a rarer item (still weighted towards common items, but not so heavily).

minor sable
#

!feedback Give a unique ping icon and name when pinging already bought chests and other loot boxes like multi-shops.

eager dagger
#

!feedback
For a alternative utility skill for engineer how about a directional shield that blocks all damage AND enemy movement forcing enemies to have to walk around it rather than forcing melee only

modern prairie
#

!feedback

Ability to drop items shortly after picking them up.

Example, you have a 10 second window after picking up an item to drop it by pressing a key (delete?) maybe put other limitations on it.

Rational: Would help with squad runs where you accidently pick up an item when fighting at the teleporter events, or when you brain fart and pick up something up you didnt mean to.

grand trout
#

!feedback

Add the option to change the key to enter chat from enter to literally anything else. I checked. It isn't there, and I keep hitting the enter key then dying while panicking.

grand trout
#

!feedback

Add a warning before teleporting you back onto the map

minor sable
#

!feedback Engineer Alternate Ultimate: Orbital Cannon

This is a super powerful and extremely satisfying to watch turret that very low dps, but very high small area damage. You can only hold 1 at a time, making it very valuable and you must place it strategically. When placed, it will take a few seconds to arm, making it vulnerable during that time. However, after arming, it will fire bombard shells from the sky, similar to the crab enemies, able to hit anywhere on the map (or just a really large radius). It deals a lot of damage, but after firing there's a cooldown period in between shots where's its vulnerable. The idea is to be a slow but powerful weapon the engineer can utilize that has a large range of fire but extremely susceptible to attacks.

urban ore
#

!feedback scavenger make me saddy boy

it would be really nice if you remove the dagger from the scavenger's loot pool. if you get a scavenger with a dagger and they throw their bombs, you just get wrecked. it's unavoidable. can't shoot it, can't dodge it, can't run from it, can't tank it, you just die. please. please?

old pulsar
#

!feedback
honestly you should make a match history so i can see my score and other players that i played with so i can reinvite too

weak sparrow
rain coyote
#

!feedback buff Phase Round to be 2-3X as fast, large, and damaging as it is now. currently it's worse than Phase Blast in pretty much every way, and commando is pretty weak anyway

charred cobalt
#

!feedback
Can Engineer Receive a grenade alternate ability that pushes enemies/ players when triggered? If the Engineer triggers this on himself then it could function as a mobility boost or defense if placed on turrets, to keep enemies away

opal steeple
#

!feedback

New item: phycic sword

Rarity: Green

Description: circles around you hitting enemies that gets in it's path.

(The more you get, the more swords go around you)

teal aurora
#

!feedback
Let HelfireHellfire Tincture get bigger synergy with Fuel_Cell Fuel Cells than just refresh effect.
Suggestion is: If Hellfire Tincture used again before previous charge ended, add additional effect instance of it instead of refreshing active Tincture effect.
*So user should will track when wants use again and can afford yourself use it again - otherwise it will painful death Meteorite

  • "Micro-control, sir".*
weak sparrow
#

!feedback Can my boi get a Void skin, the same material as the void rocks and with a blue cosmic like acid

radiant verge
#

!feedback Adding a compass to the HUD would be helpful for communicating directions between players

weak sparrow
#

!feedback Item (white)

Name: Magnifying Glass

"For those old tired eyes"

Effect: Increase damage range of attack fall off, in the case of Huntress the range of lock-on. +1 meter per stack

dry bloom
#

!feedback Scavengers should display their Items/Equipment below their health bar, like Buff icons, but individual items/equipments only appear if the item effect/equipment has been triggered at least once.

For example, if a Scavenger has Crowbars, they only appear below the HP bar if a player has taken Scavenger damage with triggered Crowbars.

analog coyote
#

!feedback An item that increases the pickup range and interaction range of collectibles and items such as gold nuggets ammo packs health orbs chests etc. Would make for an interesting build that makes monster tooth necklace be a healing machine, or for spamming ammo boxes.

little barn
#

!feedback Create a survivor that wields a scythe. Call them "Reaper"

weak sparrow
opal aspen
#

!feedback I play on Pc, but with a controller, and it often disconnects. Perhaps make it so that when this happens the game automatically pauses on singleplayer

pale meadow
#

!feedback new lunar item
cursed key : option to open 5 chests in each stage for free but there is a chance to break the chest and not getting any item

weak sparrow
#

!feedback For the Chaos Artifact, can you have the players always spawn on opposite ends of the level. This could lead to competitive gameplay.

