#ror2-feedback-and-ideas

1 messages · Page 21 of 1

neat umbra
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!feedback give items an extra bonus when reaching certain amounts (ie Personal Shield Generator regens 25% faster with 10+, Crit glasses have a chance of overcrit (crit twice for double bonus) at 10+, based on extra crit chance after 100%)

cosmic notch
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!feedback Give the commando a new primary. Perhaps something like a shotgun (could replace the current alt-rmb ability) or a three burst rifle for better ranged fighting.

little barn
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!feedback I think artifact of command should be a chance to spawn a command chest/pod/ trader command item rather than all items be command items. I played earlier and the ability railroad my item outfot was detrimental to the value of experience. Becoming a lord of thunder (Gotd + royal capictor) is no where near as gratifying when its not by the stars aligning.

vestal whale
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!feedback was playing as MUL-T today and picked up visions of heresy, i thought it would be a good idea to be able to switch out only one for his primary's instead of both of them, so that when you use Re-tool you could still have two weapon types not getting locked into just the visions of heresy one.

dusk zealot
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!feedback Can we have a skins and color option? So we could use the base colors of a character with a different skin.

dim jewel
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!feedback perhaps this is a wacky issue to have, but here's the deal: I had gesture of the drowned and glowing meteorite, and when spawned into bulwark's ambry I was killed by my own meteorite during the short cutscene at the beginning. Perhaps adding some invulnerabilty during this period would be good. Or perhaps this is an acceptable consequence of taking glowing meteorite. drizzle_hmmdrizzle_hmm

median oak
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!feedback Please, contact with NVIDIA and re-add RoR2 to Geforce NOW. The only way to play that game if you buy it, as I and many ppl did, but we can't play cause it's removed since january.

hollow hatch
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!feedback It would be great to add a special spawn sounds for blazing/overloading/glacial mobs, like malachite etc. Cause very often you hear that some lemurian spawns behind you, it hits you and whoa, you're dead. Why? It was overloading. Surprise. But when celestial guy spawns you can definitely say, who was that. That my idea.

lofty quest
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!Feedback

Would be nice to be able to pause and save in the off chance you have to go but don't want to loose your progress. If one started a nother run, it writes over the previous.
Also a way to re-join a game in the off chance of a crash. That would be nice too.

drifting marten
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!Feedback some kind of host migration, so that you can continue a run even if the host quits

sterile pelican
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!feedback Artificer with alternative ult skill feels invincible but weak and clearing level feels like eternity

little barn
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!feedback An interesting idea for Engie alternative M1 (primary fire) could be a Mul-T Tool. And what it would do is create short melee range zaps that dealt small amounts of damage to enemies (Probably 100% damage) and not be useful for fighting in general. BUT! It would be used on your sentries and drones to repair them, give them defense and attack boosts. And generally power any of your mechanical friends up if you zapped them with this Mul-T Tool. So the general idea is that you would pick this along with something like torpedoes for backup damage whilst you wrangle your turrets and drones as they did all the fighting for you. Or go full on constructer protector and go with the shield to give you a small window of timeout as you repaired and powered up your sentries. I think it really does fit into the whole ''Engineer'' feeling and it would be interesting to replace your bouncy grenades with something that didn't actually work in combat all that well (can still of course be used to zap enemies at close range if need be)

short spade
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I'm pretty new to this game . It is really enjoyable and fun , but theres one thing I want to see the dev may make . Each run is pretty fun , but I think we should get other rewards when finishing a run , like some tokens for a item shop for skins ... or something that makes the game more competitive with other player , like a counter of how many loops all your runs achieved , or a score system of all your runs combined . What do you guys think .
Sorry for my broken English ...

edgy lava
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!feedback A survivor possibly called the Heretic that unlocks when you acquire all 4 Lunar __   __ of Heresy items in a single playthrough. (I am well aware only 2 exist but, you never know, the other 2 might be on their way 👀 could be a very interesting way to unlock a character.)

Alternatively, acquiring all 4 of these and sacrificing them somewhere like a weird altar and then maybe defeating the summoned boss and then defeating it will unlock something nifty.

Alternatively, sacrificing them, instead of summoning a boss, just straight up kills you and unlocks the survivor as a result.

edit: I just like the idea of playing as something native to the planet but just hates everythong on it. It fits into the name, too; Heretic. Reading up, it's clear this idea isn't original and all, but I want to flesh it out a bit more.

If acquiring all the parts is a requirement, going by [|=ENFORCER=|]'s response of taking control of the Heretic immediately upon unlock at the expense of your life, the character may also be required to be 'alive' as well. (Not Robotic.)

One of the new items could be something called the Wrath of Heresy, which increases your damage at the expense of movement speed, OR maybe increases both, but has a long cooldown. Hard to say, suggestions like this aren't a strong suit. The item could be a vicious looking claw. Or, maybe a jaw.

latent hazel
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!feedback brass contraptions should not be able to attack while frozen/stunned - either prevent them from being immobilised or stop them from attacking. Either way it's very annoying when you freeze one and they still just instagib you anyway

peak turtle
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!feedback if the new character ends up sniper, an interesting way to allow more positioning and a bit of protection from melee enemies might be a jetpack or similar that would work by pressing jump while mid-air, paired with the utility skill allowing you to temporarily stick to walls, or hover, or something similar. It would get you away from ground mobs and would make it easier to shoot over terrain objects. This would help deal with camera clipping issues from people/mobs walking through the sniper if he/she does end up with some kind of first person view.

covert solar
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!feedback
Add to @edgy lava
Alternative, sacrificing them straight up kill yours character and you take control of Heretic

radiant peak
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!feedback The Crowdfunder should have some low ammo or out of ammo warning so that we don't have to look at how much cash we have left - it gets tough later.

short spade
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!feedback I think there should be a function to view your character after each run , cuz it looks freaking cool . the idea that you could look at your character after the run makes it a lot more rewarding and satisfying to see a survivor that "from nothing to fully geared " . I think it will make the game more enjoyable . It might also makes doing fan art a lot easier and convenient 😄

edgy lava
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I have spent some time thinking on my previous 'Heretic' suggestion, and I think I have a clearer picture here.

Upon acquiring all three items, you acquire an achievement called Ashes to ashes... which unlocks you a new item, which is the fourth one. Upon repeating this task again with all four this time, a message appears in the log thing. "The teleporter emits an odd aura..." And upon completing it, instead of it bringing you to the next stage, it forces you to a Hidden Realm, where you need to fight for your life, as this 'Heretic.' Once this boss is defeated, you are then forced to make a sacrifice of either the items, or maybe just need to off yourself, but has the option to just let you leave if you arent sure. Kind of like the obelisk. As a result of sacrificing, you get the achievement that actually unlocks the character:
...Dust to Dust

torpid mortar
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!feedback Acrid's new abilities are... honestly underwhelming. Allow me to spitball a few ideas. I'm going to use seperate suggestions because these ideas may be recieved differently.

Blight requires far too much effort to make good use of it, needing multiple backup mags and brainstalks and Alien Head. This is because Acrid was designed around only needing to apply poison once. Epidemic is a fire and forget spread ability that cannot hit the same target twice. Poison spit (or the garbage bite) is a secondary, which requires active item investment to use more frequently. You do get two charges of the leap, but using his entire kit to get four stacks of a five second DoT is so laughably inefficient that on top of the fact that you need a red item to get more charges... well, I can't say I recommend it.

As it stands, in order to get any kind of decent utility out of Blight other than very early game mass killing with Epidemic, you need to work far harder. Now, some things should be early game, and some things should be late game. I have no problem with that. However, Acrid basically has no passive after the first or second loop barring extreme luck or Command shenanigans.

Therefore, my first suggestion is as follows:
Blight can only be started by Acrid's M2, Shift or R, but more stacks can be added by hitting enemies with his M1 as well. This gives his default claw swipe more utility, gives him some nice attack speed scaling, and makes an actual tradeoff with Visions of Heresy, as you now sacrifice the power of his Blight in order to ditch the normally anti-synergistic claw swipes.

olive laurel
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!feedback I don't know if anyone else has had this idea but I'm sure someone has but

It would be amazing to be able to have a "world seed input" to where you could play the exact same seed that say, a favorite streamer or youtuber played. Or just so people could share seeds of weird or amazing builds.

sacred drum
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!feedback I bet this has been asked before, is it planned someday to make some kind of host migration for multiplayer, when the host quits the game ? i've had many multiplayer games ending suddenly because of this, and it felt kinda frustrating, especially when you're lucky enough to get good items..

torpid mortar
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!feedback Alright, now time for the alternate M2. Ravenous bite is... not great. It's essentially a "die to lesser wisps today?" trigger on anything except like, Drizzle. It cripples Acrid's ability to deal with flying opponents and for what? A little extra damage and an execute? Yeah, I guess you could 420noscope wisps with the leap or burn your longest cooldown twice, but you get the picture. It's Two Saw Mul-T except not even funny. Now, the ability itself is acceptably powerful just looking at the numbers, so instead...

Ravenous Bite now has a short pounce range with an automatic lockon in a small cone, prioritizing enemies vulnerable to its execute. When you press M2, Acrid leaps quickly at the target without fail, hitting them with Ravenous Bite. This would help alleviate the problems with giving up Acrid's ranged ability and make it so that going full melee with him is a viable option. The range would not be long, probably about the range that Commando can combat roll or slide, but considering how much that would help the poisonous goodboi just to have even that little extra bit of usability... yeah, that's fair.

little barn
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hello everyone... would the devsto consider adding the option for quit/save for singleplayer runs? For people who love the game but cannot play long sessions

prisma scroll
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!feedback would love to see a one key press(like the esc key) that would pull you out of the choose your item menu when using the artifact of command i know theres the close button but i've had a couple runs now where i have a few big bads spawn and i franticly panic trying to exit the menu. in short add a fast close item menu pls

toxic sleet
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!feedback
I suggest implementing a forced spawn pod opening after a while in multiplayer so that you don't get an afk player sitting forever when everyone else is dead.

sharp marsh
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!feedback Upon getting a killing blow, the cooldown of Acrid's Neurotoxin (m2) is reset.

gleaming osprey
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!feedback
Chemist sounds like an amazing character but i suggest to stay away from the combining of "elements" gimmick like magicka, wizard from Gauntlet 2(earth, fire, water), Invoker from dota 2 (basically fire, wind, electricity) among other games.. and go for some real chemistry stuff, there is so much you can do with chemistry:
-Inorganic chemistry: metals, ceramics, polymers, crystal structures
-Acid/bases: batteries, corrosion
-Physical chemistry: chemical bonds, absorption of light and energy levels
-"Process": Heat transfer, fluid dynamics
-Biochemistry
..among many other things. This character excites the hell out of me

final forum
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!feedback add the pearl pod thin in the bazar, like, sometimes i cant remove a lunar item tha i accidentaly picke and its terrible!

digital sparrow
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!feedback
i feel as if Acrid's Ravenous bite seems underwhelming since it replaces Acrids only quick source of ranged.
perhaps it would be nice if it had a bit of an aoe like it had in RoR1 so you wouldn't always have to fully get up in monsters their face risking big hits.

late light
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!feedback Alt-Utility for Artificer, Plasma Wall: Deals minor continuous damage to enemies passing through it, blocks enemy projectiles from passing through it. More of a defensive tool than a crowd control tool.

river vortex
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!feedback I would really love something where you can pause a run between levels. Something akin to the feature in enter the gungeon. Helps when you have to leave during a longer rub

eternal haven
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!feedback could we find a way so that people who have hacked in lunar coins can't become overpowered every run in multiplayer? It's annoying to be having fun and suddenly someone on your team has 16 shaped glass and a bunch of gestures to get instant activation on a capacitor. It ruins the run for us people who don't cheat. I'm not saying to remove lunar items, they are an amazing item set that are super fun to use and I love using them in singleplayer. However, there should be some way to tell if someone has over 1 million lunar coins and a way to stop them from getting too powerful.

pale meadow
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!feedback you can check how every elite enemy looks in logs

fossil atlas
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!feedback Create a command all button for the command artifact when you know you want to turn all white or green items on the map into the same thing anyway. Saves a lot of time and missclicks during long runs

eager dagger
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!feedback
i know the portals being tilted is a glitch and all, but it looks cool and id like to see it left in

lavish barn
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!feedback I would like it if Engi turrets were unable to draw aggro during their spawn animation. To be clear, I don't want them to be invulnerable, just a low-priority target (as if they were invisible). It's frustrating when enemies target and destroy them before they even have a chance to act.

silent kindle
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!feedback if artificer could get some tweaks on her abilities so that a wider range of items could appeal to her, mainly her lack of synergy with attack speed since the only real benefit is on flamethrower which is fairly unviable compared to ion surge, maybe her m1 charges could return faster based on attack speed, since the only other way to get cdr is from a rare which might not show up

fleet sparrow
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!feedback an option to save and quit on single player runs? When I want to continue a long run I can't without alt tabbing and putting my computer to sleep. I think maybe in the newt shop there's an option to save and come back later?

jagged frost
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!feedback not being able to give your Elite Equipment to Equipment drones

little lava
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!feedback Make the elite aspects buyable in the lunar shop but only if you have 10+ lunar coins, also 1 aspect in the shop at-a-time

vernal rose
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!feedback The new Armour Plating item just seems bad. The fact that it applies before actual armour reduction means that it has anti-synergy with any armour items, making them less effective. Potentially make it apply after percentile reduction to give it positive synergy?

pliant juniper
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!feedback About Artifact of Command:
When a player interacts with a [colored] Command Core, (I dont know its actual name) they should be kneeling, reading, praying, twerking, or doing whatever stance that clearly communicates to the other people in Multiplayer that you are interacting with the Command Core's interface.

The player should also not jump whenever a selection is made.

random oyster
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!feedback a pick wheel of commands to communicate with your team such as: follow me, defend this spot, gather enemies here etc.

fossil atlas
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!feedback In the logbook, have the option to use wasd or the arrowkeys to go from one entry to the next. Just a qol thing

ebon creek
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!feedback Rework squid polyp into another more interesting item that doesnt just add more garbage to the item pool

full coyote
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!feedback Artifact of Swarms halves money dropped but when enemy would normally drop 1, it drops 0. That should not happen. On top of that it would be nice if all money drops with Artifact of Swarms enabled would scale upwards.

lilac pulsar
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!feedback kipkip the gentle should summon beetle guards, he has four queens gland and it would also be nice for us to get on kill effects when killing the beetle guard like the scavengers have.

dim hamlet
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!feedback
Have Focused Convergence show up on the teleporter just like the Lepton Daisy. However, place it between the 'arms' of the teleporter and create some plasma-esc electric shocks so it looks like it is modifying the teleporter to make it behave different (which is the items effect)

pale meadow
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!feedback Death Mark has a glitched appearance on the character

strong sand
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!feedback metamorphosis artifact should randomize the characters skill loadouts as well

jagged frost
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!feedback Not being able to give your Elite Aspect to a Equipment Drone. (I lost one this way >.<)

little lava
hexed wren
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!feedback
Changes to the "heat-seeking rockets" ability (Engineer).
With the double activation of the ability, all missiles fly into random targets (if you think it is too strong, you can add additional time to reload the ability)

late light
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!feedback Death-effects from Elite Aspects should be activatable by using the Equipment key, with a moderate cooldown (60 seconds is probably fine.) Should make Glacial a bit less disappointing.

haughty nimbus
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!feedback
This is probably a minor issue, and I don't know if it's been suggested already, but is there a way to have item boxes from the Command artifact not get stuck in walls?
Not trying to be mean, but it's mildly/somewhat annoying when they get stuck in an object/wall near the teleporter and can't be obtained.

toxic citrus
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!feedback Rework squid polyp into another more interesting item that doesnt just add more garbage to the item pool
@ebon creek maybe make them either permanent, like normal turrets, or function more like drones, where they either fly or walk

native sparrow
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!feedback My mate said that you may be looking for ways to nerf the command artifact, the only idea I can think of for that would be to: Open chest, get random quality (Both of these being normal things it already does,) Open menu to choose which item and there are only a few random items from that quality you can pick from. Just an idea, hope you find something that works well for both parties (being the staff and the players.)

spring violet
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!feedback Strange idea I had. What if Command didn't give you your item choice when you picked it, but rather, all the items you chose are given to you once you defeat the boss at the teleporter. Just a random thought, I myself am unsure as to why this would ever be added to the game.

meager canyon
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!feedback IF miner gets in game my idea to unlock him be to: there will be a random chance for a "broken pickaxe" to get spawned on the map. And when you pick it you turn into a guy that kinda looks like miner, but his attacks are : mouse1 pickaxe swing , you swing a short range pickaxe, mouse2 pickaxe throw, you throw you pickaxe at a medium range that comes back after hitting an enemy or after laying for 1 second on the ground, utility you dig below youself and you startmoveing under ground which makes invicible (it lasts 3 seconds) (and you can move while under ground), And the special a.k.a. r button ability you dig with your pickaxe infront of you dealing no damage. But now you ask "but how do you unlock the miner?" well, simple you have a 25% chance that sky meadow (stage 5) turns into the "old mine" then you need to find (in the old mine) a "magic rock" which if you mine ( r ability) the rock crashes and the magic pieces burst out and the fly into you. Then the run restarts and you spawn as the miner with the miner ulocked. Hope you liked this idea. (ps. Im sorry for my bad grammar)

ionic mulch
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!feedback It is good to make legal "Share Items" option for a game. There are a lot of problems with players, who pick much of items on map. This becomes a "one player game" for multiplayer mode, and very hard both for new players and skillfull ones.

rich agate
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!Feedback Artifact that removes time based difficulty scaling and fixes it to the level. I.e. second stage is always 6 min difficulty, third stage is always 11 min, etc. Would probably have rebalanced chest spawn for consistency

crystal terrace
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!feedback with the inclusion of Acrids bite ability I thought it would be pretty cool to have an alternate primary for him something like a "Quil shot" (Fires the quils off his back at enemies). I'm not 100% sure because I don't know how a quil shot would work themeatically (maybe have it behave like the artificers fire bolts? shoot X amount of quils then wait for them to regrow/cooldown). The point is Acrid has a kit now that could be used as full melee so why not a full range kit?

little barn
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!feedback Just an observation of this server. Thanks to COVID19, The free weekends and people voting for characters, This channel has been BOMBARDED with very little being visible long enough to make it to the top. Perhaps this channel can be split to be #feedback and #ideas ?

worn snow
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!feedback I think it might be unique if there was a 'passive' option for engineer for granting items to his turrets, or to drones- It might be complicated or just too much, but i think it would make for some really unique runs and funny moments if drones could receive items- at the cost of turrets not receiving them.

sudden sigil
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!feedback I'm sure someone has suggested something similar at some point, but if no one has; I think the item stats mod would be a beautiful addition to the base game. For people that haven't used it before, it makes it so the mouse-over info on the tab screen for each item tells you the base chance/bonus for the item (plus additional chance/bonus per stack in parentheses next to it), and tells you underneath that what your current chances/bonuses are based on your current amount of stacks.

topaz dome
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!feedback One thing that I really loved about this game at first is that it never held your hand too much. You were thrown into a world, told to do stuff, and each run is better than the last thanks to your own experience. But today, when I was playing in Risk of Rain 2 with a friend, they had no idea what the Command Artifact's icons were. They seemed quite overwhelmed by choice.

TL;DR: Please add tooltips for the Command Artifact icons. While it's very unlikely that veteran players won't need them, some players might, especially in multiplayer.
In addition to this change, any items that have not been picked up need to be blacked out, and their tooltips replaced with ???

toxic citrus
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!feedback Make the tonic, as well as other temporary effects, have a visible timer on them in some way. Either an actual timer countdown next to the item or icon on the hud, or have the icon slowly gray out or dissapear.

sleek grotto
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!feedback Ok so... lets be real... engineer needs some love. I want to love him to be good i really do but his moving turrets die too fast and the new missiles... they don't feel fun or rather... they don't have the impact that a shift ability should have given the charge time for them among other things.
So here is my bare bones basic idea.

  1. Move engineers new missiles to M1 or even better M2 so you can use backup mag with it (the dmg can be changed if needed in order to balance it)

  2. Add a different shield ability... maybe a shorter length of time mobile shield that follows you and your turrets but its only up for 5 seconds... or a large wall that doesnt move.

  3. Buff the mobile turrets they need to do much more damage in order to be a viable option to use. That or more health.

With all of this said i know a lot of people here play on drizzle... and thats fine.. just understand that on drizzle you can run the worst abilities in the game and still have a great and fun run... but on monsoon or even rain storm it feels like i cant use other abilities because they just dont hold up throughout the run whether its other abilities being better then the new ones or in the case of Huntresses new Flurry M1... it being more busted then the original move.
TLDR It feels like engineer needs a rework

stoic sky
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!feedback An artifact that increases player lobby limits! It sucks telling friends the group is full and they can't play. Plus it'd be a fun change of dynamics to have 5-10 people fighting the same horde of buffed up monsters. (Especially combined with other artifacts)

wild coral
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!feedback What about cool emotes in-game for online play?

gentle linden
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!Feedback: I just broke the game so it crashed, 13 Fuel cells 3 gesture of the drown and soul bound catalyst. i switched to the sawmerang to see how it is, then killed some thing and threw 1k blades and the game died. The sawmerang can be thrown multiple times at once due to Gesture of the drown.

ionic scaffold
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!feedback Add in region support for match making. I don't want to play with laggy chinese players

prime drift
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!Idea: I think it would flow better in gameplay if, during a run with Artifact of Command, the escape key first took you out of the command choice menu and then a 2nd press took you to the menu. I would help the flow of that interaction.

eternal haven
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!feedback add cross compatibility so that console and PC players can play together

gloomy rock
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!feedback make the commando's grenades less bouncy. I don't think they're bad, but the immense bounce that they do makes it much harder to aim them. I think this would be a good buff to commando without changing any actual numbers.

little barn
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!feedback make it so when you press escape while interacting with the artifact of command, it leaves the menu instead of opening settings

prime drift
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!feedback A "Mark all as read" for the logbook

whole gate
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!feedback Being able to see how long a buff/debuff will last would be nice (a small counter in the top left of the icon perhaps). Best as a separate option you can toggle on to keep the amount of information down for those that don't care for it.

ruby citrus
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!Feedback New item idea "Torturers toolkit - red item" This would be depicted by a brown bloodstained tote bag / briefcase with a tri tip dagger and a gasoline sticking out of it. the purpose of this item is to buff your debuffs, not only increasing the damage but also the duration of any debuff applied to an enemy. things that fall under this would be any elemental stack, acrids passives, bleeds ect ect.

narrow moat
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!feedback The character poll is ending in, like, 3 days. So I have an idea to honor the ones who might not make it in.

-Cursed Shield (Lunar): Increases your Armor by a lot, BUT decreases your Speed a lot.
Appearance: Enforcer's riot shield, with a glowing blue crescent etched into it. The shield is also showing obvious signs of blunt trauma.
Actual effects: Increases your Armor by (X+Armor) * Y, but decreases your speed by (something). The formulas get changed to Armor * Y, and (something else) respectively.

-Rations (Equipment): Heal and gain a damage buff.
Appearance: A small meal, finely prepared by Chef. Lemurian guts and beetle shell, finely topped off by an explosively tasty jellyfish tentacle.
Actual effects: Heals you for Z% of your maximum health, and gain a +Y% damage buff to all of your damage-dealing abilities for X seconds.

-Cleaning Drone (Green/Uncommon(?)): Get drones on hit.
Appearance: A gunner drone, without a gun, and with an orange light instead of a white one.
Actual effects: Upon dealing X damage to an enemy, a cleaning drone appears, and after Y seconds, shoots itself at an enemy, and homes in on it. It deals Z(%?) damage, gaining A(%?) damage every stack.

I might come up with more, if people like this idea.

grand ravine
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!feedback I don't know if that would be a good thing, but I think it's a good idea to let the player sprint while looking back

fathom hazel
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!feedback A Challenge for loader should be punching a charging bison head on

vestal lodge
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!feedback
So I love this game, and I play it a decent amount, but I'm not a super hardcore player. There are plenty of players better than I am.
That said, glass (particularly with swarm, maybe a little less so by itself) feels like it's impossible for anyone but the craziest of players. Not because glass itself is flawed, but because wisps basically auto hitting is broke as hell. Sure I kill them in one hit, but it doesn't matter much if I kill the 3 in front of me super fast if the one behind me also 1 shots me and it's un-dodgeable. Not to mention I only kill the 3 in front if playing a character than can murder 3 things at a distance reliably, otherwise i get shot by 3 out of 4 instead of 1.
Please make wisps not have %99 perfect accuracy. Something closer to colossus would be nice.

ionic scaffold
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!Feedback Add a way to be a host, I had to leave queue about 30 times until I get host. i hate it when other people host and leave because they are bad.

warm cloak
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!feedback

Artifact idea!

Artifact of Land - Environments are randomized.

Environments are no longer restricted to a set order. Hidden Realms are shuffled into the stage rotation, with the exception of Bulwark's Ambry and A Moment, Whole, which are still accessed as usual. Newt Altars, Shrines of Gold, and Hidden Realm Portals no longer appear, however the exit portals will still appear.

plucky fern
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!feedback This ones a bit odd to ask for but
Can we have a couple mods or someone keep an eye on the bug report and #ror2-tech-support channels. 9 out of 10 times you wont even get a response due to people flooding the channel with problems or no one having enough knowledge to your issue

ruby cove
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!feedback Enable crossplay if possible. Most of the time, some people may not have the same system their friend(s) have.

torpid mortar
ionic scaffold
#

!Feedback Add in region support for match making. I don't want to play with laggy chinese players

bleak harbor
#

!feedback after the vote for the next charecter has ended keep the mystery character emote its great.

shell nebula
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!feedback Limit the Cooldown of the Sawblades to 2 Seconds, the Engine wasnt able to handle the neutron style (it desynced the fuck out of it)

oblique carbon
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!feedback Add a music player showing the song currently played in-game above or around money count

little barn
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!feedback Lemurian spawn sound shouldnt be louder than an Elder Lemurians? ELs spawn with like no sound at all, very sneaky bois

spiral marten
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!feedback More stuff for prismatic trials! Seeing things like shortest time per survivor, region, etc. I think would give more life to prismatic trials. Maybe also have a tag that's shown when you go on multiplayer that would show how often you get certain achievements per trial (top 10%, top 100, etc.)

little barn
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!feedback New Item type idea. Threshold items. Can be any rarity outside of equipment. But the idea being that the items themselves give you a stat as usual. But when you have X of that item it gives you a bonus stat.
A good example of this would be lensmakers glasses.
When you have 20 of them (which you normally would skip on them past 10) you can get something like bonus crit damage or overcrit or something crit related like that. But they stop giving you bonuses after that entirely.

tacit lantern
#

!feedback
maybe give squid turrets a chance to proc your items? it doesnt share your inventory but it can proc stuff for you like atg, sticky bomb, and tritip.

little barn
#

!feedback It would be really cool to see new ways to implement more gritty survivors who truly feel like, well, survivors rather than mercs who are showing up uninvited. Just a small thing, but it could add a cool bit of immersion so that there is more grit in the survivor power fantasy the game delivers on

nimble zodiac
#

!feedback Let people respawn when the teleporter event is finished, rather than when a new stage starts. (Obviously at least one player needs to be alive).

shy turtle
#

!feedback ARTIFACT AND ENDGAME SPOILERS: The "Tattoo" on the twisted scavenger is illegible on lower texture resolutions.

eternal haven
#

!feedback My teleporter boss just randomly doesn't spawn. Like every 10 stages, I'll activate the teleporter and no boss will appear. I won't get any items, and the spawn rate of other enemies falls to near zero. Next to nothing spawns until the next stage begins.

timber creek
#

!Feedback currently, hidden realms where time doesn't pass can be used to infinitely farm items without penalty if you play with sacrifice on. I love sacrifice and think that getting some extra items out of those stages is part of what makes it fun, but the limitless aspect of it makes it feel broken. I think there should be a cap on how many items can spawn in each stage where time is stopped, that scales to the number of players. 5 per player or something. This could apply to the sacrifice trial stage in non-sacrifice runs, too.

formal sparrow
#

!feedback Add skins and elite versions to the logbook viewer.

stray juniper
kind beacon
#

!feedback lost hours of in game progress... about a week's worth.... would apppreciate a way to get back what was lost. Could consider implementing as system that saves a backup file for the user and all unlocks.?

torpid urchin
#

!feedback "Huntress: Piercing Wind" states you can't fall below 100% health, however Shields are included in this, though Barriers aren't. "Personal Shield Generator" says you gain a shield equal to 8+8%/stack of your Maximum health. This phrases treats Health and Shield as seperate entities, but the challenge treats them as the same thing. They should either be treated seperately for the purposes of the challenge or the Shield Generator needs to be reworded

idle wigeon
#

!feedback An option to disable artifacts in quickplay would be nice. If I wish to do a 'quick' multiplayer game I don't wanna be bogged down by some game changing rules

little barn
#

!feedback I don't think the recycler should allow for the same item when recycled. It seems dumb to get the same item again when you recycle. You could just wait another 40 seconds, but you're on a time crunch, so waiting is usually a bad choice.

gritty harness
#

!feedback could you put a spoiler tag on the artefact cheat sheet in #ror2-game-questions OuroborosSlain some people actually want to get them themselves and that can ruin their fun. I know this cause I personally had this issue.

nimble zodiac
#

!feedback Let other players pet Acrid

soft glade
#

!feedback (Reposting for Max) Let other players pet Acrid

Hmmm still doesn't put up the reactions

hushed gorge
#

!feedback the ability to drop items for others or use a dio on dead players

ashen tiger
#

!feedback An idea for the Sniper being that when you scope in with the sniper it fires a single shot, but when not scoped it's just a 30 round automatic rifle in which after it runs out you reload just like in ror1. Same as for the single shot being reloaded after every shot.

warm cloak
#

!feedback

Allow the Mobile Turrets to sprint when not firing.

dreamy oxide
#

!feedback

Would be pretty awesome if Pinging an enemy would cause your engineer turrets to focus that particular enemy down.

The stationary turrets already do a pretty good job as it is. But the walking turrets are worse than a child with ADHD they run around and avoid the boss and or fall off a cliff lol this would really help them focus

It would also help them engage enemies beyond their effective range. As you could ping an enemy far away and it would cause them to run over to said enemy and begin firing :P

narrow moat
#

!feedback
(Reposting for Abcrid, who is also reposting for Max Zero)
LET THE SURVIVORS PET ACRID PLEASE HOPOO

plucky fern
#

!feedback I just want to say that you guys are some of the best dev team ive ever encountered. You provided us all with some amazing games, you listen and interact with your community and you actually care about the projects youve created.

And, as much as some people may be against the idea, if you guys made some sort of DLC Package to help support you guys and maybe even provided us with some extra content || solid gold skin for all survivors 👀 || i would buy it

viral narwhal
#

!feedback I see alot of ideas around giving players benefits to acquiring X amount of items in a run, instead of making it related to gameplay have it be cosmetic, maybe make several reskins of items that are acquired after obtaining X number of the item. Example: 20 crit glasses? You can now make crit glasses sunglasses.

hearty oriole
#

!idea An option to only have the item unlocks of the first player/host.

safe prairie
#

!feedback
Interstellar desk plant currently seems to have a bug that causes the healing aura to not show up around grown plants occasionally, usually when you have 3 or 4 active already. The item already needs a few improvements, which I’m not going to mention in this feedback, however this hurts it’s functionality even more. I’ve mentioned this in #ror2-bug-reports-pc as well however I feel the need to mention it here as well since it gained little to no attention.

chilly meteor
#

!feedback remove unstable tesla coil from enemy item pool in void fields, it makes it impossible to even escape

chilly crag
#

!feedback Make it so mobile turrets can be redirected by pinging enemies

still lion
#

!feedback

This has been happening a lot more, can it happen a bit less? Maybe by making the items jump closer to the teleporter and not way up in the air?

pine ravine
#

!feedback
New Artifact Idea

Artifact of Progression
Chests no longer spawn, and you gain items as you pass stages based on how much money you had before you were teleported. Works with Artifact of Command (Maybe items spawn all around players once they spawn in?)

jagged flume
#

!feedback Add a propt in the multiplayer, which mentions that After dying on a stage, you will be ressurected on the following one. This should in turn reduce amount of Host and Player leaves (The prompt would allow to be disabled the second time it's seen)

honest niche
#

!feedback
Newt Keeper Targetting

Make it so Gesture and attacks that automatically attack nearby enemies cannot attack the Newt Shop keep for multiplayer and accidental lockouts. Sometimes those lunar items are necessary man 😦

remote lily
#

!feedback
Since so many people want a frog in RoR2, I have talked over with other frog priests and we've come up with an idea. A large frog boss specific to the Wetland Aspect, similar to the grovetender in scorched acres. I think it'd make Wetland aspect stand out more as a level, and to make it more bearable have the stomach of the frog boss be clear, have an item you can see that you get for defeating the boss. This will also make the level more rewarding to get, instead of it being kind of a neusance. Hope you guys like it!

jagged flume
#

!feedback (Twitch dot TV) You should update the cover art as its using Skills 2.0 update one instead of one used by the Artifact update

brittle summit
#

!feedback The teleporter on the swamp map should only spawn on top of the rocks not in the water it's such a massive waste of time trying to find it god

Also, once you find the teleporter in a level it'd be great if it just had a permanent ping on it

flat swan
#

alright risk of rain 2 discord I got two things to say: mini mushroom ranged attack does way too much damage in flight and the squid enemies need a clearer auditory indication or even a visual one when they are near you and about to explode.

worldly pond
#

!feedback (Something small but just a thought)

Skin idea

Basically if you 100% everything in the game like get every item, achievement, skin etc then you unlock a skin for all characters called Canvas, basically a fully customizable skin like being able to change your colour, some textures (pre-sets of course, like the symbol on mercs helmet) things like that, just as a "well done you've done a thing"

robust anvil
#

!feedback
Petition to add a ability to trade items between survivors.
Also, please add a map editor to the game.
Also Engineer is too weak. Petition to give 3 turrets to the engineer.

flint crescent
#

!feedback
People have kinda said both sides but I feel they're worth combining here.
Artifact of Metamorphosis should randomize the characters after EVERY stage and should randomize said character's loadout every stage.
As an extra note, I think it's perfectly fine if this artifact grants access to abilities that might not be unlocked, since they can't be picked in regular games still.

long zenith
#

!feedback Twitch and/or Mixer integration would be neat. Deep Rock Galactic, another game I greatly enjoy, has Mixer integration that lets viewers do things ranging from refilling health & ammo to spawning virtually any enemy in the game. I think that could work in this game, especially at earlier rounds, in fun and engaging ways. It obviously wouldn't be balanced like a vanilla run, but having both positives (spawn items, make chests contain specific items, give max health, give max barrier, temporarily increase crit chance, etc.) and negatives (spawn different types of enemies, add lunar item directly into streamer's inventory, add shrine of mountain effect, activate shrine of order effect, etc.) could be fun ways to increase engagement, as long as they're toggleable (ideally on a per-effect basis).

dull needle
#

!feedback add a tiny healthbar on top of the player so you dont have to look to the corner of the screen

rapid crescent
#

!feedback add a save feature for singleplayer and private games

jagged tartan
#

!feedback Add a frog reskin for loader

half cave
#

!idea give Mul-t a new Secondary

velvet ginkgo
#

!feedback if huntress gets a new M2 maybe it could be bomb arrow from the first game? Might be hard to make it a good replacement for Glaive though...

gaunt delta
#

!feedback
change VC 25 to a 0/4 room like the surrounding VCs D: its confusing as hell thinking that people just aren't joining VC and are pinging you to say it is full

rancid bronze
#

!feedback I'm bit sad about the color of the engineers new skin. Looks dope in menu but not in game 😭

fiery fjord
#

!feedback
Character idea,

Necromancer
The Necromancer is a robot that uses advanced technology to create minions out of the blood it collects from monsters.

