#ror2-feedback-and-ideas

1 messages · Page 20 of 1

smoky panther
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!Feedback Thoughts on the possible works for the other survivors. (1/3)

Miner: I want to take a look at the idea of Chefs Boomerang Cleaver and see if it wouldn't translate well to Miner. My honest and current feel for RoR2 is that it lacks in both extreme-range engagement (Which is game design choice and not a flaw) and in true Mid-range combat options. Anyone with a gun can, with a little practice make very consistent use of their AAs to tag enemies in long range, and brawler characters are covered. Having Miner's picks be thrown and return at a set distance or after colliding with a non-enemy object would offer players another option for the niche that huntress currently fills with her bow. It would also be interesting to offer Miner as an inversion of Huntress' playstyle, by giving a beefier character with AOE clearing basics and more Single Target oriented abilities.

little barn
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!Feedback Petition to rename ''Fresh meat'' To ''Slabb'a Meat'' In honor of ''Slab of meat''

sudden kernel
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!feedback change the character selection menu and difficulty/artifacts menu to be flat again and not tilted

proper oxide
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!feedback armor plates: a seperate health bar that reduces incoming damage: so 4 damage taken, 1 goes to armor health and 3 to normal health/shield.

night wadi
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!feedback
can we like, disable aim assist when using kb&m,, at LEAST optionally?

unkempt depot
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!feedback Sawmerang does way too much damage, at least in earlier stages

sharp ivy
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!feedback Please add phone verification on the server to prevent people from spamming votes with new accounts because as it stands you can easily do that

visual umbra
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!feedback This is an addon to my earlier feedback about the sniper target lock thing. Snipers work in pairs, right? Spotter and shooter. In ror1 the drone would have been their "spotter". Why not reverse it? The target lock could be the player picking a target for their sniper drone to focus on.

steel siren
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!feedback

Buffs for Soldier: Right now I would love to enjoy playing Soldier but as he is, right now even unlocking his new abilities is annoying due to his lack of damage and ability to proc items due to his initially awful fire rate.

I suggest a boost to his starting firing speed and possibly a damage bonus from 90% to 100%. But honestly I think him having more akin to machine guns to begin with would improve him and make his build less reliant on getting a decent firing speed to start with even without the damage boost. I honestly also think that would make him much more enjoyable to play esp in the starting stages.

sharp cape
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!feedback I appreciate the animation effort as an engineer main, but the changes to their movements while sprinting/jumping are just too noisy. I'd prefer that the animations go back to what they were than for the model to be constantly jumping around with severely over pronounced, noisy, and distracting movements that do nothing for the character mechanically. Balance wise, almost everything else in the game is an auditory or visual cue of something going on that needs attention, so these constant movements go from distracting to annoying so quickly that I did not enjoy playing with the engineer hardly at all, even though I was really looking forward to the update. If you'd like to keep the animations in some form since again I appreciate the effort, can they be much more subtle? Something more like the transition from walking to sprinting for other characters, rather than swinging the entire jetpack/weapons platform thing all the way from their boots to their head every time they so much as jump while moving.

lilac rune
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!feedback I never played ror1 but I have an idea for the Sniper if they get put into the game. The patch notes questioned how the Sniper would be able to manage in close range situations like the teleporter event or something else, well, my idea is to turn the snipers gun into something similar to widowmakers gun from overwatch. How it was like an AR when not ADS'ing and turned into a sniper when ADS'ing. This would help make Sniper viable in close range combat.

patent roost
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!feedback if we do the vote again I think there should be some ground rules around how it goes cuase in the chat I can't see any actual conversations only spam

gray rose
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!feedback I also have some ideas for the Sniper, as it seems to be the prevailing class choice, however, I'd rather bounce ideas off one of the developers and have a conversation about it so that I can give direct perspective to my ideas. If any of you are available at any time and willing to take a moment and chat about it, I would SUPER appreciate it.

cunning temple
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!feedback "true" exclusive fullscreen support, having to go into my control panel and change my resolution and refresh rate starts to get annoying after a while, not sure this counts as a bug or not but the in-game setting even mentions being able to do this

woven hollow
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!feedback When I heard sniper I think of a character from a game i played in my childhood who used a sniper rifle and a sword. Maybe have a melee attack counter which translates into big dmg when using the sniper rifle?

drifting marten
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!feedback opening a new discord # for the artifact codes

rancid pier
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!feedback if sniper ends up getting the next class, which it looks like the polls are headed that direction, I think a mechanic that could fix multiple issues ("Enemies spawn right next to you in RoR2, and the Teleporter requires you to be nearby to charge it") would be to implement a decoy that "counts" as you inside of a teleporter and also can draw fire from nearby enemies. You could take it further and implement some sort of chest opening/item retrieval mechanic to help with the "camp" issue of snipers. In addition to basic gameplay improvement, this would also open up opportunities for some fun non-meta builds if the clone inherits items. Bustling fungus could be useful on more than one class, razor wire could have an interesting interaction with taking aggro, etc.

carmine crater
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!feedback

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

Also the m1 for chef could probably just be genji, having 3 boomerang cleavers go in a line, or having a spread, with tab swaping between.

tall badge
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!feedback As much as I like Engineer and his abilities, I feel like his grenades aren't very fun or worth-the-effort, and I often end up just standing around and letting the turrets do all the work instead of actually engaging with enemies. It'd be cool if he had an alternate unlockable basic attack, maybe something like mini-missiles would be cool (you fire them and they target enemies that they get close to) or something. And it might make a decent synergy with the mobile turrets since they aren't as good for anti-air due to less range, so the mini-missiles would serve as your air defense in place of the longer range turrets

lyric sky
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!feedback Sniper drone could have a crowd control ability, being able to make a cage on your position locking down every enemy but you, then you phase out of it and snipe all of them.

little barn
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!feedback Petition to rename ''Fresh meat'' To ''Slabb'a Meat'' In honor of ''Slab of meat''

tough adder
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!feedback Please make Esc work as back button in menus.

crude lantern
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!feedback Make the aquaduct doors easier to open on solo since we cant cheese anymore

inland sierra
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!feedback I am sure that I'll get used to it, but my first impressions on the new UI was that it was a little disorienting and hard to look at. That being said, this is literally my first time seeing it, so I'm sure it will grow on me.

little barn
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!feedback remember how in a blog post you guys toyed with throwing items on enemies? I say why not realise that idea in Void Fields?

pallid geode
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!feedback A couple things that may work for sniper could be the bullet bounces or explodes, so sniper could hit a couple targets instead of just the one. The jetpack sounds really cool! Thatd help a ton. Sniper could get a special thats some sort of aoe. (Shockwave to push enemies away?) Theres for sure ways to make it work

mighty glen
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!feedback The new item designs feel really out of place, and not at all like the others. Maybe this is just me, but it feels more like an amateur mod maker designed these items.

bitter axle
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!feedback Disappointed that the new update didn't overhaul quickplay (i.e. Selecting a difficulty prior to entering)

harsh carbon
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!feedback What if the sniper, on top of having a jetpack, could also spawn a floating platform and could stand on it and snipe from it

weary bloom
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!feedback Give Engineers turrets the effect of spinel tonic as they get the affliction but not the buffs

grizzled tartan
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!feedback The sniper could have some kind of secondary gun like a 9mm or a desert eagle that he can change between his sniper and the other gun (like mul-t does, when he's changing between saw, nailgun, etc.) to have more crowd control, and the sniper to finish powerful enemies or to deal headshots, with crits (Apologies for the grammar, english isn't my main lenguage)

chilly sapphire
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!feedback In void fields I want to be able to mouse over and see the names and bonuses that items give the enemies. Like you can see with your own items with tab. It's hard to tell if the enemies get bonuses from items like backup mag

little barn
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!feedback add a random character option. If you need a challenge, just pick "random character" buttton and it chooses for you.

sinful violet
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!feedback I think it would be interesting to see a spearman class, that has maybe a second skill set after throwing the spear. if that's an option and if they have a long enough range on their spear to have a melee character that can reliably attack air enemies

little barn
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!feedback
positive feedback, i love the new treasure hunting elements added in this patch, i'm currently finding them with my friends and its extremely fun, i'd love to see more things like this in the future.

normal temple
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!feedback why not make all of the classes?

lapis wagon
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!feedback I have some object idea
the first one, a object that expand the teleporter area, an amplificator
the second one, a object that give you a little bit of base dammage, just a little bit, maybe

vestal tusk
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!feedback It always has felt odd that franchise's name 'Risk of Rain' has nothing to do with actual gameplay. Could be cool to have artifact/ final boss with mechanic that depending of difficulty there's a chance for rain clouds appear above the map and start raining which would slow the player -> more likely to get hit by enemies -> when you start to see dark clouds above you wanna get yourself indoors for few minutes (maybe easy difficulty 1 minute rain and slow down player 25% if player gets wet by rain and hard difficulty 3 minute rain and slow down player 75% if player gets wet by rain) 🌧️

split cosmos
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!feedback please add risk of rain on geforce now

sharp ivy
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!feedback add phone verification for people joining, otherwise bots can flood the #poll with votes

little barn
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!feedback please add host migration

You get to stage 8 on monsoon on quickplay with randoms and if the host suddenly decides he doesnt want to play the game stops for everyone

trim breach
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Sniper should have a secondary weapon like MUL-T for close range IMO

ocean pecan
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@trim breach yes, but it needs to be absolute trash

little barn
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!feedback in a developer blog post, you toyed with having enemies wear items and equipment. Currently there is a place in the game (Void Fields) where enemies DO have items equipped, but they visually don't wear them like player characters. I say why not realise this idea and make enemies wear items?

oblique bone
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!feedback please add option to switch off/adjust level of intensity screen filters like from brainstalks and tonic. Got headache from brainstalks blinks on/off after 30-40min run.
And in Abyssal Depths when you got a magmaworm as a teleport boss and brainstalks proc - LOS decreased to like few meters for me.

rapid bramble
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!feedback here's an idea for sniper in a 3d space.
M1: 4 shots per mag, and the last shot is a "super" bullet that bounces near instantly to 4+ enemies. Attack speed lets you cycle through and reload faster.
m2: scope in at a low zoom, increasing damage and slowing fall speed significantly.
Shift: a backflip like the first game, but it puts you pretty high in the air.
R: Targeting drone, but it gives a buff to critical damage rather than crit chance, and all allies benefit when attacking the targeted enemy.

You can theoretically stay airborne and keep building height by staying scoped and backflipping off cooldown, but obviously that's not very safe because you'll have low awareness of your surroundings. So you have to manage hovering and your backflip cooldown, but if you do it right you can stay safe midair while the teleporter event is going on. Later on you'll never even have to touch the ground (except for getting items)

west talon
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!feedback There should be a count of enemies currently left alive, especially now that Engineer needs to kill everyone during the teleporter event to get his third alternate ability.

nova kiln
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!idea You could let the sniper (since he has a lot of votes already) use his drone to occupy/activate the teleporter instead of himself.

little barn
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!feedback seeing what people think about this: odds of higher rarity in items scaling
Basically, the longer you stay in a level, the higher the odds you have of getting a higher rarity item (I'd suggest a very very slow scaling for this) - going to the next level resets the scaling/diminishes it. Or perhaps the rarityodds scaling can be bound to a time interval that the person in game is expected to be in a certain level/area/rerun.

pale yacht
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!feedback Engi shield alternate skill should be an alternate for m1 bombs instead

vernal ingot
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!feedback void field independent game mode

shadow zealot
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!feedback If we were going to put sniper in the game... to discourage camping, I would suggest a reward system for skirmish, hit-and-move type sniping.

Basically, sniper's next "snipe" (or whatever) deals extra damage, logarithmically, for distance traveled since last shot. The logarithmic aspect of the buff will help prevent problems like being able to run away and then one shot the boss.

I know the looting system and teleporter search already discourage camping, but I feel like this would add something interesting and new to sniper combat as it applies to ROR2.

little barn
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!feedback investigate botting for the votes, sniper votes are widely disproportionate compared to other characters, and there is a massively abnormal flood of new, inactive users.

halcyon copper
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!feedback Is there any chance we could get a poll-discussion channel? Game-discussion-1 is turning into a mosh pit!

light stirrup
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Make lepton daisy work during the void cells event

grim moth
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!feedback bigbrain idea: what if post launch, the rest of the survivors from this poll were added back in order from most voted to least?

carmine breach
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!feedback make merch of this new artifacts update it would look great on a purple hoodie

little barn
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!feedback pining a monster (via middleclick) should re-direct your allies focus (engi turrets, beetleguard, drones) to them.

rose ember
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!feedback An artifact where instead of time increasing the difficulty, enemy kills do. It would mean that a lot of really good items (Wisp, Tesla, Dagger, etc) would have more of a risk to taking them, since they could cause collateral damage and boost the difficulty. It would also bring in an interesting risk-reward dynamic to getting items, since purchasing chests requiring killing monsters and boosting the difficulty.

burnt wadi
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!feedback - HAN-D idea - hammer / overclock theme.

  1. Hammer Primary Attack - Slow (long windup) but high damage with decent AOE, which none of the other melee characters have.
  2. Ground Slam / Air Launch - Lets you get at fliers or get on top of bosses. Height, but no horizontal momentum.
  3. Overclock - Basically a berserk mechanic. Activate it to deal more damage while constantly taking damage. (Maybe building up stacks of being on fire.) Activate it again to disable the effect, vent the heat (AOE explosion based on the amount of on fire you are), and put the skill on a long cooldown. This could be used in combination with the hammer jump to blow up fliers.
kind patrol
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!feedback - Idea for sniper. I've been playing with Zane in bl3 and I feel like an ability that draws inspiration from his clone ability could be really fun for the sniper. The main thing I think would be good is the ability to place something you can switch places with on activation.

little barn
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!feedback Possibly some VOIP support in the future? Would make quickplay much better

gentle gulch
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!feedback I'd like the ability to have a tiny bit of influence on the items that will be available on a given run. Perhaps a small percentage boost ("Item is 5% more likely to appear this run") or a limited blacklist ("Item will not show up"). The flexibility to do so could be unlocked through achievements or some other form of account-wide effort or progression. [Note: this is NOT a complaint about the random assortment of items you get in a playthrough -- this is core to RoR, imo. But being able to tailor a run ever so slightly towards a certain playstyle would be very nice.]

wind glacier
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!feedback Give the sniper a tether cable, granting knockback immunity and allowing him to hang/swing from ceilings and walls. Makes enemies prioritize targeting the sniper with their ranged attacks over other survivors. This will let him keep some distance between him and melee mobs without forcing him to stand halfway across the map.

Also @gentle gulch, just gotta get that sweet sweet artifact of command

proud basin
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!feedback It would be great if we could bring back the artifact that let's players choose what items they get. The main gist of the Risk of Rain 1 artifacts were to use them in conjunction and the player got to abuse certain items like the original Clover to make elites drop more items when they died, I know it's a completely different game but it would be very cool if we can get something similar.

torpid basalt
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!feedback The sniper could have a secondary weapon of some sort so that they could deal with the teleporter zone better.

nocturne island
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!feedback
I was just playing Acrid on stage 10 (Sky Meadows) and I saw a scavenger. I soon noticed it had a woodsprite. It also had an infusion. So this scavenger was healing and gaining more health, so I had to try and eliminate it quick. When I attacked, it hit me with 12 stacks of bleed. So, what I think, is that scavengers should not be able to have a Woodsprite. (It makes them almost unkillable)

lyric sky
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!feedback The sniper weapon should be a sniper when zoomed in and an SMG when shooting normally.

little barn
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!feedback People can stop voting sniper

minor sable
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!feedback The new engineer skin is a good example of a good skin. It has remodelled textures and even feels different to play (sprinting seems to have a different animation, but maybe its just the different model).

With this new skinning tech, you should revamp other skins such as Huntress' (which is a basic recolor), and add some tweaks to things like Commando's skin (reskin grenade) and Rex (reskin vines when sprinting). This would match the quality of Engi's skin

west talon
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!feedback Engineer's Carbonizer turrets could use just a bit more range and to scale with movement speed items. They get left behind easily with stacks of Hooves and Drinks on you, and are just short of being able to properly shoot a Wandering Vagrant; they don't need the crazy long range of standard turrets, but they could at least be able to kill jellyfish properly.

safe prairie
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!feedback Children...?

half sequoia
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!feedback Repulsion armor plate typo in description , it says recieve instead of receive

limpid saddle
brittle pollen
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!feedback Please restart the poll on another platform that can handle it properly. It visually glitching here is messing up the votes.

buoyant wigeon
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!feedback
"Show my ghost", and "Show top player ghosts" options for Prismatic Trials

Basically when doing a Prismatic Trial your movements will be recorded.
You can see a transparent ghost of the movements and actions you made in your best recorded run during your next runs of that seed if you have "show my ghost" enabled.
"Show top player ghosts" would let you see the recorded ghosts of the top players of that seed during your runs.
When the seed refreshes, ghosts from it are wiped for the next seed.

gritty lynx
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!feedback Put a limit on the amount of items you can get from the Cell Vent event when combined with Trial of Sacrifice, as a very easy exploit is to just stand still at 8/9 with Razorwire and Fungus and you'll get unlimited items.

velvet scaffold
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!feedback

I'd like an option much like the item stats mod, which simply shows the stats of an item and the effects of it with the stacks you have. For example, 2 crit glasses when you hover over them in the item stats mod will show that it gives you a 20% crit chance. This'd be nice to see what new items do more clearly, understand stacking limits (without memorising the wiki) and overall improve QOL.

wintry flame
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!feedback I'm not saying that HAN-D is the way to go, nor that this should be his only kit, but drones feel a bit underused in the game. There are almost no items to synergize with them and their pathing can be a bit underwhelming at times (the big boy gets stuck everywhere). A potentially interesting idea would be if HAN-D had some way to scale with drones and to have some more items that synergize with drones (although I would be hesitant to say they benefit only drones because then you get a bunch of "useless" items if you're not running drones).

indigo void
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!idea
IMHO The scope of the Sniper might be better kept like in RoR but in a 3rd person POV. Making the scope and view changes has proven to be a difficult task (for what I've read on the logs), so perhaps this could be a way of making it a viable set:

  1. Sniper has like in previous RoR low health but it's a fast character to favor repositioning, but has a high crit chance and has no deviation on shots. Also keeping the reload mechanic to secure the crit chance from being too fluctuating. I leave the crit% to devs for balancing.
  2. Basic attack: pinpoint accuracy even for long shots.
  3. Power hability: charged shot at the cost of no movement scalating dmg and crit chance depending on time spent to charge, 3 secs for maxed potential. Hability used automatically if not used by player once it is activated (like final hability with Huntress).
  4. Mobility: Backflip. Made for a fast repositioning jump that lands for an quick shot. This might not only be used for a backflip but also for a quick side jump?
  5. Final hability: Drone. A drone positions on top of the selected enemy for 10 seconds for a x4 damage and a 100% crit. Auto target?
weak sparrow
tardy cairn
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!feedback Hoes Mad

opal hollow
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!feedback

I'm surprised it isn't in the game yet as it's pretty simply imo. My idea is being able to pin a max of three challenges which you can change at will. These pinned challenges will sit on the right side of your screen and update when you make progress in that challenge.

whole gate
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!feedback Since the teleporter event requires such close proximity and in general fights tend to happen around you, I think a good solution for Sniper to be viable given this is a passive that makes her go invisible or "unnoticed" after not firing for a long time, or simply by staying still for long enough. The former might be better, but would have to balance out with damage output to keep her contributions in a team fight up. Likewise, standing still might pose an issue since being knocked around counts as not standing still anymore... Still a Sniper using cover or camo to get their shot seems appropriate, no?

quick narwhal
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!feedback @frozen mirage Hey, a idea on the top 3 voted! to make everyone happy and celebrate 1.0, why not add the top 3 voted characters for the big final push of major content!

west talon
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!feedback There should be a suspend save, like in most other roguelikes, where you can quit the game and keep your progress in a run temporarily, but which deletes the save immediately upon load or on death. This isn't to allow people to retry from a checkpoint, which would defeat the purpose of a roguelike, but rather to let people take breaks for their health (or to use the bathroom) without taxing system resources by keeping the game open.

digital lantern
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!feedback The Loader should not be set on fire when SHIFT-ing through a fire enemy

toxic wedge
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!feedback gordon ramsay skin for chef

smoky panther
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!Feedback possible new character kit thoughts. (2/3)

Sniper: Giving sniper a combat roll seems like an obvious choice. But regarding his ability to snipe? I feel like that would be best restrained to his Ultimate.
I'm picturing Sniper working as Commando with a rifle over the pistols: but rather than say, a .50 cal as his primary, have something similar to Halo's DMR. Semi Auto, Moderate damage. I like the idea of his R-click being a 3rd person ADS similar to GTA, where he suffers a mspd penalty but gains damage? Again, Combat roll seems almost like a must, but his Ult? Consider mixing both Weakpoints in with that actual 1st person scope. "Sniper takes a knee, and readies his Sniper Rifle. While Scoped, enemy weakness glow. Hitting a weak point deals massive damage." Leave him with maybe 3-ish rounds in the magazine before he's forced to relocate?

pseudo panther
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!feedback Have a restart button when you go to escape menu. At least for Solo runs.

flat reef
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!feedback this is obviously a suggestion for later in development once the game is fully released, but I would love to see a dedicated game mode similar to the void fields with waves of increasingly difficult enemies, with item spawns after each wave

little barn
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!feedback The sniper was one of my favorite characters in RoR1, and I personally love how they had nonbinary pronouns, and really hope that this is kept if they win the vote. I had a couple of ideas for how they could work, as I imagine the gameplay style being a hybrid between Huntress and Commando.

-Sniper rifle could potentially be kinetically charged (as in recharged by movement) to encourage constant kiting
-I think a bolt-action in the sci-fi setting could be really cool with the visual style of the game, and it definitely needs a solid thunder-clap kind of firing sound. Could make for a cool visual theme with a huge rifle and an otherwise lightweight outfit
-Close-range melee attack with the rifle, or with some kind of baton or combat knife
-The jetpack is a neat idea, but I had an idea for some kind of drone carrier that disables attacking during use but provides lots of mobility
-Auto-targetting special attack for a few shots with a moderate cooldown
-Smoke grenade that gives temporary movement speed bonus and cloaking

inner marsh
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!feedback Very minor thing but I thought about this a while back when I had a run and a lot of rusted keys. Aside from getting rarer loot when you get more keys, I think it would be really funny/thematic for the lockbox to literally get bigger and have more locks on it when you stack more keys. Bigger chests have better loot, so it would make sense for the lockbox to get bigger as you got more keys. It would also have the obvious benefit of making the thing easier to spot, making it an item that people might actually go out of their way to grab.

cloud hollow
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!feedback The Chemist would be AMAZING. Of all the ideas on the poll for a All New Character that appeals the most!!!

median estuary
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!feedback Skills are reset to default for non-host players when disconnecting and re-connecting to a host game, although items and status (HP, equipment) are correctly retained. Please make it so if I disconnect and then reconnect I have the selected skills and not the default ones.

fierce matrix
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!feedback Poll

The poll should be restructured, the main issue being that several concepts are bundled into one "mystery" option. If the point of the poll is to let the community decide what character comes out next, it's counter intuitive to for multiple characters to be thrown into a lottery like that. I see two solutions:

Solution 1: Divide "mystery" into the concepts presented: Paladin, Chemist, Weaver, etc. It's clear that most people who vote for mystery have a favorite concept, and they should be able to single out which one they want the most.

Solution 2: Before allowing players to vote on specific characters, hold a preliminary poll between only "Completely new characters" and "Returning RoR1 characters". Most people only vote for one character, meaning that the playerbase that wants returning characters is split between several options, whereas the playerbase that wants new characters have a united front. This is inherently bias towards mystery characters, which leads to skewed results on what is supposed to be a community choice event

unique umbra
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!feedback Blazing parents set you on fire when they teleport to you, but there is no indication/time to move when a parent teleports to you so you cannot avoid their fire trail. Possibly disable their fire trail for a second or 2 after they teleport so that this damage can actually be avoided?

amber yew
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!feedback Engineer can designate places for his alternate turrets to walk to, so that they don't continually get stuck or ignore where the player wants to go

whole gate
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!feedback An update to my Sniper Kit idea, a bit more organized and concise~
My idea for the Sniper is a very hard hitting, single-target Burst Damage class with an emphasis and keeping aggro off yourself while you take your shots. Probably not the best in solo, but shines in teamplay and definitely intended to be a boss killer on longer runs.
Passive: Camouflage
Sniper goes invisible when outside of combat for a sufficient amount of time.
Primary: Anti-Matter Sniper
An Extremely Heavy Hitting w/ moderate fire-rate. A force to be reckoned with! The first press of M1 scopes in, giving it a bit of startup as well, hopefully enough to balance the massive damage.
Secondary: Suppressed Pistol
Contrastly, an extremely weak secondary weapon with bonus damage to non-boss enemies at 10% hp or less. Meant primarily for finishing off enemies and taking pot shots while repositioning, but shouldn't be strong enough to act as main-fire outside of crowbarring wisps or Lemurians. Does not break Camouflage!
Utility: Decoy Bomb
Sniper drops a decoy in front of her that draws in aggro from all nearby enemies. When used, Sniper's Camouflage passive activates as well. The Decoy explodes after a certain amount of time or when it runs out of HP, dealing moderate damage to enemies drawn close to it.
Ultimate: Weak Point
The Sniper uses her personal drone to scan an enemy (the enemy with the most HP in a given range? or maybe whatever she's looking at, same rules as pinging?), and the next hit from her, and only her, AM-Sniper deals a Red Crit, or x4 Normal Damage (x2 a normal Crit).
Alternatively
The drone could highlight a part of the enemy body as a Weak Point, and make that part of the enemy always normal crit when hit by any player for maybe ten seconds? Like the HUD use item, but for everyone's use given proper aim, rather than only the holder.

pastel birch
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!feedback I appreciate the UI overhaul that the patch notes claim wasn't worth it. commandoheart

zinc whale
#

Sniper and Enforcer are both highly stationary - why not combine them? Maybe even make shotgun/sniper the choice of primary weapon. Either would benefit from a forward-facing shield (but big baddies sneaking up behind you while scoped would be an obvious downside), and the Enforcer's pushback from shield bash would obviously be good for the Sniper as well. This wouldn't leave much room for a high-mobility skill, so how about the Sniper/Enforcer has the unique ability to scale walls? This would also help is getting out of reach. Finally: an orbital cannon/air strike skill. Like the special operative the sniper is, he should be able to laze a target and have heavy firepower come down. Maybe you'd have to stay stationary while charging it (like the RoR1 skill), but it should be worth the wait.

echo perch
#

!feedback It would be super helpful for my awful short-term memory brain if we could access the logbook while in a run, to check item scalings or challenges. Would be highly appreciated :)

muted raft
#

!feedback If Bandit ever makes it into the game, please don't make his primary attack like in the first game where you attack faster if you press it manually for every shot. I'd like to be able to play the game without using a macro to avoid developing carpal tunnel in my index finger. (And many people don't have mice with extra buttons to support macros like that.)

radiant peak
#

!feedback Something needs to be done about the Ice Relic, not that it's bad, it just LOOKS bad and confusing, I often cant tell my bubble and an ice elite's one apart

rocky kite
#

!feedback i hope this is the right place to put this, and i dunno if anyone else has already mentioned this, but support for navigating the menus with the d-pad and not just a thumbstick when using a gamepad would be a nice touch

hasty ridge
#

If Bandit ever makes it into the game, please don't make his primary attack like in the first game where you attack faster if you press it manually for every shot. I'd like to be able to play the game without using a macro to avoid developing carpal tunnel in my index finger. (And many people don't have mice with extra buttons to support macros like that.)
!idea (@muted raft) I'm thinking Maybe make it so the longer between shots, the more damage it deals? instead of shooting as fast as you click

edgy echo
#

!feedback -the warp of the parent is too powerfull, there is no way to doge them without a high amount of movement Items. (Engineer 2 Times in a row, spawn -> instant hit -> die)

lavish surge
#

!feedback It would be nice in the logbook to have arrows to go see the next item when you are in the item description
I failed

obtuse delta
#

!feedback it would be nice to have a particle effect after you triggered the teleport and you are about to leave. it leaves me confused all the time wheter i pushed the button properly

minor sable
#

!feedback Sniper idea:

M1: Regular, unscoped shot. Bolt action, so after every shot there's a very short delay.

M2: Allows you to scope. Scoping will zoom into FPS mode, and the longer you stay scoped, the greater damage you will do with your next shot (similar to Widowmaker from Overwatch). Additionally, scoping will highlight enemy weakpoints. Weakpoints depend on the enemy type, for example for Golems and Lemurians it would be their head, but Jellyfish might have it on their underbelly.

Shift: Has a targetting system like Huntress. Allows you to pull yourself to a drone and ride the drone. Basically, you're right underneath the drone, and you're hooked onto it with either some sort of grapple or magnetic device. Drone AI would need to be improved drastically to prevent them from running into enemies, but you can also opt to control your movement instead.

R: Summon your special spotter drone, which will mark the most dangerous enemy in the area. The marked enemy is highlighted and receives extra damage. This bonus stacks with sniper's weakpoint and scope buffs. You can ride your spotter drone like any other drone. Perhaps this drone can also shoot at weaker targets such as lesser wisps and beetles.

Passive: I haven't thought much about this, but maybe Sniper gets invisibility when standing still? This would have to be weak invisibility, so enemies that are close to you can still see and attack you.

copper tangle
#

!feedback if the entirely new survivor is the winner for the poll make a new poll that lets us vote for which new character to be added(I just want to vote for paladin)

deft heart
#

!feedback Sniper could get around his close-range weakness by giving him the ability to stay outside the teleporter dome but still charge it...

rocky kite
#

!feedback i dunno what happened but just now when i was trying to play with a buddy, the screen was locked into the spot where you can check on everyone's items while you play, and in the menus for selecting a character, i had to hold down "B" on my gamepad to select a character and press "A" simultaneously to lock in the selection. also, all the nice little icons to show you what button does what disappeared when im not pressing a button and only the green ready up button would show up, but not the "X" button icon next to it. dunno what caused it, but i figured its something to bring up just in case it warrants a fix.

midnight condor
#

Sniper and Enforcer are both highly stationary - why not combine them? Maybe even make shotgun/sniper the choice of primary weapon. Either would benefit from a forward-facing shield (but big baddies sneaking up behind you while scoped would be an obvious downside), and the Enforcer's pushback from shield bash would obviously be good for the Sniper as well. This wouldn't leave much room for a high-mobility skill, so how about the Sniper/Enforcer has the unique ability to scale walls? This would also help is getting out of reach. Finally: an orbital cannon/air strike skill. Like the special operative the sniper is, he should be able to laze a target and have heavy firepower come down. Maybe you'd have to stay stationary while charging it (like the RoR1 skill), but it should be worth the wait.
!idea (credit to @zinc whale)

bleak oyster
#

!feedback If the item "Dio's Best Friend" is integrated into the final cell into the Void Fields, the enemies will die and be revived upon completing the final cell. Intentional or not, this might require some kind of attention.

maiden iris
#

!feedback add emotes

weak sparrow
acoustic nest
#

!feedback The developers mentioned a Chemist survivor and that got me thinking... Would a Chemist class, that could mix abilities between each other, and pressing the primary attack would shoot out the result work? Magicka like gameplay sounds hella fun in RoR2, but would it be too out of place..?

neon ore
#

I got a sudden performance drop in Abyssal Depths with MUL-T (with a magma worm teleporter boss if that's significant). It was just for the last part of stage 4 but I couldn't get higher frames by lowering the graphics and it did get me killed, so it might be a bug in the game.

west talon
#

!feedback
Pressure Mines could use a complete rework or replacement. Based on extensive talk in #ror2-feedback-discussion, they just don't work in the pacing and random nature of ROR2. Planning out your deployments carefully is hindered by the fact that enemies can spawn directly into your mines, bosses take up half the teleporter area and can't really be baited into your traps, and generally there isn't really such a thing as predictable pathing.

As cool as they are in concept, and as fun as it is to coat your friends/turrets/dome in explosives, it's mostly not viable later in a run. Instead of having arming time and the same explosion as Spider Mines, maybe they could be designed for immediate deployment but delayed gratification - Damage over Time pulses, maybe on a slowing trap or a vortex that pulls enemies in?

near aspen
#

!feedback Seriously, the poll is being botted en masse

gaunt condor
#

!feedback Add Yoda as a playable character

cunning sparrow
#

!feedback Acrid's blight is nearly completely useless. A good tradeoff would be that it deals the damage over a longer period of time, say 15 seconds, but it weakens enemies similar to rex.

rare totem
#

!feedback You mentioned in the sniper's description that it would be hard for them to remain in the portal bubble while still being able to snipe. A solution for this could be that the sniper's 4th ability could be they would place a hologram of themselves and then launch themselves backwards and upwards, and then they would be held in the sky by drones on their shoulders.
The hologram would count as the player's actual location, allowing them to charge the portal while not constantly being in melee range (which is what would happen if they stayed in the bubble)
The hologram would have no health bar, be focused by enemies and, let's say, transfer 10% of the damage it takes to the sniper.
Activating the ability again while the hologram is active would disable it and the drones would bring the sniper, gently, down to the ground.

This gives the sniper 2 very good things.

  1. They can snipe from anywhere and aren't limited to being far away from enemies, spending half the level searching for a safe spot of terrain.
  2. Even in single-player they can feel like they're actually playing the roll of a sniper, which in most combat situations, is to protect someone on the ground that doesn't have their field of view. In this case, they'd be protecting their hologram, trying to prevent anything from getting into melee range (and relocating the hologram if the danger is too high)
keen lion
#

!feedback i have been playing this game for years, but most of the time i play i am with friends. i usually play a support class in games like these, would there be any chance for some kind of support character that could help a party

lilac crag
#

!feedback make a role that allows people to express who they voted for in #poll

pastel torrent
#

!feedback 1st person view would be great for any character. I have friends that don't like TPSs at all, but would play if it were an FPS. I prefer first person perspective. As it's more immersive, and would turn the game into a great aim trainer for some or a good warmup game for all of the other games I play.

Edit, obviously don't remove the 3rd person. But first person is being developed for sniper, why keep it exclusively for that character?

candid dove
#

!feedback make mercenary's attacks red with his alt skin

carmine crater
#

!feedback

workshop would be cool for this. easier access to custom characters and take some of the work off of the dev's shoulders for new content

hardy cradle
#

!idea: Let players drop items from their inventory. So many times I accidentally pick up and item a teammate could make use of, and I think this would greatly increase a focus on teamwork.

little barn
#

!feedback
Instead of just making CHEF move forward with glaze in a small area, make that bot into a fountain of oil and give him a movement speed boost.
Make Sear into a hover where CHEF expels his built up heat everywhere.
Obviously give chef a passive that makes him build up heat with his M1 call it PreHeat
Basically make CHEF our first AoE Survivor

tawdry agate
#

!idea Why don't we just point people to straw pool site and leave discord be it wasn't build for handling straw pools of this size.

ivory atlas
#

!feedback (@tawdry agate ‘s idea that wasn’t inputted with ! feedback) Why don't we just point people to straw pool site and leave discord be it wasn't build for handling straw pools of this size.

cyan badger
#

!feedback I was wondering if there were any plans for cross platform play, and if not why?

cunning sparrow
#

!feedback Sniper has a huge problem in ROR2 because it is physically impossible to stay away from enemies. All of the survivors in ROR2 have abilities that are built around attacking from close by, even characters that you wouldn't expect to play up close and personal, a good example would be Artificer's Flamethrower. Sniper would benefit greatly from being a character that can handle enemies at massive distances, however they would definitely need some short range options as well. Here's a proposed moveset for Sniper that can do this pretty well.

M1 - Snipe: Charge up a pinpoint shot that does 400%-1500% damage. Chambering the bolt is very slow. Pierces through enemies.