cinder steppe
#

!feedback make it impossible to ping yourself. Maybe also increase the "magnet" range to nearby structures unless there are a lot in close proximity maybe 1-2 meters in-game.

little lava
#

!feedback when the game is in Alpha can we integrate ray tracing to make it look like the launch trailer?

pale meadow
#

!feedback it might be a weird idea but it will give the survivors more life and feelings,
make each survivor have some special interactions with other survivors, for example engineer might like to pet acrid while other survivors like loader will not as she doesnt like acrid, or a high five between huntress and commando, thats just an example, but the idea is, give the survivors some relations, one like to stay with the other while other survivors wont like to pass time with others

eager lava
#

!feedback

So I have come to the conclusion that Radio Towers for Scorched Acres and Siren's Call don't exist. They are nothing but a myth.

... ... ...

You get my point. 🙂

grizzled mesa
#

!feedback

Reference for Soil knight

gritty haven
#

!feedback
Server idea
A question mark emote for people that have no idea what a suggestion means

devout monolith
#

!feedback blacklist royal capacitor from the scavenger item pool

last lava
#

!feedback a artifact that gives the teleport ror1 rules. Hold out for 90 or 120 seconds on monsoon and kill all enemies. No need to stay in the bubble to charge teleport.

fathom hazel
#

!feedback A few days ago there was a top feedback that said "Obliterating should give lunar coins = to the amount of stages that you cleared." I disagree because obliterating is quite easy to achieve on easy and rainstorm. This does benefit the good players, but it gives a baseline of 7 lunar coins.
I think that this should only take place with the Beads of Fealty past 11 stages. This would make it much harder to achieve and benefit the people who put more time into the game.

sharp cape
#

!feedback I enjoy the themed kits of fire and ice or plasma on the artificer, please make sure to complete the plasma theme for her alternate utility ability when that is finished.

nimble elbow
#

!feedback buff multi's m2 please it's not that great compared to other m2's. Although it can proc stuff, you could just use one of his 2 main weapons that have a high chance to proc, which have usually higher DPS and no cooldown. Also most m2's help deal with issues or boost traits that a character might have trouble with, like groups with arti and huntress, close range with engie and commando, and movement with loader and merc, but MUL-T's m2 is a mediocre AoE that can't deal with groups of flying enemies and becomes less useful the longer the game goes on because of enemies resisting the stun effect of the grenades. I would like to see his base m2 get a buff, it doesn't have to be a drastic one, but just something to put it on par with some of the other m2s.

little barn
#

!feedback a lunar skin for artificer

last echo
#

!feedback
Engineer alternative Utility skill idea
Both of current alt skills have a shared theme of making stationary things mobile (mines jump, turrets walk), so utility might follow the trend and basically be a barrier in front of you that faces the same direction you are facing and moves with you. Maybe it could also be casted on allies. This might make Engineer play more dynamic.

On that note, Carbonizer turrets might need to get ability to sprint towards you when you're too far away and maybe some slight attack range boost or hitbox seeking changes so they struggle less with flying enemies.

fathom hazel
#

!feedback Update the end of game screen to include minor stats like;
Damage from items, that can be expanded upon to see the specific items. That way you can see which item is actually useful to take and which isn't
Damage mitigated, again that can be expanded to see which item blocked the most damage
Health restored, for Rex fans. Individual items again.
Most damage taken in a single hit and by which enemy. This way you can see which enemy you should focus/avoid

Additional stats that you as a player can improve upon, such as;
Off map time (for mercenary)
Time in the air + Execute damage (For artificer)
Damage from poison (Acrid)
Damage dealt while sprinting (Huntress)
And literally anything that i missed

winter swallow
#

!feedback
Artificer's nano-bomb and nano-spear shouldn't automatically cast again if the player continues to hold the button, instead requiring the button to be pressed again to begin another charge. Currently, with a Backup Magazine, there's only a short time to let go of the button between firing a fully-charged projectile and automatically beginning to charge a second, which can easily cause the player to fire an extra shot by mistake and waste a charge. This gets especially bad with items like Berserker's Pauldrons and War Horns, which make releasing the button at the right moment even harder due to the charging time periodically becoming drastically different.

little lava
#

!feedback
Item idea

Rarity: Green
Name: Uncontrolled Blade
Description: "Aaannnd its gone" Has a chance to spawn a sawblade that cuts through the ground towards the nearest enemy and breaks upon impact dealing 350% damage (+100% per stack)