P
The blood he collects is stored in a box he carries, with each kill he makes, a stock of blood is added to his box (maximum 70).

M2
Necromancer uses 3 stocks from his box to summon a minion with the strength of a beetle.

Shift
Necromancer uses 5 stocks of blood to put a skull on the ground that heals nearby allies (this includes minions)

R
Necromancer uses 12 stocks of blood to summon a giant minion that has no legs so it cannot move, this minion has a lot of life and little damage

M1
Necromancer has his hands imitating claws, and uses them to scratch the enemy

(the values you can decide because I don't know how to balance a character and I'm too lazy)

terse jungle
#

!feedback please make it more easy to notice if a chest has been opened already thanks

balmy jasper
#

!feedback was playing a match with one friend and we had bot two equipment drones, a gunner turret, and a healing drone. The healing drone prioritized healing the other drones/turret over healing the only surviving player. That, or the healing drone was not able to follow the player effectively (the map was sky meadow). for what its worth, I was the one who bought the healing drone, im not sure if that changed anything. So if you could adjust the healing drone's prioritization of targets / make it better at tracking with players, that would be great.

dense flume
#

!feedback Loving this update. Here's an idea:
An artifact that's the opposite of the Artifact of Swarms - Monster spawns are halved but monsters drop more gold/xp and have more health. Playing with 4 people can trigger fatigue pretty quickly in my experience simply bc of how many monsters spawn in. It's a common feeling in Risk of Rain where so much is happening on the screen that it can be hard to parse, other than maybe knowing to kill the boss. A gameplay style like this would make for not only less "busy" or maybe stressful runs but also runs that may require more teamwork to take down certain big health monsters.
And for the interaction with the Artifact of Swarms, activating both can just cancel each other out. Or maybe they can add on to each other by increasing spawn rate as well as increasing health/xp drops...? @pine ravine 's idea
Thoughts?

pine ravine
#

!feedback If you tag an important thing, such as a rare item on the ground or the teleporter it stays tagged unless you try to tag the same thing again or tag too many things

whole gate
#

!feedback Shields counting as over "100% HP" would be nice, considering the HUD displays it as (for example) 120/100 HP, which is... more than 100%.

Yes I'm still trying to get Merc's unreasonable prismatic challenge, but it's legitimately annoying that having shields doesn't count as over 100% hp mechanically considering it's displayed as such!!! Mrgrgrrr!

green vault
#

!feedback

It’s pretty annoying when people on multiplayer steal your items, so how about a system that prevents that? Here’s an idea...

Once you buy something, anything, that dispenses an item, it is yours and only yours for 30 seconds, meaning that no one can pick it up but you. After 30 seconds, anyone can grab it. However, in those 30 seconds, if you ping the item, you can offer it to someone and it is theirs for 30 seconds. They can reject it and it’s anyones.

I think that a system like this would be cool.

toxic finch
#

!feedback Remove Unstable Tesla Coil from at least the monster item pool in Void Fields. I believe this was mentioned in a dev thoughts after Hidden Realms was introduced, but the problem it gives is now worse. You cannot leave the final cell at all, or else it won't finish charging. Your only choice if they get Tesla Coil is to leave the area entirely, unless you can somehow kill every monster before they get in range.

errant bolt
#

!feedback
First of all, awesome game! I haven't seen such a smooth transition from 2D to 3D since Mario.
So far the game has been great, but the transition also makes some things needed, since the maps are way 'bigger' and Tridimensional (duh), perhaps an auto-filler map that increases as you explore? Also one of the peskier things is to try to find the teleporting pad in a giant blue scenario potentially hidden inside a cave. Perhaps after some time has passed in the stage, a hint could be given as to where the pad is? The first was straightforward in that regard, you couldn't miss the pad hidden behind bushes or inside a cave or a box.

tough pendant
#

!feedback

Make Artificer hover above the water in Wetland Aspect. She'd still be able to interact with things underwater, of course.

pine ravine
#

!feedback When enemies are invisible, and you hit them, give them a little effect that shows where they are for a quick few seconds, like they go transparent so you can kinda see them, but only when hitting them, kinda like how TF2 shows cloaked spies whilst taking damage

leaden parcel
#

!feedback Should allow Acrid to use his new secondary bite while airborne from both utilities. It is really infuriating to have a melee range ability to not work with his mobility ability.

mellow bridge
#

!feedback laser turrets need a larger sight range (without changing attack range) that allows them to lock on and move towards them and not sit on their asses even though an enemy is right in front of me

inland geyser
#

!feedback I made a class

Thief

Passive - Shifty Hands
You have 15 (+ 10 * floor count) extra gold at the start of every floor, and you gain 1.5x gold from kills.

Primary - Switch Pain
Swipe your knife, doing damage.

Secondary - Sickle
Throw a rusty knife, doing damage and bleed (this has good prot chance, 2x!)

Utility - Quick Feet
Dash forward, giving you speed afterwards.

Special - Greed
Dash towards the closest enemy to you, giving you 3 gold and knocking them back. The more money you have (you'll need more the later in the run you go) the more money you'll gain. This will go to multiple enemies the more gold you have as well.

rapid flame
#

!feedback Nerf N'kuhana's Opinion for the Vengeance doppelgangers. I was playing with two friends and as soon as the engineer doppelganger placed down his turrets all three of us instantly died.

buoyant wigeon
#

!feedback Add the characters' sub-titles to the character select screen and the survivor logbook section
They already do have sub-titles in-game but they are only visible on their doppelganger's healthbars when using the Vengeance Artifact, it'd be neat though if you could see them in the menus
(For example, Acrid's is Test Subject, Artificer's is Herald of the House Beyond, Engineer's is Fortification Expert, etc)

tranquil plover
#

!feedback
commando should be able to do a grenade jump. it could add a bit of extra depth to the character without really chainging his overall power level.

manic sundial
#

!feedback Will there be a Thalium?

chrome widget
#

!feedback The system in this feedback area is good, but there are various comments where I only agree/disagree with part of the comment. It might be nice to have a button in here where you can partially agree/disagree with someone.

pine ravine
#

!feedback Old war stealthkit should increase healing from all sources by a tad bit whilst invisible

prime minnow
#

!feedback this channel needs to be organized somehow, with new feedback every minute everything gets burried

hushed gorge
#

!feedback give engineer a new primary pls

jade sandal
#

!feedback
An alternate Engineer primary, the "Plan B"
The engineer carries the upper half of a turret under his arm, using it like an unwieldy machine gun/laser gun.
It would have similar stats to whichever turret version he is currently using (stationary or mobile) in the run.

split solar
#

!feedback It would be interesting to have a passive monster who doesn't attack or do anything until you attack it and then for the entire stage it will attack you. Once you move on to another stage it resets the monster

waxen ridge
#

!feedback As someone who played both Risk or Rains for a lot of time (114 hours for RoR and 74 for RoR2) I feel significantly more frustrated by RoR2 the more I play it. To elaborate, in the original game I often felt that due to the 2D perspective, every enemy could be outplayed or dodged, regardless of what class you were playing. However, in the second game I find myself often dying with no counterplay to enemies that I either cannot see or to elites that have effects that are so powerful that I die to one misplay, or deal multiple instances of damage per hit meaning not even "one shot protection" can prevent you from dying. For example, I was playing a monsoon artificer run with fantastic items, but I died to a malachite jellyfish that flew up behind me while I was focused on a malachite beetle in front of me. Not only did I have no way of counterplaying it because I could not see it since it was behind me, I did not know It even spawned due to the massive number of enemies on screen cluttering the sound effects preventing me from even being aware of its existence. Another example is I got hit by an electric Brass Contraption, and even though I survived the hit, the electric effect of the elite killed me anyway, meaning because I got hit by one attack that I could barely see, I died from full health. My final example is when I had a strong run as MUL-T, and after getting my dash interrupted by hitting an Elder Lemurian, I died instantly from full health to the explosion from a Wandering Vagrant. This massive level of damage would probably be acceptable if each run in this game wasn't so long. I feel so frustrated every time I get a good run in monsoon, get to the final level, and die instantly to getting hit one time even though I have plenty of defense items. My suggestion is to improve the so called "one shot protection" to make it so that you can't actually die in one attack even if you get hit by an extremely dangerous elite so it isn't so frustrating.

hollow whale
#

!idea pressing escape to get out of the menu when you're chosing your item with the artefact

final blaze
#

!feedback An alternative utility shield instead of thrusters for the Artificer, for a safer game. or maybe a special cc shield.

little barn
#

!feedback Magma Worm pathing decisions seem very rough right now and should be improved.

They'll wander off on an adventure, exploring under the map or in walls where they can't be attacked for many minutes at a time, and since the update I have yet to have one engage me in combat without leaving (read: wandering far far away) if I can't kill them in a hit or two. It almost feels like no part of their decision tree involves attacking the player.

In this image I was fairly on track for the celestial portal in under 25 minutes, but I've been chasing a Magma Worm around Sky Meadow for over 7 minutes at the time of the picture. Almost all of its damage taken it did to itself somehow (presumably rock impacts? it'll wander out of sight and a bunch of 12 damage taps will show up in quick succession), and it died on its own a couple minutes later without me finding it again. This is the fourth challenge attempt in a row where apparently I should have just reset the game as soon as the magma worm was selected as a teleporter fight. Any other challenges or play where timing or staying within the teleporter event bubble matters (Stand Your Ground) has been obnoxious with magma worms as well.

#

!Idea You probably get this a lot but could you please make the mercenary challenge easier

foggy prawn
#

!feedback "healing done" statistic please, the more stats at the end of a game, the merrier :)

tribal walrus
#

!feedback Mark the ridiculous influx of new character ideas as no entry and tell them to put it in the #695083943032258611 chat. Yes, it is an idea, but there's only going to be one more survivor on the launch update, condense that into a single chat without flooding feedback.
EDIT: Better yet, enable the feedback command in that chat so they can make top-feedback without flooding regular feedback.

cedar hamlet
#

!feedback New Red-Tier item idea:
Last Resort
[Picture of Void-looking Hourglass Here]
When reduced below 2 health, freeze your HP at 1 for 5 seconds. (+1 Seconds Per Stack, logarithmic to 15) (90 Second cooldown)
This is basically making OSP into an item, that fulfills everything people want from OSP and a little more, but with significant drawbacks (No healing during duration, has a cooldown period)
Note that Dio's actually brings you back from death, this only holds you at the edge of death for a little while longer.

obtuse dagger
#

!feedback love the artifacts but they seem a bit unpolished, I was on stage 2 and there were no spawns at all but I had two artifacts activated that is supposed to double the spawn and make them elite. Needs work if this was intended, I hope not, I ran around the stage and couldn't do anything until I activated the teleporter which gave me maybe 200 coins, enough to buy two chests.

fading helm
#

Items that drop into a pit and cannot be recovered should spawn back on the map like characters do

plucky fern
#

!feedback So just a possibility. I know people want HanD but theres also alot who are somewhat against the idea due to us having MulT now. With MulT having a HanD skin and most of his skills still under construction. Why not just remake some of HanDs old kit into MulTs alts?

-Overclock would be his second Utility. I would think something like: additional movement speed, jump height and armor but maybe reduced attack speed (to avoid just spamming hardlights all the time). This would provide a quick getaway in a pinch but you arent able to mow down enemies.

Forced Reassembly would be his alternative Special. This would be simply trading off longer "Reload" time for a big aoe damage effect. Knocking nearby enemies up and possibly stunning them?

-Also MAYBE readding "HURT" back as another primary, massive knockback but "downtime" between swings.
Then, if found a way to implement without abuse of backup mags, readd the healing drone system as his Alt Secondary?

I just think it'd be better to simply combine HanDs kit into MulT, instead of making him his own entire new character that as the devs stated might have difficulties in some situations (sorry for long post lmao)

tribal walrus
#

!Feedback Artifact of Acceleration:
Increases base move speed of all survivors, monsters, and bosses by 200%. Increase effectiveness of Paul's Goat Hoof, Energy Drink, and Red Whip by 300%.
Edit: Almost forgot, increase progression rate of difficulty timer by 50%.

little barn
#

!feedback
Add 8 more survivors to total 24 after the full 16 are finished.
I know enough people would pay for them if they're dlc because of how good the game is.
It solves the problem of having the old survivors being unable to make it in along with adding room for plenty of new survivors.
Make dlc have two survivors, costing enough to make profit when faced with the expenses of the work put into them.

Also if someone in marketing is looking at this, doing dlc for survivors is very good for the steam meta. It allows you to send the dlc to the front page for the game to catch relevance again after its died down.

north stump
#

!feedback Just had a blast with chaos and just fighting my friends in PvP. Maybe add a dedicated gamemode or artifact for this, or at least the option to limit mob spawns and the option to turn off names

short spade
sturdy zinc
#

!feedback An item that pulls in drops from other items from a farther distance. (Like ammo drops and gold piles) Kinda like a magnet, and the more you stack it the farther it can reach.

safe prairie
#

!feedback
Allow Cleansing Pools to spawn on Distant Roost past the first loop. This would allow for more cleansing pool spawns by allowing 4 separate stages through the loop to have it spawn. It would also fit thematically, like the stages it already spawns on.

river reef
#

!feedback Teleport items that fall off cliffs back up to the nearest ground.

pine gale
#

!feedback artificer desperately needs help with her scaling. Her m1 and r ability both aren't affected by attack speed, which is a big disadvantage past the first loop when you have a few syringes and predatory instincts. I propose that her r stacks with attacks speed like commando's r does. For her m1 I also propose that for however much attack speed you have, the m1 cooldown is reduced by that amount as well. (100% attack speed, 100% m1 cooldown reduction). Both of these implementations would help artificers scaling immensely and make her a much more viable survivor.

chilly crag
#

!feedback Add a way to go back to certain versions of the game (ie. Launch, scorched acres, skills 2.0, etc.) from the steam beta tab. Each update would have their own save file and if possible (highly doubt it) import the oldest save file from each version before the next update hit

winter aspen
#

!feedback Please, increase the spawn rates of Cleansing Pools. I'm okay that they offer such a small upgrade with pearls, their point is to remove lunar items, but... When in your recent 30 or so plays none spawn at all - that's kinda bs. If possible, either increase their chance of spawning or guarantee one on later stages or in bazaar.

maiden crag
#

!feedback can we get emotes in the game , would be loads of fun

warm shell
#

!feedback Ability to see stats for previously played runs. Me and friends game crashed on a super god run from command sacrifice and we wanted to see our damage

red zenith
#

!feedback a proper support character. preferable one that can store up the damage it does then disperse that as healing to himself/teammates. If this gets enough votes i'll go more in depth and make a full character for it

plucky fern
#

!feedback While Command is active can we either.

  • Let Cleansing Pools reappear.
  • Add the Pearls to "Yellow" Essence pool.
    Because currently theres no way to get the Pearls in Command runs. Making them the only unobtainable items (to my knowledge)
thorny geyser
#

!feedback to allow the drop of the items in one's inventory. For example if you scout ahead with a huntress and leave the bulky engineer to just farm some money, to be able to drop some items for him. Or when you take them by mistake.

red zenith
#

!feedback to allow the drop of the items in one's inventory. For example if you scout ahead with a huntress and leave the bulky engineer to just farm some money, to be able to drop some items for him. Or when you take them by mistake.
@thorny geyser the only people that will say no to this are the people that intentionally steal items

austere crescent
#

!feedback getting some skin for the "spawnship"

lone depot
#

!feedback (meta): prevent posts from channels that aren't #ror2-feedback-and-ideas from ending up in top-feedback (the art contest keeps spamming it up)

buoyant wigeon
#

!feedback Artifact of Disorder
Your other unlocked Artifacts are randomly selected each stage when this one is active.

ancient torrent
#

!feedback Could Thunder Gauntlet possibly not cancel sprinting on activation in the name of QoL? I understand that it's meant to be an alternate way to control Loader so I'm not asking for infinite charge, but it feels super clunky to cancel sprint manually, start charging, and then sprint, especially when my hands are turning into spaghetti in a tight situation.

glad gull
#

!idea

Give the player the option to either participate in unlocks for items, survivors and artefacts on the regular way or disable this mechanic and simply play with everything unlocked.

Give the people who unlock everything through progression (a) reward(s).

jagged token
#

!feedback Engineer should have something like the wrangler from TF2, where he can choose where the turrets shoot.

sharp sun
#

!feedback optimize artifact of command's UI use. Freeze time when on the selection screen, allow you to move whilst u select the artifact etc.

cedar anvil
#

!!feedback There should be a red item that generates crates or something, so you can make use of fireworks and squid polyp.

west talon
#

!feedback I don't think it would be balanced to allow full movement or time freezing in Command (nor would it work at all in Multiplayer), but perhaps hitting Escape should back out of the menu to avoid locking you in. I think that'd be a good compromise, while retaining the balancing factor of having to ensure your safety beforehand or choose quickly to make full use of the artifact.

limber coyote
#

!feedback Rejuvenation Rack needs its pick-up description changed. As of right now "double the strength of healing" heavily implies it's multiplicative, but it's not.

harsh geyser
#

!feedback Can we please just not have bosses wander out of the teleport area? In the screenshot the Dunstrider walked its way all the way over to the other side of the map to attack my Gunner Turret while I was dealing with the 2nd one.

Discussion Edit: Set players as a higher priority target than turrets, ect.

potent palm
#

!feedback I feel like the Elite equipment need a rework or just need being improved upon as they currently aren’t really worth getting over standard equipment and should be very strong/good equipment considering how rare they are.

muted elk
#

!idea In the Bazaar Between Time hidden realms can be purchased that can only be accessed via the bazaar. This will make the bazaar more useful because i dont see a point in being able to by realms that you can already access. What does everyone think?

pale meadow
#

!feedback
new green item : extra stunning ammo
effect: basically it just gives every stunning skill/item the ability to stun the bosses and other enemies

west talon
#

!feedback We could use an Equipment item that would allow us to recall drones and turrets to our side - ideally paired with the ROR1 Repair Kit function of auto repairing all drones.

little barn
#

!feedback The symbols on the artifact tablets could start glowing after 5 seconds of focusing on them(looking at them straight). Some of the areas are way too dark to read the symbols, making it hard to make out what symbol it is.

#

!feedback I play to RoR2 on PS4 and with joysticks we have less maniability than with a mouse, so It will be great to have a button to make a quick U-turn, like the Circle which is not used. It will be easier to deal with enemies that spawn behind our back

buoyant wigeon
#

!feedback I think it'd be interesting if instead of instantly killing you, the Void Reavers' death blasts send you on a forced detour to the Void Fields if you're caught in it. So the Null Portal can only be used once like normal, but if you want to go back there you can either accidentally get caught in a Reaver's blast or intentionally jump into it to get there.

Since we do know that the blasts send whatever is caught into it to the Void Fields instead of instantly obliterating it, so it shouldn't kill you; ||the Siren's Call tablet was split in half by a blast, the half caught in it was sent to the Fields||

velvet scaffold
#

!feedback

I'd love a newt dream that would force challenge of the mountains to spawn on a level. It could be used numerous times, or just once and rng decides how many. It'd just be nice for when you're quite powerful and can handle challenges but you're not getting any.

limpid sage
#

!feedback

Add more stuff to Elite enemies ( Drop item/equipment) and to Cleansing Pool. I say it should be a must before going official version. ( Also, change their indicator color to be something else )

wanton thorn
#

!feedback
The Artifact of Sacrifice - item drops too rare early game.
Cant there be a minimum items per lvl for this to be balanced early game? When the minimum is met the drop chance could be lowered again.

The minimum doesn't have to be as high as the average amount of chest that would spawn normally, but more than 1(boss items not included) would be helpful.
Or just a higher spawn chance in general could work.

Its weird I cleared the first stage with just one item with challenge of the mountain active and other than boss items, nothing dropped during portal event...shouldn't this artifact inspire the idea of rushing the teleporter and farming items there instead of just camping the timer on stage one and hope you get enough items as stronger enemies start spawning?

topaz falcon
#

!feedback on Artificer
Can Artificers M1 reload be like MUL-T's grenade launcher reload? Like how all the charges refill to full after a second reload? The constant 1 charge per second is kinda annoying.

prisma elk
#

!feedback

Please make the UI text readable at lower resolutions. The text isn't sharp even at higher resolutions except for for the 2 highest. And at the lowest few you can't decipher almost anything. Especially the ingame item descriptions.

next juniper
#

!feedback Add a setting in the options menus or make an artifact that disables the Ally Cap. That way those who want to play the game how it was intended before the strike drone bug, in terms of using lots of allies to win, may still do so; allowing for ally based setups to be an option without installing the mod for it.

little barn
#

!feedback About the Loader, given that her speed affects the damage of her gauntlet, It will be great if its use doesn’t cancel the sprint. On PS4, having to press constantly L3 (L1 then L3 each time) when playing this character becomes painful after few hours.

earnest kayak
#

!feedback Improve drone ai. They keep getting stuck across the map if too many enemies spawn and if the boss is the magma worm it will go across the map to target them wasting a buttload of time.

ebon creek
#

!feedback Remove or Buff the Pearl, 10% health just doesn't do much at all its so much worse than the Irradiant Pearl its just a bummer any time u get it.

random plinth
#

!feedback Show Full Info of Items, i think there should at least be an option to show the full info of items ( like p%s) it would just be a good quality to life change and helpful to knew players or players who havnt looked up the stats of items.

unkempt bridge
#

!feedback maybe add a way to drop items

earnest kayak
#

!feedback Buff artificers plasma bolt. It's way more fun to use than fire bolts but the plasma version is just a straight downgrade in terms of damage. The only good thing about is its slightly bigger aoe which is barely noticeable. Make the aoe bigger or buff the damage please!

west talon
#

!feedback Command menu should show your list of items instead of completely making your current list invisible.

deft mason
#

!feedback if you want it so people cant cheese the game, you have to make it so you cant re-enter an artifact challenge once you have that specific artifact. The reason: Artifact of Sacrifice. While in the artifact challenge the time doesnt go up, and the artifact youre "trying to unlock" is automatically applied, so no matter what type of run youre on any player can enter this challenge and farm as long as they want with no repercussions, with infinite potential item drops. Its Boar Beach 2.0

sick cobalt
#

!feedback I noticed that the command icons that you interact with to choose your item tend to get stuck on any surface they hit, I’ve had them stuck to walls and even get stuck inside the tree branches on wetland

urban bay
near bay
#

!feedback Let the sprint toggle actually toggle sprint permanently instead of 90% of abilities turning it off and forcing you to toggle it back on over and over. Attacks such as Double Tap should only slow you down for as long as you're firing. Movement abilities such as Tactical Dive should never stop your sprint. Attacks with a mobile wind-up such as Laser Glaive and charge moves such as Bouncing Grenades and Charged Nano-Bomb should not disable sprint at all. You can sprint immediately after initiating these moves anyway, so it has no effect on balance, and having to do it manually does basically nothing for skill expression. Having to toggle sprint hundreds of times per stage gets really old really fast.

vestal lodge
#

!feedback tagging onto @near bay
on top of all his solid points: playing with a controller, pressing down the thumbstick all the time is pretty rough on your thumbs. I've sprained my thumbs before from a combination of things like rock climbing and overdoing games with controllers, but even without that it's a bit much. I bet this would ergonomically help a bunch of people.

topaz dome
#

!feedback When a run has been finished, Artifacts that have been collected from the Hidden Realm during a run (even if the player already has them unlocked) should be shown. This isn't exactly necessary, but it can be used to show that a player has gone through a run with the Artifact enabled in at least one area. So if a player has a Command Artifact disabled, yet goes through the Command Hidden Realm anyway, the game over screen should show the Command with a small symbol(?) next to it.

deft mason
#

!feedback a "time played" timer in addition to the game timer at the end results screen to show how long the player actually played in total, including time spent in hidden realms

lusty belfry
#

!feedback
Having the healing orbs that drop from enemies with the Monster Tooth be a bit more visually distinct would be nice. While playing with the Artifact of Sacrifice active, it becomes a bit difficult to tell at a glance if an enemy just dropped a green item or if it's just the health orb.

eager dagger
#

!feedback let us our control jump height like in the ror1

final thorn
#

!feedback
CorpseGloom: grants 600% (+300% per stack) more base health, removes all healing, recover 66% (halves per stack) health at the beginning of each stage (the numbers may be a little untuned, but its a basic concept)

I thought this would be more interesting/fun than current corpsebloom mechanics, or a new item, since it would allow you to have a limited but extremely large health pool every level. Each stack is balanced around the max hp increasing linearly, but the healing at the start of the stage going down exponentially.
Meaning if you have 100 base hp:
1 stack has you at 700hp, and you recover 462 at the beginning of each stage
2 stacks has you at a whopping 1000 hp but you recover 330 hp
3 stacks is 1300 and 214
10 stacks is 3600 and 4
it would synergize brokenly well with transcendence and shields, since it would buff transcendence with no downsides, so shields should be prevented from regenerating, converted to health, or downright disabled (which would make some funny 1hp builds if you happen to accidentally combine the wrong items)

rustic cape
#

!feedback
Make the Radar Scanner display specific icons for different interactables instead of "?" for everything.

vestal lodge
#

!feedback
The more times you collect an item/use an item/?proc an item? (or something along these lines) the more information it reveals in the logbook. So if you do so enough times, you can see the exact numbers for an items effects and how it stacks.

west talon
#

!feedback Alternative to all these proposals about multiple run timers:
Have a More Details tab with information like "time spent per stage" for a more granular breakdown of a run - this could include things like number of items acquired or number of interactables used per stage. It would also satisfy those who just want to see how certain runs fared before others, those who want to figure out how they can improve their clear times and which stages trip them up the most, etc.

full tundra
#

!feedback
but I saw that one of the problems they might face with integrating the Miner is that he might not have a lot of maneuvrability, but I came up with a cool idea to give him some. What if he could have a M2 attack that was him throwing one pickaxe into an enemy for some dmg, making the pickaxe stick in the enemy. He could then hurl himself at that enemy, like a reverse Thor.

velvet scaffold
tight kiln
#

!feedback Artifact that halves the gravity in every stage, affecting players, enemies and items.

blissful badger
#

!Feedback Instead of shields needing to not take damage for 7 secs straigth to even begin recharging, add a small passive regen for shields that ramps up the longer you don't take damage

inner terrace
#

!Feedback add a reconnect feature to the game, we rarely can complete long runs with friends due to them being disconnected due to FPS drops and etc

jovial lintel
#

!feedback
Remember the last selected survivor instead of defaulting to the commando each time.
Makes restarting easier and allows for some conscious variety if wanted. E.G: "Oh I played this character the last 4 games, maybe I should try varying"

lavish barn
#

!feedback Could the hitbox for Mercenary's alt special Slicing Winds be made more generous? I've been giving it a try since the update and it's a difficult adjustment, especially with flying enemies. I would rather be able to hit SOMETHING with it as opposed to hitting a specific enemy with high precision

loud anvil
#

!feedback Add a random survivor button. The randomized survivor artifact changes who you're playing as EACH stage, but what if i wanna stick to one character through the entire run but i dunno who to pick.

cloud hollow
#

!feedback if Entirely New Character wins the poll we should then get a secondary poll for which of the ideas listed under that should win over all, some of us voted for that thinking "oooh Chemist sounds cool" while others felt likewise to another idea on that list. Currently 21k people want a new character, they might not all want the SAME character.

placid marlin
#

!feedback I have noticed there are still alot of regular players in this game- and most of which really struggle and might not even get the Ethereal Challenge for Mercenary, I suggest putting it at either 90% at lowest or 95% compared to 100% to give those who don't play this game alot a chance at the ability

velvet scaffold
#

!feedback

Honestly, I would give horde of many bosses +1 drops.
Hear me out.
A horde of many often encompasses elite bosses. Horde of many blazing elder lemurians for example. These are genuinely high risk, high threat enemies that can destroy you. And theres multiple of them, some of them elite.
You arent guaranteed to get an old guillotine, so these can often be incredibly dangerous bosses. Their difficulty is so much higher than something like 4 beetle queens and yet their drops are the same.
It feels frustrating and unfair that a boss which is so much harder is the same reward, thus, I propose they should drop items as if a challenge of the mountain was activated (aka, double the drops.)

livid palm
#

!feedback

Can we optimize post 300 min rendering? I've been playing a run for 500 minutes now and ever since hitting 300 I've been at 1 fps with all minimum graphics settings. I don't know why I'm losing frames but it becomes nearly unplayable. Can we look into post 300 minute rendering.

north blade
#

!feedback

I think that before there was an update to take out Void Fields red items for monsters that resulted in them being overpowered, though I may be remembering wrong. Anyway point being can we make it so they can't roll tesla coils? It's impossible to know they'll get them and very nearly impossible to win if they do.

Also sorry I missed the shift key thanks for your reacts most interaction I've ever gotten on social media

dim hamlet
#

!feedback
Retro HUD
What could possibly be wrong with a bit of nostalgia, eh Chief? Just sit back and enjoy this little retro piece of art.
Unlock: Beating the final boss on monsoon

All items/equipment/survivor abilities becomes sprites in the menu/item bar, and in-game become 3D sprites (made out of little, simple blocks instead of smooth polygons and high quality textures). Also applies the font used in Risk of Rain.

This is purely meant as a bit of nostalgia for the game that we owe so much. It is all purely aesthetic and does nothing to the game itself.

austere crescent
#

!feedback if we put a revive options like in warzone you pay to ressurect your friends in multiplayer with a certain amount of money?

earnest laurel
#

!feedback

To make multiple bosses not suck so much, make it so that the TP event doesnt drop items on boss beat, but the bosses drop one item per player when killed.

Hordes of many would get white items instead of green for this to be balanced.

ornate juniper
#

!feedback compass

still lion
#

!feedback

Reduce the health degen of the squid turrets, preferably to near zero.

marsh iris
#

!feedback might be a stupid idea but what about drop that increases projectile speed

amber marsh
#

!feedback
I understand it's a hassle to update poll since you need to contact Discord staff to get the updated numbers past 5000, but c'mon, it's been 4 days. I completely understand not updating it daily since that is a hassle, but again it's been four days and the poll ends in 2

eager dagger
#

!feedback
change death mark to grant a smaller damage boost per debuff rather than a massive one for having 4 debuffs

unkempt quiver
#

!idea I would love to see a PvP option for RoR2. But not permanent. For example, every five levels or so allow for a vote to enter PvP. Winner gets a Unique item that is only unique to PvP wins.

languid berry
#

!feedback
there needs to be a way to turn off the screen effect when using tonic, i find it somewhat disorienting when i use it alot

severe ore
#

!feedback
Malachites do like 4 horrible crippling things and one of them is shoot 3 mines out from the top of their head. This is fine besides one thing, unlike any other attack in the entire game, it's instant and can just make any malachite shotgun you if they simply touch you.

I suggest there be a mini-mushrum type orb gathering so you can tell when this attack is gonna fire so you dont just zoom by them with 1/20 chance to get nuked to death without any warning like all other attacks having atleast a moments of reactable warning.

upper lantern
#

!feedback to allow the drop of the items in one's inventory. For example if you scout ahead with a huntress and leave the bulky engineer to just farm some money, to be able to drop some items for him. Or when you take them by mistake.
@thorny geyser this is bad because people will be able to drop items they may not need anymore (drop a shaped glass when done with void fields for example) which kinda breaks the point of having to choose items to build and the usage of lunar pods

halcyon prairie
#

!feedback
Can we perhaps get an option that we can toggle to replace the item descriptions with the more detailed mathematical versions that you can read in the logbook?
This would help us be better able to assess the true effectiveness of the items as we collect them.

manic mantle
#

!feedback have the ability to see how much stacks of items affect your dodge chance, attack speed, movement speed by scrolling over them. It would be nice if we could just have this without having to use mods.

orchid nymph
#

!feedback @marsh iris suggested an item that increases projectile speed. Because this would be useless for hitscan attacks, it should also decrease damage dropoff due to long range, thus benefiting all characters, even commando.

finite maple
#

!idea Maybe make an artifact that doubles the teleporter charge time, to make the game faster and the negative thing would be something like but while you charge the teleporter you lose 1% of hp per second or something like that would be really nice! I would like to see the runs go faster, the start of each run is very slow and when you die often (like me) it can be very overwhelming and frustrating start over and over again without being rewarded

round wolf
#

!Idea can you please add a little option to turn off items visibly appearing on characters? I love looking at the har earned loader skin I got on monsoon and my mercenary skin aswell. The items all appearing is funny but I wouldn't mind an option in game settings to have the items not appear.(this should also get rid of the blue outline you get from sheilds. Or if you guys would like to go the extra mile you could make a list of all the items and change what you do or do not want to show up. Because lets be honest the crit goggles are cool looking 😎.)

earnest laurel
#

!feedback I said it once, I'll say it again.

