#ror2-feedback-and-ideas

1 messages · Page 19 of 1

frozen pebble
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!feedback add saves

modern prairie
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!feedback

Personal Shield Generator/Shields modification to make them less... sad

Idea: Allow healing to restore shields, but at a much slower pace. 1/2 or 1/4 the rate. (To keep transcendance the way it is, perhaps negate all healing much like malachite's debuff in addition to setting hp to 1)

Rational: This would allow personal shield generators to not be a large hinderance to a run regardless of the situation. As it stands now personal shield generators are only really good when you are doing a transcendance run, due to their very long recharge delay and slow recharge speed.

copper tangle
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!feedback sorry if this has been said before but, it would be cool if you guys added alternate fire, electric and ice abilities for all of Artificers skills

tough pendant
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!feedback

Everybody's friendly reminder today that ⛔ is used to signify that a feedback should be ignored because:

a) The devs are already working on it.
b) It's not feedback, just a joke.
c) There was too much feedback in the post.
d) It makes no sense.

Just a friendly reminder, thank you.

safe prairie
#

!feedback
Give MUL-T a wakeup animation like everybody else

fathom hazel
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!feedback New item concept: 9 Volt battery
Red tier
Attacking and using abilities charges this item. When fully charged, your next attack will deal 500% Damage to the first enemy hit, and 150% damage to the nearest 5 enemies. Enemies hit are briefly stunned.

pine gale
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!feedback add a passive for engineer called expert repairman. This passive adds a 20 percent efficiency buff for all types of minions such as healing drones healing 20 percent more, gunner drones dealing 20 percent more damage, or missile drones having an increased fire rate.

charred kraken
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!feedback
Make MUL-T able to proc items with the heavy-impact damage from his shift.

When hitting enemies with MUL-T's shift, 2 instances of damage are dealt: the 250% damage mentioned in the skill description, and an additional 1000% damage if the target is heavy enough to stop your dash. The smaller 250% damage can proc items, while the 1000% damage does not (I tested with 20 sticky bombs). This damage is really strong earlygame but starts to become irrelevant by the end of the first loop, causing MUL-T to devolve into nothing but circlestrafing enemies and spamming jump while holding down M1 with his Auto-Nailgun. Making the shift's heavy impact damage able to proc items would turn it into a high-risk high-reward skill that would add more depth to MUL-T's playstyle beyond holding down M1 24/7.

buoyant wigeon
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!feedback Alternate R ability for MULT
Instead of cycling your M1 ability to your Misc one and cycling your equipment, it cycles MULT's M2 ability to his Misc, turning his right arm into it and allowing you to use both his weapons at the same time for a short duration. You do not get the bonus of holding two equipment at once when using this alternate ability, however.

still perch
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!feedback
Equipment idea:
Cracked philosopher stone
Cooldown 150 seconds
Can be used to transmute objects and items into other objects and items.
For example, it would go like this: if used on a normal chest, 25% chance it would turn into a damage, 25% utility, 25% healing chest, 10% that it would turn into a multishop terminal, 10% - into big chest, 4% - into a drone and 1% - into a barrel. If used on a green item, then with 90% chance it would turn into another green item, 5% chance that it would upgrade into a red item and 5% that it would degrade into a white item.
Similar effects for other types of objects and items.
Of course numbers are just estimates, but I think that it would be really interesting to see some way to manipulate rng and item drops in the game.

summer wagon
fleet zenith
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!feedback sheilds should not affect the one shot protection mechanic unless the player have transandence

Currently sheilds carry the function of increasing the players total health but will only increase if the player hasnt taking any damage for a while. The problem sheilds have is that they are too risky to take in the late game since it will lower the usefullness of OSP since it will give the player a hard 7s of downtime. The player usually have the abillity to heal back all of their health in a shorter time than 7s but since they have a shield generator they have to wait the full 7s in order to survive the next hit. I also think that shield should not affect the OSP since barriers have lost its function to affect it in one of the previous updates. I know that the barriers was changed because it had a positive effect on OSP and was too good because of it but i also think that sheilds should be changed because it has a negative effect on OSP and is too risky to use.

still perch
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!feedback
Red whip and the first stack of energy drink give the same amount of speed (+30%). I think that it is unreasonable that a situational green item is only as strong in its situation as a more consistent white item, thus its effect should be increased drastically, up to 50-60%.

rigid tusk
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!feedback
Abyssal Depths (the red level).
I find into further loops, maybe 2+ that this level gets DARK! I don’t know about anyone else.. but no matter of brightness/gamma/turning off shadows, nothing helps me see in this level. If a overloading magma worm appears it is next to pitch black. Your only hope is to find the portal right away, activate/go. Else you get lost for 30 minutes.

fathom hazel
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!feedback Acrid Alt R idea:
Fire a powerful plague that toxins the first enemy hit for 5 seconds. Enemies that die while having the toxic debuff will deal 250% damage and apply the toxic debuff to enemies in a 2.5 meter radius

half breach
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!feedback

being able to edit button bindings for specific survivors would be really helpful for certain characters, especially on console

twin python
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!feedback

put a playtime counter to be able to see how much time you have played each survivor

gentle spade
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!feedback Wormskin/Molten Armor, yellow item
Magma worm's drop item, whenever you use your utility skill (shift), send out fireballs to all enemies within 10m
for 500% damage; stacks add 1m and 50% damage
Edit:Added theoretical numbers, the important bit is just the fireballs when using utility

fathom hazel
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!+

whoops damn

little barn
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!feedback Increase the distance by which the beam of the TR58 Carbonizer Turret travels.

plucky vapor
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!feedback
Different take on an idea originally posted here by Grey.
Equipment Item - Cracked Philosopher's Stone
Cooldown - 150 seconds
All items on the ground at the time of activation are changed to a different item. White items have an 87.5% chance of becoming a different item of the same rarity, a 10% chance of changing to a green item, and a 2.5% chance of changing to a red item. Green items have an 85% chance of keeping their rarity, a 10% chance of becoming a white item, and a 5% chance of becoming a red. Finally, red items have a 95% chance of staying red and a 5% chance of changing to green. Equipment and Lunar items don't change at all. Numbers can be changed, the idea behind it is what you're liking or disliking.

(Edit: Pressed Enter instead of Shift+Enter. Twice. Finished writing my idea.)

raven jacinth
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!feedback
Let Mercenary and Rex be able to do a flip
yknow, a backflip.

little barn
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!feedback An item called Vulture's Eyes that increases attack Range.

crude ledge
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!feedback Hello! So I have no idea where I should have posted this, but I wrote an entire essay regarding Lunar Coins on the Steam Forums and it would mean a lot to me if anyone could give those a read. TL;DR - A complete rework of the Bazaar and using Lunar Coins for permanent account unlocks rather than specific uses within a single run. https://steamcommunity.com/app/632360/discussions/0/1746772087791742662/

So I'll preface this by saying that I am no one special. I'm no streamer, I'm no speed-runner, not even someone with 100+ hours into this game. However, while it hasn't been long since my recent addiction to this game, it has not taken long for me to discover one MAJOR flaw wi...

eager dagger
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!feedback
arti's base movement is as bad as (if not worse) than mul-t's and that feels wrong
yes it should be lower than average but it shouldnt be absolute garbage and i believe the character would feel better if it was a little easier to control arti than it is now especially in the air.

fathom hazel
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!feedback
New item: Torn Lens "Focusing on being more accurate has left you to be more of a target"
Lunar Tier
Increases Crit damage by 25% (+25%) . Enemies have a 15% (+15%) crit chance.
Percentages are always changeable and never permanent.

tough wagon
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!feedback
Green item: Blade Turner - Every 5 seconds store one charge of Blade Turn, which nullifies one attack against you. Store up to 1 (+1) charges.

fathom hazel
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!feedback Allow multiple infusions to stack at once, instead of one stacking to 100 then the next

fathom hazel
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!feedback New item: Memory Steel
Green Tier
Getting hit by an attack reduces damage from the same source by 10% (+5%) for 10 seconds.

leaden violet
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!feedback Have an option to make Artificer’s hover toggle on and off.
Hold to hover then on button release have the hover continue.
To end hover press jump again.
If hopoo feathers in inventory then this action becomes an aerial jump as normal.

amber urchin
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!feedback
This is an idea for the semi-far future... Even though monsoon is " for hardcore players... You will die " it's obvious why almost everyone plays it, because there's a lot of things that are locked exclusively behind monsoon including one red tier item and presumably one skin for each character. and while I don't think you should change these from being lock specifically behind monsoon, if you want players to play the game "the way it was meant to be played" rainstorm difficulty, you should add some incentive to do so. I personally think for whenever the 1.0 update comes out and the final bosses is added, something you could easily do is add another set of skins for all the survivors. for beating the final boss on at least rainstorm difficulty you could get a set of vanity for each survivor, yet still let the "hardcore players" play on monsoon and get the skin aswell.

simple badge
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!feedback Malachites should have more damage but less health than Celestines. Enemies protected by Celestine aura should take less damage.

fathom hazel
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!feedback Give the bosses on harder difficulties more attacks, to make it harder to memorize. As it stands people who avidly play the game have an easy time clearing the teleporter event, so adding extra attacks as other people have mentioned will help.

green osprey
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!feedback add a restart (with the same settings) button at the end of a run so we can start a new run faster

timid jay
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!feedback id would be nice if you could safe a Singleplayer game to play with friends or another game and after that u can play your singleplayer game again

slender copper
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!feedback
Add an option to display health and cooldowns next to the crosshair. It's kind of hard to see your status when you are fighting.

azure oracle
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!feedback reconnect option for those who get disconnected mid game (cuz it sucks to dc after 2hrs or more of gameplay)

modern vale
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!feedback
Blast Shower feels bad compared to other equipment. You could make it do damage in an AoE explosion around you when you use it. I mean, it already has ”blast” in its name.

fathom hazel
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!feedback New Lunar item: Bloodlust
"Every kill leaves you waiting for the next"

Killing an enemy grants 1 stack of Bloodlust, for a maximum of 3 stacks.
While not at max stacks, your Damage and attack speed are reduced by 10%. Stacks will diminish after 1 second, every kill refreshes this timer.
At max stacks, your Damage and Attack speed are increased by 15% Per stack

Multiple copies of this item increases your maximum stacks by 2

Edit: Changed the damage from 10 per stack to 15

latent hazel
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!feedback Building off @modern vales idea for blast shower - rather than doing AoE damage, it could apply the negative effects you have to all enemies in a given radius

soft mural
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!feedback
Item Concept: Glass Eye
Rarity: Red
Hitting an enemy multiple times in a row will grant you +10% damage per consecutive hit, up to a cap of +50% (+50% per stack). Missing any attacks will reset the damage bonus, however, and you'll have to land more consecutive shots.

safe prairie
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!feedback
Bring back 56 leaf clover, or a different item with a similar effect (for discerning reasons). It was one of my favorite items in the first game since it felt so different compared to a lot of other items, and would have very little issue translating into the late game. It might need to be a red item, but it would still be cool to have!

Edit for those who happen to be unfamiliar with the first game, 56 leaf clover would give a very small chance to drop an item when killing an elite, it was fun to have and could lead to snowballing.

jade ember
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!feedback Rather than having Lepton_Daisy trigger during set teleporter event intervals, have it trigger when you go under 50% HP during the teleporter event. More stacks would give it more opportunities to heal. This would make its healing more consistent as well as make it feel better to pick up, being a proper safety net instead of an occasionally not-wasted full heal.

soft mural
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!feedback The Lunar Bazaar, by itself, is a neat addition to the game, but the way you access it is far too simple and consistent for something you'd likely get your best items from. The guaranteed Red and Green item 'printers' that allow you to get as many game-breaking items as you want, along with a couple of Shaped_Glass fair and balanced GestureOfTheDrowned lunar items that are basically free wins by themselves are alright, but you get way too many chances to get said items. Here's my idea: Make it so that Newt Altars aren't guaranteed for every stage. The truly guaranteed locations on Aqueduct, Rallypoint Delta, and Scorched Acres are mostly fine since you need a lot of mobility to go for them, but other than that, trips to the Bazaar should be a bit more uncommon in normal runs due to the sheer power of everything you can buy there.

timber spruce
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!feedback

There should be an "always sprint" or a "toggle sprint 'off & on'" option except for when a player is attacking.

swift radish
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!feedback

a lunar item that doubles your attack speed but makes you hallucinate enemies that don't actually exist, could make it so you hallucinate bigger enemies in teleporter events, hallucinations have lower health, so they are somewhat recognizable

muted sundial
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!feedback please give me splitscreen so I can play with the boys!!!! DrizzleCry

soft mural
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!feedback

A lunar equipment that acts like a Shrine of Combat. It would spawn enemies on you and nothing else. It'd basically be an item for farming extra gold/experience at will, with the danger of dying to whatever you summon.

flat fulcrum
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!feedback Make the teleporter start adapting to the time at about 20-30 min cause it gets boring when you have to wait for the teleporter for 1m and 40 sec withouth any enemies spawning besides the boss.

blazing oxide
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!Feedback A lunar item that makes the area around the teleporter become a dome, that prevents exit from the area while the teleporter charges. In return it could shorten charge time, or drop an additional white item on completion.

heady nexus
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!feedback either remove commando's damage fall off or the bloom, its pretty stupid trying to remove wisps stage one that are just out of range to where you dont hit the wisp and it feels like you are just beating it with a pillow case

soft mural
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!feedback
Lunar Item Concept: Broken Stopwatch
Has a 75% (+5% per stack) chance to halve the amount of time it takes to charge the teleporter, but also has a 25% (-5% per stack) chance to double it.

next holly
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!feedback
Item: Crystallized Stopwatch.
Item Tier: Blue / Lunar.
Item Description: There is a 33% chance of having 3 different speed oriented trait to be doubled, halved, or neutral; multiple traits can be doubled and multiple traits can be halved as well as the item doing nothing if all 3 traits are neutral; it is a random combination of three selections (2 doubles, 1 half; 2 neutral, 1 negative; 1 positive, 1 negative, 1 neutral). The traits that could be affected are: movement speed, attack speed, projectile speed, action cooldown (if the skill does not have charges or a cooldown then it does nothing, this affects all skills), and equipment cooldown. The duration lasts 20 (+20 seconds) and will reset to another 3 traits once the duration is up.

glass hatch
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!feedback
Gesture Rework:
Instead of cooldown reduction, it should add an extra equipment slot instead (+1 per stack), whatever equipment in it would just automatically activate. If it's an equipment you didn't want (whoops, picked up Crowdfunder) grabbing an equipment would first swap your first slot, then second, and just keep cycling through.

fathom hazel
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!feedback Acrid alt primary idea:
Everything is the same however, There is no Third Hit
Instead, The attack consumes the poison debuff, dealing 200% extra damage on top of however much remaining damage the poison has.

Example: An enemy with 1000 health gets poisoned for 6 seconds. Consuming the poison will deal 40 damage instantly along with 200% extra damage, while removing the poison.
Percentages may always be left to interpretation, I am only suggesting the concept

dry bloom
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!feedback New Drone type: Energy Drones. There are 2 types of Energy Drones, Crawlers and Fliers.

Energy drones stay near allies, whether it be other drones or players, and creates an energy shield to block damage, protecting any ally from damage. If a shield takes enough damage, the shield breaks and is not able to go up for 8 seconds. The shield naturally deteriorates, lasting up to 12 seconds, with a 4 second cooldown before redeploying it.

Crawlers work like the walking engi turrets, and prioritize the player and other land-based allies. Fliers fly around the player, shielding them, but will also equally protect other drones.

Having a drone type that specializes in defence would be a nice addition to the game.

spring violet
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!feedback hey uhhh what if like uhhh you added this super cool character right and um, yknow, he was super cool like he was all black and shadowy like a ninja guy and oh yeah hes covered in spikes and he talks like batman yeah um what if he also had this cool mask too so he was super cool yeah and he always goes "dont touch me" or "i dont need your help" or something thats cool and edgy um yeah I listen to doom im just a super cool 8 year old with cool ideas oh yeah im cool haha

river wadi
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!feedback Make all main attack skills with cooldowns (like artificer's Flame bolt, Plasma Bolt, and Mul-T's Scrap Launcher) get cooldown reduction based on how much attack speed you have so these underperforming skills can be less reliant on getting brainstalks or alien heads. 200% attack speed = 50% reduction to cooldown. 300% attack speed = 66% cooldown reduction. 400% attack speed = 75% cooldown reduction and so on.

safe prairie
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!feedback
Item idea

Name: Saint Patrick’s Horseshoe
Rarity: Equipment
Cooldown: 20s
Effect: Fire a piercing beam of golden light through enemies, dealing 500% damage with a very high chance of activating items. [15.0 Proc Coefficient]

I think it would be cool to have an equipment thats based on activating items and toying with other things your proc coefficient would effect, such as the explosion size from Brilliant Behemoth.

pine gale
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!feedback add an engineer alternate utility called directional shield. This shield covers a only covers a 180 degree angle as opposed to engineers primary 360 degree primary utility, but enemies cant walk through it. There are too many situations that enemies can walk through your bubble shield and destroy your turrets, making you wait a minute for your main dps source and having very low air damage. this would more or less remedy it.

ruby briar
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!feedback
Add a skin that makes characters gold and shiny
Maybe use as a reward for prismatic trials?

runic canyon
#

!feedback
Please make rusted chests easier to spot somehow, as the current splotchy brown blends in with its surroundings very well. I suggest retexturing them to look like old toolboxes, complete with (albeit chipped) bright red paint.

magic gull
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!feedback I think that Gesture should decrease the effectiveness of equipment with each stack (less missles fired for missle launcher, lower dmg on royal capacitor and preon, less flight time on chrysalis, etc.). As it is currently, it lowers cooldown drastically and automatically activates, which is often a good thing. I feel like having less powerful equipment for frequent casts is a nice way to bring it in line with other lunars (you know, by actually having a disadvantage). Makes you think about where that balance is between power and cooldown speed, rather than being an instant-pick.

young ferry
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!feedback
Effect idea. Numbers up for the people to decide.

Status: Void
Effect: Deals X% of target's total HP a second until it dies, or for X seconds, whichever is shorter. If target dies to Void damage, explodes in an X meter radius, inflicting Void on anything inside the radius.

dim hamlet
#

!feedback
Drowned Spyglass
Rarity: Green
Effect: Increases crit damage by 5% (+5% flat per stack). Every % of crit past 100% is converted into a cripple on hit.
(%C= (cs% - 100) : 5)
By using this formula, if you have 200% crit chance, cripple has a (200-100) : 5 = 20% chance to proc

Cripple: Reduces attack damage and attack speed by 25% for (x) seconds (active time undecided)

The thought of this item is to embody the idea of a spyglass/sniper rifle, which is zooming in on a target and waiting for the perfect shot, killing the target, or otherwise crippling them.

Edit: Forgot to add a duration to the Cripple debuff

soft mural
#

!feedback
Daily reminder that the hardest-to-unlock alternate ability in the game (Merc's alt R) is a direct downgrade to the default. Hopoo pls buff.

glass hatch
#

!feedback
Add other elite types of magma worm that are unique.
Glacial Worm: Each "fireball", upon hitting the ground, would create an ice sphere just like when glacial elites die.
Blazing Worm: Contact damage would cause afterburn and fireballs should split into more fireballs when hitting the ground.
Malachite Worm: Replace fireballs with malachite mines.
Celestial Worm: Would look really cool I guess.

fleet zenith
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!feedback Engineers defult m2 abillity (Pressure mines) currently is too inconsistance and hard to use due to the long windup for the maximum damage. They become even harder to use the further into a run you go since enemies will tend to swarm you much more easily, making them harder to setup. They are in need of a buff

dense scroll
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!feedback Can we please get a steam workshop so i dont gotta go to an external site to mess around wit mods?

split salmon
#

!feedback
Buff Huntresses primary attack. I beg you!

wind galleon
#

!feedback
What do you guys think of having trinket like items from isaac that enemies or barrels could drop that give minor buffs, maybe add an item that lets you carry more or increase its effect

blazing oxide
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!feedback Small spelling error. It's only really noticeable in situations like this when I was just starting the first void wave, but it did take out of the experience a bit.

lusty zinc
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!feedback add some sort of reward for reaching scorched acres in 10 minutes like rallypoint delta because currently it isn’t fun to bank on a 50% chance to decide if you want to leave stage 2.
Idea for equipment similar in function to preon.
Thor’s Laser pointer 140s
On use a bright red laser dot is emitted to your crosshair.
After about 1 second a medium sized orbital ray is called down from the sky dealing 1000% damage per second for 5s (damage is split into ticks)
The ray would be guided by where you looked but would lag behind slightly so it would be difficult to target enemies on opposite sides of you for example and you wouldn’t easily be able to land all the ticks on a boss.
This would make the preon slightly better at aoe and the laser slightly better at single target

wind galleon
#

!feedback
Maybe make equipment barrels not give the same item the person has equiped

worn delta
#

!feedback Skill Based Primary - Huntress

Staying true to her bow and arrow, an alternate to Strafe.
It would give Huntress the ability to shoot higher damage arrows from her bow but losing auto aim. Her arrows would fly in a straight line at a faster velocity than arrows shot from Strafe by about 20%. (And maybe it would a little faster fire rate than Strafe)

Having to take distance and time into consideration when shooting her bow and arrow would be interesting. I'm sure her arrows are special so I don't think arrow drop would be a problem. I enjoy the idea of being able to shoot things farther away from huntress and relying on good aim to deal damage.

jolly osprey
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!feeback Give Artificer a spear throw animation for her alternative M2. It would add more visual impact and makes you feel cooler. Her current animation, which is the default M2 does not fit of throwing a spear.

neon mason
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!feedback As an enemy, the Beetle Guard is fine. It has unique attacks, movement, design, etc. However, I have lost ALL SIX of my last six half-decent Monsoon runs to being body-blocked by a Beetle Guard. There are other enemies, sure, that are more dangerous or harder to deal with. There are more annoying enemies. But nothing compares to the frustration of being on stage 7, strafing like a god, and suddenly having my momentum stopped jarringly midair by a beefy bug boy, and immediately being crunkled by random enemies clustered around it. I don't know what ungodly non-Euclidean angles that hitbox has on it, but no matter what slope you hit, it's like being put in time-out by an angry god. You just STOP, time STOPS, space STOPS, your life STOPS and there's nothing you can do, period, as you fall featherlike into the gathering mob. Please, for the love of all that is good and holy - or dark and Gothic, if that's your thing - fix the collision hitbox on the Beetle Guard!

distant lance
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!feedback An item that boosts XP gain or somehow makes it easier to gain levels

little barn
#

!feedback
When we pick up the ARTIFACTS that are relatively unchanged from RoR1, make the music change to one of the tracks that was played on the original stage for it. Like how in 2016 DOOM had secret rooms that'd play their original music.
So if you were to pick up the COMMAND ARTIFACT you'd hear either the OG Chanson d'Automne.. or Tropic of Capricorn from the stage HIVE CLUSTER since that's where command was originally. For glass on ANCIENT VALLEY it'd be OG Aurora Borealis and Double Fucking Rainbow.

plucky barn
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!feedback Currently, Loader's extra charges of her utility (from afterburner) do not recharge while she is casting it. Make it so the extra charges recharge, for quality of life

candid field
#

!feedback
What about a lunar item that stunts your regen and health gain when out of combat but boosts them greatly when in combat? Maybe, say, a 50% boost/decrease and a name like Warriors Requium.

still perch
#

!feedback
Make elite equipment increase with power with fuel cells. Currently elite equipment is pretty underwhelming and fuel cells become useless when you are equipped with it, so that would solve both problems at once.

gentle spade
#

!feedback Bring back Imp Overlord's Tentacle, and have there be different imps with abilities

topaz dome
#

!feedback Lunar things have a visual identity- being blue and white/black, or any combination in between. The item borders are blue, while other things (such as buds) are white, and the items themselves are very dark.

However, Lunars do not have any aural identity. When opening a Lunar Bud, they make a regular sound. When a Lunar Coin drops, it drops like a regular item. Perhaps all sounds associated with Lunar things could be more unique, possibly using samples from the Bazaar theme.
If some of these are already in-game, and I just haven't heard them, maybe there should be more emphasis on the aural identity, because I certainly haven't noticed.

still perch
#

!feedback
Equipment idea:
Telekinetic chip
Grants user the power of telekinesis!
Cooldown 15s
Comes with an aiming interface, similar to royal capacitor.
When used on chests, lunar buds, barrels and other objects, activates them from any distance.
When used on items lying on the ground, pulls them to you from any distance.
When used on an enemy, creates a shockwave of force in front of that enemy, hitting all enemies around in an AoE for 100% base damage with a proc coefficient of 1 and propelling them forward with great speed, smashing them in walls and throwing them into pits.
When used while not looking at anything, pulls all pick ups, such as monster tooth beads, ghor's tome treasures and bandolier consumables to you from anywhere on the map.
Edit: added a part with aiming interface and changed usage on enemies to a more fun idea.

pine gale
#

!feedback huntress’ m2 is in need of a serious buff. As it stands, her laser glaive does 250 percent damage to 6 enemies by bouncing between them, but in terms of single target, her glaive is usually not used because people have hopes of another enemy to spawn so they can get value for its ricochet mechanic. What I propose is that it does 750% damage to single targets when it isn’t going to ricochet. This way it’s not in the slightest bit strong because of the glaive doing around 1600% damage total if there is at least two enemies that it can bounce between. This would just give it more of a use for single target damage, which huntress lacks majorly in.

formal wigeon
#

!feedback
If the Ukulele is activated, I want to hear random Ukulele chords

winter trellis
#

!feedback for future skin colors for our survivors, I think it would be cool if each survivor had to do different things to unlock them, like their unlockable abilities versus everyone just sacrificing themselves in monsoon

simple badge
#

!feedback Anything to make drones survive past stage 5. Whether it's giving them static scaling so they're always equally powerful vs. the enemies (or slightly less so, because you'll also be getting more and better drones), giving them AI that lets them juke attacks, or items such as Arms Race from last game... They're like half the things on the map, I want a reason to click 'em!

earnest laurel
#

!feedback
This might help with drone survivability:
Change drone HP From HP to shields.
Basically, give all drones Transcendence. Yes, they can no longer be physically healed, but they never were anyway. But that way, if they're not being attacked, they can regen all their health in a few seconds.

north stump
#

!feedback Backpacks. This could be an add on similar to artifacts where you are allowed to equip one before entering a run. Different backpacks could allow for unique playstyles. Examples include a backpack that allows for brief flight with the survivor gaining a new flying animation. A utility pack where occasionally the backpack will dispense an equipment with a one time use. A tech pack which increases the probability of locating monster logs and environment logs (would just be for aesthetic once all logs collected). A backpack that allows for collection by allowing the survivor to see optimal routes to chest and scouts out the lockbox. A damage pack which can occasionally fire a small laser at a target (small damage but scales with the survivor's level and stats). Finally, a backpack which can be used for healing allies for a small amount. These are not a permanent add on, but another modifier for runs, as players who dislike them can simply not use them.

cinder pewter
#

!feedback
Red Item: Dynamo 3D Printer
Upon charging the teleporter, receive 1 (+1) item you already have.

lost sphinx
#

!feedback
I'm sure this was suggested at some point, but have Visions increase Carbonizer Turret's targeting distance . The targeting range of Carbonizers with Visions is limited by the range of their default beam

native meadow
dim hamlet
#

!feedback
QoL changes for Happiest Mask:

All attacks become ghost-like, the same as the models. This makes it actually do-able to see what Malachite spikes are yours and which aren't. Same goes for things like Beetle Queen poison and Titan fist slams.

Invert the sounds that the ghosts make. For both a spooky effect and nice for telling if things like a Vagrant's explosion or a Titan's laser is about to be fired

jaunty pine
#

!feedback
Unsure if anyone has recommended this, and sorry if it has been. However: On the title screen, the setting changes for every update. Maybe we could change it to whatever version we wish, maybe via an unlock of some sort for each?

pine gale
#

!feedback fresh meat in the lategame is absolutely useless and scales terribly even after just stage 3-4, i propose a buff for it. this would be the new stats for it: Fresh meat - after killing an enemy, gain 3 HP (+2 per stack) per second for a total of five seconds.

tender copper
#

!feedback Have Rusty Lockboxes drop into the level 1 minute after entering a new stage, and have a visual and audio cue for when this happens.

They are annoying to find and visually not very kino to the gameplay experience.

fathom hazel
#

!feedback The void fields and the shrine of gold currently are not a viable option for monsoon, however they still are fun to complete.
Making it so time stops in the void fields would help alot considering that it takes a while to complete.
Adding more of a reward to the shrine of gold would give more of an incentive to complete

pine gale
#

!feedback add cosmic skin challenges to all characters for obliterating at the obelisk on monsoon on the THIRD loop. The first loop is honestly too easy for seasoned and even average players if they get the right rng, but to keep that rng and pace up for an entire fourteen extra stages is exponentially harder and requires extreme concentration and skill no matter what items you have. This is definitely a skin that would take a while to grind for no matter what character you have.

earnest laurel
#

!feedback to give a reason for going to the Gilded Coast for speedrunners, two things:
-Double gold gain in the Gilded Coast (or half the pylon costs).
-Make Halcyon Seed also speed up the teleporter.
These two changes would make the gilded coast faster AND give a chance to make up the time.

topaz dome
#

!feedback This is a very complicated suggestion, and could/should only be saved for the final release when enough stuff is out of the way.

But a possible way to fix Prismatic Trial cheating is by validating it by "replaying". With each input and action performed, the game logs the frame it happened on (Example: Forward button pressed, left button released, etc). And when the server receives a notice that a Prismatic Trial has been completed, it is replayed on its own fake client using the logged actions. If the actions are invalid (the stage is literally impossible to clear using the client's actions on a vanilla client), then invalidate the run.

This is very complicated to implement, especially on the back-end, and doesn't work for anyone who may be using a tool such as a TAS tool. But run validation by playback could help to alleviate some cases. Cheating isn't a top priority either, but it's still something to consider.

Such a system could also be used for a replay mechanic (see https://discordapp.com/channels/417739215355510784/559901472339525644/665702379441618973)

little barn
#

!feedback i know probably no one cares but i noticed acrid has 4 fingers give it 5

pine gale
#

!feedback add a new magnet item at a green/grey rarity that can bring in items that you find on the ground from a range and extend the minimum range of where bandoliers and monster tooth orbs start to gravitate towards you. I was thinking of having it start at a 1 meter magnetic range and increase by one meter per stack. This would make monster tooth and bandolier extremely viable in the late game because of the probability that you have around five stacks of the magnets, so the healing orbs and other drops wouldn’t just lie on the ground and despawn.

viscid tapir
#

!feedback implement a button in the logbook to "read all" so that you don't have to go through every page and click on everything to get rid of the flashing "new" notification

signal ridge
#

!feedback thinking about a new item that scales off of how accurate you are with hitting your target and increases your damage output to a set limit. But also punishes you for missing your targets by decreasing your damage output. I should be clear that your damage will never go to 0 if you constantly miss your targets. It will go to your base damage of your character

peak pine
#

!feedback If you ping an enemy, all your allies (drones, beetle guards, ghosts) will attack that enemy

pale meadow
#

!feedback
lunar item that boosts your attack speed and damage the less health you have..but if you have full hp your attack does way less damage and less speed and if your health is below 5% it just doubles your attack more than shaped glass

pine gale
#

!feedback make gunner turrets the same as engineers mobile turrets. as they are now they just sit on the other side of the map, needlessly pull boss aggro to lengthen teleporter fights, and waste precious time.

acoustic agate
#

!feedback make it so we can drop items please this would be so useful

dim hamlet
#

!feedback
Item: Gear-box
Rarity: White
Effect: Increase health and health regen of all minions and drones by 10% (+10% per stack). Drones cost 5% (+2.5% per stack) less.
This item does NOT increase healing, only regeneration

Edit: Above ^

glacial obsidian
#

!feedback
give engi 1 more turret variation, flying turrets

they would have less health and be more simple, but they would do lots of damage and they would also be very fast to compensate the health loss
also they throw bombs into enemies, to obviously, damage then

fathom hazel
#

!feedback New Lunar Equipment: Concentrated Acid
This lunar, when activated, would provide the player with a unique on hit affect named Toxin. Every attack would apply Toxin for 5 seconds.
While this affect is active, the player receives Toxin
This item is active for 6 seconds, with a 40 second cooldown.