Edit: Can ride up walls to meet its target👍

little barn
#

!feedback Grove Tender as a survivor

vague sierra
#

!feedback
Lunar item idea
Peculiar Lockpick
Chests cost less BUT they have a chance of being empty.
(I'm not sure what would be balanced so I'm not providing the numbers)

gritty haven
#

!feedback
I think it would be cool if all enemies had a greater/lesser variant, so here are some ideas

Imp Fearmonger
A large imp, would have a very small teleport, and attacks would be similar to the imp overlord of ror1, swiping at you when close and firing a laser that creates small explosions when far away

Baby Buffalo
Similar to larger buffalo, but do not deal near as much damage or knock back

Brass automaton
A large, vaguely humanoid being made out of brass that fires high speed cogs at survivors

Clay Swordsman
A small, light, melee clay construct with a simple roll

Polyp Hive
A large, immobile enemy that periodically spawns jellyfish. Elite variants have a small chance to spawn elite jellyfish
Please @ me with any I missed!

weak sparrow
#

!feedback Engie Alt Turret:

Name: BMF
😉 I think you'll get the acronym

Place only one turret at a time; deals 1000% damage and has infinite range. Does NOT inherited your items.

weak sparrow
#

!feedback Add "Minion" category to the Logbook; This would have turrets, drones, engine turrets, ally spawns, ect.

Log chance to drop on buy or spawn

fathom hazel
#

!feedback Please buff the elite aspects.

frozen pebble
#

!feedback huntess boomerang should probably alwahs go for the Target in range and highlighted by m1 rather than an enemy at the corner ofy screen

gritty haven
#

!feedback
Instead of just acrid, give all survivors a void crystal-y alt skin, maybe for killing the obliteration scavenger on monsoon?

weak sparrow
#

!feedback I think Challenge of the Mountain should show how many are active over the teleporter

I believe only 3 can appear at the most so here are my symbol suggestions;

spice oasis
#

Maybe I just haven't been paying attention, but I haven't heard the main title theme in game before. If it's excluded from the actual runs then I think it should be included because that shit slaps.

gritty haven
#

!feedback for the above

formal wigeon
#

!feedback
Highlighting enemies will cause drones to focus fire on said enemy.
I think the drone AI should have a buff/fix. There are times where the drones will just stay around the spawn area and not going anywhere.

green hornet
#

!feedback
Chance of unique death messages as follows.
Killed by malachite: [Playername] has died of dysentery.
Killed by "???": [Playername] was eaten by a grue.

wild pecan
#

!feedback Go fix up RoR1s multiplayer connection shenanigans

little lava
#

!feedback
Item idea

Rarity: Green
Name: Uncontrolled Blade
Description: "Aaannnd its gone" Has a chance to spawn a sawblade that cuts through the ground towards the nearest enemy and breaks upon impact dealing 350% damage (+100% per stack)

Edit: Can ride up walls to meet its target

This is a repost since my previous one didnt go through

fathom hazel
#

!feedback In the lunar shop, a reroll button for the Green and Red items would be useful. It would only work once per visit, for 3 lunar coins.

still perch
#

!feedback
A new option in the bazaar between time - an ability to exchange all your items of a specific rarity (random, but player gets to know which rarity beforehand) for equal amount of random items of the same tier. It would consume one of the items as a payment. Or maybe the payment could just be 3 lunar coins.

native meadow
#

!feedback an artifact that gives you a Gunner drone at the start of every stage, applies your items to every drone you get, but you're unaffected by your own items.

spice oasis
#

!feedback Extend engineer’s passive to cover gunner drones, turrets, healing drones, etc. I think it would make engineer much more fun in the higher stages because usually all your drone friends just die past a certain point.

safe prairie
#

!feedback
Give us a logbook for malachite urchins

cinder steppe
#

!feedback
So this idea is super silly but really fun

Get this an equipment that drops in a shrine. So a shrine of chance, shrine of combat, shrine of gold & shrine of order (only on rallypoint)
Probaly weighted a fair bit towards shrines of chance and combat.
Combat > chance > gold > order.