Let us drop items, but ONLY the LAST item we picked up, in case of accidental pick-ups.

tidal copper
#

!Idea Item Synergy! Love me some item synergies!

shell nebula
#

!feedback just make !idea a command for this too already, people just fuck up and good suggestions get drowned completely

empty harness
#

!feedback Just reposting @tidal copper 's idea for opinions: Item Synergy! Love me some item synergies! (which i guess stemmed from enter the gungeon's mechanics)

gusty creek
#

!Feedback In the hidden Rift event, Medikit and Cautious slug do practically nothing for the monsters and should be replaced.

pine ravine
#

!feedback When the Artifact of Death is on, and a player has a Dio's Best Friend, if a player without Dio's Best Friend dies, it activates the Dio's Best Friend and no one dies, and they lose the Dio's Best Friend (Pretty much make the Dio's Best Friend global across everyone when Artifact of Death is on)

lilac pulsar
#

!feedback happiest mask should be sideways on huntress like lens makers glasses.

sharp ivy
#

!feedback engineer's new ability should've been an m1 or m2 slot instead of replacing his shift attack (shield). As it currently stands, it's hard to justify picking an ability that gives you 2000% damage at most when you have a bubble shield that negates any and all damage outside of the bubble, as well as helping your team mates negate damage too.

ebon creek
#

!feedback right now Thermal Harpoons resets the cooldown on Spidermines everytime its activated dont know if this is intended but its not 2 good

idle epoch
#

!feedback Could you add an item that allows you to sprint in all directions (sideways and backwards). This would complement huntress ability to auto attack while sprinting.

  • It could be a red item.
  • It could be an active item (with a passiv effect).
  • It could also be a lunar item with an additional downside (e.g. the movement speed while sprinting is reduced by 25%).

Edit:
I forgot item scaling. Since it can not scale it should be an active item. Or some scaling has to be involved (e.g. you can sprint sideways and backwards at 75% speed).

Edit:
It should probably be an active item so it can be avoided if not desired.

desert sierra
#

!feedback Currently, REX's non-damaging skillset is extremely lacking and overall just terrible to use. There's pretty much no reason to ever use DIRECTIVE: Drill or DIRECTIVE: Disperse because of how much damage you sacrifice to do so, not to mention ruining the very strong razorwire synergy.

I think simply halving the cooldown of DIRECTIVE: Drill to give it 2x the current DPS and 100% uptime would make it close to (but not the same) amount of damage as Seed Barrage, since the proc coefficient would still be lower, and the damage is applied as DoT.

As for DIRECTIVE: Disperse, the move is pretty much just as good as Seed Barrage for mobility, but far worse in combat. In combat, Disperse tends to move enemies too far away to hit multiple of with secondary fire, making the weaken effect pretty pointless, and while both abilities push targets out of the concentration Tangling Growth puts them in, Bramble Volley always gives massive amounts of health and large amounts of damage in doing so.

So, in order to make using Disperse for combat feel less terrible, what if it pulled enemies in rather than pushing them out? Obviously it would need a bit more range so you aren't just pulling enemies that are already close further together, and it would need to be renamed to something like DIRECTIVE: Gather, but doing that while keeping the current mobility aspect the same would make the weaken portion of the move really helpful, allowing you to pull enemies into Tangling Growth and bringing them together for extra secondary fire damage would make the move really useful in combat while maintaining a separate identity from Bramble Volley.

rancid hollow
#

!feedback

Add a challenge for obliterating yourself on monsoon with ALL artifacts on at the same time.
Prove to everyone around that you are tough as nails and can adapt to every situation with ease.
Could unlock some special cosmetic for the characters you have done it on, or something else more fitting of such an achievement.

flat zenith
#

!feedback

Compartmentalize multiplayer a bit. I especially would appreciate if there was a no-artifacts multiplayer mode and an 'anything goes' mode. Sometimes you just want to play a normal game so it can be kind of annoying when a random just decides to make all the enemies beetles. Artifacts are fun, but it would be good to have some sort of control over the kind of game you're gonna play online.

fiery fjord
#

!feedback
When you have the command artifact activated, and you are going to choose an item, make time stop, so you have time to think about wanting to pick it up and not worry about a wretched trash coming after you and killing you

light zephyr
#

!feedback

I don't know if this was mentioned or rather, how many times was it mentioned here but maybe adjusting Loader's secondary skill's challenge time limit to the new added stage would make it more accessible. Right now we have 3.125 minutes per stage while in the last update this number was ~3.57.

stark scaffold
#

!feedback

Make it so that we can use Escape, or have the option to bind a key, to close the Command item selection menu. I cannot count the number of times I've just opened the game menu in multiplayer.

dry tulip
#

!feedback

I don't know if someone has talked about this before but I wanted to ask it anyways. As much as I love every single skin and I'm enjoying them all to the max, can we please perhaps get an ability color change or something like that. I just thought it would be cool for Merc to have a red/orange sword and effects for his oni skin or maybe some blood-colored poison for Acrid's skin so it fits better and looks cooler. Also can we please get a little color saturation or sprite change on Artificer's skin? To me, personally, the skin is kind of underwhelming

waxen herald
#

!feedback

There are way too many elites now. I tried a normal commando run on stage 1 and I was happily greeted with a large crate, also three elite lemurians that one tapped me...
I think elites should be held on reserve and released 'halfway' through the second stage, that way you have SOME kind of defense against them with any items you could find. On the first stage they're a bigger problem than the tele boss itself.

rustic siren
#

Please add a "press ESC to go back" in the logbook because it's an actual pain in my bumhole to press on the back arrow every time. Also, maybe a read all? 🤷‍♂️

woven gust
#

Feedback: I loved risk of rain and would spend hours acheiving god level power.

Risk of rain 2 is just as fun if not more so. Thanks for the game 😭

velvet scaffold
#

!feedback

Credit to @rustic siren
Please add a "press ESC to go back" in the logbook because it's an actual pain in my bumhole to press on the back arrow every time. Also, maybe a read all? 🤷‍♂️

covert solar
#

!feedback
Let us turn off Artifact of Command's menu with ESC. New Command's menu is much better than it was in first RoR, but it's would be great, if we could quickly close menu

dusty fulcrum
#

!feedback Please make blight actually usable, maybe like a 5x damage buff?

topaz sparrow
#

!feedback Make Mountain Shrines appear more common in singleplayer, they seem to be very common in Multiplayer, while there arent many while playing alone

zinc elm
#

!feedback Acrid needs an incentive to hit his poisoned enemies, instead of just running away. Maybe primary heals against poisoned targets?

plucky fern
#

!feedback Small detail but the little Slow-Field bugs that are spawned from Beetle Queen are just named "."

quartz whale
#

!idea making crit that goes past 100% double crit and past 200% triple crit chance, ect. Having an item that increases the range of ranged attacks or the radius of melee attacks.

little barn
pine ravine
#

I DONT CARE IF I GET MUTED BUT PEOPLE IT IS !feedback NOT !idea OMG READ PINNED MESSAGES

velvet scaffold
#

!feedback
just as a note, link above may fuck your #ror2-feedback-and-ideas channel a bit and cause it to only show about 10 messages. If so, CTRL + R to refresh your discord. The link goes to one of the first messages of the channel

uneven badger
#

!feedback
take out the tesla coil from the void fields' enemy item pool as it is unavoidable and can hit you without even being able to see the enemy + can kill you in seconds

pine ravine
#

!feedback Put the slowmode on this channel to 10-20ish minutes so I don't have to wait 7 god damn years every time I think of something I'd like in the game

warm shell
#

!feedback Artifact of haste - All movement speed, attack speed, and animation speed is doubled for players and monsters. Difficulty timer moves twice as fast and teleporter charges twice as fast

little barn
#

!feedback make commandos default utility better. Almost no reason to pick it over the slide. since you have stated, secondary's are supposed to be another option, not a clear upgrade. Could maybe add an attack speed steroid after using it etc.

random pagoda
#

!feedback Artifact Of Lava - Standing on the floor deals damage, stay in the air or ontop of structures/rocks to avoid getting hurt

earnest kayak
#

!feedback Add emotes that you can purchase for lunar coins.

formal turtle
#

!feedback Artifact of Spirit, it was in the first game and it was really fun to use please add it back

elder wadi
#

!feedback Magma Worm tele bosses should not prioritize purchased turrets over players or engi turrets. I frequently find it very frustrating when the Magma Worm ignores the teleporter area entirely to try fighting purchased turrets on the far side of the map, greatly increasing the time it takes to complete the teleporter event.

eternal rover
#

!feedback artifact that removes the difficulty bar or slows it down alot but enemies have same lvl and items as you, could be called "artifact of equal trade"

willow ravine
#

!feedback Let Engineers middle click to target which enemy the turrets should focus first

safe prairie
#

!feedback
Lower the base health/regen provided by Titanic Knurl, but allow them to scale with your level. This would allow Knurl to scale better into the game.

civic copper
#

!feedback Prevent items from teleporter bosses spawning too high and items spawning from chests/shrines from falling off the map.

pearl flame
#

!feedback It would be nice to have a way to organise your inventory display in game, a toggle switch in the options that could turn that on and off. When turned on, the rarity of the items would be sorted, so you'd first see common items, then uncommon, then legendary, then Boss items and finally Lunar items. That way, it'd be easier to search for a specific item while deep into a run instead of looking at an unorganised mess.

pine ravine
#

!feedback Reposting for @pearl flame 's sake, credit goes to them
It would be nice to have a way to organize your inventory display in game, a toggle switch in the options that could turn that on and off. When turned on, the rarity of the items would be sorted, so you'd first see common items, then uncommon, then legendary, then Boss items and finally Lunar items. That way, it'd be easier to search for a specific item while deep into a run instead of looking at an unorganized mess.

hollow vector
#

!feedback - Character Idea: Beast Tamer > the post is on the game suggestions forum, on steam / Also, here the post:
Beast tamer - A support/tank character, close combat, high sustain (with the R skill)

[Primary (M1)]
Dance of death - Use a quick whip that deals X% damage when hit with the end of the range, but 2/3 of the value if hit with another part of the weapon. Y% chance of applying fragility* to the target.
OR
Authoritarian - Uses a slow rod that does X% damage, has a small chance of stunning on impact. Y% chance of applying fragility* to the target. (I think this makes more sense, but the whip sounds interesting)

*Fragility: Fragile targets take more damage and can be tamed**.

[Secondary (M2)]
Scare - Emits a wave that causes fear to nearby enemies for X seconds, enemies with fear cause reduced damage and are slowed. - Feared enemies double the chances of applying fragility*. OR Feared enemies can cause damage to each other. OR Ignore this part.

[Auxiliary Skill (Shift)]
Takes a boost forward, and if it hits an enemy, it stuns and jumps behind it.

[Special (R) [Taming]]
Tame an enemy marked with fragility*(other than elite or boss) making him an ally. A tamed enemy has a greater chance of attracting attention. - Additional, to be considered: It is only possible to have 1 enemy tamed. The skill alternates so that when you press R again you share a copy of your items*** with the beast for a few seconds. - Another additional to the additional, for fun and playstyle: If the enemy is a big enough (non-flying) beast, pressing E close to it allows you to mount it, coordinating movement and attack (M1, M2, Shift and R,
switches to the ability of the beast, if it exists). You are unable to attack with your own weapon and skills, but you always share your items***. When mounted on him, only him will take damage.

***Movement speed items have no effect in the beast.

plucky fern
#

!feedback Couple points regarding initial Survivor Stats.

  1. Currently the initial movement speed for All survivors is exactly the same at 7m/s. I think this should be tweaked to give them all different values. With all them being the same speed it still makes some of the characters slower in comparison to other survivors. Maybe give some Survivors like Huntress and Acrid more initial movement speed to increase survivability?

  2. The initial Armor values of alot of the Survivors just dont seem right. Example: MulT, a literal metal robot, has less armor than others like Merc, Acrid, and oddly enough REX (another Robot of the group). I think some of these armor values could be tweaked, some reduced and some raised to make the characters seem more fair based on their other stats.

  3. This is just a prime example of the mixed up stats, Huntress currently has 90hp (lowest of the entire group so far) and also has 0 armor but the same speed as everyone else?

viral narwhal
#

!feedback some item ideas, I feel like there are only a few shield items so having a couple more wouldn't hurt. Legendary(?) Shield overcharge: Reduce the time it takes for shields to start to charge up, reduce the time it takes for full charge. I don't know what the dropped item would look like, but the effect on the character would change the shield outline on the player from blue to purple. Uncommon(?) Shield Scavenger: Like leech, but for shield. Damage gives you some shield back, probably less than leech would however and it cant overcap your shield--if you have 200 shield it can only give u 200. I imagine it being like a bird holding a personal shield gen/under the effect of the shield and when picked up it would perch over your shoulder.

rugged sinew
#

!feedback Prevent kin from choosing lesser wisps on stage 1 when glass and honor are also enabled.

simple gyro
#

!feedback
Secondary option for Mercenary M1- Iaijutsu
Shorter combo with longer delay time, higher damage.
Does a quickdraw two-cut combo, then sheathes blade.

carmine oak
#

!feedback It would be nice if we can toggle the Artificer's hover ability when using a Controller. Aiming/attacking while hovering with the default control scheme is a hassle. A toggle would allow the you to press A/X to allow for mobile air movement and dedication to aiming.

keen prism
#

!feedback have the walking laser turrets for engineer get affected by the shield buff when they move. As nice as the little shield hat is, itd make sense for it to do something

solid jacinth
#

!feedback add a go again option after a run to automatically start a new run w/ the same char. (probs will be mostly used in all artifact runs)

random knoll
#

!feedback add an in game voice chat option to easily talk to people in quick matches instead of having to type everything out

ebon rivet
#

!feedback nerf the healing rate of celestine and malachite mushrums, as it is currently possible to be stuck with an unkillable teleporter boss on the off chance that the player rolls mushrums.

soft glade
#

!feedback Catetorize elite aspects as pickup items instead of equipment, they're so exceedingly rare that they're unlikely to ever stack and the effects they give are closer in power to pickup items than equipment items so as they are now nobody actually uses them for more than a bit in normal play. Plus you could write lore for them that way

pine ravine
#

!feedback Make the last jump from a bunch of hopoo feathers have red/a different colour particles because I lose track of how many jumps I've made and how many I have really quickly and end up doing really stupid things

quasi mural
#

!feedback Not sure if this's been mentioned before, but i have 2 monitors and the ability to switch which the game launches and displays on would be great! I also cant get it to switch even when changing primary display in windows so maybe a bug instead?

lusty lantern
#

!feedback
All the survivors in the game currently are amazing and a blast to play. Everyone likes to test their skills on monsoon, get to the obelisk, and sacrifice their run to get the skins, for bragging rights or just to show how much they like the character. I feel like there should be a small update to improve on some survivor skins. Long story short, not just recolors! Some recolors are just kinda boring! Commando, Engie, and Merc get amazing skins but everything else feels like lackluster recolors! Please show us some love for skins on other survivors?!

wispy summit
#

!feedback artifact of glass should display HP bar as normal instead of 10%

trim plover
#

!feedback
Would be nice if you could see the equipment that was used in the run on the game over/obliteration screen, perhaps at the end/begining of the item list or in a separate spot entirely

little barn
#

!feedback Make whoever made the fandom wiki to take it down since its outdated and google keeps shoving it down your throat when you google for the gamepedia one, which is the up to date one.

loud anvil
#

!feedback Add an unlockable sound test bonus so we can listen to the soundtrack at any time (mostly for consoles). There's times where you're just waiting for a mate to get online, or you booted up the game and wanted to hear that one track but don't want to spend 15 minutes to get to the stage of your favorite song.

sick aspen
#

!feedback alternative passive for mercenary:
sky demon (or some other name i'm not good at names)
removes base double jump, but grants double jump on killing an enemy with base ability damage
will not activate on auxiliary damage kills (gas, missiles, bleed, lightning)
lets merc have an aerial combo extender

heady delta
#

!feedback Give Engineer a booty that isn't akin to Hank Hill's

obsidian shadow
#

!feedback If item falls down a pit it should be teleported back like players and spawning items on portals should be improved a bit, because items sometimes spawn out of bounds

little barn
#

!feedback please buff mul-t

vestal lodge
#

!feedback
If you look as straight down as you can, you can often ping yourself. In the same way, as Huntress with artifact of chaos on you can also target yourself with basic attack or glaive...
This is incredibly obnoxious, it's really not fun to one shot yourself with your autotargeting when glass is on. Please fix.

warm shell
#

!feedback Falling off the edge in reliquary creates an infinite cycle of falling off if you move even slightly when teleported back up, a little improvement to where it puts you would help it not take 10 minutes just to get back to actually playing

queen burrow
#

!feedback Add mouse and keyboard support for console.

olive glacier
#

!feedback When multiple artifacts are on, allow every scavenger to drop a loot bag.

amber yew
#

!feedback having beads of fealty when you obliterate at the obelisk should not deny you the mastery unlock

fallen basin
#

!feedback
Acrid's new secondary, Ravenous Bite
Edit: tldr, acrid's bite is awesome but he needs range

Preface, I love the new ability. It's strong, has a short cooldown, and feels good to use. It has one critical downside, though; it's acrid's secondary.
This means that if you want to use it, your only consistent ranged ability is Epidemic, which is on a 10 second cooldown and may not hit the enemies you want. This also means that in order to consistently hit enemies like wisps, alloy vultures, jellyfish, etc, you either need to wait for epidemic to cool down, use active items (which are not guaranteed), or leap at them, putting yourself in potentially deadly scenarios.

Maybe that's the intention of the new secondary, but after playing through an all wisp level on stage 2, with no equipment found, having some sort of consistently available ranged attack may be necessary. I could've just not used the bite, but that would defeat the purpose of it existing in the first place.

clear ledge
#

!feedback change the location of "Back" on the character select screen. It is placed where "continue" is located on the death screen. If you click too fast on the death screen, it very easy to also click back and leave the lobby. Its annoying for challenge runs where you die a lot and want to restart the run

timid ferry
#

!feedback We should be able to have different control presets for different survivors. I use a different control scheme among some survivors and would like to not have to return to settings each time I want to play a different survivor. It also makes metamorphosis a little cumbersome.

stoic grove
#

!feedback artifact idea: Artifact of Order: All enemies, items, and stages are only optional for 1 per rarity/toughness. So for example, you could be only able to pick up shield generators, bandoliers, and 57 leaf clovers, and corpsebloom. Enemies would be only of beetle, greater wisp, etc.

plucky fern
#

!feedback Maybe have wisp targetting behave more similarly to the new Royal Cap targetting? (fires where target was 0.3 seconds ago) Would make them easier to deal with and make Prismatic Trial Merc challenge alot easier.

clever prairie
#

!feedback What about making the artifact of enigma like in the first game and including the small enigmas?

lilac pulsar
#

!feedback make mercenary immune to fall damage

little lava
#

!feedback when the final update comes out (L8 April/Early May Hopefully) there should be an option in the final stage to change the final boss' abilities so we have 2 play styles to deal with when fighting him, as well as that there should be 2 red items we can get by completing the game after defeating the boss in both of his forms of monsoon

paper merlin
#

!feedback
Allow players holding tab to hover over their buffs and debuffs in order to see what they do, like they can with items.

raw temple
#

!feedback
Change the damage indicators color on Acrid's alt passive [Blight] to match the purple-esk debuff icon.

nova kiln
#

!idea an alternate primary attack for Commando: 75% damage 4 times, then give him an assault rifle.

frail swallow
#

!feedback alternative acrid poison that has proc coeficient but deals damage slower and doesn't deal HP % damage.

little lava
#

!feedback for @nova kiln

!idea an alternate primary attack for Commando: 75% damage 4 times, then give him an assault rifle.

ashen current
#

!feedback make the elite equipment that gives you an aspect an item that shows in the gathered equipment area in the logbook

heavy glen
#

!feedback Wondering if that's the point, but I don't think any entity should be able to damage itself with its own skills and attacks while Chaos is active. Dying to my own Will o Wisp procs was a bit sadder than my normal deaths.

fresh holly
#

!feedback an artifact where you can only get 1 item per rarity (changes with stage) like only can get tougher times for white rarity and only predatory instincts for green

lucid goblet
#

!feedback
I was thinking a way to revive party members and came with this:
-Make an altar of sorts that takes lunar coins (maybe 5 or 10? it is supposed to hurt your purse). The first player that dies gets revived and the altar is gone (like the meat effigy in dont starve)
-The other way is more straight forward, just go to your buddys corpse and throw some coins at him. You may cap this action to 1 per stage or make the cost of revival incremental with each use.
-A mix of both ideas, go to the teleporter and revive a player using lunar coins (with the incremental cost for each consecutive revival)

mossy void
#

!feedback - Add the item description to the logbook HUD, so you can see his effect passing the cursor over it without open it.

neon crypt
#

!feedback add a random option when choosing an item with command

tight kiln
#

!feedback

Artifact in which dead players are not respawned at the beginning of every stage, and special revival shrines would appear that would respawn a random dead player on use. Said shrines would have some sort of significant downside when activated, like a permanent 20% reduction to max health on both the player that activates the shrine and who gets respawned.

near quartz
#

!feedback add an indicator on the hud when someone has activated a blue and/or gold portal in case anyone forgets that they did

brazen plume
#

!feedback

Buff the desk plant's proc rate and/or downgrade it to a yellow item instead. Its effect is too underwhelming and mundane to warrant making it a red item

lucid goblet
#

!feedback
Chatting with a friend we came to the idea of pinning challenges from the logbook as quest logs... I mean, you want to start a run to unlock a specific item but you forgot what to do! So what i propose is a way to display the requisites ingame, like in the corner of the HUD or something. The next time you play you can instantly see what you left undone and be like "ohh yeah! I got a score to settle with that blasted Worm!"

rose viper
#

!feedback Would we ever get an art redesign for acrid? He looks adorable and I love him, but that's the problem. I feel like he should seem more badass and reptilian than just CUTE DOGGO. Granted, he is adorable and I love him, but it would be nice to have even the skin be something more like the ror1 acrid. Thanks, and keep up the great work! ❤️

plucky fern
#

!feedback Small detail. Can we have a buff icon for when we're in a Bustling Fungus field or under the healing effect of it?

lucid goblet
#

!feedback
I was thinking about 3d printers and a way to choose wich item to feed it. I came with this idea:
-Hold "E" and a cycling roulette of your equipped items appear (like the "adaptive chest"). Release "E" whenever you see fit.
-Keep the current system as well. If you are in a hurry just do it as usual, but if you have time to spare give it a go; its still risky to miss the item you wanted to feed the printer, but at least you had a chance to get rid of those KEYS

modest pendant
#

!feedback I think it would be a cool idea for the 1.0 release could be a skin for obliterating with every artifact on while playing monsoon

open tartan
#

!feedback
Interstellar Desk Plant needs a rework. 2 Bustling Fungus is more healing in a bigger radius that can be used anywhere, not just in the middle of a war zone.
Idea: The plants are permanent, and when their areas overlap, they merge (helps cut down on clutter/GPU). The combined plant

  • gets slightly bigger (height multiplied by cube root of plants),
  • has a larger radius (multiplied by square root of plants, for the same total area),
  • and moves to the average distance between them (weighted by # of plants each one counts as, so big ones basically eat small ones).
    Even if the area becomes map-wide, it’s still only 5% max health/s for a rare, regardless of its stacks. With high stacks, you’ll have a giant bloodthirsty plant faster than you can say “Feed me, Seymour!”
jagged token
#

!feeback Please give snakes more love, at least an item. Please!

lucid goblet
#

!feedback
More Shrines! We already have the "Shrine of the Woods", but what about a
-"Shrine of War" It would have the same effect of the Warbanner
-"Shrine of Valor" Killing enemies inside the radius gives a % of hp back
-"Shrine of Frenzy" Have it emit a pulse like the Lepton Daisy wich grants all players inside de radius a generous bonus to attack speed for a short period of time
-"Shrine of Sacrifice" Killing enemies inside the radius makes the corpses explode or spawn projectiles (like the Ceremonial Dagger)
-"Shrine of Wonders" Spawn and challenge the Scavenger (+1 red item drop from the shrine?? just maybe)
-"Shrine of Greed" Enemies killed in the stage drop xTimes more gold (maybe requires lunar coins?)
-"Shrine of the Conqueror" Creates a ring around the shrine trapping the player (it may need to teleport them inside) and spawns some waves of monsters, elites and a boss. You are trapped inside until you kill them all. Your rewards are 3 chests of varying rarity.

If i can think of any other shrine ill let you know

dim rain
#

!feedback where is engineer other primary

tepid sandal
#

!feedback
The engineer carbonizer mobile turrets are awful in the current state for four main reasons in my opinion:

  1. They're not capable of hitting MOST air targets, including bosses.
  2. Unlike Gauss turrets they don't bring any direct benefit for the engineer besides damage. (Mushroom dispensers)
  3. They're Mobile, thats means they can recieve fall damage and be pushed back by enemies wich makes the state 1 even worse.
  4. They can't keep up with engineer, their movement speed is extremely underwhelming. I'm replacing them even more frequently than Gauss turrets because of their extremely underwhelming range and movement speed.

Its true that the carbonizer deals 200% damage compared to the 100% damage Gauss, but what's the point if its not even able to hit most of the targets with even a smaller proc chance compared to the Gauss?

If you compare them to Beetle Guards you'll see how underwhelming this turrets are: They're capable of keeping up with almost all characters, are much more resilient, respawn fairly quick and can be used by any character including a engineer with Gauss Turrets by picking a item. Even if they don't kill anything the aggro they pull is amazing. For this reasons i truly believe the carbonizer needs multiple changes:

1.Increase the movement speed for the sentrys so they are able to keep up with a sprinting engineer
2.Increase their attack range by 2x or 3x (But keep it smaller compared to Gauss Turrets).
3.Make the sentrys invulnerable to fall damage (and knockback?)
4.Make the engineer recieve a portion of the positive benefits (20%-50%?) from the carbonizer sentrys (Scythe crit heal, Brooch, crit effects, infusion, seeds, etc). This would make an alternative for Gauss turrets mushroom monopoly.

This sentrys are awful compared to Gauss (or even Beetle Guards) in multiple ways, even if this suggestions are not added the Cabornizer Sentrys still needs to buffed.

upper lodge
#

!feedback Add the hyper elites the wiki mentions

plucky fern
#

!feedback As a fun little gimmick Newt should spawn as a random Elite while the Honor artifact is on

tawny moth
#

!feedback
And in my infinite game design wisdom, I went onto ROR2 Discord and suggested that Engy mines activate on-kill effects (Gasoline, Will O Wisp, etc) upon detonation

lucid goblet
#

!feedback
Engineer Skill Ideas AND a little Change
-Change Thermal Harpoons to a secondary skill (Picture firing them from the bubble shield)
-New Utility Skill "Decoy": Deploy a holografic version of the engineer to aggro nearby enemies while making the engineer invisible for the duration. This skill can be a throwing device like the bubble shield.
-New Utility Skill "Discharge": Electric nova that damages enemies in a 360° angle paralyzing them for a few seconds allowing the engineer to reposition or escape. (Maybe make it less electric in nature and make an explosive version with knockback?)
-New Primary Skill: Give the engineer a more straight forward ranged attack, like a charged laser (or electric discharge) to deal with far away enemies (Fired from his shoulder thing). This should feel less like a gun and more like a tool hence the "charge" needed to fire (much like the current Bouncing Grenades)

Engineer is a character that doesnt use guns, its more of a gadgets kind of guy and it shows. Currently his gadgets are all "mechanical" in nature, but he could use something more "electronic" like TESLA technology and electric stuff, keeping the core of the character intact
EDIT 2!
-When i mean change the harpoons for mines its just as an option, so you can build a ranged engineer.
-None of the above are "replacements" for the engineers current abilities, they are fine as they are (maybe a buff to the moving turrets and regular mines, but thats for another time)

What i had in mind is the possibility to make a more VERSATILE RANGED and MOBILE engineer. The current kit is very "static" (wich is not bad at all, i love it), but the engineer is kind of a mid to short range character.
The new skills i propose give the engineer to be more mobile and frenetic, firing lasers/shockwaves, jumping into combat with missiles instead of mines, decoys and invisibility instead of shield and MAYBE allowing the moving turrets to be of some use to this playstyle.

obsidian shadow
#

!feedback add ability to assign alternative key bindings

young crane
#

!feedback Shattering_Justice I'll be honest I'm not thinking primarily of balance here, but Shattering Justice is by far my favorite item in the game (probably cuz commando main lol), and now that I've tasted Command (artifact), I don't know how to go back.

Anyways, suggestion is to somehow make an item that's not a red with something effectually similar to Justice. The reason Justice feels good to me is because, well, i like hitting big numbers, and a lot of small numbers just doesn't always do the trick. I admit that RoR2 is intrinsically built around cumulative damage, or DPS rather than big hits, as are most FPS games with RPG mechanics. Despite that, there's just no better feeling, in any game I've played personally, than whacking the fuck out of a big scary guy and seeing his health just PLUMMET. Maybe the item could be a green that bypasses armor like Justice, or has a chance on hit to dramatically increase the damage of your next ability (not so sure about that one). If you were to go with the former, something to keep it less powerful than just "Justice but green now" could be excluding the armor pen on items like Kjaro's and stuff, and with the latter maybe prevent the boosted move from critting, but not exclude proc chances.

I just really like the Greatsword vibe personally, but it's hard to justify insane damage without something like reduced health (Glass, etc).

supple mortar
#

!feedback I have a new name suggestions for the twisted scav: Tooktook the Hoarder (he will would have the red and green items the ones that are the rarest) and Litlit the Arsonist 😄 (he would have had Gasoline, Kjaro's Band, Helfire Tincture, Brilliant Behemoth)

update: Beatbeat the Bully (items: Crowbar, Focus Crystal, Tri-Tip Dagger, Lens-Maker's Glasses, Razorwire, Shattering Justice)

devout horizon
#

!feedback please add item sharing option in co-op!

near quartz
#

!feedback have the Shrine of Chance's statue break when both items are aquired like in RoR1

whole gate
#

!feedback I think it'd be fun if Kjaro and Runald bands paired together in your inventory as a unique synergy, taking the icon of the achievement and possibly raising the base proc chance to 10%? Every time you have one of each, it stacks together as a Paired Bands. I dunno I just like that they're tied together mechanically and think it'd be cute to have them shown as a pair in the inventory.

gleaming cosmos
#

!feedback more elites from the first game pls

whole gate
#

!feedback I seriously hope the "Heretic" is a playable character at some point, unlocked by having all 4 Heresy Lunar items (of which only two of the lore-mentioned four pieces exist currently: Vision and Strides) at once in a run. Maybe their passive could increase the chance for lunar coins to drop, or perhaps be related to lunar items directly like negating the negatives but reducing the positive effects significantly enough to make them as good as regular Greens, let's say. A character built around making Lunar items universally viable~

covert solar
#

!feedback
Heretic could have a passive ability that would increase the chance of spawning lunar buds, or give a chance to get a lunar item when opening the chest. Or Heretic's Special could be spawn of Lunar Bud and have huge cooldown.

heady delta
#

!feedback The reward for winning a ||Beads of Fealty|| run is kind of underwhelming tbh. ||10 lunar coins|| doesn’t seem like enough reward for beating the secret boss, especially so since it recently got buffed.
Of course, it could just be me and my spending problem.

dim jewel
#

!feedback Just found my last artifact code yesterday and I must say, I had a blast hunting them all down. Each one seemed to have a clever trick to it. I just wanted to offer some praise and express that I am totally down for more content like this, whether it's more artifacts, item and character unlocks, or secret areas.

hexed plover
fading helm
#

!feedback
Some alternate abilities are either clearly superior or inferior to their originals - please make their effects more unique to give us more versatility! E.g. artificer flamethrower, merc slicing winds, loader grapple

covert solar
#

!feedback
for theNook

warm bronze
#

!feedback
Letting us check the stats from our previous runs would be nice

stable anchor
#

!feedback
I don't like the Alloy Worship Unit being both such a tanky enemy AND being able to spawn without interaction from the player.

brittle summit
#

!feedback I think it'd be a neat skill curve thing if Rex's sprint shifting him into burrowed form actually made his hitbox super low (since it seems to not do so right now, far as I can tell)

Also I realize Rex is pretty OP right now so obviously I suggest that change with some other nerf to him as well.

paper python
#

!feedback
Please consider an option in the settings for Loader's skill, Charged Gauntlet, to hold the charge automatically until another button input stops the charge and releases the effect

marble vortex
#

!feedback

I am not sure if this counts as a bug because this is technically an exploit more than anything so I am putting it in Feedback and in Bug reports, but you can technically farm WAY too easily in the Ambry for the Artifact of Sacrifice if you just ignore the artifact keys and focus on grinding Elite mobs that keep spawning. Me and a friend sat in there for like 20 minutes farming items from elites. I am pretty sure the difficulty does still scale but its way slower than outside the Ambry so this is kind of super broken way to essentially slap the pause button on the run, farm a mountain of items and then resume the run with no consequences.

It wouldn't be so broken if you couldn't do it with sacrifice turned off, so we already had a bunch of items before we went in. But considering elite enemies and your drones drop items when they die its super easy to exploit this to break game balance.

marsh stream
#

!feedback
Please make it so that when an Engineer's turrets kill something while you have an infusion active, that buff goes to you so you can buff later turrets? Because, *ahem* They are my faithful minions and therefore an extension of my power!

latent socket
#

You should make risk of rain 1 on mobile👍

idle sapphire
#

!feedback

A game setting to lower some of the flashiness of visual effects. I don't have photosensitive epilepsy or anything but once you've been playing for mulitple hours the on-screen effects from wandering vagrants, royal capacitors, magma worm spawns, teleporter events and probably more I'm forgetting about really do a number on your eyes/brain and I got my first headache in months from a 2 hour run.

muted elk
#

!idea bosses are textured to look like environment. I was fighting a clay dunestrider in the snow which doesn't make much sense. Maybe bosses could just be exclusive to their environments?

covert solar
#

!feedback for Jorji Cat

warm shell
#

!feedback An item like old monster tooth (Or change monster tooth) that straight granted a small heal on kill, since right now big burst characters like arti and other crowbar stackers don't have a reliable healing option without putting themselves in danger

normal dune
#

!feedback make your model viewable in the death screen

marsh raft
#

!feedback Make it so painter mode on engineer doesn't stop/restart Minebot/spiderbot charges from charging.

plucky fern
#

!feedback Please put Elite Aspects into the Logbook. ||thats all i got to say||

warm shell
#

!feedback Speaking of painter mode don't make sprinting cancel it outright, just release the missiles so mobile engineers can do quick shots without worrying about it not actually firing

dry tulip
#

!feedback

Can Wake of Vultures be reworked? I wish I could say I enjoy this item but it's just not worth picking, like ever, unless you already have transcendence so you said ,,Why not" or you're confident you'll find a legendary item printer so you can get rid of it as soon as that happens. There's nothing more frustrating than killing an OverLoading elite and having half of my hp being converted to shields, I lose it and I end up either dying or I'm on the edge of death. Why not make it so that when your shield is taken down the overloading effect expires or something like that. Or maybe just completely rework the item.

