!feedback
The 1.0 update is currently forecasted to come out before the end of spring. It seems to me like the game still has far too much to finish up to do it all in that time frame. Why not push the 1.0 update later, and have an interim update by the end of spring instead, which can introduce new logbook entries, and add a fair few new items. This way you have the time to make the 1.0 update the best it can be, while not sacrificing your solid record on getting these updates out when you said you would.
#ror2-feedback-and-ideas
1 messages · Page 22 of 1
!feedback add pvp
!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
!feedback make commandos frag grenade explode on impact, it just feels very underwhelming in its current state
!feedback As an improvement idea for Commando's grenades, allow me to cook them to decrease their fuse time and increase their damage and blast radius. Wouldn't break the ability, but would give it more uses and make it more reliable for killing crowds without having to bounce it off of six walls just to make it explode in the right place.
!feedback To fit the complexities of other character's designs in their mastery skins, I'd say Loader's classic skin should look a little bulkier; my recommendation would be to add in those shoulder pads the original had:
!feedback i really like the interstellar desk plant as a concept but sadly it sucks due to its inconsistentcy problem, but i feel like if you doubled the radius and time it would be pretty good
!feedback Make a Voice Chat where everyone in the lobby can talk not text.
!feedback fuck artifact of honor
!feedback Either just buff the squid polyp's damage or make it so that every item pickup(even lunar coins and stuff) spawns a polyp
!feedback this will probably get alotta hate but IDC
Artifact of counterfeit- when you pick up an item there is a 1% chance that it can turn into a slight debuff to everything or a specific stat
!feedback
Logbook: I think it would be really cool if we could move through the items in the Logbook with Arrow Keys or A / D (and arrows on the left/ right side to click on, see attachement)
Explanation: Say you're on the item "Tougher Times", if you press left or A it takes you to "Soldier's Syringe", if you press right or D it takes you to "Monster Tooth".
Would make it easier to go through multiple items without having to leave the description by clicking back and having to click on the next one again! 🙂
!feedback huntress’ rain of arrows should be able to be placed on the vagrant and the alloy bosses, since there are too big (they have a big surface) and they keep floating so you cant really do anything about it..you can only rely on your primary and secondary which dont deal a lot..
!feedback Another Chronobauble buff idea: reduce the duration of negative status effects by 15-20% (non-stacking). Stacking baubles wouldn't effect this portion of the item, only duration of the on-hit slow. This would be helpful for players to mitigate bleed, freeze, malachite etc. while preventing players or enemies from attaining an 'unfair' amount of status resistance.
!feedback artificer's freezing wall attack should be able to be placed on walls to help it hit in-air enemies
!feedback Artifact of Newt. An artifact that increases the chance of lunar coin drops, but also makes it so that all crates that grant you lunar items have a 50% chance of dropping a lunar coin instead.
!feedback the shopkeeper in the bazaar between time should be a boss that if you kill it you get all those 4 lunar items he has there set up and can choose a dream all for free
!feedback when HAN-D does get release, he should replace his mallet with shattering justice. Also have an ability to throw smaller enemies
!feedback Mini mushroom's aura attack should at least have an indicator around its spherical influence, allowing survivors to understand if they're in/close to the danger zone or not
Being above the area feels more cheap/cheesy than expected, really. So knowing where that sphere is could help make it more fair to handle.
!feedback
Kind of trivial but why not include descriptions/tips for alternate skills in character select menu?
!feedback
Try and add in new game modes. I know it’ll be hard since I can’t come up with an idea, but Prismatic Trials isn’t doing it for me. It’s a cool mode, but I’m not very fond of it.
!feedback
Quick question, where does Artificer get the fuel in the booster, there should be a limit for how long it can hover.
As well as Artificer should not have cooldowns but energy and when you run out of energy you take damage and deal less damage at least 25% less, it will regenerate over time.
And if the energy does not work out then the primary attack of Artificer should be buffed from cooldown of 2 to 1 second.
!feedback
Prevent Prismatic Trials' time crystals from exploding when hit when using a melee attack. Their explosions make sense as they add a little bit of difficulty to the mode, but having to spend abilities to break them makes Loader and Mercenary artificially worse in prismatic trials, especially ones where Glass is enabled.
!feedback Artifact prompt UX suggestion: instead of cycling through vote for/vote against, make left click vote for and right click vote against, and/or disable vote against in single player.
!feedback In the Artifact of Command menus, the player should be able to see the amount of each item in that category that they already have.
!feedback A different approach at the "Artifact of Newt" idea. Drop rate of lunar coins is increased, you gain double the lunar coins in A Moment, Fractured and a Moment, Whole, and all lunar crates, including the ones in Newt's bazaar, are free to open, HOWEVER all lunar item drops are replaced with lunar coins. Lunar coins are pretty easy to earn, so why not add in an even easier way of getting them, but with a twist?(That twist being that you pretty much can't get any lunar items in a run with Artifact of Newt activated.)
!feedback
Better enemy spawning
Instead of only random spawns here and there, or an army of normal wisps
Spawn enemies in "structured" waves, in a general area, or coming from all directions
EXAMPLE: 1-2 Beetle Guards, 3-6 Beetles, 2-4 Lesser Wisps, 1-5 Lemurians
!feedback Mabey sometime in the future add something like lesser(or something other because they're just different) artifacts, the same kind of deal but with less effect(ex. Lesser Command: Choose wich items that can appear in a run in the menu. Lesser Honor: Increase the spawn chance for an elite (by alot but about so that 50% of them). Lesser Frailty: Increase fall damage by 50%, it's not lethal but there's more gravity.)
!feedback PLEASE improvie the audio + visual effects of plasma bolts. i understand theyre better in some contexts (particularly with swarms + soul) but i still rarely ever want to use them cause they just feel so bad compared to firebolts. I would greatly appreciate an a/v makeover, like what commando got for his nerf guns!
!feedback creating a match history for all of your run? That's a little thing but imagine seeing the death recap in a list of your death recap runs
!feedback something like a battle arena would be cool, there would be waves that are coming and a shop where you can buy chests, basically something like greed mode from TBOI
!feedback
Have the commando's frag grenade also cause bleed damage, after all its a fragmentation grenade and that means shrapnel. Need I say more
!feedback Create a history entry in menu to show stats of previous runs.
!Feedback Infusion's icon on your item bar should start as an empty vial and slowly fill as you kill enemies and approach the maximum HP bonus. The vial's fill rate could scale with the number of infusions that you have picked up as well.
!feedback
Artifact idea: Artifact of Proportions.
Players and enemies increase and decrease in size depending on their health/shields/barriers. Chests and other interactables are random sizes, barring anything inside the hidden realms and Newt's Bazaar.
!feedback Make abandoned aqueduct pressure plates stay pressed when playing solo.
!feedback the ability to save runs and play them later, so basically you could have "save and return to menu" and "return to menu and end this run"
!feedback item idea
Obsidian Monocle - increase ctitical hit damage but lower critical hit chance
!feedback
New Gamemodes:
Endless Mode Prove your skill and grind lunar coins and waves progressively get harder. - Up to 5 players
Hide and Seek You can not choose survivors and a Elder Lemurian is hunting you down, your reward for winning will be 3 lunar coins. And your reward can only be earned every 3 hours and you have 1 minute to hide. - Up to 10 players
Features for Profile:
Averages - e.g. Kills on average
Best Run
How many runs played
Longest Run
!feedback
Just a minor one. When you find the teleporter, as in see it within range of Huntress' LMB, have it add an icon to your HUD like how you know where each activated turret is. Not before finding it, but certainly after. Similar to how you always know where it is after the activation event.