The name could be TotemPole
120 second recharge time

The unlock could be activating one of each shrine on a single stage. The RNG for this unlock is probably too high but it made a certain kind of sense. Feel free to change it for something else.

glacial obsidian
#

!feedback

Imp Overlords are cool and all, but they were a lot cooler in RoR1

bring Imp Overlord's "explosion" attack back to RoR2

prime minnow
#

!feedback expanding on the idea above, p much all the bosses have the same 2 attacks they repeat. It gets really boring, really fast, I think the first priority is to make the current bosses more interesting rather than to add more of them.

fathom hazel
#

!feedback For Mercenary's alt Lshift;
Stops for a brief moment before dashing in a line. Enemies struck by this attack are dealt 800% base damage after a short delay and are inflicted by bleed.

fleet zenith
#

!feedback Tonic affliction should not be a permanent debuff, the debuff should only last for a period of a time (~5 min). If the debuff is stacked then only one of the "items" should disapear per given time period. In my opinion an equipment should not be treated like an item, its effect should only exist in the moment of the activation and then disapear rather than staying forever

dusk pollen
#

!feedback For huntress alt m1 skill:
Disables autoaim but have 200(230?)% damage and increased range of reaching ~25%

tough wagon
#

!feedback
Merc alt shift ability: dash forward and hit the first enemy in your path for 800% damage, resets a charge if it kills something, 2 charges

fleet zenith
#

!feedback Make it so that a player just straight up drops dead if they have too many Tonic aflictions and if they choose not to use the Spinel tonic for a certain time span then they will lose one affliction. I want the tonic to be usefull outside of only using it with gesture. When playing a run i want it to be fun and if i use a Spinel Tonic and get one or more Tonic affliction the entire run will feel sluggish and unfun. When using a Spinel tonic i dont want it to be like "Am i going to use it now and then hope that i dont become forced to find some gestures and fuel cells in order to keep the fun" but instead "Am i going to use it now and hope that i dont have to use it next round?". You could also make it so that you have a 100% chance of getting a Tonic affliction after using Spinel tonic to balance it out.

Wanted to expand on my previous opinion

iron plover
#

!feedback I personally feel like the clay templars are too op I had a run and like 3 of them just kept using the like chain gun on me and I died in like 3 seconds

little lava
#

!feedback
item idea

Rarity: Utility
Name: Classified Intel
Description: Reveals the item in the 5 closest chests in your area.
(Cooldown of 100s)
(If it would be better to reveal the rarity instead then react with no entry ⛔ )

earnest laurel
#

!feedback for @little lava

item idea

Rarity: Utility
Name: Classified Intel
Description: Reveals the item in the 5 closest chests in your area.
(Cooldown of 100s)
(If it would be better to reveal the rarity instead then react with no entry ⛔ )

smoky plinth
#

bot dead?

little barn
#

Just put the votes by your self 😄 well i let them know that it's broken again keep it cool and have fun 😄

winter aspen
#

You can't put votes by yourself here, lol

prime minnow
#

!feedback test owo

warm crater
#

!feedback test2

weak sparrow
#

let's not spam with tests, so the ones already out don't get pushed up

topaz dome
#

!feedback This was a test, bot's not dead any more, feel free to post without concern. Leave your ⛔ votes by the door.

left swallow
#

!feedback add a slot machine in the lunar store where you can trade like 5 white items for a random item. Chance to get a single white item back but also able to get a red.

neon dagger
#

!feedback

Re: lunar coins

-1/2 Lunar coins should drop on every loop (where obliteration is foregone) as a decent compensation to obliteration and a more consistent way to get coins for players who want to go all the way
-this wouldn't destroy the lunar economy in a way that items become free; or alternatively, many players are already editing in vast numbers of coins because they feel that either a) they can't grind for it without obliterating which may not be fun or b) the normal world drop rate is too inconsistent and low

smoky plinth
#

!feedback I personally feel like the clay templars are too op I had a run and like 3 of them just kept using the like chain gun on me and I died in like 3 seconds (reposted for @iron plover )

little lava
#

!feedback
item idea

Rarity: Utility
Name: Classified Intel
Description: Reveals the item in the 5 closest chests in your area.
(Cooldown of 100s)
(If it would be better to reveal the rarity instead then react with no entry ⛔ )

Edit: Finally the bots are back on

winter trellis
#

!feedback What if Clay Dunestrider had a yellow item drop like the Stone Titan, Wandering Vagrant, etc, that when a certain % of hp, let's say 20% for example, you would shoot out a bunch of tentacles that suck the hp from nearby enemies for a short time, just like the dunestrider does?

gritty haven
#

!feedback
Red item
Geode
It rocks!
Upon killing an enemy, a crystal will spawn. When the crystal takes enough damage, either from players or enemies, it explodes into a bunch of crystal shards that fly out in random directions

sterile sable
#

a way to pause the game in multiplayer?