Toxin Deals 50% of the user's base damage per tick, with 4 ticks per second
Any damages, percentages, and numbers are always subject to change. The main idea is what matters

Edit: That last bit

blazing oxide
#

!Feedback Rex's projectiles should come out of his left side slightly, as that's where his gun is. At the moment I can't help but feel like all the darts I'm firing are coming out of his eye!

modern prairie
#

!feedback
New item idea
Rarity: probably green or red.

Increases the range of your character abilities by a some amount (probably a percentage of their current or base range).

Examples: Melee strikes get a bit bigger range. Engie turrets get a range increase. Damage fall off on projectiles is extended. Explosion radius is increased. Etc

This item should not affect item effects, only the characters abilities.

spark scarab
#

!feedback

Add a warning FX on the ground where the Magma Worm will come out (and possibly dive in).

fading oasis
#

!feedback
The game should remember what difficulty setting the user last had selected. Sometimes when I launch the game, I hit "ready" before remembering to change the difficulty back to Monsoon.

next holly
#

!feedback
(Reworked) Item: Milky Chrysalis.
Item Tier: Orange / Equipment.
Item Description: A toggleable button with no cooldown to either switch from the normal flight, allowing you to fly vertically forever, for as long as the jump button is held, but have dramatically decreased speed or switch to a float similar to Artificer's jetpack but have dramatically increased speed.

fathom hazel
#

!feedback Concept Idea: Single use equipment
This type of equipment could have a rarity scaling similar to passive items
But the main focus of these items are to be situational, to help the player in a tough fight or to help a lost run.
~~
Single use Item ideas:
Adrenaline: Increase attack speed and movement speed by 20% for 3 seconds.
This could be used for the teleporter event, or to help you when there are a few too many enemies around

Rabbit foot Jump 10 meters in the air, ignoring fall damage when you land.
Simply mobility item, could have some uses for the fall damage aspect

Grenade Press the equipment button to throw the grenade. After 3 seconds of being thrown, it detonates dealing 350% base damage.
Additionally, the grenade can be primed by holding down the equipment button, to start the timer early.
Simple damage item similar to the ones you see in traditional FPS games.

Translucent Mirror Copy any item that is on the ground
This item on paper would seem to be op, however most scaling on items aren't too insane.

Any numbers, Percentages, and Damages are always subject to change, the concept is what matters
The item ideas are only sugguestions. Please only consider the main idea

Edit: That last bit

simple badge
#

!feedback Refund lunar coins if the match ends because the host DCs, and you are not the host.

lost sphinx
carmine silo
#

!feedback lunar item that charges the teleporter quickly and or summons enemies upon completion

tulip bobcat
#

!feedback increase engineer primary attack range so we can do a nice quicking walls shots.

pine gale
#

!feedback add a show fps option

mortal shard
#

!feedback
Build upon of LeonardoDeCaprisun#7962's idea
Life steal Pendant
Item Rarity: Lunar
Item Function: Boosts health regeneration by a fixed amount disregarding the character's base health regeneration when in x units of an enemy. Multiple stacks will boost the range in which the regen takes place, but not boost the regen itself. The regen does not apply when considered out combat such as Red Whip and reduces the characters base health regeneration by a minor amount when both out of combat and away from an enemy. The regen itself would increase by a very small percentage based on how many enemies in the player's proximity.
(TL;DR, The user is given a small increase in passive health regeneration when in close proximity to an enemy and/or considered in combat. When out of combat and not near an enemy, the user will see a small decrease in their base health regeneration. ( Character's Base Health Regen + (Item Base Regen x Enemies in proximity) ) This is to encourage players to be more interactive and to assist in the survivability of close combat characters)
Item Description: Increases base regeneration by x amount over y distance. (+z distance per stack)

earnest widget
#

!feedback
Instead of the void reaver instantly killing you when the explosion happens,
it could just spawn a black hole that sucks in everything near it.

peak pine
#

because dunestridcers dont exist, we already have enough succy i think
↓↓↓ this thing also seems pretty broken ↓↓↓

fathom hazel
#

!feedback New item: Frog Leg
White or Green tier
Increases jump height by 15% +15 per stack

This item would appear on the opposite side of the goat hoof.

lilac quartz
#

!feedback Since there are attacks from the Scavenger, that cannot be dodged (Royal Capacitor, Ceremonial daggers) I would suggest, that those attacks can only bring you down to 10% of your combined maximum health and thus can't kill you.
Therefore you don't have to rely on One-shot-protection and a character like Rex has also a chance to survive those attacks.
It would keep scavengers a big threat and kinda remove a bit of the unfair feeling they sometimes emit.

velvet anchor
#

!feedback This might be a repost but the Merc shouldn't be able to target a friendly beetle guard with his special ability

hearty kernel
#

!feedback I've seen alot of suggestions to "fix" warbanner, but I think the best solution would be to just make it an equipment that can hold multiple charges to drop a banner on command. that can fix the issue of it being useless because it was placed somewhere random, or you got it from the teleporter exp. also if it doesnt scale well lategame, you can simply get another equipment.

little barn
#

!feedback

So i dont know if it's me playing poorly or its intended, but i had an artificer taking literally 25 minutes fighting the alloy worship unit, while it took less than 5 for the boss of the map.

It made the run a hassle and boring and there was no fun in that, even less of a chalenge since its quite easy ascaping with the alternate R

peak pine
#

!feedback I don't know if there is like a secret reason why this isn't true but i don't see why shields should count to the combined max health. broach doesn't do it and the health you gain by shields even is displayed as going OVER your maximum health, so i don't see a reason to not treat them like that.

fathom hazel
#

!feedback Add a small Enemy that has a rare chance to spawn
It doesn't attack, but once it takes damage or a player gets too close, it begins to run away.

On death, it drops 0-2 lunar coins. 25% For 0, 50% for 1, 25% for 2

granite hull
#

!feedback Fix the imp overlord's animation
Often times the imp overlord will toss his 5 spread projectile while facing the totally opposite way, which can get you killed as you wouldnt even be able to properly see the animation of them tossing out the projectile.
The imp overlord should always turn around to face the direction they will throw their projectiles before they throw them, for the sake of visual clarity.

peak pine
#

!feedback Lunar item idea : taking dmg heals you but you take constant dmg :PogU:

split salmon
#

!feedback Freecam when spectating

fathom hazel
#

!feedback Small bug when spectating, the cooldowns dont display. A fix for this would be nice

willow lily
#

!feedback nerf clay dunestrider's healing

cloud solstice
#

!feedback remove jellyfish (horde of many, not vagrants) from the teleporter boss pool

snow granite
#

!feedback to add more variety maybe add an artifact for the up coming update in which you can play as enemies maybe even a boss.

fathom hazel
#

!feedback Utility abilities shouldn't cancel sprinting.

pine gale
#

!feedback change elite aspects from equipment to items. As they are now in the late game they provide almost no help to your damage, and are basically a waste of an equipment slot. If they're an item they can be a rare but nice buff to your power, and if you find multiple aspects in one run (Somehow) then if you pick one up and already have one, it'll automatically drop the one you have for the other one you found.

heavy glen
#

!feedback Clay Dunestriders stop their siphoning attack if their HP reaches full

opal steeple
#

!feedback item idea

Bloody knife
Rarity:lunar
Description: you take 5 damage every 3 seconds but you heal for 7 every time you deal damage

Getting more doubles effects (obviously)

little slate
#

!feedback first person view/adjustable camera distance (just an option in settings, no additional changes)

little barn
#

!feedback Become an aspect of the void

cyan geyser
#

!feedback
Character : Engi
Walking Turrets are sprinting so they can benefit from more items to make up for their range

pine gale
#

!feedback rework shaped glass to double damage BUT halve healing to prevent OSP abuse.

weak sparrow
#

!feedback
Alt Engie Turret: FD17 Flight Turret

This would be a flying turret/drone. However Engineer can only have 1 out at a time. DOES inherit items

fleet zenith
#

!feedback increase the damage and health of drones for every time they are repaired

earnest widget
#

!feedback
Instead of fungus being active only when not moving.
it could always be active(with 5% of total healing) but becoming more powerful if you stand still.

limber coyote
#

!feedback
Have the 57 leaf clover increase the chance of getting the irradiant pearl from a cleansing pool.

surreal harness
#

!feedback Item idea:
Name: Stun nuke
Rarity: Red
Description: Chance to stun bosses on hit

river anchor
#

!feedback
The size of the ping needs to be decreased, as it stands it's just really large and can cause some issues when trying to ping things specifically, here's an example with this large chest
http://prntscr.com/radbj1
Seems like I should ping the chest but...
http://prntscr.com/radc2p
Here it seems like I shouldn't ping anything
http://prntscr.com/radcix
Welp
http://prntscr.com/radcx0

Decreasing the size of the ray that is shot out when trying to ping something might help reduce situations like this, it's a really small QoL thing, but I think it would be greatly appreciated

Also as a side note I got an Aegis out of that chest 😂

http://prntscr.com/rade4t

**EDIT - I thought that the images would show up properly, but apparently they just show up at the bottom of the message, either way they're all shown up in order of my points **

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

dim hamlet
#

!feedback
New R for Rex: Directive: Overgrow
Effect: Briefly drills into the earth, planting a seed. This seed then grows into a Carnivorious plant that leeches any enemies that come too close. Heals Rex if he stands inside the radius of the plant. If used in the air, Rex will slam down before drilling. Drill timer decreases with attack speed.
Duration: Up to 20 seconds, unless the plant is killed.
Cooldown: 30 seconds

verbal summit
#

!feedback
Make Infusion hover around the player and fill as enemies are killed as a progression visual.
[Similar to Soulbound Catalyst and Titanic Knurl]
Stacked Infusions result in more Infusion models//After x amount of infusion models, the infusion models refill with darker red/violet.
Purely aesthetic.

safe prairie
#

!feedback
Rebound idea off the last one.
Add a “buff” in the status effect bar that shows how many infusion orbs you’ve gotten and have active, similar to characters like Veigar from LoL who have an indicator showing how much you’ve actually gained.

muted junco
#

!feedback
Would it be possible to make scary looking enemies similar to a zombie or monster and a map that's really dark, almost as if it's pitch black during the night? Or have the map start our during the day, but it gets darker the longer you stay in that map 😮

half kiln
#

!feedback
Loader: Create an indicator on the crosshair to let you know that you’re able to grapple to terrain or an enemy while sprinting, since Loader gains power with her shift ability the faster she goes. (Sort of like Pathfinder’s blue crosshair on Apex Legends)

fathom hazel
#

!feedback for the duration of the Rex r, a total healing number should display to show you how much you have healed.

stiff pike
#

!feedback equipment drones could give you the option to get your equipment back and drop equipment on death

split salmon
#

!Feedback Artificer unlock skin looks terrible please change it

woven spruce
#

!feedback Please let a player rejoin the game if their client crashes

surreal harness
#

!feedback Make the stone titan's beam dodgeable. Or at least nerf it, have something to do against it, Maybe make it so that if you hit him while he's firing it he cancels it or something but just please do something about it

little barn
#

!feedback Create a survivor that wields a parasol. Let's beat the hell out of heavily armored enemies with an umbrella. ಥ◡ಥ

timber spruce
#

!feedback Maybe make some achievements requiring the player to complete a challenge while using a specific combination of artifacts. Would add some more variety and challenge to unlock certain items and/or characters

high walrus
#

!feedback Idea: Artifact of Revolution: Every enemy is replaced with a boss with enemy health and size and every boss is replaced by a boss sized enemy.

carmine silo
#

!feedback genuine data is being skewed by downvotes in the sense that a person looking at the counter for votes will be inspired to upvote or downvote, particularly downvoted in most cases. would be highly benficial to remove downvotes entirely to allow for increase in popularity of great ideas.
"A bandwagon effect occurs when the poll prompts voters to back the candidate shown to be winning in the poll. "
||https://en.m.wikipedia.org/wiki/Opinion_poll||

frozen pebble
#

!feedback an artifact/setting that gives the team a shared gold pool, lowers # of chests per level, but gives everyone the same (white, green, red) item that anyone picks up. Some can be excluded ie lepton Daisy and banner due to being useless when on multiple people (lepton) or very annoying when everyone has it (banner).

steady crest
#

!feedback For the H3AD-5T v2 item, instead of a dome explosion have a shockwave ripple across the ground that's purely horizontal.

serene solstice
#

!feedback On that note, a better sound effect for headstompers would be much appreciated. as it stands it feels extremely unimpactful, which doesn't match the power it actually has in many cases

high walrus
#

!feedback

Artifact of Martial Law: Void Reaver attacks now affect all enemies, but they can spawn in every stage.
"These people could ruin everything we've planned. Send everyone, and take no chances. If you break a couple eggs along the way, do not worry. This is the mother of all omelets."

glass hatch
#

!feedback
Wandering Vagrant's Supernova attack should project a light so you can see where you can hide judging by the shadows.

minor sable
#

!feedback Two artifact ideas: Artifact of Void

This is very similar to Risk of Rain 1's Origin. Every 10 minutes the level is invaded by Void Reavers. Since the Reavers have a really cool death interaction I was thinking it would be neat to implement them as a legit strategy for all levels.

Additionally, I always thought it would be cool that we get Void-based drones similar to the Guardian Skywatchers in BoTW. They would be aerial drones with a scanner below them. They would be passive until you get within its scan range. Once scanned, the drone will start to fire void artillery at you. To spice things up a bit, it would be cool if the Drone would also scan enemies, meaning its a third-party - it can attack both the player and monsters.

Here is a video of the drones from BoTW: https://www.youtube.com/watch?v=opK_j1e4K1E

Destroying my first Flying Guardian in this vid. Zelda Breath of the Wild Nintendo Switch.

▶ Play video
placid raft
#

!feedback Equipment Drones should apply healing to players in most dire need of it when the drone is given a Gnarled Wood Sprite. Currently they just do nothing but heal themselves which is pointless.

little slate
#

!feedback please make it so we can scroll through the chat log

formal forge
#

!feedback overhaul stats screen to look like this (Sanctum 2):
https://lithi.io/file/SWgE.png

Blue/Yellow are players and the white is friendly non-players in this example. Hovering over each section should show the specific numbers of each stat. This style of screen would give you a better visual of how you compare against your teammates/friendly bots

minor sable
#

!feedback Artifact that makes the game like SUPERHOT - time only moves when you move. In the case of multiplayer, time will move when at least one player is moving. Perhaps this would be pretty cool but I imagine it won't work well on its own.

copper tangle
#

!feedback An artifact that allows any enemy or boss to spawn on any stage(maybe the game could randomize which enemies/bosses can spawn each stage)

sudden basin
#

!feedback I think upon finishing a teleporter, there should be a save and quit option

gentle spade
#

!feedback Water shouldn't hide chests etc. in the Wetlands

still perch
#

!feedback
Artificer's flamethrower should increase its amount of hits based on attack speed, so that she would benefit more from that stat and so that the skill wouldn't fall off in the late game.

rancid hollow
#

!feedback Doing this in advance since we know a "Friendly fire" artifiact is coming.

PLEASE make sure that chaining effects do not target friendlies.

Tesla coil, Ukelele and Meathook are the ones I currently have in mind, as they can end someone's life in a matter of a second, you cannot "Aim" Tesla coil so you immediately would become a huge "No" zone for other players, and with no visible range you will always keep everyone guessing how far away is safe. Also goes through walls and up/down. That's no fun for anyone since if you are in the teleporter zone, most likely you will be forcing everyone else out.

Ukelele, while you can prevent by not shooting near people, if you get enough stacks you'd still be able to hit people very far away with a mob. Possible solution is making it prioritise to hit enemies, but if there are no additional targets, the last possible target (Your Team) is chosen instead.

Meathook will bring the fragile people towards the big baddies. Or completely kill a melee fighter that was running away with cooldowns gone. Could just do the damage, but not the pull? It's rather weak damage so that would not be as bad.

All of the above would hamper melee fighters the most, meaning with the artifact on they would probably get picked less due to being less "Safe" from your own team.

I'm all for friendly fire, providing it's completely MY FAULT for aiming at my team. But if a chain effect happens to land on them nowhere near where I am aiming it will be very frustrating for players and will not be turned on much.

warm tusk
#

!feedback Make the Mastery achivement unlock for obliterating yourself at monsoon even if you got ||the fealty beads and fail against the boss||

steep echo
#

!feedback mastery challenges should imply that obliteration ||may lead to the secret boss and beating the boss gives you the skin||

fleet zenith
#

!feedback Beads of Fealty should do something that will notify the players when its used

heavy glen
#

!feedback Equipment Drones should modify their AI based on equipment they carry - e.g. drawing aggro when Foreign Fruit is off cooldown, saving Royal Capacitor charges for tougher enemies, positioning itself above groups of enemies if it's handed a Malachite essence, deploying and retrieving Effigies of Grief intelligently, etc

fathom hazel
#

!feedback New equipment: Crimson mirror
50 second cd

When activated, you go into an identical replica of the map with a reddish tint around everything. Nothing but terrain is in this map. No loot, enemies, or shrines.
After 6 seconds, you go back into the original map, remaining in the same position as you exited the Tinted map.
Everything is the same as you left, enemies, allies, etc.

Can be reactivated to cancel early
In multiplayer, this would be exclusive to the weilder

Basically you activate the item, go into the same world but without everything, walk around for 6 seconds and everything shifts back to normal, but you are in the same place as you left the tinted map.

Ex: You could use this to escape a group of enemies, or avoid damage

Edit: Grammar
Edit 2: Made an example of its use

pine gale
#

!feedback add a completely new imp overworld that can be found by killing an imp overlord. it can function as when you kill an imp overlord, he will have a percentage chance to leave his red portal up. you can then interact with the portal to teleport into the imp overworld. Can make a completely new boss or stage relative to the gilded coasts concept of aurelionite.

plucky furnace
#

!feedback
What if Commando's Grenade exploded on impact and regained a charge every 5 kills.
Thus allowing it to actually be considered over using Minigun McBoss Melter.

mossy creek
#

!feedback The copy machines should give you the option of what item you trade in

acoustic moat
#

!feedback
Character Zero
selecting this character will spawn you with randomly selected abilities of the other characters

timber rampart
#

!feedback Balancing ideas to save never-buy Lunar items from gathering dust: Brittle Crown could get more gold scaling while keeping the same gold loss stacking to make a great mid-late Lunar pickup. Corpsebloom can be reworked into a massive lifesteal item, disabling any health regen not related to combat (fungus, slug), that very very slowly kills you if you haven't hit anything in a while (excluding when inside the bazaar.) Increase the radius for Hellfire Tincture's effect. Effigy of Grief can do with a much, much larger radius to have a slightly similar impact like Meteorite, and it's cripple effect could come out in waves instead of being constant - to allow players to move in small windows of time if they need to cross through. Spinel Tonic could get a double cooldown time and have it's duration slightly increased, while making the permanent debuff temporary but harsher. This lets it truly fit into the role of being an emergency gambit, while not dragging your run down with it regardless of your build like it currently does.

neon canyon
#

!feedback While it is not a gameplay change, I feel it would be a neat idea to make Void Reaver implosions also destroy any bodies on the floor, just to add a nice little detail to the Void Reaver death.

gentle spade
#

!feedback I think Shattering Justice is a pain to actually activate for a lot of characters, since the stacks drop off so quickly; the stacks should stay on for longer until procced. Also the item itself stacking is fairly weak, it should either reduce more armor (multiplicitively maybe?) or stack quicker

safe prairie
#

!feedback
Give Equipment Drones an innate cooldown reduction on equipment (50-70%?) to make them more relevant. Right now, I rarely see them activate and because they’re a sitting duck between activations, they tend to die after only a couple activations, rarely making them worth giving up a good item to them. Allowing them to activate more often could also make them more worth grabbing.

solemn haven
#

!feedback I love how I can see all of the stats at the end of each run, but what if there was an additional tracker that tracked all of your best "moments"?

Heres some examples I thought of;
Highest amount of damage delt in one run
Highest amount of damage dealt in one instance of Damage
Fastest Obliterate time with difficulty listed
Highest Attack Speed reached
Highest Movement Speed reached

unreal glacier
#

!feedback
Option to disable auto-pick-up of chosen regular items (like with the lunar ones, but for selected non-lunar ones)
Reason [Disclaimer: Opinion/Bias/Personal POV]:
I find that certain items (movement altering) impact gameplay in a negative way for me but I'm too much of a scrub to actually control what I pick up (especially past 1st loop of Monsoon)

solemn haven
#

!feedback I love the Mastery achievement to unlock new skins, my favorite skin being Commando, but what if you could edit the colors?
For example, the Mercenary's Oni Skin. Change his red Body, Change his Arm Guards separate from the body so they can be a different color, Change the Gold accents on his armor also separate from his Armor and Arm Guards, and (my favorite idea) change the color of his Sword and Eyes while making them glow more so its more noticeable. There could be unlocks for colors to show mastery even more. A certain color can be unlocked by doing something "difficult".
For Example; As Mercenary, defeat a Wandering Vagrant without touching the ground.

wild pecan
#

!feedback fix Acrid's melee combo not working at random times. (personally, it seems to fail more if I get some attack speed items).

gritty haven
#

!feedback
An artifact/lunar item
Subsistence
Kills slightly replenish abilities, but they have a longer cooldown
This would allow for more aggressive builds, and may directly benefit characters with already high cooldowns, as it would allow them to cast skills more often

rancid hollow
#

!feedback Can we get a "Classic" soundtrack mode where music is replaced by the most fitting of the original risk of rain's soundtrack for any given stage?
Cause both games have absolute bangers and you should pay chris more.

weak sparrow
#

!feedback Fungus Buff / Change

Every x seconds drop a mushroom. Mushroom creates AOE healing (like current shrooms). Mushroom can be targeted and killed.
More stack = faster drop

ruby briar
#

!feedback a skin that makes characters gold and shiny, potentially as a reward for prismatic trials

vagrant creek
#

!feedback There should be a way to drop equipment without needing to pick up a new one, especially with mul-t

warm crater
#

!feedback Would be awesome if Engineer got a shotgun as his alt M1

dim hamlet
#

!feedback
Interstellar Cookie
Rarity: White
Increases movement speed by 20% (+20% FLAT per stack) when below 50% health.

'You did bring some food with you, right?' 'Of course I did! You in for a cookie right now? They taste so sweet, I just can't stop myself from wanting to get up and move!' 'Uhm, have you seen how much sugar these contain...'

deft prairie
#

!feedback
Lonely Crustacean
Rarity: Lunar
Half the effect of all your uncommon or common items (random chance, will show which one has been chosen when picked up) and give the other half to an NPC resembling a stone Beetle with a blue aura. This beetle will follow you around, shares all your stats, and will copy your skills, eg, if you use your basic, it will use your basic, if you use your secondary, it will use your secondary.
Note: It has its own cooldowns which are affected by other items.
Also, after picking this up, all halved items stayed halved, but when picking up another one of the halved items, the new item will not be halved.

signal ridge
#

!feedback adding more skins for characters for completing runs with artifacts when those come out

safe prairie
#

!feedback
Add some sort of HUD for N’Kuhana’s Opinion to help the player understand how it works exactly. Maybe make it able to be toggled in settings.

spring violet
#

!feedback please buff

dry bloom
#

!feedback Since Phase Round needs a buff, I suggest to make it home in noticeably on enemies, which depletes after 4 seconds, causing it to travel off and away. It would give it noticeably more output as its not just going in a line and could deal with bigger targets and groups easier.

jade shard
#

!feedback
Engineer: Walking turret (TR58):
Add ability for turret to duplicate your active ability (Q) when you use them.
Pros:

  1. This make TR58 more useful and fun turret, also this will be good alternative for classic fungus build on engineer.
  2. This make Q more useful on engineer.
  • For balancing reduce effect off active ability on turret for example to 60-80%.
    Just imagine how they will look with Chrysalis , or how fun play with Meteorite :)
still perch
#

!feedback
H3AD-5T v2 should have a proc coefficient of 2 on the stomp. Its damage becomes pitiful in mid to late game and for how much you need to work to setup a good stomp it is a nearly useless red item.

safe prairie
#

!feedback
Just learned Royal Capacitor only has a cooldown of 20s (clearly I dont pick it up often). That should probably be increased to either 30s or 45s, leaning to 30, for balancing reasons.

modern prairie
#

!feedback
Huntress' Special ideas

Either change ballista to get the MIRV effect from RoR1 "Cluster Bomb" special, or create a new special that replicates Cluster Bomb or its upgrade MK7 Rockeye

Rational: Balista, (and huntress as whole) is underwhelming when compared to other characters special abilities. Adding the MIRV effect would both increase single target damage and add the AOE aspect that huntress truely shined at in RoR1, but lacks in RoR2.

peak pine
#

!feedback I don't know if there is like a secret reason why this isn't true but i don't see why shields should count to the combined max health. broach doesn't do it and the health you gain by shields even is displayed as going OVER your maximum health, so i don't see a reason to not treat them like that.

dim hamlet
#

!feedback
Please nerf the damage of Elite Alloy Vultures. Their attacks, the gust of wind, are very untelegraphed and are very hard to see in a big horde of enemies, making it hard to tell when they attack
Edit: Typo

glossy wind
#

!feedback Mul-T's deceleration and break values make him the hardest class to complete Oblideration parkour on first loop, esp if you have no speed and just a wax quail to overshoot sprint jump. would be nice if something in his kit would help with that

high walrus
#

!feedback Probably been said before but please lower the cooldowns on Huntress's abilities. My personal idea is Ballista and Arrow Rain should be reduced to 12 seconds and Laser Glaive should be reduced to 5 seconds.

winter trellis
#

!feedback Mercenary's skin should have a red sword

high walrus
#

!feedback Keep merc's sword its normal color but make the light on it red.

raven jacinth
#

!feedback
What @winter trellis said, but make Merc's alt skin have a red sword.

topaz dome
#

!feedback The "Killed by:" text in the game over screen should be more detailed in a number of ways:

??? as an enemy identifier should appear a lot less than it does now. "Indirect" deaths such as the Dunestrider's healing attack do not show up, same with other attacks where they aren't direct.
Items or effects that dealt the killing blow should be specified too, such as dying to a missile proc, Royal Capacitor *COUGH*, or bleed.
Items that the enemy had (Scavenger exclusive) should be visible too, maybe by mousing over the icon?
Damage of the attack should be shown.

terse meadow
#

!feedback Big ask, but it would be really cool to be able to play back the last 10 seconds of your death, preferably being able to scrub through, playback in slomo, and even navigate the scene in 3D from an omniscient perspective so you can see how you got got

little barn
#

!feedback Thunder Flash- A Mercenary Special: A single, high speed diagonal slash for single targets, dealing 8x100% damage. Improved by Attack Speed and appears so quickly it seems like streak of lightning.

gentle spade
#

!feedback No longer lock chests/shrines etc. during tele event

dusk pollen
#

!feedback
New item: analog sitck
rarity : rare

Increases FOV by 15(+10 per stack)degrees and allows to run in every direction

(that means that it will allow you to run backwards etc.)

quaint rune
#

!feedback for switch game.
I can´t even finish stage 1. Enemys spawn all the time so hardcore and it´s hard to aim with the first free character on the controller. specially the flying flame things make it even worse. I don´t write it after 10 attempts.... So it´s a real big problem. I play it on easy the whole time and it is impossible to clear the first stage. I need some more damage or something like the aimlock from the huntress to finish the first stage. There are so many new monster spawning if I activate the teleporter. So even if I clear the map, I get the worst boss and so many mobs, that I can´t defend myself. Please Please do something. Make the game playable for switch.

still perch
#

!feedback
Radar scanner should identify the object type as it is a pretty underwhelming piece of equipment as it is right now.

earnest helm
#

!feedback
Make foreign fruit appear partially or fully eaten when on cooldown.

fathom hazel
#

!feedback Building off of the radar scanner ideas, make it reveal the item at the cost of a heavily shortened range

little barn
#

!feedback we need appropriate channels for modding community.

dusky moat
#

!feedback make the magma worm rideable Magmaworm7 Magmaworm6 Magmaworm5 Magmaworm4 Magmaworm3 Magmaworm2 Magmaworm1

sweet pollen
#

!feedback not untill after the game releases because its not at all a critical feature for a three person team, but i think it would be mad rad if there were emotes, such as sitting or just taunts. Something that could give the characters some more personality and something to do in multiplayer when there's downtime.

fathom pasture
#

!feedback A Lunar Item that makes you invincible, but something tethered to you takes your hits. Similar to Child's Heart from Isaac. Or it could be like the Dummy item, where it makes another clone of you that wanders aimlessly, taking all your damage.
Would it be horrible? Yeah probably.

little barn
#

!feedback Please make it so that enemies can't just waltz in to engineer's Barrier.

pale meadow
#

!feedback
items should respawn if they fall off the map

white wraith
#

!feedback
Acrid has a melee, lets give him the ability to use it, yea? Make it so that acrid gets lifesteal on poisoned enemies, and killing one gives him an armor buff. Also a different secondary to boost this melee playstyle. Maybe a roar that stuns enemies in an area around him. This would give poison builds a good panic button on top of giving acrid more opportunities to get down and dirty with the green stuff

little barn
#

!feedback
There should be cross platform for a this game, I have many friends who play on ps4 and I can’t play with them.

deft prairie
#

!feedback
Increase MUL-T's movespeed slightly.
Give Acrid a second loadout choice for its basic. This second basic will be a heavy bite, (one hit) that will inflict two stacks of poison and large amounts of damage.
Give Acrid back those shackles that still touch the ground (pleas)

fathom hazel
#

!feedback Busting Fungus rework/New item

Green tier

Increases health regen by 15%
Healing for 15% of your max hp creates Fungi orbiting your character.
Each fungi increases your next attack's damage by 10% (+5% per copy), and removes this Fungi
You can store a maximum of 3 (+1 per copy) Fungi

Every number, damage, and percentage is always changeable, the concept is what matters
Edit: That last bit

wind galleon
#

!feedback
Increases the size of the health orb per monster tooth necklace

tough pendant
#

!feedback Horde of Many

I've lost most of my recent Monsoon runs to Hordes of Many. Bosses are nowhere near as hard because they don't attack as fast as a group of Elite Greater Wisps. Here are a few possible solutions to fixing Hordes of Many:

Half the amount of credits the director gets for spawning Hordes of Many.
Maybe not quite half, but please reduce the amount of teleporter-boss enemies that can spawn. You could also increase the amount of non-teleporter-boss enemies that spawn so as to make it seem more like you're being overwhelmed without increasing the amount of enemies you have to kill.

Make credits not carry over from the regular directors to the teleporter director.
I don't even know why this was implemented. Please make it not carry over to spawning bosses. It would be better if it just carried over to spawning the regular enemies.

Give the bosses a quick get-away-from-me attack.
This wouldn't make Hordes of Many easier, but it would certainly up the regular bosses' difficulty.

Prevent Elite Hordes of Many from spawning if you haven't finished the first loop.
This one would be a bit more controversial, but it shouldn't be happening anyways. A regular Horde of Many is much more manageable than an Elite one.