!feedback
more dynamic themes for the ps4. I'm willing to pay if I have to
!feedback
Steam badges
Steam cards
Steam achievements

!feedback When invincible during Mercenary's R, if an overloading enemy hits your hitbox, the second wave of lightning damage should not go off
!feedback
Give engineer turrets the same stack of infusions that the engineer currently has. Right now if the engineer already completed 5 infusions the sentrys will recieve 5 empty infusions. Maybe this could be fixed by making completed infusions a different "item"?
!feedback Three altar ideas for saving runs to make a save feature more interesting.
Save Altar. Spend money for a save point.
Lunar Save Altar. Much like the save altar, but uses lunar coins instead.
Sacrificial Save Altar. Just like the other save altars, except you sacrifice a random item to it instead of using money or lunar coins.
Conditions for savepoints and save altars.
- Savepoints allow you to continue on from them if you need to exit the game but don't want to end the run, but you will need to find the altars in order to get the savepoints.
- New save points override old save points, no matter what altar you get them from.
- Only one save point altar can exist in each stage, whether it be a regular, lunar, or sacrificial one.
- Save altars do not appear in hidden realms, except for Newt's Bazaar.
- Making Newt angry will cause the savepoint made from the Lunar Savepoint Altar in his bazaar disappear, meaning you won't be able to continue the run from said altar.
- Dying will delete the savepoint made.
- Saved multiplayer runs require all members who were in the party at the time the save was made to be present in order to continue the run.
- You cannot change classes or artifacts for a saved run, but you can switch out the skills for the survivor you're playing as.
- Making a new saved run overrides any previous saved run you had before, however singleplayer and multiplayer saved runs are seperate from one another.
!feedback
Strength of heresy: Replaces your R/Special with a devastating shockwave that will stun all enemies hit by it. increases size and damage of the shockwave when stacked. (800% damage: 7sec cooldown)
Reach of heresy: Replaces your M2 with a gigantic hand that will smack away small enemies and stun large enemies for 5 seconds. Stacks increase damage and stun time by 2s(500% damage: 5 second cooldown)
Edit: Changed damage of ROH from 750 to 500, sounds a little too op
!feedback
Ok, Void Fields is too OP
Razorwire is activated when you are damaged by the environment, letting you kill things without doing anything but being nearby
Sacrifice lets you get infinite items if you have any sort of healing
All without time passing. Time should be stopped ONLY if you are breaching a cell.
!feedback Green item idea:
Something that shortens shield recharge delay on-kill. This way, people are more inclined to pick up PSG during a long run
!feedback
I have a brief idea for a Lunar item
We already have a Lunar item that somewhat deals with time (Convergence, as it speeds up portal charge, making tp events faster)
Why not make a Lunar equipment based on time? Say something like...
"Enemies and projectiles are slowed down, but this also applies to your projectiles."
Or...
"Slows enemies down, but has a chance to slow you down instead."
Though this does sound like a bigger Effigy tbh.
!feedback allow your currently obtained items to be viewable while in command selection
!feedback
@little barn What this guy said, aaand, why don't we also get something like a transcendence buff. It's not a bad item, not at all, but shields are still kinda underwhelming to use in most situations. Why don't we get a faster shield recharge from stacking transcendence or perhaps, I think it would be a good idea if transcendence gave an increase in percentage to your already existing and incoming shield generators.
!feedback
Prevent chests and shrines from facing cliffs. Alternatively, have items that fall off cliffs respawn near where they fell, similarly to how players do. Losing items you paid for is...frustrating.
!feedback
please, hopoo, I'm begging you.
commando needs a cowboy hat skin, it would fit him perfectly.
!Feedback. Some type of matchmaking or being able to veto artifacts in multiplayer games would be nice. Right now i have to search 15+ minutes just because i wanna play the game without artifacts
!feedback Character Feedbacks
Please give a reason for your character to be in the RoR2 universe when you suggest it. I see a lot of character ideas, but only a few of them really fit into the game.
There are (at the moment) four reasons your character would be on the planet:
- They were on the Contact Light when it crashed.
- They were on the planet when the ship crashed.
- They have some relation to the Imps and Red Plane.
- They have some relation to lunar items or N'Kuhana.
You have to think that through when you come up with your character. I don't want to imply that I hate everybody's ideas and think that they're stupid, as there are plenty of good ideas. It's just that they don't make sense.
If your character came from the ship, whey were they allowed onto the ship?
If your character came from the planet, why doesn't anybody else have the technology they have? Why are they the only dissenter? Why would they be the only one of their species?
If your character is related to the Imps, how? Why?
If your character is related to lunars or N'kuhana, why are they on this planet? How did they get here?
Ask yourselves those questions when coming up with your character ideas, and try to make it make sense, lore-wise and mechanic-wise. Think it through.
!feedback
Red item idea
HOVERBOARD that would appear on characters feet and pull their whole model and hitbox a little bit higher, removing their walking/running Animation to just standing on the board when it does its thing. It would be a red item for vertical mobility, which can quickly build up speed which drops while not sprinting, but allowing characters to sprint during all their attacks. Above a certain speed, requiring an extra goat hoove or such, it would leave a fire trail, which's size would scale with speed
Idea 99.5% caused by a vision of acrid on a skateboard doing Tony Hawk tricks
!feedback Give greater wisps spawn animations and a noise that plays so you can hear it spawn, rather than them just kinda popping into existence without warning and instantly ending any chance at a glass run
!feedback every second or third loop you finish you should get a lunar coin cus long runs dont feel too rewarding, max you can sacrifice yourself for 5 lunar coins on stage 30 or smthn or whenever
!feedback Put in settings the option to set different control presets for different survivors.
!feedback
It would be kinda nice to be able to scroll through the chat.
!feedback
engineer mobile turrets fly when too far from engineer
!feedback I think I'd like Plasma Bolts more if they were, well, shock bolts. And they pretty much are, yes, but it can't help but feel like missed potential that they don't shock with lightning arcs!!
They don't have to function any different, just replace the AOE with lightning arcs in a slightly longer range and with a generous target cap. That's all I've ever wanted from them - besides them looking and sounding nicer I'd also like that thank you (dramatic there, yea, but you get me. I hope)
Edit with my thoughts added: Besides style and such, balance wise the problem I feel is that they could be more consistent. They buff a smaller effect of the Fire Bolts into its main one, but it's done straight up, and that's just not enough for it to be comparable. Ignite is always effective, a still small AOE is not
!feedback guy on reddit told me to post this here https://www.reddit.com/r/riskofrain/comments/fz8vf7/there_should_be_a_jump_indicator_in_bottom_right/
:( forgot !feedback
!feedback Unless there will be an option to do a no artifact run for prismatic trials, Mercenary's ethereal unlock should be altered to something that can be done on a regular run. Every other unlock except for brainstalks and the skins can be unlocked on any difficulty, and with any combination of artifacts. As it is right now, I would say that the unlock is unnecessarily one of the harder ones to do right now for new/moderate players who don't put tons of hours into merc. If there's a prismatic trial that has a bad combination of artifacts like all elites? Guess the player just has to wait 70 hours for it to change or slog through something that they don't even like to get a single unlock.
!feedback
IDK if its possible but you should be able to invite players during a game and they could pick the character and join the next stage.
!feedback Uh..i doubt it should even be allowed for blazing golems, or things like it to spawn stage 1 without any artifacts to influence the chance of an elite spawn?
!feedback
Uh..i doubt it should even be allowed for blazing golems, or things like it to spawn stage 1 without any artifacts to influence the chance of an elite spawn?
@wheat venture
Reactions for feedback.