little barn
#

!feedback
Add a crossplatform feature thingy.

gentle spade
#

!feedback Brilliant Behemoth's AoE bonus growth should diminish per stack, but it should gain extra damage per additional as well. (10-15%?)

winter swallow
#

!feedback
Teleporter bosses should never target anything outside of the teleporter zone unless it's a survivor or engineer turret. Currently, Magma Worms and occasionally Imp Overlords love running off across the map to target a drone/gunner turret/whatever else looks weird and forcing you to waste your precious time chasing them down.

dusk pollen
#

!feedback new lunar item, 'starcatcher'(?)
Gives twice the power to your equipment, but lose quality
Doubles the amount of targets(for example capacitor, strikes two, the most nearest enemies,if there is noone, two strikes in one target) , but every 4-th usage of equipment will either dont work, or will make player and ALL if his allies as a target (if the effect fully positive (tonic) , give only the negative side, => affiction.
Chance of working on teammates and yourself affected by luck.

magic gull
#

!feedback
Restless Tar (Clay Dunestrider boss item)
Rarity: Yellow
Description: On attack hit, has a chance to tether one enemy to you until the time runs out, the enemy is dead, or the enemy is out of range. While tethered, the enemy is greatly slowed and is constantly being damaged, which heals as they're being damaged. Additional stacks could increase the number of tethers that can go out at once
(It'd look just like how the clay dunestrider tethers enemies in range during the succing phase)

teal aurora
#

!feedback
Save & Exit feature.
Most runs in Risk of Rain 2 takes above 1 hour, and happens sometimes you should go do something else... like example play multiplayer mode with friends which call you do it 'right now' - but singleplayer run starts so good (before 1 hour mark), and player don't want cancel it, so l suggesting:
__Player is able pause the Singleplayer Run in "Bazzar Between Time" for 10 Lunar coins at Shopkeeper, price will increase by 100% for each use. __

dim hamlet
#

!feedback
Item: Corrupted Floppy Disk
Rarity: Lunar
'We recovered the data you asked for, Chief. However, the files got mixed up a bit. It should still work though'
Effect: Replaces a random ability with the ability of another survivor (including all loadout skills, even when not equipped). Cannot replace equipment, nor will it grant the 'Heresy' line of skills

earnest widget
#

!feedback
Engineer passive:
all of your drones and turrets gain your item effects.

formal wigeon
#

!feedback
Equipment: Hourglass

Effect: When activated, time slows down or stops entirely

calm oak
#

!feedback
I've been playing a lot of games with twitch voting/interaction. I think it'd just be neat if there was an option implemented that allowed twitch viewers to vote, such as maybe what boss pops up for the teleporter event or something else.

soft mural
#

!feedback Make the fog in the pit of the Lunar Bazaar a cool blue instead of that weird yellow-green so it fits the area better and looks more appealing instead of looking like a pool of gross mustard.

fleet zenith
#

!feedback Increase the damage of glowing meteorite but remove its ability to proc items. If a person who has a stack of stun grenades uses a meteorite, it will perma stun everyone it hits and kill the players which makes it to inconsistent to use. Also the damage it does to enemies isnt even good to begin with. Removing the proc and increasing the damage will still keep the risky feeling of using it but it wont flat out insta kill players since it now gives them a chance to escape when they get hit and will overall make it a better equipment with the added damage

soft mural
#

!feedback
Give Commando's Phase Round maybe ~800% damage and a wider projectile to make it actually good when compared to Phase Blast (which can deal 1600% damage every 3 secs btw)

plucky fern
#

!feedback (Lunar?) Equipment
Time stuff thing

Stops all time temporarily upon use. This stops enemies/projectiles but also stops the clock as well as the teleporter charging, you can not use portals, chests, etc until the time is resumed

  • This would probably have to be tweaked a bit. I just want some sort of thing like teleporters not charging or not interacting with things to avoid abuse of time stopping

Edit: Added what rarity of item it is

fleet zenith
#

!feedback (opinion) The damage multiplier of shaped glass should only affect the damage of the survivours abillities and not the damage of items.