Alt M1 - DMR: Fire a quick shot that does 400% damage. Does a good amount of damage and can be fired at around the same rate as Directive: Inject, just without the 3 round burst.

M2 - Flare: Shoot a flare gun that does 20% damage on impact and inflict burning. Enemies around the flare can't see you, as if you were under the effects of an Old War Stealthkit. This doesn't actually make you invisible, but the enemies can't see you. If you directly hit an enemy, nearby enemies will actually start attacking it, unless it is a boss. 10 second cooldown.

Alt M2 - Pocket Shotgun: Shoot a number of short-range pellets for up to 6x200% damage and pushes back you and enemies, similar to Bramble Volley. 7 second cooldown.

Shift - Mark for Death: Throw out a small tracking beacon that sticks to an enemy. Doubles the proc coefficient for attacks hitting that enemy and attacks from Sniper Rifle or DMR deal an extra 400% damage. Lasts 4 seconds and has a cooldown of 8 seconds.

Alt Shift - Beacon: Throw out a small tracking beacon that sticks to surfaces. Enemies within the beacon are slowed, while allies within the beacon are sped up. Additionally, while in the beacon. attacks from "Snipe" deal an extra 150% damage. Lasts 8 seconds with a cooldown of 15 seconds.

I broke the 2000 character limit. (1/2)

lone depot
#

!feedback
Recycler should not go on cooldown if it doesn't actually trigger when used. Half the time using it, it didn't do anything at all despite the targeting reticule being on an item, but it still went on its full cooldown - feels buggy.

little barn
#

Actually instead of beacon give the sniper decoy

jade sandal
#

!feedback
As an alternative to mines, a satchel charge or c4 would make a more appropriate secondary for engineer given the pacing and chaotic nature of the game that @west talon brought up.
Charges would stick to players/turrets/terrain just like the mines, but would only detonate when manually triggered by the engineer that placed them, allowing you to kill more discriminately instead of having all your mines simultaneously wasted by a single beetle spawning within your bubble shield.

vast gate
#

!feedback command item screen should definedly close when pressing esc

distant harness
#

!idea It would be really nice if the weapon and effects of Mercenary would turn red for his second skin

raven jacinth
weak sparrow
#

!feedback Sky Meadow

Best map; Great work make more like this

strong sand
#

!feedback recycling an item should not give you back the same item you just recycled

next falcon
#

!feedback thank hopoo for an insane FREE update

faint chasm
#

!idea
Idea for the snipers movement capabilities (If Sniper ends up winning the poll) : They could have a floating and moving platform that allows them to get a vantage point on enemies that lasts for long enough for them to get a few good shots in, and of course there would be a pretty long cooldown. For the variant (If there will even be a variant), the floating and moving platform would become a less mobile (If mobile at all) small/medium sized tower that provides some some form of defense system to keep lesser enemies away, such as wisps or lemurians (I hope I spelled lemurians right). Sorry for the long explanation. feel free to do whatever you want with this idea, it's all yours.

weary chasm
#

!feedback
Geek corner for us modding enthusiasts and coders and such.

wind meteor
#

!feedback being able to see specific items stats mid-run would be very helpful

azure gulch
#

!idea Merge the Sniper with the Weaver, so he can spawn a decoy next to the teleporter or elsewhere. This way he doesn't need to be standing close and enemies will attack the decoy instead.

dense spear
#

!idea
Yo, can we have it so when we press the "esc" key in the menus it does something? I would like to press escape in the settings menu to leave for example and it does nothing.

visual pulsar
#

!feedback less related to the game but moreso the current poll. Maybe instead of using Discord emotes we could instead use an actual poll, they're pretty easy to set up with Google forms

minor sable
#

!feedback Add children, a recurring enemy from Risk of Rain 1

Children can teleport to you and shoot you, with a small windup time. When winding up, they shape their hand into a finger gun. Similar to a wisp attack, but more range and damage, and not a 3-shot burst.

We have parents only so far, Children would be nice so I can kill Parents AND Children.

clear hill
#

!feedback I really just want to let you guys know that over the last year or two you guys have been the most amazing and caring developers I've seen. You guys are truly a shining example, so far, of a developer who really cares about their community and game. It's wonderful to see. We know you'll do us all justice regardless which character and content you add!

real rover
#

If you're going to add the children, have some special mechanic with them and the parents

shadow zealot
#

!feedback If we were going to put sniper in the game... to discourage camping, I would suggest a reward system for skirmish, hit-and-move type sniping.

Basically, sniper's next "snipe" (or whatever) deals extra damage, logarithmically, for distance traveled since last shot. The logarithmic aspect of the buff will help prevent problems like being able to run away and then one shot the boss.

I know the looting system and teleporter search already discourage camping, but I feel like this would add something interesting and new to sniper combat as it applies to ROR2.

keen lion
#

!idea there are lots of dps characters in the game already, a character that could act like a support could add more to the games play style

slow holly
#

!idea Did some shower thinking of how han-d could occupy his own niche now that loader kind of fills some of his own role, while still giving him the tools he had in the first game but updated for 3d
His primary attack is combined with forced reassembly and it becomes a "charge and hold" type move. You either just click to swing your hammer to do his normal attack, or click and hold it to charge up forced reassembly - the cuckoo clock noise signalling that its fully charged. Maybe give it a little extra damage if you time it with the cuckoo clock noise?
Overclock is a toggle instead of a duration. This adds a heat bar that will build up the longer you are in overclock, but overclock adds fire/whatever damage to his hammer attacks as well as some attack and movement speed. Having heat slowly does damage to you and increases the longer you let it build up, but having more heat increases your attack and movement speed gain.
Drones function about the same as they did in the first game. Maybe have them prioritize flying enemies?
His (R) which would normally be forced re-assembly now becomes Emergency Vent; this immediately dumps all heat and launches han-d up/forward/both/??? while pushing enemies back. Maybe different skill alternatives to this would have different effects?

clear lion
#

!feedback If the new survivor is the Paladin idea, they should totally be a either a Lemurian or a Scavenger

gusty creek
#

!feedback Nerf Acrid Blight, with no items I killed the first boss in 2 seconds

undone vine
#

Where is the poll?

west tendon
#

!feedback It seems like we're probably getting Sniper, but if at some point Bandit gets added since he's mostly complete, I have a comment to add. In the #survivor-poll-overview channel you mention Bandit having some kind of potential backstab mechanic, but I don't believe that this fits his gameplay.

The indevelopment Bandit that can be played via mods and the Bandit in RoR1 were both very based around rapidly firing, reloading and resetting via Lights Out, and then using your smokescreen to get in an AoE stun and some movement. In RoR2 I believe this would pair wonderfully with his R; lobbing a stick of dynamite (I feel as if space dynamite would fit his cowboy aesthetic best) so you could bust out of your smokescreen, which is already an AoE effect, with another AoE attack by lobbing the attack straight at the ground.

Doing so enables you to reduce the health of every enemy around you, getting you closer to getting lights out resets on all enemies affected by the attack. It's a good gameplay loop for the class and I'm unsure if a stealth sort of "backstab" mechanic would work well for the class given its gameplay. The reloading with his primary seen from the main playable version when he was in development worked perfectly with his gameplay loop, and I think it was a great idea. Maybe have his smokescreen deal a very minor slight bit of damage in order to synchronize with his R, rather than having more damage from behind?

I'm just saying because I care a lot about the class as he was always my main in RoR1 and I've been excited for him ever since I saw the unfinished version of him ingame. I think rapid fire, high octane and intense gameplay with a lot of explosions and dashing about and constant reloading was what made the survivor so beloved in the first game, and it should be preserved as much as possible if he's to make a comeback.

thorn temple
#

!idea make Han-D an alt skin for loader so that the 3 people who voted for him will be happy

mystic girder
#

!feedback /idea for the Sniper Survivor

Couple ideas to update Sniper to the RoR2 playstyle.
M1
He/She could have a semi-auto (or hold mouse down to shoot at slow rate) rifle like the DMR from Halo. High damage, low fire rate. And, like the original Snipe, this ability could have a rhythm to it, dealing a bit more damage if shots have a second (or like .5 to .7 sec) of time in between.
Or like @shadow zealot suggested, the M1 could be charged logarithmically by moving, dealing increased damage the more one has moved since the last shot.
M2
The ability could be a strong shot that pierces enemies and pushes the survivor backwards from said shot. Similar to the original Steady Aim ability, this ability could also be stronger if held down for longer.
LSHIFT
This ability could be the same as the original Military Training but this time the "cannot be hit" is instead replaced with a short invisibility buff (like 1-2 seconds) and would allow good repositioning/disengage to those fast enough. Shooting or using abilities won't break the invisibility.
Or like @azure gulch suggested, this ability could create a weaver decoy on activation (that on death slows all around it) whilst you tumble away instead of the invisibility.
Maybe these two ideas could be the variants of this ability.
Utility
Instead of the old Spotter: SCAN ability this could instead be an aoe "bomb" that tags enemies hit and exposes their weak points. Any shots fired onto tagged enemies ignore some armor, always crit, and/or deal x1.5 or x2 dmg.

faint chasm
#

!idea
I really apologize for reposting this, but I just want to make sure it gets seen because I think I did the command wrong last time...
Idea for the snipers movement capabilities (If Sniper ends up winning the poll) : They could have a floating and moving platform that allows them to get a vantage point on enemies that lasts for long enough for them to get a few good shots in, and of course there would be a pretty long cooldown. For the variant (If there will even be a variant), the floating and moving platform would become a less mobile (If mobile at all) small/medium sized tower that provides some some form of defense system to keep lesser enemies away, such as wisps or lemurians (I hope I spelled lemurians right). Sorry for the long explanation. feel free to do whatever you want with this idea, it's all yours.

slender silo
#

!idea I have this really odd idea for sharing items in co-op. So, I think that every player that's in the game gets a little emblem by their name on the HUD. When someone opens up a chest, multiple items will drop, but only one person can pick up one at a time. The symbol can be as simple as just a number by their name or floating above their character's head, and when someone opens a chest, you can only the item that has the same symbol/number as you.

woven eagle
#

!idea A survivor that shapes terrain. Engi's shield and warbanner are cool but I want something more dynamic: erupt rock walls, Turn to magma. Or how about useful teleportation -- I'm talking semi-permanent effects to the map that enhance mobility/combos.

tough pendant
#

It's !feedback, not !idea

fallow oyster
#

!feedback There should be a way to pin challenges (maybe up to a max of 3 or 5 or something) so they're accessible as a reminder mid-run

hot fractal
#

!feedback Actual stack limits should be added to item entries. I keep seeing various different posts telling different stories of an items stack limit and it’s confusing me.

carmine fulcrum
#

!feedback allow Acrid to alt M2 in the middle of his shift jump

ashen current
#

!feedback Grenade on Commando should explode on hit, instead of bouncing off enemies.

crimson sand
#

!feedback The parents/children from the first game are supposed to be made of light, right? They kind of look like more of a slime than light, I think adding the bloom effect from portals for example would make them look a lot like how they were presented in the first game

velvet scaffold
#

!feedback

Void fields have an incredible problem right now. They're too good. Enemies no longer scale in them as time does not pass in a void field anymore, and as such if you speedrun the first stage you can do the void fields on easy mode. This guarantees nine items, one being a red and 4 being green. This costs you zero time in the run. This is quite the buff to anyone in a run, as if you're fast enough the void will only spawn things like wisps and beetles, but rewarding you with a red and 8 other items for free. Not to mention the XP gained.

That's why I propose that each cell should add time to the run, in increments of 7s. It would work quite simply
Cell 1: 7s increase to time
Cell 2: 14s increase to time

And so on until we reach 63s increase to time from cell 9.

This would add a punishment to the void, scaling enemies to handle your new equipment you can get for free. Now, 7s isn't absolute. It only adds 315s to the run, or five minutes. I would maybe go to 7.5, so there's a 338s (rounded) increase or just boot it up to 8s. The void is free loot, and if it's done very early in a run which many people can do it is a free complete advantage over every stage. While the patch made void freeze time, it is a subpar solution that has left the void as a stop and go loot truck. There must be adequate time compensation, which is why seconds increase per cell would work, as you can leave the void fields at any time. Players could decide if it is worth it to stay in the void fields for a red, or just leave.

atomic night
#

!feedback If you guys decide to implement the paladin you should make his 4th ability a holy beam that deals extra damage to "possessed" enemies such as the wisps, imps, and structure type enemies.

sharp sage
#

!feedback Making CHEF chef fun for ROR2

I am not sure if this is too ambitious/complex to code in, but it's similar to the cooking from item inputs mentioned in #survivor-poll-overview . Basically, I feel that chef could become a really fun character by letting him do what chefs are supposed to do: Cook the enemies🍴 I'm not sure exactly on how to implement this, but this is the current rough idea I've come up with:

New Skill: Cookbook 📔 Similar to how MUL-T has different weapons to switch through on the loadout, Chef could have different "recipes" that give different status effects depending on their use. Maybe they provide a speed boost, maybe some resistance, or obviously some health. These "recipe buffs" could happen by either CHEF dealing the killing blow, or anyone killing the enemy that's marked (maybe glazed, if the ability is coming back?). I know that dealing with buffs is really tricky, so I think it's best for you guys to decide whether the buffs are temporary or permanent, whether they're only for the player or the whole party, etc.

Why would this be fun? If there's more recipes than actual slots to carry, that could add some playstyle preferences. Making the buffs team-wide would make him another support character, a slot currently only really taken by engi. If made a passive, it wouldn't really harm on the other mechanics of chef, but simply customise them to a new degree. Maybe the changes could be slightly aesthetic, depending on the type equipped!

pearl trail
#

!feedback

Redesign the xbox controls for navigating the menus because they currently aren't good. I'd prefer the old cursor as it was easier to navigate. Also you can't view items you have because of this new layout on xbox controllers

final forum
#

!feedback Like what do you guys think ito turning the merc into a both midle and close range character by giving an altarnate primary of throwing shurikens or kunais, that would make him a fast slash midle range samurai boi

gusty creek
#

!feedback Stop having skill unlocks be straight upgrades. They should add a choice, not be a "got the achievement, time to never use the original skill again"

wind meteor
#

!feedback if you die and are spectating someone, you should be able to see their ability cooldowns

patent glen
#

!idea alow to open logbook in game

lost geode
#

!feedback please re work the tracking system for players that you are playing with. Once my friends and I get into the late stages it becomes difficult to keep track where they are since the only thing the shares their location is a tiny triangle. Maybe a mini map or an outline that can be seen through enemies ?

slender silo
#

!feedback Tweak Commando's Grenade ability so it detonates on impact, and Change Chronobauble so that it freezes instead of slows.

jagged token
#

!feedback I know that woodsprite already exists, but in the far far future I would love to have some form of character that still has good attacks and all, but wherever they hit a small healing nova is created (for friends to get healed by.) Or maybe an item, who knows. Just throwing Ideas around of what i've been thinking of.

eternal sparrow
#

!feedback
Hello
I'm a big fan of both ROR1 and ROR2! !
I'm Japanese but I'm writing this with the help of a great Google teacher
I want to share an idea about the sniper's ability "Weakness".
I'm glad if you can take a coffee and listen to it with a break! !

Snipers can benefit from targeting weaknesses
Benefit is additional damage or elimination of Cool Down
If you didn't get the weakness ...

Regarding "Weakness", BANSHEE ability of the game called Warframe, idea of ​​"Sonner" is Cool
Not always aiming for the same part, so it's hard to get tired! !
Imagine the mob in ROR2, the movement itself is monotonous.
For example, isn't the monotonous experience of hitting the same place each time with a bullet on its head?

↓ Bansee's official introduction video Start with the introduction of Sonner!
(Https://youtu.be/pJz7ZB0RLhY?t=38)

I am an amateur even if it is a sample of the ability below
Passiv: Show weaknesses that only you can see
Main Skill: Realize high firepower or high rotation rate by making weak points
Other skills are auxiliary.
Stealth and self-buffs are better suited for creating time to target than large CCs

I want you to be concerned with the effects of the main skills, especially sound effects.
It should have a significant impact on the playing experience.
As an abstract reference, I think the sound and feel of the "Weaknesses" in the Full AD Fiora of the game League of Legends are the best!
Please ask LOL player

↓ I quoted you from the unofficial skin introduction video. It's a scene that exploits Fiora's weakness.The yellow mark is the weak point.
(Https://youtu.be/cZ4VN-knGhI?t=60)

Thanks for reading this far
I wrote a lot, but ROR2 is already the best game.You can be proud of it.
Try to add any fucking survivor there but it won't shake
Well I hope the next survivors will be cool and electrifying
Good luck with development
GLHF! !

echo wasp
#

!feedback YES PLEASE Sniper weakpoints. I've always just kind of instinctively aimed for Golem eyes for instance., and it always kinda bugged me that we weren't rewarded for hitting what is objectively a harder target. Possible that the ultimate ability expands weakpoints or creates a new weakpoint. PSO2 had a 'Weak Bullet' for one of their classes that did exactly that.

As for mobility, the idea of pulling a Smash Bros Snake and vaulting/towing off your targeting drone sounds amazing. Perhaps something you hold down to ride on your drone for horizontal mobility, and release to vault upwards from it to go vertical?

As for dealing with teleporters, the idea that comes to mind is the sniper having a passive ability to increase teleporter progress by killing enemies who ARE in the zone. This means the sniper will benefit from teamplay when teammates can tow enemies into the area, while still allowing the sniper to play their long-distance support role.

tribal idol
#

!feedback The Parents enemy seem a little too powerful with how much health they have, damage, and teleporting to you? Maybe tone down the health a bit at least fore when they spawn in to start and have them ramp up more.

finite maple
#

!idea Pls make Artifact of Frailty gives you double jump (mercenary triple jump?) or just make you base jump to jump very high, it would be soo funny instead of just duplicate fall dmg and fatal fall >.<

restive sparrow
#

!feedback please use an alternate method to poll community opinions on the new character. the discord reaction system is obviously visually bugged wherein its showing different results to different people (including if i open the poll on my pc and on my phone, i get totally different numbers), which leads to two major problems: 1) if people are seeing skewed numbers with one character having 5k, and the others having >100, they may assume their vote doesnt matter and either not vote or just vote for their second/third choice as it has a better chance. 2) if the polls are giving everyone inconsistent numbers, how can the devs know for sure which characters are actually wanted by the community? and as a parenthesis third issue, its also frustrating for the community. this is not a statement against any of the leading characters in the poll (ie chef and sniper), this is just a request for function and fairness.

sharp sage
#

!feedback **Replace some of REX' Health for a Barrier instead rex **

Currently, REX' gameplay loop is relatively intuitive, with the constant firing of M1, as well as the occasional R and M2 being all that's needed. Making a % of the initial health barrier (~ 12% ?) would add an initial challenge, as that health can't be gained solely through attacks. Additionally, it fits the context of the character too, as REX is a machine-plant, so a bit of a barrier makes sense!

The context for the idea came from a conversation we were having in #ror2-feedback-discussion regarding balancing REX ( https://discordapp.com/channels/417739215355510784/565610274053292042/694701748685766788 )

silk sequoia
#

!feedback CHEF passive ability to collect "ingredients" from killing enemies, an active ability to spend them to create an object that generates a zone that either heals or buffs depending on what ability you selected for that slot. Power of healing or buff dependent on how many ingredient stacks you had when you popped the ability.

exotic siren
#

!feedback I think it could be interesting to have a channel here where people can suggest their own ideas for a 'mystery character'
I guess you could do that in this one but it feels wrong (this is of course assuming they want to hear fan ideas)

mint rapids
#

!feedback Connect In-Game challenges to Steam Achievements

bitter axle
#

!feedback
Engineer's new Thermal Harpoons cancel the recharge on his Mines. Please fix this. Shift (not M2) and sprinting should cancel it.

royal dove
#

!feedback Not to clog up the channel even more, but I had a lil thought about CHEF, expanding upon his "recipes" idea. Basically, if an enemy is killed by a specific attack of CHEF's, it has a chance to drop an item specific to that enemy. Only CHEF can pick these up. They would be things like; Lemurian meat, Beetle Jerky, Bison Steak, etc. At any time, CHEF can use another of his abilities to convert ALL of his ingredients into a permanent bubble. Each ingredient adds another effect to the bubble. Examples of that could be Lemurian Meat adds fire resistance, or Bison Steak slows down enemies inside.

magic laurel
#

!feedback Ideas for Miner / Future melee characters

Many melee characters feel like great, fun characters in RoR2, but i feel they aren't always rewarded for being in the melee, rather just attacking once with powerful melee attacks and then getting out of the combat to recover. Many melee characters also seem like they would perform better with a ranged M1 like 'Visions of Heresy' offers.

To really create a new type of character, i'd love to see a melee character that focuses on rewarding the player for being in the thick of the fight, and hitting as many enemies as possible. An example of this idea is the Miner having a meaningful defensive ability that is in some way, refreshed or charged by his M1. I'm thinking some kind of ablative armor made of steel, which heavily reduces the damage he takes, but grows weaker as he takes damage and/or over time (with some kind of soft cap and how quickly it reduces, to ensure endgame scaling)

However, as an added bonus, when they are attacking enemies, the miner might 'harvest' ore from the enemies to reduce this ability's cooldown. This could go faster the more enemies you are hitting. This could be implemented in such a way that the Miner is rewarded for staying in the thick of combat and doing direct damage to enemies, but can opt to run away and let his abilities cool down naturally if need be. He could still have a ranged attack like a mining laser to kill flying enemies and to attack while running away, but the ranged attack could be a lot worse at keeping his defenses up, making it a trade-off.

I think this would create a 'hit and run' dynamic that current characters don't have, and make an incentive for a melee character to use their M1 properly while playing.
Either way, RoR2 is looking great and i'm enjoying it a lot! i'm fascinated to see what new abilities and what characters you add over time! Keep up the great work!

dark flax
#

!idea CHEF's Glaze skill could be changed to a lobbed oil bomb that covers enemies within its radius in oil. Marinade could increase the projectile speed and leave behind an oil puddle that CHEF could ignite and damage enemies that walk through it or enhance the blast radius of the oil bomb

tawny onyx
#

!feedback Give more incentive to try using the piercing aspect of Phase Round by increasing the damage in a single instance of it's use for every enemy hit with PR after piercing 3 enemies. So after PR goes through the 3rd enemy, a damage multiplier is added on top of it to the next enemy and to the enemy after that. Maybe add a cap to how much damage it can ramp up to or have the damage ramp up like the equation used for the Tougher Times/Old Guillotine stack equation.

vast gull
#

!feedback There has been a fairly substantial problem with item text in the game since the Skills 2.0 update in September!

Namely, the item "Lepton Daisy" appears to be misnamed! As someone passionate about flowers and botany, I think it's important to have the image match the name. As you can see from the attached diagram: the Lepton "Daisy" more closely resembles a Lily! Even more importantly, renaming the item opens up an opportunity for alliteration! Think about it: Lepton Lily.

little barn
#

!feedback make acrid's skin more interesting, as of now it's really lame, it doesn't have any visual effects

timid ferry
#

!feedback Phase round is never used because it is less effective and is also not very fun to use. Phase blast rewards close combat and smart positioning with heavy single target damage. I think a way to make phase round compete with that would be through its ability to pierce rather than simply increasing the damage. If anyone knows about the righteous bison in TF2 that is what I’m suggesting. Give it the ability to hit the same target multiple times depending on what part it travels through. For example if you’re able to line up a shot on head of the beetle queen, it can hit more times than it would if you shot the side, rewarding positioning with stronger damage just like phase blast. Or if you’re able to line up a shot on a magma worm, you would be dealing very heavy damage in reward for hitting a fast moving target with a slower projectile. This would also keep it balanced with smaller enemies that it can only hit once, while the phase round would be able to take smaller targets out right away.

knotty chasm
#

!feedback @magic laurel I'd like to add on to Fritzle's idea with another: passive aura effects for melee survivors. For instance, any enemies near Acrid lose health automatically. Whether or not this is a poison effect is up to the developers and QA team but it would reward melee survivors for being near enemies. Similar thoughts could be applied to Mercenary and Loader, albeit with different auras.

naive cliff
#

!feedback Whenever you get lucky enough to get a blue orb appearing at the start of the stage without having to spend a coin on it, it doesn't automatically open the chat and show you that it has appears which can be a bit annoying at times because maybe you spend time trying to find the alter just to find out that you didn't need to. It's a little thing but it's something I've noticed since the early days of this game.

sweet urchin
#

!feedback Will it be possible in the final game for multiplayer to be a more seamless lobby experience? It would be great to be able to view other parts of the menu and be able to go back out of a lobby without being disconnected. The multiplayer UI still feels very disconnected compared to other modern PC games

velvet scaffold
#

!feedback to add to @naive cliff

Somebody mentioned before lunar altars should display a hud. Notification when on. I propose the lunar coins part of the HUD has a glowing outline in order to easily show a player if the blue portal will appear or not

inland geyser
#

!feedback We need commando buffs. Give Iframes back to both commando dashes (m1 I believe), or increase the damage of some of his moves, or maybe even change one of his moves. He needs a major buff to the character. He heavily relies on getting good items (Sticky_Bomb Ukulele Syringe Leeching_Seed LensMakers_Glasses AtG_Missile ) and on top of that, he should be a bit easier to play as since he is the first survivor you have.

weak sparrow
#

!feedback Alt Shield Spoiler

||Make the missiles the primary fire; Hold to lock on to enemies and release to fire. Also add a charge circle to see what enemy is locking onto and give time to aim somewhere else.||

tawny onyx
#

!feedback Sort of a joke but make Commando's roll extinguish the burning debuff on him. Only his roll not his slide.

dull jolt
#

!feedback Make commandos grenade stick onto enemies and surfaces so it’s much easier to use

twilit pendant
#

!feedback make a hotkey for making turrets focus stuff

little barn
#

!feedback make acrid's skin more interesting, as of now it's really lame, it doesn't have any visual effects

last shuttle
#

!feedback fix the spawn rates for the elites! I started a run on drizzle and the first enemy that spawned was an elite and there are a disproportionate amount of elites before the timer even hits very hard and the amount of fire elites is ridiculous.

exotic siren
#

!feedback adding to @twilit pendant 's idea, maybe just make it so the middle click does that when you mark an enemy

slender silo
#

!idea Have an alternate Engineer primary that, instead of grenades he fires out rockets, and have the damage of each rocket be around 75%.

minor sable
#

!feedback Some ideas for Miner:

*Not all of these ideas need to be in the same kit, or should be in the same kit. This is just a general idea for Miner if he's coming in the future, regardless of whether or not he makes the vote

  • Using his picks to climb up and latch onto walls
  • His drill dash move from RoR1 can be revamped, make it controllable mid-air and stop at the first enemy hit, dealing continuous ticking damage
  • Drilling into terrain will submerge miner beneath the ground surface, allowing him free movement such as drilling up walls to reach areas he normally couldn't reach
  • Mining laser ability similar to Overwatch Echo's laser
  • Winter-related skin where Miner has ice picks

Food for Thought

With other characters taking the lead (Loader and Rex) in most of Miner's kit, Miner is left without many unique abilities. I'm thinking he needs a unique gimmick to reflect on his name, a Miner. Climbing up walls and drilling underground are features I think would work very well in Miner's kit. Side note for what I mean by Drilling, basically think of Rex Sprint burrowing him underground, and letting him climb up walls. That's the idea I have in mind for Miner's kit, but making it a bit more interactive, where he has to aim his Drill Dash and hit terrain, which would extend the duration of the dash along with allowing him free movement through terrain. Note that this movement is restricted to terrain, similar to Kayn's Shadow walking ability in League of Legends.

sacred gull
#

!idea for sniper;

little barn
#

!feedback make a strawpoll for the character poll

ebon badger
#

!feedback (CHEF Abilities; Sorry, this one’s a bit long)

Should CHEF make his return to 2, I'd be interested in seeing what you mean by "making recipes." My first thought that comes to mind is having 2, 3, and 4 be augmentations in some way.

For example:

  1. Cleaver - Throw a cleaver in a line in front of you, dealing X% damage. The cleaver then returns, dealing X% damage.
    -[Augmentation] PEPPER - Deal X% damage, and apply a burn effect.
  2. Operation: CAKE - Begin making a CAKE. The CAKE provides a special effect, which is produced in a large line in front of CHEF.
    -[Augmentation] APPLE - Deal X% damage, and apply a stun effect.
  3. Operation: PIE - Begin making a PIE. The PIE provides a special effect, which is produced in a large circle underneath CHEF.
    -[Augmentation] ZUCCHINI - Deal X% damage, and CHEF flies in a direction away from the area of effect.
  4. Operation: SKEWER - Begin making a meat SKEWER. The SKEWER provides a special effect, which is produced as a projectile firing in front of CHEF
    -[Augmentation] DURIAN - Deal X% damage, and CHEF launches an enemy away from the area of effect.

Basically, for every ability other than Cleaver, you must hit two buttons; 2-4 to activate the ability, and then 1-4 to choose what the ability does. ZUCCHINI PIE, for example, does an area of effect under CHEF that deals damage and launches CHEF upwards.

I imagine that, as long as it's understood that 1 does damage, 2 does a stun, 3 does an escape tool, and 4 does a defensive/wisp kill option, then the combination mechanic will probably not be overwhelming, as long as players try the CHEF often enough.

Thanks for reading!

jolly mirage
#

!feedback idea for an alternate M1 for Engineer :
-While using the alternative M1, Engineer is able to shoot actively at a rate similar to his turrets while using the original M1.
-This alternate M1 has a lower proc coefficient and has low short range accuracy due to the shots coming from the sides of the engineer's model.
-While using this alternate M1, sentries gain the ability to shoot the same explosive grenades as the engineer does while using the original M1.
-Turrets will always charge up their shots up to eight before shooting, unless the engineer is sprinting, in which case turrets enter an emergency mode and shoot their grenades as soon as possible.
TLDR; An alternate M1 where Engi and Turrets switch primary attack methods.

burnt hawk
#

!Idea for a Character
He wields a hammer whip combination he is called Stryker (Wip)

For his Main R2 attack weapon depending on the mode they use a hammer or whip one that focuses on heavy slow damage and the other fast light damage.

For his L2 it's a chain hammer smack or hit it's something similar to loader where they shot out they're grapple but they instead spin and shot out the head of the hammer that does damage depending on how much you charged it and it retracts back to the hilt via chain/cable.

For his L1 it's a hammer smash ground attack similar to Acrid's jump smash it dazes the enemy and does a percentage based damaged depending on how close enemies are to the epicenter.

For his R1 it's simple they change between hammer and whip mode, similar to Mul-T depending on your style of play.

For his appearance he would be in an all black suit with glowing purple accents, similar to commando's second skin, and his mask would look like loader's but purple instead of blue. He would have a dark rust red cape partially covering his right arm with a hood thats always down. And his hammer would be similar in appearance to shattering justice.

golden gust
#

I'm a regular Marksman in videogames, so I was glad to see the Sniper gaining some real traction in the polls. Here's hoping he wins, but the fact remains his gameplay is very very misfitting of RoR2. That said, I had some ideas how it could work in a faster and more packed setting.

"One shot, one kill." The famous phrase of all marksmen. An avid gamer-sniper's rush comes from that "OW!" factor when a paricularly tough foe takes a nice jaring strike to the head or weak point. RoR2 isn't set up for lining up perfect shots, but it does lend itself too "the buttering." Possitioning and setting up to put big and bad foes in their place.

So it would be a combination of maneuverability, immediate area clearing, marking/slowdown and a brief delay before the final kill. Give the Sniper enough liberty of motion to reach a high point or cover a line of sight quickly. Some form of area clearing or slowdown that gives him room, at least from weak enemies. Then his drone to mark, and perhaps even slow-motion a big enemy. Both for his allies, and so he can aim and take that weakspot shot to deal disproportional damage.

median marten
#

!feedback
Make Acrid's skill effects change color to match blight

grizzled osprey
#

!feedback Allow Engineer's towers to inherent the the Aspect Equipments modifier (aspect of fire, ice, lighting, corruption)

vague canopy
#

!feedback It was fucking stupid to disallow clipping into the Lumarian Twins as when playing solo it's almost impossible to make it in. Undo your mistake.

lament nebula
#

Add chef please

shadow robin
#

!feedback make a survivor that is always moving forward so I don't have to hold down the key/thumbstick. You could find some interesting aspects in the character design there as well as make the game more accessible.

sacred gull
#

his primary functions like mul t with quick scope being the basic attack and long scope, he gets a passive that cuz fear, which results in lower acc, throwing off tracking very shortly, and delaying enemies attacks a bit. he has a abilty that allows him to hide for a few sec to do a long range scope which deals more damage on headshots. maybe a 2nd ability that reveals weakspots or damage buff to attack that hit the same area where the target was snipe. Sniper should have another passive that make all his shots penetrate with long shot being better at it .

fiery skiff
#

Hud scaling needs to not have your items and money overlaping. makes the option useless

velvet ginkgo
#

@vague canopy you can roll the pots onto the buttons it’s not impossible

crimson onyx
#

!feedback I know this is definitely a large ask, but creating slight variations on each of the Artifact realm's layouts could definitely help to make them more memorable.

exotic siren
#

!idea for a character I had a while back and went through a few different iterations, but in this case we'll call them...

The Dancer
Her main thing would be that her R would allow her to change between 3 forms, drastically altering her playstyle (maybe with a selection wheel or something so you don't have to go in the one order, but that could also be an interesting strategical element to that)

Salsa style would be the most basic, comparable to 'mando, works at mid-range best
Lclick - Large firey (but no burn debuff) projectiles that lose power after some distance
Rclick - Wind wave attack that mainly is to be used for crowds of smolbois
Shift - Wind Spiral around you with big knockback but not much damage in itself

Ballet would be a long range aerial focused style, similar to Arty
Lclick - Music note spears that travel at high speed
Rclick - Water bomb that stuns opponents and does decent AOE damage
Shift - Dashes in the direction they're looking and leaves a water burst from where they were standing

Capoeira - Obligatory Melee Bastard
Lclick - spinning breakdance kicks that can be held for a similar rhythm to loader
Rclick - Spins upwards carrying lighter enemies with her
Shift - Tornado spin with higher movement speed and contact damage for duration

(And maybe a few alt styles to be switched in, a la Mul-T alts)

ruby ledge
#

!feedback So during the small little cutscene when entering the artifact realm you can still take damage. One of my friends was running gesture and they had just switched to cappy (being careful not to look at me) and when we spawned in to the artifact realm we couldn't move during the cutscene as normal. However, cappy struck our beetle guard, and during the time that we couldn't move he hit us multiple times and killed us both, ending our run. Could you give the characters invulnerability during this cutscene so strange happenstance like this is avoided in the future?

astral dune
#

So, Idea, with the current character poll going on, I think a character thats a hybrid between ranged and melee would be cool. And not just a melee character with a ranged attack or two. A character that flat out is meant to swap between the two.

candid escarp
#

so a cool idea they should add achievements and the steam workshop thats about all i got

sharp swallow
#

!idea for character like chef or chemist. Not sure if anyone knows I’m unaware of the popularity of the game gauntlet with the wizard type character who mixes attacks based on the inputs before the spell. I can’t remember the specifics of how the character worked but for example there were a few elemental options for spells like ice fire and electricity. Hitting fire twice would cause a short burst of fire while hitting fire then lightning would cause some sort of chain fire effect but hitting lightning then fire would be a different attack. Each different skill could be a different element (for the chemist if this was to be implemented) or some sort of food/cooking thing (for the chef) that would combine to make a bunch of different skill possibilities (could make some more offensive, some more defensive kinda like a risk/reward type thing) and unlockable skills could increase the possibilities even more by adding different chemicals/cooking stuff to replace the originals

topaz falcon
#

!idea for Sniper. Since they're a sniper, they need something to back them up for their poor close combat range. Sniper has their usual stuff like their scanner drone, but what if they had a secondary? A secondary to combat close encounters. Not something too powerful or too crappy. Something like an auto-pistol or burst weapon (maybe a shotgun). Of course, the secondary might not fit well with the snipers primary skills. So you would have to make a another set of abilities for the secondary weapon. To swap, it would be like MUL-T's retool. For a skill for the secondary weapon, you could make a trap to tether enemies into it (perhaps make it a damage tool so it could take out enemies with a delayed explosion after pulling enemies in for a short amount of time like 6-7 sec or so) and then focus the boss from the teleporter (To give them the name "Boss Killer" again). The trap would have a certain range and a delay so you can plan where to put it and not be braindead about it. Probably the backflip from RoR1 could help evade the enemies and plan where to put the tether trap so it's not useless. As for their primary (which is their sniper) the mechanic of "weak points" would be a good idea but the weak points are only accessed by their scanner drone. For more damage, a charge shot could be utilized. For utilities or survivability, perhaps a forward thrust of their jetpack (so basically what you said) to reposition for a shot.

little barn
#

!feedback just bringing this up because there's no in-progress one in the loadout screen: Can engi get an alt M1? I absolutely hate his current M1

vagrant void
#

!feedback

Since the new character poll in discord is appearing strangely, perhaps posting an update half way through the week on what the actual numbers are would feel exciting/encouraging for people to cast their votes!

dull wharf
#

!feedback Please change the welcoming system so it doesn’t announce every new person that joins the server.

neat geyser
#

!feedback i don't think the rocks in sky meadow should count as "kills" for on-kill items, mostly because farming infusion health off of rocks just feels...well, unintended

weak sparrow
#

!feedback Special Chests + Command should limit your selection to that chest type

little barn
#

!feedback Make stacking items more interesting: Add different(not too much different) effects once an item is stacked past (5, 10, 20, etc.) For example: Ukelele once stacked to 10, will "evolve" (like stacking items in mobas) into a rare(upgraded) version that now also stuns on hit.