!feedback
Smart Shopper - makes things cheaper by 5% stacks 5% (multiplicatively not additively) white item
!feedback Make the Huntress' targeting reticle/indicator prioritize the target you're aiming at, rather than slightly closer targets that are off to the sides. It's pretty annoying to have a boss at 5% HP and be unable to land a shot on it because there's a swarm of enemies surrounding you and the target indicator jumps around to nearby enemies you're not even aiming at (even when the boss is in range, and you were able to shoot it just a second before).
!feedback Make Magma Worms less retarded so they quit fucking off across the map to fight a random turret at spawn.
needs to be some way of joining friends lobbys that wokr
!feedback I've suggested before that Huntress' alt secondary could be a rework of her explosive arrows from the first game, but here is an idea for how this could actually work;
**Explosive Arrows**
Fire up to 3 speeding arrows that explode for 640% damage. Can be held to fire 3 at once.
Charges: 3
Cooldown (individual): 2.5s
-Using the skill would not pause the cooldown, but the charges wont be used until you fire
-To be clear, the arrows would manually fire straight, and the 3 shot would be in a tight horizontal fan shape
-The 3 shot charge time would be very quick, about half a second
-Holding it past the charge time would show the trajectory and explosion of the 3 shot
-The AOE size could be similar to those of seed mortars
!feedback
Make it actually rain when playing on Monsoon, can be adjusted in Graphics settings.
!feedback focused convergence + lepton daisy still heals the original area of the teleporter, not the smaller one. This should probably change.
You need to make the Mecercenary Ethereal challenge way more possible. Twelve out of twelve people I know -and hundreds of others on discussion boards across multiple platforms- that have this game including myself have never been able to achieve this challenge because the design of the game does not allow for something like absolutely no loss of health whatsoever. You need to drop it to not losing 95% health or consistently make the items in the game more possible to obtain shields to prevent health loss. This is to unlock a skill on a character. Challenges like this absolutely cannot be so impossible to obtain to simply unlock another skill on a character. Your character skill value needs to match the difficulty of the challenge to unlock it. If you do not balance that properly, you are withholding content from a paying customer through unfair gains. Make this challenge more obtainable for your average customer base. Every single person I have talked to has literally stopped playing this character and the prismatic trials because this challenge is so unrealistic to obtain.
!feedback because @dense steeple didnt see you need !feedback
VeteranGamingToday at 22:54
You need to make the Mecercenary Ethereal challenge way more possible. Twelve out of twelve people I know -and hundreds of others on discussion boards across multiple platforms- that have this game including myself have never been able to achieve this challenge because the design of the game does not allow for something like absolutely no loss of health whatsoever. You need to drop it to not losing 95% health or consistently make the items in the game more possible to obtain shields to prevent health loss. This is to unlock a skill on a character. Challenges like this absolutely cannot be so impossible to obtain to simply unlock another skill on a character. Your character skill value needs to match the difficulty of the challenge to unlock it. If you do not balance that properly, you are withholding content from a paying customer through unfair gains. Make this challenge more obtainable for your average customer base. Every single person I have talked to has literally stopped playing this character and the prismatic trials because this challenge is so unrealistic to obtain.
!feedback
I know this might be a little bit stupid, but why not have something like a printer for use items? Or maybe we could be able to exchange equipment items for something else. I think that would bring a new purpose to the fuel array and a lot of equipment items
!feedback
Simply, more uses for the Fuel Array. The Fuel Array is used to unlock one character and... that's it. Maybe in stage 5 there should be a really powerful drone like the prototype that requires the fuel array to be repaired?
Something to give more of a purpose to the item after you've unlocked REX.
!feedback Maybe bump up Phase Round's power to 400%? Should be plenty. Also, it would be nicer if the projectile was faster
!feedback Impliment a hotfix to reduce the frequency of Horde of Many and Elite boss enagements encountered early game (as early as stage 2 even on rainstorm)
!feedback I think it would be cool if they added a survivor that could take control of enemies until they die which would be their special and it would drain its max hp every second so you can’t just stay in it away from danger also with the release of the survivor they should add the legendary ancient scepter back and it would upgrade the special to be able to take control of a boss
!feedback An alternative use for Fuel Array (because I hate useless items) - a Fuel Cell generator!
During the teleporter event, charging the teleporter also charges the Fuel Array, only when in equipment slot, to prevent the cheese.
After every 2nd stage it'd give you a free Fuel Cell. Maybe after every 4th stage it'd also give you a guaranteed red item for all the work you've done to not go below 50%? You know it's hard, there should be a good reward for that.
!feedback
If HAN-D returns, use the fuel array to turn him back on when we get to the ship in the next update
!feedback
Speaking of fuel array, and I’m honestly surprised this hasn’t been done yet, shouldn’t REX be removed from abyssal depths on runs after unlocking him if everybody in the party owns him? Like the case with Artificer?
!feedback
Use some concepts from the community for the items or map logs, it'll give devs more time to finish up other stuff like map decor and layout of any new items or characters.
!feedback Weird request.
Alot of the bosses have "collision" like Vagrant, Alloy/Solus and somewhat the Titan where you can stand on them. However Beetle Queen (maybe others but I dont notice it as much) doesnt have this collision so you can literally just walk through her. This doesnt seem like a problem but it mainly is for Melee fighters where its hard to stay on them fighting
!feedback
Improve AI for nearly everything, just some examples I have experienced are enemies circling around certain areas like the shrine of chance and drones such as gunner drones getting stuck on ledges and this applies for equipment drones as well.
!feedback
Daily runs like in Nuclear Throne.
Basically a run you can do once per day where you try to get to the highest stage number and there will be a leaderboard showcasing the top players with the highest stage count for the day, as well as your own position within the global ranking. Artifacts should probably be disabled.
Prismatic Trials are already a thing but they're too far off from the base game with modifiers and randomized artifacts. They also focus on speed rather than progress like the base game.
!feedback Like @supple bluff 's idea but what if there was a certain time people could start, because people can start at the second the reset comes and get ahead of everybody by 5+ hours. So what if there was a way to time when everyone could start then show a leaderboard of the top 50 players who are still alive in the end
!feedback the mini mushroom's poison radius goes in to Engi's shield if the initial strike of the attack landed outside. i feel this should be fixed as it goes against the entire purpose of engi's shield
!feedback Give a reason to use commandos normal specials (dash instead pf slide, phase round instead of...). That way players who haven't unlocked them don't have a harder time than the rest. Maybe his dash can give 50 or even 100% crit chance after rolling (or has iframes). Or phase round could do more damage. Or his rapid fire could lower enemies defense. Im just spitballing right now, but a change to the abilities could be very cool.
!feedback - Just reposting this since the reactions were initially bugged on the original one.
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 them at our own leisure, especially the Malachite & Celestine Elites.
!feedback overloading malachite enemies, or just combined elite enemies in general
!feedback
Have Infusion have a counter displaying how many more kills will give health gain.
!feedback
I’ve noticed that nothing about the game has to do with rain besides the names of the difficulties. A nice addition would be to add rain based on which mode you’re playing! On Drizzle, there would just be a casual sprinkle. On rainstorm, a nice soothing rain. On Monsoon, the sky would be riddled with lighting, thunder booming! Maybe make it so we could turn that feature on or off! Either way, would be super dope! This wouldn’t make sense on a few maps though, like Abyssal Depths.
!feedback
allow hosts to disable particular items (royal capacitor, ceremonial knives).
!feedback
Umbras should be able to activate equipment. It seems they currently only can if you’re holding a Gesture
!feedback since @little barn's reactions aren't showing
allow hosts to disable particular items (royal capacitor, ceremonial knives).