The problem with stacking shaped glass is that there are items that require minimum input from the player to proc (gasoline can chain, tesla coil targets enemies automaticly, Cerimonial Daggers lingers around and then attacks an enemy, etc). These items usually have low damage output to compensate for this but when they are damage boosted by Shaped glass (espesially stacked) they ensentially become automated weapons of mass destruction. This will give the player the ability of not needing to move and takes away the challange of the game. When removing the ability to damage boost these item with shaped glass they wont become to overpowered and will ensure that the player have to give an input to cause mass destruction. This wont make shape glass worse since you can still insta kill enemies but it will instead increase the focus of the player who has it since it now requires an input in order to keep normal enemies away who can land the killing blow on the player.

soft mural
#

!feedback Abyssal Depths is honestly pretty ugly-looking when compared to other stages. Maybe consider de-ugly-ifying it?

grave plaza
#

!feedback Make it so the malachite mines only do one instance of damage, right now they do two, so hitting one completely bypasses OSP. It is already a huge drawback to be hit by a mine but to be instantly killed by one when you are at full health is not fun.

soft mural
#

!feedback
There should be a COD Zombies style easter egg in the game that has several steps that must be completed within a given run, such as having to pick up certain items, having to interact with certain map objects in a certain order, etc. I feel like the potential for really complex and interesting secrets in this game is really high and Hopoo should silently add one when the full game is finally released.

simple badge
#

!feedback Item transformations binding of Isaac style where you need to collect a set to get a larger bonus. For example, collecting a Fireworks, Stickybomb, Atg Missile Launcher, Brilliant Behemoth, and Disposable Launcher would give you a permanent, non-removable buff, appearing like a fuse on your head and a sooty texture on your body or something, that would double the radius of your explosions.

Other transformations might include getting a Kjaro and Runald, Visions + Strides, or whatever, but the change to combining both would both be visual and mechanical. Perhaps represented in the inventory as a purple item.

tough wagon
#

!feedback
Create a way to spend lunar coins at the bazaar to save your game.
(visually it could look like you’re crystallizing like how the artificer is before you unlock her) edited survivor example

fleet zenith
#

!feedback The pathfinding for the AI's need to be updated.

A lot of the enemy and frendly enteties get stuck on objects. Drones and enemies can get stuck on the standing plank-structures in Scorched acres. Beetle guards can get stuck in an infinate loop of jumping down the platforms in scorched acres. Enemies, the engineer's walking turrets and beetle guards can get stuck on shrine of chance. The Prototype drone sometimes refuse to get to the player, even if there is little to no obstacles in the way, and get stuck in place. When the engineer's walking turrets is targeting an enemy close to a drop off they will usually fall down. If beetle guards manages to get upp on the cliff in Wetland Aspect by a jump boost they wont get down. There are probably more problems caused by the pathfinding but these are some of what i have seen

carmine silo
#

!feedback message in chat that states when a logbook has dropped.

pine gale
#

!feedback - Add a save and quit option per game loop. This is not immediately needed whatsoever but at a full game release this option will be extremely helpful.

little barn
#

!feedback - let your twitch viewers vote for “challenges” in the game
(A random stone titan spawns infront of you etc.)

twilit olive
#

i hope next update or the 1.0 will have a water map/stage like ror1 ,bcs it so cool with monster that look like giant fish or maybe an oct ,with mini boss to open a secret. it just amaze me if they add it in even after the launch.

fathom hazel
#

!feedback In the patch notes, have a little selection for the community generated content that lists who sugguested the idea.
It could help give some spotlight for creative ideas, and the people who gave them.

Edit: Added that last bit

little lava
#

!feedback
Give teleporters the chance to drop an aspect if the boss in an elite

rigid tusk
#

!feedback
Ghosted Clay dunestriders still pull/do dmg to you in their passive chargeup aoe (even if no real enemies are present).. Its sort of awkward when you kill them all and they turn to your allied Ghosts, then they peacefully waltz over to the teleporter and SHYZAM vaporize you while you are teleporting out. They all just wait on the teleporter until they eventually disappear... Both a gigglyfunny and sad way to end a 300 minute run.

rigid tusk
#

!feedback
When something glitches, like just now my teleporter got stuck at 99%. Give me a way to take the suicide pill sort of thing, maybe in menu/options/somethingwentwrongplzkillme, something similar exists in Dauntless. So I can see my endstats at least, even if I can't continue my game :(

I tried dying to fall dmg or anything but failed..

little lava
#

!feedback
Give teleporters the chance to drop an aspect if the boss in an elite

Edit: When the bots are back online react with ⛔ if you think that elite bosses should have a higher chance of dropping aspects.

next holly
#

!feedback
During tab or seeing player items, there should be a clickable button that you'll be able to see overall stats of yourself and your other teammates similar to the endgame result screen. Or another button entirely for quick access.