Those would be my suggestions, and not all of them should be implemented. However, if at least one of these was implemented, it would make Hordes of Many at least a bit more on par with the regular bosses. It wouldn't even have to be one of these suggestions, but please even the gap of difficulty between HoM and Bosses.

gleaming cosmos
#

!feedback If armor or i-frames aren't going to be added to Commando's roll, maybe if enemies are rolled into they're bumped back/stunned for a moment? Size of the enemy/speed of the roll should be taken into consideration

prisma vapor
#

!feedback
The Beetle Guard spawned from the Queen's Gland needs to be more distinct than a small arrow marker above its head, because I cannot count the number of times I had a mini heart attack as a Beetle Guard slams down on my head just to realize it is a friendly. [EDIT] Also, the number of times I started blasting its coleopteran ass to no productivity.

Some glowing markers on its body would be helpful to make the distinction.

shrewd vessel
#

!feedback
Lunar Item: Gamblers coin: for 5 seconds makes the enemies target each other and deal 50% more damage or for 5 seconds all enemies that weren't targeting you target you for 5 seconds and deal 50% more damage.
cooldown 60 seconds

native meadow
#

!feedback
Let us pet the beetle guard pet or the walking engi turrets or both.
Actual serious suggestion based on @prisma vapor maybe glowing runes on the beetle's body?

prisma vapor
#

!feedback
In the character selection screen, a few QoL changes would make it easier to organize the team composition:

  1. Display player names above the character's heads so players know who to address, and who is playing what class (without the need to ask),

  2. Since duplicate characters are allowed, display a small number under the character portraits showing how many there currently are, i.e. if there are 2 Commandos, show a small "2" under the Commando portrait,

  3. If a player leaves the room (before or after a game), the admin has to remake the server if they want to play with a full 4 in Quick Play since the room is set to "Friends Only" after the waiting room. A rework to this aspect to "reopen the room" would be convenient if the admin still wants to play with the remaining team (but doesn't want to Friend them like a mad lad).

  4. Possibly introduce different color palettes to each character. Could be Moon Coin unlocks (what else are we going to spend it on? Moon hash? ... Actually yes), or made available from the get go.

shut sentinel
#

!feedback
Some type of range indicator while placing the Engineer's Stationary Turret. Would assist players in making good placements without requiring them to figure out and memorize the exact range of the Turret's attacks

haughty storm
#

!feedback
engineer defencive choice: replace the sheild for a drone factory that produces temporary drones that gather agro and attack

grizzled oasis
#

!feedback
Did anyone ever suggest having your health bar turn from red back to green from Infusion once you fully stack it? Or at least change to a different color? I'd really appreciate it.

earnest widget
#

!feedback
Make it so people in multiplayer have different colors in their pings and names.
edit:typo

shrewd vessel
#

!feedback
An unlockable difficulty more challenging than monsoon that is unlocked for those who are willing to complete some kind of difficult task like getting to a certain stage or completing a stage within a certain timeframe

still perch
#

!feedback
Happiest Mask should spawn frenzied ghosts: attack and movement speed of its ghosts should be increased by 400% of normal. They should always seek out the nearest living enemy to destroy and their projectiles are to go through the terrain to reach the living targets.

prisma vapor
#

!feedback
I like the pinging in this game, but I believe the system could be better with some refinements:

  1. Allow concurrent pinging for 3 separate categories:
    Objects, Enemies, Players; i.e. Players are allowed to ping one object, one enemy and one player, pinging another item in the same category will reset the previous ping.

  2. Pinging a player from the "Tab" screen:
    Allow players to ping other players by holding "Tab" to bring out the player overlay, then pinging the player's portrait.

  3. Context sensitive pinging:
    Currently, pinging another player says "player X wants to attack player Y". This was pretty funny at first, but now it just seems silly. Perhaps change it to something like "player X pokes player Y".
    [EDIT1] Optionally, if a player pings an item twice, the ping changes from "player X found item Z" to "player X wants item Z".
    [EDIT2] Double ping would also work well with the teleporter, pinging the tele twice changes it from "Player X found Teleporter" to "Player X wants to activate Teleporter".

Bigger picture:
by allow concurrent categorical pinging, and also pinging players from the "Tab" overlay, players can provide informative and dynamic pings, such as the following example:

  • Player A (Commando) finds Bustling Fungus, Player A pings Bustling Fungus, then open the "Tab" overlay to ping Player B (Engineer) to indicate: {"Bustling Fungus", "Engineer"}; sometimes people ignore item pings in the chatbox, this does away with the need to type out "engie get bustling fungus".
  • Player C wants to attack Golem, but player C also wants to keep track of the teleporter. Categorical ping allows player C to ping the golem while simultaneously keeping track of the teleporter (because they no longer use the same pinging slot).
heavy glen
#

!feedback Give every damage instance a name as if it were a Skill. E.G. Lemurians would have Bite and Fireball, Ignite and Bleed are named, Corrupted Spikes for the Malachite mines, Royal Capacitor's name is used, Physics damage is known as Impact instead of ???, etc.

This would allow you to generate a death report that includes both what monster and what damage instance they killed you with.

fathom hazel
#

!feedback Make elites more pronounced. I feel like they should spot out with just a quick glance

shrewd vessel
#

!feedback
Artifact: Penna: decreases gravity levels of players and enemies allowing for new heights and slower falls to take place

lavish barn
#

!feedback Many people have had suggestions about Radar Scanner. I think it could be improved in a number of ways:

  1. prevent it from marking barrels, which are low-value interactable objects that clutter the screen with '?' marks
  2. permanently mark the TP the first time it's used per stage for all players, similar to its icon after TP event is completed
  3. permanently mark other interactable objects of interest ONCE per activation according to a hierarchy of rarity. The Scanner will mark a single object per activation by going down this list (can be tweaked): Golden Shrine > Lunar Altar > all other shrines > Large Chests > TC-280 Prototype drone > regular chests > other drones. In this way, the rarest/most interesting objects on the stage will be gradually marked without immediately clogging everyone's screen with visual clutter
little barn
#

!feedback
Commando skills
Phase blast: Fire close-range blast that deal 4x200% damage. hold up to 2 charges.
Frag Granade: Throw a granade that explodes for 200% damage. Deals 4x in the center of the explosion. (increase blast range)

minor sable
#

!feedback Nerf Clay Templars. It's completely unrealistic that they can just snap to your player when shooting.

thick forge
#

!feedback Lunar Themed Skins for each character - The colors would be amazing and it would be thematically appropriate to the game.

Plus; acrid newt would be fantastic.

worthy kelp
#

!feedback add something that can be turned on in settings that makes it whenever you de-ping something, it says "(Player) has not found (Thing)"

marsh thicket
#

!feedback Please put something on the island across the water. Those shipping containers have the hardest "breadcrumb trail" feeling to them when I finally managed to make my way container hopping to the island only to be teleported back to the mainland I was majorly disappointed.

steady crest
#

!feedback have pinging the teleporter/walking near it permanently mark it for all players till the event.

weak sparrow
#

!feedback Item

Name: Buy One Get One
Rarity: Red
Look: Sale Tag
Description: Chance to duplicate bought item

fiery fjord
#

!feedback
Do something that prevents you from giving certain equipment to the equipment drone, because even today I was on a very good run with a jade elephant, and as I was very fast the equipment drone looked like an emergency drone, so I I bought it thinking that it would heal me and he took the equipment that was keeping me alive and did nothing with it, causing my death

white wraith
#

!feedback
Item: The Wrench
rarity: White/Green
Effect: repaired drones/turrets gain 10% more hp/damage

copper tangle
#

!feedback to make the Void Reavers a bit more dangerous and interesting give them an additional attack similar to Visions of Heresy but with less damage, attack speed and no homing. As of right now they are just spongey enemies that explode on death. As much as I like the enemy they would be more interesting as all they can do is help kill nearby enemies. Aswell by the time they show up their basic attack is very easy dodge since by then you'll have movement speed or hopoo feathers. Edit: This is just my suggestion for an attack, this feedback is just to ask for somekind of extra attack for the Void Reavers.

safe prairie
#

!feedback
Killing Newt should have some sort of unlock, but it should somehow reflect the fact that you just murdered the only creature you’ve met on your journey that didn’t fight back.

Edit: maybe just an achievement so you feel bad

pine gale
#

!feedback give commando's grenade a short 'Black hole' effect that pulls some enemies in at a very low strength/keeps them in place. as it is now, the explosion time is too long and most enemies get away from the center of the explosion or avoid it completely. This would make it compete better with commando's primary R ability

shrewd vessel
#

!feedback
New use item: Fractured clock: stop time for 3 second cooldown 40 seconds

little barn
#

!feedback i REALLY hope they add the legendary item that upgrades your fourth ability, as in changing the look of it each time you get one to a certain point, (like ten stacks) and changing (and/or upgrading) what the ability does, or how effective it is. Or even make it a random ability on pickup. (This would take a lot of work and I'd love to see it but I don't think we will get one like the way I am describing)

north stump
#

!feedback Bring back the items which stopped time in risk one. The green item and active item. Add an effect to the environment's sky to show when time is stopped for you or your squad.

dusk pollen
#

!feedback
I really think that we need to know what's our ping in lobby and in game through tab, because for now you will get that you have high ping only on surv selection screen and/or in-game , through feelings.

dim hamlet
#

!feedback
Item decay/charge timers
Right now, it is a bit hard to tell when items like the Personal Shield Generator or Red Whip are going to activate, especially later on. Showing the timers of these items above the health bar would be most useful. In the drawing i made, you can see how that would work out.

Items/Equipment that would gain this effect:

Recharge Timer
Cautious Slug
Medkit
Personal Shield Generator/Transcendence
Infusion
Red Whip
H3AD-5T v2 (headstompers)
N'kuhana's Opinion
Resonance Disc
Unstable Tesla Coil
Genesis Loop
Queen's Gland

Decay timer
Berzerker's Pauldron
Old War Stealthkit
Predatory Instincts
Fresh Meat
War Horn
Brainstalks
Dio's Best Friend (invinciblity)
Frost Relic
Wake of Vultures (each elite aspect)
Jade Elephant
Milky Chrysalis
Ocular HUD
Volcanic Egg
Glowing Meteorite
Hellfire Tincture
Spinel Tonic

Note: All elite debuffs, such as burn, anti-healing from Malachites etc. also have this timer

Edit: Forgot the timers

fiery fjord
#

!feedback
A new R for Acrid:

It leaves an acid trail where it passes that applies deadly poison to enemies, which disappears after 5 seconds of having appeared.
It lasts 10 seconds.

Note: I don't know if anyone has said that, but if they haven't, here's the idea
Cooldown: 30 seconds

Note 2: This ability will not replace the current one, it will be an unlockable one

white wraith
#

!feedback
Item: "The Panic Button" (equipment)
rarity: Red
Effect: Teleports you somewhere random on the map and gives invisibility for 5 seconds (enough to proc Transcendence heals)

jade ember
#

!feedback We have a white item that gives an extra secondary stack Backup_Magazine, and a red item that gives two extra utility stacks with a big CD reduction on first stack Afterburner, why not add a green item that adds an extra special stack with a slight CD reduction on first pick-up?

heavy glen
#

!feedback trace terrain-based damage back to the most recent monster to induce knockback. I'm not clear on which enemies can cause knockback-damage but I'd like to know if and when it was the Stone Golem blasting me into a wall or a Clay Dunestrider making me stub my toe on a rock that killed me.

white wraith
#

!feedback
Item: Cracked scope
rarity: white
Effect: Increase damage by 15%(+15% for each stack) for enemies beyond 30 meters

gritty haven
#

!feedback
If you get kicked out of the lunar store by Mr. Newt, you shouldn’t be able to return, and if you kill him, all the lunar there are free, but there’s no one to restock the store
Edit: Capitalization

tight timber
#

!feedback
with Wake of Vultures, getting the power up from Malachite elites makes it difficult to distinguish spikes from your own and enemies'. Your own Malachite spikes should have a lighter shade of green or a different color that way it can't be mistaken as an enemy Malachite's spike.

fleet zenith
#

!feedback glowing meteorite should only target the caster and enemies and not allies. No one wants it to be used in multiplayer as it's pretty annoying for those who didn't use it since it will become a hindrance for their gameplay experiance. The one who used it should only feel the downside since they were the one who came to the conclusion of using it.

gentle spade
#

!feedback New red item, Bloody Bracer
Gives 25% bleed chance, and whenever at least one enemy is bleeding, gain up to 25(5 per additional stack) armor, with the stacks slowly falling off after a couple of seconds of not causing bleed

fleet zenith
#

!feedback

Quickplay multiplayer: select difficulty BEFORE quickplay, so the pubs are not mixed skillgroups in the matchmaking

Someone made this post earlier but did it when dyno bot was down

fathom hazel
#

!feedback Please make Wisp only half as effective on Grovetender's whisps. For such a unique boss, it feels too easy to kill him when he does that attack.

dry bloom
#

!feedback A completely optional (and ridiculous) challenge stage for hardcore/deeploop players to end their run. A portal to the new stage has a guranteed chance to spawn with the celestial portal after stage 10, taking you to a no-return hybrid stage of the Void Fields and A Moment, Whole, called 'A Moment, Forgotten'.
Upon arrival, you interact with a broken shrine of Providence to begin your final challenge, a never-ending Void Fields event that increases the timer speed by 10x.The event adds a new monster/boss/superboss (scaling from the time of entry) and item every 30 (Real time) seconds while also dropping 2 items from a basic chest pool every 30 (Real time) seconds and a lunar coin every minute, until the end of time, and when the player eventually dies, the death message says '...and eye for an eye...'
There is no unlocks or achievements tied to this event, just an option for players to end their run in the most ridiculous way.

limber coyote
#

!feedback
TLDR: Tab menu challenge tracker
Let us pin challenges in the logbook so it's possible to quickly track their progress from the Tab menu (rough sketch included).
Challenges that can be failed throughout the run (e.g. 20 stages without lunar on commando, ethereal, etc.) as well as stage-specific challenges (such as huntress' rallypoint delta one) should display a failed state if you didn't fulfil the criteria during the run/stage.
Challenges that require you to do a countable number of things should have a progress bar.

white wraith
#

!feedback
(not my idea)
Getting 10 queens glad spawns a queen instead

thorny merlin
#

!feedback stop the time, or at least slow it down in the Void Field. In return, make it so you can't charge the Cells when you're not in the zone, just like a tp event.

white wraith
#

!feedback
Make it so you cant ping yourself, "(Player1) wants to attack (player1)".

patent scarab
#

!feedback
Thought of an idea for a utility skill for artificer
Fire nova: slightly knocks back and damage nearby enemies

copper tangle
#

!feedback in the logbook for spinel tonic add a stat to show your maximum amount of tonic afflictions in a single match and how many you have gotten in total

summer mango
#

!feedback
3D Printers are spawning at a good rate in my opinion. However, I feel that almost every printer I come across is for common items.
I think that the overall spawn rate for printers should stay unaffected, but the spawn rate of uncommon and legendary printers should be increased and the spawn rate of common printers should be decreased.
I can't recall the last time I've seen an uncommon printer, and I know that I've never come across a legendary printer after 120 hours of gameplay. I've come across boss item printers more times since the hidden realms update than I've ever come across uncommon and legendary item printers combined since the game released. This is a problem in my opinion because some runs you never come across boss items, but every reasonably-sized run you will come across both uncommon and legendary items.
Uncommon and legendary printers provide more benefit and options to a player's run than boss item printers, and common item printers are spawning at too high of a rate compared to uncommon and legendary printers.

minor sable
#

!feedback Equipment idea: Greater Flask

Pays a homage to the Souls-genre of games, the Greater flask is a limited-use equipment that can be used a maximum of 3 times per stage. This number is just a placeholder, and can be changed to fit the balance.

Using the item will restore a majority of your health and deplete one charge. Any healing past max hp is converted to barrier. It is possible to use all charges at the same time to gain an insane amount of barrier for some time.

This item is supposed to fill a similar niche as the Fruit or Woodsprite, but be more situational and powerful compared to them. Additionally, Fuel Cells and similar items will increase the number of charges like normal but won't give you a completely new set of the item. Ex: One Fuel Cell increases your charges from 3 to 4, not to 6.

little barn
#

!feedback

(not my idea)
Getting 10 queens glad spawns a queen instead
@white wraith
bot was down

white wraith
#

I just spelt feedback wrong the first time lol, thanks anyway

eager plume
#

!feedback Scavenger should have a less than 1% chance to get Ceremonial dagger. It is undodgeable unless you have an insane amount of movement speed.

still perch
#

!feedback
Item idea.
Barrel extender.
Rarity: common.
Effect: increases the range of all attacks by 10% (+5% per stack), increases effective range of attacks which have damage fall off at distance by 20% (+10% per stack).
The range increase should work even with melee attacks.

cinder steppe
#

!feedback
The brilliant behemoth and a couple of other red items scale very bad. Examples include vake of vultures, BB, shattering justice, head stompers, frost relic & soul bound catalyst.
Most of these are simple increase in duration or larger area which is mostly useless. So maybe a change in their scaling head stompers could be a charge based system, brilliant could have an extra delayed explosion, shattering justice could apply an extra dose of the armour debuff for an additional stack and so on.

twin sun
#

!feedback
make it possible to have a pause option in single player, And in multiplayer make it a vote pause function . so you can ad least take a break now and then .

hybrid summit
#

!feedback Mul-t movement rework idea.
It would be neat if mul-ts movement would be more vehicle styled if its possible to code in. Instead of normal wasd movement his W would slowly accelerate him and s would work as brake. His A and D movement keys wouldnt make him move left/right but instead steer him. Shift would just work as a turbo boost but you couldnt shoot while using it. His movement wouldnt immediately stop unless using brake and he would be able to shoot at any direction while moving.
If possible it would be also nice if he would fly off the ground when hitting bumps and such and/or go totally tonyhawkproskater mode with the terrain.

Mul-t currently is not that interesting of a character juts by being commando 2.0 with 2 equipment slots and i feel like this would turn him into an unique character with different playstyle. Giving him sligtly worse tools for dodging attacks precisely but greatly boosting his ability to kite enemies by "driving" away from them while shooting backawards. Obviously this idea could be worked for the unreleased character too but mult kind of also is in need of a slight finetunement.

white wraith
#

!feedback
Alternate Huntress M2: Volley
Killing an enemy grants one stack of Volley (max stack is 3, +1 per backup mag)
The huntress quickly fires x amount of homing arrows, dealing 150% for each arrow, 1 proc factor, can be used while sprinting.

heavy glen
#

!feedback sorta lame artifact: Blackout. Levels become extremely dark, but certain items/projectiles/etc emit significant amounts of light.

patent scarab
#

!feedback
Artifact idea: randomised
Every attack can deal anywhere between 10% and 200% damage for you and enemies alike

little barn
#

!feedback
an artifact that replaces all chest spawns with lunar pods.
lunar pods are now free with it active

split salmon
#

!feedback customization for the UI like changing colours if you want to.

shrewd vessel
#

!feedback
Use item: Corrupted Crystal: 2 charges: use to cut into Dimensions, slash the area in front of player and slash again in a different location which will create 2 portal entries/exits the portals last 10 seconds and cooldown for this item is 80 seconds.

earnest laurel
#

!feedback make a survivor with the R ability to "rewind" ~4 seconds to the position and health they were in at that time.

boreal lake
#

!feedback
Currently Huntress's alternate R moves the player backwards at a fixed upwards angle. Instead have the angle be exactly opposite to the camera angle allowing it to be used more flexibly as a vertical or horizontal movement option.

covert solar
#

!feedback
I'd like to see Bandit in future like playable character. It was already shown in many mods and some of them have shown already fully ready BASE character(without Alt Skin and Abilities)

EDIT: Mod for example - https://thunderstore.io/package/Moffein/BanditClassic/

tacit lantern
#

!feedback
Since the Year 1 anniversary is coming up I think it would be neat if all the characters could get a skin which has a party hat on their head

teal rune
#

!feedback
While it is almost certainly a bug, please don’t remove the “feature” where, if you can gain money (by, say, using a shrine of blood) just before being teleported to the next level but after all your money is turned into XP, you keep that money into the next level.

It happens rarely enough that it doesn’t affect balance much, and is fun to pull off when it is possible.

little barn
#

!feedback Make it so that we can see how many hours we've played on each character

peak pine
#

!feedback, i think without asking anywhere, some parts of ROR 2 are kind of hard to get into, for example the beads of fealty, how about putting a special cleansing pool next to the obelisk where you dump your beads in to start the bossfight, so if people get the special bossfight, they know that it is actually because of the beads

little barn
#

!feedback Make the area of which you can ping (chests and etc.) a little bit bigger so it's easier for it to be pinged from afar or when its only a tiny bit showing. I'm thinking of like creating a small bubble around the chest or etc. at which the interactive can be pinged at.

little barn
#

!feedback In the steam status, add which character we are currently playing

little barn
#

!feedback Artificer Utility called Flashfire, A firewall instead of an Ice wall for those who prefer fire. :T

weak sparrow
#

!feedback Me need Colossus especially if that's the scale of his head!

However if that's his true size you would need a special map just for him.....

lone depot
#

!feedback Would be useful to have a string in the chat box/item pickup feed to say which items a player has given away into a 3D printer

weak sparrow
#

!feedback Artifact: Lady Luck

Every chest is replaced by chance shrines

safe prairie
#

!feedback
Add bighorn bison to Abyssal Depths past the first loop, as a callback to Magma Barracks from the first game

weak sparrow
#

!feedback Rework enemy spawning to be more eventful. Here are games to look at for behavior ideas;

  • Diablo 3
  • Left 4 Dead
  • Borderlands

These are the key parts about the enemy system that would work in RoR2

  • Low level enemies scattered around at all times (Borderlands)
    This allows you quick and easy money to buy things with no wait time. These enemy are also more likely to ignore the player.
  • Enemies spawn in packs (Diablo)
    This will keep challenge and action going.
  • Time of calm (Left 4 Dead)
    After a large fight the game will give the player a break to breath and buy chests.
  • Raid (Diablo)
    If the game sees the player defeating enemies with some ease, it may spawn a group of high level enemies to keep challenge up.
fathom hazel
#

!feedback New lunar item: Impartial Scale
This is lunar item that increases damage for each lunar item held, and decreases damage for normal items held, including itself.

The formula is ( (1.5l) + (-0.05w) + (-0.25g) + (-0.50r) where;
l is lunar, w is white rarity, g is green rarity, and r is red rarity.

Each extra copy of this item increases each calculation by 0.2, with the exception of the white rarity, which is 0.1.
Equipment is taken into the calculation for the duration of their effect, where normal items are counted as green rarity.

Examples;
With 10 white, 3 green, 1 red and 2 lunar items would equal a 25% damage increase,
17 white, 11 green, 4 red and 5 lunars is a 90% damage increase
9 white, 4 green, 0 red and 1 lunar is a 5% damage decrease

Of course, any numbers, percentages and damages are always up to the devs, please only consider the concept of the item.

ruby briar
#

!feedback
Item idea
“Time charge”
30sec (changeable)
Set’s all cool downs to zero, allowing for a volley of abilities.
Obviously would not effect itself

snow wave
#

!feedback
Equipment: Counterfeit Timepiece

  • Teleport yourself to the location you were at 6 seconds ago.
fleet zenith
#

!feedback when the teleporter charge reaches 100% (and the boss is still alive), the red dome should dissapear to indicate that you dont have to stay in it anymore

still perch
#

!feedback
Giving survivors some way to change loadout during the game, or maybe even use more than 1 skill at a time would be a great way to give players better variety of options during the game and make some of the more underwhelming skills more useful.
Some ideas on how it could be done:

  1. At the bazaar, an equipment change booth that you could access for 1 coin to swap loadout.
  2. An equipment that swaps all your skills when used, or it could come with an interface to let you change a particular skill.
  3. A red item that allows you to use non equipped skills together with your main loadout, albeit at slower cooldown (cooldown decreases with stacks).
  4. Alternatively, 3 green items each of which unlocks primary, secondary and utility skills, at a much slower cooldown, and a red item for the special skill, though those kinds of items would only be possible once every survivor has all 4 alternative skills, of course.
    These are just ideas, I think that it would be really cool if we could use more skills during the game in one way or another.
limber coyote
#

!feedback
Optional cheat sheet for the skills in the tab menu (this would mostly help newer players)

glossy wind
#

!feedback pls gib old Rex smoothy skin as a prismatic trials reward

eager dagger
#

!feedback
When completing a shrine of combat (defeating all the enemies spawned from it) you should receive an item. I know that eventually they’ll be just free items (just like everything else by that point in the game) but i see it more in line with the idea that ror1 had with boss type enemies, just a little more predictable.

coral wagon
#

!feedback Loader alt R inspired by the above feedback

Skill: Discharge an electric explosion dealing X% damage and stunning enemies. Upon using this skill, deplete all barrier, and increase the size and damage of the discharge based on barrier depleted.

Move would have a short "charge" period where for 1 or 2 seconds it winds up and then discharges, the barrier would be taken only at the end of this charge period.

jovial sierra
#

!feedback add a "random character" option.

latent wind
#

!feedback change the crosshair for the Visions of Heresy item; Playing as Engineer and still having the Grenade Launcher crosshair feels off

raven jacinth
#

!feedback
officially call the planets name Petrichor V (planet being the place we are at in ror1 and ror2)

hybrid summit
#

!feedback When final boss is added, make it so that you cannot kill it past the first loop and you would have to make the decision if you want to either loop forever or enter the final boss stage. Killing the boss every time after 4+ loops with every possible item in the game and having a literal god build would very much devaluates the experience of killing a boss. This would also add to the replayability of the game when you wouldnt just be able to kill the boss every game after entering godmode by gathering items for 4 hours. (to end the game after choosing to loop forever you could still obliterate or something.)

little barn
#

!feedback Tl;dr: Wake of the Vultures is more of a cool idea than a useful item and something about it needs to change. https://docs.google.com/document/d/10qJItZQYdDTqI1xhDNbPO_1O1C1zx_b51HLfIXt0B04/edit?usp=sharing

modern prairie
#

!feedback

Detailed item information on pickup and in the "Tab" hud display option/idea.

Display the detailed information for each item when it is picked up, and allow when mousing over an item to see the detailed information at its current stack value.

A mod that represents this idea well is:
https://thunderstore.io/package/ontrigger/ItemStatsMod/
Example: When picking up a predatory instinct it would say on pick up

Predatory Instincts
Increases critical strike chance by 5% (+0% per additional item), and 'Critical Strikes' grant 10% attack speed which can stack up to 3 times (+2 stacks per additional item).

Example of predatory instincts when mousing over in the tab hud when you have 5 stacks.

Predatory Instincts x5
Increases critical strike chance by 5% (+0% per additional item), and 'Critical Strikes' grant 10% attack speed which can stack up to 11 times (+2 stacks per additional item).

Rational: Having such information in game would be beneficial to both new and veteran players so you dont have to guess at what an item does exactly (or memorize the wiki/logbook for each item). Also some of the descriptions in game are somewhat lacking or misleading as is.

split salmon
#

!feedback make shrek a boss

steady delta
#

!feedback I'd like a death report telling you how you died while on coop. I find that there are numerous times where the cause of death isn't immediately obvious and I'd like to not have to guess at what killed me or my teammates if we don't all die.

minor sable
#

!feedback The Hellfire Tincture aura should persist even after you die (in multiplayer). It actually does persist for a few seconds after I die, but once the camera switches to spectator mode it goes away. Would be a neat feature I think if it stayed for the whole duration of the item

gaunt delta
#

!feedback
Rubber bullets
Green Rarity
Your shots ricochet to 1 extra nearby target for 100%(+20/stack) /number of targets*(+1target/stack).*

Desc - “yo man I found this cool item, what do you think it does?” “I don’t know Jason, just shoot it at the dummy over there. Ow! How did that hit me? how bad has your aim gotten recently? Give me the gun. You’re lucky these bullets are rubberized.”

||totally not stolen from|| @pine gale

prime minnow
#

Prismatic blood, red rairity.

Sends 7 rainbow colored pellets on hit for 50% (+10% per stack) total damage, each pellet has a 0.5 proc coeff and a special affect related to its color.

Red- Fire.
Orange- Armor break.
Yellow- Stun.
Green- Chunk of healing.
Blue- Ice slow.
Indigo- Weaken damage.
Violet- Bleed.

The pellets shoot out in the shape of a flat cone and pierce enemies, theyll travel for 10m (+2m) before disappearing.

(Thanks for masky and tilted hat for helping me with this)

weak sparrow
#

!feedback Alt Special for Acrid

Deathly Spore

Release a small AoE spore cloud around Acrid. The spore cloud deals 0.5% max health damage every seconds. Spore damage can kill (does not proc). If enemy dies while inflicted with Deathly Spore it will create another small spore cloud that can inflict others.

Pros

  • Damage Kills
  • No limit on spread
  • Blends nicely with Leap

Cons

  • Lower DPS
  • No hit damage (No procs)
  • Small spread range
fathom hazel
#

!feedback Acrid Alt R idea:
Fire a powerful plague that toxins the first enemy hit for 5 seconds. Enemies that die while having the toxic debuff will deal 250% damage and apply the toxic debuff to enemies in a 2.5 meter radius

Edit: Emphasized the and

balmy forge
#

!feedback Lunar item idea:
Gunpowder Hourglass "It doesn't seem to track time well"
Rarity: Lunar
Effect: All critical hits increase their damage from 200% to 215% (+15% per stack) but the damage is applied over 1s (+1s per stack).

Description: The increase in damage becomes apparent with sustained combat with a single enemy, perhaps making elites and bosses easier to kill in the long run, but the delay in application of the damage makes it more difficult to know when to change focus. Smaller enemies that might normally die to a single crit or two will now survive longer or require longer focus to kill.

steady delta
#

!feedback I think it would be really cool if the all characters other than just Artificer and MUL-T had unlockable primaries. I can understand that some characters would be harder to do this on than others (e.g. melee characters), but I think if done properly it could add some really nice variety into the game. This is true especially considering the fact that the primary attack is what is PRIMARILY used, at least in the early game.

As for what these altered primaries could look like, maybe (for example) the Loader could have Her "original" attack in RoR 1, with the third attack knocking enemies slightly into the air (like Merc's alternate secondary). Or REX could shoot a seed of some kind that travels fast, deals high damage, and pierces enemies hit by the attack, traveling until it hits a wall. These ideas don't need to be used, but I think they nicely illustrate the potential for alternate primaries on all characters.

heavy glen
#

!feedback specialized Boss arenas sometimes available as Dreams that replace Stages in favor of one huge boss fight, like a raid boss or boss from Devil May Cry/Souls/etc. Stone Colossus, for example. These bosses would have numerous skills with different tells, which require more strategy than sheer attrition to defeat, having strategized combat like weak points and devastating but avoidable attacks.

Obviously these encounters take really long to create and even longer to perfect, so if this is a worthwhile idea it shouldn't be started until the game is fully released.

steady delta
#

!feedback Make it so you have to activate some sort of switch or something along those lines to attack the Newt Merchant. After all, it's a bit of a shame unintentionally banishing yourself (and team) when you have a gesture of the drowned. Also, a reward for killing the Newt would be awesome; here's some positive or negative ideas:
Positve:

  1. Make it a challenge to kill the Newt Merchant that unlock previously locked challenges (Credit to @fathom hazel)
  2. Gaining access to the "locked space" behind the Merchant and within the space is some sort of some sort of secret/item/whatever
  3. Altering Lunar items in some sort of way, i.e. making them free to purchase, removing the negative side to lunar items, etc.
    Negative:
  4. Deactivates Lunar items making them useless
  5. Spawns newt specific enemies for rest of run (Credit to @balmy forge)

Ideas don't need to be implemented/may not even suit the game. They are simply examples to help the devs creativity.

steady delta
#

!feedback A minor detail, but when the Engi starts to sprint his grenade launchers travel through his shoulders. It would be nice if they quickly rotated up and around instead, as to make his character design feel more real.

crisp nest
#

!feedback Item Percentages are shown: The idea behind this is to add a feature where if you pick up an item it shows
the percentage instead of only the description. there would be three options for this so that new/older players can turn on the
percentage and see the actual rate at which it scales. EX. Tougher times pick up first is 15% chance to block incoming damage afterwards
the 2nd one is a guaranteed 23% at 3 its 31% etc. Now this only shows with every pick up and only the percentage is shown. the other option
is flat percentage where it would show the flat scaling rate. and the last is both. Ex.