!feedback I am red-green colorblind, and I find it very difficult to differentiate between green and yellow items. This isn't a normally HUGE problem because yellows only appear in very specific situations and have distinctive models, but the Command artifact makes it almost impossible for me to tell whether a boss dropped a yellow or green item. I also have a very hard time with adaptive chests, since I can't tell the difference between an orange and red item in the 1-ish second I have to decide whether to open the chest or not. My proposed solution is to allow the player to customize the colors of the different rarities somewhere in the settings, so we can make them look like whatever color(s) we need them to be in order to be distinctive to our individual eyes. (This also might help newer players who are used to color-coded rarities from different games - maybe they're used to 'common' being purple or something and would prefer that over white.)
!feedback
Vote to do teleporter event for joining random so others will be ready and won't die scavenging or being AFK. If not for teleporters, maybe for shrines of combat.
!feedback
More insulting and degrading Death Quotes in the list of things the games says to you when you get absolutely murdered.
!feedback
Currently Cleansing Pools are in a really weird spot. They are too inconsistent to effectively utilize. I believe a really good fix to add some consistency of players taking lunar items to be used for a pool would to have Cleansing Pools have set spawn locations much like Newt Altars. This does not need to change the % spawn chance or the fact that they are limited to certain maps.
!feedback samus as a nintendo switch exclusive character with ridley or kraid boss
!feedback
Add options for a CPU in singleplayer with the same AI as the Umbra clones
!feedback Queueing options you can select beforehand when you want to enter queue for a quickplay game
Such as whether or not Artifacts are enabled, what difficulty, and the player region.
!feedback
Allow the user to press "Escape" while in the command item selection screen to exit the item selection screen. Currently it just pulls up the pause menu, so panic esc spam can end up killing you.
!feedback Add a mode where a player can influence the spawning of items and monsters via the director. Possibly a "player" option during online play or a twitch module much like vermintide 2.
!feedback Make logbook accessible from the in-game pause menu.
!feedback Myself and others have been repeatedly tricked out of killing the twisted scav because he has a spinel tonic. https://cdn.discordapp.com/attachments/559901542787055636/698736648342732832/This_repeated_11_times.mp4
For some reason, tonic instantly puts its user at 50% HP even if it was a far lower value before, which I like as an oh-shit button but having it used against me I hate it
so can either Tonic not do that, or can twisted scav please not be able to use tonic
!feedback so i noticed that when you unlock an item in a run, when using artifact of command you can’t pick that time from the choice thing until you end that run and start a new one
i think that it would be better if when unlocking an item you can get the item during that run
add some sort of reward for managing to kill the shop keeper dude!
!feedback Can enemies not gain health if they're damaged when leveling up or at least put a marker on the difficulty timer so we know when it happens
Timing your damage just right so you kill a vagrant right before it explodes only to have it magically heal and blow your ass outta the water anyways can be a bit frustrating
!feedback I dont think enemies should be able to get Tesla coil in the void lmaoooooo (at least since you need to stay in the cell vent now). Lost 2 runs in a row to it, maaaaaad annoying
!feedback make phase round deal more damage the farther it travels, capping it at 1600% (because phase blast does 8*200 total at close range). Thematically, it would be the inverse of phase blast.
!feedback
Add a counter that showcases how sated your infusions are, with either a counter saying how much is left or with a completely sated icon
!feedback
Hordes of Many are alright but if you're gonna give me one dont give me 5 elder lemurians that have 2 overloading ones in the mix and those two have over 40 thousand hp put together, and then the very next stage give me a magma worm with less than half of the previous boss's health
!feedback
Artifact of Command should give you a choise between 3 random items from same tier, not all items of tier. This change will return rng, and will make Artifact less op. Also players will not be stuck in choosing what pick is the best due less options allowed. Also, in this case, all lunar items should be in one tier, to keep mystery.
!feedback
Fire and bleed damage do way too much over a long period of time. I think they should do less damage or not last as long. They can make a great run go sour when you get stuck and all of your health is eaten away in 3 or so seconds
!feedback
void fields should add a certain amount of time per cell stabilized (maybe more as more cells get stabilized) then when all of them are stabilized time in hidden realms should keep ticking. this would make it a tempting offer early on but later there wouldnt be any shop/artifact/ect difficulty pausing
!feedback
Maybe add an Artifact that allows you to play 2-4 man difficulty on solo runs.
!feedback Its a little silly that you have to press A (jumping for joy each time you wish to choose an item gets to be a bit of a nuisance ) to acquire an item via command essence, likewise pressing esc. should also cancel out of the menu in addition to the cancel button.
Edit for clarity
!feedback Malachite Magma Worm
!feedback
Being in the escape pod, as well as a short time after leaving it, should grant invincibility. To prevent this: https://www.reddit.com/r/riskofrain/comments/fvi4dd/this_is_gonna_be_the_run_guys/
!feedback If character skin changes,make His or Her stuffs' skin change,too.(ex.Engineer)
!feedback
Neat idea for a lunar item:
"double your crit damage BUT half your crit chance".
Number wise it seems neutral but is actually negative since you will proc Harvesters Scythe and Predatory instincts less. But if you manage to stack enough lens makers it becomes a straight up buff. The true downside of the item would be that you are highly reliant on getting lots of lens makers which will take a lot of luck or a very long run.
!feedback i think a cool idea for an item is a healing item that scales of of your currrent speed, maybe a red with a .5 multiplier per stack
!feedback
Two lunar items:
Bounded Fates - Increase the damage of all your units but you take 10% of the damage they take (or another idea would be, if they die you lose 50% of your current HP)
Fair Trade - You get 50% block chance but you take twice the damage
!feedback Mul-T utility skill (Ctrl/shift) alt could be something like a self-repair. Becaue he's a Mul-T unit! you oculd push the button and he switches his gun arm into a little welder and begins to repair himself for 5% max HP per second. and you can cancel it at any time. It's just a skill that exists for you to use at your own choice. With no cooldown (except for the lag between switching arms).
!feedback
lunar item : void field simulator
effect : basically every enemy/ally outside the teleporter zone gets damage like in the void field except that allies (players and drones..) takes 50% more damage than other enemies
!feedback lunar item idea.
Astral penny: you have a chance to get all items from a multi-shop or have a chance to remove 1 - or more of your items (with the more stacks that you get the more chance that it will take more of your items but with more chance to get all 3 items from the shop)
!feedback Make it so you pick up items when you teleport through them as huntress
!feedback Adding the ability to have 3 stacks of acrid's Blight have some proc coefficient. Maintaining 3 stacks is moderately difficult, and letting 3 stacks either proc or increase the tick damage a lot would make Blight both more worthwhile and more different of a playstyle.
!feedback
More lunar item concepts.
Taking damage causes a random effect to occur.
Possible effects:
Gain a random buff or debuff.
Explode violently.
Heal for a random amount of health.
Take extra damage.
Activate a random equipable.
Clear all cooldowns.
Put all abilities on cooldown.
Gain or lose gold.
Reduce or increase the difficulty.
Spawn enemies.
etc.```
```Panic Stone (Lunar Active)
Greatly increase speed for a time.
A lot of speed. Too much speed, one might say.```
!idea
I and my cousin were playing Risk of Rain 2 yesterday. We were thinking of to emote (like in fortnite) in game and I though to write it here as a idea.
I know it is useless but in my opinion it would be cool.
!feedback I've said this before, but maybe have DIRECTIVE: Drill apply weaken? Either at a point in the volley or for it's duration. I figure it would work out, since it's a mechanical skill. Not that it's set in stone it should do that, but it would make sense there.