I realize this would be a lot of work to implement into every item, but I think it would give an extra sense of progression and depth to the items rather than just seeing "80" of an item giving extra damage and nothing else.

warm knot
#

!feedback nerfing the clay templars damage if they are going to be hitscan and have as much hp as they do would be a decent idea

sly birch
#

Make it so Shattering Justice procs repeatedly on Loader's special and primary. It makes no sense why a legendary hammer-- a melee weapon-- can only proc twice for a melee and once for the electricity. it makes it so melee characters are at a disadvantage

vale anvil
#

!feedback Add an option to use the hardware cursor (windows cursor) in game. The in-game cursor is slightly laggy and that can throw me off sometimes.

bleak island
#

!feedback Add a Hold to run option in addition to the already implemented toggle to run. Reason being that most fps players are used this mechanic, since it's more responsive and natural, specially so considering the "toggle to run" isn't a true toggle since sprint is disabled after using many skills and actions.

wise adder
#

!feedback Make figurines for all the survivors; perhaps with their new skins?

median marten
#

!feedback A better reminder about dio's best friend when you die would be nice, we always forget about it lol.

polar field
#

!idea for character or transformation item
abilities change based on lunar items(think evolved abilities)
character starts with
passive: lunar Gatherer
players abilites can change or upgrade based upon what lunar items are in their inventory
special: spinel tonic or glowing meteorite
primary skill: visions of heresy
secondary: hellfire tincture(make it a shield that does damage up close and can bounce ranged attacks back for low damage)
utility: shadowfade

dim cradle
#

!feedback make more vcs when a new update comes out

wind meteor
#

!feedback bring back Ancient Scepter from RoR1

harsh saddle
#

!idea IF you do bring the Enforcer in, an energy shield wouldn't be a SUPER bad idea. Maybe his physical shield projects it when activated? Then when the energy shield takes too much damage it vanishes and his physical shield blocks stuff but less effectively?

heady dome
#

!feedback If the sniper wins I propose a few ideas to make him work.

       One: Give him a good movement ability, whether it be a dash, leap, or maybe a teleport right.                                                                                 
        Two: To handle close range enemies like during a TP event a three round burst projectile smg.                                                                           
        Three: When aimed in your scope while mid air you slow down sort of like Warframe's bullet glide so you can target easier.                               
         Four: While in scope Enemies will have glowing weakpoints you can shoot for guaranteed crits.
deft mason
#

!feedback thank you for engineers alternate utility! ❤️

spring violet
#

!feedback Gonna take this one seriously here. The last Hidden Realms update was actually kind of a let down for me. But this update was the exact opposite. I’ve been having so much fun playing this game, more so than I have before, and I have over 600 hours. The amount of work put into this was outstanding and I can sense that you have a passion and a vision for this game.

Hopoo Games, you’ve left a huge impact on my life and I just wanna day that you guys are the best 🧡

I can’t wait for the final boss. Also please add CHEF lmao.

naive cypress
#

!feedback It’s great to have the Thermal Harpoons back, but as they are now (low cooldown and the ability to fire one at a time), they feel more like a primary fire in the same style as Artificer than an alternative to shift. I think it would be better to either make it Engineer’s alternate primary fire or to take away the ability to fire one Harpoon at a time, instead firing all available harpoons at the targeted enemy,

quick horizon
#

!feedback any plans to include the unlock requirements on the item info screen in the logbook? I dont see a reason we need to lose that info when it only takes up like 1 or 2 lines of text to say "Unlocked by completing 20 stages in a single run" at the bottom of the page for 57 leaf clover for example <3

vague sundial
#

!feedback An artifact that is similar to metamorphosis where every stage you get random items. You would get items proportional to what you have, so if you have x5 Bustling Fungus, and x2 fuel cells, you would get x5 of a singular white item and x2 of a singular green item.

ebon badger
#

!feedback my friend and I started a run, and he (Acrid) got shot by a golem before he could act, during the "wakeup" animation. The start-of-game spawning of monsters is nice, but invincibility for the characters outside of escape pods would be appreciated!

balmy ferry
#

!feedback An Enforcer possible mobility skill that could be a super fast held duration sprint as the enforcer holsters his shield on his back and passively blocks/damage reduction hits in a 180 degree on his backside.

cosmic patrol
#

!feedback show infusion draining the closer you are to completing its effect,
if you have more then one infusion then when you complete the first one then it shows the next one,and so forth.
if all infusions are complete it shows up on item bar as greyed out

misty sphinx
#

!feedback When playing multiplayer, you should be able to cancel being "Locked In"

cunning sparrow
#

!feedback A new character could be a heavy character with a minigun that plays the opposite of others - instead of jumping around, he has extremely strong defensive options that make him tough to kill when he's not moving. For example, a "Charge" system that gives him guaranteed damage mitigation at the cost of reducing his movement speed.

ruby ledge
#

!feedback the buff for the scavengers in "A moment, whole" is great, they're no longer a push over, but they might be just a biiiiit too hard. We obliterated stage 8 and I was engie with 13 fungus and a rejuv rack, but their base damage stat was so high that with the gasoline he had and a beetle guard, one accidental kill on one of his own beetles burned me to death through my healing with both turrets, it was an insane amount of damage

high zodiac
#

!feedback for making content quicker and easier. hire more people, yall sold over a million copies so the money is there. And yall dont have to complain about having a small team so really its a win win, im sure there are a bunch of jobless programmers that lost their job with corona. Thanks, have a good day, ya boy chuck

frail moth
#

!feedback If HAN-D has to be reworked because his old kit has been mostly given to other characters, what if you lean into a more supportive playstyle?
-Soap suds that can speed up allies or slow down enemies.
-Healing drones are...healing drones. Not much to change there.
-possibly a large AOE with low damage just to “clean up” squishier targets.
-The passive could be that HAN-D can repair drones for a cheaper price.
-Bug spray that leaves clouds of damage

fallen sleet
#

!feedback
Make commandos grenades either impact or sticky grenades

topaz falcon
#

!Feedback If Miner ever makes it in to the game, I got some ideas that'll make him fun to play and unique as a melee survivor.
I've always saw Miner as an earthshattering assasin that has combos for his skills. It'll be cool to see a survivor that has a unique mechanic of having melee combos each time he uses his other skills. He'll flow like wind but strike like the earth.

Primary: Strike up to 4 times every 3 strikes dealing 200% damage and the final strike be an aoe spin that deals 400% damage. This ability can be combined with his other abilities to make a devastating attack.

Secondary: Send a torrent of sharpened rock with your pickaxe for 500% damage. (Can be combined with primary to launch 6 torrents in a short distance dealing 300%)

Utility: Leap a short distance and strike the ground dealing 350% damage while stunning and knocking back nearby enemies. (Can be combined with primary to leap in the air while spinning and slam the ground for 400% damage and also inflict bleed. You can come up with something else)

Special (Adrenaline Rush): Channel a self buff that increases attack speed, movement speed, and applies a 90% damage reduction for 20 seconds

That's what I had in mind for The Miner. You can change the values and what the combos can turn into. I just want to see Miner be unique with devastating combos and not be another Loader. I also see him as his own man and usually take things to his own hands.

meager barn
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!feedback
Would be cool if loader could grapple to their drones. If they can dangle from lesser wisps they should be able to dangle from a gunner drone. At least they should be able to hang from rescue drones or prototype.

lilac pulsar
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!feedback add a small temporary boost to some stats when leveling up like how leveling up works in borderlands, a small temporary boost to health regen or damage would be nice early game without changing late game.

elfin shoal
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!feedback Acrid's alternate poison, 'Blight', is extremely weak in comparison to regular poison. It deals 40% less damage over time against normal mobs and lasts for approximately half the time of normal poison. Given that the duration difference decreases the damage per proc by an enormous 50%, and that this is unlisted on the character select screen, I assume it is a bug. As it stands, Acrid would need to apply blight 4 times as often to surpass the damage of regular poison, on even regular enemies. Coupled with the fact that blight doesn't scale with enemy HP like regular poison, and Blight proves very underwhelming in virtually all circumstances.

timber spruce
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!feedback

Have a Mercenary skin that resembles Providence from Risk of Rain 1

winter jewel
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!feedback Add the ability for the host of a game to return to the character select screen without disbanding the room

cosmic patrol
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!feedback Sky Meadow feels it has too many large threat enemy types
(Greater Wisp,Brass Contraptions,Elder Lemarians,Parents)
thats 5 large enemy types most stages only have about 3 to 4
Personally i dont think elder lemarians fit sky meadow thematically so i suggest either removing them from sky meadows or replacing them with something else in sky meadows

odd wharf
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!feedback If Sniper is picked... Give them the ability to fire a long-range deploying decoy. The decoy could also "fool" the teleporter zone, letting it charge while the sniper stays outside. Sniper would have to defend his decoy in order to charge the teleporter

little barn
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!feedback the dev team has alway been restrictive with giving lunar coins easily
and the artifacts that make for an easier run (especially command) make a really easier way to farm them consistently
i suggest the ammount of lunar coins you gain by a run with artifacts that make the game easier the amount of lunar coins should be reduced by 1/3
if with artifacts that make it harder INCREASE by 1/3
and a run with all artifacts increases it by 4/5

or something like these, you guys are the ones that know

proper quest
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!feedback Give Mercenary's Alt R (Slashing Winds) some sort of vertical hitbox i can't tell you how many times it barely goes under or over a enemy i basically have to aim it at the ground or hit a wall to actually hit the ability

dim hamlet
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!feedback
Increase the spawning speed and radius of the Interstellar Desk Plant at just one stack. Right now the item is very unreliable.

odd totem
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!feedback for Sniper:
-mobile teleporter so one point is being mobbed then just tp to a beacon that was places somewhere else
-R would be a charged round that does 1000% at 3second charge and a 15second cooldown
-Alt R would be a decoy that cloaks and attacks at a reduced damage
-Alt mobile (i have mine set as m5 for ex. huntress blink)
Passive:
-Enemy highlight that sniper can share with other survivors

tall lily
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!feedback Enforcer Ideas

Passive: (I have a couple different ideas)
Ammo Drop: enemies have a chance to drop ammo packs on death (this could just be on kill as to prevent a sort of RNG playstyle), these ammo packs would give armor piercing shells to Enforcer's shotgun that he can use with his special (more on that later)

Riot Shield: Enforcer's shield provides damage reduction to him when enemies hit him in front and he also has a barrier that recharges every 20 seconds that will block all damage of the next hit he takes

Primary Skill: Like you guys stated earlier a shotgun that pierces through enemies, will act like a pump shotgun to give a little lag between shots (this would be reduced with attack speed)

Secondary skill: Under-Barrel Grenade launcher attachment, stores 4 grenades that recharge gradually (that may be too many could easily be 2 or 3), when shot the grenade burrows into the first enemy hit and will explode after a couple of seconds, if the enemy is killed by the Primary skill before the grenade explodes all enemies in the area will take the explosion damage and be stunned.

Utility Skill: Shield Charge/Bash, if pressed Enforcer will bash all enemies in a 180 degree cone in front of him knocking them away, if held Enforcer charges forward and at the end of his charge he bashes all enemies around him away. (The last part is to make sure he can charge safely as he will be slow and enemies could easily get up behind him after his charge)

Special: Protect and Serve, Enforcer slams his shield in front of him blocking all damage in a 180 degree cone in front of him, his movement speed will be slowed and his turn radius will also be slowed (probably by like 50 percent as to prevent people from turning in every direction to block all damage). While in this state Enforcer will load his shotgun with the armor piercing shells he has been collecting and his shotgun will be able to shoot at full auto.

soft glade
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!feedback
Add something to visually distinguish lunar use items and lunar held items - Right now both the Choice essences are visually identical and Visions of Heresy/Glowing Meteorite are hard to differentiate

smoky panther
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!feedback !Feedback Thoughts on the possible works for other survivors (3/3)

Enforcer: Regarding his shield: Why not take a note from Overwatch on this one? Have Enforcer's Shield be his R-click and expand via hydraulics (to keep the kinetic theme over energy shielding). The thoughts I'm having are that perhaps while his shield isn't deployed it has a small (Say, 50degree angle with say 25% defense?) damage reduction angle, and allows him to fire the shotgun, but when deployed it's angle and damage absorption increase (somethine like 80 degrees with a 45-50%?) and he's either slowed or cannot fire the shotgun

trail drum
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!feedback Rather random suggestion I'll admit, but how about Antarctic Oscillation being the boss track on Rallypoint? Feel like it'd be fitting given that the track shares the motif of Arctic Oscillation, which played on a snowy stage back in RoR 1.

fallen sleet
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!feedback
To counteract the fact that time doesn't pass in the void fields, have the difficulty increase faster than if you were playing normally BUT once you have left the void fields the difficulty goes back to the place it was prior to entering (or maybe up a tad) this makes the void fields more challenging and a risk but also provides good items to help in a run

cosmic patrol
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!feedback Slicing Winds needs changes!
There is no reason for slicing winds rn!
Keep slicing winds as a ranged eviscerate with some minor changes to give it that push as a viable ranged ability
Slicing winds now has 2 charges,thats it this would give it a pretty big push.

violet zinc
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!feedback Enforcer move-set ideas
*idea is to have an AoE defense/support character, which isn't really present atm.

  1. Shotgun - I love the piercing idea. A mid-short range character would be good, and the pierce and spread would help with the low range.
  2. Shield deploy/return - When holding the shield, Enforcer takes reduced damage from the front, maybe moves slightly slower? Shield can be placed on the ground, expanding into a wider energy shield that provides 1-way protection, and perhaps increases damage on friendly attacks fired through it, or creates a small "banner of command" sort of buff area behind it.
  3. Bash - Enforcer does a quick dash, stunning and damaging enemies hit. Perhaps dash is longer when shield is down, while stunning and dealing damage (or more damage) while shield is held.
  4. Smoke Grenade - Enforcer launches a grenade in an arc to a target location, where the grenade creates a sphere of smoke that slows and disorients enemies for the duration.

The Enforcer would focus more on taking reduced damage by positioning well (and facing incoming damage), and strategic placement of support abilities. With the shield, down, they'd have more movement and could dodge more easily, but would lose out on damage reduction.

lavish veldt
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!feedback hotkeys for items in command. so that u go near the selector press the hotkey for the item u want. u wont need to stop evry time

slate python
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!feedback item ideas
Drones are currently pretty meh unless you're playing acrid. Maybe we could bring back arms race?

Also I think it would be pretty neato if we got a red item that buffed your active items (I think we had this in ror1 but I didn't play that one much) for example,
Sawmerang shot saws in all directions
Backup summoned two of those big drones from Rallypoint
Blackhole cube would fire out ukulele lightning to the monsters being sucked in
Crit Hud would give crits to all teamates/drones in a radius around you
Missile Backpack would inflict various debuffs with each missile
Elephant would put a portable engie bubble on the player
Fruit would heal %100 health on use
Preon would inflict the broken armor debuff
Ect Ect

plain quail
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!feedback
maybe put item descriptions on the right of the logbook so it doesnt look empty

shy patrol
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!feedback Sniper idea
have them backflip into the air like RoR1, and when they scope, they fall slower for a second or two or have a bar like middleearth that recharges while on the ground, or maybe fills up if you headshot.

Maybe also have the backflip reset if you one shot or hit a weakpoint so that you're not just a sitting duck when you eventually fall down, and can perpetually jump around in the air.

Essentially a playstyle that rewards precise shooting.

torn maple
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!feedback A new gamemode that utilizes the new artifacts and their respective challenge rooms. Works the way it currently does now, but after completing one artifact challenge, the survivors are teleported to a different room, with a different artifact.

shy patrol
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!feedback Chef idea

To build on the 'pull back a bunch of cleavers' idea, either have it pierce through the monsters, get stuck on terrain, and retract to pierce them again, or have it get stuck to mobs and when you retract it, it pulls the mob slightly towards you. (or maybe have both on a toggle?)

keep sear like RoR1 so that it knocks them away from you (kinda synergies with the pull mob version)

have glaze propel you in the direction you're going. So, if you're going backwards, it shoots out oil in front of you and propels you backwards, if you're going forwards, it shoots out oil behind you and propels you forwards, etc. Sear knocks them farther back, like in RoR1.

Since it's a chef, maybe have a finisher move that gives you a small buff in a stat.
Or, have a passive that gives mobs a chance to drop 'ingredients' that either gives you stats, like above, or you can use up some ingredients to temporary buff a move.

glossy silo
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!feedback idea for sniper, instead of discouraging standing still, we should encourage fast movement. one way this could be done is by doing something like tribes ascend, where going fast gives you an advantage. Camping can be avoided by giving the sniper damage bonus for movement, basically making him deal more damage by moving more. The sniper rifle could also have a charge up mechanic, which charges faster in the air and the faster you go, which will encourage players to go for big jumps to be able to deal large amounts of damage. The way for the sniper to "fly" is to have a jetpack that boosts him forward and reduces friction on him, allowing him to fly off ramps. The jetpack power should also be affected by speed affecting items such as the goat hoof and energy drink.

weak sparrow
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!feedback The new Lunar seems to be very inconsistent on how small it make the teleporter (you can see I only have 1)

glacial sluice
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!feedback Is it normal that drones and engineer turrets count for the success Automation Activation? the success is thus very easy to obtain 🙂 (first feedback, I don't know if this is the correct place)

verbal summit
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!feedback
"ReCalibration Station" // "RCS"
Upgrades Equipment to Red rarity equivalent for a large fee.
Doing so will Rename and Redesign the Equipment to a more desirable reimagining

Experimental Ideas:
'Recycler gains the ability to reroll enemies'
'Primordial Cube is granted wider range and damage tick'
'Milky Chrysalis leaves blight trail and every attack causes a blight AoE explosion'
'The Back-Up summons two mighty pulse cannons'
'Royal Capacitor activates a large floating dodecahedron which zaps any enemy with a blizzard-like storm inside'
'Disposable Missile Launcher becomes Indispensable Missile Launcher littering a targeted area with cluster rockets'
'Foreign Fruit becomes limited use per stage dropping a seedling on heal which devours dead enemies within range and grows into a large-scale and multi-staged regenerative tree'
Etc.

spare salmon
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!feedback I think saw blades equipment should slightly track towards mouse cursor when they fly forward to make it slightly more accurate. Its nice equipment overall, just aiming it is frustrating. every slight bump will cause blades to return. Slight tracking might make it much more usable in combat.

tawdry ledge
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!feedback
I have two things to say, but this one is more important, so it's going first.
Less feedback and more BIG WARNING to the Devs.
In the Saw Blade's logbook it references "Frisbee" which is innocent enough in itself. But I happen to know a lot of random trivia, and one piece is; The Wham-O Toy Company (Owners of the trademark of Frisbee) are known to be INCREDIBLY aggressive in how far they're willing to go (legally) to "protect" the Frisbee Trademark. As such, I HIGHLY advise against using the word Frisbee in the game, (as I don't want this game I love to have stupid legal issues)

crimson hill
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!feedback
With the newly added artifacts, add a LASO-esque challenge, where you have to beat the final boss (when it is added) or obliterate yourself at the obelisk on monsoon difficulty, with all artifacts enabled.

little barn
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!feedback Commando's new utility and huntress' new primary feel fantastic! Having a great time doing a scavenger hunt for artifacts as well. I'm glad to see recurring artifacts, as well as plenty of new ones!

tribal aurora
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!feedback Sniper idea
Concerning the "critical hit" mechanic, I would suggest a timing-based approach instead of a "weak-point" approach. This could make it easier to implement, less tedious for the players to "learn" and it could provide for smoother gameplay.
To deal with the large amount of enemies you have to face in RoR2, you could, per example, start a timer after the first shot. Shooting your second shot at the end of this timer, deals a critical hit (with a satisfying sound effect), whilst starting a new, shorter timer for the third shot. All successful future shots further reduce the timer length, up to a certain limit. Thus, after about 5 shots, the time in between critical shots is a lot shorter than it was after the first one, so that you can "satisfyingly" mow down enemies once you get in a flow.
Missing, or mistiming a shot could either reset the timer length, or issue a shot dealing normal damage, starting a new timer with its length equal to the one previously failed. Personally, I prefer the second option here, as it wouldn't be as frustrating, while still penalizing players for having missed a shot.

little barn
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!feedback Artifacts Gameplay. make it possible to activate a Random mode where each stage gets a random artifact modifier (similar to the curses in binding of isaac for example ) im kinda disappointed that you can just activate or deactivate them for a full run

eager yarrow
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!feedback
Hello! I see the topic of dropping/trading items is discussed quite a bit. There are simply too many times playing with friends where we pass items to each other that pull out of chests & this results in us running way too much out of the way at times to grab an item that the other would have otherwise grabbed. In solo mode, this is obviously not a problem as you either pick up (or don't) every item you come across. Realistically, multiplayer should feel this smooth as well.

My best solution thought of is limit to items dropped only on that stage.
Another option could be to have a generous time limit that hard resets after teleporting - say 1 or 2 minutes after looting (not sure how hard logistically the first one would be to implement, this sounds simpler).

This not only eliminates stacking of items AFTER the fact on picking up something new later on, but also encourages faster & smoother gameplay as well as further cooperation! You can heft items over to your teammate that you picked up on the highest point of the abyssal depths for example, or even from spots they couldn't otherwise have gotten to. Instead of pinging an item and telling your friend it's over there, you can just pick it up and drop it to him at a later point in the level when you're next to each other such as the tele event. This on-the-fly dropping of items is essential to making this a quality of life improvement where teams aren't running around picking up loot left for them, as well as keeping the fast paced game feel.

I do, however, understand the idea of taking like 10 minutes in the shop, for example, to sort out your full inventory between everyone for optimum builds - that is NOT the intent & shouldn't be a thing outside of perhaps artifacts. I believe limiting it per stage alleviates most problems and prevents this abuse beyond the intended quality of life improvement.

ancient flame
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!feedback The chance of chests dropping from enemies with activated Sacrifice is too low! After two attempts i got one item in a span of 4 minutes unable to even finish first stage.(monsoon difficulty)

dense flower
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!feedback
UI - End game stat screen list should be extended so you dont have to scroll vertically. So you can take a nice screen shot of all your stats. I would also like the item list extended too.

fallen sleet
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!feedback
If the character we got was the mystery character, I'd suggest it to be some type of support character. I think the best fit for this (from your suggested 4) would be the chemist. The character would support the team by throwing out potions that shatter on impact with the ground (maybe shatter when hitting your teammate/a foe? and maybe if it hit a character it'd provide a bonus heal/dmg.) and provide an AOE heal. The kit would revolve around AOE rather than single target, and although could hold their own by themselves, would be much better fit for a team

rugged lion
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!feedback for some reason the happiest mask doesent apply will o wisp or ceremonial dagger, making that the happiest mask can do that would make it a much better item!
actually no follower procs will o wisp or ceremonial dagger ;p

wind meteor
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!feedback allow Loader’s Spiked Gauntlet to pull the Pylon to you. You can already grapple the pylon for movement, so being able to pull it to you could make for some interesting combat maneuvers

dry ember
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!feedback Every time an update drops I do /dance and my character doesn't dance smh. Chat commands could be so great to for example do a vote with everyone else in your party if you wanna restart the run or something. (Also pls /dab 🥺 )

fallen sleet
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!feedback
My buddy told me this was already in a mod, but seeing the artifacts update just came out and seeing artifacts kinda similar makes me want this even more. We should have an artifact where a team must share items BUT scales the enemies proportionally/makes chests less common (because now one character has at max 4 times the amount of items they should). It would go great with the artifact where one death kills everyone

sharp flower
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!feedback The enemy spawns are out of control with the new update. When a random beetle queen spawns in at 8 minutes on stage 2, something's gotta be up.

vale ruin
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!feedback
The sniper option immediately gave me the thought of taking the normal shot and giving it recoil knockback, making it useful for creating space and mobility. If the charge attack doesn't significantly reduce air movement speed while being fired, it can be useful for flying around while taking hard shots, if the player is good enough, and sniping a greater wisp while flying around would feel absolutely amazing. The firing of the gun might also be combined with the backflip for large leaps to create distance, letting you not get surrounded. I think these changes would neuter the problems of no mobility and close spawning enemies that the class would otherwise have in the change to RoR2.

pastel sage
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!feedback A good 3rd person Sniper gameplay reference would be Harec from Space Lords. He has an ability that turned him to smoke, which allowed him to attach onto surfaces at a distance etc. to get a decent vantage point for sniping. He could return at any time to the point where you entered mist form. You can still be damaged in your mist-like form. Damage charges up as you stay scoped in. This isn't completely broken because you HAVE to return to where you left, before you can choose another location to mist into. Therefore you can't just keep jumping around.

edgy beacon
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!feedback Flurry kinda feels clunky right now. You can't tell if it's ever firing due to visual clarity and the delay pre-shot really feels bad. You could reduce pre-shot delay while increasing the post-shot recoil to make it feel more intuitive.

chilly stream
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!feedback HAN-D ideas: HAN-D is designated as an janitorial unit. The main duties of an janitor are: 1. cleanup of public spaces 2. garden maintenance 3.keeping the condition of the property in check 4. monitoring of the heating system and 5. garbage disposal. Since points 2 and 3 can be interpreted as areas of responsibility of Rex and MUL-T respectively (under assumption that they were part of the crew and not part of the shipment before the crash) this leaves us with point 1, 4 and 5. Here is my idea: Rework the kit of HAN-D into either a) a garbage compactor / incinerator ,the garbage being the enemies / the corpses of enemies, and use the garbage as an resource for abilities (recycle them into health / crude makeshift armor , incinerate them for AOE damage, compact them and throw then at other enemies etc.) or b) rework the kit into an "kinetic heater" that uses the "heat" of continuous melee battle as resource. HAN-D would get a "heat"-meter that fills up in melee combat due to heat being released as an byproduct of the kinetic impact of his fists / the friction of his joints. As it fills up, HAN-D would automatically overclock, hitting faster and harder, perhaps some additional movement speed. The heat could also be vented to use his special abilities. Out of combat, the heat would slowly decay (with an delay between the exit out of combat and the decay itself). Recommendations for abilities include: 1. An explosion of hot steam around HAN-D, followed by an dash or small frame of additional movement speed. 2. Steam-propelled insecticide. 3. FORCED_REASSEMBLY 4. Forging of an little helper (heat-powered drone that supports HAN-D in some way for an fixed timeframe). This concludes my list of current ideas for an possible rework for HAN-D to fit him with an new role in the game. Feel free to expand on them in #ror2-feedback-discussion edit: repost due to Dyno working incorrectly

reef blaze
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!feedback

Some ideas for Sniper

  1. Give him a portable shield for cover. Have you heard of pavises? They where big shields crossbowmen carried to cover behind when shooting and reloading. More info: https://en.wikipedia.org/wiki/Pavise

So it would be something like this: position, deploy shield, shoot, reposition etc.

  1. A smoke grenade, with a double effect: any survivor caught in the radius becomes invisible until they attack again and any enemy is blinded for X seconds. This would give the skill much utility.

  2. Ammo types/fire modes: an skill to allow Sniper to switch among different attack modes. I'm not being specific here, just something like "slow attack, huge dmg or faster attack, less dmg and range... etc". Note: not to the point of making him a jack-of-all-trades, just a means of making him versatile without spoiling his role.

A pavise (or pavis, pabys, or pavesen) was an oblong shield used during the late 14th to early 16th centuries. Often large enough to cover the entire body, it was used by archers and infantry soldiers. The name comes from the city of Pavia, Italy. Of European origin, the pav...

junior jackal
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!feedback
give the sniper an ablity that switches his sniper to a machine pistol, like MUL-T switches primary, for close encounters.

white glen
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!feedback
It may have already been said, but making the game cross platform when everything else will be done?

gleaming nacelle
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!feedback regarding Sniper (if he wins in current poll), i agree that it could be bit weird to have a scope in option in a game like RoR2. Since the enemies tend to spawn near you, but there are few for that i've thought

he could have an pinpoint accurate hipfire, instead of having to scope in. this would prevent tunnel vision and low mobility while firing being problems while still allowing being accurate in bit longer ranges.

alternatively, he could have 2nd weapon as alt fire to deal with closer range enemies or an ability with short cooldown, that changes his primary between something that would make dealing with close enemies easier and the sniper (if either of these are possible to make into the game)

For his mobility, i'd say that the Jetpack idea could be nice on Sniper (maybe as passive), as long as he doesn't get too inaccurate while in air, it would also make more advantage points more accessible

exotic spire
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Hi folks,
I love your game since day one.
Would be good to have decent multiplayer experience.
Too many times, when i enter a public game, it's someone with an awful ping who host the game...
How does hte host role is assigned when we enter a room?
Does the game should not assigned the player who has the best bandswitch?
Because of that, i almost always play solo...

glossy harness
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!feedback plz remove the fact when scavanger throws his squids it doesnt count as a kill for him and doesnt proc on kill items for him

high grail
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!feedback just an idea I had for sniper: what if he had some way to charge a teleporter without being in the zone? maybe at half speed, maybe by having a decoy that he could place down and defend from a distance?

runic apex
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!feedback if sniper was to win and be added which seems likely, to deal with enemies effectively, I think a bullet penetration system would work nicely or adding an ability like bandits bomb from the first game for area damage.

velvet scaffold
#

!feedback
credit to @feral plaza , dyno broke for him so reposting for him

Regardless of who wins the character poll, I think that the Paladin idea of a native creature worshipping stuff from the first game and using ship scraps as armor is a RAD IDEA and I'd love to see more creature characters in the roster so Acrid isn't lonely. They can even be sitting at like a campfire instead of using an escape pod.

shell nebula
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!feedback credit to @craggy void forgot the command.
"Methinks sniper could work in inverse - instead of encouraging slow lining up, encourage snappy quickscoping action by having the shot grow weaker the more you are scoped. More attack speed could make the window for maximum damage longer. Complete this with something to launch the sniper airborne (grenade jumps? a drone that winches you toward it at high speed after a delay? ridonkulous recoil utility?) and hefty bonus damage for landing a scoped shot while airborne and you have a recipe for FREE FUN"

midnight bramble
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!feedback
One thing I loved about the first game was the consideration given to players who might take too much loot, leaving others in the dust. However, I felt like the given options weren't ideal, as it could lead to someone opening a chest, finding an item they're after, but being unable to pick it up.

A suggestion for a potential option for balancing the amount of loot amongst players, is being able to turn on a setting that would cut down the amount of chests in the game, but everybody gets a chance to open the same chest.
Loot and chests would be client-side. Whilst the loot would still be randomized, at least any imbalances would be caused by RNG and players opting to not buy the chests, as opposed to one player with a brittle crown or something, running around and claiming all of them.

rigid cape
#

How does this chat work?

eternal merlin
#

!feedback
Add a way to pause multiplayer games please! (sorry if duplicate, or if it exists)

sonic sable
#

!feedback can we get an option to turn off items appearance on the the character, just for personal preference.

lost oar
#

!feedback
Turn the lights off on chest lids when they are opened to improve readability on if a chest has already been opened without needing to tag the chest.

lofty pulsar
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!feedback Applying a new stack of blight resets the duration of all previous stacks

It'd make the stacking mechanics of it a lot more effective. Right now you have to constantly juggle it for barely any more damage than the normal poison, and still much less on bosses. Letting it keep stacking infinitely as long as you're able to keep applying it would make it a lot more interesting and satisfying to use, and feel like more of an actual alternative to the really good default poison.

Having some sort of "blight explosion" that infects nearby enemies when one dies with it would be another potentially interesting addition that's in keeping with the theme and would also help set it apart from the normal poison.

bitter lotus
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!feedback
I think it could be better if the item dropped from shops or chest which "throw" them into the abyss, reappear on the edge, so the player doesn't have to take damage in order to take them.
I think also that for singleplayer runs, should exist a way to save the game in order to contiune it if the player has to go out or stay away from the pc

thorny hill
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!feedback
An issue I've noticed with the Command Artifact is that sometimes when the teleporter is underneath an object, the items will launch up into that object and become stuck inside. I'm assuming that this might have to do with the fact that the Command Essence floats in mid-air.

frigid tulip
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!feedback
tiny tiny thing, but we should be able to activate artifacts directly from the char select screen, not the wierd popup

gloomy wadi
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!feedback Sometimes printers spawn near a pit that leaves you to the end of the world, so when you want to print the item, the item fall of the world and it's impossible to catch, in cases like that the item maybe can spawn in your spawn point or make the printers always throw the item where your are looking

clear lion
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!feedback If we get more Artifacts, could we get an Artifact that shares all items collected across every ally?

velvet scaffold
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!feedback
Jazz beat me to the punch, but I wanted to expand on it
An artifact which shares items that are picked up, but scales enemies accordingly in order to balance it. Would be good for people in mp lobbies where you're sick of quickplay matches stealing every item.

glossy wind
#

!feedback Acrid's new M2(Ravenous Bite) is not a valid substitue for his current attack. Current M2 gives ranged and Anti-Air, the latter of which is something Acrid really struggles with without Neurotoxin. Additionally, since all mele attacks that acrid has cancel sprint, its not too great with smaller enemies upclose, even if it can chew through golems and such.
Loosing the main (consistent) anti-air attack on a character with limited mobility is a no go, but it could deffinetly be a nice alt M1 instead? In any case as it is right now, there is no reason to pick Ravenous Bite over Neurotoxin :/
Finally, the description of the skill doesent make it clear enough how it functions mechanically with the 3x damage against low HP targets

amber marsh
#

!feedback
Make commandos grenades either impact or sticky grenades

little barn
#

!feedback
what if the 57 Leaf Clover would also reroll your chance to proc a specific artifact? e.g. Sacrifice?

#

!feedback

Artificer should have each Element for every Skill (Fire, Lightning, Ice)

Primary: Flame Bolt/Plasma Bolt/ Frost Bolt : Fire a bolt for 220% damage that slows enemies. Can hold up to 4.
Secondary: Charged Nano-Bomb/Cast Nano-Spear/ Summon Nano-Sword : Charge up an arcing nano-sword that deals 400%-1200% damage and ignites all enemies. Range increases the longer its charged
Utility: Snapfreeze/ Flame Field : Create a field of flames that burns all enemies for 125% damage within the radius. Ignited enemies take an additional 75% damage. / Energy Pulse : Release a pulse of energy that pushes and stuns all nearby enemies for 200% damage.
Special: Flamethrower/ Ion Surge/ Freeze Flash : Flash a short distance and freeze nearby enemies for 500% damage.