A. Tougher Times (1 Stack)
1. Chance to block incoming damage. [15%]
2. Chance to block incoming damage. (+15)
3. Chance to block incoming damage. (+15%) [15%]

B. Tougher Times (5 Stacks)
1. Chance to block incoming damage. [43%]
2. Chance to block incoming damage. (+15%)
3. Chance to block incoming damage. (+15%) [43%]

I would like this personally for the first one

steady delta
#

!feedback An enemy I liked in the first RoR was the Flying Lemurian. Imo it would make a good edition for RoR 2 given their unique way of attacking compared to other flying enemies currently in the game (i.e. the Flying Lemurians would fly up to and attack you, rather than blast you with some ranged attack from afar). Naturally, they could breathe fireballs like their brethren in RoR 2, but having a MAINLY melee flying enemy would make for a tiny bit more variety in gameplay. https://vignette.wikia.nocookie.net/risk-of-rain/images/9/93/Evolved_Lemurian_Portrait.png/revision/latest?cb=20140806052511

gilded zinc
#

!feedback Add new skins for characters that can be obtained during special events (New Year, Helloween, Easter, Hopoo's birthday and so on). Also add various scenery on locations. During the New Year, you can add snowmen, snowballs and snow falling from the sky. During Helloween you can add scary pumpkins, ghosts and candles.
I hope you got what i meant.

balmy forge
#

!feedback Lunar item idea:
Tactician's Monocle "Can be used to expose an enemies weakness"
Rarity: Lunar
Effect: Critical hits no longer do bonus damage and instead cause non-critical hits from all sources to do 150% damage for 1s (+1s per stack).

Description: The balance in this lunar item comes from the fact it needs a critical hit to enable its effect but requires non-critical hits to benefit from it. As a character gains more crit, they'll enable this effect more often, but will also be doing less non-crit hits.

earnest laurel
#

!feedback

Atl Mercenary primary: shuriken throw.

That is all.

patent vector
#

!feedback give the trees gilded coast hitboxes

balmy forge
#

!feedback Green item idea:
Jet Skates "Build speed while moving forward"
Rarity: Green
Effect: Continuously moving forward in the same direction builds increased movement speed up to 40% (+30% per stack) after 4 seconds.

Description: As long as you are running in the same direction you gain movement speed. If you turn, stop moving or get knocked back, the bonus is lost and starts over. Vertical movement does not affect this.

dusk pollen
#

!feedback Lunar item idea:

/Anvil/ "heavy and slow"

Decreases knockback from attacks and sliding effect on high speed by 40%(+40% per stack) , BUT decreases jump heigh by 20%(-15% per stack) and increases damage from falling by 50%(+50% per stack)
(Formula of knockback stacking is :(1 - 1/(0.4x + 1))
The idea is that this item should prevent character from flying to another corner of the map from random golem laser or overstacking of waxes

Edit : corrected formula

high walrus
#

!feedback Make Frag Grenades a third secondary, as having only two at a time is a bit of a bummer.

cedar anvil
#

!!feedback Scenary Object: Jukebox. Interacting with this items lets you change the stage music. It would be cool if the OST of RoR1 was added to this game too

balmy forge
#

!feedback Lunar item idea:
Surgeon's Scope "Used for precise medical purposes"
Rarity: Lunar
Effect: Lowers critical hit chance by 10% and increases critical-heal chance by 10%.

Description: A critical heal does 200% healing for that specific healing tick. Negative critical hit chance results in a chance for a weakened hit. A -20% critical hit chance means a 20% weakened-hit chance. A weakened-hit does only 50% damage.

prime minnow
#

Royal Capacitator (Capacitor) shouldnt target newt, its annoying to have to look down everytime you have gesture at the newt, and if it accidently goes out on him its p much an instant kick out.

balmy forge
#

!feedback red item idea:
Death's Touch "One touch from this fills you with an overwhelming emptiness."
Visuals: A rotting boney finger with pointed fingernail.
Rarity: Red
Effect: Has a 1% (+1% per stack) chance to simulate death on hit.

Description: Simulating death triggers all events that happen when killing an enemy. Without any other items, this only rewards the gold and experience. But can synergize with these items:

  • Monster Tooth
  • Gasoline
  • Topaz Brooch
  • Fresh Meat
  • Will-o-the-wisp
  • Infusion
  • Bandolier
  • Berserker's Pauldron
  • Ceremonial Dagger
  • Frost Relic
  • Happiest Mask (triggers the 10% chance)
  • Soulbound Catalyst
  • Wake of Vultures (if target hit is an elite)
safe prairie
#

!feedback
Returning item idea

Name: Burning Witness
Rarity: Field-Found [Magma Worm]
Effect: On kill - Leaves a 10m (+5m per stack) pool of lava that lasts 5s and deals 50% base damage per second, burning enemies. Killing enemies also increases your attack and movement speed by 5% for 5s. Can stack up to 4 (+2 per stack) times.

Bring back my Magma Worm boss item! The original didn’t stack the damage increase every kill, but I feel that would make it more interesting.
Edited for slight balancing

worthy kelp
#

!feedback engineers mobile turrets should have a function where you could like ping em or right click em and than give them orders. such as stay here, stay near me, or search and destroy enemies

spring violet
#

!feedback just in general, implement a command wheel for drones, and possibly a quick chat wheel at the same time for multiplayer

hidden plank
#

!feedback
Artificer:

Alt Second: Fire Surge
Charge up an explosion from yourself that deals 400%-1200% damage to enemies within 10-20m diameter around you, igniting them. 7s cooldown. (not sure about distances)

Alt Utility: Flame Charge
Dash forward, dealing 400% damage, igniting enemies, and leaving a trail of fire behind you. 5s sec recharge.

Alt Special: Freezing Blast
Freeze all enemies in front of you (not instantly), dealing 1700% damage. Enemies at low health are instantly killed if frozen.

Edit: This is just ideas for more elements for each ability. The dmg, cool downs, etc are a rough estimate cause I don't know what would be balanced but I like the general idea, especially of adding a movement utility that does element damage (electric would also work really well)

subtle maple
#

!feedback
Add a level of multishop for red items, called the Militech Multishop. Price is 16x grey item. Incredibly rare, like the Militech Printers.

steady crest
#

!feedback have commando's right click ability (the missile one) explode on the ground, allowing you to boost yourself into the air by exploding it at your feet. similar to soldiers ability from overwatch.

ruby briar
#

!feedback
Give us atg missile mk. 2 from the original risk of rain

tough halo
#

!feedback
Here’s an Artifact idea, Artifact of Nostalgia/Artifact of Reminiscence.

This Artifact would basically make the teleporter charge like the ones from the first game, unlimited range, timer-based, and kill all of the enemies.

safe prairie
#

!feedback
Make Visions of Heresy and Glowing Meteorite just a little more discerning at a glance.

distant crater
#

!feedback
Not for the game but for this discord. Can we get a section (A few channels or just one) dedicated to Risk of Rain 1? Acrid ->Pixel_Acrid
(I'm asking here cause I couldn't find a better way to ask bar pinging the mods)

safe prairie
#

!feedback
New giant fire boss that digs underground. Could splash some fireballs around too. We can call it “Lava Snake”

ruby briar
#

!feedback
A variant of the above boss that still buries underground, but splashes electricity. It’s name could be electric eel

distant crater
#

!feedback
A new boss like stone golems but bigger and has an undodgable attack. It could be called Colossus...

frail pelican
#

Not sure if this has been mentioned or something that is meant to be, but the Spinel Tonic never removes its negative effects if I received the effect after picking up another equip item.

analog coyote
#

!feedback Have scavenger not award money. Scavenger is difficult to kill, sure, but the item gain along with the money can definitely get you too far ahead of items vs time.

gilded zinc
#

!feedback Now the game has items that change or improve the abilities of the characters. For example Visions of Heresy, Strides of Heresy, Backup Magazine (I do not include here Alien's Head because it affects all abilities). But there is no subject in the game that affects utility. I think this is a great opportunity to add an Ancient Scepetre (red item) from the first RoR. This item worked the same as in RoR, but in RoR2 each character has several different utilities that allows you to greatly diversify the game and create new builds adding only one item.

random pagoda
#

!feedback Past a certain amount of loops (say, 2), all types of bosses and enemies should generate on any biome.

crisp nest
#

!feedback Mul-T Alternatives

Secondary: Mortar Strike
Similar to Artificer Ice wall this ability is going to be a bit smaller but goes out more or closer where you aim (aiming up = Further spread and distance and aiming down means closer and splash effect where the damage stacks within mortars' crossing one another/both have a max/min distance) in a vertical line from where you aim.
The Mortar shells do 300% damage on impact and leave an area of burn effect for 3 seconds of damage with the mortar's having of 5x25% similar to the canisters that procs on hit items for the enemies being in that area (these offer no stun but again have the ticks from both the burn effect after and being in the mortar to proc which is about 5s)
Cooldown timer would be 18 seconds as this has high damage potential.
Proc Efficiency would be 35%.

Utility: Stationary Mode
The Idea as Mul-T tends to stay back and forth between certain spots so having a stationary mode seems like such an ecstatic idea.
Stationary mode would provide you with the same armor (decays 10% armor every 2 seconds) transport mode and also a damage boost alternative that super charges all primary and secondary damage by giving them damage increase and depending on the primary at hand a faster Attack speed. (Note this doesn't increase any proc chance nor damage for equipment but can increase proc damage by 10% while in stationary mode) Also, After leaving stationary mode you have 2.5 sec with the armor (50%) and increased MS of 50% (decays after 5 seconds) to escape from danger.
Nailgun: 80% Damage / fires 6 nails w/ 30% increased AS.
Rebar Puncher: 800% Damage / Stores 2 Charges aside from 1
Scrap Launcher: 500% Damage / Fires 6 / AS/recharge rate not changed
Power-Saw: 1200% damage w/ reach increased by 150%
(All glow with a yellow Hue to represent the power up)
Stationary Mode 10s/ Cooldown is 25s

Thinking of utility.

hardy sphinx
#

!feedback artificer utility idea, become one with the elements, becoming pure energy, in a quick dash in any 360 space. You cannot be hit during the animation, nor can you shoot or cast skills, lasts about 1s. could have damage to those in the line of the dash that you go through

carmine silo
#

!feedback a quick message wheel for players to use like overwatch lol

example that it may say "hello" or "ready"

formal forge
#

!feedback
Item Idea

Name: Polyphemus
Rarity: Lunar
Appearance: Giant white eye
Effect: +100% damage (+100% per stack) but decreases attack speed by x1/2 (x1/2 per stack) and increase skill cooldown timers by 25% (+25% per stack)

I think this is a fair trade off especially since proc coefficient would remain the same. It would probably be a not-so-good item early game, but can balance itself out late game with attack speed increase items and skill cooldown reducing items. Percentages can change. It's also a Binding of Isaac reference

earnest finch
#

!feedback Make transcendence have better synergies with items such as Personal Shield Generator (increase the shields from 8% to 12%) and Aegis (make it actually work lol).

dusk pollen
#

!feedback
I think glass for now is one of the easiest(and greatest from all lunar items) ways to gain damage, so , why not to add it a special effect , with the remain 1/2 health penalty , for example : player can die from fall damage.

eager plume
#

!feedback Accuracy increases as time goes on, starting at a lower accuracy early on, and being much more accurate towards the later times, hard capping at some point to prevent instant hit and death.

slender nexus
#

!feedback Made this post https://www.reddit.com/r/riskofrain/comments/fgndzm/i_think_adding_the_number_of_items_characters/ on the subreddit and was told to post here. Created a crude mockup but it's visually cumbersome, maybe just colored numbers at the top-left of corner of the item-bar? Also adding item numbers to the tab menu. Supposedly there's a mod for it but I think it would be a good edition to the base game.

hexed jay
#

!feedback
General Item idea, specifics could be tweaked to make the item of any rarity
Name: Range Finder
Appearance: Google a real world Range Finder
Effect: Increases the range of any AOE items.
It's stats could be:
White item: +5 m range +2 per stack.
Green Item: +20% aoe range
Red Item: Doubles aoe range
Tweak it to however it's needed to fit the category it might fit in, I'm not good with balancing stuff.

earnest laurel
#

!feedback

ITEM CONCEPT

Ectoplasmic Goo "Slime is fun! At least, until it falls through the table..."

Rarity: Equipment/Lunar (very rare)
Effect: Temporarily become a ghost. Toggleable.

Pros:
You can fly like with Milky Chrysalis.
You cannot be damaged by enemies.
Status effects are paused until you stop being a ghost (they don't "tick" until you stop).

Cons:
You cannot damage enemies.
You gain Curse equal to X% of your max health every second you're a ghost. When you stop being a ghost, you start losing Curse at the same rate. Does not affect Curse from Shaped Glass or Spinal Affliction.

Explanation: A fun lunar item to mess around with. Not the greatest, as you will be severely hampered when you de-ghost, but not the worst, as it lets you escape for a bit. Sort of like Strides of Heresy on some ways, only it hurts you to use but lets you use it longer.

@Drizzle shrooms Engineer in #ror2-feedback-discussion with constructive criticism!

prisma vapor
#

!feedback
Drones that gets lost or stuck are quite frustrating, perhaps a revision is needed to the drone's pathfinding.
This is especially important when I have a healing drone or emergency drone, I expect them to be able to circumnavigate terrain and stay close to me; however, at higher movement speeds and especially on agile characters (Commando, Loader, Mercenary), they tend to get stuck on terrain and I never get healing when I need it.
I thought they are healing my other team mates or drones, but that isn't the case either. I would run around the map for a bit to find one drone stuck on a tree root or an oddly shaped rock/crevice.

unkempt owl
#

!feedback
A multiplayer gamemode similar in style to Left 4 dead’s versus mode wherein players can play on the survivors team, or as the monsters opposing them. Monsters would of course still scale with level to pose a challenge for survivors, and similar to the tank in left 4 dead, a random member of the monster team would be chosen to control the teleporter boss each stage.

fathom hazel
#

!feedback Alt Commando Secondary
Fires a short range blast, similar to the radius of a shotgun.
Deals 500%-100% base damage, knocking back enemies hit.
The closer you are to the blast the more damage and knockback the shot does.

distant crater
#

!feedback
The alternate character skins look different in the character select screen to when in world. e.g. Commando's appearing red in character select but blue in world.
Adjust the light or something so that the mastery skins look the same in character select as they do in world

sacred gulch
#

!feedback it would be nice if pings snapped a little bit farther from the crosshairs to an interactable object.

narrow zephyr
#

!feedback
Someone mentioned engie's grenade launcher sprint animation earlier, and i'm sure someone has mentioned this before as well, but merc has the same type of thing happen to him when he sprints. He pulls his sword through his body when he starts to run, and it looks a little strange. would be cooler to see him.. not cut himself in half, haha

sacred gulch
#

!feedback as a followup to @prisma vapor's feedback:
I feel like I barely register the presence of drones when I have them. They orbit pretty far out, and they are really small and floaty. I think I would really appreciate if they kept themselves on a tighter leash. This could also help them feel like a more prevalent help, since you'd be able to directly see them contributing much more easily.

copper tangle
#

!feedback Loader Rework
Overall loader is a bit op and could use a few fixes, here are my ideas:
Primary-can stay the same maybe slight nerf

Secondary-grapple now can only shoot forward but could deal more damage or give more speed

Utility-reduce damage, and/or increase cooldown to maybe 7s

Special-stays mostly the same but now is used for more mobility as it allows you to swing off of it, similar targeting as huntress' auto aim. This would give the special ability a greater use as loader now wouldn't be able to naturally swing around without it, cooldown could stay the same.
Lots of people say loader is op but I wanted to give an idea of what a fix could look like. I feel like this would make her skills synergize a bit better, rather than just relying on the charge punch.

sour fog
#

!feedback When there are more skills in the future, we should have different loadout slots that we can save and load up.

stone shuttle
#

!feedback the way engineers sheild tends to bounce off of his turrets and land somewhere else, leaving the turrets unprotected is kinda annoying as i dont want to slow down to try and get it near them without it bouncing off.

open tartan
#

!feedback
When an equipment is activated before its duration ends, refresh the duration but don’t play the initial audio/video like Radar’s scan and Elephant’s trumpet. War Horn is a good example of how it should be.

civic copper
#

!feedback
Make it so that when we dream in the Bazaar and then we go to the Void that we get teleported to the area we dreamt after we complete the Void.

worthy kelp
#

!feedback when you open a chest, only you should see the item. this prevents item stealing, and would also apply to boss drops. if you ping it, or die before picking it up, it appears for all players. this allows players to take others boss drops when they are dead and for item sharing (with the ping)

sacred gulch
#

!feedback I think it'd be kinda cool to have the pie chart from ror1 that shows you how many times you've played each character relative to each other

frozen forge
#

i'd like to see a more detailled damage recap at the end of the run, in order to see damage dealt by every items and abilities (could be a lil expand arrow or smth)

prisma sentinel
#

!feedback Add an option to sort the inventory:
By order obtained.
By alphabetical order.
By Logbook order (Rarity).
By stack amount.

still perch
#

!feedback
When pinging on a scavenger, show the equipment it has.

shrewd vessel
#

!feedback every 10 levels rewards 5 more lunar coins if you obliterate yourself
for ex. end game at stage 21, you get 10 lunar coins stage 31 15 lunar coins

dusk pollen
#

!feedback
I think that we need some kind of track towards our allies, maybe showing in which direction they are and at what distance
(Show the distance between you and your teammate in meters near a portret in game)

little barn
#

!feedback buff/rework lunar items that aren't tonic, gesture, heresy and shaped glass. If it has a downside AND cost a premium currency they should make it a good upside

stoic dragon
#

!feedback lesser wisps fire 3 shots per attack, but it can be hard to tell at times. Maybe the line they make when aiming could be updated into three lines in a tight cone to reflect this?

Edit: Might help establish that they can break through one-shot protection.

gentle spade
#

!feedback irradiant pearls should not be able to be 3D printed if you have regular pearls still able to be used as the material.

gritty haven
#

!feedback
Lesser Wisps and Hermit Crabs, for being minor enemies, are extremely deadly for different reasons
Wisps:
-instantly being able to fire upon spawning shouldn’t be a thing
-Not so powerful alone or in small groups, but because of how little credits they cost the director, you can get swarmed with tons of them and very easily be over powered
-The fact that they shoot three shots doesn’t help this, as it means late game that a single elite wisp is enough to instantly kill you if you don’t notice it

Hermit Crabs
-are able to hit you anywhere in the map, so long as neither of you are under cover
-deal insane amounts of damage for a light enemy, enough to OHK while the survivor is at full health
-same issue as Wisp, shoots three shots that can easily bypass OSP
-Very hard to notice on most maps, because they burrow into the ground

Edit:added distinction between different enemies

lethal mango
#

!feedback negate the possibility for duplicate items to appear in multi-shop terminals

median marten
#

!feedback
get rid of malachite elites lol
seriously though, it's a genuinely awful enemy type
they just remove the game's fun. sad.

hidden hedge
#

!feedback give us the option to set the difficulty as if we had 2-3-4 members in our party. It would increase difficulty past Monsoon which gets easier and easier as you get more knowledge of the game. With the coming of Artifacts (if we get Command and can actually choose whatever item we want every time an item drops) it will make the game easier/harder depending on the Artifact of course.

TLDR; Need the option to set up a single player game as if we had 2-3-4 (or more!) members in our party. More loot, More fun!

sage meteor
#

!feedback Cross save between all platforms. I'm probably going to get the switch version anyway, but it would be super nice to just have all progress saved across platforms especially because of the harder challenges.

thorny merlin
#

!feedback turn Huntress's ability to shoot while sprinting into a passive, so that Huntress can shoot and sprint even with Vision of Heresy equiped

median crow
#

!feedback Drones should be a tad bit easier to find. As someone who's eyes are weak to really strong vibrant colors, I play with a lower gamma, so more darker areas like Abyssal Depths and Wasteland Aspect give me serious problems to find drones in. Making them more easier to spot would be really helpful.

frozen forge
#

!feedback I'd like to see a more detailled damage recap at the end of the run, in order to see damage dealt by every items and abilities (could be a lil expand arrow or smth)

cinder steppe
#

!feedback
The items an equipment drone is carrying should be a little icon beside it's name to make it easier to know what it is carrying also when you ping it it should say it's equipment as well.

ashen lotus
#

!feedback
Add a way for us to notice that an enemy is spawning. Like maybe an Aura, or an outline on the ground, something that we will see very clearly. Imagine not having your run ended because the director decided to spawn a malachite or even a regular wisp literally on top of you, and killing you almost instantly without any knowledge of it beforehand..

ashen lotus
#

!feedback
For Engis alt utility, Bring back his jetpack from ROR1. As it stands, he has no verticality and we cant really rely on RNG to give us hopoo feathers or H3AD-ST all the time. It would be that fast escape option in a tight situation like most survivors have already.
Also...he literally has two thrusters on his back which allow him to levitate off the ground so it would make sense

cedar anvil
#

!!feedback Green Item: M1 charger.
-Not using M1 for a couple seconds grants you a charge on your M1. Charges are an empowered M1 attacks. Using M1 having a charge consumes the charge and empowers the attack. You can see how many charged attacks you have over the M1 icon.
-Stacking: Per stack you may have 1 more charge, and the charge activation time is slightly reduced.
-Brainstalks or Bandolier Pick-ups have no effect on these charges.
-This item works best on survivors whose M1 has charges, because it allows them to have more M1 charges without disrupting how these abilities work. All other survivors benefit too, since they make use of the empowered attack after some downtime.
example: Lets say we are playing with artificer. After using all 4 M1 charges you have to wait a little for them to recharge. If you have this item, you can decide to wait a bit longer without firing the M1 so the item activates and gives you 1 extra charge. So now you have 5 charges in total: 4 Normal + 1 Item charge. The next time you shoot you see that the first fireball is empowered, but the next fireballs work as usual.

fiery fjord
#

!feedback
Idea for an artifact:
Meteor rain
Every 30 seconds, and when entering a new level the lunar item that rains meteors (I forgot the name) is activated even if you have not released it or being with it

gritty haven
#

!feedback
I’m relation to what @median crow said, maybe have drones give off little blue particle effects around them, so that they can be easily spotted in all environments

bitter axle
#

!feedback
Break Engineer's sprint when he fires grenades, not when he starts charging the attack. His animation would no longer awkwardly fire forward while pointing down, and it's less likely you'll accidentally break sprint.

earnest laurel
#

!feedback add, as a setting, "sprint by default".
So you sprint whenever possible.

split salmon
#

!feedback make an optional First person option for people who want to make them self suffer.

fleet zenith
#

!feedback make the clay pots in abandoned aqueduct actually pushable, so that you can have access to the secret fight for every survivour

jade obsidian
#

!feedback
Make it so that if the Happiest Mask procs on a beetle before it burrows up to the surface then its ghost appears like all the other transparent models instead of the standard beetle skin.

trim plover
#

!feedback reduce the requirement to complete the "Mercenary: Etherial" achievement to only staying above 75% hp or the like since its kinda absurd to nohit 2 stages with mercenary from 0 (unlike huntress's rally point nohit where you can gear up beforehand, not to mention you have several tries per run if youre lucky)

unkempt citrus
#

!feedback
Bottle of Rum (Legendary)
Take 40%(+40% per stack) of all incoming as a damage over time lasting 4s(+2s per stack).

The 40%(+40% per stack) would not be linear like Tougher Times and other similar items in the game, so it would go 40% > 64% > 78% > 87% etc. (the numbers itself obviously would be tweaked based on how they feel in game)
This item could help with insane burst damage late game, giving you a chance to fight against it rather than getting double tapped by a wisp and dying instantly.

scenic bronze
#

!feedback
New lunar item
Increases your teleporter charge rate (+100% per stack?), but decreases your charge radius(-50% per stack?).
Edit: To Clarify, This will only affect that player's charge rate and radius, not the whole party

fathom hazel
#

!feedback A simple equipment, that gives you a burst of movement speed and jump height for a couple of seconds, with a low cd

shy cobalt
#

!feedback Add a function that keeps track of overall level, kind of like player level, per character. Think of it kind of like prestige system for individual characters to show off how much you have played them. Give xp for stages cleared and bosses killed/enemies killed. Have different skins unlock for different levels, like chromic skins, rainbow skins, etc. It would be a cool way to show off experience with different characters

wind galleon
#

!feedback
Melted Rebar
White item
Gives a flat armor amount on pickup

vale kite
#

!feedback
Adjustable difficulty sliders. Keep the three current difficulties as presets, but give players customization of:
-Regeneration multiplier (currently restricted to .6/1/1.5)
-difficultyValue (currently restricted to 1.0/2.0/3.0)
-Player multipliers (currently +.3 each to initial difficulty coefficient, and player count is ^.2 for scaling)
-Stage completion multiplier (currently set to 1.15)

fathom hazel
#

!feedback I love the simple interaction when you hold both, Runalds and kijaro's band. More unique interactions like this would be great, and a few ideas could be;

Aegis and Rejuvenation Rack: Increases both effects by 25%.

Visions of Heresy and Strides of heresy : I actually have a few ideas for this;
Maybe it could replace your other abilities to introduce a new lunar character?

Or It could simply fire off Primary attacks in random directions upon using your utility?

balmy crystal
#

!feedback don't dull the music when leaving teleporter range
Sometimes you gotta kite and you want that sick music

fathom hazel
#

!feedback Add a Large enemy that periodically spawns drones for a max of 3 drones (1 healing and 2 gunner, or vice versa.). These drones would be under control of this enemy, therefore they are trying to attack you and your allies.
The main enemy doesn't attack but it has alot of armor and health.
On death, you would obtain the drones that it spawns.

sacred gulch
#

!feedback the blue bugs on rocks in swampy swamp react to player proximity, but not getting shot.
immersion ruined, lawsuit pending.

fathom hazel
#

!feedback New Legendary item: Ditto
Every attack has a 25% (+25% per stack) chance to duplicate its damage for 75% Total Damage.
The secondary hit does not have a proc coefficient.

Stacking this item scales similarly to Tougher Times, with Inverse Exponential Stacking.

gilded zinc
#

!feedback
New Artifact "FPS"

With this artifact the whole game becomes first-person, ahah

austere nebula
#

!feedback
make it so the monster logs have viewable elites of the enemy if available, possibly make it so its viewable after killing that enemy's elite

shrewd vessel
#

!feedback
Tier 2 or green: Hollow Armor: every kill adds a stack of armor that increases defense by 5% (Max Stack 5)
with each added Hollow armor adds another stack

terse meadow
#

!feedback Engi mines should stun, unarmed and armed.

dusk pollen
#

!feedback
Lunar item idea : goldrusher

Increases your damage up to 45%(+45/stack) if you have more than 1000(*2/stack)gold(scales over time) but decreases your damage by 45%(-45%/stack) if you have less

distant crater
#

!feedback
This should be illegal -_-
Stage 5 in 20mins should not be a hoard of super elites... 3 of them insta killed me and we did about no damage
Edit: btw don't think we activated a mountain shrine (We were going for the loader under 25mins achievment)

nocturne basin
#

!feedback
Make it so than non-teleporter bosses have a chance to drop their boss item on kill. Perhaps make it so that the drop chance becomes lower the longer the run is to make it so that you don't get too many.
Edit: Corrected Spelling

eager lava
#

!feedback

Lunar Item Idea

Distorted Clockhand

Gain a stack of Aggressive Distortion and Suppressive Distortion every time you attack, and a stack of Supportive Distortion whenever you move.

Aggressive Distortion: Gain 10% (+10% per stack) attack speed for 3 seconds to a maximum of 200% (+100% per stack).
Supportive Distortion: Gain 50% (+50% per stack) increasing movement speed over 5 seconds (+5 seconds per stack).
Suppressive Distortion: Lose 2.5% (+1.25% per stack) damage for 3 seconds to a maximum of 50% damage loss.

still perch
#

!feedback
Drone idea.
Tumbleweed symbiont drone.
Looks like a weird plant on the ground. In order to activate it you would have to feed it a drone of your own. The drone becomes overgrown with a tumbleweed-like mass and loses its ability to attack or heal.
Once it's activated, it seeks out all of your other drones and attaches them to itself, katamari damacy style. Once attached, drones can no longer move on their own, but the resulting drone lump can move faster and faster with each new drone attached. All new drones in it can still attack and heal. Their attacks gain a leeching effect, similar to Rex's primary attack. However, instead of healing with the leech immediately, it boosts the heal from healing and emergency drones in the lump.
The plant can teleport and will do so if separated from the player at a certain distance, bringing the entire lump with it. Also, the plant can cunningly avoid most significant dangers of the world, teleporting out of vagrant's explosions, hiding from stone titan's lasers, flying out of dunestrider's vacuum attack.

pale meadow
#

!feedback
pinging an enemy will cause the missiles to target only that enemy as long as it is still pinged
EDIT : it would be much more useful for disposable missile launcher

cedar anvil
#

!!feedback Equipment: Blood Boiler. Damage yourself to make enemies around you start attacking each other.

young iris
#

!feedback /dance one for each char

supple sapphire
#

!feedback
There ought to be an option to opt out or opt in to hosting a game. For example, any time anyone joins a game I'm hosting they all end up leaving because I have terrible latency. There could also be a latency/ping symbol when you join a lobby so you can tell ahead of time if you are going to have problems.

On another note, there could be much benefit in being able to transfer hosts mid-game. Nothing takes me out of the mood to play the game when you're in a halfway decent run and the host dies and closes the server. I love the game, but this issue in particular will kill any interest in the game for days sometimes. Sadly I do not have any good ideas for a solution to this problem.

keen lotus
#

!feedback
Active Lunar item idea:
MindCTRL1102

Take controll of an enemy X amount time (duration scale on monster type), during this period there is no swapping back and if the controlled body dies, you die. When the timer expires you can reactivate your item at any time, to go back to your original form.

During the controll you have acces to all the abilities of the controlled target.

Reason: With the up-comming expansion that introduces artifact's. this item could have some fun combos and mini-games to it. like take controll of a boss, turn on friendly fire and challenge your friends to a boss battle royale, like the 4vs1 genre games and etc. it could also just be used to mess around with.

little slate
#

!feedback make it so if you get scorched acres, the preon accumulator timer resets on the next loop so you can still get it

plucky nova
#

!feedback Make a Flying Player Following Drone for the Engi instead of TR58 Cliff Jumping Wall stucking Dumbster Turret

little barn
#

!feedback More skins.

prisma vapor
#

!feedback
The drone's visual geometry shouldn't be it's "actual" (hitbox?) geometry, as their physical shape causes some collision problems within the game.
For example, the emergency drone is cylindrical in shape: long in one direction and short in the other. What happens sometimes is that this cylindrical shape causes the drone to get stuck on flat or slightly inclined ground because it is rolling ("tripping") over almost perpetually on its long side! It's pretty funny when it happens, but quite inconvenient to the player. Sometimes you just see larger drones barrel rolling while shit falls apart around them, idk whether this is an intended design.

carmine silo
#

!feedback would be pleasant if greater wisps had ambient noise when you're near them as a lot of other enemies do

fathom hazel
#

!feedback Add an enemy on stages past 5 that can reduce the players armor

distant hornet
#

!feedback
Alt Item Skins
These would be purely cosmetic and must be enabled in the logbook before being able to be used in game, similar to how enabling a survivor's skin works.