Edit with my thoughts: One currently small benefit I find in the alternate is that you could take your aim off of a target, and this would both encourage and improve it's effectiveness at just that
!idea Remove artifacts from Prismatic Trails, it's nearly impossible to complete the mercenary challenge "complete a Prismatic Trail without falling below 100% health".
!feedback there needs to be some form of difficulty increase for runs that have completed the Void Fields minigame. After the artifacts patch, time no longer passes in void fields and it can essentially be used to get 9 free items at the start of a run without extending the time or difficulty of the run at all. These items can then be used to snowball to very easily clear first loops of monsoon and almost guarantee obliterates. Either remove the item reward for Void Fields or increase the difficulty after players complete it.
I don't have a problem with monsoon being easier, I have a problem with the most efficient method of creating good runs being a 15 minute long monotonous sequence at the start of every run.
!feedback
allow us to hold sprint.
!feedback
The difficulty and stage doesn't change when moving from Void Fields -> Normal Stage, meaning its a free 9 items (if you survive). This should be fixed to act like how the Gold Realm, where the difficulty changes when leaving.
!feedback Give an indication when an equipment is being used. Maybe turn the icon a slight yellow shade to show that It's still being used. Specifically the Crowdfunder is hard to tell when it's on or off unless you look at your gold. (please tell me if I'm wrong and there is an indication)
!feedback Add more skins to the game later on. Since each character only has two (normal, monsone), more would be cool.
!feedback
Skin ideas:
Commando: Doom Slayer
Huntress: Helmetless and red-headed
MUL-T: WALL-E
Engineer: Astronaut with black armor plating
Artificer: Xenomorph (Alien)
Mercenary: Crysis 1/2/3 armor
Rex: Pumpkin for a Halloween skin/Cactus for a summer skin
Loader: Bear like claws/arms and a bear head as a hat
Acrid: Alligator
Edit: I Forgot merc for a sec
!feedback
Now, this might be an unpopular suggestion, but I'd like to see DLC added after full release.
Possible DLC include
-extra skins
-extra characters
-a massive expansion with new items and stages
I am not saying I want this in place of Steam Workshop, I am saying I want it AFTER Steam Workshop.
Edit: not too much, maybe $0.99 for a few skins, $2 for a character, or $5-10 for the massive expansion. Something to support these fantastic devs 😄
!feedback Please have teleporter magma worms not chase the turret drones on the other side of the map.
!feedback Please allow an option in the settings to enable specific numerical stats for items when hovering them in the tab menu (possibly character stats too). I know there's a mod for this but I'd like to be able to do this online too.
!feedback FIX THIS
!feedback make it that when ever in multiplayer and you die, you can control a drone that your team mates buy
!feedback It might just be me, but I’m having a hard time determining the power of Acrid’s new alternate secondary, and I think a big part of it is the lack of clarity surrounding its bonus damage vs. low health targets. I have no idea when I’m actually triggering the pseudo-execute or how much benefit I’m getting from it because there’s no numerical information (%hp threshold, amount of extra damage dealt, etc.) listed in the ability’s description, and I’m pretty sure there’s no indicator for the effect either. I think one or both of those things would make the ability feel much better.
!feedback
some of the alternate skins need a rework like the huntress or commando etc..basically their skins are just recoloring .while others like mercenary and engineer both of them have some extra details added to them which is kinda cool
edit : im not saying that their skins are bad..but just adding some unique details might be a nice touch
!feedback
To solve both items getting stuck on walls and items falling into the abyss, predetermine the drop location. Instead of spewing the item at some angle and letting it drop wherever it lands, have the chest/teleporter/etc pick a target location within a small radius and play the arcing animation to that spot, regardless of if it passes through terrain to get there. It might not pretty, but I'm sure many players would appreciate a guarantee that the item lands where they can get it.
!feedback
When in ANY body of water that you can stand in, have the camera NOT go under the water, and instead stay at the SURFACE. Wetland Aspect is the most guilty of this and the player should be able to see at all times unless intentional via celestine.
!feedback
All of the alt skins are really cool, but mercenary still having a blue sword when his color scheme changes to a darker, red themed skin is a bit off.
!feedback my friend has to constantly do stuff around his house so it’s rare I don’t have to wait 10 minutes, so it would be nice if we could have a vote the pause the game or a way to pause it if everyone wants to
!feedback
Damaging additional eggs could deal chunks to Alloy Worships health OR drastically de-scale its shields during its ground blast attack.
!feedback Hosting a private game is very laggy for other player in my experience at least, maybe fixing this before the release of 1.0?
!feedback
Referring to skins it'd be nice if Mercenary's laser sword colour was changed to match his skin. Red effects would match the skin better. Just a small idea, but some skins are a bit disappointing. Mercenary's skin with huge visual changes instead of a colour swap is really nice, so for other characters to get the same treatment later down the line would be really appreciated
!feedback
there should be alternative ways of unlocking skills
!feedback Whenever the host of a game leaves, make it so the next person in the room becomes the host. I hate it when we're 30 minutes into a run with some of us having red items only for the host to die and quit, forcing us all to the main menu.
!feedback
The inclusion of rare invasive megaboss events could mix up the gameplay. We already have Artifact of Vengeance which makes the game more challenging but doesn't have much reward for victory. Unique bosses coming with their own elite statuses, attacks and rewards would really be interesting.
!feedback
Pass host privileges onto someone else after host leaves. The host will either quit after dying on an early map, or do it randomly, which kicks everyone else from the game. So sick of the host leaving. Nobody wants to have their game ruined just because the host doesn't want to play anymore.
Multiplayer is becoming almost unplayable because of this. And we shouldn't have to rely on Steam/Discord LFG for a good run.
!feedback
Elite equipment probably could do with a different 'item color' for the sake of Command-- as of now, they look exactly like every other equipment drop when you're running that artifact .. so unless you feel like checking every single equipment drop from an elite, you could easily miss one.
!feedback
Hungering Gaze could be buffed or it could instead be stacked onto the current M1 attack to incentivize its use.
!feedback
Elite Elder Lemurians don't feel very balanced as they have everything : long reach with fireballs, mobility, tons of HP and insta-death at close range with fire breath
!feedback
Give us left Crow's items and "Crow" as character!
https://cdn.discordapp.com/attachments/663116747854839840/698933593808044062/Screenshot_5.png
!feedback Seriously nothing's more annoying than a magma worm deciding it's going to agro the one turret you bought across the map; make it so it at least agros the people actually attacking it.
!feedback bring back Little Enigma!
!feedback While in the Engineer's Target Painting mode, pressing R should fire off all remaining harpoons so they seek their own targets like in the first game.
!feedback
Make blast shower have a passive effect that shortens the amount of time that status ailments affect you for.
!feedback
It would be cool if unlocking a survivor causes an escape pod to come crashing down like in the first game (but with fuel array disabled on it). Exceptions would be REX, Acrid, and MUL-T. Acrid could appear in his regular spawn animation and idk how MUL-T would appear.
!feedback
Dissonance makes the director feel... very odd for TP bosses. It's way to common to get "horde" bosses that are actually just a single larger enemy such as an elder lemurian or a parent. It gets weirder, for example, at times i get Grovetender as a boss on the same time during a monsoon run, except sometimes it's a natural spawn whilst others it's a shrine of the mountain spawn, both Grovetenders having the same overall power.
!feedback
I feel like the arrow rain of huntress compared to ballista is pretty weak. here are some suggestions to make it a bit more interesting to play with:
- you can have multiple arrow rains active at the same time (currently the old one just disappears if you use a second one)
- the radius should increase per lvl of the player (there could be a red iterm that increases the power of the special skills)
- my favorite enemys hit by arrow rain are marked for Huntress so she can hit enemys all over the map (or a very large radius)
!feedback It's come to my attention that the explosions of Snapfreeze aren't cylindrical... So, what gives?