Also, like with Engineer, the Equipped skills correspond to what Artificers "magic" looks like instead of just the default Fire and Lighting.
For Example: Primary Skills would be in her left hand, Secondary Skills would be in her right hand, Utility Skills would radiate out her gauntlet, and Special Skills would change the color of the boosters on her ENV Suit (Red Flames for Flamethrower, Blue Flames for Ion Surge, and White Flames for Freeze Flash)

plush cobalt
#

!feedback Can we maybe tone this down? It's searing to the eyes. Magma worms are bosses, sure, but they shouldn't scorch out the eyes of the player IRL I don't feel like.

shadow robin
#

!feedback Add "aura" items (items that affect an area around the player) to make MP more interesting.

supple quarry
#

!feedback
Item Idea:

Healthy Piggy
Quality: Red
Description: "More money more life!"

Effect: Healthy Piggy increases your total life by 10 (+10) for every 50 gold you have. This health would still be affected by items like shaped glass and transcendence. The health bonus is lost when gold is lost.

sand quest
#

!feedback
I would love to see a patch or even a DLC based on improving multiplayer like don't starve together.
I would find it so cool if characters had alternate skills tailored for multiplayer for example:
-engineer shift could be a shield that multiplies projectiles shot threw it.
-engineer Ult could be a beefy healing drone that you can activate to boost someone like berserker pauldron
-Commando shift could be a rallying cry increasing all player speed for a short while
etc ...
And you could add items for it too like:

  • Healing an ally increases your damage for x sec

This would make multiplayer more much interesting I believe and feel like true coop.

sharp swallow
#

!feedback for character like chef or chemist. Not sure if anyone knows I’m unaware of the popularity of the game gauntlet with the wizard type character who mixes attacks based on the inputs before the spell. I can’t remember the specifics of how the character worked but for example there were a few elemental options for spells like ice fire and electricity. Hitting fire twice would cause a short burst of fire while hitting fire then lightning would cause some sort of chain fire effect but hitting lightning then fire would be a different attack. Each different skill could be a different element (for the chemist if this was to be implemented) or some sort of food/cooking thing (for the chef) that would combine to make a bunch of different skill possibilities (could make some more offensive, some more defensive kinda like a risk/reward type thing) and unlockable skills could increase the possibilities even more by adding different chemicals/cooking stuff to replace the originals

jade plume
#

!feedback
There's a Lunar Bazaar Seer for Sky Meadows - that you can even spend lunar coins on - even though you're guaranteed to get Sky Meadows. It'd be funny if this were still kept, but the 'You dream of serenity' line was replaced with something that jabs at the player for wasting the lunar coins -- much like the death messages.

"You dream of ... why did you do that?"
"Those coins could have been spent on something actually useful, you know."
"You dream of empty wallets."
"Maybe you should be dreaming of a personal finance course."

And so on. Just a silly little idea I had after checking to see if the Seer for Sky Meadows actually worked.

shadow robin
#

!feedback
Lunar Item: Heedless (Healing) Headdress.
Description: Heals everything in an X meter radius around you for Y% of their health every second.

worn delta
#

!feedback
I was thinking about an idea for Sniper and how to deal with enemies that spawn around you. I propose a repulsion grenade along with his previous movement ability. The grenade would deal damage and knock enemies away from where it explodes. I'd imagine it should explode on impact and have a similar effect to REX's Bramble Volley, in the sense that it knocks back enemies. Obviously they would walk right back towards you so maybe a cooldown of 5-7 seconds isn't too bad.

uneven cave
#

!feedback
Elite spawn rate feels wonky after the patch (no artifact). Now there are lightning bells spawning in troves 1 shotting me left and right.

blissful valley
#

!feedback sell lens-maker glasses as merch

dusk current
#

!feedback I think there a someone gave this idea already. The customizable item on character like can turn thing on n off but I have more crazy idea! What if we can move them? Like, pick a only item that you need and stick it where you please. Maybe can change it's color too. Main Idea is make item to be like a small asset for customize player for a little fun. Where you go find that specific item to complete your own little character or a cosplay. But yeah I know this is like make a whole new menu for that and it's a lot of work. I just find it as a opportunity since there's a item on the player.

vast gate
#

!feedback Playing monsoon with new update feels like monsoon+1 when comparing to previous version, so maybe little balancing to director would help? More specifically, there are too many elites.

jade ember
#

!feedback If an Artifact that makes all items in multiplayer shared is added, make it so it also affects allies like drones and friendly Beetle Guards so it's not completely useless for singleplayer

elder wadi
#

!feedback
Horde of Many bosses should be Kin Artifact-only, not part of normal gameplay. These bosses are often much stronger than actual boss monsters and so many healthbars take much longer to deplete than fewer, larger bosses.
Similarly, random single-enemy-type stages should be Artifact of Kin -only, since that always causes Horde of Many bosses.

nimble elbow
#

!feedback
to give radar scanner more of a purpose allow it to detect ||the tablet codes to unlock the artifacts||

eager plume
#

!feedback I played risk of rain 1 for about 144 hours before basically finishing everything (except for the stupid whorls challenge) I mastered that game in about 100 hours of gameplay, I unlocked everything basically. I have played Risk of Rain 2 for 400 hours now, about 2.5 times more, and I have near mastery of the game. I love playing it this way, and I expect that before the game finishes out I'll have about 500 hours, even before the final update, then Ill spend about 10 more hours trying to beat the final boss. I love the game tons, thanks for the experience, both times.

little barn
#

i have a 1v1 idea, like we spawn in and it gives us a time limit and gold to buy as much items as possible and when the time limit is up or when all the items on the map is bought we 1v1 that said person and we can control how many matches we want to have

leaden estuary
#

!feedback ----- The visual design of Risk Of Rain 2 is really something else. I enjoy the color palettes and the simplistic and immediately identifiable enemy silhouettes, but above all else, what I like about this game, visually, is the SCALE. The way that each character is a difference size and speed allows playing each character to feel like an entirely different world. My favorite characters are Acrid and Commando, so one round I might be playing as a giant lizard who experiences the world as a playground filled with tiny monsters, and then the next round I'll be playing as a man stranded in a daunting monumental jungle being assailed by giant freaky wildlife. I hope that you, the devs, take character scale into consideration even more in the future. Could a character even smaller than commando work? A character even bigger than acrid? Who knows! Love your game and the experience the visuals give.

elder wadi
#

!feedback
Related to HAUNTED's suggestion, it would be great if the devs would consider increasing the scale of all enemies, since they are much larger in the first game. I feel that it probably isn't a realistic change, since stages can only be so large and huge enemies would obscure the players, but if there is a way to make it work, it would be great.

fathom pasture
#

!feedback The Recycler needs a bit of tweaking.
Sometimes the Q target display will disappear last second, upon using it, the item is used and is on cooldown.
If the item doesn't target anything, make it so it refunds your use rather than being on cooldown.

sharp ivy
#

!feedback one shot protection should be added only for glass artifact being enabled. As it currently stands, it's impossible to beat the first round with glass artifact on with monsoon difficulty.

lost robin
#

!feedback Let controllers use the d-pad for menuing as well as stick. Just would make menuing feel better and more snappy on controller

chilly crag
#

!feedback I still feel like even 2 updates after, the mobile turrets are still underpowered. Here's why

  1. They still strafe off cliffs.
  2. They take so long to catch up to you... I think they should be able to sprint when not attacking enemies
  3. Their targetting is still bad. They keep staring at dead corpses a good while after they die
jolly mirage
#

!feedback
Elite equipment are equipment that cannot be activated and thus feel underwhelming, especially due to their incredible rarity.
I propose the following changes to elite equipment in light of the recent updates that added items such as war horn that would synergise with them being actually active equipment.
-Blazing equipment (ifrit's distinction) could have a 40 seconds cooldown and, upon activation, double the amount of stacks of burning applied by the player in any way, shape or form.
-Glacial equipment (her biting embrace) could have a 30 seconds cooldown and, upon being used, activate a frost nova as if the player died.
-Overloading equipment (silence between two strikes) could have a 45 seconds cooldown and, when activated, instantly heal the player's shields to full. This is a shield mirror of Foreign fruit.
-Malachite equipment (N'kuhana's retort) could have a 60 seconds cooldown and, upon use, summon an urchin sentry alike the ones spawned by Malachite enemies when killed.
-Celestine equipment (spectral circlet) could have a 60 seconds cooldown and extend the invisibility of the aura to yourself for 10 seconds.
The passive effects of each equipment stay the same.
TLDR; Elite equipment should have an active ability that would stay in flavour to the elite type, as they currently are very underpowered compared to most other equipment and are too rare to be that weak.

gritty prism
#

!feedback for future polls, consider making it a vote through the in-game menu, rather than discord. The reason for this would be to stop people who don't have the game, and especially bots, from voting.

bold silo
#

!feedback
Absolutely love the artifacts update, and the Artifact of Vengeance got me thinking.

A PvP mod for Risk of Rain 2 already exists, and I think an artifact that means you could very rarely end up on the same map at roughly the same time interval of a run as another player/group of players (equal in size to your party) where only one individual/team makes it out alive could be incredibly intense.

little barn
#

!feedback A button to enable ''loot-link'' for multiplayer would be nice. Where as in all the items that people pick up will be added to the general inventory. Which is shared amongst everybody. So 1 item inventory for all players. If making it a button doesn't please you, maybe an artifact that you can toggle instead?

gloomy wadi
#

!feedback give the war banner another way to place it, like killing X00 enemies and you place one, because leveling up passing level 25 or further is not so easy. The buff it gives is nice but you only receive it when you level up.

glossy harness
#

!feedback nerf the scavanger plz becuase honestly in the end game his so bs trying to kill like 10 whilst charging the portal and being the only thing that basicly spawn is so annoying considering if left unchecked they can 1 shot u if they manage to find a really good item like ceremonial dagger or either make it so that they spawn as elites so that they can get killed easier with guillotine

elder wadi
#

!feedback
On PC, provide the option for gamepad users to toggle the hover for Artificer, like on consoles. As it stands, it is extremely difficult to aim/look around while hovering when using controller.

vast storm
#

!feedback
as it stands, artifacts take priority towards being active, and thus require almost a unanimous vote between players in order to disable them. in a two player co-op lobby, if one person activates an artifact, the other player cannot vote against it. the priority of artifact activation should either be;
• in a two player scenario, the host takes priority over a split vote.
• in a three player scenario, two players must agree on activation, unless one player is indifferent to it, which it becomes the hosts priority.
• in a four player scenario, if only two people vote and make a split: the artifact is disabled. if four make a perfect split, the host takes priority.

rare heath
#

!feedback , Make an item that when standing still for a certain amount of time you will take reduced damage from all attacks and be unable to get moved by hostile affects. Was thinking sometime like this would be great for Engineer.

steel seal
#

!idea, can u bring back the chart that tell how much you played a certain survivor in %game played like in the first RoR?

wraith anchor
#

Use !feedback in the future @steel seal

hexed panther
#

!feedback , this discord could use a Lore discussion area, gen chats move too quickly 😦

feral dock
#

!feedback
I am surprised nobody had issues with this:
Artifact of Command & Category Chests. I know the artifact would make them redundant but you still play by the rules. Make the selectable items according to the category, just like with boss items(you cannot choose helcyon seeds & pearls)

royal dirge
#

!feedback, make it so when having the HUD for harpoons on engineer it doesnt set the cooldown timer for land mines back to 0

idle escarp
#

!feedback
Allow the use of esc key to exit the "choose your item" menu

rustic dagger
#

!feedback
I think the sacrifice artifact might need a bump on its numbers, Got literally no drops on a whole first stage with swarm active.

clear ledge
#

!feedback remove the repulsion armor from the pool in the void fields, at least early on. Within the first loop, getting 5 stacks of it on enemies makes it actually impossible. Im doing 1 damage a shot and it ruins the void fields.

final plume
#

!feedback When doing Acrid's utility, the leap, I always feel like I should be able to fire his secondary, or his ultimate, while falling. I feel like this wouldn't be too overpowering, and would add more... flow(?) to his move set. He already doesn't break sprint when using them, and this would give you something to do while leaping off a cliff, instead of just waiting for the ground.

Also, I'd like to be able to cancel a leap by using another one, but I'm not as confident that would be a good idea.

little barn
#

!feedback Pinging the teleporter should permanently reveal it through terrain as a red outline so you can easily find your way back to it once you've done your loot run.

carmine shoal
#

!idea , I dont know if you all are still brainstorming about the new poll characters but I though maybe to throw some ideas for a few of those characters. The Sniper's Spotter/Drones could be grappled and briefly clung to leaving a clone behind as an escape. If a monster hits the clone it is "scanned". This would encourage the player to recruit more Drones for more escape chances but it would also pace the close range "weakness" of the sniper. This escape could be combined with Primary or Secondary ability to gain sight advantage.

wraith anchor
#

@carmine shoal make use of !feedback in the future!

wide holly
#

Can we really only choose one? 😦 Can we get a fundraiser going to create more characters? D'x

west tendon
#

!feedback
Yo if we actually get Bandit, his alt costume should totally be a sombrero and a poncho so he can be a full on bandito. It'd go with his cowboy theme perfectly. I'm just saying.

velvet anchor
#

!feedback taken from mr streamer's chat. I think something like this would be a really good addition later down the line

patent skiff
#

!feedback Multiplayer - moving the ready button is a very poor choice. Several disconnects per gaming session before we are actually ready

warm viper
#

!feedback
I feel like the skins don't feel like a real reward. They should make the player feel they are rewarded for their accomplishment, but most of them are just swap colors. (maybe major effects/particle change ?)

sacred juniper
#

!feedback I think pressing shift to activate engineer's new thermal harpoon ability should toggle the targeting screen so you don't have to press shift again and again to fire off multiple consecutive missiles.

drowsy plank
#

!feedback new acrid M2 feels too big of a tradeoff for what it does - how about giving it a heal or make it refund its cooldown on kill or have it ignore any shields/armor - or any combination of those to make the deal of no meaningful range abilities a worthy pick

sharp glen
#

!feedback New artifacts are great, love em. But, the one that causes random equipment needs one of two changes. Either
A. Lunar Items are removed
B. Tonic is removed (preferable)
Dealing with the constant change of strategy needed for shifting equipment is good and the point of the artifact. However, tonic sort of breaks this. Once you draw tonic, you're essentially stuck with two options. The first being that you just.... don't use it, and lose the ability to use equipment until you find a chest (or an enemy drops one if you're using that artifact.) The second option being that you bite the bullet, and pray to the stars that you don't get debuffed. There's no real tactics or playmaking here, it's just either biting a bullet, or not using a key mechanic of the game altogether.

This would be one thing if you had the capacity to remove the spinel debuffs somehow. As it stands however, while using the equipment artifact you're (quite frequently) forced into a corner of hoping your run doesn't get sabotaged by a bad tonic usage. This is especially rough when trying to do multi-artifact runs.

little barn
#

!feedback
After picking up an Elite Aspect, you should unlock a hidden entry in the logbook that describes the effects of the corresponding elite in full detail.

low cave
#

!feedback I was playing as Huntress with Chaos artifact on, and my own laser glaive killed me.

small vine
#

!feedback Could there be some way to tell how many shrines of the mountain you've used? like multiple fires above teleporter or something

carmine shoal
#

!feedback , Another idea for the poll characters if you are still brainstorming.
The chef’s character mentality in RoR1 to me was knowing what combos to use at certain times to gain the advantage more so then most characters. The glaze escape could be an upward spiraling blast that flings oil in an AoE beneath and around him. Glazed individuals have higher vulnerability to certain elemental (fire) attacks from the chef or other players (to encourage cooperative play). Upon thrusting upwards, the midair cleavers would be pulled into a cluster under Chef as physics would have it. To alter “second helping” maybe suck in a close ranged healthy monster spitting it out at others, and for tenderized (low health) monsters they would be consumed giving a timed buff or/and alteration to Chefs abilities depending on the monster sucked in which would limit the number of recipes. If the Chef consumes a glazed monster its buff/alteration lasts longer or/and the threshold for consumption is lowered or/and it alters the recipe further for a different buff/alteration, if the monster is healthy Chef would spit it out further and harder away (secondhand escape). Alterations/recipe results could vary by size or variant of monster. An example of an alteration would be cleaver throw pattern, instead of a normal linear out and rubber banding, it would be rotated around his body (saw like motion) allowing for more enemies hit. A potential passive ability could be a “cookbook” that increases the damage dealt or/and, increase the buff/alteration duration from a monster types that has been consumed past meals (allowing for scaling). Sear potentially could be turned into an AoE puff of flame around Chef. When I think of a future robot that was designed for cooking in the far reaches of space, I think of one that can be adapted to varying ingredients, but can cook fast on the fly.

plucky nova
#

!feedback Make the Engie Rockets M2 not Shift. I dont see how exchanging NEAR IMMORTALITY with 4 Rockets is worth it.

trim yacht
#

!feedback Increase time for loader's swing by, because of 5th stage, it's much harder to get through celestial portal.

unkempt depot
#

!feedback just wanted to say that the new ui is gorgeous, but it'd be cool if there was a slider to change how tilted the windows on the survivor screen are

west talon
#

!feedback It'd be nice to be able to pick Elite items with Command, even with limitations of some sort.

maiden merlin
#

!feedback We all know the Entirely New Survivor will be Paul. Why beat around the bush? Also vote for Paul!

cerulean kayak
#

!feedback I would like to bring to the light the possibility of a new survivor: this survivor will be named Paul.

velvet wedge
#

!feedback How about instead of the void reavers insta killing you maybe they send you to some sort of time prison where you have to fight something to break out and go back to your current level.

potent vessel
#

!feedback add an artifact to change the music to the original risk of rain soundtrack

oak wolf
#

!feedback A potential sniper set up, somewhat based on their RoR1 set.

Primary: Same as the first game, alternates between being a shot and an active reload. Being skilled with it means having the rhythm for the perfect time to reload, granting you a damage bonus.

Secondary: Similar to the first game, a first person scoped view. Except instead of gaining damage over time, highlights weakpoints in enemies that activates a debuff depending on what monster was shot.

Utility: Deployable teleportation points. You deploy a point where you are standing, wherein it gains a visual indicator on the map visible solely for the sniper, similar to how middle click signals work. To teleport to a point, you aim at their icon and press the key again. After teleporting, you gain an energy shield and damage bonus for a short period of time, giving you enough time to aim back and shoot at enemies.

Ultimate: You designate a target with your scout drone by aiming at them and pressing the key, and it highlights the weakpoints of an enemy for every ally on the map. It increases critical damage against that enemy and any ally shooting the weakpoints activates the debuffs as the Sniper's secondary.

Weakpoint debuff ideas:
Lemurians/Elder Lemurians - [Head]: Causes lemurians to become blind and fire wildly, even accidentaly hitting each other.
Beetle/Beetle Guard/Beetle Queen - [Backend]: Pops open their soft bits, leaking acid on the floor and damaging nearby enemies. The Queen requires multiple shots for her weakpoint to activate.
Stone Golem/Stone Titan - [Structural Weakness]: Randomly placed on their body, destroying the weakpoint would stun the golem for a few seconds as it reconstructs. Stone Titans require multiple shots for theirs to activate, and the spot changes after each destruction.
Imps/Imp Overlord - [Eye]: Temporarily disables teleportation for the imp and slows. Overlord's weak singular eye changes every few seconds.

carmine bane
#

!feedback On Wetland Aspect, I hate playing on it because I have to position my camera under the water to see chests and especially drones clearly. My suggestion is make the water more clear or have the chests and drones float on the water.

safe prairie
#

!feedback
Raise the lower map boundary of Void Fields. Right now when you fall off the map, you go through the fog at the bottom and things look weird before you teleport, which doesn’t feel intended. @ me if you’re confused about this because I’m not sure I explained it very well.

eager plume
#

!feedback I think when the final boss is released there should be a challenge for Mercenary to kill providence in less than 30 minutes on monsoon, which would give him Providence's sword, which would increase the damage, but slow the attack speed and add a special effect onto the sword itself. This sounds pretty cool to be honest.

young crane
#

!feedback
The new UI is absolutely stellar, I mean amazing, but there's one thing. Please please make an indication on the UI whether sprint state is toggled or not. Just a slight outline or a color shift to the little running guy in the bottom right is all I ask. Keep up the good work Hopoo ❤️

tepid forge
#

!feedback Parents... suck... a lot... I'm actually pretty sure I was one-shot by a teleport+slam combo that there is nothing I can do against. I had one stack of Toxic Hangover, and apparently that was enough to allow him to kill me. It reminds me a lot of the Blazing Stone Titans... and how getting one-shot by something you can do nothing about is just not fun.

willow zephyr
#

!feedback
Please add an option in the game lobby to have a teleporter locater if the teleporter is not found after 10 mins

teal rune
#

!feedback On the tab "menu", show us our current stats (base attack, move speed, etc.) somewhere, as well as the increase per level up. Might help make these somewhat hidden stats more transparent without requiring us to memorize them.

little barn
#

!feedback
Please allow enemies to spawn really alte into a run Im about 3 an half hours into a run because I was trying to unlock every artifact in one run but now nothing is spawning for me to do the artifact challenge

sharp flower
#

!feedback The enemy spawns need to be looked at, I'm pretty sure they're all outta whack at the moment. Since the update dropped, crazy things have been happening to me and my friends such as:

-A beetle queen spawning on stage 2, 8 minutes in. Randomly. Not as a teleporter boss.
-Malachite Golems on stage 7 as the teleporter boss. Me and my turrets didn't stand a chance.
-Like 8 beetle guards spawning ontop of me and my friends in stage 2.
-Overloading Elder Lumerians as the teleporter boss on stage 4, 14 minutes in.

The game was not this brutal before, and I see nothing in the patch notes mentioning stuff like this, which makes me think something might've gotten messed up with the new update.

robust anvil
#

!feedback Not unlocking any items during game despite doing everything correctly. I tried to unlock REX and ACRID three times, but each time nothing happened. I am on Switch.

ivory thorn
#

!feedback Give the engineer a turret variant with the ability to have a copy of your equipment and use it, just like the equipment drone

late light
#

!feedback New shrine idea: Shrine of Patience. On activation, spawns a bubble around the shrine like the Teleporter or Void Cell bubble. If the player leaves the bubble before the timer is up, challenge failed, Shrine wasted. If they stick around until the end, free item.

The twist: The timer is random and hidden. Could be 10 seconds. Could be 60 seconds. Bell curve should probably put the average around 30, and favor better rewards for longer timers so people don't feel too disappointed if they get stuck waiting around for a Rusty Key. Maybe disable shrine after Teleporter to avoid low-risk items, but at the same time waiting around post-teleporter for 60 seconds is already a bad idea so who knows.

quick leaf
#

!feedback adding twitch support. Imagine "Twitch plays Ror2". Its an option kinda like the command artifact, but every time an item drops, twitch chat can vote which one it is

dim yacht
#

!feedback Reactive armor (Red tier or Lunar, but would need a better name).
Strong attacks do less damage but weak attacks do more. Stacking a lot of them should make all attacks do a constant amount of damage based off your health (like 10%), meaning getting hit 10 times will kill you, no matter how weak the attack is.
Honestly, this item would be a huge gamble so it fits Lunar perfectly, but I couldn't come up with a good name for that. :^)
EDIT: Why reactive armor:
If you get hit by a weak attack, the armor 'explodes' and deals more damage to you. If you get hit by a strong attack, the attack gets nullified but you still take damage from the armor 'explosion'.

glossy silo
#

!feedback
idea for sniper, movement should be encouaged. one way this could be done is by doing something like tribes ascend, where going fast gives you an advantage. Camping can be avoided by giving the sniper damage bonus for movement, basically making him deal more damage by moving more. The sniper rifle could also have a charge up mechanic, which charges faster in the air and the faster you go, which will encourage players to go for big jumps to be able to deal large amounts of damage. The way for the sniper to "fly" is to have a jetpack that boosts him forward and reduces friction on him, allowing him to fly off ramps. The jetpack power should also be affected by speed affecting items such as the goat hoof and energy drink.

willow zephyr
#

!feedback
New item which gives a very small chance to, upon dealing damage to an enemy via your basic attack, enrage an enemy so they attack other enemies (cannot work on bosses as well as enemies that are deemed to powerful in regards to the players level). The enemy will still try to attack the player so essentially useless unless there is a number of enemies. However as a sort of trade off, the enemy with the effect deals 1.5x it's normal damage when attacking a player in the enraged state. The enragement lasts a short time of around 10 seconds or so.

little barn
#

!feedback I have noticed that shadows play an ENORMOUS role in the performance of this game. Might they be inefficient? Could it be worth looking into? For now I have mine turned down somewhat.

wind meteor
#

!feedback when the Command artifact is active, "type" chests (utility, weapons, healing, etc) should just be spawned as normal chests, as they drop the exact same items as a normal chest at a higher price

deft trout
#

!feedback a great hero idea would be a hunter with a pet. You know a brawly guy with a musket that has a bear or some animal like that who gets all of the items you do. One of your moves could be a pet command. Passive could be the ability to ride your pet around for faster movement but you can't cast moves when your riding. Things like that.

teal rune
#

!feedback
When you absorb one of the red infusion orbs, make it so you get a small number which appears on your character (like the healing numbers, but red rather than green) which indicates how much max HP you have gained.

Currently, there is no real visual indication that you are getting more health from stacked infusions, and it is difficult to judge how many of your infusions are still active at a given time. This change should fix this.

lilac pulsar
#

!feedback adjust the position of lens makers glasses on loader to look a little less strange, maybe move them down on the face a teeny bit.

tranquil agate
#

!feedback Hello all, I'm Mimzie and I just joined this server in response to the new Update and the Survivor Vote. I can already tell this community is friendly to new members and have no problem helping navigate them around the server 😋 I have come top post in this thread in hopes to share a response to the Dev's note at the end of HAN-D's section in the Patch Notes: HAN-D was the primary punchy guy in RoR1, and that space is now occupied by Loader. What could be cool for HAN-D to bring to the table? / I was curious how y'all would react to a potential ability I had in mind to help fix what most melee oriented survivors struggle with, Flying units. Hybridizing the ability known as Eviscerate in Mercenary's Loadout with his Blinding Assault would provide a melee character a chance to output consistent DPS that is Single Target damage. Mercenary is unique in that his ability provides him some Invincibility frames, however that wouldn't necessarily be something that a melee BRUISER requires. Like Loadout, I assume HAN-D can soak up some damage like some sort of tank in a sense. When I imagine this hybrid ability/playstyle explained through pre-existing abilities for reference, I envision A Monk Archetype which uses their fists to do the talking, and swift movement like the referenced abilities which gives them the movement to dodge projectiles as well as single target damage to help cut through enemies that may prove to be difficult to lock down in most other cases. This is only one idea which could potentially differentiate a Melee-Bruiser from Loader, but can understand how this runs parallel to her Grapple Fist (especially when combined with M551 Pylon). A way I had seen my idea being different, however, is the re-activablility this single target ability (think of Eviscerate) could potentially incorporate allowing this character some hang time in accordance to their mobility, helping that mechanic become more useable and User friendly (e.g. smooth lol..)

bitter axle
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!feedback
Please give us a server list. This update was the perfect opportunity to fix multiplayer. With artifacts, quickplay is even worse than before. You can't find a match without someone voting for the damned command artifact.

somber berry
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In the command item selection, would it be possible to change it so the healthbar is still visible? The damage ticks always make me panic and I can't tell if I am low or not.

fossil adder
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!feedback Make the third hit in Acrid's combo inflict Poison. It'd be a good way to let him utilize Blight to its fullest without making him significantly more powerful.

mighty glen
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!feedback Make the Artifact area more hidden. It should be considered more of a secret area, and I spawned at the area itself at one point. There should be some requirements to make the artifact area accessible, like the buttons.

amber marsh
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!feedback Enabling an artifact should NOT allow you to complete challenges. for example, if I have command artifact on, it's not really a challenge anymore to obliterate yourself on monsoon when you have a god loadout automatically at your disposal

trim coyote
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!feedback How about an option for a "Quick Pickup" toggle in the settings? That way, you can toggle whether you pick up items by colliding with them or pressing interact, or ONLY by approaching and pressing interact. That way in multiplayer you can toggle it off so you can make sure you won't accidentally grab an item your friend needs/wants.

real hill
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!feedback the cost of a chest should point toward the player's camera instead of the character itself (I know it's minor, but still)

copper orchid
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!feedback {#poll related} I feel like the idea of the drone functioning as a utility is a nice idea for the Sniper, however I feel like the Sniper's first-person aspect won't be very popular.

I would suggest having laser-sight thing, like a dot that will project where the shot will land. This art is mostly to show off my idea, the drone thing might not be perfection.

pine orchid
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!feedback Using the Volcanic Egg does not make one immune to Vagrant's electric discharge. Rip Clover Stage 1 run.

full coyote
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!feedback New Huntress aiming crosshair is a bit too much. The darkened circle should go away and possibly the edges could get closer to the center but mainly the dark part should be removed.

lunar ocean
#

!feedback and FOV slider or camera zoom/scale option would be nice

tranquil agate
#

!feedback
Hello all, I'm Mimzie and I just joined this server in response to the new Update and the Survivor Vote.

I can already tell this community is friendly to new members and have no problem helping navigate them around the server 😋  I have come top post in this thread in hopes to share a response to the Dev's note at the end of HAN-D's section in the Patch Notes:     HAN-D was the primary punchy guy in RoR1, and that space is now occupied by Loader. What could be cool for HAN-D to bring to the table?    

My potential solution is aimed at solving what most melee oriented survivors struggle with, Flying units;

  • Hybridizing the ability known as Eviscerate in Mercenary's Loadout with his Blinding Assault would provide a melee character a chance to output consistent DPS that is Single Target damage.

    Mercenary is unique in that his ability provides him some Invincibility frames, however that wouldn't necessarily be something that a melee BRUISER requires.

Like Loadout, I assume HAN-D can soak up some damage in some sense. When I imagine this hybrid ability/playstyle explained through pre-existing abilities for reference, I envision A Monk Archetype which uses their fists to do the talking, and swift movement like the referenced abilities which gives them the movement to dodge projectiles as well as single target damage to help cut through enemies that may prove to be difficult to lock down in most other cases. I had also thought of a re-activablility mechanic for this single target ability (think of Eviscerate) could potentially incorporate allowing this character some hang time in accordance to their mobility, helping that mechanic become more useable and User friendly (e.g. smooth lol..)

This is only one idea which could potentially differentiate a Melee-Bruiser from Loader. One critique: I understand how this runs parallel to Loaders Grapple Fist (especially when combined with M551 Pylon).

trim ermine
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!feedback Add an option to save your run when you want to quit the game.

next echo
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!feedback The tilted menus(character select and difficulty/artifact select) in the multiplayer lobby look kind of "busy"; it might look better to make them square with the other menus on that screen.

lethal burrow
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!feedback Although I personally want someone to return, I think that the paladin class would be a cool class. If it worships the survivor, I have an idea that they get a choice at the start where they can choose who to loosely base their abilities off of. Like getting thr cluster bombs of the huntress from RoR1

south dirge
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!feedback Hide locked items on the Command artifact selection screen. Coming from RoR1 I do understand your decision of removing items which were not unlocked by the player yet from Command in RoR2 but I do not see a reason why you would still include them in the selection.

scenic bronze
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!feedback
An alternative to @trim ermine 's Feedback

Add an optional portal to single player that takes you to a sort of "limbo" stage where closing the game would bring you back to the same area and possibly keep hold any alternative portals you might've been able to use.

drifting jewel
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!feedback
Since this hasn't been suggested in a while-- please add an unstuck feature, A la Warframe's own (/unstuck would put you on the nearest valid surface that had open sky above it or something that had AI pathing to the origin of the map; I don't know how Warframe does it since it doesnt always work for them and they have enclosed rooms, but it can help)
I had a perfectly good run end, and this has been suggested multiple times as far back as april of last year. PLEASE! For the sake of Risky Rain! the worst feeling in the world is losing a run not to a bad decision or luck or an enemy you didn't see.. but wonky collision or something entirely out of your control. :/

olive spoke
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!feedback Attacks of a friendly Aurelionite should be telegraphed with a color that isn't red, since they don't do damage to players and don't pose any danger.

little barn
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!feedback
The alternate for Huntress' Laser Glaive should be a manually aimed giant boomerang.
It would fly to the target destination at a medium speed, then return to the player.
Would open up a lot of fun gameplay with sending the boomerang out, then dashing to a new location so it returns to the player through more enemies on its new vector.
Functionally it would be similar to the recently added Sawmerang, but instead of 3 projectiles, it would just be 1 large one, moving slightly slower than sawmerang does.

vestal gust
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!feedback i feel like ravenous bite should be on the special bar to change it with epidemic instead of neurotoxin

rich gale
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I have an idea for monetization or just another piece to the amazing mystery of the world of ROR2 i think putting color customization to every aspect of a survivors gear from the hue of the misty commando helmet to the chains that failed to bind acrid. I think it would be great and i would not mind at all paying 5 dollars to do so. And i bet everyone else would hold the same sentiment. If not then screw i want my man-candy that is the man of jebaiting ma boy Sniper, what do ya say? Wet my sniper craving metaphorical whistle.

neon crypt
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!feedback if you fail a challenge, the previous record for the challenge should appear in the logbook

lofty pulsar
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!feedback a sniper enemy similar to the jackal snipers from halo, which spawns at long distances from the player and shoots them with a high damage hitscan attack

burnt echo
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wow was about to say that

stray wyvern
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!feedback shuriken primary for mercenary

final reef
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!feedback Items that fall off of the map should respawn on the nearest valid surface.

manic crater
little barn
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!feedback
I think Sniper should be a more, heavy-hitter range/support character, rather than a bunker-down scope in character. Similar to how Mul-T's rebar works, but instant with a chargable shot that's a guaranteed crit? And maybe a zipline utility skill to reach far/high up places? the Special skill could also be like an explosive shot that deals like 1500% damage directly and then 700% farther out? Would be an interesting choice and usefull for bosses and wisps. Could also have a passive that allows all snipers attacks to deal more damage at range to encourage far range support?

silk berry
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!feedback the new UI is to big on large screens and feels way to busy for what it is. Making a option to decrease the size of the UI menu when not in a game would be great help for larger screens

pale meadow
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!feedback
i noticed that when you pick up an item with engineer it doesnt apply instantly on the turrets..for example i picked up like 2 funguses..but my turrets kept the healing radius the same as having 1 fungus..so that can be hard to deal with especially if you just spawned your turrets you wont be able to spawn them again until after like 20 seconds each so yeah could be a nice touch

bold schooner
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!feedback
Some achievements require you to take on long term goals during a run, such as one of the most recent achievements that requires you to complete four teleporter events in a row without leaving the charging area. Under certain circumstances, it can be difficult to tell whether these kinds of achievements have been reset during a run or whether they can still be completed during that run at all. I think the ability to mark achievements so that they show up on your hud along with the progress you've made and whether they can still be completed during that run would be much appreciated.

misty sphinx
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!feedback When playing multiplayer, you should be able to cancel being "Locked In"

sleek bough
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!feedback
Nobody likes it when you're in quickplay and just as you're starting to get good stuff, the host leaves. Which is why I propose that instead of closing the server, host privilege's are given to one of the remaining players when the original host leaves.

manic otter
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!feedback My personal concept for sniper, if anyone cares to listen, is that the zoom-in and charge gimmick is still ingame, but you do not lose charge upon stopping and moving, with a secondary means for fighting smaller enemies, with his drone speeding up the charge process. A fight could play out, where you dodge and retaliate against the enemies for a boss, while charging whenever possible, and when ready, take the singular shot and kill/critically wound the boss. It'd keep the fast-paced, close-up gameplay that the nearby enemy spawns ensure, but still allow the one-hit-kill aspect of sniper to exist.

ashen ridge
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!feedback
I feel like the metamorphosis artifact would be much more interesting if it gave you a different survivor each stage as opposed to just being an unlockable random button.