These skins could be unlocked through different challenges pertaining to that item, also visible in each log entry for each individual item. For example, a challenge for something like predatory instincts could be to reach a certain attack speed boost percentage from predatory instincts alone. Alternatively, each rarity could have it's own challenge if making that many unique challenges is too difficult (Example: Collect 30 of a certain white item to unlock it's skin, 20 for greens, 10 for reds, etc). Lunar Items should possibly not receive skins due to them being too tricky to have a proper challenge for, as well as being much rarer. Below are some concepts for a few item skins.

eager dagger
#

!feedback
Item idea: War Candy
Rarity: uncommon (green)
Effect: gain +30% movespeed on kill for 3 (+2 per stack) seconds

austere nebula
#

!feedback buff the drones, especially their slightly dumb ai. its kinda annoying when your healing drone is just spinning around in circles instead of well, healing you

frank plinth
#

(for @austere nebula)
!feedback buff the drones, especially their slightly dumb ai. its kinda annoying when your healing drone is just spinning around in circles instead of well, healing you

sacred gulch
#

!feedback would be interesting to have an item that gives you a benefit for being in the air. Could be for consecutive time in the air, height off the ground, or aerial killstreaks. It would synergize implicitly with Merc, Loader, Arti, and maybe rex and huntress. It would also synergize with hopoo feather, Headstompers, and milky chrysalis to name a few. Might open the door for a really cool build! 😄

gaunt delta
#

!feedback
petition to move Bustling Fungus model on Acrid from his right Shoulder to his tail tip.

rugged lion
#

!feedback
maybe make an item that will boost you're chance effects like ukulele from 25% on activation to 35% ( plus 5% per stack)

weak sparrow
#

!feedback Trail of the Sword (ref to the challenge in BotW)

An artifact; you lose all your heath gen and healing items are haft (slug is not possible to find)
Just go as long as you can

weak sparrow
#

!feedback Add 4th difficulty Flood

This will drop you into a hahahahahah level difficulty on Monsoon Monsoon from the start... and just gets harder

vital stag
#

!feedback add emotes to all characters with unique emotes to each character.

cobalt sedge
#

!feedback show old guillotine's execution threshold on boss bar.

opal steeple
#

!feedback For multiplayer games, make a terminal where players can trade items occasionally appear in levels

worn delta
#

!feedback
an item that has a chance to proc on kill effects

little barn
#

!feedback change the text for when you dream of Siren's Call. Scorched Acres already has "dream of wind..." and Siren's Call having it feels redundant. Maybe, dream of rain?

gritty notch
#

!feedback

slim goblet
#

!feedback
Max speed should be limited, after picking up 20+ Energy Drink, the Loader was almost impossible to control

gleaming cosmos
#

!feedback Create a menu for the player to choose certain items that scavs. are allowed to pickup/have. Getting oneshot by capacitor isn't particularly fun, nor is one shotting a scav on a god run then dying instantly to razorwire. This also allows for players who may enjoy these aspects to keep them in.

gritty notch
#

!feedback take away shared loot, new players end up playing with no powerups because greedy players just hoover it all up

tough pendant
#

!feedback Character Concept

A character that specializes in dealing with single targets and smaller enemies.

  • They'd have an auto-targeting reticle similar to the one used by Royal Capacitor, but with a much shorter range and less sensitive.
  • Some of their skills would be able to confuse enemies, making them attack other enemies.
  • Their special would have them telekinetically pick up a smaller enemy, allowing them to slam the enemy into walls, the ground, other enemies, or throw them off a cliff.

They would be a mind-power based character, perhaps named Psychotic or something like that.

The discussion began at https://discordapp.com/channels/417739215355510784/565610274053292042/688824099505700946
if you would like to see the discussion. Feedback appreciated.

random pagoda
#

!feedback Please don't make the next character another melee character.

fathom hazel
#

!feedback For loader's alt utility, I think that it shouldn't cancel sprinting. It's quite hard to do activate multiple abilities and equipment while also tapping your sprint button.

plush cobalt
#

!feedback Yet another item idea:

Hemolytic Transfusion
-Red Item (Or maybe even a lunar)
-Works as old infusion did, but;
=Instead of every kill adding max HP, add it only with Elites and Boss-grade enemies.
=If lunar, could have it reduce your max HP when you pick it up, while having the promising chance of regaining and surpassing what you had before. Or you could have it reduce healing received in exchange for slowly increasing max HP, which would boost health regen items like Fresh Meat and Slug.

stoic grove
#

!feedback add drone/turret variety, more of it. Maybe shock/cryo turrets or drones, incinerator turrets, mortar turrets, and boost drones which would boost your dmg by 10% and the vfx is just a orange healing drone beam, the skin for that boost drone would look like a healing drone but instead of a + on its top, a sword. Then add a toxin turret that just pumps out a pool of toxins whenever somethings near.

little slate
#

!feedback the ability to see different survivor skins in the logbook viewer

amber urchin
#

!feedback balance elite mob teleporters. what I tend to notice when an elite version of a mob is selected as a teleporter boss it spawns around four of that elite and sometimes some regular ones on top, and a big tendency that tends to happen is they have way to much damage and health, probably due to the difference in cost, that it cost the teleporter director to spawn certain bosses or elites, here is an example of what I just had happen. Monsoon, stage two, 5 minutes, no mountain shines, my boss was a stone titan with around 3-5k health give or take, this is a manageable boss for the difficulty, stage three, 7 and half minutes, again no mountain shrines, the boss is blazing beetle guards, 42k health, this is not manageable, if i do manage to kill them the timer would go up very drastically due to elites bad scaling , not because I wanted to be greedy and activate a mountain shrine but because of how poorly elite bosses are currently scaled,

little barn
#

!feedback this has probably already been mentioned, but monsters in Void Fields shouldn't have the Tesla Coil because you get fried

prisma vapor
#

!feedback
Toggle option under "Gameplay options": disable auto-pickup
Tired of your team mate giving a nonchalant "oops" when they ate your mushrooms? Well fear no more! With the patent pending "disable auto-pickup"(TM) option, your non-E-pressing-item-pick-up days are over!
With this option toggled to 'ON', you can now carefully pick up items at your own discretion! No more getting yelled at by frustrated ner Engineers! No more focus crystals that won't do you much good because you prefer to fight from a distance like a pus sensible survivor!
ᴬˢˢᵘᵐᶦⁿᵍ ʸᵒᵘʳ ᵗᵉᵃᵐ ᵐᵃᵗᵉˢ ʰᵃᵛᵉ ᵗʰᵉ ᵒᵖᵗᶦᵒⁿ ᵗᵒᵍᵍˡᵉᵈ ᵗᵒ ᴼᴺ ᶦⁿ ᵗʰᵉ ᵍᵃᵐᵉᵖˡᵃʸ ᵐᵉⁿᵘ, ʰᵒᵖᵒᵒ ᶦˢ ⁿᵒᵗ ʳᵉˢᵖᵒⁿˢᶦᵇˡᵉ ᶠᵒʳ ᵃⁿʸ ᶦⁿʲᵘʳᶦᵉˢ ᶜᵃᵘˢᵉᵈ ᵇʸ ᵉⁿᵃᵇˡᶦⁿᵍ ᵗʰᶦˢ ᵒᵖᵗᶦᵒⁿ ᵗᵒ ʸᵒᵘʳ 'ᴱ' ᵖʳᵉˢˢᶦⁿᵍ ᶠᶦⁿᵍᵉʳ, ᵗᵉʳᵐˢ ᵃⁿᵈ ᶜᵒⁿᵈᶦᵗᶦᵒⁿˢ ᵃᵖᵖˡʸ.

gilded zinc
#

!feedback
Alt skill for MUL-T. Have you noticed that MUL-T is very similar to the HAN-D, character from RoR?. Both of them are robots, it seems that they are developed according to the same type, they have similar names, and most importantly, MUL-T has an alternative HAN-D skin. Based on this, it can be assumed that the new skill for MUL-T will be some kind of hammering or calling a drone like HAN-D

safe prairie
#

!feedback
Not for the game but for this server.

If possible, make the message that displays when a user gets banned “[user] has vanished without a trace”, like the void reaver death message. Would just add some more flavor to the server.

nocturne rune
#

!feedback
Character based leaderboards for prismatic trials, since only a select few characters can ever reach the top

split salmon
#

!feedback When looking at characters in the logbook thing make it so you can change to the unlock skins of the characters (Perhaps only the ones you have unlocked). You can get a better look at it and not have to go into a game/run.

amber yew
#

!feedback
Change Acrids Epidemic to allow for unit kill, but increase the cooldown to 15-20 seconds. Without Acrid being able to kill enemies or tank damage effectively he sort of falls flat in solo or team play.

plain mauve
#

!feedback
Have drones be repaired with your items upon buying them? I feel like they might be scaled a little better that way, although I get that they might even be a little OP if that's the case, since having 5 flying tesla coils is a little silly. We all have to agree that drones aren't great though, despite the fact that I love the idea of having an army of gunner drones flying around doing my bidding.

austere nebula
#

!feedback similar to what @safe prairie said, but instead the banned is "You have been detained, await your sentence at the end of time." It feels more fitting to me.

thorn storm
#

!feedback Add a new, more challenging difficulty mode like this one: https://thunderstore.io/package/Harb/DiluvianDifficulty/

Edit:

Difficulty Scaling: +75%
Player Health Regeneration: -60%
Monster Health Regeneration: +1.5% of MaxHP per second out of combat
Oneshot Protection: Also applies to monsters
Oneshot Protection: Protects only 1%
Teleporter: Enemies don't stop after charge completion
Elites: 20% cheaper.
Shrine of Blood: Cost hidden.
austere nebula
#

!feedback i think that the devs should do minor updates for bugs they want to fix instead of pushing it all out in massive updates. Stuff like the Acrid m1 cancelling thing and such. It just seems silly to wait several months to fix something small when its already done and they are just waiting to release it.

limber coyote
#

!feedback After unlocking Rex it would be neat if reactivating him on subsequent runs added him to your party as a respawnable ally (much like Beetle Guards)

prisma vapor
#

!feedback
Add a "test room/holodeck" onboard of the ship that the survivors came from (before it explodes) where you can test out unlocked survivor abilities and item combinations.
Enable any unlocked items or enemies to be spawned via a terminal; achievements are disabled in this mode.

earnest laurel
#

!feedback Inspired by @prisma vapor 's idea, change the lobby screen.
Have it be a small, free-roaming area where you can go to various booths to change characters and loadouts. The room is sort of a small gymnasium where there are dummies to practice on and ledges and stuff to jump onto. That way, players can test the characters a little bit before playing, and also you have something to do when your one teammate just WONT PICK A CAHRACTER ALREADY

nova wolf
#

!feedback Give some items minor adjustments to their balance. For example make lens maker's glasses stack multiplicatively, increase the max health for infusion or add an item that increase amour to give a defensive option for late game that isn't based on chance, give stun grenade and chronobubble an AOE/increased effect to make them somewhat useful but lower their proc chance to compensate.

eager dagger
#

!feedback
add a health/damage boost to the aspect equipments equal to the health/damage boosts that the corresponding elites recieve so that they are more worth their rarity

prime minnow
#

Lunar item
Revives you once per stage (+1) but increases damage taken by 25% (+25%).
(of course numbers arent solid, this is just a general idea)

stoic grove
#

!feedback alternate acrid R: he just sprays a crap ton of toxic fluids in the direction of his crosshair for a bit, maybe 2.5 seconds, infecting everything hit. This would serve the same purpose with a little more damage but less ease of use compared to the pandemic.

prisma vapor
#

!feedback
The Mercenary's Eviscerate seems to detect other players and allies as an "object"(?), so if a player/ally is standing in front of you when you use Eviscerate, the Mercenary will stop short of an enemy farther away.
Not sure if this was as intended, but can be annoying since Eviscerate seems to have a larger hitbox than Blinding Assault (you can target the area next to an enemy with Eviscerate and still register as a 'hit')-- Meaning that even if you line yourself to brush past a player/ally, it still "stops" the Eviscerate mid-dash.

silent eagle
#

!feedback
Allow consumed Dios best friends to recharge, probably 2/3 stages after you being revived.
As is, it's a pretty lackluster item due to being a single time use effect, which isnt many considering that its a red item.

solid cosmos
#

!feedback Please stop ally Ghost Clay Dunestriders from being able to drain your health. Just had my run completely ruined because I killed the boss and its ghost used its horrible drain on everyone including me. I get it, it hurts his allies normally but the Ghost from a legendary item that you can no longer interact with should not be able to damage you.

weak sparrow
#

!feedback add second ability to wake of vultures, where it increases the chances of elite drops

vague hamlet
#

!feedback Huntress: For every enemy killed with the Laser Glaive, cut your 4th attack's (Arrow Rain, Ballista) cooldown by 1s.

unkempt owl
#

!feedback Engineer: replace walking turrets with flying drone like ones. To work properly this would also require some tweaks/fixes to drone AI. they'd scale the same and maybe have missiles instead of lasers.

dim hamlet
#

!feedback
Instead of the Scavengers throwing a lot of little orange bubbly balls or whatever they are, make them throw 1 instead. Getting killed because 15 daggers target you is literally unavoidable if you do not have the speed of a demi-god

vague lantern
#

!feedback On every 10levels, character level(ex: commando lv1, commando lv10), Being able to choose an ability to upgrade (something like commando grenades gaining lower cooldown or grenades having bigger blast radius), i feel like character level** needs more something to it

rancid hollow
#

!feedback Alternate third skill for engineer, the old homing missiles from the first game. You'd lose a defensive tool and get a much more offensive tool instead, which is a fair trade-off, and helps a more mobile playstyle.

loud terrace
#

!feedback give Engineer the tri-nade from the first game as an alternate primary fire. Charging the smol nades plays a bit slow. Maybe as a more offensive tool.

prisma sentinel
#

!feedback New Lunar Item suggestion:
Saddest Mask. Chance for defeated enemies to respawn as Sad ghosts. The Sad ghosts have slower HP decay than Happiest Mask ghosts, but attack both enemies and allies, showing no partiality.
Saddest Mask ghosts are tinted with the lunar item color palette, and do not appear in the list of allies.

hallow swallow
#

!feedback manually aimed huntress primary, burst fire, with a longer delay between shots

earnest laurel
#

!feedback host migration already.

stoic grove
#

!feedback instead of monsoon skins just add a option for a color pallete to make our own, AND GIVE ENGI A SKIN

stoic grove
#

!feedback fix up commando with a roll that pushes enemies and projectiles away, and make his grenade called Magnetic Grenade, that pulls things in, and has magnetic shrapnel that gets pulled in after a second.

little barn
#

!feedback a non-wall based moved attack for a alt attack instead of snapfreeze

little barn
#

!feedback make it actually rain on the stages after reaching the 'HAHAHA' difficulty

waxen minnow
#

!feedback I think the elemental equipment should be expanded on or at least deserve to appear in the log. They're really interesting and while very rare it could serve as an opportunity to get completionists to spend more time trying to get lucky and find them. Plus I think it really counts as a trophy for actually taking the time to hunt them down for the log.

waxen bough
#

!feedback In multiplayer games, you should be able to willingly transfer gold to other players. This doesn't matter at the start of levels since you'll get the same number of chests, but if you ever come across shrines/chests and realize that the combined total of gold is enough but individuals players are short, then all you get from the loot is frustration.

"But you should have coordinated gold spending better" is a trite argument since I don't think the point of the game is to minmax gold management but to each their own. And especially in a multiplayer instance, when you're presumably playing for fun, getting an extra item or two should be okay, right?

prisma vapor
#

!feedback
Engineer should have a counter that keeps track of active mines to help players prevent over-deployment.

scenic bronze
#

!feedback
Allow Artificer to sprint while using flamethrower

limpid sage
#

!feedback
Have an option to replace completely level system which affects health and damage. Everytime level up happens, it increases mentioned stats. Due it's purpose being formulated in same progression in every game and losing completlely after certain items are collected, optional feature would be "Drop a random item every level up ( and hp & dmg and other plausible stats remains same )

lime basalt
#

!feedback
Elite upgrades

Overloading elites explode into ~30 blue exploding orbs on death
Fire Elites burn the ground like RoR1 gasoline on death
etc.

gritty haven
#

!feedback
Tier 2 elite
Twisted Elite

These elites would be a soft, glowing blue colour, and would have the same stat scaling as a Celestine elite, however, they would be much rarer.
Twisted Elites would, upon dealing damage, give the player a single lunar de buff (such as half health or heal over time) and give it the corresponding buff (double damage, doubled healing rate.)

prisma vapor
#

!feedback
Item idea: Incorporeal Matter (boss item, Imp Overlord drop)
Function: Expands range of teleporter zone, reduces teleporter charging time by a small %

heavy glen
#

!feedback When you save your game, the title screen becomes a cinematic shot of the area you will load into when you open the save file.

Would probably require that you haven't closed the application or done any other run since saving, depending on how saving is implemented.

little barn
#

!feedback it would be cool while the screen fades to black after killing the twisted scavenger like rocks would fall and the map would just start collapsing but you won't take any damage from the debris

shrewd vessel
#

!feedback
it might be interesting if there was a option on the main screen to customize the playable characters skins not fully create your own skins but maybe affect the only the weapon or character and have color options on the characters

blazing merlin
#

!feedback
Please fix the lobby's lighting. For exemple MUL-T alt skin looks black with red overtone in lobby but is actually blue with yellow overtones ingame.

loud terrace
#

!feedback

loud terrace
#

!feedback Put a cleansing pool at Bazaar between time which cost 1lunar item and 1-2 lunar coins. It's really hard finding them just like that.

azure zodiac
#

!feedback nerf chronobauble its way too overpowered

pale meadow
#

!feedback
when spectating your friend you should be able to see his skills cooldowns (for some reasons you cant right now) but its a good QoL little update

teal rune
#

!feedback

To fix the issue of drones getting stuck on level geometry, make it so that, if:

  • the player cannot see the drone
  • the drone is very far away from the player
    AND
  • the drone is attempting to move closer to the player, but has not been able to actually move (ie, the drone is stuck)

Then the drone can become intangible for a very short time to fly through whatever it is stuck on before becoming tangible again.

heavy glen
#

!feedback Some kind of laser sight or trajectory prediction for non-hitscan primary fires. Maybe an Artifact or something?

Hitting Wisps with no depth perception is a little hard.

pale meadow
#

!feedback
you should be able to check what items do when pausing the game..cuz it might be risky to check the item's effect while getting attacked..especially for newer players

raven jacinth
#

!feedback
nerf lepton daisy 😳 GWjianBEAND

stoic grove
#

!feedback artifact idea: all enemies gain 1 revive each, and players gain 2

cloud frigate
#

!feedback risk of rain 3 when ImpOverlord

narrow epoch
#

!feedback
clay dunestrider boss item
clay symbiont or something, looks like a mini tar pot, maybe with a little face on it or eye things like a dunestrider has

works like genesis loop (activates when below x health)
tethers nearby enemies like dunestruder succ attack for its duration, leeching 5-10% enemy health per second, and healing the player 1-5% per second, per enemy tethered.
instead of dragging them toward the player the tethers apply the tar slow debuff (like you get from pots and clay attacks)
and/or maybe locks them at a certain distance from the player so you can drag them around while leeching

minor sable
#

!feedback An idea to bring back Bandit. This is completely hypothetical and I don't have any number values - just possible ideas for abilities. Asterisks (*) indicate multiple suggestions for one ability, so it would be either one or the other. I think his current M1, M2, and Shift from the BanditMod are already pretty good, so my ideas focus on his Passive and Ultimate.

His M1 would work like Visions or Artificier M1 with 6 bullets.
M2 is his Risk of Rain 1 ultimate, and resets all of his ability cooldowns on kill.
Shift is a smokebomb that gives him invisibility

Bandit

Passive -
*Bandit gains bonus gold from killing enemies. This applies only to Bandit, and the bonus gold scales overtime.

*Bandit's spider-bot will mark a random enemy near Bandit. They will have a marker on their head. If Bandit kills the enemy he reaps extra gold.

R/Ultimate -
*Bandit throws a thermite grenade that will explode in a small area around it. The grenade will have a rapid dps lingering effect, similar to the thermite grenade in Apex Legends. However it would spark upwards, instead of going horizontally like in Apex. Think of a large flare on the ground similar to his current ultimate, but larger and more damage.

*Bandit throws an explosive spider-bot, that sticks onto the first surface it hits (enemy, ally, terrain). After a few seconds, the bot explodes in an X-shaped area horizontally, dealing huge damage. Think similar to Pyke's ultimate in League of Legends (X-shape). This would work well with his M2 resets.

*Additionally, perhaps an alternate ultimate could use his dynamite, which explodes on impact and does DoT to make it a bit different to Commando's grenade

prime minnow
#

!feedback Artifact Of Second Chance
you and enemies gain one more life, just like deo's. but get a random stat halved halved on the second life.

weak sparrow
#

!feedback I say we get the next up date early so those in quarantine have something to play Kappa

prime minnow
#

!feedback Artifact of the elite.
every monster is now elite.

wind galleon
#

!feedback
Fresh meat is currently the worst item in the entire game, and it could easily be fixed by allowing both stats to be stacked, with increased time and rate of healing, being able to get an additional 2 health units per second for say 30 seconds, only for it to reset the timer for each kill is underwhelming and useless my idea would be

Fresh Meat
Increases base health regeneration by +2 hp/s (+2hp/s per stack) for 3s (+1s per stack) after killing an enemy. Killing an enemy during your previous kill timer will stack

So, say you get 3 kills in 3 seconds, and have 1 meat, the first meat would last three seconds, but also gain the effect of the other two kills, not just add more time to the kill stack

ornate osprey
#

!feedback Increase the maximum gyro sensitivity on the switch version. More akin to splatoon 2-esque gyro aiming since that was specifically made for the console and works well

gentle spade
#

!feedback Make the teleporter particles noticible from a larger distance away, as well as adding some other colors to them to help in the more orange-centric maps, as well as overall and especially for colorblind players.
Edit: Realized this would help colorblind folk as well

prime minnow
#

!feedback @wind galleon's suggestion but without the stacking, so:
Fresh Meat
Increases base health regeneration by +2 hp/s (+2hp/s per stack) for 3s (+1s per stack) after killing an enemy.

wind galleon
#

!feedback
Have Commando's grenades explode upon impact with an enemy

gentle spade
#

!feedback improve drone scaling with current difficulty/time, not just cost

open tartan
#

!feedback
A "size" stat (default=1).

  • Multiplies height/width of the unit, the size/radius/range of projectiles and other effects, and the field of view. Animation speeds are divided by size to match square-cube law and avoid “foot sliding” walking animations.

  • Multiplies damage and survivor health. Monster health is multiplied by size^1.75, and their director credit cost/xp/gold is multiplied by size^2, to mimic the ratios of elites.

    One Example Item: Macrosis (Yellow) “+10% (+10% per stack) size. On death, 0.002% (+0.002% per stack) chance to drop Macrosis.” Giving monsters a chance to spawn with one or more stacks creates another way for them to scale into late-game, and increases monster diversity. It's even compatible with other elite types, since the visual indicator (the size difference) doesn't interfere with elite monster skins.

fathom hazel
#

!feedback A new elite, that would appear around impossible difficulty
This elite would be called Valor. It has a dark orange hue.

Each attack caused by this elite would remove 6% of the player's armor for 4 seconds. This effect can stack up to 5 times, each hit refreshing the duration.
Additionally the elites would have 35% bonus hp and appear 5% bigger than the rest of the enemies.

fathom hazel
#

!feedback Artifact idea: Artifact of Glass

Small enemies die in one hit, Large enemies die in two hits, Bosses and the player die in 5 hits.

prime minnow
#

!feedback another artifact like honor (makes all monsters elite) or a variation of it, that makes it work like a kin event, each stage there will be a set elite type (t2 elites would be later on of course) and all of the monsters would be of that type, and so will you.

vale kite
#

!feedback
If my understanding of Teleporter Boss mechanics are correct, the difficulty of Hordes of Many can be reduced by multiplying the Teleporter Boss Director costs of the Miniboss group by 3 and the Basic Monsters group by 1.5. This isn't a perfect fix but it would be hard to create one without setting a specific credit cost for each enemy.

Currently at 1,100 credits (coefficient 3.36 if my math isn't wrong), a teleporter can spawn (with no discarded credits that could be used to spawn additional units):
-1 Stone Titan with 8,400 HP
-4 Elite + 3 Standard Beetle Guards with 52,320 total HP

storm root
#

!feedback

Make it so the difficulty slider stays on whatever difficulty it last left off on when returning to character select from a session, rather than a default back to rainstorm

prisma sentinel
#

!feedback
Commando: Double Tap projectiles (and any future alternative Primary) colliding with Grenades triggers early detonation.
Other projectile sources are ignored.

paper spindle
#

!feedback
Make it so wake of vultures makes you immune to the effect of the elite type you killed so it’s not actually bad to pick up

strange vortex
#

!feedback
Idea for Artifact: Reorganized Teleporter
Every time you teleport in, your items are randomized by quality. I.e. a red item will become another red item.

dark roost
#

!feedback
non teleporter bosses that spawn have a small chance to drop there boss item up being killed.

crimson crypt
#

!feedback -- As a multiplayer team perk, make a group funding system for teammates to opt helping each other pay for chests they otherwise couldn't afford.

spring violet
#

!feedback I've noticed many AOE attacks can "leak" through obstacles such as walls, simple rocks or terrain, and even Engi's shield. I think this has been requested before, but AOE attacks should not damage the user behind terrain or at least behind Engi's shield.

ashen ferry
somber shell
#

!feedback Artifact: Socialist (name tbd) - All players share items. Chests spawn like there is only one player and bosses only drop one item. Does not share Boss items or Lunar items. \ One of the biggest issues with multiplayer is sharing items and splitting things evenly. This would keep things balanced and would make quick match easier. This is exactly what the Share Suite mod does.

open tartan
#

!feedback
Have Jellyfish/Vagrant occasionally arc an audible bolt of lightning to another Jellyfish/Vagrant in range. It would be a neat effect that makes them seem more threatening (the swarm is buzzing...), even if it does no damage.

median oak
#

!feedback
hey guys, can you re-add the risk of rain 2 to NVIDIA GeForce NOW, please?
or just give us some information about that why they removed it.

dry bloom
#

!feedback Allow us to activate multiple Void Cells at once, with the risk factor being that you're summoning a LOT of high powered enemies, but the reward is the many items obtained at a quick pace.

tiny beacon
#

!feedback Characters, especially Acrid, Rex, and Loader, have a painfully slow movement speed. Maybe give them a bigger base movement speed?

tiny beacon
#

!feedback Add an compass to the HUD that shows cardinal directions. It's too easy to get lost with the maps being so large

lethal mango
#

!feedback Freecam mode when spectating players after death

tawdry torrent
#

!feedback
Add a speedometer for loader that shows how much of a damage boost is being applied to her charged punch.

prisma vapor
#

!feedback
Item suggestion: Monocle (common)
Chance of some % of money back when opening a chest.

Item suggestion: L'Stache (uncommon)
Chance of enemy knockback and stun, deals impact damage on other enemies if hit; moustache also grows larger with each stack.

Item suggestion: Chimney Stack (top hat, uncommon)
Chance of detonating a smoke bomb on every N enemy kills that lasts T seconds, all players within the smoke cloud have increased chance of dodging attacks.

... But truthfully, I just want an excuse to see moustached Engineer turrets with a top hat and monocle 🤣 the stats are just for suggestion's sake.

carmine silo
#

!feedback after dying gain control of a drone (in multiplayer ofc)

gritty haven
#

!feedback
Artifact of Champions
allows Champion enemies to appear. champions have much more health than an elite, and can be any normal, non-boss enemy. each have specific gimmicks that may require some thought, such as:
Bulwark
Bulwark champions have shield walls in front of them, blocking damage. these shields can be passed through, but will damage you.
Faerian
Faerian champions are smaller and faster than normal enemies, but also deal less damage.
Regal
Regal champions create smaller, one-health versions of their enemy type, and do not attack. However, as health drops, they create more subjects
These are just a few examples, and they are only examples

fathom hazel
#

!feedback Idea for am artifact.
There are no chests, shrines or printers. Enemies have a chance to drop items.

old sleet
#

!feedback idk if someone mentioned it before but plz change the way the equipment drone works because right now its totally useless. First of all why do you want to sacrifice an equipment for a drone? It would be no problem if 1. the equipment still exists after the drones death 2. the drone wouldn't use the effect for itself like the (jade elephant) and 3. Take back the item if you gave it to the drone on accident. The only thing the drone is useful for is if you give it the radar scanner since its neither offensive or defensive and more of a support item. (Not all these 3 things should be changed into bcs that would be broken but at least one of them)

dusk pollen
#

!feedback
New white item: Focus Lens
Increases damage by 15%(+15%/item) if you farther than 50m from your target

shy cobalt
#

!feedback Steam Achievements. (Accidentally pressed enter, that's why it is edited)

prisma vapor
#

!feedback
Add time-based shrines

Example:
Shrine of Precipitation:
Activates a timer during the teleporter event, triples EXP gained from defeating the teleporter boss if done within X minutes, halves exp gained if done within X+Y minutes, quarters exp gained if done within X+Y+Z minutes.

thick forge
#

!feedback Please do something so that the resolution chosen in the settings does not switch back to the native one for absolutely no reason. It takes so long for my computer to load up 1600*900 instead of 800x600 yet the game keeps switching back to the bigger one without rhyme or reason
Edit: Adding this at 2 likes - Please make it so you don't have to reinput the chosen resolution every single time you launch the game. It'd be tremendously appreciated.

lilac shard
#

!feedback
Add a little mini game to volcanic egg where you have to be on fire for some time (like 30 seconds?) then the egg hatches and gets removed from your equipment slot and a little (newt?) familiar follows you like the resonance disc and attacks or something

safe prairie
#

!feedback
Maybe make it so items you unlock in a run appear in later stages?

Edit: If that’s even possible anyway.

rough meteor
#

Feedback: Pls fix the issue with the teleporter getting stuck a 99% with no boss left. I think this is the biggest game breaking bug and sucks when you are 2 hours in and boom have to end match.

storm root
#

!feedback

An option to choose risk of rain 1 or 2 music to play with would be pretty cool

pale meadow
#

!feedback
each character must have his own speed...in the logs i noticed that every survivor has the same speed i guess it was 6 m/s this should be changed to give each survivor more unique abilities

blissful raft
#

!feedback Give Artificer a wall of fire. Works like flamethrower, doing multiple hits, but enemies can pass through it.

Also, @tiny beacon, if you think Loader is slow, you need to git gud. Loader can ZOOM with her gauntlet and tether.