!feedback
Commando's Phase blast, for some mysterious reason, shoots behind him on the very start. This can cause several issues from hitting a smaller enemy that's immediately next to you instead of whatever you are aiming, and although i haven't experienced it first hand, it could allow self harm with chaos on
!feedback cleansing pools ought to have a chance to spawn on every stage and not just wetland aspect, scorched acres and sirens call
!feedback
charging should not be interrupted by taking damage ONLY when shields are fully depleted.
will be unaffected by this change, because at fully depleted shields, you are (probably) dead.
!feedback
The way the survivor poll was performed was fallacious, and resulted in severe bias towards a new survivor. The following is my argument, based upon well documented facts on fallacies in polling and feedback surveys (cannot be sourced because of character limit). starting out with a basic thesis of my argument, having multiple new survivors wrapped into 1 option while splitting fan favorites across 6 different options caused undue bias toward a new survivor, and I would bet that a majority of people would move to either Chef or Sniper if you made a run off with the top 3 because you no longer have as many votes for original characters being cannibalized by the least popular options. Two main fallacies are present, the lesser being that the current results were known prior to having to actually vote. This can cause many issues in getting an authentic result, as the current results will 100% affect the decisions of a portion of the base. The more critical is that you've split up one main demographic into 6 options while the other main demographic has only one choice. The vast majority of people who are voting are going to want either, A) A brand new character, or B) a returning character. Brand new character voters are all shoved into one option whereas the other portion of the voter base is, again, split up within 6 different choices. This means you are going to end up with new character voters winning out unless they are in such a minority that a 6 way split of voters somehow happens to have enough people in one of those categories that it still outweighs the unsplit minority. All of this isn't to say that I believe the developers are intentionally trying to manipulate the votes on the poll for a new character, but to say that it is well documented fact that the poll was performed in an ineffective manner and the conclusion drawn is effectively moot.
!feedback in term of the "abilities" of the t2 elites, celestines and malchites, malachites are WAY more dangerous. the crystals deal insane dmg and locking healing ends the run easily. but celestines just make em invisible, and by the time they spawn you probably have more than enough aoe for it to not be a problem. i suggest that the celestine sphere should do some other effect, to put them more on par to be threatening, like malachites. some ideas are:
- enemies are invincible or have heavy dmg reduction
- you are heavily slowed inside of it, causing you to take more hits than normal
- enemies are invisible, but are immune to aoe. direct hits reveal their location and they become visible once more.
!feedback Make transcendence reduce the the delay of shield regen (maybe around 25%, with an additional 5-10% per stack)
!feedback I hate engi M1 in this game with a fiery passion. The charge time is incredibly tedious and sucks the enjoyment out of playing him for me, and tapping it is worse than useless
Why not add back his bouncy triple bomb shotgun from the first game as an alt? No charge needed, same accuracy as commando frags, but it won't have as good damage or proc to make up for it. Or maybe the bombs could attach to things?
!feedback
It would be nice if the teleporter locations accounted for the changing terrain in each map and had less frequent clipping.
TL;DR Cleaner teleporter platform placement.
!feedback
Wandering Vagrant's little electric ball of doom shouldn't hurt the player when they destroy it themself; poor mobility characters such as artificer are melted by them because they have no real defensive option from them unless they immediately agro, and even then those projectiles are a little tanky.
!feedback
This ledge, around the sides of Scorched Acres platforms, is just slightly too high for any character to jump back up (with a single jump). Please lower it slightly to be able to jump back up to the main platform bit!
!feedback
!feedback
I feel Glowing Meteorite could actually benefit from a damage buff, maybe from 600% -> 800% damage, although that’s just a baseless suggestion. For what the item does and how powerful its effects look, I find it doesn’t actually do a whole lot to advance the current state of the game, despite how dangerous it can be for you and your allies. Obviously this change would be more dangerous for your team, but it should also be a lot more impactful against enemies.
!feedback
The drops on sacrifice really need to be retooled somehow. They're very inconsistent on whether or not they will give you more or less items than a standard no sacrifice run on any given stage, especially the first one. Maybe something like forcing a drop after a certain number of enemies are killed?
!feedback Adding on to @slim talon's feedback, maybe change Sacrifice drops to use PRD (Pseudo-Random Distribution)? As @slim talon pointed out, Sacrifice is often too inconsistent to really enjoy.
For people who aren't familiar with PRD, in short it means that the chance for a "roll" to succeed increases with each failure, but adjusted to have the same average chance. So the first enemy to die might be 5%, then if that fails the second enemy is 10%, then 15% and so on until an item is dropped, at which point it resets to 5%
PRD for the Artifact of Sacrifice would help reduce inconsistency and extreme situations. The current Sacrifice RNG leads to too many extreme runs where you get significantly more items, or significantly fewer, than would be gotten without Sacrifice.
!feedback
Sixth stage that is randomly generated every time you play. Doesn't have to be the sixth stage but it would be pretty cool to have a random unpredictable one every loop.
!feedback
Why is he(
) always running away from me? (With low hp)
I have to wait for him at the portal and it`s boring ... 
!feedback please add some form of spectator mode when you die. I would love to fly around and look at the massive battle going on after I die and a friend is still going at it. Or just make a spectator option on the lobby screen. Would be really cool for screenshots and help with content creation.
!feedback can engi's bubble shield block splash damage to be a viable alternative to thermal harpoons?
!feedback fix this please
!feedback An idea: I suggest that there should be an achievement for killing a Clay Templar by doing nothing but allowing Barbed Wire to reflect his rounds at him, without losing any HP damage. Perhaps call it 'World of Cardboard'
!feedback
Blast Shower Buff: Make it so all negative effects are "reflected" back onto nearby enemies.
Ex. Player is inflicted with burn and blast shower is used, leaving surrounding enemies inflicted with burn.
!feedback This is just something I've thought of since the release of Risk of Rain 2. I suggest giving Commando's Roll utility similar invincibility frames to the ones it had in Risk of Rain 1. For a while I've wondered if this was necessary due to the three dimensional plane, as the main necessity for it in RoR1 was the linear movement and side to side style. However, I believe that it would complement the positioning factor of the roll by allowing you to dodge and reposition in more effective ways by not having to worry about any stray attacks hitting you mid roll. There are also other playable characters with (objectively) better mobility options, such as Huntress's utility being a blink, or Mercenary's utility having potentially 3 dashes, which leave Commando's Roll feeling a little weak and lackluster. Finally, since the roll leaves you unable to take other actions (as opposed to his new alternate utility allowing him to fire mid-slide), I think invincibility frames would promote the roll as a defensive utility option while the slide is more offensive; it would pose a bit more of a tradeoff when choosing between the two.
!feedback
- When you’re in the main menu, have the escape key as a shortcut for the back button to make it more convenient for players who can move their mouse much across their desks. (Im the one with a small desk)
!feedback Pretty sure this is from some of the floating jelly fish bosses and its a little blinding
!feedback okay got an idea for a new game mode, a PvE battle royal, hold on come back, here me out, there would be no PvP in this, my idea is make the map much bigger (possible stitch together multiple zones into one via procedural generation) the drop a larger number of players in random locations and then look for the portal who ever finds it first would set off a beacon for everyone else, however the game would be much more difficult (tougher enemies out the start) so encourage players to find each other (strength in numbers and all that) throw in some items to help players find and/or buff each other when close , also look up a game called sundered, it's an indie metroidvania, but one of the things it uses randomness on is enemy spawning, they'll spawn in random locations and in random amount and for random times, this varies things up a lot, sometimes you'll have very few enemies for awhile and then the game will drop the hammer on you for awhile then it'll stop, or some runs will be nothing but tough enemies all the time, i think this game could use this, at least in the battle royal mode
!feedback give commando a bike for one of his utilities. This would be a nice nod to a ROR2 video called "Commando destroys the ecosystem" (I think you know it)
!feedback
A theater mode would be crazy! It would help content creators an insane amount and who doesn’t love theater mode? Get some sick shots of you fighting that Titan!