It's effects are kinda lacking as well if you don't get it early on, so a buff could do too.

latent socket
#

!feedback
You should make risk of rain 1 on mobile

empty monolith
#

!feedback

Fun fact: This hit me in a dream (wow I play too much of this game I guess) and was hella cool.

Essentially it was a hidden content sort of ritual looking circle with something ominous in the center, and surrounding it was obelisks with carved out holes for the Artifacts to go into. Placing all the artifacts in (Meaning you have to have them on you that run) activates the structure with w/e in the center (Item, Portal, Boss, Lore etc.). It was really hype and I'd love to have that come true LMFAO. 💞

verbal summit
#

!feedback
Artifact of Swarm should be renamed to Artifact of Twin considering it makes enemies spawn twice as much.

Side Suggestion : Have only some enemies spawn as twins both appearing smaller than their regulars and staying nearby to one another could add more character to this artifact. This may also suggest creating two separate artifacts; AoTwin and AoSwarm and simply reworking AoSwarm slightly.

gentle pasture
#

!feedback

sprinting as the engineer and then jumping makes his boosters/grenade launchers just sorta move through his shoulders which looks very odd. This could be fixed by having 2 separate jumping animations for him: one when sprinting, one when walking.

Same goes for the Mercenary. when you start sprinting, his sword just travels through his legs. Changing either the running or the sprinting animation on him or adding some sort of "transition animation" when he starts and stops sprinting could improve this.

I know these are tiny things but they hugely irritate me every time and I can't help but notice them every time I play these chars.

shy wraith
#

!feedback
make items have the ability to teleport back up to the nearest safe point in the map, the same way players do.
Say an item falls through the map, like a printer flung it off a map or whatever. Then, when it hits the same border that deems it the end of the map, it'd teleport back up to the map.

TLDR: make items teleport back to the map the same way the player does

tribal musk
#

!feedback
Add some way to increase you armor stat other than jade elephant. Something of a tank build should be a realistic option in the game.

shrewd tapir
#

!feedback Proper modding support. I know how it is hard to make and add new content, so why not give that responsibility to our fellow modders? I am not saying stop making updates of course, just making things like mod support and Steam Workshop support would be a great way to add more replayability very easily.

brazen raft
#

!feedback

When players die let them take remote control of drones to aid still active players. They should operate exactly as drones do, no special abilities and just as fragile. Just so if we're all stuck watching one godly tanky PC try to take down a dozen overloading worms we have something to do

verbal summit
#

!feedback
Locations such as Scorched Acres and Abyssal Depths make finding the teleporter awkward seeing as the red lighting clashes with the red particles. This could be fixed by changing the teleporter tints from red to blue, or another contrasting color.

wet shard
#

!feedback
After watching a reddit video, I came up with the idea of having alternate settings for artefacts. In particular, say you completed a monsoon run with the Command artefact, you now get alternative options for that artefact like "You can pick any item, but once you select an item, all other items of that tier are now locked" meaning you can only have a single item of each grade similar to the shrine of order.

warm scaffold
#

!feedback Add the option to Quickplay to "search as host". that way one can have a higher chance of having a proper game without connection issues etc

sinful tendon
#

!feedback
After some time trying to figure out a way to make a melee style of play on Acrid viable and not a completly overshadowed by the hit and run style. Acrids primary should apply poison with each hit. This wont affect too much with his regular poison passive but should make him feel more akin to his melee playstyle from RoR1 with blight, and make it so its possible to actually reliably stack blight without the need to rely on brainstalks

pure breach
#

!feedback
Multiplayer quick match in the current state is a bad experience. I pressed the join quick match button around 30 times. 10 times nothing happen, 10 times the match is cancelled before starting the game, 8 times peoples leaves at the first map, 2 times the ame is too laggy (10 000ms) to be played, and I leave. (btw, why match me with chinese player at the other end of the world ?)

quartz bobcat
#

!feedback The artifact of dissonance does not affect the Hermit Crabs and Void Reavers due to them spawning on the maps once the difficulty has reached a certain threshold. Monsters who just spawn on later stages such as the Bison or Parent do show up when using the artifact of dissonance. A fix would be to bypass their difficulty spawning threshold if the artifact of dissonance is active.

verbal summit
#

!feedback
Make Artifact of Sprite's bombs react to attacks. Attacks will still hit enemies through the bombs, however projectiles melees and abilites such as REX's Disperse could be useful in combat.

tepid sandal
#

!feedback
Replace void reavers amount by stronger void reavers. Void reavers unlike any other enemy have the on-death effect that will instantly kill anything in a large radius, early on this isn't a big deal, but once they start spawning in groups of 8+ they're capable of wiping entire sections of the map making your only concern dodge them and do nothing else.
My suggestion would be to keep the amount of reavers currently alive to 1 but multiply it's health and damage by the corresponding amount of reavers that would spawn.(IE: 4 reavers would be replaced with a reaver 4 times stronger.)

earnest laurel
#

!feedback

This is kind of a really far-out idea, but think of this:
Make a different exit out of the Bazaar, but going through the portal brings you to the Timekeeper. Basically, the giant magical contraption that lets the bazaar exist out of time. You stand on a giant clock face, trying not to get knocked off as the hands move faster and faster and more and more monsters spawn. A portal out to the next stage exists in the center. When you leave, the clock rewinds depending on how long you stayed there, but be careful! If you get knocked off or killed in there, there are NO second chances. Dio doesn't work, and the artifact of death is active.

TL;DR: make a level on a giant clock face that you can rewind the clock on, but it gets harder as it goes, and death in there ends the run, period.

glossy wind
#

!feedback instead of giving the xp equivalent of non-elite enemies, make elites spawned by honour give the same cresits and xp regular elites do

prisma vapor
#

!feedback
There is an item called "personal shield generator" in the lore, so I think a possible utility skill for the Engineer that would go well with walking turrets (as opposed to the current barrier field) is a "shield generator" which streams a shield to players and allies within an X radius around it, the shields will show up as purple in the player's health and lasts T seconds after leaving the effective range. This shield recharges quickly as long as players/allies are within the shield generator field.

This shield generator have timed lives and attaches to whatever surface the Engineer fires it to, the engineer has 2 or 3 shield generators to start off with. The firing mechanism has a similar lock-on to the woodland sprite (prefers players/allies) so that the engineer can target himself, but it can also be fired onto surfaces when nothing is targeted. The shield generator fields are small to begin with, but two or more shield generators in proximity creates an "amplified" (i.e. enlarged) field due to cross streaming.

This will also provide an alternative to the engineers barriers, and provide protection to walking turrets that tend to run outside of the barrier.

tight kiln
#

!feedback Artifact that causes all items to be shared across all players.

tall plover
#

!feedback mobile turrets are actually good

pale meadow
#

!feedback
after the artifacts update, we can find enemies already on our start of the run but they give really low amount of money especially the elites..but doesnt that defeat the purpose of the ability to collect money as fast as possible? not to mention that i guess we still need more enemies to spawn initially especially in monsoon

harsh geyser
#

!feedback
I feel like there should be an achievement for killing the shop keep in the Bazar between time before he kicks you out
Edit: Maybe without Equipment cuz Preon would make that kinda easy

night agate
#

!feedback
bring doomslayer as a playable character

quasi relic
#

!feedback Item to deal specifically with crabs. Probably lock it behind a tougher challenge.

dry tulip
#

!feedback

I got a couple ideas for Chef, if he ever makes it into the game.
Notes: (Broken ideas. Perhaps they're actually bad, who knows. I thought Chef's body might be inhabited by Tar, y'know, for the lore)

Passive: On taking heavy damage, Chef gains a burst of movement speed decaying over 3 seconds, shooting out liquid that seeks enemies. Said liquid stuns up to X enemies for 2 seconds, reducing their armor for a % max health for 5 seconds.

Notes: (I kind of like to think of it as the tar pots when exploding)

Primary: I really like the idea that the devs suggested. Having him use his cleavers like Kratos is sick. Has a proc coefficient of 1.

Secondary: Slice horizontally thrice, striking all enemies in an X meter radius for 3x175% damage.

Notes:(Deals damage in a cone if airborne; Number of slices performed scales with attack speed; 3 second cooldown)

Utility: Chef tethers himself to all enemies, becoming unable to move and reducing all incoming damage by 75% for 5 seconds, consuming enemy life force, dealing 35% TOTAL damage per tick (3 ticks per second), healing for a % missing health per tick (5 ticks per second).

Notes: (Cannot be cast if there aren't any enemies around) (Has a 30 second cooldown; Cooldown is reduced by 0.5 for each enemy killed) (Jade Elephant and other items that gain a big amount of armor DO NOT co-operate with his utility to prevent invulnerability) (Dunestrider.)

Special: Chef bursts in flames, increasing his damage by 100%; increasing his attack speed by 100%; increasing his health regeneration from ALL SOURCES by 100%; increasing his movespeed by 50% for 15 seconds. If cast near allies, grant the same effects, over 7 seconds.

Notes: (has a 60 second cooldown) (It's kind of like a spinel tonic, it'd be best if he can't use a spinel tonic, like with jade elephants and his utility.)

grave hollow
#

!feedback
For common items you get a lot of you should get a visual change to the character model item depending on a cross threshold.
Examples: Solider syringe, with 1 you just have one syringe in your arm, after 5 its a cluster of them
Crit glasses: after 5 you just have a line of glasses vertically on your face
Will o wisp: more wisps in the jar after 5
ect

pale meadow
#

!feedback
magma worm boss item
name : magma impact (or i dont know any name)
effect : when you jump and hit the ground you will release 1 magma ball that burns the enemies and deal damage too like the magma worm that increases by 1 for each stack
it will work like the little disciple boss item

naive forum
#

!feedback

same thing that @pale meadow said, but maybe there could be an OverLoading version that releases lightning as well

lucid goblet
#

!feedback
More coop mechanics!

I mean the only character that feels like a teamplayer is the engineer with his set of skills: Before Boss i always lay down my turrets, mines and shield for my mates to protect them (more so with warbanner and bustling fungus)

This may be difficult to achieve because you would have to change most skills for the other characters BUT... maybe you can add some party mechanics in the form of Artifacts and Items.
Things like:
//Flat bonuses
-Grant your allies shield when they are near you
-Grant them health regeneration bonus
-attack speed bonus
-critical chance
//Other
-Maybe loader can take a buddy with her when swinging around (ok maybe not xD)
-Huntress could mark enemies and grant allies a boost to damage to that target (much like "hunters mark" from D&D... maybe this apply in general and all characters can do it, then Pinning an enemy is both a communication and combat mechanic)
-What about an altar that links 2 players health to protect the squishy one (loader links to huntress an dmg is split between the two)

If you agree on the whole Coop Mechanic aspect then please feel free to share more ideas on this!! I really think it would be a great addition to RoR2

sour lichen
#

!feedback Make the Stone Titan's punch hitbox more visible. Maybe instead of having a flat red circle on the ground, maybe make a very short hollow red cylinder to show where it is more easily.

amber lark
#

!feedback what if Heresy items were all just one character called Heresy

earnest laurel
#

!feedback
Artifact that gives all players a single health/item pool.
Everyone shares all items (except maybe lunars), and all health is one health bar. All healing goes to that health bar, all damage goes to that health bar. Health bar goes to zero, everyone dies; if someone has a dio, everyone gets ressurected.

gritty sapphire
#

!feedback
Would be cool if acrids new bite would get some healing or another form of survivability that would make up for the lack of range and all the extra damage you soak in for it

tepid sandal
#

!feedback
Artifact of Unity: All players share the same health pool. The total health, health regeneration, scaling of both and any item effect that affects health (Temporary Barrier, Healing, Health Regen, Shield Generator) is a sum of the characters (IE: 8% healed health per second of the total pool, Glass would take 50% of the health pool but only grant damage to the player owner of glass). Health from allies cannot be reduced below 1% (by the artifact) if they're not the recievers of the damage. (This way the "Artifact of death" modifier stays unique)

granite lichen
#

i find that rex needs a stronger primary attack

rose blade
#

!feedback
If the 'hoster' of the server leaves the room, allows to another player to become the new hoster, so that the game continues, instead of concluding it unexpectedly.

wind glacier
#

!feedback
Please do something about item thieves. The online pool seems to only be growing increasingly greedy these days, stealing both chest drops and boss rewards from players, and forcing players to leave due to being underpowered and unable to keep up with their power creep. This forces players to prioritize speed items/stop attacking the boss to get closer to tp in order to make sure their items don't get stolen. I don't think the game loses anything by making boss rewards become soulbound as evenly as possible amongst the living players and chest drops to be soulbound to the person who spent the money to open the chest. For boss, if uneven items to players, random selection amongst living survivors the first time, then remove that player from the selection for next time, and so on until everyone has had a turn, then reset. If even, divide evenly amongst living survivors.

I think this would go a long way to making the multiplayer community a lot less toxic than it currently is. You could argue that this feature would take away from teamwork by disabling buying for others and letting classes with better synergy take your item, but nobodys doing that online really anyway and you can just make it a toggle-able feature in the lobby settings.

lucid goblet
#

!feedback what if Heresy items were all just one character called Heresy
@amber lark I would love to see a "Transformation" of sorts when having all the Heresy Items, like your characters turns into something like the shopkeeper or maybe just a cool effect like the elite aspects (Kind of like Illidan's demon avatar form from warcraft). The "Heresy" character could be anyone, you just need to get the items

The Heretic... sounds lore friendly, like a counterpart to Providence. "He betrayed his brothers in favour of the outlanders offering them gifts of great power"

neon coyote
#

!feedback i like the concept of the chemist where you have to mix abilities to different results. How about instead of mixing have your r + your left click where your left click is a cycle and the are is a random set element and maybe add an item for them chemist that can set or increase the chances of your r being set ton a certain element? and the elements can be loar based like blood or matter or non lore based like fire or water

maiden lance
#

!feedback
I would like to see a ingame voice chat to better allow teamwork communication, since most of the time no one has time to type while theres so many enemies fighting them, this might allow people to understand what items a fellow team member need.

slender oyster
#

!feedback
I have an idea about items

it would be possible to make an item that, when dealing damage, would create your clone that would use LMB with your items, this is something like a double blow, you can make that the item does not create a clone but just make twice shoot with one click of LMB.

The game has a burning effect, but there is no effect of frostbite, cold, it would be possible to create an item that would freeze enemies, but it would be more interesting to make a character with this. There is, of course, an inventor, and he has an ice wall, but it only stuns the enemy.

The game has a burning effect, but there is no effect of frostbite, cold, you can create an item that can freeze enemies, but it would be more interesting to create a character with this. There is, of course, an inventor, and he has an ice wall, but it only stuns the enemy. Of course, it may happen that a player has Chronobauble, and this item, and for balance, it would be reasonable for these effects (slowing effects) to decrease slightly. And, say, the player will have a burning effect from attacks and this item with freezing, you can combine these items and, when applying the burning and freezing effect, they would united to steam effect and the steam effect would slow down (but less) and cause periodic damage like fire (but also less)

tidal vortex
#

!feedback
So I wanted to give my suggestion I came up with for a sniper concept, since I heard you guys were having a bit of trouble figuring out how their kit would work in RoR2.

Let's first look at his primary fire. I like the idea of an active reload mechanic from the first game, I think that should stay in some capacity. For the sake of not slowing down the fast pace of the game, maybe he has a magazine of maybe 4-6 shots he can make, before needing to reload?

Next, his secondary fire. As someone who loves seeing the characters in third person, I don't really agree to the idea of switching to first person for the sniper's scope, so I came up with an idea to work his original ability into the second game; the Sniper plants himself in place, and a red laser sight shoots out from his rifle. Mechanically similar to Huntress' Ballista ability, only Sniper wouldn't float in the air when using it; he would drop to the ground if he is midair. The longer he holds the shot, the more accurate and powerful it becomes.

Next, his utility. I also believe his backflip could be a very unique movement ability. To compare it to something for reference, Neith's backflip from SMITE. Similar to REX, I think the backflip can provide a unique way to traverse the map. A second idea is maybe as the Sniper backflips, any enemies directly in front of him when he kicks off are stunned for a short duration?

And finally, his Special ability. One ability idea I had was that instead of the drone from the first game, maybe the Sniper could have active camo: His camo lasts a certain duration, and during this time he is invisible to enemies, and his next attack breaks his stealth and does extra damage. I think this could pair well with his "aiming" ability I described earlier, as it gives him a way to not be completely vulnerable during the wind up of his shot.

Let me know what you guys think of my concept, and if there's anything you'd tweak about it to make it work better!

simple mason
#

!feedback
I would like to be able to have co-op drop in, as in the ability to join my friend's session midgame and spawn once they move to the next world, and the ability for my friends to join my session midgame in the same way.

I don't know if there's any reason for this feature not being in the game, but if there is let me know.

tepid sandal
#

!feedback
Drone Kit(Green): Increases drone damage/healing and health by 100%(+50%)
or/and
Arms race(Red): Grants all drones 10% chance to fire heat seeking missiles that deal 300% of the drone damage also increase drone damage/healing and health by 100%(+100%)

crude scarab
#

!feedback

Huntress' "don't go below 100% health" challenge literally should just be redefined to "don't take damage at all"

velvet scaffold
#

!feedback

If drone items are added as another subsection of items, I would prefer a drone chest to be added. Reason being, some people are not going to play with drones at all, and so having them randomly be in normal chests would increase useless items for many players

vestal lodge
#

!feedback

Clarify somewhere that shields count as health. It's very frustrating to players who aren't aware of this who are trying to get the huntress or mercenary challenges of not losing health; and unlike me not everyone likes to just look up game mechanics.

dense flume
#

!feedback Just wanna start by saying as you strap in to make the 1.0 update, good luck and godspeed!
Small QoL suggestion. It may just be me, but I almost never look at my XP bar, simply because there's nearly no reason to. Something other games do is add numbers to something to make them pop out. Here, we could add a dynamic "XP gained" number, just to add some more positive player feedback. Yes, the UI and gameplay itself is already busy enough, but I made a mockup of how this could look. Very low opacity, very out of sight, but still there for any player that is curious to look and see. Small change. Thoughts?

marsh whale
#

!feedback Just wanna start by saying as you strap in to make the 1.0 update, good luck and godspeed!
Small QoL suggestion. It may just be me, but I almost never look at my XP bar, simply because there's nearly no reason to. Something other games do is add numbers to something to make them pop out. Here, we could add a dynamic "XP gained" number, just to add some more positive player feedback. Yes, the UI and gameplay itself is already busy enough, but I made a mockup of how this could look. Very low opacity, very out of sight, but still there for any player that is curious to look and see. Small change. Thoughts?
@dense flume

  • Show how much XP is remaining until the next level. Make an animation for when you get XP and show how much you have currently.
formal field
#

!feedback Add a way to unready.

brisk merlin
#

!feedback display the number of item you currently have next to the inventory in the 'tab' menu while in game, helps distributing items more evenly when playing with others, could also show number of item for each rarity (white/green/blue...) or in percentages, could even be a bar filled with colors that represent the composition of the inventory

halcyon hornet
#

!feedback
I really think the old sniper reload = damage mechanic should still be in the new game, it was something unique that I loved about the sniper, and I really hope that this mechanic comes back if the sniper wins, even as a secondary weapon.

woven viper
#

!feedback Just want some changes to Snapfreeze; Let it block projectiles, let it affect flying enemies (in my experience they can't even be hurt by it could just be bad luck) and let it be cast on walls like Arrow Rain. Big stuff, I want it to even act like a wall, letting you stand on it and having an alt that has a model like one huge climbable pillar.

olive stirrup
#

risk of rain 2 maps are huge, it would be so cool to have a character built around size.

Potential directions: The character's ultimate ability causes the character to grow INSANELY large for some time, then go back to being a normal sized giant.
This character could charge a fist-smash like loader.
This character could GRAB enemies smaller than him and throw them for damage!

mighty wraith
#

!feedback
Add "Shared Equipment/Items" as an Official in Game Artifact

prisma vapor
#

!feedback It would be cool if the Sniper (regardless of when they are introduced) has a gauss rifle, or an equally powerful rifle, that has enough recoil to propel them a short distance while airborne. This gives the Sniper additional mobility options that can synergize with whatever will be used in the utility slot.

earnest laurel
#

!feedback

ITEM CONCEPT (NUMBERS NOT FINAL)

Teachings of Heresy "Now you know what I feel"

Rarity: Lunar

Effect: Replace your R ability with "Heretical Pain"
Heretical Pain: You deliver into a monster's mind the heresies you have come to know. Cooldown 25 seconds.
-The monster has a 5% chance (+5%) to be infuriated by your heresies, doubling their health and damage.
-The monster has a 75% chance (-10%) to be damaged by them, dealing X% damage (somewhere around 1k%, i think).
-The monster has a 15% chance (+5%) to be utterly destroyed by this knowledge, dealing the monster's max health to it in damage (instakill).
-The monster has a 5% chance (non-stacking) to be won over by the heresies, becoming an ally (like Beetle Guards with Queen's Gland, only the monster wont come back if killed).
Max stack would be 8, giving a 40% chance for the monster to be infuriated, a 50% chance for the monster to be killed, a 5% chance for the monster to take damage, and a 5% chance for the monster to convert.

TL;DR: A lunar item that replaces your R with a targeted ability that will most likely damage the enemy, but also has chances to turn it to your side, outright kill it, or make it twice as strong.

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

Edit: got my math wrong in the TL;DR

vague hamlet
#

!feedback Single option items (Aspects, Artifact Keys) should not be affected by the Command Artifact.

lucid goblet
#

!feedback
Bring back the following items from RoR1!

Boss Items
-Legendary Spark (ancient whisp drop)
-Imp Overlord's Tentacle (for that imp bro)
Rare Items
-Ancient Scepter (THIS IS A MUST!!)
-Atg Missile Mk.2
-Plasma Chain
-The Ol' Lopper
-Hyper-Threader
-Beating Embryo
Uncommon Items
-Arms Race (HELL YEAH!)
-Toxic Worm
-Golden Gun
-Panic Mines
-Smart Shopper (I miss this so much)
-Time Keeper's Secret
Common Items
-Bitter Root
Use Items
-Thqwib
-Instant Minefield
-Massive Leech
-Jar of Souls
-Prescriptions

fast fog
#

!feedback

So, I've thought of this for awhile now. It's an idea for an achievement for performing a very particular action: triggering the Radar Scanner with Gesture of the Drowned, on the Engineer.

Achievement name: C:\Users\Engi>ping -t *?*

End reward might be a new primary attack for the Engineer, if it's a survivor-specific challenge. Was thinking this because while the bouncing 'nades are alright, I myself would love a more reliable alternative primary attack and I think some other people would as well. Also the achievement name fits the Engineer, because... one would assume an engineer would be in the know for technical/networking command line stuff!

Alternate reward might be actually just not having it tied to the Engineer at all and the ability to achieve it on any character. At that point, for the true completionist trying to find every single item on the map, what better reward than a reprisal of the Explorer's Key / Skeleton Key from RoR1?

velvet scaffold
#

!feedback

Make the newt a hidden boss. Can be seperate from the lore if it conflicts, I think it'd just be fun to have another boss, and one that we've become accustomed to. Could be triggered by angering the newt fine times in a row in visits to a bazaar

carmine lichen
#

!feedback Colorblind options. Green and yellow items look the same to me, and it is also hard to differentiate the orange equipment and the red items.

mortal shard
#

!feedback

Make the host of the lobby able to choose the artefacts and only the host.

valid plank
#

!feedback

Artifact to share items across all players - possibly reducing drop rates to counterbalance?

gritty haven
#

!feedback
re add the Phantasms from ror1
https://riskofrain.fandom.com/wiki/Phantasms

Risk of Rain Wiki

Phantasms are monsters with "Blighted" in front of their name and are similar to Providence's Shade in his final phase in appearance. They only spawn in Monsoon Difficulty and are a force to be...

velvet scaffold
warm ridge
#

!feedback not sure if this was already requested, but I'd like to be able to return to the menu/close the application without ending a run. I feel like it'd be a bother to do, but one worth endless praise. tl;dr solo run pause option?

fresh holly
#

!feedback
A character who puts his soul into an enemy and controls it for a certain time or the body dies (special ability)

nova kiln
#

!idea Some Artificer abilities: a utility alternate that is a wall/ring of fire that ignites enemies, a primary attack that fires homing icicles for 220% damage, and a secondary attack that charges a ball of fire that explodes and ignites in a large radius.

simple badge
#

!feedback Taking into account the synergy with Crowbars and the ability to snipe from across the map, vs the ability to thin out hoards, the Royal Capacitor and the Sawmerang seem comparably powerful in effect, although I'd say because it's still AoE the Capacitor is actually stronger even regardless of cooldowns, but the Capacitor has less than half of the charge time.

Because of that, and because it's really cool, reduce the charge time of the Sawmerang to 30 seconds.

tough pendant
#

!feedback Artificer Alternate Utility

I think it would be cool if Artificer had an "Ion Screen" for one of her alternate utilities. It would increase the strength of projectiles passing through it (both ways), but prevent characters from passing through, such as enemies and yourself.

tepid sandal
#

!feedback

Rework the damage and proc coefficient of long cooldown and high damage skills. (Burst damage)

Right now the most viable burst build is to go for a mix of proc/total damage and it works amazingly... or doesn't at all.
Most of these high damage long cooldown abilities have the value of their proc coeficients as 1, the same as many on-hit characters have on their primary attack that they fire every second or maybe in even less time, however the burst attacks are locked behind a ~5 second cooldown

You may argue that the coeficient is compensanted with much higher damage on hit and you're right, but there's a way to artificially increase your chances of proccing an item without a clover if you're using a on-hit character: Increasing your attack speed. There are currently 3 items that will increase your attack speed, 3 items that increase both proc chance and damage unless you're using a burst skill.

My suggestion would be to rework this skills that are focused around burst raw damage to have their coefficientchanged by the amount of attack speed they have (Syringe + Base Proc Coeficient = 0.15 + 1 -> 1.15 Proc Coefficient). The Coefficient doesn't have to return a full percentage of the original attack speed value, for example: Huntress "Ballista" could recieve 33% aditional Proc Coefficient for each arrow from attack speed instead of 100%, each syringe giving 0.05 Proc Coefficient for each arrow for the "Ballista".

Maybe some of this burst abilities would need to have their damage reduced, but this seems to be the best way to allow for burst abillities to actually recieve benefits from attack speed and increase the proc chance in a very similar way to on-hit attacks, while also reducing the inconsistency of being able to clear the whole map with a single hit or doing insignificant damage in 5 consecutive bursts. Reminder that this isn't for every single skill, but mostly for those that don't recieve any sort of true benefit from attack speed.

soft glade
#

!feedback I know it's highly unlikely that you'll be taking suggestions for character ideas, but I wanted to throw mine in to give you guys an idea of what I personally thought of when you pitched the Chemist idea to us.
M1: Igniter - Flamethrower burst that can apply fire stacks to enemies.
M2: Catalyst Acid - The chemist sprays a pool of acid that deals damage over time. Functionally the same as Acrid's acid pool but much smaller and with a higher fire rate.
Can be combined with a puddle of Superlubricant to create a pool of Synthtar.
Shift: Superlubricant. the chemist sprays a pool of slippery oil that allies can walk across to build up momentum and get launched out the other end. Enemies experience the same slippery effect but are stunned for a short duration after stepping on the puddle. Can be combined with Miracle Reagent to create Inhaled Disinfectant.
R: Miracle Reagent. Creates a puddle of chemical that, when unmixed, quickly destablizes and explodes, hitting all enemies in the area but can also hit the Chemist who cast the ability. Can be mixed with Catalyst Acid to make Stabilized Miracle Reagent.
Sythtar - Created from Catalyst Acid and Superlubricant. A pool of tar that slows and reduces the attack speed of foes caught in it, and explodes in a burst of tar if a flaming enemy steps on it.
Inhaled Disinfectant: Created from Miracle Reagent and Superlubricant. An evaporating pool of disenfectant that increases health regeneration and prevents debuffs while inside it. It's a very powerful healing tool but will instantly dissipate when a burning enemy enters the zone of effect so it works better in a controlled environment.
Stabilized Reagent: Created from Catalyst Acid and Miracle Reagent. A much more powerful and reliable version of its constituent pieces. Deals increased damage over time and explodes only when an enemy in the zone is shot with the Igniter.

For simplicity's sake, alt skills would create the same reactions, but could change the recipes.

sage finch
#

!feedback Ravenous Bite should heal Acrid. I understand that it was invented to give Acrid more upfront damage, enabling her to stack up her new passive with her primary attack, but the doggo has no sustain to do it nevertheless

solid cosmos
#

!feedback Switch the new Engineer Utility ||the missile launcher|| and instead make it a new Primary. I like his current primary but I feel like that would be a good alternative and give a slightly different play style without completely changing him too much.

warped spindle
#

!feedback
Make it so that in order to get achievements you need to have no artifacts on

severe ore
#

!feedback
let the mobile turrets move along any surface wall or ceiling, so they cant get stuck aswell as using their skittering to just climb up to you, while you are at it you can probably do something like 'get to teleporter event if active'

thick wraith
#

!idea was thinking of a new playable character, a newt! A smaller newt than the shopkeeper newt, would be adorable! could have a stasis ability like the shopkeeper, but the stasis becomes more ineffective the larger the enemy, say bosses. That could possibly be the utility. for a primary i was think some sort of arcing energy from his hands hat has a lock on like huntress but does damage like the mobile sentries. for his secondary i was thinking about some kinda of telekinetic power like throwing enemys into walls or up in the air for some damage. I figured id put this here since ive been thinking about it. hope it doesnt sound to lame haha.

maiden arch
#

!idea

Artifact of Community
-All items and money are shared among all players

Just imagine the absolute chaos with a shared item pool. It's the only way to play the game tbh

sweet hatch
#

!feedback
I know the enforcer has no chance of being in the game but if you ever wanna put him in I've got a few ideas. His shield could be holographic so that I'd be easy to through it. His main power could be a slug shell so that he could snipe far away enemies. Second could be a force field that would create a dome around him and his allies for a limited time. 3rd could be phosphorus shells causing fire damage and lastly the bash which could've like a large slash causing considerable knock back. If you've taken the time to read this, thank you hopefully you'll consider my idea.

opaque glade
#

!feedback
Release a cosmetic pack of skins for the survivors that we can purchase for $3-10 to continue supporting the devs. I know cosmetics are huge in games, we love cosmetics and I think this game is worth more than I paid. Great way to get more $ from some of the loyal players and also give us something we would like 😄 I'm all for prestige skins but since there's only 2 or 3 that actually look very different and BA I'd love to just purchase a "Love your Devs" pack.

ornate tapir
little barn
#

!feedback I've heard a lot of people talk about Commando's damage drop off and how bad it is, and as someone who frequently plays Commando, I decided to do some testing of my own. The first question: Which survivors have damage drop off? Commando and MUL-T. Commando's entire kit excluding phase round and MUL-T's nail gun. The minority of survivors have damage drop off. The second question: How big is this damage drop off? 50% damage reduction at most. The drop off begins at fairly close range and reaches it max just as quick. Commando doesn't need damage drop off; he doesn't have exceptionally high damage in the first place. He's the first survivor every one has to play, isn't particularly easy to play, and his damage drop off forces the unintuitive, challenging gameplay of play at point blank. Phase blast can keep its damage drop off. This will also give a niche to phase round with longer range gameplay.

blissful badger
#

!feedback merch. Like figurines of the survivors and enemies and mabey like other stuff like a glowing meteorite lamp and a fuel cell water bottle

sharp condor
#

!feedback
An equipment item that freezes time for 2-5 seconds, useful for maneuvering out of a potentially lethal situation, timing will be key! If u want more skill involved u can make it so that the ability activates with a 3 second delay of activating it

viral narwhal
#

!feedback Artifact of Charity: At the start of the run, a random non-equipment item is dropped next to your spawn. The rarity itself is also random, might start with legendary, might start with common. (If pair'd with command, it will just drop a command essence of random rarity).

winged geode
#

!feedback

Let the commando's grenades do self knockback so you can grenade jump. I think it would be a fun and skilful movement technique, especially stringing the grenade jumps together.

chilly ivy
#

!feedback
Make it so that escape cancels the artifact of command menu

pastel geode
#

!feedback So I know sniper is a controversial topic right now about being added in the game but I just felt like throwing something out there for suggestions or just inspiration I guess for skills or passives for ROR 2.
Snipers passive could probably be or revolve around being able too shoot through anything, meaning a bullet can go through walls and multiple enemies at a time, it can really give it that sniper feel of “no where too hide” type. Again it’s more for an idea not an exact copy and paste of what it will be something that can be considered. And they could have a skill similar too loader where they can shoot a hook shot but instead of swinging around being able too latch onto an object or wall from any point for a “sniping” position. But yeah like I said just ideas too throw around and think about for the idea of sniper being ported for RoR2 (edit post submitting: another idea of a skill that instead of a cool down can toggle, they can see where every enemy is on the map. Seems unlikely but a cool idea too help with the “bullets can go through everything” passive type thing)

modest tendon
#

!feedback make it to where the loader ability unlock for getting to the celestial portal is made a bit more lenitent due to the addition of a stage 5 making it to where an additonal base 90 seconds are used on the teleporter charge, so currently the overall time without the item that lowers the teleporter times is 90 secs per teleport for an overall 12 minutes of just teleports which is just for the waiting to teleport, there is also the addition of finding the teleporter and getting any items adds to the time for an overall time limit of 25 minutes is more difficult with an added stage so it could be adjusted to address the addition of the new stage

earnest spindle
#

!feedback don't know if it has been posted yet but I'd love to see the look of my character with all the items it got at the end of a game. Kinda like in the logbook : 3d rendered and you can turn the model to see it well. Also, see the elite variant of enemies in the logbook would be swell.

mystic plover
#

!feedback

Not sure if this is intended or a bug, but on the Doppleganger artifact "Vengeance", if and Engineer has N'kuhana's Opinion, it seems like the doppleganger's flaming skulls will go through a bubble shield and kill the player. Either way, it seems unfair and like a terrible way to have a run ended.