I also think it would lead to both more hilarious situations and unique thinking moments for players since you'd have to adapt in new ways.

burnt echo
#

!feedback what about Golden Gun or Permafrost

brittle pollen
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!feedback for the Mystery Survivor if it wins: What if we had something like Wattson from Apex Legends? You can setup multiple pylons for cd reduction for other fortification skills. Maybe that survivor can build walls (damaging ones or solid) or traps to control the flow of the enemies? Maybe another skill can be to build a teleport so that this survivor can teleport to two different fortifications.

Along with the building idea for a survivor, what if we had a spawner survivor like the engineer but more about numbers than firepower. Maybe this survivor can setup a nest to spawn weaker enemies, and maybe the character can steal DNA from enemies and use that to determine what creature spawns from his spawner?

velvet scaffold
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!feedback

This is terribly undescreptive, but I would love to see a summoner in RoR2. It doesn't have to be someone we already have had before, I would just like to see a summoner or summoner esque survivor.

plucky fern
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!feedback

Have squiddy bois last another 5-10s per stack

crystal fulcrum
#

!feedback

i think it would be good to remove that the unstable tesla coil can be given to the monsters in the void because if they get that you are dead and there is nothing you can do about it even with a lifesteal that heals you full life in less than a second

warm cloak
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!feedback

Item idea!

Lucky Popcorn - Chance for item drops to duplicate themselves.

Legendary rarity. 2%(+1%) chance for items to duplicate on drop. Hyperbolic item stacking. Upon successful duplication, the Lucky Popcorn rolls the odds again. This item is affected by 57 Leaf Clover.

jagged token
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!feedback Please give acrid some form of inbuilt health regen or barrier like loader when poison is inflicted, on monsoon he just cannot survive if you dont get the right items.

hard gust
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I think that if an entirely new survivor is made then the devs should still make all of the RoR1 characters and make them a dlc pack that way players could still get all RoR1 character and still be able to support the devs a bit more

hearty urchin
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!feedback

Maybe already planned for the final 1.0 patch, but the in-game UI would feel a lot more polished if character portraits reflected skins. (And turret type in the case of engineer) Not only would it look better, but the visual aid would help during combat to determine who is who.(especially with multiple engineers with both turret types)

little barn
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!feedback

Ok hear me out. Space Rhodesian. Has a railgun space FN FAL. It can witch between automatic and semiautomatic. While firing automatic the recoil is pretty wack, does less damage than semi auto and causes the player to be pushed back a little as they fire. When airborn the recoil causes the play to fly opposite the direction of the barrel of the gun but is sparatic due the relatively uncontrollable fire-rate But when firing in semi auto you get a damage boost plus you can zoom in to fire a charged shot that does 200% of the base semi auto damage. Recoil is of course much more controllable. Also the recoil from semi auto lets you be thrown in the opposite direction of the barrel if you air born like in automatic mode but the direction the player is thrown is smooth and controllable and covers more distance. The character can’t sprint. This is replaced with a prone mode that makes you not be pushed back and lessens recoil a LOT. In order to compensate for the lack of mobility due to no sprint the recoil movement for this character would be a big focus. Taking no fall damage like the loader would be interesting as it could let the player get to high vantages points regardless of location on the map without risk of falling into a mess of lizards and halving their health. Strong caliber, even stronger knees.

dense tinsel
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!feedback
Add an option in the command artifact item menu for a random choice. Sometimes you don't care what you get, or you only care about locking in a couple items at the beginning and don't want to completely control the run.

gleaming cosmos
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!feedback alt commando m1 - he uses another GUN

little barn
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What if HAN-D could throw boulders to handle flying enemies?

static panther
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!feedback it should show "Healing done" types of things in the endscreen, think itd be neat

mighty blade
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!feedback I'm not sure if anyone's said it already (i'm sure they have) but with the Command Artifact enabled, if an enemy is too close to a wall or if the item spawns too close to a wall, it'll get stuck in there. I lost out on a few items because of this- is there anything you can do to fix this?

burnt echo
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!feedback they should make it you can see what your stats in game like your dps

coral barn
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!feedback Let us also use the d-pad of our controllers to navigate the menus.

narrow moat
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!feedback
I know you don't have plans for an alternate main-fire for Rex, but I have an idea.
A single-shot plant bullet that leeches health from one enemy, healing total 5% of X enemy's health. There can only be one leech out at a time.

desert zephyr
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!feedback Is it possible to not allow the recycler to be used unless you've targeted an item? I feel like I've wasted numerous cooldowns of it by pressing Q too quickly before the target indicator is over the item I'm trying to re-roll.

little barn
#

!feedback
Make Merc's sword red when using Oni skin

little lava
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!feedback I Wonder when i'll get into the top feedback list?

BTW CHARACTER IDEA

Name: Hunter
Description: She's an art of war in her own way but she likes to keep a low profile when it comes to her prey, Hunter makes combat seem like a game while her heavy rifle does all the work. Shoot enemies from far distances to build up damage or get in close to blow them up using her sticky mines. Just don't get her mad, otherwise she'll wipe out anything in sight with her evil eye ability.

Passive: Relentless: All attacks will add 25% more damage to the next attack if the attack lands. (Damage Buff lasts 5 seconds)

Primary: Heavy Rifle: Burst fire assault rifle that increases damage if the enemy is more than 25m away. 3x200% per burst

Secondary: Gauss Pistol: High damage pistol (1x500%) with only one shot, the charge will reset if the shot kills a target with more than 50% health remaining.
(Cooldown: 5 seconds)

Utility: Scatter Mines: Throw a volley of 7 mines onto a surface and watch them blow up your prey (7x750%). Shoot the mines to launch yourself to get out of any sticky situations.
(Cooldown: 7 seconds)

Special: Evil Eye: Marks any enemy within 100m of your sight to guarantee a critical hit on marked targets. Cooldown reduces by 2 seconds with each marked target killed.
(Cooldown: 10 seconds)

full tulip
#

!feedback What if when you unlock Engineers new turret [laser turret that moves] you can select one but toggle if you want it to be stationed or if you want it to follow??

edgy citrus
#

!feedback I am sorely disappointed that the developers missed the perfect opportunity to name the new Squid Turret as Squid Ward. It even has a characteristic giant nose. Seriously, it's all right there.

mighty glen
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!feedback We need items to show up on enemies! They show up on characters but not enemies! Isn't the whole reason you made the game 3D was to see items on characters! And now we have Void Fields and Artifact of Evolution and we can't see them!

narrow zephyr
#

!feedback
Merc's crescent on his alt skin helmet is not visible from behind, would be nice to be able to see it while playing

amber leaf
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!feedback I would love to be able to save mid-run and continue later. I love this game, but it can be really difficult when I need to set aside multiple hours at a time to play. I hate to end a good run, but I also don’t want to leave my computer on pause for hours at a time. A save feature would make it a lot more playable for many people.

rose raptor
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!feedback REX's alt skin doesn't work with his sprinting, with the vines still showing as pink when they should be more green.

little barn
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!feedback my favorite part about this game is doing the challenges so i think it would be convenient to be able to access the logbook while in run. it would make it easier to also check for uncompleted challenges in game while also getting more accurate stats for items instead of the description of what they do

stray wyvern
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!feedback move engi's new utility to primary

frigid crown
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!feedback idk if its an engine issue or ai issue, but letting the mobile turrets for Engi to sprint would be amazing and actually let it synergize with way more items( i.e Rose Buckler, Little Disciple)

sullen plaza
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!feedback mercenary’s Oni skin should make his sword red and the effects for hitting enemies red as well

median bough
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!feedback the artifact menu would feel less obstructive if we could toggle them on or off using the side bar they are displayed in. having to open a new menu to toggle them is a little annoying when you swap them frequently

plucky fern
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!feedback Give artifact "boss" a logbook. In patch notes it was named a boss so like why not?

median ingot
#

!feedback can you not just link a straw poll in the chat?

buoyant wigeon
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!feedback I think it'd be pretty neat if the Artifact of Spite's bombs got sucked into the Primordial Cube's black hole like enemies do

dark sage
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!feedback Here is an idea of what Paladins moveset could be
Passive : Valor, Gain stacks of valor by damaging enemies and healing allies. Each stack increases Armor. Stacks diminish faster as you have more.
Primary, Slash, a three set combo that works similar to Merc just with slower speed and higher damage
Secondary, SMITE (must be all caps), Fire a slash projectile (vertical if on the ground horizonal if your in the air) that stuns
Alt Secondary, Healing Word, heal target (or self if you have to target and it locks like huntress arrows) for 30 - 50% health
Utility, Hero's Charge, Charge forward damaging all enemies you hit and gaining significant armor (more than multi's as you cant change the direction) and has a lingering armor buff after
Alt Utility, Hero's Ballad, Gain a healing aura around you for decent area (like 3-4 fungus) that heals all allies within including self.
Special, Last Stand, Remove all Valor Stacks and gain universal stat buffs depending of Valor stacks. (Your armor would go down)
Alt Special, Hold the Line, Remove all Valor Stacks and gain Significant armor based on Valor stacks and an your mvmt. speed would be halved (Your armor would go up significantly) edit : sorry this was from somwhere else but I thought it deserved to be here, I also don't claim to be a game dev in any way

past marsh
#

!feedback a common item that increases the pickup range for dropped items (monster tooth orbs, bandoliers, etc.)

rigid storm
#

!feedback
CHARACTER IDEA

Name: dealer
Description: the dealer has all kinds of tricks up his sleeve, including a deck of cards! He is a range with not much health but makes up for it by his skills to run away or affect the enemy. No one knows how he does his tricks but some say it’s because he “went to far into the void”

Passive: golden luck: gold drops 25% more

Primary: deck of cards: able to shoot cards one at a time dealing ok damage but very fast.

Secondary: take over: low damage card that can confuse an enemy to attack other enemies. Side effects is that it last for 5 seconds
(Cooldown: 10 seconds)

Utility: Scatter cards: turns into cards moves from one place to another. While moving the player is able to change directions. Range is good but travel speed is bad.
(Cooldown: 10 seconds)

Special: cardnando: throws a pack of cards and when touch, the character turns it into tornado of cards dealing low damage when in it lasting 10sec and enemies stun for duration. Range of attack is ok sized.
(Cooldown: 15 seconds)

hollow plank
#

!feedback:

Update the VFX of Acrids abilities to visually indicate wether he is using blight or poison; turn blight acrids abilities purple. Maybe also have it color his mouth/drool to reflect his blight?

willow lark
#

!feedback
NEW CHARACTER IDEA

something along the lines of a necromancer/priest or paladin/witch doctor/summoner kind of class.
the only thing as far as followers/pets that is in game atm would be engineer's turrets, calling in drones, gaining ghosts from happy mask effect and the beetles from queens gland, so kind of new/unique as an actual character

could have such abilities as:

  • Summoning an army of undead/pets/followers or worshippers.

  • having a choice of permanent summon or multiple, but your skill sets are different depending on which pet/summons you have active... example, a elemental summon would change your skills to have your pets use an aoe fire DoT, shoot leaf/wind razors that maybe knockback small enemies with progression? lighting melee attacks from your pet?
    and if it were a priest/paladin (in the holy knight sense, could potentially have its followers use light as a theme to convert/blind/bind the enemy?
    and of course a necro could work the same but in reverse, ie, army/undead followers could use poison/lifesteal or even convert in the same sense but as an undead minion similar to happy mask's mechanics?

just a few ideas that run by mechanics already in the game to an extent to minimise creating a whole new set of coding/mechanics for this already great game! keep up the good work guys!!

supple kelp
#

!feedback
If the entirely new survivor wins the vote, we should have a vote between the loose ideas you have presented us
For example: A vote between the Chemist, Weaver, Spearman, Paladin, and a 5th "Do whatever you guys want with them" option

faint wren
#

!feedback
Add a minimum number of kills needed to drop an artifact key during artifact portal missions. The random nature of the drops can make the level take as little as 2 minutes, and as long as 10+ minutes. Adding a set amount to cause a drop can keep this to a minimum.

little barn
#

When will Xbox get the update

plush wasp
#

!feedback
Artifact of Metamorphosis (random survivor) room changing your survivor is neat and all for the artifact room, but your changed survivor persisting after the room kinda ruins the "beat the artifact effect only in the artifact room" premise and is a bothersome run-ruiner.

weak sparrow
#

!feedback Give Engie Turrets a visible circle to see their range

plucky fern
#

!feedback QOL
For pc let the "esc" key cancel out of Command menu

narrow zephyr
#

!feedback QOL

about the new recycler equipment, it still has the orange triangle appear around every item you look at even when its on cooldown. would be nice to have it not show the orange "Q" triangle when it is on cooldown and not able to be used

crimson crypt
#

!feedback
The multiplayer queue system is in dire need of TLC. The setup not only randomly pits players of geographies that cause unplayable lag, but you're basically more likely to spot a unicorn than getting a team of 4 to the 5th level together.

royal dove
#

!feedback N'Kuhana's Retort and the other elite equipment should get significant buffs, and effects when used. This would make them much more viable as equipment options, rather than being the game's most exclusive ornaments.

Edit: Spelling...

patent sierra
#

!feedback QOL
Please increase the size of the items window after a run is completed so all items are visible. I like taking screenshots of long runs and I want to be able to see every item each person has.

delicate finch
#

!feedback
I imagine the devs already have an idea for it, but if you choose to add Paladin at any point, imagine the significance if they were Providence's child. Like they hated the actions Providence was taking and they see the RoR1 survivors as heroes.

amber yew
#

!feedback
Change the mastery mercenary skin sword color to match the rest

mint robin
#

!feedback so i feel like this has probably been discussed but if feel like the artificer is missing something in his core abilities. it almost feels like turning his left click fire balls in the small flame jets with limited range that have a cool down (almost like small flame throwers with 4 charges) and turning his R ability into a big fireball that sucks enemies into it initially would drastically improve the playability and flow of the character.

lilac edge
#

!feedback
If/when Spearman ever comes out, although I'm sure the devs have an idea for his design, I think it'd be pretty cool/funny if he were some space Scotsman. Like kilt and pike type deal

frail swallow
#

!feedback
When you fall and get teleported to land, show where you're going to be teleported a few seconds before you're actually teleported because as it is now you get instantly blasted by every enemy around you with no time to react.

placid tartan
#

!feedback
Lunar item idea: An item that increases the range and AoE of skills, but increases their cooldowns.

swift pasture
#

!feedback reduce the damage of the little orbs that come from the artifact in the artifact realm. It feels like the second you get to low health and you get hit by one your dead

worthy matrix
#

!feedback add an option to use the keyboard and mouse instead when a controller is plugged in

lime basalt
#

!feedback
Medkit effect no longer reset when taking damage
Change Medkit stacking from increasing HP per activation to stacking activation count

If you have two Medkit, you can get hit twice and gain a delayed 10hp for each hit. If you get hit a third time before the medkit activates, nothing special happens.

sinful igloo
#

!feedback

Godzilla-like boss. Like something double or triple the size of the Stone Giant or something

copper tangle
#

!feedback
It would be cool if some of the survivors had matching alternate skins, I don't know how these would be unlocked but it would be cool to play with friends and have a similar look to each other. For example maybe all the characters could get a desert themed skin etc;

tender ivy
#

the artifact key can be used in the 3d printer, and it just respawnsw

sacred frost
#

!feedback let Engi's alternative turrets sprint so they can use the items that affect it.

ashen ridge
#

LITTLE DISCIPLE gasm

lofty seal
#

!feedback
Engineer's new Thermal Harpoons are great, but they seem to have more than a few issues that stops me from really liking them.

  1. [Major] Entering target painting mode causes mine cooldown timer to not only stop, but reset, losing cooldown progress. This can make using engineer's harpoons and mines together extremely difficult.
  2. [Minor] If a target the player has painted dies, the paints are refunded, and they have to paint new targets. While this does normally make sense, launched missiles will automatically find new targets when their original dies. I feel like any paints should switch to an already painted enemy if possible. Better solutions probably exist though.
  3. [Nitpick] I don't think the ability should enter you into a separate skill mode. It seems to cause a few weird visual and sometimes mechanical glitches.
fathom hazel
#

!feedback Make artifact of swarms decrease monster damage by 10%. I just had a run end when 20 clay dunestriders used their vacuum ability and instantly kill me.

cloud lagoon
#

!feedback make it so recycler's autoaim doesnt select anything outside of its range when there's clearly an item in front of you WITHIN range

faint palm
#

!feedback
Adding on a bit more to @copper tangle idea of matching skins:
Having a set of skins that would unlock for all applicable survivors upon compleating an achievement would be cool. Something like themed simple recolors. Such as doing something hard in rallypoint delta would unlock snow themed skins, like huntress's, for a bunch of survivors.
I would then make the skins for obliterating on monsoon a little cooler. Some skins for obliterating are really cool like mercenary's oni skin but others like loader's ror1 skin, while a really cool idea is also really boring.
Now this is all compleaty unessery and there are other things the game probably needs more, but I am a sucker of skins and would really love to see some more.

lime basalt
#

!feedback
Reduce maximum Clay Dunestrider sucky strength

vernal rose
#

!feedback
Artifact of Sacrifice feels potentially undertuned for full lobbies, especially near the beginning of a game. By mid and late game, seems fine.

cosmic token
#

!feedback
Now that the skin system has been updated to support reskinned friendly objects for Engineer, Rex's Smoothie skin should be updated to make the sprint and the bramble volley animations match the skin's colors.

manic otter
#

!feedback Make items bump other items out of the way, because it's frustrating to have items you want covered up by items you don't want, IE when using a shrine of chance.

fallow patrol
#

!feedback I think that it would be a good idea to make Hints for the artifact locations but in a poetic way. Heres one for the Distant Roost artifact i made up.
Two Candles are lit
Sit upon the highest roost
There you will find it
This one is written in Haiku formant but other poetic formats could also be used. The reason for this is the fact that the tablets are REALLY hard to find so far and new players might find it frustrating to find them. And looking up the tablets really ruins the fun of finding them imo.
This is just my idea feel free to mention me in #ror2-feedback-discussion !

green willow
#

!feedback daggum it. If i have to press sprint every time I do an animation or charge something just get rid of walking have sprint as the base movement speed. or at least give me an auto sprint option in the menu. just a quality of life complaint

little barn
#

!feedback
Commando's slide shouldn't break sprint.

Movement abilities in general shouldn't break sprint, but slide epitomizes the need for movement abilities to not break sprint.

Slide is special.
It is the most input intensive movement ability in the game. Its trajectory is able to constantly be altered throughtout the entire duration, as well as allowing the ability to attack.
It's perfect for hit and run with the shotgun. (using part of the slide to get close, shotgun enemy, use rest of slide to retreat)

When I'm already pressing the movement keys and shooting during a slide, having to hit another button to sprint in addition to everything else is extremely tedious.

I understand the devs played with having Commando's roll not breaking sprint, but decided against it because the muscle memory of hitting sprint after a roll was so ingrained for them.

It's also ingrained in me, and let me tell you as a person prone to tendonitis and joint issues, I would thank the devs if they fixed the sprint mechanics, even if it meant spending some time unlearning the muscle memory I've accumulated from playing the game.

weak sparrow
plucky fern
#

!feedback
Have twisted scav count towards Acrids skill unlock

languid axle
#

!feedback Interstellar desk plant was a great item in ror1 but it's original purpose was in a sense taken over by the monster tooth, with its on kill heals. The current version of the plant is a neat take on it however I think that its healing range needs to be increased to be on par with 2-3 fungus since at 1 stack its healing is honestly not that great. Remember it is a legendary so 1 stack should be serviceable for your average run.

raw temple
#

!feedback
Give Rex a custom spawn-in like Acrid/MUL-T. Could be like being half-stuck in the ground, powering up, and sifting out or something. I dunno. Just seems weird to have them come down in a pod like the others.

worn delta
#

!feedback
Another Sniper Idea
I've played Sniper in the first game recently and I think I've figured out a way to make up for the lack of use of pierce on Steady Aim in a 3D environment. Since steady aim was an ability meant to hit multiple enemies I propose making it into a Bouncing Bullet. Like in the first game it would do 100% on the first target and 50% on any others hit. I think the bounce cap for this bullet could be around 10-15 targets at once.

copper tide
#

!feedback first off, i love this game, and I for sure trust these devs. i love every decision yall have made. second, a loose survivor idea. my main thing for a while now is when games have made me play as another human. again. its a game, we can be anything. the name weaver got me thinking about some kinda spider class, with sticky webs and spiderlings or something. robots are a start, but theyre still generally humanoid. rex, as a result, is excellent, design wise. while all the ideas sound incredible, honestly, they all also sound human. so, for example, keep the chemist idea, but change the flavor. make it a poisony lizard thing that mixes different kinds of spit and shoots em out rather than flasks. keep the spearman, but how about a xenomorph type alien thing that uses its tail as a weapon, or just has a blade arm or something. these are not well thought out ideas, thats not my job. im just here to pitch a concept. sniper and bandit and enforcer and even han-d and chef are all just bipedal dudes who kick ass in different ways. totally viable, and not unfun, i just think a lot could be gained from some weird fun design stuff, especially in a game like this, where the world is entirely made up of weird stuff anyways

terse flint
#

!feedback

Give the Engineer an option for the primary slot that allows him to fire missiles for a longer range direct damage attack, unlike his short ranged arc attack. With the same charge up to fire a small burst with a more linear trajectory

marsh iron
#

!feedback you guys have rocked this update. The polish you've added to the game is incredible and I love seeing how close to done you are and just how amazing of a game you guys have made. Well done!

modest grail
#

!feedback Please make the option to view challenges/challenge progress during a run!

coarse torrent
#

!feedback
Engenieer
I like the new thermal Rockets but im not sure about the Place of the Abililty Right now. I mean its not a Utility spell in my opinion Maybe switch it with an alternativ primary attack insdead of an utility spell.
The Update is Amazing keep Going i cant wait for More new Stuff :)

glacial spindle
#

!feedback pressing escape on the artifact:command menu should close the menu, not just open the pause menu and leave the artifact menu open. i died not being able to close the menu because i didnt understand that spamming escape like in every other situation wouldnt work

feral dock
#

!feedback seriously increase the base chance of dropping items for sacrifice, I activated swarm, 2 shrines of combat, 2 shrines of mountain, and these are my items for first stage.

red shell
#

!feedback I read this part in the Steam update "Update spawn logic so initial monsters spawns aren’t nearby players" and on my 1st run since the update most of the enemies spawned basicly upon me on Dripple difficulty, so either that part of the update is wrong or my usual luck happened again which caused alot of the small wisps spawning at a distance that is about as far as Commando is tall (hadn't played for about a month)

grizzled osprey
#

!feedback
to preface I actually like the Radar Scanner except that the animation is so nauseating when repeated constantly.
I would like if the question marks that mark the locations of items would just stay there if you can refresh the duration of the buff before it ends instead of flashing the screen every time. This is especially difficult in the Abyssal Depths because the map just becomes very difficult to see.
I think this is a good fix to the issue because it's already a mechanic in the game. The War Horn does not repeat its loud active noise if you refresh the cooldown before the buff duration ends. I think if the repeat flashing animation is removed or made more subtle then the Radar Scanner would be a more commonly taken item.

void basin
#

!feedback possibly change the color of the Focused Convergence Zone to a different color as it's a bit too close to Frost Relic and Celestine auras in color

random pagoda
#

!feedback If we get a brand new character, I would love for it to be branded after the lunar items that replaces your existing skills, or making that concept a transformation.

spiral thicket
#

!feedback It would be really cool if the enemies that already spawned had an IA that interacts with another. For example, according to the workers beatles log there were a moment where 4 beatles were resting under a tree, until a fifth one arrived and these 4 beatles started being aggressive towards this fifth one. It doesn't really need to be this complicated if they just put something simple like 4 beatles spawing under any tree and, for me at least, would be cool to see since it is a lore friendly detail.

slate coral
#

!feedback I like the idea of an artifact of darkness that only lets you see a certain distance away from yourself, maybe certain enemies could produce light like the magma worm or warship unit

stone holly
#

!feedback
Tl;dr The multiplayer is very difficult, because there's no item sharing, and I think adding it as an artifact is a really cool thing

I'm always playing with a friend, and we tried using mods for fun, and we saw the "Share Suite" mod, and it made the game so much better for co op

The problems with no item share:

  1. The number of chests in a stage stays the same regardless of the number of players
  2. One player can steal most of the chests
  3. If you divid the chests equally each stage you'll have half the amount of items than single player run, while the difficult scaling is higher

Why it is balanced in the mod:

  1. Money is shared
  2. Use items, lunar items, and printer items aren't shared
  3. Teleporter drops 1 item only

Why it works with artifacts:

  1. It is an advantage sharing item not gonna lie, but it makes the game much more enjoyable imo with multiplayer, and if people don't want it, it's ok, dont use the artifact
  2. Someone said that it won't be a good artifact since it is only for multiplayer, but there is an artifact for multiplayer ||(if you die, everyone dies)|| so clearly hopoo is up for multiplayer focused artifacts

Finally, if people say "just use the mod", I am, but I also bought the game on switch, and there are no mods on consoles and I play co op there too

Sorry for the long post but I really think it's a must!

serene solstice
#

!feedback
Extremely niche scenario, but: clearing an artifact trial while Kin is enabled can often be extremely tedious if the chosen enemy type is a larger, meatier one (or worse, a boss enemy). It takes far too long to spawn even a single enemy, which means a lot of time is wasted just standing around waiting for something to spawn for a chance of an Artifact Key dropping. I suggest increasing the drop rate of Artifact Keys per-enemy based on spawn credit cost, or maybe slowly increase the chance that an Artifact Key will drop as more time passes.

feral plaza
#

!feedback Second test post to see if rejoining the Discord fixed the bot!

prime minnow
#

instead of the glass artifact removing your osp, i think itd be better to have it like in my recent suggestion with normal glass, instead of reducing your health to 10% make you take 10 times more damage, same affect and osp can now be on to prevent dummy deaths as usual.

naive totem
#

!feedback
How about PVP mode? With mutators and some options like enable monster spawning and map switch.

sonic sable
#

!feedback maybe add the logbook for items in the pause menu so we can view them during a run?

little barn
#

!feedback
Option to use the original "flat" character selection screen. Possibly due to curved monitor or maybe because I'm so, so old, the new severely angled one is actually causing some pretty significant eye strain.

royal dove
#

!feedback pinging an equipment drone should tell you what item it's holding

exotic agate
#

!Idea i think the musician could do some heavy metal music when we arrive at higher difficulty ( the first stage of difficulty could be peacefull song then a mix between peacefull and heavy metal then heavy metal ) i don't know how to explaine better am sorry

blissful vine
#

!feedback
Engineers harpoons being in the same slot as the shield kind of make them not so useful, so my suggestion is to put them as an alternate primary fire and do maybe 200% damage instead of 500%

cinder steppe
#

!feedback
The recycler is a cool item but I have some quams with it:
One you should be able to rerole boss items just rerole it from the boss item pool.
Two it should never give the same item this is not a very big change as the item can only be used once on any given item.

remote rune
#

!feedback
Please change the code for the artifact teleporter that's right next to the device to have a code that only works with the arrow's orientation correct. It took me three code entries to realize that the arrow points to the gate. For whatever reason I interpreted it as pointing to the tablet near the site. Since the default code can be put in with any orientation, it makes it hard to decipher the clear way (and some other codes, like one that was oriented on its side can just be entered 'as seen' and it still lends itself to a bit of confusion).

placid marlin
#

!feedback Change the appearance of the "Flurry" variant of the arrow when equipped, only in appearance. Like how when you switch mines with engineer it shows there is a difference in look

little tusk
#

!feedback if you activated the artifact of command while playing solo , it will pause the game when you're choose item

final plume
#

!feedback
Change the SFX of Acrid's leap ability to not sound as similar to the open chest/lunar coin drop sound. The second part of the landing sound isn't exactly that, but it's close enough that in the middle of a battle, I keep thinking that some monster that just died to my blight dropped a coin that I need to go look for.

More than the fact that that's slightly distracting for nothing, I'm training myself to ignore the sound because of it.

cedar oasis
#

!feedback
Add the artifacts of Distortion, Spirit and Origin from RoR1 (the artifacts that didn't make it to RoR2 as of right now)
I'm guessing Origin will be added in the next update as there will be a final boss*

torpid urchin
#

!feedback
With Artifact of Command in effect, make it so that in the item selection menu, your item bar at the top is still visible so you can see what you have and how much

royal dove
#

!feedback the ror2 website doesn't have the March update marked as released yet.

wary plover
#

!feedback
It would be nice to have the ability to have multiple keys bound to the same action at the same time.
I.E. Have the Ultimate ability bound to R and Mouse 3.

iron mango
#

!feedback
A character/ability that implodes on themselves to deal massive amounts of damage but become really low on health, similar to Jellyfish is a neat idea, I think.

hexed topaz
#

!feedback Engies new harpoon guns are insanely cool! Unfortunately there’s an issue with the ability. Activating the utility while your m2 is on cooldown will actually reset the cooldown of your m2.

visual spade
#

!feedback
It feels weird that after Commando's slide you have to press run again while Acrid can still run after his jumps...
So imo it would be nice if Commando was still running after his slide

dull swallow
#

!feedback
Make it so that you can charge ability stacks while in hud mode(engineer) because CORRECTION TO Brain stalks is useless with the new harpoons because you cant get your mines charged while in the hud(also the harpoons become useless because Brain stalks doesnt really do anything for them)

cinder steppe
#

!feedback
While the sacrifice artifact is on the amount of white items that spawn from normal enemies is very very low I got 1 item from stage 1 on a fairly normal run.
Also consider having equipment barrels still appearing on the stage and removing equipments from the item drops from monsters this would make the artifact more fun.

tender nexus
#

!feedback you guys should put the ror2 music on Spotify

pallid otter
#

!feedback
option in settings to allow leaving the command artifact's item selection screen with a button.

dusty zephyr
#

!feedback I feel like malachite enemies and the new office plant legendary could get a bit visually confusing maybe?

plucky fern
#

!feedback I said it before and ill say it again
Have a tab for Logbook that includes all the specials and interactables

  • Shrines
  • Chests, Printers, Pools
  • Teles, Portals
  • Pots, Barrels, Eggs
  • Drones, Turrets
  • Artifacts (mainly cause id love to see the models up close and maybe get some lore on them?)
median estuary
#

!feedback Skills are reset to default for non-host players when disconnecting and re-connecting to a host game, although items and status (HP, equipment) are correctly retained. Please make it so if I disconnect and then reconnect I have the selected skills and not the default ones.

coral ermine
#

!feedback So, I have a suggestion about how you can make the Sniper both dodge and snipe viable. Make his rifle have adaptable ammo. So, kind of like LOADR changing firing modes, Sniper would do the same. Sniper would start with Assault ammo loaded, and you could give that a medium to high capacity, 24-36. Fire assault ammo in 3-round bursts. Whenever Sniper empties an assault magazine, the reaction mechanic of reloading from RoR1 instead acts as a quick-swap to actual sniper rounds, 3-5 without upgrades. Long-range rounds would do significant damage and have a slight firing delay, .4-.6 sec. Once those are empty, once again a timing window to quick swap to assault again and a small invulnerability window for timing it well. That would play more into RoR1 Sniper's rhythm theme while not forcing players into a slow methodical style that RoR2 isn't really going for.

little barn
#

!feedback
ESC key make go back ty

tight pelican
#

!feedback Make the ESC key useable for exiting the command item menus as well as having the option to click cancel to exit the menu

kind drum
#

!feedback Join game in progress

plain valve
near oar
#

!feedback An option to sort picked up items based on a few different factors e.g. Sort by: Rarity / Type (on hit, heal, utility...) / Alphabetical etc. could be implemented like in the picture or just placed in the options menu.

plucky fern
#

!feedback Mushrums damage need to be nerfed just a tad. Their spores one shot most drones and can almost one shot survivors in alot of occassions

split portal
#

!feedback Imo it would be cool to have an ability for the huntress that allows you to get crits if you manage to get to a "shadow" so basically what I am saying is that every "x" seconds the huntress casts a 3D clone in a radius from where she is standing and if you reach that clone within time you get a crit multiplier, for each clone you get you pump up your crits but if you miss one the counter restarts. That could work for every character but I think it fits the huntress the most.

velvet scaffold
#

!feedback reposting for @split portal cause he didnt read pins

Imo it would be cool to have an ability for the huntress that allows you to get crits if you manage to get to a "shadow" so basically what I am saying is that every "x" seconds the huntress casts a 3D clone in a radius from where she is standing and if you reach that clone within time you get a crit multiplier, for each clone you get you pump up your crits but if you miss one the counter restarts. That could work for every character but I think it fits the huntress the most.

rigid leaf
#

!feedback I posted the feedback about korean translation and bugs few months ago, and the quality of korean translation has become nice. I'm very thankful about that. But we(korean users) are still suffered by a bug that when we play multiplay in korean as a host, the host is forced out of game. I think it will be nice to fix this before 1.0 launch. Thanks for reading my feedback.

narrow moat
#

!feedback
This has probably been suggested before, and it will likely be suggested again, but for the official 1.0 release (or later, I won't complain), can we get Steam Workshop support? I won't object if you deny this, but it would mean ease of access for people to download RoR2 mods. Of course, I myself am not a modder, so I don't know what kind of problems this would cause for modding, but I feel like this would be best for mods in general.

raven jacinth
#

!feedback
I feel like the Stages Completed stat should be either higher up or in its own section.

midnight bramble
#

!feedback
One of my favourite parts about Risk of rain 1 was the statistics menu. Being able to see a clear graph showing your most and least played survivors across all your runs, as well as personal bests made it easier to see which survivors i've been neglecting, and gives a sense of personal accomplishment and competition with yourself, and also comparing with friends.
I recognize that the logbook has some of those statistics available for individual things, i.e. items showing how many your highest stack was, but it's not as obvious to some, it's easy to forget about, and it's harder to compare things when you have to keep swapping between tabs :)

Basically my suggestion is to bring back the statistics menu from the first game, big ol' pie chart and all! :)

quartz bobcat
#

!feedback In the void fields, on round 9/9 the tesla coil should be removed from the item pool. They seem too strong against melee characters.

shell nebula
#

!feedback Please just have a Bot handle the poll, or heck use Strawpoll. just anything that is more reliable than Reactions, i fckn beg of yall.

haughty herald
#

!feedback To expand on what Lux Tenebre said earlier, maybe in the Command interface have number indicators on each item inside the interface itself so you can quickly see how many of each item you have without having to look for it in your item bar

clever pine
#

!feedback that deskplant item is absolute garbage and has no business being a red, I would rather get a crit glass or almost any green than that, give it a secondary effect or move it down to a green. Hell giving lepton daisy this effect would be leagues better.

hallow sable
#

!feedback I feel like the Artifact of Sacrifice has a really low item drop rate and at higher difficulties it doesn't feel right. Maybe increase the drop rate of items from Monsters, especially if you kill Elites.

placid olive
#

!feedback GestureOfTheDrowned + Capacitor keeps the activation ready, until you target something (eg by looking on the floor), however GestureOfTheDrowned + ♻️ activates as soon as the CD is off, even if you don't have any items in target. Please make it behave like GestureOfTheDrowned + Capacitor

plucky fern
#

!feedback Where are my children 😭

|| Add "Child" back from ror1 to pair with the Parents. Pretty sure you guys plan on it but still just pointin it out ||

gritty haven
#

!feedback
the artifact of Sacrifice should have different drop rates for normal enemies, elites, and boss monsters

little barn
#

!feedback add a fps slider, we don't have enough choice between 60fps and 120fps

hearty geode
#

!feedback Acrid should apply his passive on melee hits. That way Blight can stack easier, it makes his playstyle more hit and run, and it actually makes his melee attack useful because right now it's just something to animation cancel on the first few stages and replace with visions of heresy asap

stark nimbus
#

!feedback Now that Engineer's mastery skin is out, which affects the visuals of not just his player model, but his mines and turrets as well, it would be nice for an update to Rex's mastery skin to change the appearance of the roots/vines of their running animation and ultimate ability so that they can match the new colors

little lava
#

!feedback next map update should add the whorls from ror1 as well as the slimes and robot ticks

midnight bramble
#

!feedback
Make acrid's poison count for things like proc items, and crit
It's nice that blight does (It doesn't), but it's one of the main ways he does damage, and it doesn't seem to be buffed by anything at all

drowsy bough
#

!feedback
Change it so that One-Shot Protection (OSP), gives a 0.5 sec (or whatever is deemed reasonable) invulnerability frame with audiovisual cue. As protection against one instance of damage doesn't always work to get the desired effect that is preventing unfair 'one-shot' attacks such as an Elite Lesser Wisp that negate OSP due to multiple instances of damage in like a 1-3 frames.

plucky fern
#

!feedback Instead of Artifact Keys dropping from random enemies (which causes it falling into the pit, lengthy grinding, etc). Have a little podium or something and after a certain amount of time or a number of enemies are defeated another Key spawns on it.

somber grove
#

Make it so that if a player buys a chest, only they can pick it up, or the items dropped by bosses are split up between the players, each getting the same amount to prevent stealing to make sure that one guy can't just take all the items as soon as you buy them and end up making everybody else very underpowered and weak.