Characters, especially Acrid, Rex, and Loader, have a painfully slow movement speed. Maybe give them a bigger base movement speed?

eager dagger
#

!feedback
have the dunestrider's oil ball attack have the projectile explode upon dropping below a certain velocity so they cant ride walls indefinitely
too many times have i ended up getting hit by oil balls that I have since dodged bc they can just return and hit me from behind completely throwing off my game bc they just so happened to have a wall to hug while they redirect towards me. to be honest it isnt fun to fight this enemy right now bc of the fact that this attack is so hard to dodge in several scenarios bc the projectiles are allowed to persist after colliding with walls head on

quiet grail
#

!feedback make the scout from Team Fortress 2 a playable character

safe prairie
#

!feedback
Assuming it wasn’t already worked on for the Artifacts 2.0 update, make the alternative map for Abyssal Depths have pits so that the player can have another map to chase Hermit Crabs off of for Gesture.

oblique canopy
#

.

fathom hazel
#

!feedback Make this the most disliked and ⛔'d feedback.

raven jacinth
#

!feedback
For every full loop after obliteration (i.e when you are offered obliteration again), the total amount of coins you should get for obliteration should go up by some amount, which I think should be +3. It gives a better incentive to continue to loop for more coins and makes it easier to farm for said coins in longer runs.

deft prairie
#

!feedback
So, whenever I approach an Elder Lemurian with a melee survivor, Merc, Loader, And I'm infront of them, they seem to be able to Fireball and then breathe fire back-to-back with no cooldown.
Could you fix that? Maybe give the fire ball a cooldown that's longer than the fire breathing attack's?

deft prairie
#

!feedback
Special Mega-Boss stages (or something)
A stage designed around a particularly challenging "mega-boss" with its own special events.
Say, a Stone Colossus mega-boss stage would be something like the Titanic Plains but with large stone pillars jutting from out of the ground.
The Colossus would have a beam similar to the normal Stone Golems' but with slower tracking and huge amounts of AoE and general damage. He would have a stomp that has lots of knockback and stuns, and a closer range beam that's like the Stone Titan's.

safe prairie
#

!feedback
It would be nice if Loader’s default special scaled with attack speed like most abilities in the game so it would scale a little better into the lategame. Right now, it feels very weak past the first loop (and I honestly feel I’m being generous with that).

maiden rain
#

!feedback a chest that works like the shrine of blood in a way? and maybe for larger tier chest the more blood that is required to open them? i'm not so sure i was just randomly thinking of it since there are like cloaked chests in the game.

short flame
#

!feedback Would be cool to have some emotes/ dances for each of the ROR2 characters. and be earned from challenges. huntressshuffle engineerdance commandoshuffle commandodance banditdance mercenarydance

upper gate
#

!feedback A lunar item that double speed but halves damage kinda like shaped glass

covert night
#

!feedback I feel as if the game went on sale the player base could increase a sizable amount with the corona virus going on and everyone off school and work. It wouldn't even have to be that much of a discount, but enough to catch someone's eye when scrolling down the sale page. It would also work with console cause its getting the Hidden Realm update soon and hopefully the march update for pc isn't to far away so if the game gets a update and goes on sale I feel like that could result in a huge increase in the player base.

shrewd vessel
#

!feedback
another skin for mercenary to look like a knight templar. doesn't need to happen right away just putting the idea there, and for loader to have a skin with boxing gloves and shorts would be cool

brazen comet
#

!feedback make monsters spawn more consistently because one time i had to wait 1 minute and 20 second(which is a lot on monsoon) for a single wisp then another 30 seconds until monsters started spawning.(in early game ofc)

visual bone
#

!feedback
make Blast Shower have more utility than just cleansing debuffs. Granting immunities to debuffs for x seconds or increase your movement speed by Y% for Z seconds to make it feel like an escape/defensive item

pale meadow
#

!feedback
add some unique items that work only with certain survivor, i guess giving them the boss rarity is a good idea,
Just an example, doesnt have to be considered but to give a better idea: some kind of scope for huntress to boost her auto-aim range, or an item that gives the engineer an item that makes him able to repair drones for free or with a very low price..
but for how to get these items im not sure..maybe Newt can give them to u after doing some certain quests or something

little barn
#

!feedback maybe a green item that is increases your drones's health and dmg for %30 percent would be good so they won't be useless afterall

ocean sentinel
#

!feedback Currently, Risk of Rain 2 is NOT available on Geforce NOW as an available Steam game. It would be great addition to the service for people who don't have dedicated graphics cards, what steps does it take to get added?

eager dagger
#

!feedback give commando a slight regen boost to make him just a little more reliable

pale meadow
#

!feedback
if you are killed by an elite version of an enemy it should show it in the death screen instead of showing the normal enemy

safe prairie
#

!feedback
Blast shower shouldn’t cancel “positive” statuses that it considers debuffs. Last time I used it, I had gesture on and I was playing loader. It kept canceling my punch charge.

blissful wadi
#

!feedback
Have a slider or options to turn down video quality on console versions. in my runs after ~10-11 stages the game slows to a snails pace and becomes a slide show.

nova lichen
#

!feedback If commando is touching the ground after dashing he continues sprinting

little barn
#

!feedback i don't think that this is really important, but update Red_Whip emote

prime minnow
#

!feedback emote suggestion for the server: flushed drizzle face (😳Drizzle)

round badger
#

!feedback probably a horrible idea but ima post it anyway so shrine of order is a very fun gimmick to play with in a run but doesn’t show up nearly often enough to some people’s liking. I suggest making new artifact: the sequencer. This artifact would automatically sequence you at the start of every stage change (if that’s too often it could also be on a time basis) I think it could be pretty entertaining

open tartan
#

!feedback
Once the Four Heresies are awakened, make a challenge to beat A Moment, Whole as The Heretic (all four abilities replaced). This unlocks Wanderer, a forsaken denizen draped in sun-bleached cloth. Wanderer is anchored in time and cannot unlock challenges, but has access to all timelines that intersect with Moment; whenever a survivor completes it, each ability they replaced with a Heresy becomes unlocked for Wanderer. (Wanderer starts with a full loadout from the challenge.)
This gives players a mix-and-match character, but only abilities they’ve earned. It could also be an interesting narrative about an outcast hero returning to fight The Heretic…

shrewd umbra
#

!feedback My friend has bad university internet and will at times have his internet cut out for just a couple seconds which is enough to sometimes end a run when we're having a great time, maybe there is a way to add a small reconnection buffer time where it pauses the game for max 20-30 seconds to allow for small internet cuts

daring violet
#

!feedback seeing as other skins have actual physical changes to them (see commando and mercenary), it would be nice if the janitor skin for MUL-T changed his orange hard hat to an orange janitor cap

marsh chasm
#

!feedback Reduce the tracking of the Stone Titans' laser attack. I do understand that they have a long wind up time but with how many of levels are designed, there is barely any cover to hide behind.

oblique canopy
#

.

ivory atlas
#

!feedback Right now there are wayyyy too many top feedbacks for the THREE devs to sort through and decide which to implement. My suggestion is about a week after an update is released, create an ultimate feedback poll, in google sheets or something, for every top feedback since the last update and pin it to the announcements tagging everyone.

This will allow the devs to sort the feedback's by popular demand because right now every single top feedback looks like it has the same level of support 50~60 likes. It also means people who don't want to constantly check the feedback and ideas tab to upvote stuff, get a say in what they like out of the best of the best ideas.

earnest finch
#

!feedback Make Stone Titan lasers delock from the player if Old War Stealthkit activates. The point of Old War Stealthkit is to escape from dangerous situations and getting caught in the open vs a Titan Beam qualifies, however due to what seems to be an oversight the Titans ignore the invisibility and still stay locked onto the player.

tawdry storm
#

!feedback Make some of the abilites that you unlock better. For some abilities you have to complete a very difficult challenge only to find out that the ability you unlocked is worse than the original. It feels very underwhelming especially after spending multiple hours trying to unlock an ability.

glacial laurel
#

!feedback Make red item trishop terminals

blissful valley
#

!feedback take fireworks out of damage chests and move them to utility

meager canyon
#

!feedback When your playing multiplayer and have to quickly go somewhere you'll definitly die. So i thought of making so the stops (in multiplayer) when all players press pause a.k.a esc on their keyboard.

runic canyon
#

!feedback
When a stage has the golem event, please reduce the spawn rate of said golems (at least during the teleporter event)

shrewd vessel
#

!feedback
Posted once before didn't get enough reviews so just seeing if more will appear this time
Tier 2 or green: Hollow Armor: every kill adds a stack of armor that increases defense by 5% (Max Stack 5)
with each added Hollow armor adds another stack

eager plume
#

!feedback Boss items are underwhelming considering how rare they appear, one or two boss items is the normal as you go on in a run, 3 or more is rare and getting a boss item printer is somewhat useless unless it is exactly what you want that you already have. Considering that, boss items should have much more powerful effects with a ridiculous scaling effect.

paper spindle
#

!feedback Make elite equipment into items instead. They are very underwhelming currently and waste your equipment slot. Making elite equipment into items instead would also make them useful on engineer, which would be pretty cool.

turbid helm
#

!feedback i am new to the game and enjoying it a lot and even recommended my friend to play it.

game modes are: solo - multiplier - quick game
solo is good but sometimes you want to play with people
multiplier is 4 players which is too many and hard to keep track of teammates stuff

my point is: 2 players multiplier would be perfect where your role is more significant + not playing alone

  • if possible in-game voice chat would be perfect
little barn
#

!feedback So i was playing rex yesterday and i have the smoothie skin and i realized that when you sprint some roots come out of the ground that are still purple, I wanted to ask if you could change the colors on the roots to be like Yellow or Orange or something.

dusk pollen
#

!feedback
About the shrine of order, what if it will not random item, but instead, choose the one that you have the most and by taking away all of your items of this quality will give you either less or more items, random decides.
(If you have 3 syringes and 20 items not more amount than soldiers, then tou will have from 13 to 33 syringes((+-50%)))
It kinda imbalanced, but, how frequent you use it?
I think that will make it more usable, you still have that feeling of random, but now, you will know what item you will have, but you dont know the certain amount.

royal dove
#

!feedback change the colour of the "energy*" parts on Huntress's skin. Right now all that really change is her red armour becomes white.

*"eyes", bowstring, arrows, chest light, other attacks.

fathom hazel
#

!feedback For the Bazaar, a lunar item printer that takes 3 commons would be cool
Edit: Before anyone says shaped glass printing, I want to add that the item you obtain would be random.

fathom hazel
#

!feedback Most of the feedback revolving around red item printers and terminals is that the items you can choose from differ in value.
My solution for this is; The red item printers and terminals only appear on the final stage (mentioned in artifacts 2.0).
Additionally, they have a 35% of appearing, and only one of the two can appear at once.

This would solve the accessibility issue, and as for the difference in value,
m
My solution for the terminal would be to: only show the items from the same type in the terminal
Ex: A red item terminal would show items such as Dagger, Beheamoth, and Shattering Justice.
Or; Ageis, Rejuvenation Rack and Dio's.

Ageis and Dagger cannot appear in the same terminal as one is defensive and one is offensive.

slim saddle
#

!feedback Change the rusted key item from "chance for free crates to spawn" to "small chance to not use any money when buying a crate"

dry bloom
#

!feedback Silly item idea: Satellite Repeater (Legendary/Red). Upon a successful item proc/activation (ATG missile, Ukelele, etc...), the item gains the ability to proc again, at a reduced chance.(1/2 or 1/4 chance of the original proc chance of a given item) Stacking gives extra chance for an item to "double proc"

stoic grove
#

!feedback red item idea: Chains of the bone god (idk some edgy name for chains), and the effect would be that on kill all enemies in a small vicinity, about 1 will o the wisp explosion, all enemies are chained in space time, unable to move or attack. Doesnt apply to bosses. More stacks increase the vicinity.

vast star
#

!feedback
Add an option to select item to feed 3D-Printer. It could be accessible after acomplishing a challenge like using printer 200 times, or after player sacrifice at least one of each item in it. So it won't be immediatly available in new play, but rather as a reward for using 3D-Printer, it will unlock better mode. Obviously current option for random exchange should stay available as well.

little barn
#

!feedback
I don't know how feasible a Rain World Collaboration is, but a Huntress skin based on ||Moon|| from Rain World would be pretty cool

(Marked as Spoiler because Rain World spoiler)

vast star
#

!feedback
Warbanner should be activated manually. In current form it is just bad. Most of the time it spawns after finishing teleporter event because that's when most exp is granted. And then when player manage to catch the moment right before leveling up it requires to stay in one place, which is completely against game style. I would love to see it as a charge (similar to utility), when leveling up gives 1 banner to place whenever I want (mostly to carry it over to next stage). Then maybe every 3 next banners adds one more charge, so 1-3 banners means I can carry only 1 banner, 4-6 banners - up to 2 charges, and so on.

lost arch
#

!feedback
Add an option when the full game is out, or whenever is the best time, to let people change the title screen menu to ones from previous updates. Like how the fire-like colors filled the trees for when the scorched acres update was the newest, and the different objects were laid about like where the contacts and settings menus zoom into.

languid python
#

!feedback
2 things, first is that can the targetting for wisps be reduced some? They feel as though they are too accurate, especially on xbox. I'm almost never able to effectively and efficiently dodge them, and they are the number one cause for runs to fail. The second is can the spawn rate for wisps early game be reduced? My friends and I play on xbox, and constantly we keep getting hordes of them. With how their targetting is, it is frustrating for us.

white silo
#

!feedback What happened with the came? I came after some time and decided to play multiplayer and apparently there are only hackers playing the game now. Please do something about people hacking and having infinite lunar coins

dull snow
#

!feedback
Make the Hopoo feather and Wax Quail work together. The abrupt end of the inertia is somewhat frustrating.

rare pine
#

!feedback
Adjust Genesis loop 50% to 25% cooldown AND +5% threshold, it would seem more viable

visual bone
#

!feedback
Remove the movement speed slow from Chronobauble and change it a 0.1 sec stun with relatively high scaling proc chance . The idea is the stun is short enough to interrupt charge based and channeled attacks while not stun locking things in place so enemies with fast attacks/melees are still a hazard

dusk pollen
#

!feedback
Idea for rare item : Borrowed time
Unlocked after dying 5 times per single run
Delays your death by 30 seconds(+30/item)
Your damage , attack and movement speed will be reduced by 50% while in "ghost" form

rare pine
#

!feedback
Have the possibilty to see historic of previous run in the main menu or log

blissful valley
#

!feedback - aegis should let barrier go to x2 health

visual bone
#

!feedback

Improve Lepton Daisy by making it more consistent. Rather than having it burst heal 50% max health at X intervals, make it constantly regenerate Y% health or amplify healing/regeneration by Z% for people standing in the teleporter boundry

knotty night
#

!feedback add distance based prismatic trials with a limited pool of items and characters
they could pop on the weekends and would be a great choice for those who think that they mastered the game

long flame
#

!feedback make bosses a bit more powerful so they will be real treat and not just damage sponge

fleet zenith
#

!feedback bring back the way legendary chests used to spawn, one for each survivour, in abyssal depths

pale meadow
#

!feedback new elite enemy
i guess it better be called "granite"
the enemy must have a brownish "rocky" appearance and it should spawn at much higher stages
this elite will have an armor (not like the overloading one) but this armor will be basically another hp bar..so you have to break it then you can start dealing damage.
these elites also deal much more damage if its a melee attack and you will get petrified for a second if you are hit by them

dim hamlet
#

!feedback
Atlantis' Teeth
Rarity: Equipment
Cooldown: 120 seconds
Visual: A big, rusted, overgrown anchor with a rotten rope attachted to it.

Effect: Slam into the ground to create a giant Riptide, knocking up and damaging all enemies hit. The effect loses power the further it travels.

gritty haven
#

!feedback
Instead of having war banner activate only on level up, give it a certain amount of XP needed to activate it, which would be shown by a little orange bar above the XP bar, and would fill as XP is collected

fathom hazel
#

!feedback Move busting fungus to rare teir and additionally increase your health regen by 5% per stack

blissful badger
#

!feedback Add some kind of button in the moment, fractured that boosts the games difficulty (infinitly stackable) and if they survive the next teleporter (or to next celestial portal), be reward with a small amount of lunar coins (1-2~). A good way to make more use out of a good run

pale meadow
#

!feedback
water should remove the burning effect when fighting fire elites

safe prairie
#

!feedback
An item to increase proc coefficients would be cool. Not sure how it would describe this effect though since proc coefficients are a “hidden” stat. And it would be a bit different from Clover since things like explosion size or DoT duration are also affected by proc coefficients.

little barn
#

!feedback this might take some explaining but: a save and quit feature that is a free option in the bazaar that: upon reloading said save it deletes the save (to prevent cheese), enter the gungeon does this and it works perfectly IMHO

dusk pollen
#

!feedback
Lunar item idea : rusty cutter

Increases your damage by 50%(+20%/item) to enemies that above 50% health
Decreases your damage by 50%(-5%/item) to enemies that lower than 50%health

Basically the idea is that this item will help you one shot everywhing, but if not , struggle to deal damage

spring violet
#

!feedback Might sound controversial, but here are some slight changes I would make to the Bazaar Between Time.

  1. Maybe make it so that the first Newt Altar you activate in a run does not cost a Lunar Coin. This one is a little bit strange, but I feel like every run deserves at least one visit to the Bazaar.

  2. The Lunar Seers (the things you use to choose your next stage) should not cost 3 lunar coins. Maybe 2 at most, but I think pricing them at 1 coin is enough.

  3. Add some mechanic that prevents the same lunar item from appearing more than twice in the same Bazaar. This might be very controversial, but I would personally wish to see more items rather than have 3 corpseblooms and an effigy of grief. Buffing weaker lunar items is a different topic, but nevertheless I feel like the selection of items should vary more.

tough pendant
#

!feedback Artifact Idea

Swarm
Enemies are weaker, but more of them spawn.

It would reduce enemy stats like attack and health by a percentage, but double the amount of credits the directors get for spawning enemies. Bosses would be affected by this too.

EDIT: Spelling mistake

hollow hollow
#

!feedback emotes would be really cool

blissful valley
#

!feedback move topaz from utility to healing chest

karmic flax
#

!feedback Make the albino skin for Acrid have glowing eyes like the normal skin or even make the poison color purple

crimson goblet
#

there should be a counter for engi that tells you how many of his mines are deployed/not exploded

gritty haven
#

!feedback for the above post

halcyon nexus
#

!feedback Change the rusted boxes spawned from rusted keys to become more shiny and more obvious with more keys held, helping represent that more keys makes the chest better, and allowing it to be easier to find due to having more stacks of the key.

lyric glade
#

Hello, I discovered randomly the game 4 days ago on Steam and i have to say that i'm having my lot of fun right now. A pretty fast, hardcore and funny shooter that bring me a lot of laught with or without friends. I have to tell you guys that im really glad to play it (already 12 hours in 3 days, wich is a lot for me) and want to wish you good luck for the next, can't wait to see all updates coming up you'll probably deploy. Thank you very much ! From France with love ! 🇫🇷 ❤️

tight timber
#

!feedback
The climbable Vines/Ropes from RoR 1 should make a comeback for some maps such as the Alt Distant Roost, Siren's Call and Abyssal Depths as the higher areas take way more time to get up there by either looking for the geyser or taking long paths.

nocturne rune
#

!feedback let walking turrets 'run' once the player is a certain range away from them, this would help with keeping them up, give energy drinks a use, and just look cute.

pale meadow
#

!feedback each elite boss should have its own attack variation like the overloading worm.
Would make each boss unique and refreshing

pale meadow
#

!feedback
increase the spawn rate of enemies at the beginning of a monsoon run..cuz i spend like a whole minute just searching for some enemies to get some items
edit : typos

dry bloom
#

!feedback New item: Street Ball (White/Common Tier) Increases knockback dealt to enemies.

dusk pollen
#

!feedback
Shining pearl should give 8% bonus to all stats, but should have a 15% chance to spawn in pool

prisma vapor
#

!feedback
Make the "port hole" of the Lunar Seers (level selection) larger, because I struggle sometimes to identify the level on the other side since it is so tiny. One can probably identify the level according to the color scheme, but why make it unnecessary inconvenient? IIRC the levels aren't labeled on the Lunar Seers as well (which is fine), so players have to identify levels by sight.

halcyon nexus
#

!feedback Add a restart button while in a run or in prismatic trial to allow for a quick restart. This would be useful in situations where something ruins your run or if you’re trying to get an objective and you fail.

gritty haven
#

!feedback
Would be nice if the lunar seer for titanic plains was a different colour than the one for distant roost

fathom pasture
#

!feedback
Would love to see more turret and mine variations for Engineer. Though I think normal and spider mines are great additions, perhaps maybe a cluster mine or an aerial mine?
As for turrets, I was thinking maybe he could add two little turrets on himself, or maybe two drones that fly with him? Engi as a character is a very interesting concept that I'd like to see expanded upon.

pale meadow
#

!feedback
Besides the idea of giving the mastery skin of mercenary a red sword. It would be nice to give red colors to pictures of his skills too

still perch
#

!feedback
Give the medkit additional effect - reduce the duration of all status effects by a small amount. Probably something like 5% (+5% per stack) with inverse exponential stacking similar to tougher times.

shy relic
#

!feedback
I want sniper ;(

blissful badger
#

!feedback increase the spawn rate of cleansing pools and/or have a garaunteed one sometime during a loop

nocturne rune
#

!feedback

  • the player should be able to visit the void fields as much as they want during a run, since it doesn't provide much of an inherent advantage over playing normally, especially since it does count time upwards.
    -maybe a portal to the void should have a rare chance to spawn on normal levels/through lunar seers, since it is quite hidden normally. A couple more accessible ways in could get more players to play through the void fields.

On that note, void fields is really cool and i love the additional risk that comes with it. Really cool idea.

pale meadow
#

!feedback
new enemy
the enemy will have hp lower than the imp's by a bit
it's should can deal both melee and ranged attack like the lemurian
its main ability is : after being melee hit by that enemy. it will steal one of your items (if stacked it takes just one) and it will profit from that item's effect. and after killing it you will get that item back
i dont know about the design but maybe give it the traits of some animal that's known for stealing items

hearty kernel
#

!feedback warbanner doesn't really work well as an item that procs on levelup- getting left behind due to teleporter exp or general unreliability makes the item underwhelming in a 3D enviornment.
I suggest making it similar in effect to the similarly named war horn- on equipment use, you drop a warbanner. it would likely have a per-map cap that could be raised by stacking the item. this would make the item more interesting as well hopefully, since the player would be in much more control of the item's effect to control an area

ivory atlas
#

!feedback
Split screen was mentioned to be in progress in the FAQ's about a year ago. Any update on that would be appreciated even if it was a discontinuation.

somber grove
#

!feedback
I feel like the Enforcer would be incredibly unique as a character. His basic attack is a shotgun, and, personally, I'd like to see how that would work in 3D. Plus, he could act as a support character, almost like a more aggressive engineer (minus the turrets). Good single target damage with short range and a little bit of crowd control. I think that would be neat.

pure wasp
#

!feedback
I feel like giving artificer some from of damage boost and or not limiting its primary fire to the cool down would make it more playable. As it stands right now artificer is just outclassed completely in AOE by acrid and vertical mobility by loader. That being said, giving it a bit more damage would dramatically increase its viability.

severe ore
#

!feedback an item that allows friendly-fire on monsters for a few seconds from the hit monster, preferrably an item, maybe even just a one projectile 'confusion blow dart' type thing.

Optionally, can make it start infighting or makes it's team on neither side, would be perfect for 'im falling behind' runs.

restive fox
#

!feedback it would be nice if you guys could add cross play to all platforms since most console players have a hard time finding people to play with online especially switch players

fathom hazel
#

!feedback for the post above

pure wasp
#

!feedback
Some what to save progress in a run if you cant keep playing ag that moment

lime basalt
#

!feedback
Give the warhorn a better sound. It sounds pathetic with it's current sound.

lime basalt
#

!feedback
Please fix insta-death
OSP is not very effective
Trying to get more HP with Shield_Generator removes OSP
100% to 0% deaths are very angering

little barn
#

!feedback
Buff shields. They're too weak. Giving them OSP would be ridiculous. But maybe reduce the amount of time for return? Or increase the shields gained? So they're better early but worse late.

Or maybe just have it so health isn't effected by shields. So your ISP isn't removed

nocturne rune
#

!feedback
There seems to be some bug on siren's call which makes solus control units spawning during the teleporter event really rare. In my experience it is generally a 50/50 between vagrants and the magma worm. Fixing this would be appreciated

little barn
#

!feedback change shield recharge time to 4 or 5 seconds (instead of the 7 it is at currently) as it would make them better

karmic flax
#

!feedback Please make the Aurelionite's attacks have a different color then normal titans so it's easy to tell if its coming from him.

safe prairie
#

!feedback
In rare cases on Wetland Aspect, it’s possible for Wandering Vagrant to spawn behind the wall if the teleporter is near the jump pad and the jump pad is closed off. This usually happens when I have multiple bosses, and is rare enough for it to usually happen when I have enough mobility to reach it, but it should probably get fixed regardless, because it can cause a softlock.

steep parcel
#

!feedback
Alien Butter - chance to remove a DoT effect every time it damages the character

royal dove
#

!feedback More elite types would be awesome. One particular idea I had is the "Scavenging Elites" (Formatted as Scavenging [Lemurian]). These enemies spawn with 1-5 random items, displayed above their health bar (and boss bar, if they have one). They're a tier 2 elite, like Celestine and Malachite elites, but have around 12% lower damage and health. Upon killing them, their items have a chance to drop. 50% for common/white, 33% for equipment/orange, 25% for uncommon/green, 12.5% for rare/red, 5% for boss, and 1% for lunar. (Lunar doesn't have to be there, and the numbers are all estimates and open to change for balancing.)

polar oracle
austere nebula
#

!feedback please slow down the adaptive chest, i am way too slow mentally to stop on even the first few items :c

carmine silo
#

!feedback currently the game does not pause in singleplayer when alt tabbbed or unfocused

austere nebula
#

!feedback having gesture of the drowned and a q item should allow turrets to use items

rugged lion
#

!feedback
1: maybe make an item that balances out your stats, so like if you get an hp upgrade it will turn into a minor stats upgrade instead, and so on for the items :D
(make it a lunar item)
2: for me when i play the game i dont know what my dmg and firerate is so it would be nice if youd make a box that says you're stats like dmg and firerate! ( and the other stats like crit chance)

hidden plank
#

!feedback Make Multi shop work so that you can buy one item at regular price and then one other at a markup

blissful badger
#

!feedback change fresh meat so that killing multiple enemies increases the healing per second instead of just refreshing the timer. Also increase the base healing per sec to about 4

pale meadow
#

!feedback add the yellow elite variant that has more movement/attack speed and can paralyze you if attacked

earnest laurel
#

!feedback
I don't know if this has been said before, but the fact that OSP is such a big deal is an issue.
I'd rather have it so that I see my health go down a bit and have time to run and heal, instead of 100% to 0% in a quick double-tap.
To that extent, some extreme balancing needs to occur.
Either characters need to have significantly increased max HP (necessitating some reworked items) or
Enemy damage needs a significant nerf.

somber grove
#

!feedback
Make the radar scanner tell you the different interactable types with different colors and/or icons
ex. Large Chest = Green, or Teleporter = Red Mountain Shrine Symbol
As it is right now, it's pretty much just a placeholder and completely useless

rugged lion
#

!feedback making the drones AI better and increasing thier scaling so they are not just for draving the intention for the enemies after the first or second loop would make them more worth purchasing

somber grove
#

!feedback
Aspects should be buffed or removed (maybe even turned into alternate skins?). They have a 0.05% drop rate from their respective elite and they're not even that good. Glacial aspect is just Chronobauble with an useless on-death effect, Blazing aspect doesn't scale well, and Malachite aspect is completely useless. Celestial doesn't even turn aggro off of your allies, which is the one thing it's supposed to do. Overloading is the only ok one, but it still interferes with OSP because half of your health is shield (which would HIGHLY benefit from a reduced recharge time.) Being the rarest item in the game, you'd think they'd be better than they currently are.

Edit: I forgot to mention the fact that they take up an equipment slot.

blissful badger
#

!feedback make it so that killing elites decrease the time it take to charge the teleporter by a small amount but enough to half the wait time in like stage 15+. And mabey not have a flat amount but like ~1% of the REMAINING time

uneven heron
#

!feedback this is a small one, idk if its been discussed before but what if we could pay Lunar Coins to play as a small scavenger like the one in the background of the Settings, and he starts with random items

fathom hazel
#

!feedback (Repost for someone else)
make huntress slightly more thicc

eager plume
#

!feedback Item printers printing into the abyss is not cool, considering it's like paying to lose an item. Please fix that, I just got a Glasses printer stage one and it just prints off into the map's abyss

prisma sentinel
#

!feedback Grant Commando a brief moment of either invincibility or increased armor during a Tactical Dive.

safe prairie
#

!feedback
I know Phase Round has been done to death here, but I had an idea that I don’t think has been explored much before.

Without changing its damage/proc coefficient/etc, at least not too much, what if Phase Round was capable of hitting enemies multiple times as it pierced through them? This would give it situational firepower to match or succeed Phase Blast, particularly against high priority targets such as bosses, while also keeping it simple enough for new players as well as expanding on its intended design instead of just a number buff or a total rework, which wouldn’t help its case as much as it would seem on the surface.

It would work similarly to the Righteous Bison from Team Fortress 2, the projectile even looks similar to Phase Round.

Edit: to clear up some confusion, this change would make phase round more effective against larger enemies, since something like a stone golem would get hit significantly less than a wandering vagrant. Phase blast would still do high close range damage.

worthy moat
#

!feedback
Remove the uncontrollable forward motion when using MULTI's saw on an enemy.

Right now it is very hard to control MULTI's saw and there is little reason to use it over nailgun (especially in late game when mobility is a huge factor).

kind mural
#

!feedback
Add Bandit survivor & Sniper survivor in a future update to add more variety to the selection of survivors. I personally think both survivors will be great in a 3D aspect.