!feedback
If the paladin ends up being the next character, making it a common enemy turned to the survivors' side is a pretty good idea. The "common person stands up for what they believe in" theme can make for a really good story for a character.
Also the possibility of thicc lemurian booty.
!feedback
I've been browsing the logbook lately and have a couple of requests that I believe would make things more convenient:
First, a "next" button to view the next logbook page, second, a "mark all as read" type thing for if you're not interested in reading the entries, so that it's not constantly flashing "new" at you
!feedback. I hope I'm using this chat correctly but, I was thinking that Newt should drop something when you kill him. I had the idea of an item that is possibly a yellow/boss item (could be a equipment that is just passive and is automatically active. I just thought a yellow item fit better) that when picked up allows the player to leave either their body or a gravestone on the exact stage or higher and at the exact place that they died. Now what this gravestone does is leave every. single. item. that you had on you when you died to be saved and able to pick up when you get there again on another run.
!feedback I hope this is the correct place to post. I would like to talk about respawning with Dio's best friend - currently when you're deep into a run, I and maybe others forget that we have certain items. When dying with Dio's on hand you just kind of come back standing there, is there a way you can do an animation showing your character coming back to life? something like a sphere of light coming down and bringing your character back from doom?
!feedback add preferred settings for difficulty and artifacts in matchmaking
!feedback Cautious Slug should have its icon in the bottom left when activated. The noise is too subtle to know and focusing on looking your right shoulder to see if its there isn't convenient.
!feedback
A forth difficulty? Or maybe more evening things out? Like I was think a noob difficulty maybe called "mist"?? Maybe like during teleporter events on the new difficulty you don't have to defeat the boss, instead you just get teleported. Maybe even make it where drops are more common but turn achievements off? Think about it.
!feedback Show at least top 10 in the prismatic trials, and maybe the bottom few for scale. I want to know how much time i can save and when im in the top 10%
!feedback
Back in RoR1 the clover's effect was to give elites a chance of dropping an item. Naturally as it was a green item in that game it could get pretty broken with command. So it got changed to a red item that was still pretty powerful, but had a wildly different effect. I propose that an item that has a similar effect be added into the game. Now, for obvious reasons how it was in RoR1 was probably deemed broken, but I think there are ways to remedy this such as:
-Change the rarity to red
-Make it so that only boss tier enemies have a chance to spawn items on death
-It adds an extra item to the scavenger death loot
-It can't drop reds, or maybe can't drop anything that's not a white
These are just loose suggestions, it would ultimately be up to the devs to decide how to implement if they look at this, but I do think it would be a nice addition to the chaos of RoR2 if an item that gave certain enemies the possibility of dropping items upon death was added back into the game.
EDIT: To be clear, I do not mean change the clover to it's original effect in ror1. I mean adding in a new item to mimic those effects
!feedback "Newt Item Drop Part 2" (sorry for taking forever to finish explain my idea) I was thinking of what possible problems could arise from this. Such as how and when does it know when to drop if you got to the stage number that you died on but its the wrong area. So to get the decision of the drop out of the way, like I said the item would drop on the exact stage/number that you died on and where you died. The problem with this is that, lets say you died on Rallypoint Delta at stage number 27. Next time you got to 27 you might not be on Rallypoint Delta so how would that work? Easy, if that happens the game at that point allows you to still get it don't worry. It does so by making sure as long as you at least got to 27 then the next time you come across Rallypoint Delta (once again, at the place you died {27 in this example} or higher) your body/gravestone would be there. Another problem that occurred was what you if stack it? The easiest/most obvious thing I could think of was to make stacking it useless.
!feedback Playing as Acrid, I think he deserves some more mobility than he has currently for his quick in-and-out melee fighting style. Maybe a lunge for his alt M2 to fight airborne enemies and to move around better in general. His range game is ok, his melee game is weaksauce.
!feedback Could we get even more alternate abilities eventually? Maybe as post-launch content?
!feedback
Equipment tri-shop should cost the same as equipment barrels on stage, the same way tri-shops are priced for other items.
!feedback
Acrids M1 should be capable of inflicting poison! As of now Acrid doesn’t have nearly enough ways to stack blight so it’s incredibly difficult to justify using it over regular poison. The m1 being able to inflict poison would make for a reliable way to stack the status while also incentivizing acrid to play as a melee character.
Actually the way I see it, Acrid can sort of choose to play as either a melee or a ranged character with a set up like this. If Acrid takes regular poison then it’s mostly optimal to use the default m2 and to eventually try to grab visions of heresy. On the flip side, if you use blight you can be a melee centric character that focuses on m1 and new m2 to do big damage up close by combining the DOT with his already solid melee damage
!feedback Hi I am loving the game so far, but I have two suggestions! As a beginner it would be extremely useful if item descriptions popped up when hovering over them with the crosshairs. It is hard for me to know which item to choose when I come across a trishop (or chest when the choose your own item artifact is on). Another useful addition would be to include the max stack number of an item. For example, in the lensmakers glasses description, it would be good to note that the crit chance maxes out at a stack of 9. Thanks!
!feedback
might be a dumb idea but I haven't made an idea for a long time so here's an idea:
With the addition of artifacts, it'd be fun to make savable artifact combinations.. Let's say you had something like "SUPER HARD MODE" and when you click on it it'd load up Vengeance, Death, Chaos, and Spite or something.. There could even be dev ones that you could try out.. Definitely not needed but could be a fun little addition.
!feedback Add a way to randomize item drops with the command artifact. Possible implementations:
- "Random item" button in the middle of every menu
- Special item/button in the command menu that would disable the artifact for the player (interacting with command item drops would automatically change them to something random). If all of the players have it enabled, command artifact functionality is disabled entirely
- Special shrine somewhere on the stage, when activated it disables the artifact. That same shrine can then be used to enable the artifact again
- Special shrine, when activated it turns all of the command item drops into whatever you pick. Combined with the "random item" button that could also lead to all of the items getting transformed into something random.
Context: Whenever i run command artifact, I eventually get to the point where I don't care what items to get so i ignore all of them completely
Not to mention that most of the time I run command artifact when I need one or two specific items as early as possible and am indifferent about the rest of my item drops.
!feedback
Enforcer Shield Idea - Adapted from Insomniac's FUSE weapon Magshield
"Shield up"- Hold up an energy shield that blocks forward projectiles, the shield can take up to half your HP of damage, then it overheats and starts cooldown, deactivating shield also starts cooldown (cooldown is heat dependent, 0% heat = 0s , more than 0% heat has a linear increase on the cooldown up to 30s)
While the shield is up, M1 becomes "Discharge"- Discharges the shield heat fowards, starts cooldown
Deals only knockback at less than 5% heat
Deals knockback and 100%-2000% damage when more than 5% heat is avaiable, Deals more damage the more enemies hit by Discharge
!feedback
Make Engineer Thermal Harpoons Seek their own targets with a one button use? Much like the Missle Platform Equipment.
!feedback Idea for 
I'm not sure what damage % would be balanced for his attacks, so I'll leave that empty
Primary: Crush
Repeatedly smash the ground with your pickaxes, dealing damage around the impacted areas and dragging you forward with each smash.