Also, it seems the dopplegangers will spawn at or even inside of the player quite often, which also seems quite unfair. Can this be addressed in the next patch?

viral narwhal
#

!feedback Some item ideas, if I put X% I don't know what the rate would be.
Punch through! (Lunar, Appearance: Gripped fist, Appearence on player: Like how goat hoof replaces one of the characters foot, this would replace an arm ): "Critical damage increased, but chance decreased" Crit chance halved(-50% per stack), but crit damage increased(+50% per stack)
Lucky Dice (Uncommon, Appearence: D20, On player: Dice somewhere, either floating nearby the player or embedded in them.): "Lucky Bullets" On crit, X%(+X% per stack) chance for the projectile to ricochet and home in to another nearest enemy dealing X%(+X% per stack) damage.
Ban Hammer (Legendary. Appreance: Hammer with the word "BAN" on it): "Stop an enemy from spawning" On pickup, pause the game and open a GUI of currently spawning enemies, whoever gets chosen will not spawn in future stages. Other enemies will spawn more proportionally to make up for it. Can not stack to the point of not having any spawns. (+1 enemy per stack)
Broken Cloak (Lunar, Appearance: A cloak, on player: they are wearing it.): "Occasional cloaking for EVERYONE": X%(+X%) chance that after a successful hit, entity will go invisible for X seconds.
Shield Overcharge (Legendary, Appearance: A purple shield wall On player: replace blue tint of shield on player to another color): "Better Shields!" X%(+X%) decreased time it takes for shields to charge up, and X%(+X%) faster charging time.
Shield Scavenger (Uncommon, Appreance: A bird with a personal shield gen, on player: Bird perched on shoulder/on turret): "Salvage shield on dealing
damage" Restore 1(+1) shield upon inflicting damage on an enemy. Cannot go passed current shield cap.
Prayer beads (Uncommon, Appearence: Prayer beads, On player: they are wearing it): "More and better shrines" Increased chance shrine odds by X%(+X%) and increased amount of chance shrines by X%(+X%).

vestal lodge
#

!feedback
Don't edit out the suggestions in #top-feedback-archive; that way the community can see what's actually making it to you guys.
Practically speaking this could reduce duplicates in some cases, but mostly it would just be nice to see.

final sinew
#

!feedback
Mercenary's "Slicing Winds" ability should scale with attack speed like eviscerate.
As it is right now, it's a downgrade. Not a sidegrade. No Invulnerability, no dash, a hitbox that misses flying enemies easily and worse scaling is a bad place to be.

full tundra
#

!feedback I saw someone else mention a way to unready.
Maybe make it so that it just checks of the players as ready when they press the ready button.
Then if everyone is ready a 10second countdown starts. With the ability to unready. Or maybe make it so that only the hosts ready check is the one that counts. The others are just for being ready.

lilac crag
#

!feedback
Please could we get a speedometer on Loader? Either in the UI or somewhere on her back. It could be designed like a pressure valve or something to fit with her hydraulic theme. It'd be a nice addition as we'd be able to chase faster and faster speeds!

idle wigeon
#

!feedback Quickplay needs a NO ARTIFACTS option. When I want to play mp I don't wanna be forced to play with a handicap

spare dirge
#

!feedback

Emoooootes, little animations, especially a lil dance to do while healing with the mushroom

fast fog
#

!feedback

When using Command artifact in a run, please map the Escape key to the big "Cancel" button instead of overlaying the pause menu on top of it. I've ended whole runs because Escape is my panic button if I'm stuck in a menu while my survivor is idly sitting there letting monsters kill him! DAMN YOU MUSCLE MEMORY!

tired shore
#

!idea Artifact of Brittleness: Gain significant boosts to all stats but health, can not gain health from levels.
Inspired by the Brittle artifact from the UES Prime mod for RoR1. The boost can be a toned down version of Spinel Tonic: +100% damage, +35% attack speed, +15% movement speed, +10 armor, +150% passive health regeneration. It's like Glass, but you can consistently make it past the first two levels.

cedar hamlet
#

!feedback
Potential Buff for Radar Scanner to make it more feasible late game: Radar scanner reveals enemies, making it impossible for them to be invisible, for 3 seconds, in the same way it reveals chests but with out icons.

fresh holly
#

!feedback

Make an item "loadout" if you're using the Command Artifact

plucky fern
#

!feedback Can we get more just general debuff dealing items? Currently there isnt alot on the table and I think having another item or two regarding most debuffs would help alot.

Things like small chance to burn enemies on hit, another bleed item, maybe even add some new debuffs to the pool?

||Half the reason im saying this is because I can find it hard until late game to reliably trigger Death Mark on enemies unless im Acrid or REX||

bleak harbor
#

!feedback Make the artifacts person side so that the people that dont wanna use them dont have to with everyone else

rotund moss
#

!Idea Invoker from dota 2 or something similar

rich ice
#

!feedback if there is a wisp horde of many they should have increased KB resistance (or even more preferably no horde of many composed of lesser wisps at all)

safe prairie
#

!feedback
Unless this would end up contradicting any future lore, give each ||Twisted Scavenger|| Beads of Fealty to allow them to fit in the area just a tiny bit more.

astral wasp
#

!feedback with the known issues with items landing in/on top of ceilings and walls, it could be helped by reducing the height that the items launch up from their spawn point, especially for the teleporter. The visual aspect of it might be slightly reduced, but it may reduce the problem a decent amount, at the very least having items land lower on walls and the like where they're still more readily accessible.

tepid sandal
#

!feedback
Make stun count as a debuff, at least the one from stun grenade. This way we get another debuff for Death Mark.

pure belfry
#

!feedback
Give engi a plasma flamethrower as a new primary weapon

fervent onyx
#

!feedback For the Artifact challenges, give the keys to a clearly defined but more powerful enemy instead of having them just randomly drop. I’ve been sitting here for 10 minutes and I’m only halfway done because they’re not dropping keys.

whole gate
#

!feedback Can Mercenary's Ethereal challenge be changed to something I don't have to wait 3 days to reroll for a more viable seed? I rather have to do something like "Obliterate yourself on Monsoon without ever falling under 100% HP" because as difficult that is, I can at least keep trying without absurd restrictions like a bad item pool on the seed.

I just want to do it already, but now I have to wait til the next seed because this seed has hitscan monitors and templars starting on the map next to time crystals. The hell am I supposed to do?

stable anchor
#

!feedback
Please make the eggs in Siren's Call interactable, or any change to prevent Alloy Worship Unit from spawning unless the player wants it to

gusty marlin
#

!feedback
have the artificer's primary attack recharge all at once like HAN-D's scrap launcher instead of one by one

mint anchor
#

!feedback I believe that you need more time during the loader secondary skill challenge. With the new stage it is extremely difficult to finish a whole loop, plus 3 stages to obliviate in 25 minutes. Not impossible, but a whole lot harder than with 1 less stage, and the difficulty modifier stacking higher than the original challenge.

little barn
#

!feedback
I was thinking maybe add a creative area, just a basic arena where you have a teleporter event and you can customise which bosses will appear, how many, and what elite forms they have etc

We could call it the “Arena between Space”. You can also do multiplayer with multiple arenas and see how long each player can last against a set number of bosses maybe with break periods etc, bosses would become increasingly difficult with a small bazaar phase (as a break) where players can loot a certain amount of chests or terminals to get new items before the next boss

This could introduce some creative replayability and encourage a more competitive playerbase without PvP

viral narwhal
#

!feedback More item ideas, probably shitty ideas like the rest
Broken stopwatch (Lunar, Appearence: Broken watch, on player: they wear it. Has no stackable effect on engineers turrets): "It's broken" Instead of the timer going at at rate of 1 second per second, or stopped in special areas, it cycles from stop time from -5 seconds per second to 10 seconds per second at an acceleration/decceleration of 1 second per second. The UI will have 2 timers, the main one with a crack in it, and a smaller run signifying actual run time.
Flashy Shoes (Lunar, appearence: Shoes, on player: sporty shoes): "Movement speed way up, sprinting causes you to be lit on fire" +X% (+X%) movespeed, sprinting inflicts burn on the player
The long haul (Uncommon, Appearence: Backpack. On player: They wear a backpack, turrets get a mini-one): "Gain a small buff to all stats based on the stage amount" X%(+X%) to all stats depending on stage number, this buff increases as you advance through the stages
Mom's Gift (Legendary, Appearence: Gift box. on player: Character dependent): "Mother knows best" The idea of this item is to give each character an upgrade, this item is unstackable. An example would be engineer having +1 turret for the remainder of the run.

sharp condor
#

!feedback

Artifact of life, an artifact the grants the players 2 or 3 lives in the start of a game (Dio’s Best Friend) instead of one, will make the a game a bit more enjoyable for a few of my friends who aren’t very good haha, u can also add a negative to using this artifact

idle lynx
#

!feedback Make artifact key drops pseudo random, I literally just sat there for 15 minutes waiting for the first one to drop

whole gate
#

!feedback Got an Artifact idea~
Artifact of Prayer
Doubles the spawn rate of Shrines off all kinds.

I want more Mountain Shrines~ - u -

plucky fern
#

!feedback Id love some drone/turret items to be added to the game. Stuff like readding Arms Race from RoR1 (chance for your drones to launch explosives) and maybe something that increases "fire rate", this could affect healing drones too making them heal more frequently. Just a couple ideas there.

||Also itd be cool if they affected Engi Turrets as well, i love me some mortar turrets||

keen pumice
#

!feedback Remove Unstable Tesla Coil from enemies poll. There's no way to avoid it and it literally killed me every run I did a few seconds after the item was given. It happened from Easy difficulty to Monsoon, there was no way to avoid the damage even with iframes of the Mercernary, it doesn't make sense.

bronze timber
#

!feedback Add another way for players who can't handle prismatic trials to unlock Slicing Winds

robust anvil
#

!feedback
Please port the game to MacOs. I would love to play the game on this OS without having to reboot into Windows to play the game. Trust me, this is very annoying.

steep parcel
#

!feedback

Tired of being a mere exhibit in the Bulwark's Ambry, the Artifact of Self decided to ally itself with a strange group of entities that just happened to stumble upon its timeless prison...

M1 Entropy - continuous beam that deals increasing damage when hitting the same target
M2 Fission - explode in a ring of seeking projectiles; targets killed by this ability spawn another projectile
Shift Superposition - leave your shell in place and gain 50% damage resistance; recasting teleports you back to your shell and clears status afflictions
R Stabilization - gain full temporary barrier, stun and knock back nearby targets

(edit: forgot to add the command)

flat path
#

I like this idea.

leaden ruin
#

Good idea

floral ice
#

!feedback possibly reduce frost relic damage and make it green. I feel like due to the capped radius it would feel more satisfying with more stacking potential, like the first game. Or bring back charge field generator from the first game as a green. I feel like the growing size on kill and having huge AOEs with these types of items is really satisfying, and the low cap and little stackability of frost relic in its current state reduces that satisfaction

Edit: small clarification

green kiln
#

!feedback This may have already been suggested in some way, but it'd be a nice quality of life upgrade for the command artifact if we could set weighted and flat item ratio tables for each character. Then while playing, we'd just have to walk over the items, and it would automatically roll on that person's table to give them an item of that rarity, taking into consideration how many of each item you already have to keep the ratios in line with what you specified on your table. Then of course it would also be nice to be able to toggle this function on and off during gameplay just in case.

real terrace
#

!feedback Now that you got the tech down for projectiles to match skins, maybe have the fist on Loaders grapple match?

fringe grail
#

!feedback Why put chests on the bridge there if they only shoot the items down the pit. I don't think I have ever seen a chest there that hasn't done so for me.

And stupid me keeps forgetting that items can be shot into a pit in the first place.

gritty haven
#

!feedback
allow allied beetle guards to inherit 5 white, 3 green, and 1 red item from the person who spawned them, and maybe give them a little bit of regen too

meager tinsel
#

can we have it so that the tele's outline glows after 5 minutes so people can find it if they're retard (asking for a friend :P) and can boss glow to if we can't find them ( i think it spawned above and was throwing fists from the ground but its body wasn't in sight at all...)

tired shore
#

!feedback Since we have red markers showing the direction and location of a boss, could we also have those same markers, but white, when an item drops with Sacrifice artifact? I feel part of the frustration to the lack of items in Sacrifice, even in late game, is that we just sometimes miss them, especially if an enemy drops a red after they get picked off by an engi turret a kilometer away from the player.

mighty wraith
#

!feedback
Auto Sprint Option

green vault
#

!feedback

Risk of Rain 2 is fun. Insanely fun. However, there is no incentive to play the game. After you’ve unlocked all of the items, characters, and abilities. There’s nothing else to do. So how’s this?

How about adding in leveling systems for each independent character? When you end a run, your points gained at the end are turned into XP and you level up your character. The rewards could be anything! Cosmetics, little perks, even lunar coins! We just need something, any incentive to play each character and do well in a run. For now, we just play the game for the fun of it. Let’s add some rewards!

gritty haven
#

!feedback
currently with the artifact of swarm, whenever a player picks up the queen's gland boss item, they get two beetle guards, but when they get another, they get none, which I think should be made so that you get two per stack, with half health each, as the fist stack does

keen pumice
#

!feedback Make Leveling up more impactful. Leveling up does absolutely nothing at a point that I always forget we level up, I only remember it exists when I see the EXP bar. It could be a bigger boost of stats, cooldown reduction or absolutely anything that would make leveling up have some sense or reward. It would make the game depend less on RNG and runs would be a little more consistant. It shouldn't be too good to level up too of course.

alpine merlin
#

!feedback
Can the pings be more lenient when pinging items. The ping system has always felt a bit finnicky when trying to ping items from a distance, and making something like a ping magnet on drones/chests/turrets would be really nice.

waxen wigeon
#

!feedback
Could we have the option to view logbook during in-game to make viewing the challenge we trying to complete again easier

icy apex
#

!feedback
When you have Beads of Fealty, obliterating yourself at the obelisk doesn't count for achievements that involve it, such as the Monsoon skins. It'd be really nice if this weren't the case.

whole gate
#

!feedback
The number of Lunar Coins dropped should be the number of stages up until reaching A Moment, Whole. Perhaps doubled on Monsoon, and halved for Drizzle (rounded up). An easier way to consistently get a good amount of Lunar Coins, and a reward for doing it on harder difficulty and earning them~

snow pike
#

!feedback

prisma sentinel
#

!feedback
Reduce Mini Mushroom projectile impact damage, and increase visibility of spores and pools.

limpid sapphire
#

!feedback Magma worms are used in 3rd, 4th and 5th location, I see them in every run as natural or as portal bosses. At the same time Grovetender(boss of Acres) spawns only on acres. At the same time difficulty of runs is being balanced by overloaded worms, and a lot of enemies. Maybe addition of new stage bosses, or inclusion of some new game mechanic(like empowering basic enemies when the run goes into Hahahahaha... level). Sorry, I am just salty after several ruined runs because of AI of worms , and incredible difficulty when instead of bosses 5-10 elite monsters spawn.

scarlet dirge
#

!feedback !idea Add a report a bug feature ingame, as all players do not have a discord account, also it would be easier to show which console the bug is coming from.

safe prairie
#

!feedback
Allow Scavenger’s item search ability to be treated as interacting with an object (like thqwibs are treated as as on-kills), and remove fireworks and squid polyps from the scavenger item blacklist.

verbal summit
#

!feedback
Wandering Vagrant should begin sparking with electricity to indicate a Nova Blast charge.

little barn
#

!feedback
Being able to host games instead of just RNG the host every lobby

limber tundra
#

!feedback
I really feel like the Engie's new homing rocket ability is really cool, but I also think that it isn't really optimized all that well, it can be hard telling what your rockets are going to lock onto and it can be hard to specify how many rockets you want to use on a given enemy because it locks on so fast. So I propose a slight rework to this ability.

FIRST, make it so the Engie has a crosshair reticle that decide what the rockets are going to lock onto. this fix will allow people to better decide which enemy they want the rockets to fire onto.

SECOND, make the M1 only makes 1 missile lock onto an enemy, but can be pressed multiple times to tell more rockets to lock onto an enemy. This will allow people to again be more specific when using the ability and decide how many rockets they want to use on an enemy rather than holding M1 till all of their rockets are locked.

THIRD, well, now that the M1 doesn't fire rockets once it's released, we need a way to fire them, make the M2, instead of cancel the action, fire all locked on missiles, this will act as a fix for the problem mentioned in the second fix and allow players to let go of M1 while locking which I feel will make using the ability a bit more comfortable to use. And finally

FOURTH: I don't actually know if this is currently how the activation ability works, but make sure that pressing the ability button (usually shift) while in the locking on state will cancel the ability, this is a replacement for the M2 being changed now to a fire button. Not to mention the ability button already does this if no missiles are locked on (I don't know if the ability button already does this and it just fires the missiles because M1 is being overridden but I figured I would mention it).

I really do enjoy the Engie's new lock on missile ability, it allows him to be a bit more aggressive and a little less defensive like his other alt. abilities do and I hope that the devs use this idea. Thanks for reading.

errant valve
#

!feedback
Add a counter of already owned items in "What is your command" list.

kindred mortar
#

!feedback allow us to use the esc key to close the item choose list when using the artifact instead of bringing up the menu

little barn
#

!feedback I would like to play an online match with random players without the use of artifacts only if it is a mutual agreement upon the party. I wish there was a "Quickplay without artifacts" designed for players who wants a regular run or match and the standard "Quickplay with Artifacts". I do appreciate both modes. Although, right before the match starts, some players like to activate all the artifacts. Thank you.

warm shell
#

!feedback Artificers alt R should actually be her alt utility, since it provides mobility which she usually doesnt have

Also acrids alt m2 should be an alt m1, a slower animation that applies poison and scales on attack speed would be a good alternate to his current m1 and could synergize well with his new blight

little barn
#

!feedback remove the squid turrets

obsidian shadow
#

!feedback add separate slot for aspects which is only visible when you pick up aspect (still only 1 can be used, but doesn't waste equipment slot)

mortal thunder
#

!feedback New Boss-Ragin Ape. Ok hear me out... mounchy. Alright and when you kill him with Acrid by only spitting on him you get an alternate skin that turns acrid into an ape. This changes the spit into bananas and leaves a bundle of bananas on his shift ability landing.

subtle gale
#

!feedback Huntrees can already shoot while sprinting, but I feel as tho she should be able to sprint backwards as well - just like in ror1.

opaque spoke
#

!feedback Make it so can look at your unlocked mastery skins in the survivor log.

green vault
#

!feedback

How about a way to spice up the gameplay? Something like a Challenge Totem. Once purchased, a random challenge will be assigned. Complete that challenge and you will receive a reward. Maybe in game loot or lunar coins?

Examples for challenges could be:

Kill the boss using only your Primary.

Spend no money until the boss has been killed.

Get from Point A to Point B without getting hit.

warm ridge
#

!feedback commando skin; the reaper from DEADBOLT

misty isle
#

!feedback Maybe make a specific settings where the Hud for pressing Tab should be always be 100% size. This is so I can look at player items and their stack. This allows me to help new player which item to stack and how much they should stack. At 75% Hud size, I can barely see the items and the items stack when I press Tab. Making me having to look really close to my screen. I also don't want to set it to 100% size as it sacrifice my viewing angle. As for my own items that I see on my screen, that is okay. I can see it clearly.

orchid nymph
#

!feedback My drones keep blocking ballista shots that look like they should have gone right past them... My hypothesis is that the ballista has aim assist within the circle reticle, and that aim assist prioritizes the target closest to you if there are multiple creatures within it. Maybe? If so, friendly creatures should be excluded from the aim assist.

real grail
#

!feedback I saw in Development Thoughts #13 that you said that it took only 4 hours for everyone to have the patterns for the artifacts, could an option be to have codes specific to a player that is generated on first launch or something of that nature, I think that it would be more fun to search for the artifact codes in game then find them online. This system could also be implemented in more of the future game ideas.

finite lynx
#

!feedback The Interstellar desk plant is pretty weak for a red item. Having to stay in a small area and put yourself at massive risk just to get some small healing doesn't sound like a good red. Maybe instead have it be like a more consistent lepton daisy where it's on the teleporter and every kill you get during the teleporter event makes it grow a bigger radius and stacking it increases the healing and growth rate. course it resets teleporter to teleporter. A bonus would be a nice desk plant to decorate the teleporter.

jaunty sand
#

!feedback It would be useful if 1, Scavengers had a summon bell similar to how malachite have ringing over most other enemy sounds, and second while malachites spawn at the beginning of the stage could they give a tiny ding or something to let me know that there's one on the stage or perhaps near me?

mighty wraith
#

!feedback
Change Shaped Glass To Something along the lines of "+DMG, - Attack Speed"? Just my thoughts on the solution for the one shot protection abuse.

hollow nimbus
#

!feedback
A new artifact that changes each of your current items into a different one between each stage.
Each item change would basically act how the recylcer handles it, each one changes to a different item of the same rarity.

opaque kindle
#

random character button when

drifting ore
#

!feedback
Create an artifact that makes any chest, printer, or equipment barrel you activate instantly add the item to your inventory. I've had too many circumstances where an item either falls off the map or some dick rando takes all 8 tp boss items.

copper orchid
#

!feedback I'm uncertain why, but I feel as if all of Sky Meadow's music seems more quiet compared to the others ** in-game.** I wanna hear that good music a bit more!

copper owl
#

!feedback Turn back the Drone Repair Kit and teleport the drons to our self

clear jackal
#

!feedback
In ROR1 when you had the spite artifact on and killed a boss like 50+ bombs popped out and it was terrifying. However, in ROR2 only like 6 bombs popped out of the boss. Please make bosses scary again.
Sincerely, a masochist

shrewd tapir
#

!feedback Maybe you can give exclusive skins to the top %10 on the prismatic trials? This would be a great motive for people that normally don't play that mode.

naive totem
#

!feedback
Please. Make Rex's second shift easier to unlock! At least make it completable on any map

feral copper
#

!feedback

Brass Contraption corpses apparently stretch like crazy when their pieces land on the ground. The corpse of an Overloading one off in the distance is doing that in this screenshot.

little barn
#

!feedback
Please let us re-order the item box of command, so we can organize the picking ui according to how often we want to pick something.

buoyant wigeon
#

!feedback Alter Commando's Phase Round; keep the projectile's size, damage, and ability to pierce enemies and go through terrain, but make it hitscan instead of having travel time. This would be a nice buff since despite its new damage increase it is still nowhere near as good as Phase Blast, and this would also mimic how it worked in the original game, being a hitscan beam

dim jewel
#

!feedback Random thought: I think it would be neat if the huntress could use her dash in between ballista shots (while still locked in the air). Would feel pretty smooth if she could back flip into the ballista, fire a shot, reposition, and then fire the remaining shots. I don't think the skill needs a buff or anything, it's already pretty good, but I do think this would be a fun tweak.

Also on the subject of ballista, I sometimes find myself sliding along the ground behind me when I have my back to an incline, rather than actually popping backwards into the air. Not a huge deal but would be nice if this was a little more consistent.

fading helm
#

!feedback acrid needs more ways to deal with air - new alt m2 is strong but sacrificing the spit is too much. Perhaps swapping alt m2 to alt m1 and nerfing the damage or spreading it out to two bites might work, and a new alt m2 could be firing small poison spines from his back?

marsh whale
#

!feedback
You should make upgrades for survivors such as Commando deals 15% more damage but 10% less range of his Double Tap.
So in total Double Tap will shoot twice for 2x105% damage.

median oak
#

!feedback Please, contact with NVIDIA and re-add RoR2 to Geforce NOW. The only way to play that game if you buy it, as I and many ppl did, but we can't play cause it's removed since january.

icy apex
#

!feedback
Alright, screw it, here's some artifact ideas.

Artifact of Toil
Chests and shops are enemies that must be killed before you can access them. (Maybe also applies to other interactables?)

Artifact of Adrenaline
Damage taken is tripled, but getting hit grants mercy invincibility.

Artifact of Gambit
Items are randomized when you complete a stage.

Artifact of Blood
Chests and shops cost health, rather than money.

Artifact of Journey
Moving leaves a trail behind you. Touching your trail damages you.

Artifact of Light
You can see what chests contain before you open them, and what bosses will spawn when you use a teleporter.

pale meadow
#

!Feedback
You know we need a dragon enemy in here
Edit : would be even nicer if it is a teleporter boss

proud wadi
#

!feeback
I think we should have an option when you press multiplayer to look through open lobbies and join them.

You would choose to make your lobby open or close and you could name your lobby. This way you could name your lobby like "Monsoon Skin run" and people could see that and join it
I think this would be pretty cool

frank plinth
#

!feedback

I think we should have an option when you press multiplayer to look through open lobbies and join them.

You would choose to make your lobby open or close and you could name your lobby. This way you could name your lobby like "Monsoon Skin run" and people could see that and join it
I think this would be pretty cool
for @proud wadi cuz they messed up the command on one letter

blissful badger
#

!feedback Add a item that gives you % exp needed to lvl up everytime you kill an elite

meager badge
#

!feedback This is a little frustrating at times and was in RoR1. Interactables change to an inactive state visually when no longer usable. For example shrines are destroyed and chests become dim so they aren't ambiguous at a distance.

alpine stone
#

!feedback
What about to buff frost relic a little bit, there could be a new legendary item, flame relic, and when the paired with frost relic, new properties are applied to both the items. Not sure where that would begin however.

blissful badger
#

!feedback remove the headstompers cooldown entirely and instead make it so that multiple stacks increase the damage and area

night hedge
#

!feedback
Give the option to toggle Loader’s grappling hook (“Secondary” skill), similar to toggling Artificer’s hover.

Specifically on console, if you want to use the adjacent shoulder button to (charge up a) dash (“Utility”) while swinging with the grappling hook, you’re currently forced to use a claw grip, which makes the character more clunky to play than it needs to be.

little barn
#

!feedback
Can the #gd1-nullified chat be reduced back to 5 second timer now that everyone's calmed tf down

#

!feedback
A way to have sandbox mode to test items on maybe a few dummy targets or something you spawn

limpid sage
#

!feedback Recycler equipment should give a chance to change item from Cleansing Pools

small cradle
#

!feedback it's not really feed back but I wanna have an Item that is a wizard hat, or just a wizard hat in general (looooooong hat logan style)

fallen sleet
#

!feedback Improve the locking on engineer's harpoons. They lock on enemies behind the ones you're aiming at

chilly stream
#

!feedback I think that MUL-T's scrap cannon doesn't fit him. Lore wise it doesn't make sense for an construction robot to have a cannon that launches projectiles of scrap. His other three tools were initially designed to construct something, not to compress material and yeet it in somebody's face. Perhaps exchange it with something more in line with the initial purpose of MUL-T, like an welding torch, insulating foam dispenser, industrial hot glue gun or something in an similar fashion.

snow pike
#

!feedback
i would like to see a random option implemented into the choose your item screen for the command artifact aswell as the escape button to exit the selection screen while in it rather than pauseing the game but mostly just a random choice in the menu would be nice for if you dont know what you want.

shut onyx
#

!feedback
an item that teleports all drones and turrets to the teleporter upon activation, or an equipment that teleports them all to you upon use

fair gate
#

!feedback
It's actually not really concerning, but the word "Eyesight" in "Mini Mushrum"'s logbook is miss-spelled to "Eyeseight". I know it's not much, but i really enjoy logbook reading and would really like to see more new entries ! Keep up the good work, I'm really rooting for RoR2 to be better !

wheat venture
#

!feedback

Loaders Alt R skill should be a skill that swaps out the ‘bug zapper’ as people have dubbed it. With a ground slam that does aoe damage around her like a beetle guard. If done mid air, this ability will instantly halt all her momentum she may have and have her quickly crash into the ground for the exact same effect, almost like Head-sets ability but tied to her kit.

Idk, just a fun idea in my mind that can add even more flexibility with her already top notch movement.

autumn folio
#

!feedback

Did anyone already mention the heresy lunar items being a possible "heretic" special character? If not then I think it would be very cool to see our four skills get replaced by lunar items and change our character. It would change all the stats appearance and passive as a form of "set" bonus and allow us to complete the game as this character. I would be fine with it being a full unlockable or only obtainable with getting the full set. My bad if it is old news, I'm new to this discord.

tepid sandal
#

!feedback
Make skills that don't benefit from attack speed and have cooldowns, get a higher proc coefficient based on your bonus attack speed. This way they get the same effects as a skill that's firing all the time. This aditional proc coefficient, gained from attack speed, should be smaller or higher depending on the amount of targets that skill is able to hit and how frequently they hit (IE: Huntress "Arrow Rain" gets (nearly) nothing, AOE damage with multiple hits; Engineer "Pressure Mines" once fully charged gets a high amount).

placid olive
#

!feedback When entering the artifact stage, make the players invulnerable during the cutscene. GestureOfTheDrowned + Meteorite just killed us during the scene, couldn't do anything about it

graceful lark
#

Add mid-level respawning in multiplayer please. Right now, a player might as well just leave if they die, missing out on a level's worth of items is too hard to catch up on, you fall behind the curve

harsh geyser
blissful badger
#

!feedback mabey a fix to the drones AI is to have them follow 'paths' in the air so they don't get stuck and doesn't just stick to the ground?

tepid sandal
#

!feedback
Shrine of Rebirth: Revives a random dead player or revives a player once they die in the current stage. Cost 250(?) gold (Scales over time).
This makes the cost of reviving a player the same as 10 basic item chests. Trading items for a extra life.

chilly stream
#

!feedback In regards to drones (at least the combat oriented ones), perhaps let them try to avoid projectiles in their field of view that are targeted at them specifically. They have oculars, why not use them besides friend-foe recognition and targeting?

royal comet
#

hey guys I'm sure this has been raise before so sorry if I'm just another version of the same broken record, but the Stone Giants and the smaller versions, their tracking is just way too on point, you CANNOT dodge them, me and my friend have tried out healing, maxing speed, everything but their precision is way too on point, giving them a slight slow down to their tracking would help a lot but as it is now, 90% of our runs end to the stone giant or the smaller versions of them

stark comet
#

!feedback Equipment idea
Stuffing Stopper
On use, BLOCK one attack within the next 3 seconds [45 second cool down]
Activating multiple times in a row doesn't stack the effect

spring violet
#

!feedback I've noticed the Umbra's juse use skills whenever they come active, but that makes things like MUL-T's retool or other abilities with low cooldowns kinda messed up. For example, the Umbra of MUL-T can just get stuck spamming retool and nothing else. Maybe add a hidden additional cooldown for attacks like that so that Umbra's don't get "stuck."

frank meadow
#

!feedback
The brass contraptions do too much damage on monsoon.
Maybe a 20% decrease would fix them.

tepid sandal
#

!feedback
Remove the stun visual effect from monsters that cannot be stunned. (Brass Contraptions for example)

spring violet
#

!feedback Update Brass Contraptions so that they can get stunned within attacks. Yes, Brass Contraptions can get stunned guys... they just still fire their attacks if they charged them before the stun. Maybe make it so that if they are stunned with the spikeballs over them, they fall to the ground? It would be a welcome and pretty cool change.

north rivet
midnight jay
#

!feedback I'd like to see a more in depth and explanatory "Killed By: xxxx" section. Especially when playing Monsoon All Artifacts On, I'd like to know exactly what constituted what percentage of my damage taken, so that I can make informed decisions on items that work and items that do not. It's a lot of experimentation to figure out currently, and while that's fine, I'd personally appreciate it if the process was expedited. As it stands, I die within frames (given no OSP and only 10-16hp at level 1, it usually happens in 1 frame by a singular attack) and I can't really tell what happened when the report screen simply says "Killed By: The Planet"

Anyways, sorry for long message, just wanted to keep room for interpretation minimal. Really fun game btw, thanks for the hundreds of hours of fun and the hundreds more to come!

prime minnow
#

!feedback please organize this place up, will all the new people here new feedback comes in less then 10mins and almost everything gets burried.

fiery fjord
#

!feedback
make the clay Templar not an option for a boss

jagged tartan
#

!feedback Add a feature to pin challenges onto your hud. It is much easier than to have to tab out and check what challenge you want to do. Team Fortress 2 did something similar by pinning a challenge onto your hud and allowing you to chose where it’s pinned

lucid goblet
#

!feedback Add a feature to pin challenges onto your hud. It is much easier than to have to tab out and check what challenge you want to do. Team Fortress 2 did something similar by pinning a challenge onto your hud and allowing you to chose where it’s pinned
@jagged tartan Here is a similar idea! its near 50 check it out! https://discordapp.com/channels/417739215355510784/559901472339525644/696566562873802762

GIVE THUMBS UP TO THE LINK PLEASE! 😆

supple kelp
#

!feedback
Maybe put a limit on how many artifacts can be on during a prismatic trial? The current combination of Swarms + Honor + Dissonance makes it extremely hard to do challenges like Mercenary: Ethereal, or Prismatically aligned

sour lichen
#

!feedback Make Ceremonial Daggers able to go through the ground, or at least take a proper path.
A find a lot of times when I kill an enemy and the Dagger triggers, the daggers choose a straight path towards an enemy, no matter what might be in the way. They get stuck trying to glitch through the ground, and don't actually hit the enemy.

modern sky
#

!feedback Please allow Acrid to aim lower than where he currently can, it's not much but I feel having to be on the same exact height level as your boss or monsters takes away from a lot of his damage potential. I can't seem to hit wondering vagrant with my primary attack, I think since he's a melee-ranged hybrid just as loader is, he should get the same treatment on his M1 ability.

pale meadow
#

!feedback
New lunar skins : basically they are just skins that have blue-ish colors and can be obtained by obliterating your self at monsoon with 7 lunar items (can be stacked)

ionic ember
#

!feedback Add in some kind of respawn mechanic, when playing with my friends it is really disheartening when one of us dies because if you do die you fall behind the curve so much, especially earlier on in the stage. A couple of ideas to implement this would be some kind of shrine with scaling gold cost, having players respawn when the tele charges, a artifact that auto respawns you in ~5 minutes, a Life printer that takes in x items to respawn. Literally anything would make the co-op experience more fun for everyone since the game scales so fast in co-op.

weak jewel
#

!feedback
Boss equipments! Like their base items, these would drop after defeating the respective boss at the teleporter, or less commonly by defeating the boss as a world spawn.