Edit: (Maybe also add Enforcer survivor? They're pretty interesting too in a 3D aspect)

halcyon nexus
#

!feedback Currently as loader there is no real reason to pick the original grappling hook as it is outclassed by the unlocked grapple hook in every way. Giving the original grapple hook either two charges or a reduced cooldown could be a way to allow players to have a more meaningful choice when picking loader’s skills.

woven basalt
#

!feedback let REX sprint up walls

fathom hazel
#

!feedback Gonna keep it short and simple
A squishy yet mobile character with alot of aoe and little single target damage would be a good addition to this game

safe prairie
#

!feedback
Make the giant chains in Abyssal Depths easier to walk across. They’re needlessly difficult to traverse right now.

crimson panther
#

!feedback add a character that uses rockets or grenade launchers as their main attacks possibly make their attacks slow but powerful, maybe similar to mul T's scrap laucher but actually passable

royal dove
#

Add enemy variants, similar to the map variants. Obviously this may be a little difficult, since colours aren't really an option (because of current future elite types), but small things like some Brass contraptions having a different shape, some greater wisps having marking, or the Clay-Type enemies having different patterns on their pots and stuff.

little barn
#

!feedback Add enemy variants, similar to the map variants. Obviously this may be a little difficult, since colours aren't really an option (because of current future elite types), but small things like some Brass contraptions having a different shape, some greater wisps having marking, or the Clay-Type enemies having different patterns on their pots and stuff. reposting this for @royal dove

pale meadow
#

!feedback about unlocking the artifacts, just to be a bit challenging
how about this idea:
on each stage there will be a hidden location where will be a drawing of an artifact..so you must first find that drawing and trigger it like that it will unlock a challenge or a quest, after doing that quest you will acquire that artifact.

zinc patrol
#

!feedback Make it so the boxes are available to be opened individually, so one guy cant hoard all the items, so it brings more joy to the ones that arent that good at finding boxes and getting more items, can add some more challenging stuff to compromise from.

agile smelt
#

!feedback
Let us recycle unwanted active items for half their gold value, right now I only risk active item boxes if I have to much money and nothing to spend it on, as the item is often less good than your current option and gets left

zinc patrol
#

!feedback There could be some puzzles/challenges to give entry to some more rewarding items.
One good example would be to kill an amount of certain mob for like 10 times and the last mob drops a key to a place with a tasty reward.
Puzzles could be just like going around and trying to find a hidden entrance to a key that gives access to the loot room. Also some things to interact with would give you access to a loot room, that simple but i would think it would give the players something more to think about.

zenith minnow
#

!feedback Make The Crowdfunder deactivate when you run out of money, it's very easy to forget about and realizing you didn't get any gold during the teleporter event feels pretty bad.

buoyant wigeon
#

!feedback It'd be nice if there were timers under each of your buffs/debuffs to know how much longer is left on them

spiral thicket
#

!feedback It really like to see a climate and a day and night cycle while you progress through the game. For example imagine reaching to Siren's call just to see the world covered in fog like it is shown on the Skills 2.0 image.

spring violet
#

!feedback
Could infusions on the Engineer not be kinda useless? Turrets should retain the HP gain they get throughout the game.

prisma harness
#

!feedback
Artifact idea
Instead of chests costing money, opening them gives the director credits to spend based on the price of the chest. Some limitation would have to apply so you couldn't just speedrun a stage, instakill the boss and get out, like maybe requiring you to kill some percentage of the enemies in a stage before proceeding, or having some of the credits be given to the teleporter boss so it would scale in difficulty too.

coral wagon
#

!feedback
A simplification of the above idea
Chests are replaced with Shrines of Conquest, which summon monsters and reward an item upon defeating them

sly tapir
#

!feedback Change Artificer's Ion Surge ability from a special skill to a utility skill (so that it can replace Snapfreeze instead of Flamethrower). Having it replace Flamethrower drastically reduces Artificer's potential dps, making it huge downgrade instead of just an alt ability. Not to mention Ion Surge already acts more like a utility skill anyway.

little barn
#

!feedback
Massively buff drones there all useless rn. The only one you can argue is useful I the healing drone. Just make them scale a lot better. They're never worth getting at the moment. So make them an option but one you don't want to go for over items

blissful badger
#

!feedback make the alloy vultures attack sound louder so you can actually hear the 'disc' they shoot out approaching you.

blissful badger
#

!feedback rn gesture has no 'real' downside and only decrease the cooldown when stacking them. But what if it fired automatically but with a random buffer between around 0-4 second buffer from when it auto triggers? Increasing the max wait by 4 secs every stack and also buffing back the 50% cooldown reduction per extra stack?

pale meadow
#

!feedback can bodies of enemies have a mass too? Like if you can kill an enemy on the right spot for example the pressure plates that activate the door to those two elite lemurians you will be able to enter that secret place on solo

dull lintel
#

!feedback idk about you guys but in my opinion I think most DOT effects should scale with your characters attack speed. Like acrids poison, bleed procs, fire ticks :P. And it should be capped at 50% faster or sum :P but that's my opinion vote if you want xD

fathom hazel
#

!feedback A large enemy that benefits the player when defeated would be unique to this game
It could give the player a couple of drones
Or it could simply drop one common item

rugged lion
#

!feedback an item that stores up to 3 charges ( plus 1 per stack), when player takes damage remove 1 charge and reduce damage to 0. each charge restores every 10 seconds.make it a legendary item, also make a second resouce bar that looks somewhat like this.

prisma sentinel
#

!feedback
'New' Equipment: Destructable Environment Objects (barrels, pots, eggs, etc.)
Players would be able to pick up map objects to be placed elsewhere. Aside from making the Aqueduct chamber easier to access, would also allow for building traps at the teleporter.
Picking up vulture eggs would grant the player more control over when AWU spawns.

vital belfry
#

!feedback
I just got the update on the console and I just found something that annoyed me. I was in the first world, the Titan Plains I think it’s called, a teleporter was below a cliff, when I activated it, a Stone Titan Golem appeared. But the thing I didn’t like was that that Titan spawned above the portal and so the boss had to walk all the way around the get to ground level, my suggestion is to either spawn the bosses ground level to the portal or make another faster way for the Titan to get to the portal

blissful badger
#

!feedback Add a lunar item that makes shield able to be leeched at a 50% efficeincy (+50% per stack) but reduces healing on health by 50% (+50% per stack)

chilly oasis
#

!feedback : For Acrid's albino skin you could just glow his current red eyes (Edit: Maybe add particles coming from the eyes just a suggestion not part of the feedback)

zinc patrol
#

!feedback item that can reveal boxes in a certain radius

chilly oasis
#

!feedback Character: Where is CHEF though 😳

gritty haven
#

!feedback
With the return of the sky meadow in the artifacts update, I feel like there should be a few enemies that make a return too

’Parent’
Parents would be extremely large enemies, glowing white and without any features. Though they may look intimidating, they do not deal much damage on their own, but instead have to rely on summoning Children

’Children’
Children would be small, fast, and deal much more damage than parents.

’Ancient Wisp’
The Ancient Wisp would be a boss that could only spawn in sky meadows, and attacks the player by firing lightning around the player, with a short delay, and marked by small flames appearing on the ground. When it dies, it splits into two lesser and two greater wisps, so be careful.

eager plume
#

!feedback Idea I think killing the boss at teleporter events is kinda hit or miss, it's either over very quickly or you spend most if not all your time killing it. Considering the ideas being hurled you guys' way about "fixing" the teleporter to make the game funner. I think it would be cool if after killing the boss the Teleporter radius just covered the whole map, it would make late game better, and it would increase the viability of Monsoon. While also giving a nod back to the first game.

buoyant wigeon
#

!feedback
Peculiar Magnet
White Rarity

Increases pickup grab range (Monster Tooth orbs, Bandolier ammo, etc) by 8% (+4% per stack)

fathom hazel
#

!feedback Enemy Concept
A large enemy that periodically spawns drones, to a maximum of 3 drones. These drones would function identically to the existing drones, however they would target the player instead of enemies.

This large enemy would spawn upon reaching the Abandoned Aqueduct, and the drones it spawns would vary depending on the difficulty of the game, from gunner and healing drones to emergency and missile drones.

Once you defeat this large enemy, you would obtain all of the existing drones it has spawned, however if you kill a drone while it is under control of this enemy, you cannot repair it.

This large enemy cannot attack by itself however it would hover similarly to a brass contraption and have similar health and armor.

scarlet dirge
#

!feedback for sniper/bandit which ever is the last survivor. They have a sniper rifle that can zoom in and out and able to switch to a revolver that fires up to 8 shots, the last 3 shots deals an extra 80% damge and comes out 200% faster (attack speed) , however the revolver does not scale with attack speed items, but the sniper rifle does. This is their 1st ability. Their second is smoke screen, where they throw a smoke screen which turns then invisible (can take damage) and unable to to take damage when not doing damge (this effect last half of the duration of the smoke screen). Their third ability is clone, this ability allows them to send out a clone of themselves and deals 60% reduced damage and consumes 30% of the survivor health when this ability is present. The fourth ability is acrobatic, where the the survivor and their clone( if it is out) slides in a direction, if collided with an enemy, they bounce off and shot that enemy. The cooldowns for abilities: 1st no cooldown. 2nd 10s. 3rd 20. 4th 15 secs.

gleaming cosmos
#

!feedback Items that fall out of the map should be given to the player after the boss fight/just respawn at the teleporter

trail kernel
#

!feedback If you've ever used Engineer's Alt turrets, they seem to target an enemy before they're in range to shoot; I believe their targeting range is the same as the regular turrets. The Alt turrets should get a range buff on the attack so they won't awkwardly pace right out of range.

tough pendant
#

!feedback MUL-T Rebar Functionality

Make it so that when you hit a small enemy with the rebar, it gets pinned for a short amount of time, making them move with the rebar. It would be similar to the enemy taking heavy knockback. However, if the rebar hits a wall while an enemy is pinned, the enemy gets pinned to the wall for a short amount of time. Only one small enemy could be pinned to a wall from one rebar.

I'm just trying to come up with a way to make rebar usable. Maybe not one of the best of ideas.

dusk pollen
#

!feedback
Make it so the arrows that sometimes appears at the corner of the screen (this blue/red that represents allies or boss/items from radar) show the distance to them in meters/whatever distance-counting-unit

drifting wolf
#

!feedback
Make it so that in multiplayer ||the number of lunar coins the twisted scavenger drops|| scales with the number of players who have beads, and only players in the lobby who have beads of fealty enter ||A Moment Whole upon obliterating.|| Players who don't would spectate those who are ||fighting the twisted scavenger, and get a normal obliteration regardless of if the other players lose the scavenger fight.||

warped slate
#

!feedback Add a button to reset the camera in the Switch version of the game. Risk of Rain 2 on controller currently only uses one of the control stick's presses. The other could be used as a button to snap the camera back behind the character. Playing with gyro aiming feels very good mechanically, but my hands are often twisted at odd angles, and it becomes slightly painful/ uncomfortable during long runs. Snap camera would solve this by allowing one to reset the controller orientation, and then snap the camera back to a neutral position.

long iris
#

!feedback I think that in Quickplay the game should transfer host if a player DCs instead of ending the whole run. A reconnect feature would also be nice if its within a certain time frame

little lava
#

!feedback
Character idea

Name: Scorcher
Description: Nothing but destruction and chaos resides in that pyramid helm of his, we don't ask questions because we know he'll never speak. He emits a pure hatred for all who stand against him, and we know better to stand out of the way when it comes to that laser of his.

Passive Ability: Heatwave: As his laser gatling fires, it will overheat and burn Scorcher for 5% of his HP/sec, while overheating the Berner Cannon adds a stack of blazing dps for 1 second to any enemy within 10m. (firing for more than 5 seconds while overheating will trigger a recharge of the Berner Cannon for 5 seconds)

Primary: Berner Cannon: Will fire a laser that damages targets for 200% within a range of 20m(Fires at 500rpm) and adds a stack of blazing dps for 5 sec.(Blazing effect will not stack)

Secondary: Scorched Earth: A grenade that fires from the under barrel of Scorchers gun, making a pool of fire in a 5m radius at the point of impact. (Fire Pool effect lasts 3 seconds)

Utility: PyroBoost: A Jet system that launches Scorcher forward and damages enemies in his path for 150%.

Special: Lil' Ember: Spawns a walking pyramid drone (Resembling the helmet) that seeks out targets and explodes when in proximity of a target, dealing 700% damage and leaves a pool of fire that will last for 3 seconds.

Edit: This may be a long feedback idea, but its my first time making a character idea, if there are any suggestions lmk in #ror2-feedback-discussion

crimson panther
#

Sheriff character

Character idea.

His main attack would be a six shooter which after 6 shots needs to reload dealing 150% and it can fire as fast as you can tap (reload would 1 second)

His alt would be a melee pistol whip which deals 130% and stun a few targets (.5 sec second recharge)

Utility skill shotgun jump: the sheriff points a shotgun behind himself and bursts himself forward, dealing 200% damage to anything behind him (4 second cool down)

Special, UNLOAD!: Unload 4 clips worth of your clips doing 150% in total 3600% damage total

little barn
#

!feedback for the post above

winged lantern
#

The brainstalks claim to grant instant cooldown.
The cooldown, however, is not instant.
Either make the description tell the truth or make the cooldowns instant, please :(

little barn
#

!feedback for the post above (againmda)

fathom hazel
#

!feedback Acrid Alt primary
Description
Claw enemies for 200% base damage and Consume any Poison on enemies. Consuming the poison instantly deals the poison's remaining damage.
~
This would give acrid more burst power when he leaps in, to make him feel more like a hybrid. However the drawback to this is for larger enemies that cannot be as easily killed.

Since his poison deals 10% of their max hp over 10 seconds;
An enemy with 10,000 health that has had the debuff for 3 seconds would take 700 instantly, along with the base damage.
However the player can reapply this poison for a combo.

little barn
#

!feedback horde of many should have it's own boss item

dire loom
#

Keyboard key binding for PS4

little barn
#

!feedback(repost)

Keyboard key binding for PS4
@dire loom
edit: forgot to feed back

green pebble
#

!feedback(repost of repost)

!feedback(repost)

Keyboard key binding for PS4
@dire loom
edit: forgot to feed back
@little barn
edit: forgot to add edit for formatting
edit: formatting

coral wagon
#

<@&559786374228738069>

random duneBOT
#

dynoSuccess argar14#3909 was banned

shy wraith
#

!feedback Malachite and Celestine elites should be larger than normal enemies/elites, to make their hitbox easier to hit on smaller enemies (lemurians, wisps, beetles, etc) and to make them stand out even more

deft prairie
#

!feedback Make it so player's Ceremonial Daggers can go through walls or change the AI so they can navigate around objects. This would fix the problem of daggers being wasted by trying to kill an enemy that is underground/behind a wall.

deft prairie
#

!feedback Give Acrid's M1 or Basic poison to match him in the first game.

weary bloom
#

!feedback add a Glacial worm

velvet tusk
#

!feedback
For the new update, please give some love to the Engineer's new turrets. Right now, they struggle to stay relevant in fights because they can't seem to reach enemies, even those that get close to the player. This could be helped by any one of the following:

  • Increase their range
  • Allow them to sprint when not firing
  • Prevent them from walking off cliffs
    Ideally, I'd like for all three of these to be implemented, but I'd settle for one.
royal dove
#

!feedback Activating multiple Newt Altars in a single map should make the bazaar bigger/Have more options (For that round/map only).

fathom hazel
#

!feedback Rare item: Serrated Dirk.
Enemies that are afflicted with any status effect take 30% (+15% per stack) more damage

Status effects include;
Slow
Freeze
Stun
Burn
Poison
Bleed
(However the poison's damage itself doesn't deal increased damage, similarly to how focus crystal doesn't benefit poison)

Edit: Specified the damage

cinder steppe
cinder steppe
#

!feedback
Rework War Banner into an equipment. 60 second cooldown (or whatever you want).
You place a banner when you activate it.
The radius of the banner should scale of of your level. Something like the current warbanner so: 16 meters but +2 meters pr level (feel free to change this too). So it is still good but not too good.

As an added bonus the banner if you activate it again within a banners radius it increases the amount of buffs it gives.

The banner should give 2 random buffs when first placed but more can be added if you activate the equipment again within the banners radius.

List of buffs:
Movement speed +30%
Jump height +20%
damage +20%
Debuff length -20%
Armor +20
Ability Cooldown 10%
HP Leach +1%
Healing +20%

Values can be added or changed as needed this is just proof of concept.
I think this would be a cool item where fuel cells provide a distinct advantage where you can gain a lot of buffs when you need it.

rugged lion
#

!feedback make an item that simply increases dmg, nothing else just a little dmg boost 😄

pale meadow
#

!feedback
New lunar item : distant charger ( or whatever name)
Effect: it lowers the time needed to charge the teleporter by 50-100%
But if you leave the red circle the teleporter will start decharging
Edit : to make it clear it makes the teleporter charge faster while u are in the zone

little lava
#

!feedback for @little barn

Item Idea
Name: The Horde
Rarity: Yellow
Description: Will spawn 3 random (Non-boss) enemies around you upon reaching 20-30% health

Edit: The enemies will fight for you till death and do not lose health like with happiest mask. Will spawn 2 more enemies per stack

Edit2: The item drops from a horde of many tp event

pine gale
#

!feedback void reavers are an extremely underwhelming enemy as a whole and feel like you're fighting a high hp teddy bear that can't fight back. I propose that their void attack affects you just after two stacks of them hit you (it's currently an astonishing 5 for it to affect you which I has never worked on me). I also recommend a new attack for them to shoot a black hole attack at you that sucks you in slightly (think of it as a weaker clay dunestrider big succ). while dealing continuous damage. This would make them an extremely dangerous enemy that need immediate attention in a battle, as they should be.

safe prairie
#

!feedback
While I am generally against the idea of giving every survivor an alt primary, one for REX that costs a little bit of health but offers a greater payout would be cool, and would fit his theme of one set of skills costing health while the other set does not.

dire loom
#

!feedback

Keyboard key binding for PS4 (I need this so bad I am so used to PC)

pale meadow
#

!feedback
maybe the more items you get the smaller they become? your character just looks kinda weird and random with all these items on..so i guess it would be nice to make the items' scale become smaller the more you get them

halcyon nexus
#

!feedback Add a system that keeps track of all the players that have been in the top 10% in prismatic trials so that when rewards are eventually added they can get some form of an exclusive legacy skin or something as a recognition of their efforts.

pale meadow
#

!feedback
have an achievement "How did we get here?"
you need to have every single item equipped except equipments ofc
just a little refrence if u get it xd

velvet scaffold
#

!feedback
Huntress deserves an alt m1. It sucks to have a long range weapon such as a bow limited by built in aimbot.
Therefore, I propose an alt m1.

No aimbot, this will be a manually aimed weapon. As a result, increase damage and keep the fire rate. Perhaps allow the bow to be fired partially, but if not have the full charge be the same if not a tad slower than the aimbot. Increase the range to about the same as artificer.
Reason for this is that not all of us need aimbot. The aimbot is limiting, and frustrating, because many people do not need it.

heavy glen
#

!feedback building off of @little barn’s idea: The boss item gives you one minion of whatever Horde you defeated, as an Elite of the type of the horde. It would most likely need to be spectral to distinguish it from enemies.

Elites might have modified stats (respawns faster, higher movement speed, etc) based on elite and base type.

gritty haven
#

!feedback
New buyable turret
Tesla Tower Turret
Would essentially function as a Tesla that also bounces lightning to nearby enemies, and is always active

verbal kettle
#

!feedback
I just died in the acrid challenge on the last cell with my friends in multiplayer. We were talking in VC about what went wrong and then it gave me the achievement and unlocked the acrid because our dead bodies were in the circle still. That probably shouldn't be the way it works

bold carbon
#

!feedback
Engineer's turrets should be able to use equipment items, but their equipment is completely uncharged when they are created
Pros:

  • Encourages smart sentry placement (placing sentries in areas where they could survive for a long time)
  • May make the engineer's equipment priorities unique compared to that of other survivors
  • Fuel cells and war horn don't feel less valuable than they should
  • Interesting buff to walking turret (They don't need to be replaced as often so they can charge up their item more often)
    Cons:
  • Possibly unbalanced
zinc patrol
#

!feedback
add the option to remotely level up after gaining the needed xp, nothing changes but you have more control over when you want to level up and more control over where you put your banner item. The banner just always goes to waste at the teleport scene.

upper lintel
#

!feedback
When you back out of a online lobby it should say "are you sure" instead of sending you back to the title screen

buoyant wigeon
#

!feedback

Drones should automatically teleport back to you if they get too far away.

With a keybind, you could drone ping. This would be separate from regular pinging, allowing you to tag enemies for your drones to try to focus on and tag players to make your healing drones prioritize healing them, without spamming other players with pings.

Drone stats should scale a bit with the amount of items you have (not actually inheriting them) to make them more viable late-game.

Downed drones should have outlines visible through walls, allowing you to locate and repair them easier.

Equipment drones should use their equipment on it's owner if it is something like the Foreign Fruit, Spinel Tonic, etc, since currently putting them on the drone just makes them a bullet sponge

dire loom
#

!feedback
Keyboard key binding for PS4😬

fallow patrol
#

!feedback change the shield generator's shield to be the same or similar as the guardian heart from the first game. Make it so the shield overlaps the health and is more of a buffer and not part of the health bar. (Shield gating would be cool too)

restive fox
#

!feedback Can you guys please add 2 more color pallets/skins to each character this way we have a total of 4 colors /skin Also please make unlocking different colors pallets/skins a little bit more easier

dusk pollen
#

!feedback
When you ping something, it should show what is it(if it interactible, is it altar/shrine/chest(cost) , if item, what is it) by letters, and have a icon of who pinged it, instead of only nick and special icon for teleporter.
Because for now, you can get what was pinged only with sentence in chat, that are easily can be missed

pale meadow
#

!feedback give the beetlequeen guard another ranged attack but it can also (like throwing a big rock for example) deal damage to enemies in the air..that will help against the wisps when you have that beetle queen boss item and in the other hand it will be bad for survivors like artificer and using the wings equipment..so i guess it is balanced

fleet rover
#

!feedback
New lunar item: Volatile Touch
Effect: If you touch an enemy you deal 1000% damage but you also loose 50% of your health

naive totem
#

!feedback
Magma worms should targeting you. Not your turret or drones...

feral dock
#

!feedback
I am not one but I guess a colorblind mode would come in handy.

radiant lintel
#

!feedback
For loader, a small differently colored number pops-up behind the character upon impact of a charged punch indicating the speed of the impact, the duration the number can be seen can be as short as the hit-lag of the ability to prevent clutter when charging into large groups

still perch
#

!feedback
Survivor idea.
Glitch.
Looks like an amorphous blob. Can mold its body to perform any attack imaginable.
This survivor does not have any skills of their own. Instead, at the start of a run it gains 4 random skills from random survivors (1 of each type of skill, always from at least two different survivors or more). Animations for those skills look like animations from respective survivors, morphed from the blob.
Passive: learning. Glitch has 5th skill slot. That slot is empty at the start of the run. When you use one of your skills enough times (the bigger the cooldown for that skill, the less you would have to use it for the passive to work), the slot gets filled with another random skill from the same survivor, and also Glitch gets that survivor's passive (if they have any). If you then use a skill from a different survivor a lot more, the 5th slot's skill gets replaced with a new random skill, and you get a new passive, but you don't lose the passive you've gained earlier.
To discourage players from constantly restarting the game until they get ideal loadout, to play this survivor you would have to spend 1 lunar coin.

robust knot
#

!feedback
add an icon that shows up when newt has been activated for a stage

split salmon
#

!feedback An optional setting for new players: When you middle mouse something it tells you what it does

dapper vale
#

!feedback Add an item that increases the size of the teleporter charging zone. This would give players some more room to fight in later in the game if playing on harder difficulties (which is needed in some cases if you want to still charge the tele). It would also combine well with lepton daisy which currently doesn't combo with other items much.

vast star
#

!feedback
Add an option (for example hold tab, hover over an item an then press middle mouse button) to drop equiped items (including utility(Q) and Lunar Items). For some builds there are items that are completely useless, like Soldiers Syringe on Artificer. It would be so much better if players could drop items they have and give them to a friend in session to make better use of it or just give it back as they picked them up by accident. That would help so much especially on Monsoon difficulty. It can potentially nerf 3D Printer, but I wouldn't mind that.

jaunty pine
#

!feedback

Not sure if this has been touched on or if its already in effect and I haven't noticed but: n'kuhana's opinion, its whole thing is gathering 'spirit energy' upon healing and once a certain threshold is reached, a skull is launched. Could we get a meter to see that spirit energy and the threshold? Also giving turrets that meter, thanks to its useage on them as well.

vast star
#

!feedback
Adjust enemies spawn rate early in game, so especially on Monsoon difficulty, during first 5 minutes you are guaranteed to always have 3-4 enemies on the map. You kill one, next one spawns. Waiting for 30-50 seconds for enemies to spawn in early stages is annoying.

earnest laurel
#

!feedback
Make Resonance Disk reflect around a bit, like Huntress's m2. That way it's not wasted on some little minion when the boss is right there.

dapper vale
#

!feedback Make loaders grappling hook able to grapple items to her

sleek edge
#

!feedback Remove bosses that are just 4+ big enemies, at least in singleplayer. dying because I'm surrounded by a bunch of goobers that i have to split my attention between is frankly ridiculous.

prisma vapor
#

!feedback the crowdfunder's firing noise should be a bit more prominent than soft coin clinkings, perhaps a little more distinctively machine-gun-like with some coin sounds mixed in. This would make it easier to remember that the crowdfunder is still active.

rare pine
#

!feedback
Multiplayer need migrating host feature(when host disconnects)

eager dagger
#

!feedback
have barrier begin degrading only after like 1-2 seconds of not building it to make it feel less all or nothing bc if you either have an effectively unbreakable barrier or no barrier at all bc you just cant seem to generate enough to maintain it
this would also double in making aegis so much more reliable at generating barrier as well

rigid yacht
#

!feedback when activating a teleporter have clouds gather above. And, based on difficulty, Drizzle - light sprinkle, monsoon - the rain is driving hard etc. Doesn't affect environment, since that would be only annoying, but lends to the name and looks epic.

little barn
#

!feedback Discord integration would greatly improve the ability of the users to find people to play with. (As an example, look at how fortnite is integrated into discord.)

royal dove
#

!feedback Artifact Idea - Artifact of Lingering
Upon killing an enemy, its ghost stays behind as an untargetable hostile for 5 seconds. (The ghosts don't drop money, or items.) This is just for the people who want to REALLY test themselves.

lusty lantern
#

!feedback Void Fields
I love going through the Void Fields, I think its a very fun and challenging level. But alast, I think this level is only ever really used to unlock Acrid, or to go through when your on an amazing god run. On Moonson, taking this level is essentially a death trip due to how long it takes to progress through it! Add something unique, like the ability to reduce time or difficulty by a very small, small margin for every enemy killed inside the circle or while charging the cell, or to just decrease cell charge time in general! I only mention this, because the Gilded Coast pauses time completely, and gives you an amazing item in the end.

fossil steppe
#

!feedback Menu Sliders
Audio menu should support keyboard input for % values, or a button for the slider. It's a bit jarring leaving it not in the exact value you want using only the press and drag option

plucky acorn
#

!feedback
Anytime you're in a menu or the logbook, you should be able to hit ESC in order to go back, instead of having to hit the back button itself.

dense parcel
#

!feedback Some sort of access to the logbook while your in game, doesnt have to let you see item stats, enemy stats, but it could let you see minimal discovery info, like which monster logs you have, which environmental scanners you have, the items you have collected (but not all the detailed item descriptions the actual logbook gives) This way players that want to fill the log book can know what to look for.

meager viper
#

!feedback
a new kind of drone would be cool. a repair drone that focuses on healing minions instead of you.

wary shell
#

!feedback make every survivor sprint at their base sprint speed + 1 energy drink . Some survivors' sprint feels like more of a jog than a sprint tbh , especially multi

rugged lion
#

!feedback i feel like drones right now arent that good so i got a ton of ideas to make them worth it! ( also maybe reduce the cost i dont want to pay 512 for a drone thats not even better than a atg / ukulele)
1: laser drone: shoots a laser like the stone golem
2: drone station: makes you able to merge and or upgrade your drones
3: a drone that gives a slight stat boost to you and nearby drones, the more of them you have the larger the area of each one of them
4: a lunar drone you only can get in the bazaar between time, the drone will be more powerfull being a combo of a misile and gunner but it can also target your allies
5: in general make the drone stats be affected by youre stats so like if you had a shaped glass they also would be doing more damage lets say they have 1/3 of youre stats
( the healing drones healing would also be affected lets say you have 24 damage then they would heal for 8 hp per sec because of the fact they have a third of your stats)

raven jacinth
#

!feedback
When bright flashing colors or blinding lights in general are on screen (especially the blue portal in rallypoint delta), there should be something to not destroy our eyes.

plucky acorn
#

!feedback
Players should be able to choose between a static (circle, dot, or a simple cross) or a dynamic (default) crosshair in the settings, as well as the option to disable hitmarkers.

dapper smelt
#

!feedback
Can you please add a music list in the "music & more" tab, so you can listen to the music in menu? I really enjoy the ost of the game.

little barn
#

!feedback
Artifact idea, an artifact that makes it so whenever you use an ability. It switches to another random abititie of that type from any survivor. Seen a few ideas like this. But this probably works better than a new survivor doing the same thing.

However it's incredibly difficult to code and probably not worth the effort over new maps and items

obtuse dagger
#

!feedback I think each character should have their own unique equipment they have to find. 🤔

pale meadow
#

!feedback
2 new options in settings :
Auto-pickup and sprint toggle/hold

eager lava
#

!feedback

So, can we have it so that the Beads of Fealty can cause the Scavenger Boss in A Moment, Whole to drop 5 Additional Lunar Coins for every stack beyond 1 Bead?
Considering that things like this can happen:

twin flax
#

!feedback I remember posting this in 2019 but this still isn't fixed. So i'll say this again. Make sure that printers don't yeet your item off a cliff. (sorry if i sounded kinda mean)

gritty haven
#

!feedback
as a way to stop items getting yeeten off of cliffs by printers, make it so that instead of dropping the item it just places it into your inventory

plush inlet
#

!feedback mac version v:

safe prairie
#

!feedback
Make Elder Lemurian footsteps louder. They’re currently one of the quietest heavy enemies in my experience, which I find to be strange since they are largest non-boss enemy in the game (currently). Even Clay Templars are strangely louder.

minor sable
#

!feedback New feature: Hunting

Throughout your runs, you will have the chance to encounter a special enemy, that is more powerful than others with special attacks. This is a hunt enemy. Hunt enemies are actually more like secrets, like the Runald/Kjaro bosses, and are hidden in special areas in the game. When you find them, you kill them, unlocking an item or completing a challenge, in addition to dropping a bunch of items for your current run, to make it worthwhile.

This idea takes its inspiration from the game Borderlands 3, where there are special hunt enemies scattered in every map. Runald and Kjaro bosses are actually really similar to this (even the Direseeker from RoR1), but aren't worthwhile encounters as they only drop 2 items in total, not to mention the time it takes to find them. My idea is to add more special enemies like this, and hide them in unused areas of stages that could be secrets (such as the islands in Distant Roost - if its not already being used for an artifact). This would add more variety to your runs, fighting some extra challenging but rewarding and fun enemies.

On the mention of the Aquaduct secret bosses, please buff their fight and make it more worthwhile to fight them. kthx

nocturne rune
#

!feedback beads of fealty should result in more lunar coins per stack as well as buffing the twisted scavenger fight. Something like spawning an extra scav per stack of beads.

little barn
#

!feedback Resuming Runs from Exiting RoR2
I think being able to continue runs if you quit/close out of Risk of Rain 2 should eventually be a feature -- autosaving to a single file upon traveling through a teleporter (so you don't have to save enemy data as well, only a list of player's items, their health, the number of stages they've been to, the elapsed time of their run, equipment cooldown, and XP/level.) This feature could cost Lunar Coins (in order to resume a run). Not only could this feature allow players to completely shut down their computers while still keeping their previous run (e.g. in the case of a power outage, or for people who want to save power by NOT sleeping their computers, ect.), but if you autosave a player's items and levels at their last teleporter event, players who have a crash after that during a run can resume their run from the time before the crash occurred.

safe prairie
#

!feedback
It would be nice if Bighorn Bison and Greater Wisps were given a spawn animation.

little barn
#

!feedback a survivor that can use any skill, could be unlocked by having everything unlocked as a reward for 100%ing the game

vast gate
#

!feedback resonance disk targets barrels, please no.

safe prairie
#

!feedback
Give Celestines a small, unique enemy that spawns when you kill them like Malachite Urchins. This would make them a true counterpart to Malachites as they would both have:

  • An on-hit effect
  • An aura effect
  • An on-kill effect
green pebble
#

!feedback buff celestines, glacials, and chronobauble all indirectly by making all (or almost all) slow debuffs also reduce attack speed on top of movement speed

*some slow effects may have to be turned down to make this balanced

worthy moat
#

!feedback
Make ally aoe's (aurelionite, friendly malachites from ghost/wake of vultures etc) a different colour from hostile enemies

Too many times I get a heart attack seeing a big red ring under me only to realise it's a friendly

safe prairie
#

!feedback
Allow the Beetle Queen’s beetle summoning ability to occasionally summon beetle guards as well.

Beetle Queen is currently, in my opinion, one of the most boring and non-threatening bosses in the game as of right now. Granted, her spit attack is extremely dangerous at times but she doesn’t use it too often because usually cycles through her other two abilities. She also has an enemy summoning ability, but it summons beetles, which are barely more than cannon fodder. While I do think this ability should still be able to summon beetles, it would be nice to be able to summon beetle guards too, so that the fight can have a little more danger to it, while staying faithful to her theme.

hollow nimbus
#

!feedback
Let us pay Scavengers a large sum of money to have them join our team.

little barn
#

!feedback Not have allied (happiest mask) clay dunestriders try to kill you during their attack that pulls everything in.

raven jacinth
#

!feedback
You see that suggestion above this one in #top-feedback-archive? Yeah, its a decent one at best.

cursive coral
#

!feedback
add true fullscreen support to the game so we don't have to deal with high input latency 🙂

safe prairie
#

!feedback
It would be nice if there were logbook drops for monsters spawned by monsters (Malachite Urchins, Beetle Larvae, Solus Probes).