Also, to prevent somebody from just buying a large amount of chests from the communitive money gains, only 1 item at a time per player (excluding mountain shrine teleporter items, in where they are designated to a player) is able to be under this effect.

clear dove
#

BEST FEEDBACK: remove bundle of fireworks

topaz dome
#

!feedback (On behalf of above:) Remove bundle of fireworks.

ornate sequoia
#

!feedback most runs last longer than an hour, can we please get like a save and pause feature like the one in faster-than-light, something to pause it for another day not just leaving the game up.

sweet kindle
#

!feedback please change Guragura the lucky so that he can be afflicted by the tonics effect. There is nothing more frustrating than having a good run ruined by guragura, because you cannot kill him when the run is too long.

midnight bramble
#

!feedback
decrease Squiddy boi turret health loss with each stack - They're awesome, but barely last any time at all no matter how many you get :(

jolly mirage
#

!feedback Artefacts ideas. (will post one by one to get individual feedback on each artefact)
-Artefact of exploration.
*The artefact of exploration looks like a crudely crafted scope/telescope.
*The artefact of exploration would allow players the choice of which environment they get sent to upon interacting with a teleporter.
*This effect sends you to a realm where, alike in the lunar bazar, you face two pillars containing a preview of the maps you might be sent to.
*in multiplayer, EVERY player can select any two of the pillars and the game will tally the votes to choose which place to send everyone to.

simple badge
#

!feedback Buff all aspects. Don't make them exact copies, but try to match how they feel to face instead. Apart from Blazing, which does nothing after stage 3, the only one that really does anything is Overloading, the other two are chronobaubles. Or malachite which does nothing. It's a shame because they make you look SICK.

little barn
#

!feedback We need either a reworking or a variant of Engineer M1. It doesn't need to be charged to be used but when it's not charged it's dogshart. The only practical way to damage things with it is by fully charging it all the time. It makes for some very boring gameplay that is just a dealbreaker for me. If it wasn't so bad I would want to use him more.

onyx heath
#

!feedback surely this has already been said but I would love to see a non-aimbot option for Huntress?

thorn storm
#

!feedback Make Acrids new M2 heal you if the enemy is already poisioned.

candid field
#

!feedback please make it so that items that can't be reached are teleported to somewhere you can it them. it really sucks to miss out on 5 of the 6 items you might have gotten from shrine

merry juniper
#

!feedback make it so you can see the name of the item(maybe the description?) when you hover over it in the command interface

rotund prism
#

An even better performance tweak in next update, for weaker wide screen pc's.
Potatoes want to play too you know...

peak star
#

!feedback: Co-op Mode, where players share Gold but everyone gets an Item from each opened Chest. Except 3d Printers

warm tusk
#

!feedback make artifacts take effect when you unlock them and make them repeatable so you can make a challenge run unlocking and activating more and more artifacts along the way

Edit: If people dont want it for the first time they unlock it make it so it instead activates if you repeat the process for an artifact.

fleet rover
#

!feedback
A rocket launcher character whose M1 is a non-tracking rocket and M2 that's a tracking rocket. For the third ability it could shoot the ground and fly upwards and for the fourth it can be a swarm of rockets coming at an enemy.

violet dome
#

!feedback I find it frustrating that the challenges have some misleading text, namely in the case of 2:

Firstly the Ethereal challenge which reads 'complete a Prismatic Trial without falling below 100% Health,' which by definition shields are not health. Changing this to 'Hit Points' would also be incorrect since barriers don't count for health in this challenge.

Secondly the Mastery challenges have this weird thing where if you Obliterate yourself on Monsoon with a Beads of Fealty on you ||and then die to the secret Scavenger boss || the challenge will not complete despite it reading 'Obliterate yourself at the Obelisk on Monsoon' which you would have done. The challenge should not factor in whether or not you || beat the secret optional boss || when completing it.

These challenges are exceptions to the rule, every challenge that I can remember has been incredibly specific and satisfying to complete but these two, especially with them being two of the most difficult in the game, are incredibly frustrating.

plain valve
#

!feedback Please let Acrid use abilities during his leap. That is all.

prime grove
#

!feedback Hidden difficulty (something like in the Diluvian mod), playable after you have Mastery on all characters

tender vale
#

!feedback Engineers new utility skill Thermal lance is to clunky to use effectively. It would do better as a primary attack similar to huntress.

marsh stream
#

!feedback Now that the Artifact of Sacrifice is out, I've gotten an issue of losing items to them just falling off the edge of the map. This is an issue mostly from flying enemies, though I have seen some chests and tri-shops that are way too close to the edge. My idea for a simple fix is make it so that the items spawning thing, since it does have a hitbox since terrain can stop it, also hit that void-box that causes players to jump back up to the edge, a simple fix might just have the item drop back to the point of it's origin?

delicate kayak
#

!feedback
https://discordapp.com/channels/417739215355510784/694538259036110898/694559332456595507

I know I've mentioned this before, but I think it's worth repeating. The core of making the sniper work in Ror2 is speeding him up and reducing the work on the player's part. (Mostly in precision of aiming.) So a good mentality to take might be the "one shot one kill" idea of buttering the target. An avid sniper-gamer's satisfaction is the setup of a kill, followed by the percussive sense of power delivering disproportional damage because of that setup. Create some initial space, mark a target with a notable affect (slowing them down perhaps?) then delivering a kill shot, possibly on a timer or based on a weakspot. The challenge here is making his gameplay swifter compared to RoR. So what kind of "preparation" can be applied with positioning, speed and a few button presses?

solar atlas
#

!feedback Pressing the "esc" key while in the selection menu for an item when using the Command artifact should exit that selection menu, not pause the game while keeping the menu open

visual talon
#

!feedback Let esc key exit command artifact menu

velvet scaffold
narrow moat
#

!feedback
The Ghostwhisperer
"And so she left, having become one with her beloved."

The Ghostwhisperer is a ghost fanatic that cannot directly deal damage, but instead does so through summoning ghosts. She starts with 100 hp, and gains 29 hp per level-up. Her speed is 8m/s, and she has no armor. Her health regen is 1 hp/s, but increases by 0.1 every level-up. Her damage is 11, but climbs at a +2.5 per level.

Passive: Spiritual Sense
All Ghosts that are summoned last 3 seconds longer and deal 15% more damage if the Ghostwhisperer is alive.

M1: Ghastly Summoning
The Ghostwhisperer summons a Wisp that acts like a Ghost, but can be hit. However, its damage dealt is 120% of your own. This Wisp can be healed, and it inherits your items. Its health drains faster the more items it has, though. The wisp takes half a second to spawn. This move has a cooldown of 3 seconds, and only 5 wisps can be alive at once.

M2: Unholy Force
The Ghostwhisperer shrieks, pushing away enemies and stunning them. This is useful for getting out of tight spaces, and can be used while performing M1 and Special. This move deals no damage, and has a 5 second cooldown.

Utility: Possession
The Ghostwhisperer becomes possessed, and for 10 seconds, can fly and moves at an increased speed. The Ghostwhisperer takes 1 full second to be possessed, and 1 full second to regain control. If you are in the air, you will only start falling after the animation ends. You can use this move in the air. This move takes 15 seconds to cool down.

Special: Occult Operation
The Ghostwhisperer goes to a nearly-dead enemy, and turns them into a ghost with occult magic. This takes longer depending on the enemy. The cooldown also depends on the enemy. 5 seconds for stuff like Lemurians, Wisps, Beetles, etc. 10 for Imps, Vultures, and Hermit Crabs, 15 for Templars, Mushrums and Parents, and 25 for any boss.

Unlock:
Destroy the Strange Rock in the Sky Meadows. Has a 1/250 chance of replacing a normal floating rock.

atomic fjord
#

!feedback
Just a little pet peeve of mine, Death Quote 8 is wrong. When another player dies, it says "[player] has broken every bone in your body", when it should say "[player] has broken every bone in their body". Nothing too special. Love the game, by the way.

hexed plover
#

!feedback
Idk if it's just for me but this started to happen way more often than before after the artifacts 2.0 update... same with shrines and even blue/gold/celestial portals spawning in weird locations (not as close as usual from the TP platform). If it's intentional you are truly evil but I approve it anyway.

PD: update the roadmap on website!

small igloo
#

!feedback Could it be a good idea to place "Save and Quit" button for singleplayer run? It can help if I start a run and then I notice that somebody need some help from me, and then you realize "Oh oh oh now I can save my run (obviously if i die during my run, is going to be a good sign if the system recognize that i died and there is no shortcut to alt+f4 to save you from your "failure"), and I can give an help at the same time! :D.

elder wadi
#

!feedback Related to ෴Shyvaris෴´⎠´s idea: for the Save and Quit, the game could keep track of the state of players at the beginning of the stage, and have them start at the beginning of the stage when they load back in. That way the game won't have to save the location of projectiles, items, or status effects, and might help avoid bugs.

pale scroll
#

!feedback when the game fully releases on all consoles can we get universal crossplay?

shrewd tapir
#

!feedback It should display what difficulty the challenges were completed on and what artifacts were used. For example, if it was completed on drizzle, there should be a green tint around those challenges and it was on rainstorm, it should have a yellow tint and a red one for monsoon. And the artifacts used could be displayed with little icons representing them. I suggested this so there is somewhat of a difference for playing on easier/harder difficulties.

buoyant valley
#

!feedback fix the "boss loses aggro and leaves the teleporter arena" bug already

ivory thorn
#

!feedback make the backup magazine add 100% more charges, where 100% represents the number of base chargers. this allows the engineer to get 8 mines from one magazine, 12 from 2, etc.

final forum
#

!feedback what about a character thats is both meelee and ranged, like a beast man that can shoot with a submachine gun and turn into a creature just talking

raven hedge
#

!feedback This is kind of a recurring suggestion that I thought would turn redundant with the introduction of the new lunar item, but that one wound up being really problematic as in the size of the teleport of area thats reduced is not at all worth the pathetic speed boost to the event time....but anyway: Make the teleporter event progress much faster if there are no enemies in the radius. You're already forced to stay in the circle if you want the timer to move at all, and at the same time it's not ideal to keep enemies there either because.....well...they will kill you. All that this change would do would remove the insufferable padding that is waiting on the teleporter doing nothing because the director gave up for a minute and a half. I guess that would be cool, or at the very least give the lunar a proper buff so it's justifiable to go through the trouble of crunching inside with enemies.

drowsy plank
#

!feedback give Acrid Blight more consistency : if an enemy dies while under the effect of blight, it spreads to a number of nearby enemies - if the enemy dies as direct result of one of acrids attacks - double the amount of infected enemies or range of infection -

since blight has a short lifespan and a low scaling -it significantly falls off mid to late game - acrid needs help to reapply his blight as he already struggles to reliably utilize his on-hit effects - especially if his M2 is changed to the bite, acrid will lose any reliable way of engaging enemies at range and seriously struggle to utilize his items

speaking of new acrid M2 feels too big of a tradeoff for what it does - how about giving it a heal or make it refund its cooldown on kill or have it spread the blight/poison to nearby enemies on kill in combination to the suggestions above - or any combination of those to make the deal of no meaningful range abilities a worthy pick

all in all i would love a more viable melee acrid - he doesnt have iframes, innate healing or an integrated barrier - hes is in fact in a very awkward spot in wich he is kind of forced to do what the engineer used to have to do: press R and run away - id really like to change that

late light
#

!feedback Artifact concept: Artifact of Void
Basically, the Void Cell effect. During the Teleporter event, everything, players and enemies, takes damage while it's outside of the Teleporter area. Punishes players for running away but rewards players for finding creative ways of pushing bosses out of the circle.

ebon venture
#

!feedback The Artifact of Metamorphosis should randomize every player's character EACH time you spawn in (Teleport to a new zone) right now it's just a sad random pick, instead of something more chaotic like Artifacts should feel.

ashen ridge
#

!feedback I left the exact same suggestion earlier.

Some pepole reported it actually SWAPPING every stage, (in fact I had someone test this last night) while others said its every loop, and some say its just a random button (that's what i thought)

I think there's something buggy going on.... @ebon venture

https://gyazo.com/de7cf2dbd0d6e5c9457b81fe3bfbefef

white wraith
#

!feedback
Make a second LFG channel for non-artifact lobbies.

steel glade
#

!feedback Add logbook option when you press escape ingame
i think it would be useful to be able to check missions, achievements to unlock, and what items while ingame rather than have to search it up online or check in the main menu before going into a run

final forum
#

!feedback drones and turrets upgrad alonside you! Just a cool simple thing

smoky kestrel
#

!feedback In my experience, I've found the ping system to be a bit clunky. As such, I thought of a system and designed a possible UI to replace it: Flares! Maybe there could also be a flaregun to shoot them at a distance too?

little barn
#

!feedback
The first risk of rain game was cross-platform for computers (windows mac linux)

Can risk of rain 2 be cross platform too?

alpine ingot
crimson lotus
#

!feedback there is a glitch on the Switch version that I can’t unlock Acrid. It stops the cells after the 8th one and I don’t get the challenge done or unlock Acrid.

dark plinth
#

!feedback
I dont know why but it seems that monsoon has become exponentionally harder. I try over and over again and the rate at which the difficty increases is to fast. By the time i hit stage 4 most times I dont have many items and it is already at Very hard. I am under level under equiped and I have mobs comming at me from all directions. Wisps in the air golems on the gound and a hord of elite mobs. When I first got this game I had hours and hours of fun but now it seems like no matter how much I try to have fun or try to unlock things for the survivors it the game denies me. I just finished an amazing run where I had Dios best friend and not even joking u in the span of a second i went from full hp almost max sheild on loader to -32 hp. The damage is of the charts and for someone like me who cant play online because of the internet it has just become tiresum to try my hardest and get killed in the span of a single second. I played the first risk of rain and loved ever moment of it and when I started plaing risk of rain 2 I loved it, but now it seems like the game has become to much for people like me who try and try and can only play solo to be killed when they are almost at their goals. Bosses like the imp lord tear melee characters to shreds healthbars and is one of the hardest bosses to me. I love this game but is there anything you can do about things like this.

crystal wagon
#

!feedback
I really like the look of umbran characters spawned by Artifact of Vengeance and it'd be cool if there was a way to unlock it as a variant for all characters. I just want to be edgy.

buoyant hill
#

!feedback
Spitballing ideas for sniper
Passive- hitting enemies right before they attack catches them off guard, dealing extra damage and delivering a short stun (headshots wouldn’t work well in a game like this, especially with how a lot of enemies flail around)
M2- charge up a piercing shot on a fairly low cooldown, hitting an enemy causes the shot to bounce to enemies behind it. Firing will use all rounds and deal more damage based on shots remaining.
M1- fire 3 shots before needing to reload which works the same as in ror1, but the scroll wheel lets you switch between 3 types of ammo before locking in.
Standard- No special effects
Piercing- Extra damage when hitting targets off guard, reduced damage when not (better for single targets and boss killing)
Explosive- Charged shots will bounce at a wider angle behind targets and have a small aoe on contact, but can’t knock things off guard (better for large groups)
Shift- A tossable teleporter that can be thrown and activated while charging M2, maybe with multiple charges for quick repositioning
R- Spotter drone from 1 but you can pick targets and eliminating targets could let off an aoe blast or something
With the right tool set sniper would work fine in 3D. He should reward good positioning and decision making at any range.

ruby dagger
#

!feedback
Maybe not let the mobs in the void have tesla coil. It's almost impossible to survive even on easy difficulty.

minor sable
#

!feedback Radar Towers should be hidden in a stage instead of being spawning randomly. This promotes level exploration and creativity. For example, there could be a radar tower at the highest point of the Wetlands, or inside a tar pit in the Aqueduct. In addition to unlocking an environment log, I think it should do something extra, such as revealing the teleporter location for that run, or rewarding you with lunar coins.

spring violet
#

!feedback On tonight's feedback from the one and only Bustling Fungus, I'm gonna cover one of the new enemies introduced in the latest patch: The Mini Mushrum.

First off, these guys look amazing! I love the model and texture. Beyond their aesthetics, lets look at their style. These guys have a lot going on. They run away at low health, they can heal themselves if given enough time, and they have an AOE artillery attack that leaves an acid pool that slows the player down. All in all, very interesting enemies. However, I have noticed these guys can... kill you quickly. The Clay Templar is a very hated enemy, but I for one am okay with them since they are uncommon and loud. They make their presence clear and it's easy to spot them. The Mushrum, however, is a deadly enemy that makes little to no noise. Their AOE not only deals decent damage but slows you, not to mention they are quite common. The worst thing about them is the blazing variants. If one hits you, you not only take a hefty amount of damage, but each proc from the acid also procs the flame effect. Usually getting directly hit from a Blazing Mushrum will end your run no matter what, even if the Mushrum isn't the one to kill you, you'll be slowed down and left at such low health.

To solve this, I came up with two solutions. Either; make a warning outline for when the Mushrum's bombardment lands, similar to the Titan Fist (these things are silent, so it's hard to tell when one is firing), OR... make it so that the acid puddle has no proc coefficient. This would only make the initial blast of the Mushrum's attack proc the Overloading or Blazing effect, stopping the acid from killing you nearly instantly.

EDIT: Grammar :P

little barn
#

!feedback Lost another run becouse of hord of many encounter on 2nd stage. I'm playing Rainstorm and not gonna lie it's getting very annoying when i lose a promising run becouse director decided to spawn 6 glacial contraptions that 2 shot me. This kind of stuff didn't happen until stage 10 before the patch.

eager plume
#

!feedback after doing the trial of metamorphosis, it doesnt change you back to your original character, which translated to me being unable to kill the twisted scavenger at the end of the run. I was huntress before hand and prioritised attack speed and proccing items, it changed me to loader and then it didn't work.

empty harness
#

!feedback there is a lot of unused ror1 items that i think should make entry, like atg mk2 or life savings

wintry coral
#

!feedback Remove Spinal Tonic, and potentially the other lunar items, from the Enigma Artifact as they ruin gameplay flow.

The inclusion of lunar items in the Enigma Artifact (start with a random equipment, equipment is changed each time it is used) is an odd choice given their design, especially the Spinel Tonic which has a permanent negative effect. Once you roll one of these it shifts the artifact from something you consistently use, into sitting with the item until you get an equipment drop to replace it.

little barn
#

!feedback please if you go to void fields after you buy a dream let it let you go to the stage you dreamed, it's kinda annoying (yes I go to void fields sue me)

worthy elbow
#

!feedback So me and a friend recently did a monsoon game to get some skins, we did one of the artifacts ||which makes it so enemies drop items||, and there was a little disciple printer. We wanted to see if we could print with the artifact keys and it worked, my friend got 15 disciples before we decided to end it. This is game-breaking and whitout doubt a lot of fun, but I feel like this is too op?

grave venture
#

!feedback Can elite brass contraptions stop spawning as bosses. They are just annoying and unfun to fight against

open nacelle
#

!feedback Brass contraptions need to obey stun like all other basic enemies

west ice
#

!feedback so I would like Acrid to change the bite to heal him instead of poisoning.

terse flint
#

!feedback

Give the Engineer an option for the primary slot that allows him to fire missiles for a longer range direct damage attack, unlike his short ranged arc attack. With the same charge up to fire a small burst with a more linear trajectory

cunning dove
#

!feedback please make it so that while doing the trial of metamorphosis you dont get rolled into the same character as you are when you enter the bulwark's ambry, cause it just feels like defeats the purpose of the whole trial of metamorphosis since i got to keep playing rex while my friend got rolled into artificer

golden wigeon
#

!feedback
just a small thing but it'd be neat if there were indictors at the abandoned aqueduct's door that show you how many buttons are activated

fickle pelican
#

!feedback This may have already been said, but maybe add a random option to the artifact of command's menus. A friend and I both get so far into a run where we get all that we need/want, but then either have to stack items that are all around pointless to what we already have built, or just see how insane so many stacks of an item can get. I get the fact that a crazy amount of stacks of one item and picking what you want is the point of the artifact of command, but eventually random is just more fun when you stack what you want. Or you could make it so you can toggle the artifact of command off mid run, but you can't turn it back on for the rest of that run.

warm wave
#

!feedback I feel like when rerolling an item with the Recycler, the initial item should be removed from the reroll pool.

mighty blade
#

!feedback Runald and Kjaro's chamber should get a glow-up, right now it looks little shoddy in comparison to a lot of the other overall looks in the game.

simple badge
#

!feedback Strides of heresy should replace one of your feet, like the Goat Hoof. (Possibly both once you get two because that would look sick)

eager roost
#

!feedback I think some of the mastery skins need to be more than just a recolor. (i.e. Huntress, MUL-T, Artificer, REX, Loader, and Acrid) Commando, Engineer, and Mercenary all have some alterations that fit their design along with a color change. Maybe patch one at a time after 1.0?

late light
#

!feedback Once we get the inevitable Secondary and Special ability replacing Lunar items we should absolutely get a "Heretic" survivor that has all four of them as a base. Also, concepts for said Heretic items:
Grasp of Heresy (Lunar) - Replace your Secondary ability with Lunar Glaive
Lunar Glaive - Throw out a piercing Glaive that does 200% damage before returning to you. Can hit enemies on the way back. Doesn't recharge until it returns to you.
Voice of Heresy (Lunar) - Replace your Special ability with Convert
Convert - Mind Control an enemy to bring them to your side. No effect on Bosses, Cooldown determined by enemy's remaining health. Converted enemies are granted a special Lunar elite effect to visually differentiate themselves.

true pumice
#

!feedback i'd really like a new way to join private lobbies. Using an id and a password seems like it'd be nice to have in case steam doesn't work

amber marsh
#

!feedback Greater Wisps and Brass Contraptions should obey stun like other enemies

kind totem
#

!feedback Add ROR2 to GFN

amber bridge
#

!feedback not sure how fleshed out your idea for weaver is but
My idea for Weaver - Female, spider looking

Passive: The more enemies that are webbed the more damage you do/ faster you move/ faster you attack. Whichever feels right.

M1: Whip slash using webline, but continues moving forward at a moderate speed, diagonal left, then right then 3 hortizonal. hitting enemy with one marks them with web. Webbed lasts 10-15 seconds?

M2: Pulls all webbed enemies together and holds them there for 3-4 seconds. More webbed enemies = more damage

Utility: Webline pull a certain distance away, webline persists 5-8 seconds any enemies travel through the webline get webbed.

R: Create a large spider web horizontal or vertical, with a clone of yourself in the middle that attacks nearby (applying on-hit effects) enemies hit by clone or passing through web get webbed. You can activate the ability again to swap places with the clone and web. Duration will need testing. Possibly stacks up to 3.

spring violet
#

!feedback It would be cool to see the Mini Mushrums spawn on Siren's Call since there is a lot of famil- i mean, mushrooms there. It would also be even cooler if the Mushrums had white caps instead of red ones to match the environment even more, kinda like how the stone titan has different foliage depending on the map.

EDIT: It could be past loop one, or it could simply be included on loop one. I just thought it would be nice to see them there :>

torpid stone
#

!feedback i think it would be a major QOL change to have some abilities be toggle-able, so instead of spending hours holding the same button, you could click it once to activate and once to deactivate. Perhaps to avoid abusing this, you could limit it to one ability toggled on at once? not counting sprint cPES_Wink

outer thorn
#

!feedback Engineer's new utility is a little underwhelming in damage and how long it takes to activate, making it feel generaly disruptive in the flow of combat. I believe it is a cool idea, however, to set a target like that. perhaps having it become a target priority selector, having torpedos fly continuosly at a marked target, along with having either type of turret target the marked unit (if in range). Spider mines would exclusively go after them, and the haphazard feeling of the mobile turrets would be eliminated.

icy gazelle
#

!feedback A small change, mostly flavor:
Could Acrid hold the Sawmerang in his mouth, rather than floating off to his side? It's referenced to as a Frisbee several times in it's logbook entry, and since Acrid is everyone's favorite Big Poison Dog ™️ it would be neat to see him hold it like a dog would.

little barn
median oak
#

!feedback
please enable RoR 2 on Geforce NOW. there are many players who bought this game before it was disabled on Geforce NOW, and we can't play since january.

gray quartz
#

!feedback Engineer's new utility skill Thermal Harpoons would fit better as a primary skill, it brings no utility at all, and sacrificing the only defensive skill on a character with no mobility is a no go

dusty acorn
#

!feedback Make it so Acrid with a leeching seed can heal from his poison/Blight

rich ice
#

!feedback make it so if there is a horde of many of hermit crabs they spawn inside the normal radius of the teleporter sphere: it is rather annoying to have to necessarily leave the tp are to fight them

fossil adder
#

!feedback for the love of god, make the teleporter a bit easier to find on scorched acres. there hasn't been a single time I've spent less than 10 minutes looking for it

blissful vine
#

!feedback
Engineers harpoons being in the same slot as the shield kind of make them not so useful, due to how bad the moving turrets are it's difficult to justify changing past any of his default abilities (apart from the mines) so my suggestion is to put them as an alternate primary fire and do a little less damagge

tough cove
#

!feedback
As for new character ideas, I think a minigun character who behaves like the clay minigunner would be a fun idea! Someone who has a giant weapon but slowed down when using it, playing as a clay minigunner through cheat engine proves to be very fun gameplay!

balmy thistle
#

!feedback

It would be really cool if some challenges related to the new artifacts were added, themed around what said artifact does. For example:

Artifact of Honor: "Ele-Mental" - kill at least one moster of every elite type on Monsoon difficulty while the artifact of Honor is enabled
Artifact of Enigma: "Thorough Tester" - use every single equipment item in the game at least once while the artifact of Enigma is enabled
Artifact of Frailty: "Cushioned fall" - as Mercenary, Eviscerate an enemy on the ground after falling for at least 3 seconds while the artifact of Frailty is enabled
Artifact of Soul: "Wisp Matrioshka" - kill 25 Greater Wisps while the artifact of Soul is enabled
Artifact of Vengeance: "Irreplacible" - kill your doppleganger at least once as each of the survivors while the artifact of Vengeance is enabled
Artifact of Dissonance: "Titanic Worms" - kill an Overloading Worm on Titanic Plains while the artifact of Dissonance is active
Artifact of Metamorphosis: "The gang's all here!" - cycle through all of the playable characters in a single run while the artifact of metamorphosis is enabled
Artifact of Command: "Single-Minded Commander" - choose 50 stacks of the same item while the artifact of Command is enabled
Artifact of Glass: "Shattered" - obliterate yourself from existance on Monsoon while the artifact of Glass is enabled.
Artifact of Death: "The Perfect Team" - complete 20 stages in a single run with at least one more player while the artifact of Death is enabled

I'm sure you get the idea, and similar challenges could be created for the rest of the artifacts. Perhaps even for Artifact combinations.

quiet sphinx
#

!feedback
I wrote a ~4.5k character essay on why Lunar Coins need a rework as a whole, mainly focusing on them resetting every run and the implications this would have on the gameplay.

Due to Discords 2'000 character Limit you can download the .txt here or read it on reddit:
https://www.reddit.com/r/riskofrain/comments/ftvvdv/lunar_coins_need_a_rework_45k_character_essay/?utm_source=share&utm_medium=web2x

little barn
#

!feedback Give the recycler 0 cooldown

grave plaza
#

!feedback The Lesser Wisps spawned by the Soul artifact should not have any of the "on-kill" effects, such as the ceremonial dagger, monster tooth, and will-o-the-wisp. It seems OP that you can get two will-o-the-wisp explosions from one enemy because of the explosion killing the wisp spawned by soul.

karmic linden
#

!feedback
This update is amazing but I would like to see one of my favourite artifacts from the first gamw coming back the artifact of distortion

weak sparrow
#

!feedback Can we please just click artifacts on/off from this UI

pulsar heron
#

!feedback Can we make the pots easier to move around in the Abandoned Aqueduct. I like the idea of there being a puzzle on this map but its to tedious to solve with all but a certain survivor.

trim linden
#

!feedback Currently Spite bombs don't shoot out around everywhere, they go in one trajectory and stop moving around and bounce in place if they hit the ground once. This doesn't really make them a threat for ranged characters whatsoever unless a massive amount of enemies are surrounding you. If anything this hurts melee characters more since they have to be around the enemies where the bombs are. Spite bombs should continue bouncing around after the first bounce, however this could also make spite bombs explode very fast if they hit walls/get stuck in terrain. Spite should either add slightly more bombs to enemies or make more bombs drop the further in the run you're in to counteract this and the problem isn't the same of bombs not being a threat, but this time due to them being spread out too much.

young jasper
#

!feedback It feels like with every new update, your movement speed takes a hit. Every new item added to the pool only makes it harder to get important mobility items such as goat hooves and energy drinks, yet barely any new items seem to address this. I'm finding that I'm much more likely to reach later levels without any increase in movement speed at all, and the game just seems to have gotten so much much slower as a result.

Please consider adding in more mobility items to the pool for those of us that don't play with Command.

plucky fern
#

!feedback Readd Spirit from RoR1
[Low health allies and enemies move faster]

And maybe even down the line readd something like Origin where you need to beat the game with all artifacts

steady shoal
#

!feedback Make it so that multi-shops can't have duplicate items. What's the point in having 3 slots if 2 or even all 3 of them can be the same item? Admittedly funny, I want choice when the point of them is choice

remote rune
#

!feedback
Make it so recycler can't recycle into the same item it already was.

paper bison
#

!feedback Make the Shrine of Order, if Artifact of Command is enabled, make you choose which item to keep within each tier

weak sparrow
#

!feedback

@pulsar heron: Can we make the pots easier to move around in the Abandoned Aqueduct. For reasons..

Just make the way to open non-multiplayer focused / Engie only. For example maybe do a code system like you do the artifacts; 3 symbols needed and imputed at the door, randomized each run, and you find the code scatter on the map.

eager yarrow
#

!feedback
What if the pressure plates on Aqueduct were buttons instead , potentially smaller/more of them/more hidden (even placed on walls?) to compensate, and would just be interacted with once. Still would need to find them to interact of course & would simply make it easier for solo experience.

plucky fern
#

!feedback Have the Wisps that spawn from Soul be more unique. I love the idea but right now theyre literally retextured Lesser Wisps. Id be cool if they had their own names, maybe were modeled a bit different and even their own movesets
(Logbooks would be cool too maybe)

buoyant wigeon
#

!feedback
Passive ability for Engineer

Retrofit
Purchased Gunner Turrets become additional Engineer turrets (slightly weaker than his actual placeable turrets), the type of which depending on your selected R ability. They inherit your items, but when they are destroyed repairing them only yields a regular Gunner Turret.

muted pebble
#

!feedback
Chaos artifact shouldn't let you hurt yourself. Will o the wisp and any detonating effects cause self damage even though that isn't technically friendly-fire.

(Story is. Imagine you're Loader, you finally get to the Trial of Chaos. You punch something and kill it, you get hurt and shrug it off. Then you kill something again and end up killing yourself due to all the damage you do. It's completely useless to be able to have enemies hurt each other if you can hurt yourself that's other than falling. And yes I know artifacts are new to RoR2.)

quaint light
#

!feedback
This may be intentional, but I happened to notice when using the Artifact of Swarms that the rate in which you earn money (at least early on) feels a bit off. Upon start of my last game on Monsoon, I killed 3 Beetles and 2 Lemurians but was awarded $0. Seems like I should have at least been awarded the normal sum of cash upon killing two of a creature. If not a bug, maybe re-adjust calculations for how money is earned when using this artifact? I don't feel you should necessarily receive 100% cash for killing a now half-health enemy, but receiving noticeably less for killing double the enemies feels not so good.

carmine bane
#

!feedback MUL T rebar adjustment, increase its radius or let the rebar ricochet so that its easier to hit multiple enemies. Another slight adjustment is to increase his swap speed.

manic otter
#

!feedback Unlockable 'final' artifact, only usable after every artifact has been unlocked, and every character has been mastery'd, and only usable in a multiplayer lobby with other people who have it. Lets you spawn items at will in order for testing and shenanigans.

verbal summit
#

!feedback
During Huntress' Strafe/Flurry attacks she should always aim towards the target while strafing and back-stepping when needed.

stone axle
#

!idea so, to begin with, this is the culmination of all of my ideas thus far for risk or rain. to start this off, one of the reasons i decided to post this was due to the devs already sharing a similar critiquing mindset as i have in the past, i haven't actually proposed changes to infusion, however the stacking mechanic they currently have works very well.

I like the legacy infusion, but if the devs don't want to add infinite hp scaling, let them. i think adding more scaling items would be very interesting, such as an infusion but for base damage or armor etc etc. another idea that stems from legacy infusion is the legacy immortal strategy that i have heard about: stacking infusions and mysterious vial, or in other terms adding an item that adds base or % health regen during combat (that also applies outside of it cough cough fresh meat) bitter root is another health item that doesn't sound too bad to add. (as a direct comparison to infusion/personal shield generator)

i think that adding more items that improve sustain is potentially dangerous for game health but i think adding an item that adds % damage reduction as a green would be an excellent choice to round out and finish armor items, have it scale similarly to tougher times or old guillotine, ie never let it have 100% dmg reduc.

half zodiac
#

!feedback It would be great if Acrid would heal himself killing enemies with a Ravenous Bite (last hit)

rain glen
#

I just want to say to the devs that I love what they've done with the games, and I'm truely sorry for downloading the games when I didn't have any money, I just bought and paid for RoR 2 and I wish I had been able to do so sooner

normal aspen
#

Trade.

jovial maple
#

!feedback ror2 new sniper proposition:
The Sniper is back from ROR1, this time with a few body modifications. The Sniper no longer has a need for that clunky scope, he’s acquired cybernetically enhanced eyeballs after losing his previous human eyes to an alloy vulture in battle (+1% dmg to alloy vultures lol). Additionally, The Sniper purchased a robotic exoskeleton from a friendly scavenger, allowing him to leap great distances and scale walls.