Nematocyst Nozzle (Vagrant) - Similar to how it acts in the base game with some changes. Fires 12 blobs that target enemies, dealing lower initial damage then delayed explosion damage with a DoT component. Shots try not to target the same enemy as eachother.

The Orchard (Grovetender) - Summons many "lesser-lesser" wisps that fire at enemies for 6 seconds, then turn into homing projectiles akin to the grovetenders wisp attack.

Titanite Core (Stone Titan) - Fires a laser beam directly ahead for 4 seconds, increasing in damage if holding fire on the same enemy.

Fuming Urn (Dunestrider) - Summon an urn of boiling tar above the player that leeches life from nearby enemies, and applying a percentage to the player as restricted regen (capped rate like corpsebloom).

Writhing Pupa (Beetle Queen) - Throw a pupa that burrows into the ground, spawning a group of allied beetles. The pupa re-emerges and provides healing/buffs to the beetles, making this great at taking aggro off the player.

Etc etc, I could go on but I think I've given enough ideas to get my point across Woodsprite

autumn gate
#

!feedback if enforcer comes back his movement ability should be skating downhill on his shield

little barn
#

!feedback Have ballista be able to discharge all 3 shots immediately by pressing right moue button. so you have the option to either selective fire them or just dump them all off immediately into a target

frank plinth
#

!feedback Have ballista be able to discharge all 3 shots immediately by pressing right moue button. so you have the option to either selective fire them or just dump them all off immediately into a target
for @little barn cuz they blocked the bot for some reason

gusty marlin
#

!feedback
Have the engineer's carbonizer turrets fly around instead of walking, this would eliminate the problem of them just walking off cliffs, make them harder to hit, and they would be able to better keep up with you.

On a side note have the energy drink also boost the turrets movement speed instead of the goat foot.

void narwhal
#

!feedback give the survivors a third skin for beating the game/finalboss

mortal thunder
#

!feedback cross platform so we can play with our friends

little barn
#

!feedback
give MUL-T a laser eye ability like the golems. and give him a golem skin because he looks like one

haughty nimbus
#

!feedback
This is something I noticed while playing Rex; when you have a Hardlight Afterburner and tap Shift once, it will register it as you hitting it twice, causing you to use two charges and go flying unnecessarily.
If this can be fixed, that would be nice.

little barn
#

!feedback Change Death's mark to be ''Increase damage dealt to enemies by 15% for each status proc'' and it stacks by giving you 5%+ damage. So it'd go up to 20% then 25% and so on and so forth.

serene imp
#

!feedback for @little barn cuz it didn't work for some reason
Change Death's mark to be ''Increase damage dealt to enemies by 15% for each status proc'' and it stacks by giving you 5%+ damage. So it'd go up to 20% then 25% and so on and so forth.

wind meteor
#

!feedback Please improve the pathfinding for homing projectile. Currently items like Ceremonial Dagger and Disposable Missile Array suffer from the projectiles frequently missing the monsters being targeted, or flat-out just flying themselves into walls and being wasted.

empty harness
#

!feedback honestly kind of late, but the wording used in promotional material for the survivor vote made it seem like an ultimatum where only one would return and the rest would not. just keep it in mind

quaint ingot
#

!feedback Equipment that gives you a buff that increases your size. Probably also increases the size of projectiles, melee swings and other AoEs. The positive effects matter less to me than 1) the ability to wear magma worm as a belt and 2) the ability to stop using it and shrink down when necessary (unless gesture's active but if thats the case it's what you signed up for)

sharp condor
#

!feedback

Artifact of the mountain: shrine of the mountain is enabled for each stage by default meaning they’ll be more than 1 boss and items during teleporter event (u can choose to stack it be 3 or more if u wish)

cinder steppe
#

!feedback
Could we get the Rusty Jetpack back? I like to have more jump height but getting a red item is rare. I also know that Headstompers (the red) is a combination of headstompers (the white from ROR1) and rusty jetpack (green ror1).
But can we get it back Hoopoo featers are nice but sometimes a little jump height would be nice to just make traversing the map easier.

icy apex
#

!feedback
Survivor concept: H0R-DR

H0R-DR is a durable tank who excels in support and survival options, but is lacking in offensive options.

Health: 200
Health Regen: 2.5/s
Armor: 24

    
    Heavy Arms: Slam with your arms for 200%. In the air, it becomes a smaller punch.```
```Secondary: 
    Directional Barrier: Hold up a large, impenetrable shield in front of you. Cannot attack while active. Can be cancelled early. 8 second duration, 12 second cooldown. Doesn't protect from behind.```
```Utility: 
    