While it isn’t super important, I would love to learn more more about things like a Beetle’s infancy and how it defends itself with that slime field, or how Malachite Urchins manifest within Malachite Elites. Plus we have no model viewer for these enemies without logbooks and it would be nice to get a closer look at them. I made a similar idea in the past, but I thought I would expand on it a little.

open tartan
#

!feedback
Challenge: "Gilded Hero"
Prerequisite: Get killed by Aurelionite.
Unlock: Golden skin for that survivor. Can repeat once per survivor.

Edit: When a survivor is killed by Aurelionite, have their corpse turn to gold.

deft hornet
#

!feedback add option to turn certain items off.

dense parcel
#

!feedback have an option in the settings to disable items appearing on the character model when you pick them up. Sometimes I just wish I could look at the normal, unchanged character model while being an overpowered kill machine.

severe ore
#

!feedback if theres an enforcer survivor, i'd like to see the shield be less a hold but more an ability that lasts say 3 seconds, slowing abit and turning sprint off as usual but within certain degrees of where you are aiming entirely block damage from that direction. (or potentially reflecting, but that could be an aghs)

Isn't very op once the game gets going, even with a decently low cooldown, keeps up with the fast pace which was his problem in ror1, that you'd end up falling behind because even if your plan did work and you werent cornered the timer has gone on too far.

Also let it act as a wall for explosions for allies behind you.

snow ibex
#

!feedback be able to costumize the characters more, instead of unlocking a skin maybe unlock the option to "design/color" ur own version. Like chose helmet color, vest color etc. And also be able to turn off the function of items attaching to your characters model because with predatorian instincts commando looks like a clown and i love his base design lmao (hope this makes sense)

little barn
#

!feedback make chronobauble white, and make each stack increase the slow effect by 5% (scales like tougher times so you cant get 100%) instead of just duration.
EDIT: grammer

rugged lion
#

!feedback as we all can agree that chrono bauble should be buffed, like why would you want a 60% slow that arent effective on most enemies anyway, and why does the slow just get longer by 2 sek.
1: make the slow bigger and bigger but not up to 100 % ( like tougher times)
2: make it so it either slows cast times or reduces the enemies attact speed, by like 20% ( scales like tougher times)
3: or reduce all the values and make it an common item

amber urchin
#

!feedback
this is an idea
numbers for the item may and could be changed, so these number where just pulled out of my head, and i got know idea if there too weak or strong
Item idea for magma worm boss item
Appearance: the item would resemble three magma stone and on the player be three stones floating about the player in random ways
Affect: Upon picking up this item from the end of the teleporter event you will receive the magma worms blessings, every time you attack something using a move that has a proc co-efficient there is a 10% chance that a meteorite would fall upon them, causing 1700% of whatever caused the proc of the meteorite, but i don't want the item to be a full on "replacement" for the glowing meteorite equipment so i thought it would be a could idea that the item has a hidden ammo counter, each meteor once shot takes a certain amount of tine before it can rain down again, each one of these cooldowns start once the meteorite has struck the ground and dealt its damage then it will have a 15 second cooldown, if both other meteor fall within that time of the first ones cooldown, and you proc the meteorite effect then that enemy will simple take one instance of burn effect lasting for however long burn normally lasts. once at least one meteorite is charged then your proc will rain down a meteor again instead of setting them on fire.
Stacking: when stacking the item would gain +50% damage boost, -1 second cooldown stopping at -3 seconds, or a 12second cooldown, +1 meteorite ammunition
BONUS log book description: i had a bit of fun thinking how these meteorite could be imagined has the excess ground that a magma worm would pick up trough there mouth while digging and would remove from their body in order to keep a good form to keep there Speed, I don't wanna know if a magma worm has a bum so i just thought the could be like owl where they throw up the molten meteorite.

dense parcel
#

!feedback make it so that on higher difficulties, the drop rate of lunar coins increases. This way people who play monsoon more are rewarded for playing on a higher difficulty more than just with the skins you get upon obliteration.

rugged lion
#

!feedback make it so you can choose which items the printer will take and dispense, i have had way to many runs where it took an atg insteal of my chronobauble😩

dim hamlet
#

!feedback
Sandbox Mode
Freely lets you spawn enemies, items, chests, drones etc. In addition, you can freely swap stages, survivors and difficulty, both time and mode (drizzle, rainstorm or monsoon). This can allow you to test your own abilities against a giant horde of monsters or perhaps lets you train at dodging Vagrant explosions as an example.

While in this mode, you cannot obtain any:
Lunar Coins
Achievements/Challenges
Radar Towers/Monster and/or Item Logs

As a bonus to this mode, if the game receives Steam Workshop support, people can start making custom games within this Sandbox Mode which would be really interesting to see.

coral barn
#

!feedback Have some sort of bright color on the tips or outline the "horn" pieces of the teleporter so that we can pick up on that quick visual queue and know it's there. It's very hard to spot sometimes in dark areas of a level since it itself is rather dark. I have grown frustrated enough with the search to just quit the entire game and move on.

pale meadow
#

!feedback some bottomless pits and flows of lava that can burn you when you touch it in abyssal depths just to make the map more dangerous and to help complete the challenge of hermit crabs..since it is kinda hard to always get the plains map at 5th stage and will make it easier
Edit :typo

foggy prawn
#

!feedback can you make the game have a lower maximum amount of red its literally blinding

teal rune
#

!feedback
Add some sort of cap / diminishing returns on how much of your horizontal momentum can be converted into vertical momentum when hitting a sloped wall at high speed.

On runs with the headstompers and a wax quail or 2, it is possible to reach a point (with enough movement speed-increasing items) where dash-jumping into an even slightly upward slope rockets you into the upper "teleport barrier", making it extremely annoying to move around the level.

Please do not remove this feature, it is one of the best parts of the new physics engine, just rein it in a bit.

eager dagger
#

!feedback
chronobauble rework since everyone is dissatisfied with it:
change it to a constant AOE around the player that slows enemies move speed and enemy projectile speed that increases in range with more stacks

tough pendant
#

!feedback
Or, make Chronobauble increase cooldowns by 50%. Could reduce slow to compensate.

fathom hazel
#

!feedback Stop complaining about chronobauble and let the devs deal with it. They know it isn't as good as the other items. The devs know.

slow nimbus
#

!feedback
Could add host migration im tired of the host always leaving

little lava
#

!feedback
Character idea

Description: He's a mystery even to his own accord. We've never even known he's existed until today but all we know is that he's a madman that studies his own "work". One of the scientists tried to talk to him but he walked past and the other guy was gone, the only remnant of him was his footprints on the ground and his glasses broken and stuck into the wall. We've stayed away from him since and have never even asked anyone about his record, we just ask. "Who is he?"

Name:** The Watcher**
Passive: Kill enemies while Bug Bomb is active to reduce ability cooldowns by 2s/kill
Primary: Foul Gaze: Shoots a laser for out of his eye, for 300%/sec (Cooldown for 1 second after shooting for more than 5 seconds)
Secondary: Bug Bomb: Throw a ball of corrosive insects that will eat away an enemies health(15%) in 5seconds (Recharge: 3 seconds)
Utility: Unholy Instincts: Enhance your speed by 3x for 10 seconds, and sends out a wave of energy spotting all weak targets. (Recharge: 6 seconds)
Special: Cannon Roar: Turn your eye into a gaping mouth and shoot a directional wave of sound for 600% damage.

Edit: I'm done with that, The Watcher is going to look like a floating commando with a cloak and a giant eye as his head. Kind of interesting to think of a cyclops as a mad scientist

green pebble
#

!feedback chronobauble

pale meadow
#

!feedback idea for greater wisp spawning animation :
how about 4 green fireballs (as big as a normal wisp) starts growing then they merge together like a small tornado then they transform into greater wisp..tho this animation has to be quick

little lava
#

!feedback for @fathom hazel
Chronobauble

dense fiber
#

!feedback I believe the characters can all be fun to play, sometimes making it hard to choose who to play. so why not make a random character selection option?

safe prairie
#

!feedback
Lower the proc coefficient on Razorwire. It’s pretty clear Razorwire is a borderline overpowered item, and a good deal of its power comes from the fact that it easily procs items on-hit. Lowering the proc coefficient may fix this while still allowing it to synergize with hellfire tincture.

opal steeple
#

!feedback Make lunar items only equipable to the person who bought them, I'm tired of play with random or friends who are dicks and steals your lunar items

slow nimbus
#

!feedback maybe you could add in-game voice chat. This would mostly benefit the nintendo version of the game since they dont have party chats like ps4 and xbox but maybe some of us might want to talk to randoms.

cosmic patrol
#

!feedback give us a small shield icon near our hp bar displaying current armor amount

safe prairie
#

!feedback
Beetle Larvae currently only give you a (stacking) debuff that slows your attack speed. It might be interesting if they also slowed your movement speed a little bit to make getting caught in their fields a little more dangerous, and make the debuff stack easier. This would make it so you’re incentivized to actually shoot the Beetle Larvae down and feel horrible for doing it they’re cute.

fleet rover
#

!feedback
There was an earlier mention of items falling off the edge. How about and item barrier is added to the edge of the map a player and enemies can pass through it freely just items cannot.

opal steeple
#

!feedback I did this earlier but I'm going to reword it. How about when YOU purchase lunar items, There would be a short time limit before someone else could pick them up, I lost 7 lunar coins to someone I was playing with because they kept stealing all my items

royal dove
#

Kur-skan the Heretic should be an unlockable character, with a catch. To unlock her, you would need to have all 4 of her ability items at once. (Visions of Heresy, Strides of Heresy, and two more new ones.) The catch is that she has many, many loadout options. The 'basic' loadout is the "X of Heresy"s' skills. The alternate ones would be each of the skills you've had replaced by them in your various runs.

pale meadow
#

!feedback for @royal dove > Kur-skan the Heretic should be an unlockable character, with a catch. To unlock her, you would need to have all 4 of her ability items at once. (Visions of Heresy, Strides of Heresy, and two more new ones.) The catch is that she has many, many loadout options. The 'basic' loadout is the "X of Heresy"s' skills. The alternate ones would be each of the skills you've had replaced by them in your various runs.

prime minnow
#

!feedback instead of changing glass or osp in some weird way, make glass double incoming dmg instead of halving your health, same affect, no osp abuse.

fallow patrol
#

!feedback cleansing pools are really not easy to find and are a bit niche tbh. I think that they should be a garanteed spawn in the bazaar. I say this because if you pay for a random lunar item on a stage and it's like say a strides of herecy while you're playing loader, you aren't going to take that. Your base shift is literally your main damage but you don't want to waste your coin so if the pool spawns in the bazaar you can just go there and get a pearl in return. Just an idea feel free to mention me in #ror2-feedback-discussion

snow ibex
#

!feedback make it so every kill with both you and the enemy standing in the teleporter event speeds up the proccess. Maybe make it so that after killing the boss and standing in the zone and killing enemies in the zone makes the % go up by 0.5 per kill? maybe 0.5 is too much or too little but i think that on a good run, there should be an option to go through portals faster

analog coyote
#

!feedback Make Acrid's alt-skin more purple and void-colored to reflect his lore.

dapper smelt
#

!feedback (sorry for my bad english) what if at higher stages the weather gets just worse and worse? like at stage 2 its raining, at stage 3 it gets worse then at stage 4 it gets even worse and like at stage 7 its a storm and at stage 8 it starts over again?
and what about this can affect only moonson difficulity?
edit: or just make random weather at some locations, like the wetland aspect (like there is a 25% or 50% chance that it may be raining there)

safe prairie
#

!feedback
I think magma worm could benefit from a change that would cut off some movement speed at the beginning of the fight (little slower than it is now), but would gain speed the lower its health gets.

wind galleon
#

!feedback
Have commandos grenades stun on direct hit

deft hornet
#

!feedback reduce artificer's primary attack recharge rate from 1 second to 0.5 seconds.

shell nebula
#

!feedback make acrid spread corona on april fools day lol

dusk pollen
#

!feedback
Decrease brightness near the portal, for now, if you near it, you barely can see anything because of how bright it is

spare stag
#

!feedback
please remove Personal Shield Generator oneshot protection negation.
at worst it's arcane and out of place, at best it's a half hearted attempt at balancing oneshot protection.
this is a core issue that has ended many (of not just my) runs. adjusting to this mechanic is unintuitive.

prime minnow
#

!feedback instead of having a specific item exception like the idea above suggests, make only health (green/red hp) count for osp. (thatd make transcendence not work with osp so maybe for balance double its affect or something similar)

deft hornet
#

!feedback ice enemies aren't very threatening, so I was thinking why not make it able to stack like fire does so that after a certain amount of hits, say 5 hits from an ice lemurian you would get frozen. also change the color of their projectiles to a bluish white.

royal dove
#

!feedback building off of the non-threatening glacial elites, they could potentially have an aura appear around them when they hit you, which slows down players and their allies (and their attack speed). It could grow larger/appear when they hit you again, with size and duration similar to the Frost Relic.

little barn
#

!feedback reduce shield recharge delay (aka the time it takes for them to start recharging) by 2-3 seconds. as it stands 7 seconds (and then another 2 for full shields) is too long. (EDIT: grammar)

hallow nebula
#

Can u update the poll name every 5 hours to a 35 hours until update 30 hours until update and like this until last hour

ocean owl
#

Maybe learn how to use the bot?

royal dove
#

!feedback allied ghosts shouldnt take damage in the void fields

EDIT: they also shouldnt keep the items they had

vernal stone
#

!feedback Can u update the poll name every 5 hours to a 35 hours until update 30 hours until update and like this until last hour and captain crumnch is really annoying

ember jewel
#

!feedback Monster corpses should not last forever on the ground, specially bosses. Late game there is so many boss corpses on the ground its literally impossible to see what is underneath them.

ashen hinge
#

!feedback Is it possible to add this game back to NVIDIA GeForce NOW or at least give us an answer as to why it was removed initially?

bronze token
#

!feedback make the Engineer's Carbonizer Turrets teleport to the player if they are out of combat and too far away

sweet glacier
#

!feedback The recent console update removed nametags from friends in game, this makes it especially hard to tell where each person is at a glance and makes it impossible to tell the difference between 2 people playing the same survivor without having to ping the player.

restive sparrow
#

!feedback regarding it taking 30-60 seconds for monsters to begin to spawn in stage one, a possible fix could be for there always to be a shrine of combat spawn in first stage. i suggest this as opposed to simply making monsters spawn faster in case the reason for the delay is for new players to get their bearings without being stressed and dying while figuring out the mechanics, but then it gives experienced players a way to quickly get things moving

velvet scaffold
#

!feedback Make magma worms surface more. They often completely slow down a run because you're waiting for them to surface after showing one or two seconds of their body, if they moved vertically more to give players more time to shoot them it would make the fight less based around sitting waiting for it to surface and more around actually fighting it.

crimson panther
#

Have glass remove 1 shot protection after 2+ stacks to prevent abusing

velvet scaffold
#

!feedback Have glass remove 1 shot protection after 2+ stacks to prevent abusing

(cause nia forgot, credit to @crimson panther )

soft glade
#

!feedback give the Radar scanner an extra ability or something to give it more use. Maybe have it reveal invisible enemies & cloaked chests so it'd help you in combat and also give you a concrete edge in item-searching besides letting you know what interactables are still onstage? Or even just let it label the item type of whatever it scans so you can prioritize stage exploration more efficiently. As it is though it feels like it barely does anything

proven citrus
#

!feedback put the Shrine of Order in the Bazaar between time, or at least make it show up more often for fun times late game

pearl trail
#

!feedback

Have a option to change music tracks between Risk of Rain 1 and Risk of Rain 2

prime minnow
#

!feedback we need a crying monsoon emoji, hes left out DrizzleCry Tearstorm

spring violet
#

!feedback make a baby-rage monsoon face, thats more accurate

fathom hazel
#

!feedback Water droplets falling from the roof of the Bazaar would be a nice ambient effect

little barn
#

Drop the update at 12 am you won’t 😈

soft glade
#

!feedbonk fix the mercenary achievement that requires you to start discourse to unlock it

iron mango
#

!feedback Corpsebloom should heal more when there is more in the heal pool.

vocal sinew
#

!feedback A way to see what your character looked like before they died on the death screen. (And engi's turrets) (To elaborate: When you die on the end screen have a tab that shows your character with all the items
That you can spin and look at from all angles)

little lava
#

!feedback
Character idea

Name: Scorcher
Description: Nothing but destruction and chaos resides in that pyramid helm of his, we don't ask questions because we know he'll never speak. He emits a pure hatred for all who stand against him, and we know better to stand out of the way when it comes to that laser of his.

Passive Ability: Heatwave: As his laser gatling fires, it will overheat and burn Scorcher for 5% of his HP/sec, while overheating the Berner Cannon adds a stack of blazing dps for 1 second to any enemy within 10m. (firing for more than 5 seconds while overheating will trigger a recharge of the Berner Cannon for 5 seconds)

Primary: Berner Cannon: Will fire a laser that damages targets for 200% within a range of 20m(Fires at 500rpm) and adds a stack of blazing dps for 5 sec.(Blazing effect will not stack)

Secondary: Scorched Earth: A grenade that fires from the under barrel of Scorchers gun, making a pool of fire in a 5m radius at the point of impact. (Fire Pool effect lasts 3 seconds)

Utility: PyroBoost: A Jet system that launches Scorcher forward and damages enemies in his path for 150%.

Special: Lil' Ember: Spawns a walking pyramid drone (Resembling the helmet) that seeks out targets and explodes when in proximity of a target, dealing 700% damage and leaves a pool of fire that will last for 3 seconds.

Notice: Reposting this just to see thoughts on it after a week of it being up

safe prairie
#

!feedback
It would be nice if the game had an actual skybox instead of just fog, or at least some option to turn fog on or off. The first game had some beautiful backgrounds, and you can barely make out a moon and stars through the fog on some maps. It’s a shame to block off a potentially amazing sky with an endless white ocean.

grand steppe
#

!feeback
beetle guard will attack the enemy you ping.

vocal sinew
#

!feedback Beetle guard will attack the enemy you ping. (The idea is @grand steppe 's but he misspelt feedback.)

iron mango
#

!feedback OSP needs a cooldown of a few seconds.

gritty haven
#

!feedback
If there are no enemies in range of engie’s spider mines, let them follow him or attach to him and jump off at enemies

lilac pulsar
#

!feedback add a guaranteed cleansing pool spawn on scorched acres, this would give the stage something beneficial like rallypoints preon acumulator and might make the pearls a little more viable being able to get them guaranteed.

eager plume
#

!feedback I really wish some of the more iconic items from ROR1 were ported over sooner, but alas. I loved having MTG Mk2, which was just straight up amazing, and considering how MTG MK1 works in this game, it'll probably be one of the most powerful legendary items when it comes into existence. Thallium is just a great damage over time effect, it was pretty effective in running down enemies quickly. I mean, other items would be cool too, my favorite equipment from ror1 was the broken clock (or whatever it was called) that allowed you to pause time for 7 seconds, really great item.

tired jasper
#

!feedback what if the secondary shift for huntress was based of the key you are pressing and not the direction your looking at?

earnest finch
#

!feedback Happiest Mask ghosts should create an explosion on death that damages nearby enemies so they are a bit more useful. Currently the enemy AI is unreliable at being helpful so giving the ghosts a 2nd way of contributing damage (by dying, which they happen to do automatically) would help buff the Mask which is one of the worst Red items currently.

broken crest
#

!feedback Once artifacts drop it will be way easier to obliterate on monsoon, making the term "Mastery" less valuable. To maintain this, they should make the new requirement "Obliterate yourself on Monsoon, without any Artifacts active".

iron mango
#

!feedback
Provedence could be a really fun idea, and it could possibly please a lot of fans? Some plausable reasons for joining the good side are: Ask #theorycrafting. I'm bad at this.
Possible General Description: Provedence is a slow, tanky, and heavily damaging powerhouse who's abilities revolve around the moves from his bossfight. He benifits from a bonus to armor per level up (if that's a thing..?).

Primary: Slash
Similar to Merc's, exept quite a bit stronger. (This is to balance against his low attack speed.)

Secondary: Teleporting Strike
This move is similar to the move he uses against you within the bossfight. You teleport behind a select target and Slash at them for a bit of damage. (To balance out needing to select a target for his mobility move to work, he could have a large range.)

Utility: Shockwave
This is another move used within the bossfight. When you use this, it acts as a circle of damage at the bottom of Providance, staying on top of the ground if Providance is on the ground. In the air, it's a disk of damage. The ends of the disk, on the ground or not, explode upwards.

Special: Pink Recticles
This is a faster, more frequent vesion of the one from the bossfight, littering the area his crosshair is covering with pink dots, which explode after about under a second.

Possible Alts: This includes his shadow form and his worms, so I'm a bit less confidant about these.

Alt Special: Shadow Providance
Similar to the Merc's rapid slashes, Shadow Providance begins slashing at nearby enemies rapidly, moving to the next when it dies until the next enemy is out of his range, or is. (Possibly prioritising aerial enemies.) (Providance can still move and act during this.)

Alt Utility: Hands of Providance
You send out miniature versions of the "Hands of Providance", wich behave similarly to the phase of lava worms where they stay reletively close to the surface, excluding when they have to jump up to reach anything aerial.

iron mango
#

Why is this being taken so badly?
I'm sorry...

coral wagon
shell solstice
#

!feedback a reverse 3D printer. Instead of printing one item by giving a item of the same rarity, you give it a specific item and it will give you a random item of the same rarity

lapis bolt
#

!feedback We should demand for a classic play quickplay multiplayer mode so multiplayer mode will not be ruined by artifacts. Because we all know artifacts are just legal cheats, change my mind.

dusk pollen
#

!feedback
hitting ESC while in a chat should close it, instead of opening a menu

pale meadow
#

!feedback
Risk of rain Battle royal : 100 player starts a run on monsoon. You keep finding items and shit. When u obliterate ur self at 7th stage. U spawn in a big map with other players that did the same thing then u do a battle royal. For players that didnt survive the run they get eliminated xd

cedar anvil
#

!!feedback It would be neat to be able to fight a special boss event (maybe optional, or a stage?) that is timed. You are always free to leave the event and a special item is dropped if you kill the boss only obtainable there, but if the time runs out, a destructive thunderstorm comes. Its pretty easy to stay there and die to defeat the boss, you should probably leave... but if you know you can handle it, then you can do so.

muted raft
#

!feedback
Challenges for themed skins.
Artificer has a set of electric skills. You could make it so that if you beat the game on Monsoon with those skills, you'd get a special electric-themed skin for her.
Other examples would be fire/ice for Artificer, mobile engineer, plant-based REX and robotic REX. One can assume more themed skill sets will be added as more skills are added with time.

pale meadow
#

!feedback
can we get a buff for huntress
either give her skills more damage or less cooldown time (because its too long for real)
or give her hp like other survivors (which is not likely going to happen)

timid ferry
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!feedback The color saturation from brainstalks, magma worms, vagrants, and imp overlords can really strain my eyes. Could there be a way to reduce or turn off the effect? It even makes it difficult to view my own HUD. The electrified head is enough for me to tell brainstalks is active, and I can tell when the bosses are near by audio. I can also do without the huge flash of light when a vagrant dies.

pale meadow
#

!feedback
new enemy : sand worms
basically they are like magma worms but much smaller and have hp same as a lesser wisp
they just keep digging and then surprise attack you

eager dagger
#

!feedback
give huntress a passive that makes all her movement considered sprint movement

little barn
#

!feedback Strides of Paul : Huge movement speed upgrade... Don't stop : Gives the speed as 3 goat hoofs but if you stop moving you get a slowing chronobauble effect for 10 seconds

proven depot
#

!feedback Logbook: Enable scroll wheel through pages, tab to change sections

karmic shuttle
#

!feedback if the sniper is the one to win the vote, a way to help him is one of his ability's be he can switch from a sniper shot to like a burst rifle which would do less damage but be better for close range

kindred ibex
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!feedback add all old survivors as DLCs, and totally new in next update. People would pay to make game more enjoyable and different Ottermando

worn delta
#

!feedback Let's see Unstable Clock added, it might be hard to do but for me being able to shout "ZA WARUDO!!!" Would be so satisfying!

vapid cipher
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!feedback I think an idea for an artifact, or perhaps a lunar item. Would be able to place a dome, where nothing can come in, and nothing can come out. It'd be a decent sized. It'll last for a minute. Or if it was an artifact, it would force the player to be in the Portal Zone, but drop 1 more loot per player (As if it would be a mountain shrine buff)

viscid stump
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!feedback

As a contrast from regular boss fights, it would be cool to see a boss that isn't defeated by outright damaging it, but rather some sort of mechanic, perhaps it fires projectiles every once in a while that have to be destroyed to be deflected and hurt the boss. To make the battle interesting, make it kind of a bullet hell that takes quite some time to go through, and as a balancing mechanic to make up for that long battle time have it reverse time by n minutes and revert a few difficulty levels and reward the player with a bundle of items of choice (free multishop terminal with white, green and red items, drops x of whites, y of greens or 1 red, tweak according to balance). This would not only mix up combat, but also add strong speedrunning potential (perhaps if you do it fast enough you could kill the boss and obliterate with negative time or maybe in <10 minutes, depending on the time reversal strength).

dapper smelt
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!feedback can we have small scavenger as next playable character?

slate bobcat
#

hi devs thanks for making this game

sharp ivy
#

Please add verification on the server to prevent people from spamming with new accounts

green vessel
#

!feedback With concerns about the sniper not being viable in RoR2 compared to RoR1, maybe consider sniping, but with short-range melee attacks as well. For example, more of a rogue playstyle, where sniping weak points is a key aspect, but not the only aspect of the character.

royal dove
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!feedback i LOVE the Preon's new visual effects, as well as the darker blue for overloading elites! tysm for this wonderful game <3

round imp
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!feedback
I'm curious, and well, wondering, is it possible to add a Discord overlay to the game so we don't have to tab out to use Discord or so every time? It's probably a mod already, but it'd be nice to have in the base game I believe.

carmine crater
#

!feedback

Dunno if this the place for character ideas, but what if chef leaked oil on taking damage, or maybe dealing damage and then have an ability like sear, but maybe a sphere instead of a line that would also ignite oil it touches. Kinda lumping those two abilities from RoR1 into one that might work better for 2 and giving space for another.

I think the idea they presented about having item "recipes" would be super cool, though understandable if that turns into too much of an undertaking

coral wagon
#

Friendly reminder to tag your messages with !feedback in order for people to properly respond to your ideas

vivid gull
#

!feedback
Two big suggestions:
First off, a wonderful way to make Sniper work is to perhaps give them an ability that allows them to be outside of the teleporter zone. Perhaps they could still retain their drone for ROR1, and as long as this drone is placed inside the zone they can charge it in turn.

charred mist
#

!feedback

Would you consider adding a non-binary survivor to the game? I'm always super excited for new survivors, but especially since there's very little positive trans + non-binary representation in video games, having a gender neutral survivor would mean a lot and make things even better and more exciting!

Even if it's just referring to a character solely by neutral pronouns (such as they/them, like for the Sniper in RoR1), it would honestly be absolutely wonderful. ameowrainbowheart

Best of luck with the 1.0 update too!!! It's been awesome to see this game grow in Early Access 😄

steep thistle
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!feedback

After seeing the type of characters i noticed we didnt have the challenge yet. Why not add a character that does not do much damage and dies super easily? It would be like the ENDGAME. It would be super hard on purpose and he would be weak on purpose to. He would also be unusable in multiplayer and be single player monsoon only.

vapid cipher
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!feedback
If Sniper was ever a character. One of their abilities should allow them to switch to a medium ranged Burst rifle. Maybe as well, an AOE marking tool, where you'd shoot an area and anything in the area will take bonus damage. (Which would be good because with the sniper) As well as maybe a knockback gernade. Because the only thing I fear about sniper, is the fact that they can be overrunned in the fast past platformer.
Perhaps the grenade idea, would explode on impact, and doesn't do damage to them, so they can be mobile with the grenade by using to grenade jump.
Or perhaps the marking tool, must be a direct hit, but deals a times damage on their next shot, which would be good to hit, and land a sniper shot. Making the sniper enjoyable to play, and a fun character thats viable in medium ranged encounters, High DPS in far ranged encounters. And an escape tool. The only thing I'd request is to make them squishy, similar to the huntress.
As well as the idea, of the sniper DOESNT SCALE with attack speed, instead increases the damage by a % of the attack speed buff instead. So the sniper hits hard, and the SMG is high attack speed and fun to use.

undone fractal
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!feedback Character idea: The Spearman has an spear as melee weapon. There is a chain on the spear, so he can throw the spear as ranged spell which can pierce and skewer up to 3 enemies and pull them to you (if they didn't die). The 3rd spell charges the spear with electricity and increase movement speed and with the last spell you cast a powerful AoE lightning where the spear is (you take no dmg)

My buddy votes for the Chef 😁

night wadi
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!feedback
now that it isnt possible to clip into the abandoned aqueduct secret to get the items, can u make it possible to do it singleplayer as characters other than engi?
dont count rolling barrels / positioning enemies as possible.

open marsh
#

!feedback Have rightclick/ESC be able to back out of menus of the main menus (ie logbook, settings, credits)

jade ember
#

!feedback (Spoiler for new item) ||Death Mark seems a little too hard to proc. Maybe reduce the number of statuses needed from 4 to 2 or 3?||

unborn wasp
#

!feedback please let us use the D-Pad for the new UI and not the freaking joystick... lol

fiery tinsel
#

!feedback Be able to view challenges/challenge progress in game

gloomy wadi
#

!feedback delay the time between attacks of the Greater Wisp, I mean comando can dodge the first but his 3 seconds cooldown of utility is not ready for the next barrage

vivid gull
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!feedback
Second bit of feedback: Please please please, bring back Loader's melee combo from ror1, or something similar. Her awkward left-to-right swing feels lackluster when compared to Merc and Acrid's beautiful melee combos. I love playing her but my biggest gripe has always been how awkward her m1 feels with the rest of her kit- someone so good at punching should be able to lay down some hurt with her basic attacks, too.

visual umbra
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!feedback I could see the sniper class working without a "zoom in scope" mechanic. Perhaps an active that "aim locks" for a moment and then fires a powerful shot from some shoulder mounted thing? Makes me think of the predator movies but You'd still be able to move and be aware of nearby spawns.

north kraken
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!feedback what if for the chef the cleavers stuck in the enemy then you could use an ability to pull them out causing more damage and bleed?

sharp ivy
#

!feedback Please add verification on the server to prevent people from spamming votes with new accounts because as it stands you can easily do that

odd badger
#

!feedback with sniper leading in the polls you dont really need to make sniper as a seperate character when you can just add their equipment to commando and give commando a sniper skin since i think if i remember correctly they wear similiar suits

sour lichen
#

!feedback Be able to see how fast you're going in MPH. It's kind of difficult to determine how fast you're going as the Loader when you're trying to get the new ability, and being able to see how fast you're going in general is just fun.

thorn raven
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!feedback The best way to implement sniper is to have his utility skill be a cloaking device. He would be able to set up at a distance, not be (always) interrupted by spawns and use fungus. Firing would break the stealth and draw all the attention to you but that's a problem for future you.

sharp cape
#

!feedback The loss of the cursor when using a gamepad has actually made navigating menus worse than before. First, holding a direction should keep scrolling at a reasonable rate, rather than having to center the stick and press a direction again for every. single. item. in the log... Second, please enable the D-pad at least in menus. It's weird that it does nothing when that's what I instinctively use in menus.