New Passive: Can climb and cling walls (climbing scales with movement speed, additionally, all abilities are available during a wall cling, possibly have to take a second or 2 to balance cling)
M1: Sniper (Piercing shot with infinite distance, takes .8 seconds to charge. Each line missile has 3-4 proc chances [does not include raw crit])
M1 Passive: Active Reload ( Same as before, but can miss the reload for a 2 second gun jam)
M2: Handgun ( A short range pistol, similar to commando if he had 1 gun)
M3: Eagle Eye ( +60% Camera zoom, puts a red outline on the headshot area of targeted enemy. )
E: Drone Scout (Target an enemy, marking them. The Drone lasts on the enemy for 3 seconds. Sniping a marked target deals an additional 10% of its maximum HP [as flat damage]. If the shot is hit, the mark resets and increases the next shot to 20% max HP on the same target. If both shots are hit the CD is refreshed, if the target dies the CD is refreshed.)
R: Perfection ( Can be used after every 5 perfect reloads, Guaranteed crit, doubles proc chances from 3-4 > 6-8, doubles damage. [Perfection has no CD])
Movement Ability: Long range backwards leap ( same as ror1 )

bright steeple
#

!feedback Actually make Artifacts Host Only options, Also make ability to create a quick play and be host AND host Migration.

obtuse jay
#

!feedback Command is great but what would make it better is not having to always pick the item I'm trying to stack, I think it would be nice if I could just hold E to pick the same item I did previously. It'd make stacking an item easier and I wouldn't have to worry about getting killed while I'm trying to find the item in the menu.

earnest finch
#

!feedback Currently Sky Meadows has only 2 bosses which feels strange considering every other stage has 3 bosses, adding a third boss that can spawn on Stage 5 like the Grovetender would make the boss encounters on the stage feel less repetitive.

dull needle
#

!feedback would be cool if they added a little healthbar on the top of the survivor's head instead of having to look to the corner of the screen...

mellow bridge
#

!feedback thermal harpoons as a secondary instead of utility

stone axle
#

!idea Now I normally like to roll with "troll" builds or hp and health regen, because its what i find fun. The ability to be in combat and just out heal damage with no effort is incredibly lucrative, and I think it fits perfectly in RoR2 as it takes time to get to that point, you dont just ignore 500 damage with a repulsion plate off the bat. however to be fair to the people who like dealing damage i will propose some odd ball ideas that have damage as its core.

firstly, status effects were not intended to have multiplicative scaling, which is why it was unexpectedly multiplicative scaling... anyway what if there was an item that added multiplicative status scaling but in a controlled way? give it say, 10% chance to provide all status chances the ability to crit, kinda like lens makers but for status chances. another random idea is to just add another method of criting. say, 5% chance to apply "precision hit" -or something like that- and instead if the regular crit multiplier of 2, make it 3. (now you COULD have it multiply your crit damage like in warframe orange/red crit but this wasn't really the intention) speaking of warframe, you could add a bunch of features from it, such as multishot or status effects. the game already has things like "cold" "toxin" or "fire" hell even bleeds, but it doesn't have more 'unique' status effects, such as viral, radiation, or even gas. (i planned to say electric but...) now i'd love to go on and brainstorm erven more ideas for damage and items for damage but im not getting paid for this.

hidden ferry
#

!feedback Don't have resources close to the edge (as shown here). I tried to take one for a green item that I can't remember what I had and it just feel off the map and I couldn't take it.

verbal summit
#

!feedback
Recycling Lunar coins should do something ~special~

sharp flower
#

!feedback
If Sniper is added, why not make one of their abilities be a built in Photon Jetpack from Risk of Rain 1? A jetpack that allows Sniper to fly as opposed to Artificer's hoverpack which simply slows her descent, but it has a limited fuel supply that recharges fuel whenever it's not in use.

stone axle
#

!feedback [idea part 1] so, to begin with, this is the culmination of all of my ideas thus far for risk or rain. to start this off, one of the reasons i decided to post this was due to the devs already sharing a similar critiquing mindset as i have in the past, i haven't actually proposed changes to infusion, however the stacking mechanic they currently have works very well.

I like the legacy infusion, but if the devs don't want to add infinite hp scaling, let them. i think adding more scaling items would be very interesting, such as an infusion but for base damage or armor etc etc. another idea that stems from legacy infusion is the legacy immortal strategy that i have heard about: stacking infusions and mysterious vial, or in other terms adding an item that adds base or % health regen during combat (that also applies outside of it cough cough fresh meat) bitter root is another health item that doesn't sound too bad to add. (as a direct comparison to infusion/personal shield generator)

i think that adding more items that improve sustain is potentially dangerous for game health but i think adding an item that adds % damage reduction as a green would be an excellent choice to round out and finish armor items, have it scale similarly to tougher times or old guillotine, ie never let it have 100% dmg reduc

thorny merlin
#

!feedback finish Grandparent in datamined files and make him a stage 5 unique boss next patch. Also bring back Children since it doesn't make sense to call Parents parents without their children

long zenith
#

!feedback
Implement some popular mods as artifacts or base features. Namely, it would be nice to see Sequence On Death and Drop Gold On Death as artifacts (though these would mostly apply to multiplayer, sequence on death still works in singleplayer if you get Dio's) and would like to see Show Death Cause and the Item Stats Mod as base features.

Not sure if linking them is allowed in this channel, so they do as follows, respectively:

  • When you die, applies the Shrine of Order effect
  • When you die, distributes your money equally to all surviving allies
  • When you die, prints your death cause in the chat box
  • Calculates stat totals for items given the amount of stacks you have and displays it in their tool tips (so if you hover over Lens-Makers Glasses, it tells you your total crit chance given all the items you have that modify crit).
fierce matrix
#

!feedback Thermal harpoons should not take up the utility slot.

The harpoons themselves are really fun to use, but having them in the utility slot is problematic. For starters, engineer loses his shield, which is often vital to his survival against titan lasers and vagrant pulses. Without a shield or mobility ability, engineer is extremely vulnerable, especially if you're unlucky with movement items. It's hard to justify that kind of lack of survivability.
Secondly, having 3 time consuming damage abilities overwhelms engineer's kit. The result, at least in my experience, is that mines NEVER get used. It's much easier to swap between charging M1 and picking missiles targets than to try adding mine placement to that mix. This leads to a situation in which engineer feels like he just has a dead ability slot.
I actually wrote up a suggestion a while back about how his harpoons should return as an alternate to engineer's mines, and my point still stands. Half of this issue is that engineer's mine are completely ungratifying to use. Honestly, engineer's default mines should be scrapped and his spider mines should become the new default, with the harpoons becoming the alternate

simple stag
#

!feedback When you die there should be a retry button next to the continue button.

eager plume
#

!feedback if there is a challenge to play with all artifacts on later, can you devs please give us a bone by changing Ghor's tome to a 10% (+5%) per stack, since it has the dual purpose of Giving large amounts of gold and leveling you up faster, it means traversing the levels much quicker. And it would be more similar to Smart Shopper, considering how powerful that item was.

supple kelp
#

!feedback
Engineer's harpoon ability is sick, but also it currently resets the cooldown of engi's mines. A solution could be if instead of rmb cancelling the harpoons, shift does it instead.

shy spindle
#

!feedback
The dev should add in Couch Co-op Mode!

stone axle
#

!feedback [idea part 2] Now I normally like to roll with "troll" builds or hp and health regen, because its what i find fun. The ability to be in combat and just out heal damage with no effort is incredibly lucrative, and I think it fits perfectly in RoR2 as it takes time to get to that point, you dont just ignore 500 damage with a repulsion plate off the bat. however to be fair to the people who like dealing damage i will propose some odd ball ideas that have damage as its core.

firstly, status effects were not intended to have multiplicative scaling, which is why it was unexpectedly multiplicative scaling... anyway what if there was an item that added multiplicative status scaling but in a controlled way? give it say, 10% chance to provide all status chances the ability to crit, kinda like lens makers but for status chances. another random idea is to just add another method of criting. say, 5% chance to apply "precision hit" -or something like that- and instead if the regular crit multiplier of 2, make it 3. (now you COULD have it multiply your crit damage like in warframe orange/red crit but this wasn't really the intention) speaking of warframe, you could add a bunch of features from it, such as multishot or status effects. the game already has things like "cold" "toxin" or "fire" hell even bleeds, but it doesn't have more 'unique' status effects, such as viral, radiation, or even gas. (i planned to say electric but...) now i'd love to go on and brainstorm erven more ideas for damage and items for damage but im not getting paid for this.

sharp warren
#

!feedback

Change the colour of what is normally Acrid's poison to purple when it applies blight instead. Neurotoxic, pool from Caustic Leap, and Epidemic

static ice
#

!feedback
Perhaps make an experimental mode or something that allows more than 4 players and maybe disables achievements or something. As of right now getting more than 4 people in a game can be a hassle (especially since there is no workshop support) and from what I can tell there is no real reason to prevent more people from joining a lobby. The restriction feels for the most part arbitrary and leads to a lot of unnecessary explaining to friends on how to get mods to work.

plucky lodge
#

!feedback Quick Play with Artifacts disabled / Host can only set artifacts / filter

It's hard to find a quick play match without someone turning on at least Command or a whole bunch that you don't want to play with. It'd be great if you could also just choose the artifacts you want to play with, hit quick play, and those with the same setting will match up together.

real nymph
#

!feedback allow sprinting towards the camera/not just by holding forwards.

shy spindle
#

!FeedBack
Survivor - Zoo Keeper or Animal Poacher
M1 - Whip (Ranged)
M2 - Whirlwind (The zoo keeper would spin around Creating a Tornado that sucks enemies in an repels them into the air)
Shift - Tranquilizer (Stops the enemy dead in it's tracks / Bosses Will be Slowed down)
R - Flame (Set's Whip On fire)
Passive - Beast Master (Takes Less damage from melee attacks)

whole gate
#

!feedback Matchmaking filters in general would be super appreciated. Tagging your lobby like "doing challenges" or "as far as we can go", settings like what Artifacts you do and don't want to play with, regional preferences perhaps, since late nights you tend to match with people across the world and reach pings in the thousands it feels. Just some quality of life stuff, if possible, would be much appreciated! Keep up the great work Hopoo~<3

little barn
#

!feedback
-Move "death mark" to a legendary item
-Move "Interstellar Desk Plant" to an uncommon item
-Have the "Interstellar Desk Plant" stack like Bustling Fungus, radius increases and healing power increases per stack.
-Buff "Squid Polyps" in literally every way

lime basalt
#

!feedback
||Give Acrid's poison from the new passive a icon that isn't a shaded TriTip_Dagger ||

plucky fern
#

!feedback Small small small detail but currently the Artifact Console is just named "."

vestal lodge
#

!feedback
Gold coast/Void as time stopped levels means you can just sit in them and farm items forever with the Sacrifice artifact. Currently the 4 chests spawn in gold coast with the artifact anyways, which may be a bug, but perhaps disable the sacrifice effect in these levels? or it's less likely over time, since just none at all is maybe a bit much.

stone axle
#

!feedback [idea part 3] next up is miscellaneous item suggestions. while miscellaneous are kinda hard to think up, there are already a few good ones out there already. the item "life savings" may be a bit too broken but its an idea. maybe apply it during combat, like "gain 1$ ever 2s during combat" sorta like cautious slug but reversed? more like a red whip. one item that I would LOVE to see is something that increases your exp or levels. levels are currently the only thing that the game has truly (imo) yet to touch in terms of items. say, make an item that increases exp gains by 10% or one that works like life savings but for exp. time keeper's secret could be an interesting item to add but may conflict with online multiplayer, maybe add it as an equipment instead?

sour falcon
#

!feedback Perhaps to make lensmaker glasses better after every 100% crit chance maybe half the crit chance of each glasses and double the player's damage so:
10 = double damage (as normal)
11 = 5% chance for 3 times damage
30 = triple damage
31 = 2.5% chance for quad damage
70 = quad damage

little barn
#

!feedback Could we possibly get some VOIP support on PC with an option to mute players that micspam? The ping system is a start but Quickplay is still incredibly difficult and frustrating when you can't effectively communicate with your team. This was already implemented in the XBONE port

stuck topaz
#

!feedback
Whip Character

vestal lodge
#

!feedback
Would be nice if the obelisk gave you more coins or something the more times you loop.
Not necessarily an extra 5 for each loop, but 1 or 2 (doubled with beads of fealty) would be neat.
I really like doing the long runs, it would be nice if there was actually an incentive to not just stop at the first obelisk though.

lime basalt
#

!feedback
Engineer ability ||Thermal Harpoons|| sounds pathetic
Give it a more powerful sound

carmine bane
#

!feedback When going for the evolution artifact, after you defeat the stage and exit|| have it change you back to your original character||.

verbal summit
#

!feedback
Huntress' Flurry attack could lock onto multiple enemies;
Similar to MUL-T's Rebar Puncher,
Tap M1 : Charge burst
Hold M1 : Priming the bow, Aim-lock up to 3 enemies firing one arrow at each.
*Highlighting two enemies will fire 2 shots at the first target, visualized by highlight design.

worn fractal
#

!feedback The UI change for cursor-free controller support is honestly really awkward. Particularly having to deal with 3 different move-to-selection-on-the-right buttons AND still having nested menus to deal with anyway.

pale meadow
#

!feedback
Being able to check you items when pausing the game, as it might be risky to do it while not focusing on the chaos in the stage

placid roost
#

!feedback Make Parents look less human-like and more alien. Maybe with more spindly limbs, a thinner frame, etc. Even just messing with the proportions would be nice
They look more like The Hulk than beings of energy

lofty condor
#

!feedback you should get at least a 0.1% chance to get rejuvenation rack in medic chests or chests that give healing items or the green chests

cunning sparrow
#

!feedback MUL-T needs some love. Currently, the best option for him is to equip two nailguns, which from both a player and game design perspective sucks. His whole concept is based around changing his moves on the fly, but since he has only one good option, players aren't using anything else.

If I were redesigning MUL-T, I would give his Rebar Puncher a higher proc coefficient, up to 2. This way, he would benefit from his on-hits a lot more, and as those make up the majority of late game damage, it would make it worth using. Scrap launcher could also use some help, and needs to deal much more damage on it's own to be worth using with its' pathetic range and terrible damage, on top of a charge system (???). His saw doesn't need any changes IMO, he just needs changes to the rest of his kit, such as his shift.

hardy aurora
#

!feedback Loader's arms should connect to his Mechanical harness otherwise his super strength doesn't make a lot of sense since he would essentially just be relying on his natural strength anyway. It makes more sense to have the arms connected to the harness so that they do the lifting and punching and loaders natural arms are just used to control the movement of the robotic ones, not bear the weight. It's purely a cosmetic issue though and just a minor complaint.

remote bronze
slate python
#

!feedback
Just remove lesser wisps forever. I hate them, and their undodgeable attacks unless you already move at the speed of sound. Your boos mean nothing to me, I've seen what makes you cheer. One elite wisp on glass mode is certain death if you don't kill it the millisecond it spawns.

feral anchor
#

what if we make a rune that changes you'r characters abilitys meaning you can play as lets say engineer and have loaders abilitys. or then u can make it more scuffed and fun by making a totaly random loadout with the passive m1 m2 shift and r all ways being different randomly

open tartan
#

!feedback
Ways to make Sacrifice more consistent:

  1. Base the drop chance off the monster's director credit cost. This ties item drops to game time, instead of fluctuating wildly depending on whether the director sends 1 elite Stone Golem or 24 Lesser Wisps. With tougher monsters having higher drop rates, the player will earn the item with a satisfying risk-to-reward ratio. EDIT: Wiki updated, turns out this part is already mostly true.
  2. Have a higher base chance an item will drop, but each time one does, decrease that chance for the rest of the stage. Players will get a more consistent number of items per stage, still getting more the longer they stay, but trying to farm any one stage (especially timeless ones) gets nerfed. Once the player scavenges an area, it has little left to offer and it's time to move on.
still lion
#

!feedback

Add a "random" button to the artifact of Command for when you get deep into a run and stop caring about your item choices.

obsidian shadow
#

!feedback Plz nerf squid turret, too op

amber marsh
#

!feedback
~ Sniper ~
My ideal Sniper kit for RoR2, please @ me if you disagree about something

Passive: Perfect Reload (The gimmick from RoR1)
Grants bonus damage if timed correctly

M1: Sniper Shot
Cooldown: 0s~
Deals 200%, Deals 450% if charged

M2: Cyclonite Bullet
Cooldown: 6s~
Stand still and charge up a powerful shot that Deals 4000% with small explosion. Shooting Decoy will explode it for 3100% with huge explosion.

Utility: Decoy Flip
Cooldown: 9s~
Flip backwards, leaving a decoy where you stood. Decoy attracts all enemies for 7s~ and then disappears.
Cooldown starts after Decoy disappears.

R: Critical Scan
Cooldown: 8s~
In a medium sized radius mark all enemies (not bosses). Your next Sniper Shot will rapidly shoot all marked enemies for 200% + a guaranteed critical.

little barn
#

!feedback
Pausing the game when the command artifact is in effect would be very beneficial. Especially on monsoon when (unless you’re engineer) standing still for more than a second is almost certain death

carmine bane
#

!feedback When Chef gets added have the quest include getting the Tri-Tip Dagger, Gasoline, Fresh Meat, and maybe Old Guillotine. (or whatever items are relevant for his improved kit.)

upper lodge
#

!feedback
Make mul-t's equipped primary show in the character select, since engi got it

feral copper
#

!feedback

I know the suggestions about nerfing Wisps have been done to death, but, losing a run because a Wisp sniped you despite zipping around nonstop as Merc shouldn't be possible. Their target tracking needs to be slower than it currently is, or at least make it so certain abilities can "break" an attack's lock-on.

(Edited for a bit of clarity.)

plain valve
#

@little barn I feel like that's a fine risk to have for it. Also, as you learn what items are where, you'll have it selected in next to no time anyways

warm ridge
#

considering the QoL change on golem lasers not 100% tracking the player, i feel wisps should be the same!

random pagoda
#

!feedback Cursed Artifact
All items have a drawback, similar to lunar items.

wintry ibex
#

!feedback I have found five artifacts so far, and I completely love how they're unlocked. Great job with that design! 💜

amber leaf
#

!feedback I really enjoy the changes to Huntress so far. I loved her in RoR1, but I haven’t had a good time with her in RoR2 before the update. She felt too weak, but the tweaks in this update give her just enough power to feel good. Well done!

limpid sapphire
#

!feedback Drones and summons in this game lack depth in AI and do things the player doesn't want them to do. What if there would be correlation with ping commands like attack and move to to the summons behavior. In my opinion it would make the game more enjoyable, and secondary mechanics could be added to the game. As an example I saw somewhere, that drones could collect logs(not sure if it is true but anyway) maybe some kind of additional feature as usage of chests, multishops or delivering items to the player. I know sounds crazy, and not in style of the first game, but I am just tired of randomness of the AI in the game.

verbal osprey
#

!feedback Commando slide should have a shorter activation timer so that when you get a hard light afterburner you can chain slides together instead of having to slowdown, wait for the animation to finish, and then slide again

wispy vault
#

!feedback Interstellar desk plant feels extremely weak for a red item. Early game it's basically a less accessible monster tooth, and late game standing one place gets you killed pretty quick. Making the base radius larger or having it release a healing pulse instead would make it feel much more useful

lunar fern
#

!feedback

Devs i don't know how hard it is to code it, but now that Commando has granades, shotguns and a slide that propels you forward once you jump at the end of it, it's almost natural to think that you should add a wallrun/walljump mechaninc like the one in Titanfall 2. I mean, he doesn't even have a passive, the poor fella, please do, thank you i love you commandoheart

lunar jasper
#

!feedback

Dear devs, I think it would be pretty cool to see cross play for console and pc and even giving console the ability to use keyboard and mouse. Cross play would be really cool to have because people on discord might not have a pc or a console so then both people can play together and have just as much fun as they would normally.

strange shadow
#

!feedback Add a pause and 'continue run' feature for every stage cleared. Runs going for 180 consecutive minutes become taxing and boring because we can't start up where we left off. Death should of course remove the ability to continue that run.

marsh stream
carmine siren
#

!feedback Add please crossplatform gameplay

little barn
#

!feedback add some sort of option for randomized artifacts you have on each new stage?

keen bramble
#

!feedback Ungimp glass (artifact). Allow us to stack infusions and other hp items as per usual without making them completely useless.

unkempt depot
#

!feedback Have an option to disable on screen effects like the screen darkening effect of Spinel Tonic, the blue shading of an Overloading Worm, and the orange shading of a Magma worm.

hoary current
#

!feedback
The engineers walking turrets totally feel a little too underpowerd compared to the regular turrets. Buffs and maybe even a.i improvents will be very useful to make them more useable.

  1. Buffs to range and damage will be useful to even out the differences between the two. Range is the more appealing option.
  2. A.i improvents to the turrets will drastically improve survivability. Smarter interactions with enemies like behaving in different ways to different enemies will help them not got stumped by an imp overlord.
  3. Even more special mechanics can really spice them up. A targeting or special comman feature (like follow or stationary) can spice up how you use them.
  4. Just make them sprint pls
earnest kayak
#

!feedback

  • for the love of god make mercenary's prismatic trial mission where you have to do an entire trial without falling below 100% easier. It's the most unfun and frustrating thing to unlock
little barn
#

!feedback New Artifact: Artifact of madness, each stage you have random artifacts active.

plucky fern
#

!feedback Have some artifact that shares items between players. It can get annoying for alot of people when one person just rushes through the stage grabbing all the chests and it just seems like itd be fun in general.

  • Possible alternative: Add this onto the Artifact of Death and rename it to something like Artifact of Unity? This would help giving that "downside" to the artifact instead of everyone just getting items, also somewhat prevents people from being carried.
brave brook
#

!feedback please add this game to geforce NOW. my pc is trash 😦

tight sedge
#

!feedback Steam achivements for 1.0 release? Achivements could be all the challenges in game, like in the first game (except in the first game i think only a few of them were achivements?)

earnest widget
#

!feedback After finishing metamorphosis / enigma artifact have the game return you to what survivor/equipment you had.

shell nebula
reef blaze
#

!feedback If Sniper is not included in the game, change Mul-T's Rebar punch for an attack similar to Sniper's: long charge and active reload. We get sniping and gives some much needed improvement to poor Mul-T.

woven basalt
#

!feedback, idea for new utility for mul-t: unlike his normal utility which increases defense and makes him move instead have him stop moving for a while white gaining armor and increasing his attack speed, achoring him in place for a time, perhaps even going as far as making it a toggle ability?
edit: perhaps even slightly altering his primary, like making his nail gun more accurate, or let his grenade launcher aim more like REX's artillery

shy spindle
#

!feedback Anyone think that we should get a Stage were its on the ship before we get launched out in the drop pod? or just me?

little barn
#

!feedback I am disappointed that the flurry shot does not fire like a shotgun bow. Please make it fire like a shotgun bow instead of just 3 arrows in a row? That would make me infinitely more happier then the current design of it. Everything else can be exactly the same but I just want the arrows to be fired all at once.

lament elm
#

!feedback Make Rex's R, alt utility and vines while sprinting change their color according to its skin like mines and turret fo Engi

tribal walrus
#

!feedback Please remove Spinal Tonic from the equipment pool for the artifact of Enigma, or make equipment change after 30 seconds of not being used. Having to risk Spinal Affliction or just not use equipment anymore just isn't very fun.

tulip vale
#

!feedback the new parent mob seems a bit wacky to me. Seems to have now wright to there animations. When I first saw them I was underwhelmed. In the first game they were large and terrifying, smashing the ground with great force

radiant peak
#

!feedback just wanted to share this, i absolutely LOVE the music that plays in the Sky Meadow.

quick narwhal
#

!feedback
the return of Ancient Scepter!

will we get this item for the final update?

back in RoR1 this was it, the end all be all item that only the best could unlock and once unlocked, if found gave that character its own Custom Upgraded super version of their 4th ability.

it should be the final item for the game and it should be insanely hard to unlock just like Ror1.

what do you guys think?

real flume
#

!feedback would be nice to have item descriptions when you mouse over them in the Artifact of Command menu

warm edge
#

!feedback Commando's Tactical Roll could use some care/adjustments. The new unlockable skill Tactical Slide is fluid and synergizes with the rest of his kit much better. When comparing to many other unlockable loadout skills, most other skills are designed to add a unique twist to the feel of a character, but tactical slide feels like it just"fixes" a problem in Commando's kit. I would love to see tactical roll get some new features, for example, rolling could refresh commando's secondary or special abilities, and I would highly recommend making tactical slide the default utility commando has.

cedar hamlet
#

!feedback Suppress Drones on Bulwark's Ambry the same way they're suppressed on Void Fields. The homing projectiles released by the Artifact Reliquary SHRED drones.

severe ore
#

!feedback If the scepter comes back, it should be able to stack since ror2 allows a lot more stacking as a baseline, be it normal adding x% small bonus to the specific ability after initial upgrade or upgrading an entirely different ability up to all 4 THEN start having the bonuses on the second pass onwards.

lusty lantern
#

!feedback A day and night cycle would really, really fit this game well. Not only would it be a nice change of scenery, but it would be amazing to see the stars, and the glows from survivors, chests, monsters, the stage, etc!

final forum
#

!feedback just steam workshop!

bleak fog
#

!feedback Would be cool to see something along these lines. (cough the ult/passive)
Passive - Chaotic Energy : Emits a faint dark aura that gains more intensity the more kills you get. Each milestone grants bonus cooldown/damage on (example spell) and increases basic attack dmg. I want the aura to be visible. has this deep darkish red/black tint. (and obviously gets more intense as the game goes on)
Mouse 1: Uses dual dagger scythes (Deals more dmg based on souls and aura level) Later down the line when souls harvested reaches X amount the dual scythes turn into a full sized scythe.
Mouse 2 : Reaper Scythe : (Large sweeping attack in an area infront of the character)
Anything killed with Reaper Scythe has its soul harvested. (The more souls the more dmg the Reaper Scythe does) This attack summons a large full sized scythe in place of the dual dagger style scythes. This scythe has a smoky black aura to it.
Shift : Scythe Leap : dash forward with your scythe cutting through enemies. (Stuns enemies in the dash for 0.5 seconds) Visually this would look like a samurai or something dashing forward with a slicing motion.
Ult : Soul Collapse : Slams the ground opening this large AOE Rift on the ground that shoots out chains to all nearby enemies and pulls them to the center. (Holds enemies at the center for X duration based on Aura level/souls harvested. Also does DOT dmg during this duration.) This gives the player the opportunity to gain more souls and adds a teamplay element for comboing with other characters.

lilac rampart
#

!idea for Survivor REX's alternate utility ability (or whatever the R ability is called) what if REX would again spit out a flower, but instead of grappling to enemies, other players could stand in it for passive healing, or they step inside, a vine attaches to them, and they can go around with said passive healing, this would make REX a much better team player and put them on par w/ the engineer sentry fungus combo

little barn
#

!feedback implement a PvP gamemode possibly, or custom games where you can put your own modifiers

tranquil crater
#

@lavish vessel can we pls get region locking

cedar hamlet
#

!feedback Interstellar Desk Plant seriously needs reworked. I think it's a cool idea, but the amount of time you need to stay within a very small area in order to get any healing makes it useless later on. I recommend causing follower plants to function like stationary healing drones, giving off a steady but small tendril of healing to any player in their radius, making it possible to run by and get some emergency healing without stopping.

plain tide
#

!idea glacial/malachite/celestine elemental worms for more consistent endgame screaming

upper lodge
#

!feedback Buff the aspects by either giving immunity or at least a bit of resistance to the effect of said aspect when equipped, ex: 5 second malachite instead of 10 second with nhukana's retort equipped (At least I believe base malachite timer is ten seconds. Correct me if I'm wrong.)

raw otter
#

!feedback
Please make the in-game item and ability descriptions more precise and detailed, preferrably when looking at the Logbook.

An issue the first game had, and the second now too, is that many abilities and item descriptions were very ambiguously worded, to the point where a look into the wiki is basically required to actually gauge the strength of certain content.
Examples:
Engineer's Gauss Turret: "Place a turret that inherits all your items. Fires a cannon for 100% damage. Can place up to 2."
Possible questions: Is is 100% damage per shot? Or 100 DPS when continuously firing? If not what are the actual DPS? What is it's proc coefficient? How much HP do they have?
Acrid's Poison: "Certain attacks Poison enemies, dealing damage equal to 10% of their maximum health over time. Poison cannot kill enemies.
Possible questions: The poison seems to deal more than 10% of their Max-HP, so what is it referring to? How often does the poison tick? How much damage does every tick deal? Can it proc items?
Basically all items with increasing chance on stack: How is the stacking calculated? Is it linear or does the gain decrease with every stack?
Basically all items that hit something: Can it proc other items? If yes, what's the proc coefficient?

Basically all content can benefit from a clear DPS and firing rate/damage per hit value in the description, plus other information as needed, like range, proc coefficient and stacking.
Of course many things are general knowledge by now (like Tougher Times not making you immune with 7 stacks). But for a new player who just wants to know which Engi turret is better or which Acrid passive to pick this is unnecessarily difficult since they're forced to look the stuff up in the wiki.

A good example is Little Disciple. It tells you exactly how often it fires and how much damage each hit does. Add the range and whether "sprinting" in the air counts and it encompasses all important information.

visual galleon
#

!feedback Regarding Discord Server - Add additional text channel #dedicated-server for server hosting discussion.

old sleet
#

!feedback Boom-Box easter egg on final stage

eager dagger
#

!feedback
If the ancient scepter gets added back in, have it retain its original functionality with the added bonus of granting 1 (+1 per stack) extra use of your special attack

brisk narwhal
#

!feedback
Please fix the command chest thingies spawn, they sometimes either disappear, get stuck in unreachable places. Sometimes Challenge ofthe Mountain keeps giving you one item instead of more...

placid tartan
#

!feedback
If an item falls outside the map, copy the logic that respawns the player and respawn the item back in the map. It's an easy way to add a fallback and avoid annoyed players.

woeful turret
#

It was suggested i post my ideas here, so here are 3 Artifact concepts

Artifact Of Cosmos: The player starts afflicted with the negative effect of every lunar item. This means you start with half health, you lose gold on hit based on the damage you took, teleporter zone size is halved, you can only heal 10% of your maximum hp in one instance at a time, and equipment activates immediately. These existing effects stack with the effects of Lunar items obtained through the run

Artifact Of Famine: Health can only be healed by killing enemies. All healing items as well as base regen are completely negated until the player kills an enemy, upon which for 3 seconds that restriction is lifted. Does also affect shields

Artifact Of War: Upon opening a chest, instead of an item, an enemy will spawn. The enemy strength is determined by item quality. White items spawn lemurians and beetles and such, while greens spawn templars and elders, and legendaries spawn bosses. Upon killing the enemy, your item is awarded. Does not affect lunar buds, printers, or the bazaar shop

worthy kelp
#

!feedback idea is from @woeful turret but they didnt use the command
Artifact Of Cosmos: The player starts afflicted with the negative effect of every lunar item. This means you start with half health, you lose gold on hit based on the damage you took, teleporter zone size is halved, you can only heal 10% of your maximum hp in one instance at a time, and equipment activates immediately. These existing effects stack with the effects of Lunar items obtained through the run

Artifact Of Famine: Health can only be healed by killing enemies. All healing items as well as base regen are completely negated until the player kills an enemy, upon which for 3 seconds that restriction is lifted. Does also affect shields

Artifact Of War: Upon opening a chest, instead of an item, an enemy will spawn. The enemy strength is determined by item quality. White items spawn lemurians and beetles and such, while greens spawn templars and elders, and legendaries spawn bosses. Upon killing the enemy, your item is awarded. Does not affect lunar buds, printers, or the bazaar shop

proven plank
#

engineer could have a loadout with 3 turrets dealing 75% to 100% damage or a primary attack with homing missiles similar to huntress

cedar hamlet
#

!feedback Breaching a void cell should give you 15-20 seconds of the Void Shield buff, with a sound cue when it fades. Trying to navigate the Void Fields with tick damage as a low-mobility character is super frustrating.

dull kernel
#

!feedback Sprinting should always resume after skills and other sprint interrupting activities as long as the sprint key is held.

loud mantle
#

!feedback allow command essence to be picked up like normal items and then used later somehow to get the items out of them. This would help alleviate the problem of trying to menu while surrounded by enemies.

waxen minnow
#

!feedback I think sniper should get a second passive where whenever they scope in on a boss a weak point can pop up for either extra damage or to stun depending on where they hit, or respectably I could see the sniper has a major support character where they might have special effect bullets/coatings that cause different status effects which you can't get from items

velvet anchor
#

!feedback Feedback for command: Put the item in the player's inventory when an item is chosen rather than having it drop on the floor again.

pine vine
#

!feedback For command, when selecting your item, make it so pressing escape exits the window instead of opening the pause menu. It can kill when everything's crazy and you can't quickly exit to dodge an enemy, or panic press escape and now have two windows to close to dodge whatever's coming to thanos snap you

final forum
#

!feedback Add minigames, like prismatic trials, like a super overpower boss with more than 4 people or a death match or a search for hidden newt altars, just something to have fun!

golden ruin
#

!feedback "Apparently we should’ve hidden the codes better, since the community as a whole has discovered them all in like 4 hours."
Two comments on the code locations:

  1. I'd like to see more codes like the || Plains Alt || and || Acres || codes ... basically codes that are part of the environment, rather than on an easy-to-find tablet.
  2. I did not like finding codes in || Settings || and || Fractured log || ... please keep the codes || in the game ||. 🙂
late light
#

!feedback For Loader's alt-special, I'm thinking a slam. Damages and stuns enemies in an area around you. Activating it in midair causes it to build up power based on speed like the charge punch, which increases damage and impact area.

final pier
#

!feedback I know its kind of a meme idea but one time I reached the cap on drones so I think it would be kinda neat if there was a higher or just no cap

warm crane
#

!feedback Allow use of keyboard to navigate menus. Using Escape key to back out of logs after reading would make it a much smoother experience!

little barn
#

!feedback chat is buggy in multiplayer, it would be nice to have the ability to scroll chat as well

cobalt tree
#

!Feedback Please add a bustling fungus in the character pole (I wanna play a bustling fungus, and I know I'm not the only one)

teal siren
#

!Feedback Attack Speed on Artificer should increase her primary attack recharge rate.

eager dagger
#

!feedback
Allow commandos roll to be used while sprinting to give it more of a purpose as the out of combat platforming utility while the new slide utility is the in combat dodging utility

sour falcon
#

!feedback give commando some iframes on his roll since he can’t shoot while doing it

crude scarab
#

!feedback Magma worms really shouldn't be targeting turrets, it just makes buying them just asking for the boss to camp at the other side of the map, it's no fun.

cinder pewter
#

!feedback
Increase the duration of Blight to match or exceed that of Poison. In it's current state it's very item-reliant and it has next to no scaling unlike Poison, thus making it less viable in both early game - because you don't have the items to support it - and late game - because the enemy health has increased to a point where Poison would have dealt more damage.

crimson crypt
#

!feedback
To better improve team communication, implement quick keys. To prevent key spamming, key usage should be maxed out (eg 3 per minute)

Key binding examples: N = Wait, Y = Ready, T = Thanks, O = On My Way, K = Great, etc.

woeful turret
#

!feedback

Artifact of Time: All damage is dealt over time as an indefinately stacking DoT. When you hit an enemy, they gain 1 Time stack and 100% of all the damage dealt by any and every attack that hits the enemy is then dealt over a 3 second period. Stacks stack indefinately, as to make sure all hits from all sources still deal damage. Affects enemies

dull cipher
#

!feedback
Photography mode which hides the hud so we can take nice screenshots ? ideally pauses in single player. Had some nice in game screenshots which can look prettier without the hud

crude scarab
#

!feedback

If we don't get chef, we should at least get something in honor of him:

"Prepare" (Equipment)
Upgrade your next attack to a more powerful varient of it once. (The attack isn't upgraded permanently or for a set duration, simply applied once upon use)

proven atlas
#

!feedback

I know this isn't standard feedback, but I want to prove that Sniper can be adjusted to work in RoR2. There are many ideas to explore after all!

Edit: adjusted decoy


M1 - Gungnir Rifle
Fire a shot dealing X% damage. Holding the trigger charges the shot, dealing up to Y% damage. Movement speed is reduced while charging. 
Overkill damage ricochets to the nearest enemy. 

M1(2) - Chamber Round 
Activate at the right moment to increase the damage of your next shot. 