    Relocate: Blast upwards and gain significantly improved air movement until you touch the ground. Deal 400% damage in a radius when you land. 9 second cooldown; the cooldown only starts once you touch the ground again.```
```Special:   
    Storage Unit: Create a field around you. Allies within this field gain the effects of *all items* you have. This affects you as well and stacks with your current equipment. 5 second duration, 25 second cooldown.```
(Numbers are estimates and probably not accurate/well balanced/etc.)
fluid scarab
#

!feedback
After completing the trial of Metamorphosis, switch us back to our original character.

hexed plover
#

!feedback petition to rename the lunar coins to donut coins because seems logic

quartz anvil
#

!feedback fix gura gura the lucky,his RNG is broken

copper sable
#

!feedback
Character Idea:

A "Void/Dark" based character who has two primaries, good mobility, and can be effective at most ranges.

Passive: move faster in scythe mode, jump higher in beam mode.

Primary: Scythe Slash: Slash at enemies with a scythe, dealing 125% damage (plus 25% when an enemy is below around 30% - 50% health) with decent fire rate (maybe 0.6 seconds)
Alt Primary: Dark Beam: fires a laser for 0.5 seconds dealing 100% damage (with more damage at longer range, I'd say 125% mid range and 140% at long range)

Secondary: Void Cloud: Create a cloud of dark energy that lowers enemy armor by 10-15% and/or grants a percentage of life steal against all targets inside the smoke (Scythe has 5% lifesteal, Dark Beam has 2.5%), deals 50% dps (this damage isn't effected by armor reduction) to all targets inside. Armor reduction halved against bosses.

Utility: Voidwalk: Dash forward and upwards and create a void platform that allows a better vantage point for the beam and provides a small shield (maybe 200 base value scaling with health increases) to the Heratic. The platform disappears after 3 seconds and the ability can be reactivated to destroy the platform early.

Special: (Haven't thought of an ability name for this one 😦 ) Swaps between Scythe Slash and Dark Beam, swapping to Dark Beam teleports you backwards a short distance, and swapping to Scythe Slash Teleports you forwards the same distance.

The unlock requirement: Obliterate yourself with all heresy items equipped.

I wanted to call this character the Heratic and then I saw that may not work based on codex entries for visions and strides of heresy, but I guess that'd be up to the devs to decide.
Edit: wow I didnt think I typed this much, sry for the long message

clear ingot
#

!feedback an artifact where you and your party members share the same items

sour mango
#

!feedback An option in the UI Settings to sort acquired items by rarity.

quaint ingot
#

!feedback some way to stick to the ground with high movement speed instead of spontaneously blasting off like team rocket every time you trip on a pebble

warm vale
#

!feedback
Whenever you’re in the menu for picking an item up with artifact of command, it would be helpful if you could quickly escape the menu by pressing E again. So many times have I been killed because I couldn’t quit out in time.

vestal iris
#

Don't forget to add !feedback to any feedback you have. Happy feedbackin'! (also small reminder to only post serious feedback. those who misuse the channel may be prevented from submitting in the future)

regal quartz
#

One message removed from a suspended account.

spark kettle
#

!feedback When Artifact of Chaos is active (friendly fire) I should not be able to take damage from my OWN abilities.

analog coyote
#

!feedback Add the Elite Modifier to the Results Screen on the enemy that killed you if it has one. (Malachite Beetle, Glacial Elder Lemurian) You can know then if it was that stupid malachite enemy that got you.

violet vapor
#

!feedback a risky survivor who does more damage the less health they have(basically a living shaped glass)

wintry coral
#

!feedback Allow customization of artifacts. For example, with Chaos you would be able to select friendly fire for only enemies, only allies, or applied to everyone. Enigma you would be able to exclude certain equipment, such as spinal tonic, from.

jade creek
#

!feedback artificer should have another fire based attack for her utility skill . The skill could be like a forward push of flames or a sorta carpet bomb like utility that can compensate for loosing the freeze insta kill

unborn rose
#

!feedback Bit early to be suggesting this, but how about an alternate ending to the game? I'm thinking something along the lines of you find some sort of lunar time portal and go back to Rallypoint Delta, except there are still people, and you help them fight off whatever killed them in the first place, and you either help build a permanent settlement or help the survivors contact a rescue ship, and you would have to find a secret technical manual(?) for a comm relay in order to get the "good" ending. Like I said, a bit ambitious for a game that doesn't even have a regular final boss yet, but it might be something to keep in mind if you think it would be a good idea!

slim talon
#

!feedback I feel like with the introduction of artifact prismatic trials that the unlocks associated with them (Ethereal, harvester's) need to be altered as it very much seems like they were made with vanilla trials in mind. The artifacts add a harsh amount of RNG for new/moderate players who might only even be looking at prismatics due to these unlocks. I'm not saying "No artifact prismatic trials" but I am saying that the state the game was in when these two challenges were added was different than the one it's in now. I will also mention that the only other challenges that have similar stipulations is the brain stalks unlock and the skins, all the other unlocks can be done on any difficulty with any artifact.

tight kiln
#

!feedback Stacking bustling fungus should decrease the time it takes for the healing aura to appear.

mighty wraith
#

!feedback Change FOV in Settings?

plush cobalt
#

!feedback

If CHEF ever does get implemented, do you think it'd be possible / a not-unrealistic amount of work to have an attack or something that lets him create a food-themed temporary buff depending on what kind of enemy got hit by it? Just chucking out ideas here, but;

=Wisp-family enemies give a small ignite % on hit for the duration

=Stone golems maybe give some temp. max HP akin to Titanic_Knurl

=Beetle Guards could give a small amount of armor / damage reduction

=Templars could maybe give a tar on hit, or a tar trail where you walk

=Jellyfish could maybe be something like a retaliating explosion in a small AOE around you if you get hit with melee?

Kinda like how Cube of Meat used to work, or how Monster Tooth works now, for dropping a pickup, maybe have a model of a ceramic plate topped with hacked up meat. Just throwing ideas to see if they stick, doesn't have to be concrete.

plucky fern
#

!feedback What about a white/green item that increases XP gain by a certain percent? It would help late game as well as making Warbanner more useful

jagged heath
#

!feedback
Commando lacks a lot of flair in the character select. What I mean by this is that with every other character there is a flashy/impactful animation. Huntress blinks in, Engie has a turret assemble, even Merc does a little slashy motion with his sword. Commando just... stands there, and it takes a lot of wind out of his sails. If he could maybe spin his guns, or finish reloading one, or even just dramatically pose I think that would make a lot of players happy.

little barn
#

!feedback Currently most of the unlockable skills for all classes are kinda meh at best,what about instead of making entirely new ones just like bring in extra stuff to base skills, for example acrid's poison passive is okay,but the unlocked blight skill is useless,how about make it apply bleed and poison at once?a good example of this would be loaders thunder gauntlet,which is mostly weaker than its counterpart charged gauntlet.

meager viper
#

!feedback NERF WISP ACCURACY!!!!!

safe prairie
#

!feedback
Maybe a little controversial? But I feel the Archaic Wisp models already in the game would make a perfect addition to Grovetender in some way 🙂

raven jacinth
#

!feedback
Add in these things, of course fixing them up from whatever bugs made them unable to be added:

  • Grandparent, along with their boss item drop, as a full boss to Sky Meadow
  • Archaic Wisp, as a new wisp type only spawned by Grovetender in replacement of the Greater wisps.
worn delta
plucky fern
#

!feedback Equipment barrels and items shouldnt spawn/drop when Enigma is active

little barn
#

!feedback
There’s a lot of talk between players, streamers, even the developers about the overpowered nature of command.

I saw a statement in one of the most recent steam news articles from the developers;

“How can we make Command balanced at all”
which is rather worrying in the sense, sure, currently its a little over powered and broken but it’s by no means a bad feature.

There are several methods and combinations of methods that could lower the over-poweredness of the feature without ruining it or removing it.

Based on playing and what I’ve watched I’d suggest:

a) Setting a quantity that command can be used per stage, x white essence, y green essence, z green essence and so on which will scale based upon current stage difficulty.

b) Discarding idea a) setting a limit per stage that a specific item can be taken i.e. you can only take Paul’s Goat Hoof 8 times on stage one then the item is locked(pls no attack, 8 is just an example)

c) Still give command a sense of RNG without making is awful, aka don’t list every item within the category.

d) Balance essence itself. The team has 67% uncommon items? Drop more common and so on.

e) Don’t allow certain artifacts to be used together in public matches, referring to the usage of Kin and Sacrifice, if you get a lesser wisp stage with Kin, Sacrifice and Command active, you can kiss that run goodbye because everyone is immediately Thanos in an alternate reality where Tony didn’t get the stones back out of the gauntlet

dry tulip
#

!feedback

Can brass contraptions, elder lemurians, beetle guards and greater wisps stop spawning as overloading enemies as bosses on the first loop? I'm already dead inside and they're killing my heart even more ;-;

agile galleon
#

!feedback New character idea. Abyssal Mage in the Abyssal depths a sacrificial spot will appear and it will kill any monsters on it after 30 it will spawn a boss after beating the boss you unlock the character. (passive) soul attack every monster they kill gives them a soul these souls increase their attack, attack speed, and speed. These souls are also used when they use their skills. (alt passive) soul defense this is the same but instead the souls increase hp, defense, and regeneration. (primary) they send there own soul out to attack a monster if their soul gets hit by an attack once it will damage the player but not for the entire amount of damage for example maybe only 50% damage. this attack could do 200%. (alt primary) they use a scythe this could do 350% damage (secondary) soul strings when under 1-10 souls this attack will use 1 soul and sends out a small string that does 150% damage 11-20 souls it sends out 3 strings that that all do 150% it also uses 1 soul. when above 20 souls it will use 3 souls and the strings will go around a monster and insta kill it. (alt secondary) When 1-20 souls this move will summon a ghost of the most recent monster you have killed this will cost 5 souls if you summon a ghost and use the move again it will just summon the monster you killed before that one. when above 20 souls it will instead summon an elite monster and will cost 6 souls (utility) will send out a small projectile that gives a similar effect to the item death mark but instead of 50% more damage only 25% more damage (alt utility) teleport behind the enemy you are looking at and do an attack that stuns and does a large amount of damage for example 600%** (special)** this will shoot a storm that does damage over time for 10 souls when 10-30 when passed 30 it will shoot 3 storms for 20 souls (alt special) 10-30 souls summon the boss used to unlock the character and it does 1 attack for 10 souls above 30 you become the boss for some time for 20 souls.

heavy flume
#

!feedback Perhaps this is more suiting feedback for post-launch, but here goes. We should have resources to design alternative stages. Utilizing the Steam Workshop, players could subscribe to alternative stages and they would appear in a run; these stages would be similar to how Distant Roost and Titanic Plains have an alternate. This might be stretching a bit, but what if the community could vote on these stages and they could be featured in a weekly/monthly rotation? All stages, 1-5(6?) would use community created stages.

toxic gust
#

!feedback I hope I can check the log when the game is paused without going back to the menu.
I can't remember all items as a new player. Sometimes, I don't know if I should pick up some lunar items because I forget their effects.
Using wiki is a way, but it would be more convenient for a new player if we can read log in the pause menu

lunar spindle
#

!feedback A snippet of an idea for a survivor
Someone who can alter their mass and form, growing bigger, stronger and slower. Like Tiny from Dota2, but!
a) The changes are not only stat-wise. Different attacks, tougher body but bigger model (easier to hit by every projectile enemy) would make it an interesting tradeoff.
b) REversible! A skill that would allow to expel the mass (Something like barfing it up if it's organic or blasting off its external carapace if mechanical), having the player balance smaller and nimbler form and a large bruiser. Not timed, supposedly, letting you choose to be the big boy without having to hurry up or waste cooldowns.
Hard to say which size would be a ceiling for such a mechanic. RoR2 levels are pretty open. Three times the size of a usual survivor model? Five times?

plucky fern
#

!feedback On the topic of drones. Can we have the healing drones more...effective? Theres been plenty of times where im sitting there under 10% health or so, 1 or 2 healing drones by my side but they wait for a good while to decide to start healing me. They only seem to do it when they feel like and makes them highly unreliable

short spade
#

!feedback I think there should be a function to view your character after each run , cuz it looks freaking cool . the idea that you could look at your character after the run makes it a lot more rewarding and satisfying to see a survivor that "from nothing to fully geared " . I think it will make the game more enjoyable . It might also makes doing fan art a lot easier and convenient 😄

little barn
#

!feedback QOL:

Multiple equipments dropping on top of each other make it difficult to pick out the specific one you want, since your previous equipment goes back into the exact same spot. This problem gets worse with Artifact of Command, where it can become near impossible to activate non-equipment essences occupying the same space as equipment.

A solution to both problems would be to have currently-equipped equipment 'fall off' slightly away from the player when swapped out, giving the player a way to slightly shift equipments around on the field. Locking the fall direction to a consistent one relative to the player model (e.g. always falling slightly to the rear of the model) would allow the player to avoid accidentally hurling items off the edge of the stage as well (once they learned the behavior, anyways).

worn delta
#

!feedback Something that makes sense for Mercenary's Slicing Winds ability. SInce the achevement is literally called etheral, why not make Merc at least invis for the duration of the Winds when it's active?

west hearth
#

!feedback

Quality of Life updates regarding multiplayer:

Give the multiplayer mode the ability to pause via consensus! "Vote to pause the game (1/4)." A run can go on for hours, and it's somewhat a nuisance when there's something interrupting, and RoR 2 is the kind of game that you don't want to not pay attention for more than 1 second.

Have the game gain the capability to let reconnection of players. It's annoying when a slight interruption in the connection of a host or party member causes them to be gone forever.
For this, I suggest two systems: Have another voting system, be it pre- or post-. When a player disconnects, you can either have it as "Your party member _ has disconnected! Vote to pause the game and wait for reconnection? (1/3)," or have it immediately pause when a full disconnection happens and have a consensus whether to continue without him/her for the rest of the game

mighty wraith
#

!feedback
Maybe have a unlock after going into the Realm after Obliteration (with beads of fealty)

wintry coral
#

!feedback Improvements need to be made for quick-play

I generally enjoy playing games with random people through quick-play, but the way this game is set up ruins it.

With no match filtering you're thrown in with people at complete random and then have to specify what difficulty and artifacts you want. New players are thrown in with experienced ones. Lobbies dissolve out of disagreement. And it makes it hard to get the sort of match you want to play.

Why am I matched with people from China? I swear, some games it takes my grapple hook longer to register than it does to take a flight there.

With no item protection timer, players can take every teleporter item or steal from a chest you've opened.

And the icing on the top of all of this is that when the host leaves, the game ends.

wheat venture
#

!feedback

Have Magma worm/overloading worm target players only. If that’s to extreme have it ignore gunner turrets as the worst offender.

Nothing says fun like the boss suddenly leaving at random to kill that gunner turret the commando who was new to the game randomly bought. Causing people to either sit and wait, or try and chase it down,

In a game where time is against the player, and the teleporter doesn’t charge if you leave the area, on top of the boss needing to be killed to finish the charge.

dreamy geyser
#

what about a lunar item that takes up the equipment slot, but gives all your drones the item abilities just like the engineer turrets. (kinda like a full summons.)

boreal pecan
#

!feedback

If some dev see this please make it real
Im a Ubuntu user, please make a version of this game on Linux, I have a preaty bad windows computer so I'm sufering a lot when I played with my friends (but I still have a good time playing it)

dry tulip
#

!feedback

Can we finally get Chronobauble to be good? Maybe remove the movement speed slow entirely and replace it with an attack speed debuff. Maybe just keep both I dunno. But hey at least it got a tiny bit useful after Death Mark came in.

north hornet
#

!feedback Add a "Retry" button for the Prismatic Trials. I quickly want to restart, while now I have to click through the menus and select my survivor each time. Small QoL improvement 🙂

prisma flume
#

!feedback An option to completely be cut off from any achievements or stats and be allowed to save the game when exiting, incase a run is fun but needs to be interrupted for some unforeseen reason.

woeful turret
#

!feedback

Conversion Pact: An equipment item that functions by siphoning hp and filling a bar. Upon use, Conversion Pact will start to slowly siphon your hp, and a bar somewhere on the screen will fill up. The more filled this bar is, the more damage and less defense you do and have. Conversion Pact is toggleable, and while siphoning hp its damage bonuses are not in effect. The buffs are only applied AFTER the item is stopped activation. The max damage bonus you can get is 50%, with a 75% reduction to armor, or possibly making you just take more damage. Possibly also making it so the defense debuff makes tougher times less useful as a result

west talon
#

!feedback The Void Fields are a little imbalanced... in terms of how they scale up through difficulties, more than anything else.

At low difficulty, they're very slow and fairly boring, especially if you get less engaging enemies like Mini Mushrums that just sit back and wait passively if you aren't close to their range. At higher difficulties (Impossible+, if I remember correctly), the stage can be nightmarishly difficult and virtually unplayable due to everything spawning as an Elite.

To address that, maybe have their spawning curve adjusted? Early difficulties should have more frequent and ideally aggressively moving spawns than they currently do, but later difficulties could spawn a larger quantity/proportion of normal enemies instead of just dropping three or four elite alloy vultures or brass contraptions all at once.

In other words, have it ramp up faster to mitigate effortless cheesing by the first 12-15 minutes, but rely more on quantity and frequency of engagement than overpowering the player with the equivalent of Hordes of Many long before you even reach HAHAHAHA.

dusky flame
#

!feedback Although I do love being able to physically see my Survivor wear/inject/consume/??? the items they have gathered during the playthrough, I would also like to have the option to disable this effect, keeping the survivor(s) looking the same way they did at the beginning of the game. Maybe even down the line you can have it so you can only see certain items on your character and exclude others? I don't know how difficult that would be to implement, but it's not an urgent feature nonetheless.

lone plank
#

!feedback

I would like to see the achievements in the game being added as Steam Achievements.

bronze token
#

!feedback let MUL-T do sick lop-da-loops on transport mode

nova wolf
#

!feedback add the bell sound from the first game that announces that the dificulty have gone up

deft mason
#

!feedback Enigma should not have Spinel Tonic in its rotation. Using it risks a permanent penalty on all characters which cant effectively be mitigated, and its especially bad for Engineer whos turrets suffer from its drawback but cant benefit.

woeful turret
#

!feedback

Artifact of Brutality: The more aggressive you become, the more aggressive enemies become. Enemy spawn rate, damage, and speed all scale up the more and the faster you kill things, and slowly scale down once you stop

verbal summit
#

!feedback
Activating a discovered artifact portal should have a different design to show that the artifact has already been taken, and allow a new code to be entered if desired.

harsh folio
#

!feedback
create a lunar multishop terminal containing lunar items at the cost of 1 lunar coin (probably).... but only the person buying the item can pick it up

west talon
#

!feedback
Mini Mushrums are simultaneously kind of undertuned and overtuned.

On one hand, they're incredibly slow, passive, and relatively boring to fight - especially in the Void, or anywhere you can stay out of their way indefinitely. They barely move and only really engage if you get close to them.

On the other hand, they can be hellish because they do a ton of damage, especially if you didn't stack movement speed - or if a blazing mushroom decides to delete you while hiding on a ledge.

RoR1 Mushrooms were a lot more interesting and aggressive. Maybe they could take a damage and/or mortar radius nerf, but also gain increased speed and aggro distance, actively trying to engage the player instead of functionally being extremely slow turrets that spend most of their time hiding?

plucky fern
#

!feedback Instead of doing something unneeded like removing Tonic from the Enigma item pool just make it so you can't get the debuff in a run where Enigma is active or something

sweet elk
#

!feedback please make the game more optimized so the people who have patato or low to medium pc can experience beautiful graphics and appreciate more the environment. DrizzleCry

little barn
#

meteor ruins runs

restive beacon
#

!feedback
I think Prismatic Trials are the main thing that bring me back to the game week after week, If the Leaderboard allowed a 'tab' for each hero as well as main it would be fun to play each hero at your fastest and gain times length of hero limit.

This looks like an easy change as you would just add few tabs.

pearl venture
#

!feedback
Posibillity to pause the game between stages in the multiplayer mode. (e. g. 1 Minute Freeze by vote)

Also posibillity in the game to make it lower it's graphics after some stages, my game usually crashes around stage 25.

neon sundial
#

Visions of Heresy could do with some beefier sound effects. Right now it really lacks that certain “oomph” that other primary attacks have, makes it feel unsatisfying to use

radiant rose
#

!feedback Just a concept here, but maybe a lunar item where you get an absurd amount of health at the beginning of a stage with no healing (Probably no shields either idk). This health has to last you to whole stage until you advance to the next one where it gets replenished. This would have to be balanced somehow, but it would fit in with lunar items if it was done properly

orchid prairie
#

!feedback
Can we buff Huntress's health a bit? She doesn't have enough range or damage to only have 90hp at the start.

Yeah I know she can scale into being wild, but so can everyone else. I just wanna get through the first stage without being one-shot, man.

slender oyster
#

!feedback

I suggest adding beetles the ability to jump high and far

blissful badger
#

!feedback remove the ability for small flying enemies (lesser wisps, alloy vultures etc) to be able to shoot directly above and under themself since we can't aim in thos extremes ourselves

balmy pendant
#

!feedback I would love is Acrid's shift to be able to stick and climb to walls, as compared to many other shifts it is underwhelming in usefulness

west talon
#

!feedback Ceremonial Daggers can be just a bit busted due to their extremely high idle lifetime - they linger for a ridiculous amount of time when there are no enemies around, letting them effectively spawncamp enemies for as long as they can score one kill.

The only nerf I'd want to see here is for the daggers to stay "paused" in the air for a shorter time when NOT engaging enemies (ideally a bit less time than it takes for enemies to respawn), effectively letting them keep their crowd killing potential but making the player actively work to re-proc them when a new wave shows up.

inner terrace
#

!feedback make thermal harpoons Engie's primiry instead of utility, engie feels like the most vulnerable character and his only mean to protect himself is his shield so taking shield away does not make much sense

worn delta
#

!feedback add Cluster Bomb from the first game as huntress’ new secondary! :3

verbal summit
#

!feedback
As Engineer, replacing a turret should destroy the one weakest/nearest to death

tepid sandal
#

!feedback
Prevent bosses from spawning outside the teleporter area or behind terrain. The worst case scenario can be seem in the wetlands map, when the teleporter is close to that huge wall and the boss spawns behind it... Sometimes they'll also spawn on terrain above the teleporter.

viral marten
#

!feedback i think you should make it so if the party leader leaves that someone else gets promoted so that they can still play

floral ivy
#

!feedback this is my idea for a new basic hit for caustic, ladies and gentlemen i present to you what will save the main acrid from the suffering of having to catch the visions of the hereticHopOwO HopOwO HopOwO

shrewd tapir
#

!feedback when putting out a new turret as engineer while you still have 2 turrets active please show which turret is going to explode. I suck at remembering things and i know a lot of people also suck and it would be a nice little touch.

vague rock
#

!feedback The Command Artifact is fun, I hope developers dont change it. I use it for the purpose of fun! We have a lot of artifacts to tone the difficulty to our liking!

nocturne linden
#

!feedback I want to address the spike in difficulty in the most recent update. While I personally have enjoyed the initial spawns and have found it interesting to fight elites so much earlier on, but I have noticed many comments from people who play the game less that they are getting stomped in early levels. I know this game is supposed to be difficult and that it adds to the atmosphere of being stranded on a hostile planet as well as forcing the player to unlock items and learn the game and I don't want to compromise that, but I don't want what happened to me with the first game to happen to my friends with this one. I personally haven't been able to get into the first game due to its difficulty because even on drizzle I wasn't able to make it past the second stage for a few hours. For the sake of the future of this game it needs to be dialed back a little. At least on drizzle so the game has a more accessible starting point.

TL;DR I don't want the game to get too punishing for new players

The way I might suggest to do this is to revert to having elites not spawn in the early levels for drizzle specifically. This would give a easier start to the game without removing the initial spawns that provide the game with a much needed bit of initial action.

glass moth
#

!feedback in postgame summary the unlocks portion of the screen should show you how you unlocked stuff when you mouse over it instead of "this item will now appear in runs"

lavish barn
#

!feedback Repulsion Armor Plate is a nice addition and feels good to stack, but it can be very frustrating to play against if enemies get a hold of it e.g. through Artifact of Evolution. Survivors like Commando and MUL-T that rely on low-damage, rapid-fire attacks can become completely useless if enemies get even a single stack of Repulsion Plate. Maybe it could be added to the AI blacklisted items like Fireworks and Warbanner?

fathom pasture
#

!feedback
Engineer should be able to throw his mobile turrets a small distance when deploying them. I think it'd be better to have as option rather than being forced to simply place them in front of you. If they are too far away from him, they should be able to sprint and jump to him, that way they can make use of items like Energy Drink, Rose Buckler, Hopoo Feather, Wax Quail, etc.
A pinging or targeting system is desperately needed for the turrets, and I would say they should prioritize enemies in some way. I would say by HP, but some enemies seem to be more dangerous than others (Solus Probes aren't that dangerous but they do have quite a bit of health).

paper snow
#

Giddy with excitement the world bought a million copies in a month with ror2, but what about the next adventure? A new world of excitement: Hopes, Dream,Survivors, and Baddies

Imagine a Open world generated map, Dropped off in your pod The commando is back in action running aimlessly until he sees a pillar of light, closer he notices the bubbles and then those unforgettable arches. One more boss and tele down or so it seems, you get a call in before you can even grab your loot! "come back to the pod, are you still alive?"

finally you get there seeing a few turrets and a familiar face, engie says "its been a while since ive seen anybody, i found this part of the Ship can you help me find the rest?" Slowly you progress through Generated map tackling bosses. finding survivors, finding ship parts and stacking up your items to Rebuild the EUS Contact Light And escape this uninhabitable planet.

Portals can be used to quick tele across map to unlocked ones and the Pod you spawned in, Talking to engie also grants "stuff" like character change and whatever else creativity spawns.
Save file for time (seen alot of complaints about that)

Please Let us know what youd hope to see from the Hopooooooooo!
I know a Open world concept with some form of gather/rebuild would be awesome. would be hard for the time progression of difficulty though. Maybe every day gets harder and the night is... nearly impossible! (engie has a comfy bed and a few extra teddies for those tougher times)

inland geyser
#

!feedback
Artifact of Beuty - All enemies and players are golden!
Artifact of Rarity - At the start of each level, get a rarity of item (white, green, red, lunar, boss???). Items you pick up will turn to that rarity. You can still get Equipments.
Artifact of Perceverence - Enemies deal more damage and have more speed the lower health they are.

west talon
#

!feedback The Artifact of Kin could be a bit more interesting if it had an increased chance (like 4% instead of the base 2%) to spawn the Family version of a stage, instead of making the boss either frequently not exist or be a Horde of Many (the latter seems to be guaranteed in the case of Honor also being on).

sterile rock
#

!feedback
Some small QoL tweaks I'd like!

  1. Concate turrets/droids so instead of a long list it would just be Turret (X) with a healthbar similar to multiple bosses or whatever. Less spammy.
  2. Option to only show damage numbers of yourself instead of everyones.
  3. Option to only show turrets / droids of yourself instead of everyones.
  4. Items that buff or just better AOE protection for droids, at some point no matter what they all just get insta'd.
  5. Better pathfinding for droids / monsters, they seem to be perpetually stuck on a few of the maps.
  6. Orange (equipment) item that supercharges droids!
  7. Orange (equipment) item that teleports all droids / turrets to your location!
  8. If the engineer limit on placed mines could be increased along with magazines that would be sweet!
  9. More teleporter linked items like the daisy/mini-boss dude would be sweet!
stuck plume
#

!feedback
Occasional "Second Phase" Bosses: You just finished wiping a boss out in 4 seconds flat, ez pz. Then suddenly the music ramps back up and a boss three levels higher in dificult pops up. Something to humble the god run you thought you were on. Would pop up in longer runs.

gloomy sentinel
#

!feedback add an alternative misc for artificer that removes her hover like she had in early versions, some players preferred the lack of mobility. Could give it an increased damage or something as a glass cannon thing.

floral ivy
#

!feedback this is my idea for a new basic hit for caustic, ladies and gentlemen i present to you what will save the main acrid from the suffering of having to catch the visions of the hereticHopOwO HopOwO HopOwO

silk canopy
#

!feedback Please add the option to disable automatic item pickup in multiplayer games.

earnest laurel
#

!feedback add an item to the lunar shop.
It would always be there, like the cauldrons.
"Death Wish"
Doubles all enemy's health. Increases elite spawn rate. TPs always have a shrine of the mountain.
For when hard ain't hard enough.
Add an achievement for obliterating with one, too.

tough pendant
#

!feedback Difficulty Scale

On the survivor menu, I think that a difficulty scale would be a good addition after you get some artifacts.

How It Would Work
The difficulty scale shows just how difficult your run will be. Each of the three difficulties have a set difficulty, such as Drizzle being a 10, Rainstorm a 15, and Monsoon a 25. Each artifact has a modifier to the scale, such as Swarm increasing it by 2 or Command decreasing it by 10. Certain combinations of artifacts would also affect it, such as Spite and Chaos decreasing it by 2.

Effects
The number on the difficulty scale could change the rate of lunar coins on the run. It could make the coins drop slightly more frequently or give you slightly more at obliteration. A run with a difficulty of 30 might give you 5 more coins at obliteration than a run with a difficulty of 10.

Difficulty Slider
If this scale was implemented, a slider could also be implemented to the scale. When moved to a different difficulty value, the game would choose from the 3 given difficulties and artifacts that you own randomly to come up with a run that would be that difficulty. If you didn't have a combination that would equal that difficulty, the game would go to the closest difficulty that it did have a combination for. If that was a tie, it would automatically move to the higher difficulty.

Notes
Just because you have a difficulty value above Monsoon's difficulty wouldn't mean you would be able to get achievements on a lower difficulty. Mastery skins would require you to play on Monsoon with a difficulty value at or above Monsoon's difficulty.
All the numbers here are open for changing.

Why?

  • To make it so that Artifacts are balanced in the fact that you get less lunar coins. No direct effect on gameplay.
  • To give more of a reward for harder runs, especially with artifacts.
  • (For the Slider) To give people a way to have a randomized run at a difficulty they can handle.
verbal summit
#

!feedback
Voidwalker's attack should slightly move towards targets as I expect many people, including myself, have never been hit by them.

tepid sandal
#

!feedback
Allow us to change the total limit of "entities" in game/graphical options. I know the amount of companions or enemies eventually stop raising to increase frame rate performance but i'd like to be able to have more companions and enemies in my screen sometimes.

For multiplayer the default amount of entities could be hard locked OR set by the host.

quick girder
#

!feedback
turrets (both engineer and gunner) should not look at you when idling. When playing with chaos and glass, i've been getting killed by them after they finish attacking something, then fire their last shot at me when they enter their idle phase.

slender oyster
#

!feedback
it's a little silly but ...
...why not make the battles between players?

hallow sable
#

!feedback
An Option in Singleplayer so we can have the same difficulty just like in Multiplayer with a full lobby as 4 players, therefore enemies are stronger and more chests will spawn.
Maybe as an Artifact or just as an Option.

stiff adder
#

!feedback I have created an idea for a shield & flail melee tank support survivor who I am tentatively calling Crusader:

-STATS: Similar to Mercenary’s, but a bit tankier (maybe more HP or armor or something).
-PASSIVE: Energy - Crusader has an energy bar that is spent to cast abilities. It recharges slowly on its own, but recharges faster when damaging enemies. Damage from non-DoT items regenerates energy equal to (0.2 + the item’s proc coefficient)% per hit.
-PRIMARY: Ion Flail - Crusader smacks foes with his flail, dealing 250% damage per hit and restores 3% energy for each enemy hit. The third hit is a shield bash that stuns enemies too.
-SECONDARY: Bulwark - Crusader raises his shield, projecting a barrier, about twice his height and half again as wide, that blocks incoming enemy projectiles. Costs about 3% energy per second, as well as 1% per blocked projectile. Button must be held to keep ability active, and he cannot use his primary while it is.
-UTILITY: Valiant Charge - Crusader rushes forward with his shield raised, granting barrier to himself and allies he passes through equal to 75% of his damage. Enemy projectiles that strike his shield while he is charging are reflected back at the shooter, and enemies hit will be ragdolled away from him, dealing 200% damage to themselves and anyone they collide with during their flight. Costs about 25% energy to use, but restores about 1.5% energy for every enemy hit with a deflected projectile or ragdolled foe, and 0.75% energy for every foe that gets ragdolled.
-SPECIAL: Warcry - Crusader and nearby allies gain bonus stats similar to those granted by a spinel tonic, as well as 50 armor. Costs about 7-8% energy per second it remains active. Can be toggled on and off.

little barn
#

!feedback Make it so that the Beetle Guard spawned with the Queen's Gland does not attempt to attack you after causing it to take damage with the Hellfire Tincture.

pale minnow
#

!feedback Quick Restart button that you can access from the pause menu and after you die. This would make grinding prismatic trials easier, but also just make getting right back into the game much more smooth.

chilly ermine
#

!feedback For every shrine of the mountain hit, the icon above the teleporter gains more talons
1 shrine - 3 talons
2 shrines - 5 talons, etc

whole fractal
#

!feedback
An idea for an artifact: Artifact of the Mountain: one challenge of the mountain is active every teleporter event and one shrine of the Mountain is guaranteed to spawn at every stage.

gentle geyser
#

!feedback give acrid a glock

tepid sandal
#

!feedback
Add a "funny" reaction to feedback

slender oyster
#

!feedback let mercenary's eviscerate ability depend on attack speed

little lava
#

!feedback

Alt Primary fires for all characters:
Commando: Burst fire assault rifle
(**Huntress **has the one i was going to suggest)
(**Multi **is fine the way he is)
Engineer: Lasers like his walking turrets
Artificer: Ice bombs
Merc: A big katana (ōdachi- Large/Great sword)
Rex: Sunbeam: Laser of sunlight that burns targets.
Loader: Jackhammer: Pummels her fits into targets for less damage but at a faster speed
(In the loading screen it looks like her fits are constantly bouncing like a jackhammer would do)
Acrid: Chain whips: Longer melee that stuns targets and pulls smaller enemies closer.

wind glacier
#

!feedback

Alt M1 for Engineer, Tesla Rods. 4 charges. Set one lightning rod down (let's say its about the size of a shrine of order, you set a pack on the ground and it expands into it) to give off an electric field in a small sphere (maybe like a bit shorter than the diameter of the 1st stage of shrine of the woods seems fair) around the rod. Setting down additional rods will convert this field into a lightning wall stretching between the rods (a short diagram: | ~ | ~ | ~ |), so long as there is another rod within range and a line can be traced between the two rods without any obstructions. Each additional rod added to a chain increases the strength of all connected walls. Rods last for 15 seconds, can't be destroyed, and can proc your on-hit items (at a vastly reduced rate compared to grenades).

tough pendant
#

!feedback Mercenary Alt Passive

Give Mercenary an alternate passive that gives him a larger sword, giving him slightly larger hitboxes on all of his attacks and slightly increased damage, but a slightly slower attack speed.

EDIT: Increased damage, lowered speed

pale minnow
#

!feedback
A legendary item, maybe lunar, that has a different effect with each character and buffs them in key ways that they have downfalls in.
Key example being Artificer gaining +4 (depending on what would work best) to her primary attack storage.

stiff adder
#

!feedback A legendary item that gives you discounts on things like chests, multi-shops, shrines, etc.

fickle spear
#

!feedback Simply give commando something with his M1 damage fall off on distance. he feels very underwhelming compared to the other characters especially in the earlier stages

eternal rover
#

!feedback add the ability to see achievements mid-run so i dont need to remember them all

south sleet
#

!feedback A "retry button" for Primastic trails (on the scorepage), so we don't to reselect character everytime and maybe a "character select" that remebers your selected character, if we only want to change one ability or two

winged solar
#

!feedback When I get a halcyon seed on a run with chaos activated, I end up hitting my own Aurelionite in the teleporter event, therefore he just starts lasering me constantly. Don't get me wrong, he barely does any damage, but It's still such a nuisance. So can we at least make the ally minions, such as Aurelionite or the queens gland beetle guard, unable to focus the player.

eager dagger
#

!feedback
please make it so the staircase edges of scorched acres dont completely hinder your movement

cosmic horizon
#

!feedback when any player drops connection, if its not possible to reconnect, game should save unlockables and scores on the dropped client

little barn
#

!feedback Item idea! Surgical mask. it'd be a white item and the gist of it is any DoT effect that is applied to you has a chance each tick to be ignored. The more you stack surgical mask, the higher the chances are of you ignoring DoT.

hollow brook
#

!feedback In XCOM, there is a mutator you can activate that makes both your soldiers and the aliens weaker the lower their health is. I think this would make for a very fun and challenging artifact!

Edit: actually the mutator just makes your soldiers weaker and not the aliens, but the artifact would be both!

tepid sandal
#

!feedback
Change how Ion Surge works. It's a great skill, but dealing damage with it feels really awkward, sure its does a lot of damage (800%) and stuns but the main purpose of the skill (at least in my opinion) is the increased mobility artificer recieves and a "Escape" from dangerous situations.

My suggestion would be to reduce the damage from Ion Surge (while keeping the stun) but allow it to be cast to the direction/angle the player is pointing/looking, allowing it to excel as a dedicated mobility skill.

bleak bridge
#

I'd just like to be able to save my run so I can continue it later instead of having to abandon it. Feels really sucky when you gotta leave to work for 7 hours and you cant leave your rig on due to a storm, but you dont want to give up your god run :/

upper lake
#

!feedback add a movement ability for Artificer’s shift, it would make her more fun to play and giver her some much needed movement options

little lava
#

!feedback for @bleak bridge

Make a way for us to save our game and continue when ever we want to

dim hamlet
#

!feedback
Something that I love about the first game is its very dark tone. The monster log entries are mostly goofy (which is not bad at all), but seeing the writer's notes in the original made you question what you yourself (assuming Commando wrote them) were doing.

jade creek
#

!feedback artificer basic attack should have a little bit faster speed so to make it easier to have accurate shots from long distances

cunning panther
#

!feedback Character attack speed should be displayed, when choosing a character/loadout. Without attack speed information about damage per hit is almost useless.

fickle spear
#

!feedback For engineer he should be able to choose which turret he replaces with his r, allowing him to setup for big fights better

eternal rover
#

!feedback addition to kuristofa's post if you place both turrets and the one you placed last dies, dont replace the turret instead just place a new one

wanton haven
#

!feedback I’m sure this was mentioned by someone else, but doesn’t anyone here feel that offering a vote for a completely new character unfair to the original risk of rain 1 fans? Far more copies of the second game sold which means there’s a huge proportion of fans who have likely not played the original, which makes the vote unfair. I feel like there should be a new character and at least one returning character regardless of the vote.

lyric olive
#

!feedback remove the "hits up to 3 enemies" cap on slicing winds

silver trout
#

!feedback Add a way to unlock the skin that the "evil doppelganger" characters have when using the Artifact of Vengeance

teal mural
#

!feedback Acrid's primary attack should apply toxins, so that the stacking of blight is a little more realistic without alien head or brainstalks. Poison I don't really think would be affected much by this since you don't melee much on Acrid, and you probably have a constant poison stack on your primary target anyway.

little barn
#

!feedback An alternative to huntress M2 could be a scatter arrow situation. Where Huntress lets loose an arrow that upon impacting something splits into... Let's say. 10 splinters. and said splinters bounce around depending on the terrain and damages things they hit, disappearing afterwards. Perhaps with attack speed it will add +1 splinter per syringe so it scales. Oh and the main arrow should deal something like 200% damage. but each splinter should deal a lot less. Something like... 60% damage per splinter?

mystic plover
#

!feedback

I love the music in this game as much as the first one. I was thinking, why not add a jukebox mode to Risk of Rain 2, add all of the music from the first game, and let players customize which tracks can or will play during each stage (even allowing multiples to have variety)? This would add some customization options for players without breaking anything in the game. You could even let people go further into this by changing the track that is playing once the teleporter is activated. Anyway, I'd love to have more music, and more control over it.

eternal rover
#

!feedback some way to see how many people are participating in prismatic trial, i mean its cute i got 2443rd place but i dont know out of how many, if this is already in the game then @ me someone pls

night hedge
#

!feedback
Artifact of Aberration
Monster spawn sound effects are swapped.

idle tree
#

!feedback Include the Red Plane as a hidden realm. Imps, Imp Overlords, and maybe a special imp-like boss only?

dry tulip
#

!feedback

Coalescence 2

wind glacier
#

!feedback

Shrine of the Tortoise: Drastically reduce your total movement speed for the level, but receive a red item instead of a green after finishing the Teleporter event. Affects only one reward and the player who used in multiplayer (not recommended to use with item thieves in game).

"Slow and steady wins the race."

finite lynx
#

!feedback Give Acrid's ravenous bite the ability to heal him. Loader can get barrier and can easily fly in and out of combat while Mercenary has invincibility frames to stay safe in melee. What does Acrid have? Nothing he just has to take the damage and barely be able to escape if the fight starts going wrong. So why replace his range attack for a melee and put yourself at huge risk just for a little extra damage. The idea came because Acrid puts the fresh meat item in his mouth so maybe think of his bite as taking some meat out of an enemy allowing him to regen health for a short time. This would make him more viable as a melee class.

vale kite
#

!feedback
Commando Passive: Successive attacks increase damage according to formula (20×([1-e^-0.034n])%. Missing an attack or waiting 5 seconds will reset the bonus.

n = 1 : 0.67%
n = 5 : 3.13%
n = 10 : 5.76%
n = 20 : 9.87%
n = 60 : 17.40%

This can of course be tweaked to scale or cap differently

fiery escarp
#

!feedback
On the Nintendo Switch version, add an option to disable gyro aiming while in handheld mode.
Gyro aiming is quite useful when docked, but fairly cumbersome to use in handheld mode, as the screen moves and the "controller" is much larger and more unwieldy. As I tend to "switch" between the two modes often, I have to disable gyro aim manually to get this effect.

I believe this should be feasible, as there is already at least one setting that is dependent on handheld or docked (the UI scaling) and a setting to disable gyro aim

limber beacon
#

!feedback
Legacy music dlc
Make it so we can buy a music pack that allows us to have music from the first game randomly (changes each stage)
reason for dlc is so that there is a way that we can support the developers even more or it can just be released regularly without being dlc

near oar
#

!feedback
Artifact of "greed" - Increased gold gain, buyable items keep the same prices

atomic fjord
#

!feedback
Buff Merc's Slicing Winds (their alternate Special) or revamp it entirely, as of now there's no reason to take it over Eviscerate

little barn
#

!feedback A passive idea for a passive for commando would be that his accuracy increases when you hit an enemy. So if you keep hitting your shots you will remain 100% accurate with your shots rather then have them bloom out and spread out. It rewards skillful and precise aiming without giving the player an incentive that they MUST go for the passive ability. it's more of just a background thing.

dry tulip
#

!feedback

Why not get some items back from the first game, or maybe get some new ones with similar effects? Some examples could be:

Bitter root, Repulsion Armor, The Hit List, The Ol' Lopper.

But maybe also like, prevent The Ol' Lopper from affecting Elite and Teleporter Boss enemies, which would make it a better green item than it would legendary.

heady delta
#

!feedback Clay Dunestriders should not be able to heal off of each other. They're so hard to kill when there are 3 or more of them at once for this exact reason. Healing bosses are bad enough without being able to heal from each other. ClayDunestrider ClayDunestrider ClayDunestrider

mellow bridge
#

!feedback make spite like it was in ror1

rustic vine
#

!feedback please please PLEASE give us a harder difficulty option

woeful turret
#

!feedback

Accel Converter: Reduces movement speed but increases armor. I havnt come up with any numbers, but given that this is a Lunar item, it should be at least somewhat extreme

fathom basalt
#

!feedback the option to toggle advanced item statuses for the TAB inventory and display the current values based on the number of stacks of an item (57 leaf clover proc changes would also be cool)

marsh stream
#

!feedback Can we give the Command Artefact item stuff some gravity? As soon as the item is picked, it always drops to the floor, but the actual cube thing always floats in inconvenient places.

solar prism
#

!feedback Built-in dedicated servers with the ability to install server plugins

dry tulip
#

!feedback

New skin for every survivor exclusively unlocked by defeating the final boss on the monsoon difficulty in the 1.0 update.

blazing stratus
#

!feedback

bold schooner
#

!feedback
Survivor idea: grenadier
Primary: Grenade Launcher. Fire an impact grenade that does moderate damage in a moderate aoe. Slow fire rate.
Secondary: Rubber Grenade. Fire off a rubber round that does moderate damage to a single target and stuns for several seconds on impact. Short cooldown.
Utility: Concussive Grenade. Fire off a concussive round that knocks enemies away from the center with low damage. Can be fired at your own feet to launch yourself. Moderate cooldown
Ult: Incendiary Grenade. Fire off an incendiary round that lights a large area around its epicenter on fire, continuously stacking fire DOTs on enemies caught in it for several seconds. Long cooldown.

viral marten
#

!feedback Co Op Idea: You should make a special revive thing for teamates and a voicechat so we dont have to stop and type

plucky fern
#

!feedback Okay so this might be a really weird or OP sounding item idea but hear it out.

Red Item
Everytime a skill is used theres a 1% (+1% per stack) chance for all of its charges to be immediately refilled. (1% sounds very low but then think on how often you use your skills). This is affected by Luck.
Examples:

  • If you use the last Artificer fire bolt and this refreshes, all 4 are charged up
  • You have a few backup mags and use the last charge, all are refilled.
  • This does also work for your Special.
dusk nimbus
#

!feedback the mastery acheivement should not be attainable if you have the command artifact enabled. In fact if the command artifact is enabled all achievements/challenges should be unattainable. (Justification: it basically breaks the game so badly that you are on training wheels, it cheapens any accomplishment)

eternal rover
#

!feedback make the item that drops from elite monsters ultra rarely not an utility item

solar prism
#

!feedback Option to disable items appearing on survivor

unborn rose
#

!feedback Give us back the Ancient Scepter pls

upbeat spruce
#

!feedback Please make Magma Worms not go for turrets if you bought some. Currently, Magma Worms will go all the way across the battlefield toward turrets, from the teleporter to the spawn area where the turrets are. It just wastes a ton of time and makes buying turrets not worth it, especially on giant maps like Sky Meadow. You end up just standing there waiting for the Magma Worms to make their way back to you.

quasi folio
#

!feedback option to not automatically pick up items from the floor when walking over them

eager dagger
#

!feedback
the damage buff to phase round is nice and helps a bit, but what would make it actually compete a little better with phase blast would be if it was easier to aim. like making it hitscan quality instead of this incredibly easy to miss projectile. it would make it feel more consistent and like its more intended to compliment double tap at long range as it resets accuracy and doesnt have falloff damage. at the very least the projectile should be easier to aim bc that is what i believe its biggest problem is right now.

eternal rover
#

!feedback the reward for being top 10% in a prismatic trial could be an unique skin for the character they beat the challange with

dry tulip
#

!feedback

I dunno why but I always thought this would be kinda cool. Why not add something like a Hall of Fame once the game is completely done or something like that? Maybe like a big spaceship, like the one we know from the first game. A place where nothing bad can possibly go wrong, for real, and you can view all your achievements, how many enemies you've killed, your characters, maybe even have some kinds of pets or monsters we don't get to see in the regular game. Maybe we can get to follow the shiny stars like REX did uwu

solar prism
#

!feedback Option to disable some visual effects

fathom pasture
#

!feedback
I honestly find Mini Mushrums just a smidge too tanky and way too heavy(they're not affected by knockback much, can't recall if primodrial cube affected them)
I would say reduce their health just a tiny bit, but in addition give them their spore ability from RoR1. That way long and close range are both dangerous situations when facing a Mushrum.

tepid sandal
#

!feedback
Alternate engineer primary:
Each of his shoulder cannons, fire a beam of energy that deals a continuous amount of damage after being charged, in a very similar way to the grenade launcher. The longer the engineer charges the energy beam the longer it will last. Overall damage and proc coefficient/second should be lower compared to grenades but with a lot more range and precision.

prisma flume
#

!feedback dynamic lower 3d render resolution. Incase anyone knows this, there is a program called Hialgoboost.
It allows you to lower the resolution of directX9 3d graphics while leaving the interface alone.
This only activates on strain, meaning looking around or high intensity combat depending on the game.

With how the game works, considering the loops and synergies and possible later items that may add more chaos, lag will always be a part of the "lategame", but this could mitigate the lag a bit, delaying the inevidable.

woeful turret
#

!feedback

Metal Animator: Equipment item. Upon use, 3 brass contraption spike balls spawn around the player, and automatically launch themselves at foes nearby. If no foes are present, the spike balls simply follow the player. Using the use item again before all spike balls are shot out causes all remaining spike balls to explode in shrapnel darts. Spike balls are also capable of blocking hits if they hit the ball itself. The spike balls rotate around the player, akin to the Pearl item

dense flume
#

!feedback A freelook button that lets us look around while we're moving. Adds more depth of play. Maybe Alt can be the default key?

grave plaza
#

!feedback Make the elites spawned by honor drop more gold. Right now they drop the same amount of gold as any normal enemy, which sets you back really far in the early game because you need to farm for gold from enemies that are much tankier than usual.

modern prairie
#

!feedback

Topic: Artificer Primary attacks.

Both deal reasonable damage and have their niche to fill, but both are severely hampered by the recharge mechanic. The only way to affect the primary attacks recharge rate is two different legendary items. Alien head and Brain Stalks.

Proposed Change:
Make it so that the recharge rate (or count) is affected by attack speed in some way. That way, her auto attack (primary attack) benefits from attack speed, rather than it just dumping its tiny 4 shot capacity faster. The recharge rate could stack similar to how "Suppressive Fire" gets additional shots the more attack speed you have.

Rational:
The artificer's kit as a whole is good with the biggest exception being to the primary attack. Changing it so it feels more like a primary attack rather than an alternate secondary attack would drastically improve the way the Artificer feels to play.

little lava
#

!feedback

Make the command artifact menu only when the chest is bought and before the item is actually spawned.

dim jewel
#

!feedback I've been playing with vengeance a good bit recently, and I've been particularly intrigued by the captions that appear below the health bar of each character's umbra.

They gave me an idea: perhaps each survivor's umbra could drop a unique monster log containing additional lore, some stories that reveal the dark sides and regrets of each survivor, for example.

Right now there's only one survivor with a proper log, so this may be thinking too far ahead, but it could be interesting.

west tendon
#

!feedback

Let us see which friend is playing which survivor on the survivor select screen in multiplayer. It'd be a lot handier for those situations I specifically wanna team up with a friend and pick a character that synergizes well with them. Seeing who's playing who at a glance would speed the character process up a lot, I think.

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.

lost coral
#

!feedback

Racecar Mul-T beep beep

fiery escarp
#

!feedback
Allows us to "flip" through pages of the logbook. When I open a specific page of an item or survivor, I can't get to the next item without closing the page and reopening.

plucky fern
#

!feedback Make Kjaro Band give enemies it hits the burning debuff. Because right now it only damages, doesnt apply fire. Currently Runald slows with its own special debuff but Kjaro doesnt burn. Makes no sense for it not to?

inland geyser
#

!feedback Show the move cooldowns right next to the move when your in the survivor select screen, that way you can see how long the cooldown is before the move. I think this is more of a quality of life change.

lone plank
#

!feedback
Steam Achievements

ebon pewter
#

!feedback

There should be a way for people in mutliplayer to communicate more effectively where they are on the map, or where to go to. Pinging the map is good, but not enough. It should be easily universal so that people new to the game don't have to look up what the community calls a certain area. Something like in the monster hunter franchise where the sections are numbered, and when you are in that section, it says so on the top of the screen.

little barn
#

!feedback

Replace (4) for Fire Bolt and Plasma Bolt with 0.45 (0.9? 1.35?) seconds of animation time wind-up (or wind-down, or charge time) to improve late/long game scaling for Artificer's primary attack.

(4) is an effective hard cap on primary fire rate, as it can only be improved by stacking the rare Alien Head. Beyond the slower raw damage output, this weakens the effectiveness of every on-hit/crit proc, which in turn weakens on-kill.

No other character has this limitation aside from the optional dual Scrap-Launcher MUL-T, who can swap between (4) and other (4) continually. At base attack speed, dual Scrap Launcher can fire almost continuously, and still has double charges at higher speeds.

In response to what I expect will be the first three counter-arguments:

  • Yes, Flamethrower is strong. Many other characters have strong abilities but they all have accessible ways to improve their primary attack's continual fire rate, because they're limited by animation speed or charging their shots, and those improve as attack speed improves.
  • Brainstalks and Bandolier sure do exist. Brainstalks is just as inaccessible as Alien Head, requires elite kills for uptime, and 0.5s/shot is a slow (primary) "maximum possible" fire rate. Bandolier, too, is going to be inconsistent.
  • Imbalance is nice and keeps things interesting, especially for group play. Forty-one items involve damage output or proc on hit/crit/kill, and all of them will scale worse on Artificer. Every other survivor has a way to make continual use of the six (two white, three green, one blue) attack speed boosters. Beyond the first few shots Artificer's primary fire rate is locked behind two reds and one green, 2/3 of which are inconsistent and/or don't scale. I'm trying to argue for changing the way the delay is implemented so that Artificer is at least playing the same game as the other characters, not for "all characters should be equally viable with 100% of items".
sleek compass
#

!feedback
add stacking tables to the logbook for items that don't stack linearly

violet fulcrum
#

!feedback
so i think it’d be a good idea to change the color of Acrids spit and acid to a more purple color when using blight and not green. since when using it it shows up on enemies as purple not green and it would also give more difference between poison and blight

cedar dune
#

!feedback
Glass gives 500% damage, but you have 20% health instead of 10%, or keep the 10% but enable one shot protection. Having 10% HP without one shot protection is very discouraging because of the amount of enemy attacks that can one shot you at 10% health. Random Wisp shots, random Lemurian shots, etc. I would rather have 20% without one shot protection, because some of those abilities are more "you should have avoided it" types rather than "random chance" types (Golem claps and lasers), etc

whole gate
#

!feedback
Retry button when

fringe ginkgo
#

!feedback
it'd be cool if only the player that interacts with the obliteration shrine would be obliterated, while all other players have the option to go through the other portal to continue their playthrough. I don't wanna ruin other people's run when I want to obliterate and leave

harsh stream
#

!feedback - for the commander a primary skill unlockable could be to give him an assault rifle that has 3-round burst fire. it has longer range and more damage as opposed to the duel pistols. - it would be really cool to see other diffrent weapon animation for him like a pump-shot gun as well. or perhaps a double-barrel shotgun and the give him a green skin called the doomslaver. ok im getting a bit wild here. but the assault rifle could be awesome.

worn delta
#

!feedback Just let Huntress sprint backwards please :3

strange shadow
#

!feedback Make Acrid's Bite a primary so we can still fight flying enemies with spit, and increase the duration of Blight - so players can build enough stacks to compete with poison's impressive damage
Acrid's new abilities are conceptually interesting, but are substantially weaker than their counterparts, to the point where I can't justify myself using them on monsoon

astral tartan
#

!feedback
it would be nice if you could vote against the use of an artifact in multiplayer, or if there was some type of matchmaking so you dont have to spend 10+ minutes searching for a game with no artifacts if you just wanna play the game normally.

timid ferry
#

!feedback There is no leaderboard for prismatic trials on console. There should be something.

velvet anchor
#

!feedback when items clip into the environment or fall off the world it feels like we're getting cheated out of an item for no real reason. This item got stuck to the overhang of a tree. I think taking a closer look at how item drops interact with the environment would be a very welcome QOL change.

olive mason
#

!feedback Let commando use his grenades to grenade jump (i.e. like a rocket jump)

vague rock
#

!feedback

New Skins unlockable via chalenges like:

1-Kill yourself at the obelysk via the 3rd celestial portal without lunar items.
2-Kill yourself at the obelysk with Artifact of Honor and Swarm turned on.
3-Kill yourself at the obelysk with Artifact of Glass turned on and command turned off.
Something along those lines.

Combos with Survivor skills allowed via Red Item(Black Belt) or Artifact(of Flow).

Like:

-Mult -T Rebar Puncher deal +dmg to targets recently stunned by blast canister.
-Mercenary hitting 3rd laser sword hit + whirlwind 3 times makes the next eviscerate twice as powerful
-As Huntress if you hit 3 diferent targets with each balista shot, makes the next more powerful or resets the cooldown of ballista or teleport.
And so on...

gleaming cosmos
#

!feedback Easter egg stage that's 2d

formal sparrow
#

!feedback Change to Soldier's Syringe: Additionally reduces primary cooldown (when applicable) by somewhere between 5%-20%. This makes it more useful for Artificer and Scrap Launcher MUL-T.

whole gate
#

!feedback
Please change Merc's Ethereal challenge to something more consistent. It's not satisfying to achieve when the only reason I got it finally was because the seed basically set everything up as easily as possible.

Again, there's way more consistently challenging and far more satisfying was to go about it. "Obliterate on Monsoon solo without ever dropping under 50% HP and with no Artifacts" for example.

Difficult, time consuming, but far more consistently viable with a proper understanding of the character and the game rather than relying on RNG.

safe prairie
#

!feedback
Nerf Unstable Tesla Coil by making it only able to damage enemies within a line of site to you. This wouldn’t hurt Tesla Coil as an item too much on you, but when enemies get Tesla Coil this would make it so they can’t kill you through walls.

sweet elk
#

!feedback make the game more optimize so the low spec gamers can have fun and appreciate more the environment, because when you low the graphics settings you can only see polygon trees and less textured environment, Im hoping that even tho if we low the graphics settings theres still be beautiful trees, plants, foliage.

plucky fern
#

!feedback If Survivors do get a 3rd skin via hard challenges or beating the end boss. Id love if REXs old Smoothie Skin was brought back. I love the new one but at the same time miss his old Skin

earnest finch
#

!feedback An item that adds a very small chance for multishop purchases to give you all 3 items in the multishop. I think more items that interact with the map objects would be a cool addition to the game and the chance of very rarely getting a 3-in-1 deal could be fun and interesting.

tawny onyx
#

!feedback make the blast showers effect of removing nearby projectiles a lot wider (like 13-20 m). This can be balanced out by perhaps making the CD longer (or not).

little barn
#

!feedback an artifact that makes you constantly gain gold, but you cant earn gold from enemies

little barn
#

!feedback how about we have a beastmaster, that can summon different creatures to help him fight, but they can only last for a certain amount of time.

mighty wraith
#

!feedback
-FOV Change in Settings
-Automatic Sprint Option
-Display Item Stats in Game
-Sort Items in Rarity in the Character Loadout bar?
-Option to Share Items
-Option to Share lunar Coins
-Option to Toggle Hover as Artificer
-Show Character Stats After all items are Applied
-Option for Chests to Dissapear After Usage

gray lynx
#

!feedback small thing, just update the gif on the steampage showing off characters, it's only launch characters right now.

drifting ore
#

!feedback
More alternate character skins that you can only get from being in the top 10% of Prismatic Trials.

merry bear
#

!feedback
We have Hopoo Feather, Paul's Goat Foot, and Ghor's tome. Can we get Chris to design his own item? He deserves a tribute, given his skills at bringing the Risk of Rain world to life through his music.

Edit: I wanted to mention that Ukulele is not Chris's item, because some people suggested he already did have one. They already had that item in the cover art of the first game before Chris ever joined, according to Chris himself.

whole edge
#

!feedback
Can we have an item counter on the Tab menu in-game? That way when you're playing with friends, especially with the Artifact of Command on, it's much easier to evenly spread items than having to sit there... and count everyone's items. Please!

opal vigil
#

!feedback
A quick restart option for prismatic trials that would use the same character (And abilities) as the time before.

rugged hare
#

!feedback
A way to hold Sprint instead of constantly toggling. I play a lot of loader and constantly remashing my Sprint key can hurt my hand after a while.

I also think a way to change crosshair would be an awesome ui change. The default on artificer especially feels uncomfortable, being able to change it on characters individually would be nice.

fading parcel
#

!feedback Here's an idea; have Acrid's Ravenous Bite heal for percentage of the damage dealt. It is a bite, and it is dedicating you to melee after all

exotic siren
#

!feedback
I dunno if other people might think about this, but with the artifact of sacrifice, while I've been enjoying it a lot, I imagined it would leave the equipment chests the same, they're kind of on their own level of play and it feels like you should be in more control of it, plus there's another place for money that way

random oyster
#

!feedback Changes to Acrid's Kit:
1-Ravenous bite should deal extra damage to healthy enemies rather than wounded enemies, giving room for using it along with Blight (new passive)
2-Let Blight either last longer or apply multiple stacks if its to be benefitted by that over choosing poison

ocean locust
little barn
#

i think there is an issue with the bulwark of ambrey i was in there for 30 mins just afk farming items

amber leaf
little barn
#

!feedback commando phase round is still lackluster compared to phase blast. Why not dial the damage back the way it was before BUT make phase round fire 2 shots just like phase blast?

primal isle
#

!feedback there are some points in the run when I just wanna admire the amount of loot I've accumulated in action and/or look at the scavenger's loot, but there is no photomode
thus we need a photomode

inland coral
#

!feedback give acrid alt secondary (the bite) a heal on hit that gets stronger if it kills the target so his melee game can be a bit more viable

dry tulip
#

!feedback

Doom slayer/ Master Chief commando skin

drifting ore
#

!feedback
Negative Glass, doubles HP, but halves damage

wise wing
#

!feedback Survivor idea: Earthshaker
Burly dude with a huge, jet-boosted hammer.
M1 swings the hammer, has a kind of "push around" effect like loader punches
M2 slams the hammer into the ground, shoots a shockwave that rips up the earth, knocking enemies up and dealing damage
Shift is a short shoulder tackle that blocks all frontal damage and stuns the first enemy hit
R works in conjuction with the M2, targets an airborne enemy closest to your crosshair and suspends them in the air (maybe some sort of energy cage thing), then the Earthshaker jumps to them and slams them into the ground to deal damage to them and in an AoE where they land

little barn
#

!feedback
Balancing Artifact of Command
Disallow the previous 2 chosen item pick ups from selection.
Still allows infinite stacking but hinders it slightly. So it would take 27 white drops to get 9 crit glasses instead of 9.

fallen sleet
#

!feedback add a new artifact/change the artifact that lets you spawn as a random character so that you can get a random loadout. Instead of having all of one character's abilities (primary, secondary, utility, and special) you would mix and match them. This would include passives like loaders 0 fall dmg or acrids blight/posion. It'd be a really fun artifact that would not only be interesting for gameplay but also wouldn't be crazily unbalanced unless you had god tier rng (which can happen in normal game runs anyway)

reef blaze
#

!feedback About the New Character

How about making it thematically related to the 'Heretic' mentioned in the Visions and Strides' lore? Maybe not the Heretic itself, but something important for that part of the lore and such.

eternal rover
#

!feedback add a feature that lets player make and share their own "prismatic trials"

teal mural
#

!feedback There should be any practical reason to run Grapple fist over the alternate that deals damage.

shrewd atlas
#

!feedback I think you should add mouse and keyboard support to console's im on xbox and i find it very fun to play but would love to use it because i need higher sensitivity on huntress loader and mercinarie but makes it unplayable for the other characters as i speed past with the reticle

sharp flower
#

!feedback
Really need to fix the Thermal Harpoons for Engineer. If you bring up the screen to paint targets while your mines are on cooldown, it will actually reset the cooldown for them. Say you activate Harpoons when you're 2 seconds away from a charge. Well, after activating the harpoons, you can't recharge your mines anymore, and when you fire your harpoons the mines now have to wait the full 8 seconds before adding another charge again. This is, of course, bad, and needs to be fixed.

teal edge
#

!feedback
This is just a thought for quality of life change but are you able to make it so when in selection menus/pages like in log entries and item selection for the Command relic we are able to press the escape button to close the menu/page instead of it opening up the escape menu?

grand plaza
#

!feedback

Artifact Ideas

-Artifact of Progression -
Every level gain a common item command prompt and pick an item, every 5 levels pick a rare item, and every 10 levels pick a legendary item.

-Artifact of Grinding-
Money gain is halved, Experience gain is doubled.

-Artifact of Necromancy-
When enemies level up, some corpses are reanimated.

-Artifact of Justice-
All XP is disabled, but when monsters level up so do you. Level up bonuses are tripled.

haughty fjord
#

!feedback
nerf fire dmg

turbid cloud
#

!feedback
Why Artificer is bad, and how to fix her: an essay
https://docs.google.com/document/d/1RnaGE1WFHwcD3itdrnKJP4b2AnCrFIfF4NmHh-YmEsc/edit?usp=sharing
A summary of reasoning:
A full analysis of damage, defense, healing and mobility on Artificer, including how on-kill and on-hit items factor into her kit. Also, how she compares to other survivors in terms of leniency on abilities.

A summary of suggested fixes, not to all be implemented together:

  • Flamethrower completes its full burst scaling with attack speed.
  • Flamethrower now does 4400% damage, but no longer ignites (means it scales properly with items)
  • M1 cooldown scales with attack speed
  • Alt R (Ion Surge) moved to Alt Utility (can keep Flamethrower at the same time)
  • Flamethrower grants armor while in use, OR can still sprint while in use
  • Create a more diverse Alt set which caters towards either close or far range
atomic fjord
#

!feedback
I think it'd be neat if you added a survivor based on the reaper from Deadbolt

winter aspen
#

!feedback New Lunar item
Name: Infiltrating Corruption
Effect: Increases the duration of debuffs dealt to enemies by 100% (+100% per stack, multiplicatively), BUT debuffs dealt to the player increase in effectiveness by 100% (+50% per stack, multiplicatively) and remain until the end of the stage.

This will make killing enemies easier, while forcing the player to be more careful and leave the stage early if they have no means of healing after the teleporter event is finished. Also will make Blast Shower actually useful lol

atomic fjord
#

!feedback
As a frequent user of the Tonic + Gesture + Fuel Cells combo, I'd appreciate it if you fixed the item outline displacement when under the Tonic's effect

floral ivy
#

!feedback LADIES AND GENTLEMEN I PRESENT YOU MY IDEA TO IMPROVE ACRID'S BITE BECAUSE CURRENTLY IT'S NOT JUST USING IT, ITS RANGE AND HITBOX MUST BE INCREASED AND THE DAMAGE CAUSED TO ENEMIES WITH LITTLE LIFE IS ALSO INCREASEDMonsoonSaiyan MonsoonSaiyan MonsoonSaiyan

pale minnow
#

!feedback
Lunar Item: Void Dust
Teleporter now always charges even when outside the range. BUT. Standing outside the range applies a scaling damage over time effect (similar to void fields).

(This item would be beneficial to allow the player to chase the boss if they leave the zone and still get out in a timely manner without waiting. It would also allow characters like Loader to just swing and punch stuff like magma worm without just getting thrown across the map and having to wait an eternity)

royal dove
#

!feedback blacklist certain enemies in Bulwark's Ambry, especially with Artifact of Kin on. I ended up quitting a run after spending 2 hours in BA, because Kin rolled Magma Worms, and they initially took forever to spawn. However, even once the spawns were quick, all the Artifact Keys just fell into the abyss.

velvet scaffold
#

!feedback

Make artifact keys respawn on the platform if they fall off, to stop any problems with enemies like magma worms or just enemies going off the edge

winter aspen
#

!feedback The final evolution of two previous feedbacks:

Make items respawn on the ground if they fall off the map.

little barn
#

!feedback This is the final rendition

Astrophysicist
Abilities:
M1 (Primary): Dense Crescent - Throw High Density Crescents which pull nearby enemies towards it to cause 130% damage (Detailed: Arc like boomerangs, will not pull boss mobs, throw one every 1.1s, can jump over boomerangs to make them continue flying)
M2 (Secondary): Orbital Satellite - Multiple large rocks orbit you which cause 300% damage upon impact (Detailed: rocks orbit until they break which is 5 impacts, can absorb attacks if hit but instantly break after one, after all rocks are broken then initiates a Cooldown of 10s)
Shift (Utility): Nebulae - Crescents, when thrown, will emit Clouds of gas and dust, if enough gas and dust is within a specific area, it forms a star which lasts for 6 seconds and will cause a burn and blindness effect then explode at the end of the duration for 750% damage (Detailed: Star has radius of 0.5m with effect radius of 5m, will pull things that are within 8m towards it, Explosion radius is 9m, nebulae dissipates gradually after 6 seconds to nothing after 10 seconds)
R (Special): Grav Gesture - Pick up monsters to send them flying for an initial 120% damage then slam them to the ground for 15%-25% of their maximum health (Detailed: Will not pick up boss mobs but can slam them into the ground for 5% of their max health if still in radius, Cooldown of 13s)
Passive: Gravititious Flux - Nearby airborne monsters will be forced to the ground and you are able to walk on walls and ceilings (Detailed: Boss mobs will have reduced jump height and will struggle ascending, but will not fully experience effect, jumping monsters will slam into the ground to cause damage, grounded monsters have reduced movement speed and cannot jump)

eternal rover
#

!feedback add a way to choose your own seed, but to not make it stupidly broken and OP make it so you cant unlock any achievemnts during a seed you entered yourself cus i mean, you can unlock everything EZ if you do this

buoyant wigeon
#

!feedback Increase the cooldown of Acrid's alternate M2 and change it to be an alternate to his Epidemic, making it release spreading Epidemic projectiles to nearby enemies when you bite an enemy.

Currently it's absolutely not worth taking his alternate M2 over his default, since you trade off your main anti-air attack which makes dealing with large amounts of flying enemies atrocious. This change would make the bite a more viable option, keeping Epidemic's main functionality but turning it into a hit-and-run melee attack with bonus initial damage, letting you keep his default M2 with it

fading parcel
#

!feedback Another suggestion for Ravenous Bite; give it a quick lunge straight ahead. May sound redundant with Acrid's utility skills, but more melee mobility wouldn't hurt! Especially if you're focusing on it with choosing that skill

floral ivy
narrow moat
#

!feedback This is dumb, but
An option to make more items appear on your character the more stacks of that item you have, kind of like the mod Silly Items. This is extremely fucking dumb and may cause problems, but it's funny.

little lava
#

!feedback fix command so items from the tp dont get stuck in ceilings

tough pendant
#

!feedback Alternate Acrid Passive

I like the idea of different poisons.

Plague
Attacks that apply Poison apply stacking Plague instead. Deals X% damage per second and can activate your items. Plague cannot kill enemies.

Plague would tick once every few seconds, dealing X% damage (probably around 100%) with a proc-coefficient of 0.2. It lasts 6 seconds.

Each stack of Plague makes it tick slightly faster, with a cap of three stacks making it tick at something like once every 2 seconds. Applying another stack of Plague past that point refreshes the oldest stack.

loud wren
#

!feedback Prismatic Trials should let you see the top times. This would allow players to aim for a time rather than blindly try to improve.
Sorting by character could be another feature. It would let you see how well each character is doing and give you another goal to aim for, rather than just first place.

plain bluff
#

!feedback Make is so teleporter bosses don't travel to the other side of the map to attack some turrets (The Magma Worm in particular)

round hill
#

!feedback
When exiting out of the Command Essence, Being Able to use the "Interact" Button will allow some to Exit out of the Essence Easily.

Sorry if this were suggested by someone else

open tartan
#

!feedback
Give survivors (and allied units) in the teleporter area a hidden effect: All monster spawns and aggro prioritize them, and all monsters are aware of them (unless invisible). This would help with Imp Overlords hanging out across the map, Magma Worms running away to kill turrets, and any other stragglers missing out.

lusty mirage
#

!feedback
have links to all ROR2 sites in the discord. like the wiki or other social media.
would be very nice if there where its own channel for it, or posted in #rules

narrow moat
#

!feedback An alternate solution for my earlier post
A slider which lets you choose how many stacks of items appear on your character. This is open to more customization than the earlier suggestion.

blazing stratus
#

!feedback skins change the the animtaion coulur so when you get mercnary skin the animation colur changes to the same coulur as the survior

crude scarab
#

!feedback If Bandit makes it into the game in the future (since the devs said they'd consider it, I'm not asking for it in this suggestion), his alternate skin should be a reference to Deadbolt, whether it's the full skeleton or just the clothes.

floral ivy
gaunt delta
#

!feedback
remove -and-ideas from #ror2-feedback-and-ideas to maybe lessen the amount of !idea posts, and update banner I guess.

edit; or maybe just add a seperate bot function called !idea
🙄

jade ember
#

!feedback Squid Polyps suck. They're green Fireworks that don't proc anything, stack poorly, and die quickly. I propose they should stack in both damage and attack speed, as well as no longer have a timer.

hexed wadi
#

!feedback Add a new boss item that allows you to choose 3 of the items you use in a 3d printer and each stack ads 1 item choice. Maybe if you have more than 3 of these it starts to give a small chance to only require 4 items.

royal comet
#

!feedback
Fix the Stone Titan and Stone Giants pin point precision, give them a little bit of an offset or slow down their tracking

lusty mirage
#

!feedback razorwire nerf. set a tick limit or something. using it in the void is too op. same when you get hit with fire.

edit: or making it store damage received. once it reaches 5% of your max hp, do dmg equal the stored damage.

autumn stone
#

!feedback

New character
Maverick: basketball character.
I was thinking nba jam as an idea.

Moves:
Spawn hoop:
Hoop has an aoe attached to it. The hoop has health and sometimes from jams it can shatter glass and cause an aoe damage on the ground. Also could be used by enemies as a distraction. Alot of the game with this character is follow and pick up the ball.

Spawn basketball.
Dribbles automatically.
Can pass to enemies or throw and shoot. If no ball in hands they can push enemies or jump and block projectiles. If close enough will do 2 things one jump on enemies head to get a chance to jump off head and do a jam or do a devastating move in air that is a jam. If another player is there can pass the ball or do an alley oop.
Ball is a damage dealer so even if a player misses the ball can hit the net and fly away and possibly roll down a hill hitting enemies.
If you make 3 shots in a row.
Your character gets a speed boost you are on fire and you both set things on fire with you and the ball.

Action: shoot or pass
This is main button for the character. Does a quick action. The cool down I would not know.

Dodge: you would have ball in hand and do the spin around or avoiding enemies as you try to get to a hoop. With ball can damage and defend at the same time.

covert solar
#

!feedback
I have a great idea, what was implemented by this mod => https://thunderstore.io/package/NetherCrowCSOLYOO/GreaterAcrid/
New Acrid's Secondary is cool, but Acrid is to bad in melee and new ability don't worth to be used. SO! You could move Alt Secondary to Alt M1! In such situation, bite will worth to be used, but it also make so BALANCED AND PLAYABLY VARIETY!(for what Alt Skills was created!)

next fractal
#

!feedback Could you possibly make it so that the recycler isn't usable unless it's targeting an item? It's very annoying to misclick it and just put it on cooldown without it actually doing anything, then sitting around and waiting till you can actually use it again. This would make it usable (I guess) with gesture, too. EDIT: Side note, should probably also make it so that it doesn't highlight things when it's on cooldown. It's a bit misleading otherwise.

verbal summit
#

!feedback
As Acrid, standing on top of enemies such as Vagrant and Alloy Worship makes every M1 miss. This should be fixed, especially as every other melee character have directional melee attacks.

fierce vortex
#

!feedback

cross-platform play. I know it would probably be difficult to set up, but it would be awesome

verbal summit
#

!feedback
Stacking item models on characters (the more of one item you have, the more you have on your character) would be a welcome addition.

Embracing the concept of stacking item models on stacking item models, variation in placement of some item models on the body could make for more diversity in late game combinations;

Syringes sticking out of multiple limbs,
Crit glasses hanging off of pockets, weapons and armor,
Bandoliers wrapped around various areas
Old war stealth kits strapped onto every each boot and arm
Etc.

Taking this one step further, some logic that reduces the chances of multiple item models clipping through one another on characters would be nice.

sand lance
#

!feedback The wax quail effect should also apply to hopoo feather jumps.

hexed wadi
#

!feedback Prevent Jellyfish from being able to move through Multishops

keen pumice
#

!feedback Tactical dive (Lshift) of the Commando known as (the dash) should have the option to be used vertically and diagonally by aiming upwards or downwards a little. Having the dash to only go horizontally is just a joke and at this point an hopoo feather would be almost better than the ability itself. It isn't an optimal choice DPS wise so the cost would be better mobility than the Slide but that isn't the case with the Slide+ jump + sprint combo removes all reasons to take Tactical dive.

past hazel
#

!feedback
Mercenary's Rising Thunder should rise mercenary instantly upon button press instead of the very small wind-up that he does. Compared to whirlwind this makes Rising Thunder feel slightly sluggier to use.

little barn
#

!feedback
acrid feels a little useless. can you overhaul his abilities?

sterile yoke
#

!feedback Temporary save:

  • Can turn off the game to play another one or whatever the reason.
  • No risk of power failures which deletes the run, etc etc.
  • Game deletes save after death.

Vote to pause:

  • In multiplayer, there is no pausing the run. However, people will have things to do outside of the game during the run.
  • Can add time limits on pause for online games.
  • Can be a break for the whole squad.

I’m a brand new player to the game and already, I have experienced times where I needed to do something but it was multiplayer and I couldn’t pause. (I missed out on dinner that day..)
Also, I have a friend who is so far into a run and wants to continue, but was tired and wanted to go to bed, so his pc is now left on with the game running. (Not convenient)

Please add these features to the game as it’s essential. Otherwise the game starts becoming a risk with time management.

raw temple
#

!feedback
Mastery Skins
Mastery skins in a lot of games follow a distinct theme across the board whether they dye a character gold or allow them to use the "doppleganger" color in certain fighting games. This allows people to recognize at a glance what skin is a mastery skin, and what isn't.

At the moment, this is only possible in RoR2 because there is only one alternate skin available. Some are recolors, some change models, and some change skills. They lack consitency, and would greatly benefit with some theming.

In this case, theming the color scheme after A Moment, Fractured would make the most sense.

Skin Recolors
Simple skins are fine, so long as the way to unlock them reflects this. Ideally there would be at least three alt palletes, to differentiate four players playing the same character. It would also be acceptable to have these unlocked by default if so desired. There are already a handeful of existing Mastery skins that would fall into this category.

Theming is possible here as well by simply offering universal colors, like Huntress' White or Commando's black.

Skill Recolors
Engineer is a prime example of a skin that goes above and beyond to recolor practically everything about them. Not all characters require this kind of treatment, but Mercenary's sword (in the case of Oni) and Rex's vines and plants would greatly benefit from it to avoid jarring color clashes.

Additional Skins
Game Clear - Kill the final boss.
Vengeance Clear - Win with Vengeance on.
And so on...

verbal summit
#

!feedback
More static environmental dangers would be a nice inclusion.

pale minnow
#

!feedback
Add a HUD for stats that appears when you hold tab. Have it display stuff like base damage, Crit chance, etc.

viral marten
#

!feedback you could make a gamemode of PvP and if people want PvE at the same time and i know there si an artifact that enables pvp but a gamemode just for PvP

pure wasp
#

!feedback in command choose menus, hitting esc. should exit that menu before pausing

stuck plume
#

!feedback Restart Button: on Prismatic Trials, allow "Replay" button that instantly starts again in the pause menu and on death (maybe even hotkey it, as some of these trials require many, many restarts).

random oyster
#

!feedback Let Loader's Original M2 have no cooldown when used to traverse walls or environment

crimson crypt
#

!feedback
To make for a better QuickPlay multiplayer experience: game host priority should only be granted to players who don't bail out on the team, while unreliable hosts should have their hosting privileges suspended or revoked.

Perfect Example that just happened: Team of 4 get to lvl 5 on Monsoon difficulty, 30mins in, great momentum...then all the sudden the host decides to end the game kicking everyone to the main menu. Not cool...PLEASE find a solution for this.

frigid viper
#

!feedback
I just wanna see what artifact codes Ive already completed in the logbook. Im trying to hunt for them all myself and that'd be a nice quality of life addition

next falcon
#

!feedback make allied attacks a diff color, aurelionite sword slam is red, exactly like the ground slam of the stone titan, i'm dodging stuff that can't even hit me

icy apex
#

!feedback (Reposting due to a bug)
I really like the concept behind Lunar Items as they often end up completely changing how you tackle runs. Specifically, I like the lunar items that allow you to alter or bypass mechanics of the game, allowing for truely unique strategies and runs. I'd like to see more of those. Here's some ideas:

Black Compass (Lunar Active)
Warp directly to the teleporter...but increase the difficulty. (Once per stage.)

Desperation Engine (Lunar Active)
Add 25% to the teleporter's charge. (Works when a boss is alive and can be used to fully charge a teleporter; allows you to skip the boss, but lose the boss drops as a result.) (Might need another downside?)

Coiled Veins (Lunar Passive)
Gain temporary invincibility when hit. Damage taken tripled. (Invincibility duration is based on damage taken.) (Stacks increase invincibility duration and damage taken.)

Twisted Lockpick (Lunar Passive)
Item quality improved. Chests have a chance to give nothing. (Stacks improve item quality and increase chance to gain nothing.)

little barn
#

!feedback fix Artifact of Kin by allow spawn of all monsters in that family to spawn and its corresponding boss that way its not always a horde of many teleport event. Example is you will either see all lesser wisp or greater wisp not both combined. They can be corresponded with Grovetender since they are the same family.

#

!feedback Character idea! Yay for me. Took me a little bit to cobble this character together and make it feel like it wont fuck with other people in MP. but here we go!

Character name: Stint.

Sex/Gender: Female

Class: Time Vampire

Abilities:
Primary fire (M1) should be called ''Time Siphon'' a medium range lock-on siphon ability that drains the health of any enemy by 100% base damage per second, returning all damage done as healing for usage of survival or to fuel her other abilities.

Alt Fire (M2) should be a chargeable orb (much akin to Artificer) called ''Time Bomb'' that upon impacting with anything, creates a bubble of frozen time for 5 seconds (variable) in which everything caught by it's blast or wanders into it will be completely frozen in time. deals 500% base damage once with the explosion. This ability will cost 10% of Stint's Maximum health to cast.

Utility skill (Ctrl) should be called ''Temporal Shift'' which will be a toggle skill. It will double Stint's movement speed, attack speed, ability cooldowns (excluding Temporal Shift) and item cooldowns. But the catch is it drains 1% of her maximum HP per second it is activated. Will have a 20 second cooldown between activations (so you must lose at least 20% maximum HP to be able to de-activate the ability. making it somewhat risky). Stint will look transparent and fuzzy whilst this ability is activated, insinuating that she is shifting in time to speed herself up

Ultimate skill (R) should be named simply ''Recall'' and for 10 seconds Stint will begin rewinding herself in time over the course of 3 seconds, regaining any lost health in the process. You can press R again to cancel the recall at any time and resume control as normal. 2 minute cooldown due to the fact that she can activate it as she is dying to recover from death. However if you do use it to recover from death, only 10% health can be recovered in that instance of recall. Will not work if she possesses Glass. Doesn't charge on bandolier.

wraith anchor
wind meteor
#

!feedback Add an option to automatically pause singleplayer runs if the game window loses focus. I've had several good runs end because I accidentally bumped Shift-Tab or Alt-Tab or whatever else. Wouldn't really be abusable, and wouldn't affect gameplay, just a simple quality of life improvement.

astral wasp
#

!feedback Allow d-pad control of menus for gamepad/console players

crude brook
#

!feedback - Would it be possible if we can view Elite Variants in the Logbook? It's just that plenty of Monsters have some really neat designs for their Elite Variants that can go overlooked since we unfortunately can't view at our own leisure, especially the Malachite & Celestine Elites.

rancid carbon
#

!feedback- I don’t know if it’s already been talked about and this is super small and really not necessary but could you add a visual effect to bustling fungus like in the first risk of rain where there’s cute little mushrooms growing out of the ground

wind meteor
#

!feedback If you're running Artifact of Evolution, the items that the monsters had should be displayed on the score screen at the end.

timid crystal
#

!feedback
could we get a vote pause for multiplayer matches?

sharp flower
#

!feedback
Please add a reticle in the middle of the target painting mode for Thermal Harpoons. A dot, a circle, a cross, anything works. It'd be much nicer and much easier to tell what you're targeting. Maybe make the reticle flash too every time you paint a target just for visual feedback?

west hearth
#

!feedback

Quality of life update I would want is:

Ability to transfer hosting of multiplayer in-game at any given time.

icy apex
#

!feedback
Mercenary twists his hand the wrong way when sprinting. This results in him stabbing himself and breaking his arm every time he runs. This should probably be fixed.

drifting fern
#

Commando Grenades need to be sticky, otherwise its trash

plucky fern
#

!feedback Not entirely my idea but another dudes feedback wasnt working and I think this was what he meant.

Can we get more environmental traps and damage sources in the game? (Like the exploding pots)
Something like Lava Pools in Abyssal Depths would be cool

sterile wedge
#

!feedback
Some characters mastery skins are simple re-colors and others have cool model changes. Unlike the base model, Acrid's eyes and mouth do not glow on his albino skin. I'd like to see maybe a purple light or something there. It feels like the engineer, commando, and merc have really interesting mastery skins whereas rex and loader feel underwhelming.

ivory thorn
#

!feedback
DPS meter so you can see the damage output of your build

silk crow
#

!feedback
Introduce a connectivity fix: for people from Africa continent like me, it is near impossible to continue playing the game if the ping exceeds 100 even by a small mile while its completely normal with other online games i play; here at africa our ping is usually around 130 ping.

hidden wind
#

!!!!!10 SECONDS LAG AFTER LVL 3 WITH FRIENDS!!!!! FIX PLISSSS

inland geyser
#

!feedback
Artifact of Beuty - All enemies and players are golden!

Artifact of Perceverence - Enemies deal more damage and have more speed the lower health they are.

ivory thorn
#

!feedback
ADD SOMETHING TO DO WHILE DEAD!
Let an ally control monsters or the boss perhaps
Maybe as an artifact?

inland geyser
#

!feedback
What if the more lens makers glasses you had, the more that would appear on your character, max of 4. It would be pretty funny to see each character with it.

fallen summit
#

@stuck ermine @frozen mirage i bought the game a couple of days ago and i jsut wanted to say i love it, i cant wait for the new character and all the rest of the content thats coming, keep up the good work awsome game 🙂

astral wasp
#

!feedback give the elite equipments on-use effects, potentially something like the on-death effects certain elites have (glacial's ice AoE, malachite's urchins)

safe prairie
#

!feedback
A "Unit" family event using Solus Probes and Solus Control Units.
[Warning!] Machinery groans in the sky...

flat zenith
#

!feedback votekick option.
this pretty much speaks for itself. a lot of players on quickplay are not very sportsman like and will ruin the game for everyone for their own benefit, like for example constantly taking all boss drops.

kind grail
#

!feedback I know the devs are currently working on a new survivor at the moment and that they probably have an idea of what kinda survivor they want, but I decided I just wanna throw this survivor idea out there for another time.
Survivor Name: Bard.
Survivor Description: A Lemurian Bard who had been wrongly accused by his own kind of a crime he did not commit, Bard has no choice but to fend for himself now. The idea of this survivor is to have a sorta-focus on support. His instrument could be something along the lines of a flute or lute.
Primary Attack: Violent Instrument Bard uses his instrument as a melee weapon.
Secondary Attack: Fire ball. Bard can lob fireballs at enemies, dealing fire damage.
Alternate Secondary Attack: Fire Breath. Bard breathes fire for x amount of seconds, dealing constant fire damage to enemies hit by the spray of flames.
Utility: Leaping Lemurian. Bard leaps forward to get out of harm's way.
Alternate Utility: Immolating Jump. Bard Leaps forward, creating an explosion of flames upon landing. Has less charges and longer cooldown
Special: Bard's Song of Grief. Bard plays a sombering tune, applying a debuff to enemies around him that decreases their movement speed and damage dealt. Bard is unable to use his primary and secondary while using his special, but can still move and use his utility.
Alternate Special: Bard's Song of Healing. Bard plays a soothing tune, applying a buff to himself and other survivors around him that applies healing and increase in health regen. Bard is unable to use his primary and secondary while using his special, but can still move and use his utility.
Alternate Special: Bard's Song of Strength. Bard plays a triumphant tune, applying a buff to himself and other survivors around him that decreases damage and increases damage dealt. Bard is unable to use his primary and secondary while using his special, but can still move and use his utility.

fathom pasture
#

!feedback
Pre-spawn monster spawns need to not happen right next to the survivor.
It's possible for a pre-spawned monster, if spawned near your capsule(or sleeping body or robot body), to instantly end glass runs.
I'd say specify a distance that a pre-spawned monster can and can't spawn from you.

pliant meadow
#

!feedback
Quality of life fix: press E to pick-up and item if an ally is somewhat close. (20m)

smoky marlin
#

!feedback
The Metamorphosis artifact needs to undo its effect after your proc it in the run. We guessed it during a monsoon run, did it, and then never got our characters changed back AFTER the artifact challenge. It was a run ender because it didn't follow the rules of every other artifact we'd unlocked so far, where its effect is undone after you complete the trial.

mighty wraith
#

!feedback
Shrine to Respawn Dead Players will a large sum of money

wind meteor
#

!feedback
A few Quality of Life suggestions:

All Utility abilities (bar Engineer and Artificer) shouldn't interrupt sprinting if you were sprinting when you activated it, as well as Huntress Secondary, since it would fit better with her passive.

Allow us to enable/disable artifacts directly from the selection screen, rather than needing to hit the "edit" button and opening an unnecessary extra window.

Allow us to view logbook item stats while ingame using Tab, bonus points for showing stats based on the current number of stacks you have of a given item (ie 3 lens-maker's glasses would display 30% crit chance). A stat-block would also be good

When using the Artifact of Evolution, display monster items at the end of a run.

Visually "dim" already activated shrines to help distinguish them from a distance, bonus points if the model actually changes (like Shrine of Order. maybe Shrine of Blood could have a sphere of blood in the middle of it that grows based on how many times it's been used)

Automatically pause singleplayer runs when the game window loses focus. Various other programs can unexpectedly minimize the RoR window, often causing you to die due to losing control of your character for a few seconds.

Allied attacks such as from Aurelionite or Queen's Gland Beetle Guards should be easily distinguishable from hostile attacks.

Huntress Arrow Rain AoE preview should be hidden from everyone besides Huntress; it's somewhat distracting having a large white semi-sphere suddenly zooming all over the place.

List which artifact tablets have already been spotted in the logbook, and if you've attempted but failed a trial, the logbook should show which artifact the tablet corresponds to

Some stat-related artifacts should be shown in the logbook. For example, Spite might say how much damage each bomb does.

Quick Restart button on the post-run screen that simply restarts the run with the same artifacts/loadouts.

All menus should be quickly exitable by pressing Esc

green vault
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!feedback

What if we had a training area? You would be able to be any character, swap to any ability, spawn in any enemy/boss, and spawn in any item to equip or take away. You would be able to test everything out and learn what everything does! When spawning in an enemy, just choose one and it’s scaling.

austere forum
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!feedback Allied malachite should be a different color from enemy malachite

deft mason
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!feedback given the lore of the paladin, why not implement the paladin and the enforcer as one character?

edit: in response to the feedback below, a Lemurian is not the concept im suggesting, only an example. the idea is to make the paladin and enforcer the same character through alternate abilities

implement the paladin as a monster character using a sword and shield and using its own monster abilities to fight (in my mind its a lemurian and can spit fireballs), then have the achievements tell a pseudo story that unlock alternate abilities based on the paladin finding gear once belonging to the enforcer and so unlocking more enforcer abilities.

Examples:
Excalibur: Find and open the weapons cache (a new interactable i picture being in the cargo crates on the side of the mountain way up high) on Rallypoint Delta, unlocks the Shotgun primary

Hero Worship: Activate a Shrine of Order, unlocks the Crowd Control special

Passive: Knights Honor, when not blocking his shield is on his back, reducing damage he takes from behind

Primaries: Contact Swipe, a three chain sword attack, the third swipe hits all enemies around you/ Shotgun, a short range cone attack

Secondaries: Fireball, a long range fireball like lemurians shoot/Shield Slam, a short cooldown ability that knocks back and maybe reflects projectiles to deal with wisps

Utilities: Protect and Serve, negates a large amount of damage (maybe all?) from the front. Maybe slows attack speed. No alternate, this is the link between the two kits.

Special: Flamebreath, wider and less distance than Artificers Flamethrower/Crowd Control, long duration and wide range stun grenade

green pebble
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!feedback DO NOT MAKE PALADIN A LEMURIAN
there are many other interesting races that they can be:

  • clayperson/"Dunesperson of Aphelia" (uninfected by tar?)
  • beetle (beetle guard?)
  • wisp/firething
  • imp
  • squid paladin 😏
  • Children/Parents ("family" enemies)
  • a new cool race/something i didnt think of here

lemurians are neat and all, but i find them really boring, being more or less fodder enemies and already knowing so much about them. Visually I dont find them very interesting either, which is ok for enemies, but a lanky lizard guy just wouldnt make an interesting paladin. Paladin is a great new opportunity to expand on not only the Survivor from ror1, but also another race that we dont yet know much about!

kind grail
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!feedback An artifact that resurrects dead players as elite enemies, thus turning the run into a PvP match. Players get 5 lunar coins per enemy player they kill, no matter the side they're on. Artifact can not be unlocked or chosen in singleplayer or if there is only one player in the party, thus making it the only artifact that requires a multiplayer run in order to obtain.

little barn
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!feedback
Please make it so that if the host leaves the lobby doesn't close

green vault
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!feedback

What about an artifact that shares all of the items between all of the players in the game? If one person gets an Alien Head, everyone gets one. To balance this out, the chests spawn at the rate as if you were playing alone and they’re more expensive.

Maybe call it the Artifact of Community?

rotund heart
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!feedback
Make allies and turrets/drones more distinguishable? It was hard for me when I first bought the game.

plucky fern
#

!feedback In Command menu when hovering over an item display its name (and maybe the description or something?)
Can be helpful for new players

gleaming cosmos
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!feedback 'Classic' artifiact that brings back the 1st game's teleport mechanics.

eager plume
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!feedback Abyssal depths needs it's own awesome music, a rendition of Tropic of Capricorn, perhaps? I just think Terra Pluviam (Its played on Abandoned Aquaducts, Abyssal Depths, and one other I can't remember) is played too much, I would love to here Abyssal depths become the new Magma Barracks in sound alone.

little barn
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!feedback Give the rest of the bosses boss drops. Example Sentient meat hook should be a Grovetender drop since he has that same chain as an animation attack. Magma worm and his Overloading variant can have a lesser and rarer variants similar to Pearl and irradiant pearl corresponding to fire and lightning something on the lines of leaving a Fire trail that burns enemies and does DOT damage while standing in it similar to standing in the minimushrum slow slime with a burn instead of slow.

silk canopy
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!feedback Squid Polyps are awful. Maybe let them inherit all non healing items (as healing items would make them immortal to decay)

little barn
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!feedback
If the game needs more time to be completed properly for 1.0, take it.

The end of Spring isn't very far (1st day of Summer is June 20), and on top of what's listed in the EA forecast, there's a fair amount of "unfinished business":
-Finishing the remaining Logs in the Logbook
-Adding in all the "in progress" alternate Skills
-Bugfixing/optimization & QOL/Polishing

Maybe I'm too paranoid and 1.0 will release Mid-June without a hitch.

I want to play the best version of the game as soon as humanly possible, even if it means waiting a little longer for a proper 1.0 release, and I don't think I am alone in having this sentiment.

green vault
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!feedback

I would love for there to be a way to listen to the ost in the Logbook section! Either give the music its own section or let people listen to the music of a stage after obtaining its Environment Log.

warm shell
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!feedback Acrid's initial "spawn" takes too long and he's left too vulnerable during the wakeup. As cute as he is, some fix needs to be done. I lost half my health to a stone golem and lesser wisp before I could even move just now

timber spruce
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!feedback

Add Guardian's Heart back and keep its original effect.

midnight jackal
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!feedback
Prismatic Trials should offer a way to quickly reset without having to quit to menu or suicide on enemies. It should also offer the character that you last attempted with instead of defaulting to Commando.

What made me painfully aware of this was attempting the Mercenary's skill challenge and not having a way to quickly return to the Prismatic Trials.

rotund heart
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!feedback
When playing a multiplayer game and when someone dies, have a description or title of what have killed you. My friend has gotten one tapped by an enemy and we can't find out what it was because of the cluster fudge of enemies that are around. (Not trying to be rude)

misty sphinx
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!feedback You should be able to cancel or pause the countdown timer after hitting ready. It really stinks that you can't change your mind once you or a friend hit the button.

red zenith
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being able to die from bleed damage is bad design in every game

heady delta
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!feedback
The challenge for Mercenary's alt special is a little too "absolutely no room for error" for my tastes. I do like the encouragement to try out prismatic trials, but completing the trial without getting hit is absolutely ridiculous. All of that pain just for your brief moment of shredding foes and being completely invulnerable to be replaced by one projectile that just pierces? Yeah, no thanks...

Maybe lower the percentage you can't fall below to like 80% or something so you get a little leeway? Maybe another challenge entirely? Just some kind of room for error would be nice.

safe prairie
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!feedback
Spinel Tonic (and either some or all other similar equipments) should go on cooldown when the effect of the equipment is over, not at activation. Spinel tonic currently has a false 25s cooldown instead of 45s, which is why it tends to be so broken and so easy to get permanent uptime while using it. This change wouldn’t make the item any worse in terms of its effects, but instead would fix an inherent issue with the item itself.

dim hamlet
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!feedback
Acrid's Bite buff
Bite enemy, dealing 310% damage and poisoning them. Deals up to 3x damage to low health enemies. Heals Acrid for 10% of his maximum health. Increases up to 25% of his maximum health when his health is less than 25%.

paper python
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!feedback
I searched this channel for similar ideas and found a lot of them to be tied to skills or were a little convoluted.
A hold down to sprint option in the settings would just be nice.

smoky marlin
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!feedback

Easier distinction between allied monsters and enemies. We were on a stage that didn't even feature Beetle Guards, and I instinctively threw Artificer's RMB whenever my buddy's ran over.

Like, it looks EXACTLY the same. Make them purple or pink or something, we shouldn't have to guess between friendlies and enemies.

rotund heart
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!feedback
(Very controversial)
Can we get characters we can buy with real world cash? Similar to DLC characters but like you get them early plus you don't have to do the pesky challenges