M2 - Explosive Stake
Launch an explosive device that sticks to the first thing it hits. Shoot the bomb to detonate it, dealing damage proportional to your shot. Explosive Stakes trigger each other.

Shift -     Escape Plan
Launch yourself backwards through the air, leaving a decoy behind. 

R - Gravity Snare
Place a device that detonates if enemies get too close, creating a field that immobilizes and lifts nearby enemies into the air for X seconds```
dawn hatch
#

!feedback please let us go back in menu by pressing esc

teal siren
#

!Feedback I feel like Nano-spear should do more damage to keep up with Nano-bomb. Bomb has the advantage with reliable AOE damage and a stun on hit, seems to outpace Nano-spear.

austere nebula
#

!feedback lunar item that has a 50 percent chance of a permanent buff on the player or a 50 percent chance of a permanent debuff on the player

sterile yoke
#

!feedback
I'd like to make a quick comparison between RoR2 and a another rogue-like game called Nuclear Throne. It has the same stage looping mechanic as RoR2.

In that game the enemies exclusive to late game are extremely powerful, aggressive and distinctive. Looping in that game gives a great sense of progression as most of the focus is in the new enemies it introduces during it's loops. Like RoR2 it still spawns the usual enemies, but their triviality only exaggerates the power of the late-game specific enemies.

My suggestion for RoR2 is to make the normal enemies less impactful in late game. The late game exclusive enemies too often they feel like nothing more than a normal enemy whose numbers are a bit bigger. The design of malachite/celestine elites and the void reavers screams significance, but they are too close in power to every other enemy.

Do any of you remember when void reavers start spawning? I don't. Whenever I see one I think "oh cool a rare enemy". Maybe they should make me think "oh no the void reavers started spawning, I should watch out for them".

gritty haven
#

!feedback
would love to see the "Heaven Cracker" legendary item return
Heaven Cracker
Pierce the Skies
Every fourth attack pierces enemies in a straight line and has no damage falloff, melee attacks would fire invisible "lasers" until hitting terrain

amber marsh
#

!feedback
Can you guys update the #poll daily? It's engaging to see whos winning and who's falling behind

ashen pecan
#

!feedback A rune or some type of unlockable option or Easter egg that enables The risk of rain 1 soundtrack. It would be a neat callback and I've found that some of the old songs fit the new game quite well.

sullen widget
#

@amber marsh we can't, we have to ask Discord staff each time we want to tally up the votes. It'll get updated a few more times, but not every day

ebon harbor
#

!feedback MUL-T's scrap launcher could use some love, maybe increase the explosion radius, proc coefficiency or the reload speed could scale better with attack speed. Those are just examples of what could make it more appealing

mighty glen
#

!feedback
Make more starting characters. My recommendation would be 1 or 2 more. Commando is a great class, but it lacks variety. Grinding for a character as him just isn't really fun for new players, and if there was a bit more variety with either another starting character or starting alternate skills, that would make it more fun. I know it took me a while to get used to it, and a lot of persistence.

tepid sandal
#

!feedback Make artificier hover toggleable, so you don't have to keep holding the jump key all the time.

hidden herald
#

!feedback
Add a draft mode for items
Say, the same as the Command artifact but a random subset of choices within the rarity tier each time.
e.g. Pick up a common item, choose between Medkit / Gasoline / Rusted Key

long zenith
#

!feedback
Please, I'm begging you, allow us to unready from multiplayer games. Alternatively (though it would be nice if both could happen) only make the countdown start if half or more of the players have readied up.

grave plaza
#

!feedback I feel that Interstellar Desk Plant needs a buff, it isn't vey helpful right now, it does basically what the bustling fungus does, but you can't place it in a advantageous position. It should do what it did in RoR1, drop a plant after a kill that constantly grows healing fruit that you can run next to and pickup for heals.

earnest laurel
#

!feedback make a teleporter vote.
If there are two people playing, both need to agree.
If there are three people playing, two need to vote go.
If there are four people playing, three need to vote go.
We avoid trolls both ways.

keen prism
#

!feedback
I think the unlockable skins personally need more variance. The commando one is a great example of a good skin, with some extra detail from the new suit. Makes going for that monsoon obliterate worth it, but simple colour swaps like on Acrid and Huntress I dont think are enough motivation, especially on harder characters.

slate coral
#

!feedback What if there was a shrine that would take a grey item and some money in exchange for a white item, it would be an interesting way to get rid of the tonic affliction or consumed dios, and because it rewards you it gives you a motivation to get rid of consumed dios rather than just taking your money and leaving an empty space

sharp ivy
#

!feedback reduce the health on the celestial bubble enemies that make every other enemy invisible. As it stands they are one of the tankiest enemies in the game. A small nerf in health would go a long way. Especially on higher loops They are nothing but bullet sponges later on

sly mirage
#

!feedback
Make Squid Polyp a white item, it's an irrelevant item at the quantities at which you get it as a green and makes a strong candidate for the most terrible green to get in a run at any stage.

little barn
#

!feedback

Plasma Bolt needs to be rebalanced (upwards). Flame Bolt does more damage due to its DoT effect, which is supposed to be offset by Plasma Bolt having an AoE on impact. Flame Bolt also explodes in a small AoE on impact, and tags things with fire in an AoE simply by passing near them without detonating. Plasma Bolt might have a slightly larger AoE (hard to tell), but overall it's always seemed like a drastic downgrade in damage with no benefits aside from its pleasing blue color.

dry wolf
#

!feedback A dungeon defenders style game, featuring heroes from RoR2 and the mobs. idk just a cool idea cause why not

halcyon summit
#

!feedback skins you can buy with lunar coins?

chilly bronze
#

!feedback
A movement based lunar item.

Increases movement speed BUT makes gravity much stronger/weaker.
There is no limit to movement speed BUT building momentum is slow.
Gravity is disabled BUT teleport to the ground periodically.
Gain a teleportaion ability BUT replaces your special. (Heresy item)
Move and attack faster BUT difficulty scales quicker.
Jump higher/weaker gravity BUT touching the ground deals damage.
Jump farther and faster BUT cannot move while touching the ground.
Or any combination or variation of these.

jolly ember
#

!feedback Add a lunar coin drop rate modifier for each artifact that makes either more lunar coins or less lunar coins drop depending on the difficulty of the artifact

weak sparrow
#

!feedback The discord poll for the character NEEDS to be on a different service, one made for polls. As it is now it's basically rigged. Due to the reaction limit discord may not show all reaction options, on top of that we can't react manually we need the option there

gusty creek
#

!feedback Artifact of Sacrifice droprate is way too low

alpine ingot
#

!feedback An artifact where you get less items but you get multiple of them when you do

runic monolith
#

!feedback i think there should be a better aiming mechanic on the artificer cast nano-spear

radiant star
#

!feedback
Is there anyway to have more feedback and ideas go through. There are a lot of good ones that are missed because they depend on how many people see it. Lots of people don't bother to check in on the feedback and ideas tab which usually leads to hundreds or thousands of trashed ideas.

tepid sandal
#

!feedback

Change "Fresh Meat", "Cautios Slug", "Monster Tooth" and "Topaz Brooch" healing to (equivalent) percentages. The first three items provide some decent health sustain early in the game but fall into the pit really fast because they can't keep up with health scaling, the "Topaz Brooch" is completely useless considering the decay of the temporary barrier is based in your total HP while the Brooch grants a flat amount of temporary barrier. Monster tooth also has the downside that you have to "catch" the healing. Currently this items are terrible mid game and almost a downside late game, even if it meant smaller stacking effects, worse base effects, changing them to percentages would make them exceptionally superior in the late game compared to what they currently are at the moment.

long zenith
#

!feedback
More speed and crit items.

I saw someone talking about how with each update you get slower as the item pool is polluted with more whites, making it harder to get goat hooves and energy drinks, and I really felt this recent. That goes doubly for crit. Lens makers glasses are the only way to raise crit aside from the one-time 5% buff from Harvester's Scythe. It's entirely likely one gets multiple green items that activate on crit before getting lens maker's glasses. This especially feels bad because crit increase isn't too impactful until you get 4 or 5 of them. Even if you make them conditional somehow, it would be nice to have more items that increase your movement speed and crit (maybe attack speed too), seeing as it's so much more difficult to do than at launch now. Maybe some kind of anti-red whip, where your sprint speed is increased if you hit the enemy X amount of times within a timeframe, would be neat.

dapper pollen
#

!feedback
It's would be great to have the option to pick a "random survivor" for solo or multiplayer runs.

final forum
#

!feedback I wann see MED-E the bot that appears in the medkit entry

little barn
#

!feedback an item that would bring somone back from the dead, or a totem you can use to get health or revive a player

naive orbit
#

!feedback Hold to sprint option

olive jacinth
#

!feedback A color wheel with unlockable new colors to use on any survivor during selection lobby. Mainly want this for more fun customization.

kind mural
#

!feedback

Engineer Normal Turrets/Carbonizer Turrets to be able to walk over or target pinged location/enemy. I feel like Engineer Turrets should have a little bit more control when it comes to targeting enemies or going to a certain place to help a friend in multiplayer or to target a boss while you run away in a safe place.

balmy crystal
#

!feedback so i see that the in game description for medkit says 25 health for 2 seconds
the patch notes say 3 seconds
and in game is still 2 seconds

edit: so this should be changed to be consistent

slate coral
#

!feedback more mechanics that have to do with grey items

little barn
#

!feedback remember issac clark from dead space? his game franchise is no longer alive. lets put him in here or better yet get samus aran

unkempt relic
#

!feedback Tone down or completely remove the wandering vagrant flashing, in a late game kin artifact run i was losing it because we got vagrants. maybe limit them to 1 per second, remove them, or only make the flash it you are looking at them

wind meteor
#

!feedback Commando's alternate special, Frag Grenade, should explode on contact with an enemy. It's pretty disappointing to throw the grenade at a boss and watch it just bounce off them and explode 10 feet away on the ground.

exotic siren
#

!feedback I dunno what other people are thinking of it, but I think huntress's alt R could benefit from having piercing, at least through enemies if not terrain, I feel like it'd be a lot more fun to use and feel like you aren't losing so much damage potential

long zenith
#

!feedback
Prevent the Magma Worm from going after Gunner Turrets or other non-player characters that are too far away from either the teleporter or other players. Having to hunt down the magma worm across all of Sky Meadows because it keeps changing course to attack turrets on either side isn't fun and prevents you from charging the teleporter.

covert solar
#

!feedback
What about Reaper from DEADBOLT as new character?!

drifting ore
#

!feedback
Death Mark is too overpowered for a green item. Once you get Kjaro's and Runald's band, Tri-Tip Dagger, and a Chronobauble, then your damage is increased 50% per stack. And you can get both bands on stage 2 Abandoned Aqueduct. Solutions: Either make Death Mark a red item and increase damage to 60% plus an extra 5% for every debuff after 4 debuffs. Or, leave it as a green item and make every additional stack only increase damage by 25%.

shrewd tapir
#

!feedback Greater wisps spawn with no sound and when they spawn from the behind, the only way you can know that they've spawned is the green light coming from them. It is really annoying to get ninja'd from a greater wisp.(bisons also have the same problem i think, they just appear out of thin air without any sound, but they have a huge windup sound, so it isn't that much of a big deal but it would be nice polishing and qol.)

astral zodiac
#

!feedback While choosing items with the Command Artifact during a run, the game should pause while you select an item. During the late game, items are crucial to help you survive, so you don’t have the time or health mid-run to choose something before you get killed. Pausing while selecting takes the anxiety out of choosing your best possible items.

coral barn
#

!feedback Have an option to clear all new items in logbook so the "NEW" text will go away.

pearl trail
#

!feedback

A way to balance the command artifact is by having it be based on RNG. Instead of showing all items for that rarity have it select 3 (or more) items from the rarity that way people can't become absurdly powerful within the first few stages

hearty hemlock
#

!feedback rework the lunar coin system so lunar coins only unlock things permanently (like cosmetics, alternate skills, etc.)in a shop on the menu, and let lunar pods be opened with gold. I'm tired of playing with people who have cheated in a million lunar coins and just make an OP spinal tonic/gesture build every run. The lunar items are fine, just make lunar pods chests you can pay for with gold. Same with newt shrines.

latent hazel
#

!feedback could the umbra engineers mines disappear when they are killed, or at least have a more obvious indicator that they are placed by the umbra

eternal haven
#

!feedback

jagged tartan
#

!feedback every item displays an actual percent chance on whatever the given effect is. i.e. for items like crowbar to say how much buffed percent damage they do to enemies above 90% health

dull swallow
#

!feedback
i dont know if this is a bug and i assume it is not. Can you please make it so an imp overlord cant just spawn ontop of you and literally spawnkill you. as engi i just got oneshot by an imp that had the red tp circle before i spawned into the map.

eternal haven
#

!feedback could the umbra engineer turrets go away after a while because when you have fungus it is impossible to kill them even with a preon from point blank. you could make them disappear like one minute after the umbra engineer dies.

heavy glen
#

!feedback If not as his own survivor, Sniper's main skills, and appearance, would be fitting on Commando.

Snipe or Take Aim: Scope in (first person, reduced FOV) to charge a shot, temporarily replacing primary fire (and Commando's weapons) with a sniper rifle. You gain charge while you're scoped in. The reload mechanic from 1 still works well in 2. If it's an M2, Backup Mags could store charged shots.

Focus Down/Spotter: Commando gains a Spotter with a targeting reticle similar to the Huntress's, but it prioritizes the highest HP enemy in its reticle instead of the nearest to the cursor. He can activate it to send out the Spotter, significantly increasing the damage the enemy takes (not just a flat buff, but things like ignoring damage falloff or exposing weak points) and hauling over Commando's Focus Crystals.

next falcon
#

!feedback i'm currently experiencing a problem with being too damn powerfull, once you get to the point that you look at something and it explodes (taking all the difficullty out of the game) i kinda get bored ngl, maybe make a special ?switch in the lunar bazaar so you can crank up enemies and make it a real challenge again

cerulean vortex
#

!feedback when using Artifact of Command, give little info boxes showing what each item does, unlocked the artifact today and it's a little tedious selecting wrong items when looking for one specifically

trim plover
#

!feedback
Make it so having beads of fealty doesnt make the mastery achievement only unlock after you beat the twisted scavenger, i just grabbed it thinking it wouldnt matter since the achievement description only said to obliterate in the obelisk on monsoon, so i thought i would get it once i got to a moment whole. I died to the scav and got nothing

boreal lichen
#

!feedback Acrid should be immune to his own poison effect with Chaos active. I understand Chaos is supposed to be more dangerous but this one is just silly, if he wasn't immune to his own disease he would be dead.

full glade
#

!feedback please let commando's slide go between the golems' legs

winged raven
#

!feedback
Colorblind-assistance filters.
I have 4 friends that love to play the game but can't do things like Sacrifice Artifact because they physically can't see more than half the items on the floor.
I think this should be a high priority, even if it just applies to the items and not the game itself.

paper bison
#

!feedback as the run ends with Artifact of Chaos on, have the remaining enemies kill each other and show them on camera

prime grove
#

!feedback Work with NVIDIA to get RoR2 on GeForce Now, so all those people who don't have good enough PCs can enjoy the free weekend

wicked kettle
#

!feedback Having a random button for the command essences would be nice during command runs. Later on in runs it is really hard to decide which item to get since you already have huge stacks of all of your important stuff

real rover
#

!feedback
Please add some special mechanic to the Scorched Acres stage. It is the only non-1st stage that has no mechanic. Makes it less fun to get. At least the snow stage has the timed chest, and the swamp stage has the secret

vale shuttle
#

!feedback
When the Command Artifact is active, the item choice menu shows how many of each item we currently have

marsh stream
#

!feedback Honestly, I think greater wisps shouldn't be able to fire after they've lost all their health. Sometimes, while they're destructing, they fire off one last shot and I find myself dead on the floor

plush cedar
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!feedback A new survivor: The Heretic. Has all "heresy" abilites(currently only 2, but im sure other 2 will happen) and the passive could be something like "can use other abilities even if one is in use" or something like that.

analog moat
#

!feedback Scavengers should cancel equipment channels on death. It sucks taking one down only to get blasted by a Preon shot 2 seconds later

torn rover
#

!feedback As a representative of the frog kind, i'd like to propose that if the new survivor is picked, it should pay homage to the amphibian kind.

soft sun
#

!feedback I don't think that the Engineer's Turrets should get the effect of the Tonic Affliction

heavy glen
#

!feedback make Squid Turrets pop out of interactables like an item. Calls your attention to it so you can actually try to use the poor things.

atomic thorn
#

!feedback I think it would be really helpful to show how many mines you have placed down with the engineer. It is annoying at times not knowing how many there are around the map, the only feedback you have if you're long range is the damage tick when it pops, and in the middle of the action it's easy to miss. I know that it could swamp the screen, and you could cheese it with a lot of Backup Magazines, but in a normal run I don't think it should be that invasive.

lost robin
#

!feedback Have details about items stats available from within the game for players trying to figure out how often stacking works. Trying to find current information about items online has been challenging and I feel like this would help make it easier for new players to understand exactly which items do what instead of just having a summary of what it does. It would also be nice not having to work through different sites with out of date information, since the in game logs would be the most accurate

slate ridge
#

!feedback I think different queues for players who do and don't want to use artifacts would be nice. They're interesting but sometimes I just wanna play vanilla and can't because everyone wants to use the artifact of command

rain coyote
#

!feedback An option to enable "lesser" or "greater" versions of some artifacts; changing their effects. TL:DR adds room for more balanced versions of artifacts and more ludicrous versions of artifacts. Spoilers for artifact effects below (specifically, ||Command, Sacrifice, Swarm, Metamorphosis, and Frailty||).||For example, the Artifact of Lesser Command would only let you choose between a few randomly selected items from the tier that drops, so you have more control but not complete control over what items you get in any given rarity. Lesser Sacrifice could re-add chests and such (possibly at a reduced chance), but also remove normal enemies' chance of dropping items. Instead, it would make even non-teleporter bosses have a fairly high (30%?) chance to drop an item. On the other hand, you could have things like Greater Metamorphosis (randomize survivor every minute, possibly even take random skills from survivors for maximum chaos), Greater Swarm (even more enemies), and so on. Not every artifact could reasonably have a Lesser or Greater variant, for example Frailty wouldn't really do anything groundbreaking, but having the option for some artifacts would be cool, as an optional variant. Lesser Command especially would be cool IMO, since always getting any build you want gets boring, but leaving everything up to RNG also gets old.||

slate coral
#

!feedback taunts

wind meteor
#

!feedback increase the drop rates of artifact keys from enemies. with sacrifice enabled it takes an unreasonably long amount of time to get 4 keys. i got the first 3 keys after 10 minutes, and spent another 30 minutes killing enemies before a vagrant spawned and killed me.

pine vine
#

!feedback Add an effect to Acrid's bite to heal for some amount of damage dealt by the bite. As it stands, the bite takes away his consistently reliable way to deal with flying enemies for a measly ~900% max potential damage payoff. And even then, if the enemy is already low enough to proc the full damage, do you really need the extra damage at that point? Not to mention that taking the bite almost makes him entirely melee, but he has nothing in his kit to warrant surviving in melee range. Mercenary has i-frame and mobility, loader has passive barrier gen and mobility, Acrid has... nothing, his leap isn't that powerful enough to always rely on as an escape. Adding a heal or some other effect to his bite would make full melee poison pupper feel a lot more doable, and less like we're choosing a worse build and just making the run artificially harder by taking such a huge drawback.

torn rover
#

!feedback Our froggy bretheren need representation, please allow us to have an item or a character.

small shuttle
#

!feedback Make a Halloween skin for Rex. His upper plant section could be a pumpkin/jack o' lantern, and the other planty bits on his undercarriage have spider webs instead. I think that'd be pretty cool, even if it can't happen until after launch!

forest orbit
#

!feedback Revive shrines, as per the mod that does the same thing. This needs to be a base game feature. Many people exclusively play multiplayer, and when you die in multiplayer, you will be sitting around while your friends continue to play for potentially a long time before the next stage. This also throws you so far behind in powering up that the run is practically over for you. This is unengaging. I think a core design feature that has players NOT playing the game is objectively bad design.

normal sky
#

!feedback Add achievements unlockable through steam and not only ingame.

gusty creek
#

!feedback Add an item to update every ability slot, like Ancient Scepter for each slot

waxen crag
#

!feedback Maybe change the hand grenade loadout to a sticky or contact grenade, it feels almost pointless?

pearl talon
#

!feedback Idunno if this has been posted yet but for artifact of command, the escape key should be able to take us out of the item choosing window. It would be a nice QoL change as opposed to having to click cancel as your only way out.

sleek bough
#

!feedback
Summary: Artifact which decreases gravity
Why: Artifacts are meant to add replayability, and were compared to cheat codes. They are something to add more fun to the game, and bouncing around on sky meadows like the moon would be sick.
I love the idea of more artifacts being added later, and I just want to contribute to the idea pool for them. The artifact I'm proposing would ideally make it so there's like 1/4th gravity or something. It would probably also make things like Commando's grenade and Mul-T's frag grenade float through the air..

normal sky
#

!feedback Have a matchmaking penalty for people who disconnect from games.

wet quarry
#

!feedback Have a way to get out of Bulwark's Ambry just as a way if enemies stop spawning or make a way for enemies to spawn so that the game doesn't break for long runs.

little barn
#

!feedback Make the Recycler item reroll other equipment items into white/green/red items, maybe with the same rarity chances as small chests?

weak fiber
#

!feedback Acrid's Ravenous Bite ability is very lackluster and weak, make it launch him forwards and bite, inflicting 2 stacks of blight (if it is selected) or just the regular poison debuff. This would make it combo well with Blight, and make Blight a more viable alternative to Poison. Currently the ability makes it virtually impossible to fight wisps and other flying enemies, as it replaces your best counter to them, but if it launched you forwards, you would still be able to fight flying enemies with it.

little barn
#

!feedback There should be a "last performance/last run" tab or area where you could review at least your last run and see any items you had, damage you dealt, and enemies killed. (to show off to friends or show other players what worked for them.) This can even be expanded on and record multiple recent games as a recent run tab and see steam/Xbox/Ps4 friends previous runs. This would just be a quality of life improvement and help expand on a tighter community in my opinion. I understand saves are client side, but this would be very nice to see!

uncut summit
#

!feedback Just a thought, make Loaders alternate R (that you get through an achievment) be that when she lands that she does an AoE shock blast that damages and stuns enemies scaling with a) speed and/or b) height. Would feel nice in her kit being she's constantly flying around and would give a bit more oomf to her hits

ruby citrus
#

!feedback to counter the whole "Sniper needs to be in the teleporter to charge it thing, the sniper could either launch a decoy that when inside the bubble charges the teleporter as if they where inside it. decoy would be flying and would need defending.

fickle pelican
#

!feedback Add an even easier difficulty for those non-epic gamers called "Drought". Basically just a test to see how long you can put up with not being attacked. And that wouldn't even mean "see how long you can go without taking damage", NO. I literally mean the enemies are too scared to attack anyone to the point where it becomes a game about treating the wildlife with love and respect. Who wouldn't want a pet lumurian?

final forum
#

!feedback make the level ups count for something (beside stats)

little lava
#

!feedback
Map Idea
Location: The Lost City
Description: Basically just the underwater lvl from risk1 but it'll have 4 buildings with 1 elite guardian, killing those guardians will unlock a secret boss similar to the alloy worship unit (As in it'll drop a free red item per player)
Enemies:
Whorls: Shelled ranged guardians from ror1
Gilled Lemurians: Lemurians than can swim faster than you can
Algae Stone Golems: Ranged melee by using the algae to throw their arms
Jellyfish: Explody bois

Boss: Depth Strider: A titanic leviathan thats similar to a dragon and can heat up the water around it when at low health

Secret Boss: The Drowned King: A large Cloaked figure with a crown made out of Whorl Shells and a long axe made to cut through water faster than any torpedo

Edit: React with no entry if you think Ifrit Should return

wraith ledge
#

!feedback

Turn off eye candy Field of View effects via a toggle setting in the Options Menu. It is a bit nauseating at times to play with tonic on perma up mode. Tis but a small QoL change.

blissful wadi
#

!feedback

A new item that increases all aoe effects by a set radius (engi shield, fungi radius, warbanner radius, huntress arrow storm, etc)

vivid bolt
#

!feedback

Engineer should have an alternate primary ability that is similar to his RoR1 primary and uses a similar targeting system as the Ranger's.

elfin lantern
#

!feedback

Can we get the 56 leaf clover in the game as it would be so nice to bring that item back for full artifact runs

eager yarrow
#

!feedback
Loader charged gauntlet charge-up should not interrupt sprinting

opaque glade
#

!feedback Acrid's new skills (bite & blight) seem a bit weak, and could use some general tweaking

pine gale
#

!feedback huntress desperately needs more range. I don’t want a trade off of an aim bot attack for a hard locked range of a fruit by the foot. add 1 meter to her range per level at a cap of 25 extra meters at level 25. Would make her a lot more viable especially in the late game.

ashen lotus
#

!feedback
Make it so that we can access the logbook section mid-run! It's mostly for the convenience of be able to see the different challenges we have yet to complete and log entries we haven't collected yet. So we wouldnt have to go through the trouble of looking it all up on the internet when we could just hit the pause menu and click on "Logbook" in order to find the challenge to unlock an item such as a new equipment or lunar.

trim bramble
#

!feedback Change the visuals of the doppelgängers spawned by the Artifact of Vengeance to make them more noticeable.

As it stands now, it is very hard to tell which doppelgänger is which, so removing the floating purple stuff around them and making them a very dark, high contrast dark version of the characters that is pure black would make them appear more distinct.

slate ridge
#

!feedback Not really an issue I just think it'd be neat: callouts. Maybe have a little wheel that can pop up with callouts that you can easily get to like "Ready to start the teleporter" or "need some help" "thanks", ECT. Can be useful since the game doesn't have an VC

flint badge
#

!feedback not sure if this is intentional or not but enemies spawned from happiest mask can hurt the player. Just had a god run ended by a friendly clay duneshrider. 😦

signal wasp
#

!feedback
An item that increases ranges (for item effects like ukelele, razorwire, and gasoline, or maybe for abilities too?) either by a flat or scaling amount (Probably legendary if scaling). 57 Leaf Clover synergises with many items but is useless on its own, same with Rejuvenation Rack and arguably Soulbound Catalyst, Aegis, and N'kuhana's Opinion, so another legendary that just augments other items seems like it would fit.

deft mason
#

!feedback why are horde of the many still in the game? Nobody likes them, they serve no interesting purpose as "bosses", all they serve to do is spawn impossible challenges to end runs. No one likes getting 7 blazing brass contraptions spawning on them 30 minutes into a run.

mossy mica
#

!feedback A mechanic to allow players to pick up items that may have fallen off the map, clipped into the world, or you may have just missed. Maybe an area in the shop, like a lost and found. Limited to the previous stage you played through, after which it gets removed from the lost and found, and is gone. Just had two reds and a green fall off the map/clip into walls, and I couldn't get to them.

spare falcon
#

!feedback add an option to enable/disable auto pick up of items. This would be especially helpful to avoid stealing items in multiplayer.

slate coral
#

!feedback killbinds and extra bouncy ragdoll physics

merry palm
#

!feedback rocket launcher

little barn
#

!feedback if we don't get an enforcer as a new character, perhaps engi can get a shotgun as an alternate m1? His current M1 sucks the fun out of playing him so I think reworking that and giving a shotgun as another option would be lit

stoic dragon
#

!feedback Someone may have already said this, but it would be REALLY nice to be able to cancel out of the Command item menu by hitting escape. It would make panic cancelling much easier - Elite Jellyfish won't wait for you to hit Cancel.

ivory atlas
#

!feedback
the option to turn off auto pickups. I sometimes accidentally pickup items better for my friends in multiplayer and would like to not. It'd just work the same that lunar pickups work

timber spruce
#

!feedback

PLEASE FIX SACRIFICE. The amount of items that spawn after killing any monster (especially elites) is way too low. 57 Leaf Clover doesnt seem to increase the drop rates for items while Sacrifice is enabled. Consider lowering 57 Leaf Clover down to Uncommon and

Artifact of Glass in this game pushes gameplay to absolute tedium. In RoR1, you can survive 2-3 hits depending on who you are. Maybe the HP could be set to 20% so you can survive an undodgeable shot by a rogue wisp that just spawned or a single funball.

Consider adding Guardians Heart back to make survivability a little better, this helps especially for Artifact Glass runs

It's a shame that a run could be considered GG if you get screwed by Sacrifice not being as reliable, especially with how the new 57 Leaf Clover works

plain sable
#

!feedback Lunar shop items with command should show the respected command tier item, rather than an actual item

twilit shadow
#

!feedback New character: The Reaper from DEADBOLT, making a cameo in Risk of Rain 2! This inexorable assassin uses a revolving arsenal of weapons to shred and/or perforate his enemies (some of which are more effective than others), and deals extra damage to foes that are stupid enough to turn their backs to him.

Passive: Ashes to Ashes. Attacks to an enemy's back (a roughly 130-degree arc behind them) are guaranteed crits.
M1: Primary Weapon. Fires with the currently equipped Primary weapon. If no weapon is equipped (or the current weapon runs out of ammo), The Reaper switches to his melee Scythe, which deals XX% damage.
M2: Secondary Weapon. Fires and/or throws the currently-equipped secondary weapon. If no secondary weapon is equipped, The Reaper uses his .25 Mousegun (2 shots, fairly accurate, low damage.)
Shift: Smoke Form. The Reaper transforms into a cloud of smoke for a brief period of time, becoming intangible and gaining a large speed boost. While intangible, The Reaper can pass through enemies.
R: Charon's Arsenal. The Reaper pulls a new Primary and Secondary weapon out of his coat.

Sample Primary Weapons include:
Death and Taxes - a pair of fast-firing pistols (very similar to Commando.) 14 shots.
Revenant - a large magnum revolver with a big kick and bigger damage. 5 shots.
Suppressed Shotgun - a silenced shotgun that deals damage in a cone. 5 shots.
Tommy Gun - Good old fashioned spray 'n pray. 40 shots.
Sledgehammer - Massive damage and briefly stuns, but limited to melee and slow.

Sample Secondary Weapons include:
Knife - Deals decent damage when thrown; causes bleed.
Hammer - Deals decent damage when thrown; causes stun.
Blunderbuss - Knocks back enemies in a cone. Single shot.
Flashbang - Stuns and Weakens enemies in a medium-sized AoE.

sturdy drift
#

!feedback The spawn rates on stage 1 with Kin active seem a bit too high

fading helm
#

!feedback emotes would be cool if they are not too difficult to create!

ornate helm
#

!feedback New character called The Grim (or the Reaper): They glide along surface like artificer and can glide as well but not as fast. Low health but not as low as huntress. M1: Reap (attack melee with scythe) M2: Scythe Throw (can boomerang their scythe from a distance) Shift: Astral Warp- can shift twice before recharge, shift into the shadows and teleport to a spot nearby spot, R ability- harvest- drain health from victims but instead of a simply being similar to Rex, must drain target for x seconds before receiving health AND either a damage boost for x seconds or a shield for x seconds. Risk/reward character.

polar pike
#

!feedback
New Survivor: Champion
A Large, Brutish, Wrestler/Boxer Archetype. Helmet more akin to a kind of mask similar to a Luchador or ornamental headress. Perhaps has hair sticking out back of headress like braids or dreads. Should be quite Statuesque--perhaps as large/larger than Loader. Perhaps wears a kind of Jumpsuit similar in design to a prisoner's but with the top portion unziped and hanging around waist. Alternate Costume should be "The People's Champion", in which he is in his performance outfit and his glorious deep-bronze physique in laid bare.

Primary: Punching Straights-A simple 1-2 straight punch.
Secondary: Rainbow- Champ leaps up and dropkicks whatever is in front of him in an aoe, causing knockback.

Utility: Bob and Weave-Champ ducks all attacks and slides in whatever direction the player holds though only horizontally. However, attacks delivered after a successful dodge adds bonus damage as well as a stun effect to next attack; Grants a small boost in jump height and velocity if done right before jumping as well.

Special: Risk of Reign-Champ reaches out and grabs an enemy. If small(Lemurians, Wisps, Contraptions, etc.) he can carry the enemy around for about 5 to 10 seconds before they break free--otherwise he can throw the enemy causing fall damage upon impact with any surface or enemy as well as hurting the enemy hit. If large (Golem, Elder Lemurian, Greater Wisps, etc.) will instead suplex them into the ground, stunning them and dealing high damage+fall damage if in air and dealing damage to any enemies caught in drop radius. Bosses can only be suplexed off of a successful Bob and Weave powering up their next attack.

The Champion is a GENETIC FREAK as well as a Slave. He is paraded around the system and forced to fight gladiatorial duels against monsters for the continued support of his homeland. His demeanor should be Brutish and Savage, but otherwise composed.

brittle summit
#

!feedback Could we get a collective counter for White/Green/Red totals next to the item bar? Useful in MP when we're trying to divvy up items (particularly when running Command/enemy drop items artifacts

harsh saddle
#

!feedback Hope you don't mind a screenshot. I just wanted to keep it looking neat...

green vault
#

!feedback What if when the boss is killed, the teleporter charges faster? Wether it be normal enemy kills boost the teleporter or it just straight up charges faster. Early game, having to wait for a minute is really boring, since it’s easy to kill bosses.

brittle pollen
#

!feedback I would like the carbonizer turrets of the Engineer to be able to run and jump of ledges (taking the straightest path versus the safest path like they currently do) in order to reach the engineer faster. With their shorter range and lack of run, they feel inferior to the stationary ones with a lot of fungus.

inland coral
#

!feedback Commando Alt Primary: Assault Rifle: Higher base damage and longer damage falloff range at the cost of RoF

feral copper
#

!feedback Walking into the sides of these stairs at a certain angle makes you stick to them. This is rather easy to replicate and can easily mess up a run.

plucky fern
#

!feedback Couple things about Parent

  • More of a prompt to Parent teleporting. I get they supposed to be massive and threatening but I dont notice any indication for when they randomly decide to teleport.

  • They dont seem to have much of a "cooldown" between teleport and hulk smash, making them practically colossal assassins being able to unnoticeably teleport behind you and immediate ground pound.

harsh tapir
#

!feedback [UI/UX]: Circular AOE indicators (both players' and enemies') should have an Elite Beat Agents/osu! style indicator to express the exact point of damage. Basically: When the AOE indicator appears, a second smaller indicator appears in its center and grows until it matches the size of the original indicator, at which point the damage is actually dealt. This would help remove some of the guesswork when encountering AOEs, especially in situations with attacks initiated before you actually saw the beginning.

waxen crag
#

!feedback Make the unlockable thermal harpoons on engineer his alternate primary,his shield is too valuable and his current primary isnt really worthwhile.

normal cypress
#

!feedback If Paladin is to become the next Survivor, he shouldn't have a shield. The shield is pretty iconic to Enforcer. Personally thinking of a greatsword, or flail.

peak spoke
#

i was thinking about the Command boxes being more balanced. why not just make the boxes a higher rarity to drop? or let the boss items only spawn the boxes?

hollow brook
#

!feedback I think it would be cool if the Meandering modifier for Prismatic Trials was converted into an Artifact instead. The celestial portal would still spawn on stage 8 and in further loops regardless of what the map is.

amber leaf
#

!feedback Do something to fix Acrid as a melee character OR give him a ranged alternate M1 (or both?). I know others have mentioned this, but he really isn’t safe in melee, and his other abilities don’t synergize well with his M1. Everything else is ranged/hit and run except the M1. I like playing him if I can get the lunar M1, but until then he doesn’t feel great. I really love his concept, but the execution doesn’t feel quite right to me yet.

cedar knot
#

!feedback make the artifact of the swarm increase the spawn rate by 2 times, not double spawns. This will make the gameplay with this artifact more interesting and faster