Secondary: Tremor Charge
Smash the ground with both your pickaxes, releasing a small tremor in the direction you are aiming that deals damage to all enemies caught in it. Charging up the tremor will increase it's size and damage.
Utility: Clusterbomb
Toss a cluster grenade. After a delay, it will explode, releasing more smaller grenades. The initial blast will deal knockback to you, allowing you to launch yourself.
Special: To The Stars
Jump into the air and drop down a volley of pressure clusterbombs, exploding on contact with enemies or if untriggered for a long period. Landing on a bomb with the jump will make it and nearby bombs explode, launching you even higher.
add some sort of reward for managing to kill the shop keeper dude!
@granite ermine !feedback (you didn’t say feedback so nobody could upvote it 🙂 )
!feedback give rex a unique spawn...Finding and activating REX to unlock it feels wrong when REX spawns in by coming down in an escape pod
!feedback For his mastery skin, retexture Rex's thorns/roots from his spriting animation to match the actual color of the skin.
!feedback Honor artifact feels like it heavily favors Blazing Elites over the others, especially as the Teleporter boss. It would be nice to see a better distribution of Elite types rather than 1-2 Glacial/Overloading Elites for every 15-20 Blazing Elites
!feedback I really dislike the item placement on rex, all the other characters have fun quirks with the items but with rex if feels like youve just slapped stuff on randomly, The glasses clipping through his eye, predatory instinct being shrunken down and placed behind his leg where u can barely see it, meat covering up his entire face, etc,
!feedback I wish we could get an artifact based on mod sharesuite. It would do few things to balance itself out.
1 main part is that all white/green/red items would be shared by the entire party one person picks up evryone gets one of it [blue/orange/gold items would be only for person who picked it up]
2 lower the output of chests and items droped by the sacrifice as if there was only one person in the game
3 all stuff from printers would go directly to the person's that printed inventory
!feedback
Please rework the Prismatic Trial or give mercenary a new challenge.
In the current trial you have whisps spawning from enemies which can not always be dodged, but that part is probably doable.
On the second stage however you go against Solus Probes, around 20 of them for the bossfight, which is obviously impossible to do flawlessly.
!feedback limit some of the items Scavengers can get. Having your run ended by an unescapable black hole/1 shot missile barrage etc is not fun
!feedback Update the content forecast on your website, it's still out of date.
!feedback
New Mul-T Utility
Sentry: Defensive
Mul-T roots itself in place for up to 10 seconds. Gains armor and a special attack based on the equiped primary weapon. Can cancel with the M2 button. Can Retool while in this form.
Nailgun: Shoots nails in a short, wide spread before itself.
Rebar Puncher: Fires precise shots onto enemies. Deals triple damage on critical hits.
Grenade Launcher: Shoots grenades with exessive force, knocking back and stunning enemies who are hit. Deals more damage if the target is airborne.
Saw: Grabs enemies with an extended arm and drags them into 2 sawblades, dealing damage and bleeding. Enemies below 25% health are executed.
!feedback
I don't know if this was intended by the devs (good on them if so), but with Commando's new slide ability you can do a "super slide" essentially.
You have to slide, immediately jump, and then hit the sprint key again. This makes playing as Commando really fun and expressive, meaning that the player can play as him and have fun in a more-cool and dynamic manner.
I think other players should have this too. A "hard to master" type movement or attack ability because let me tell you, zoomin with Commando feels great
!feedback
I've done a lot of thinking about this one. Some people have suggested that Huntress should be able to sprint in all directions, instead of just towards the camera. Some other people on the subreddit suggested Mul-T should be able to do the same. Why not just let everyone do it? It's not like it lets you do impossible combat maneuvers or anything, and it would contribute a LOT to the overall game-feel, making combat feel much more fluid and enjoyable. It would also make using abilities like Commando's roll/slide feel much better.
(tl;dr Let everyone sprint in all directions instead of just towards the camera)
!feedback the engineer needs a change to his primary or an alternative version, i dont have an idea to what, i dont think it needs to be strong either, its just the current primary doesnt feel fun to use at all and ruins the character at least a bit for me
!feedback
I think players need an incentive to downgrade or take a huge risk regarding exchanging part of their kit for a more permanent reward in the late game
Something thats is a very big risk to the player could keep these runs interesting in longer runs
Get x lunar coins for surviving y rounds without z random items
Stuff like that, obviously this is a vague suggestion but i feel like the only real late game risks are lunar items which is usually instant, usually not a massive risk (otherwise people are too scared to use) and doesnt contribute to anything post run
Maybe getting more of certain lunar items can multiply the amount of coins you get? I.e lets say picking up strides of heresy gives you 1.x times your final lunar coin value rounded down to the nearest integer
I’m not saying this specifically but just something along these lines? Lunar coins are a bad idea in and of themselves bc people (like me lol) cheat them in
@little barn forgot to add the command
!feedback Buff the helfire tincture's enemy damage, i guess
!feedback Bringing back the Scores menu from the first game would be a nice addition
The General and Stats pages were pretty neat with showing things like a pie chart of your played characters, top scores, your "nemesis" enemy, favorite equipment, etc, it'd be cool for that to return
!feedback mastery skins are really cool, however some of them are lacking... i love all of them and they all look cool
but when comparing some to others they don’t seem great, take loaders and mercs
merc gets a whole outfit change while loader gets a color or two changed
acrids is awesome and so are some of the others(huntress, commando, engineer, artificer), but some seem like they just need a little bit more to them
!feedback Adding to @oblique jungle suggestion that hit top feedback:
Merc's alt skin should have a red sword, with red attacks
!feedback Change Acrid's blight passive so that it makes all attacks stack blight. Right now the only bonus blight has over poison is that it can deal the killing blow on an enemy, and it can stack. But in early game Acrid doesn't have a reliable method of stacking blight, and in late game poison deals much more damage, so allowing all of Acrid's attacks to stack blight would even it out a bit
!feedback right now the frost relic is kinda meh, its range is just melee range and the damage is kinda meh. I propose that we increase the damage and make it so that it gives you an armor buff for each enemy inside the circle
!feedback Add the player's active item to the list of items displayed at the end of a run.
!feedback I'm honestly disappointed by Spite 2.0. In the first risk of rain, the "funballs" bounced every which way which made for a chaotic and high-energy experience that always kept you on your toes. Spite 2.0's funballs land in one spot and just go up and down until they boom. It's just not the same.
!feedback How about statistics in the character menue with "records" for every character like highest stage on each difiiculty with kills and time spend.
!feedback Make horde of many less brutal. I am playing with my friend and we got 3 overloading elder lemurians as a boss. They have insane amount of hp and they deal insane amount of damage. They're hard to kite since if you don't damage them constantly they regenerate a fuck ton of hp. Even if you win it will waste way too much time. Make them spawn at least golems on the first loop since elder lemurians are way too time consuming.
!feedback
Cleansing pools, as they are now, are useless.
Instead, have them "clean" a random lunar item, removing the downside.
Be warned, though! It's a 50-50 chance to either get the item cleaned or lose it altogether!
!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
!feedback
Honestly would love a VS mode akin to other co-op games.
AKA maybe a 4v4 Survivors vs Monsters mode. I think it'd work well.
!feedback console ports desperately NEED aim assist. Without it, huntress is the only viable survivor. Gyro helps on switch but a stick will never come close to competing with a mouse especially in such a twitchy game
!feedback Imho, a playable Scavenger character would be a very cool addition to the game!
!feedback
Mechanic idea: Solar printer
Costs a large amount of gold. Perhaps the amount of a legendary chest. Maybe a hybrid cost of gold and lunar coins. Takes a random lunar item from you, and spits out a version of that item with no downside. For heresy items, it just improves them in some way, like halving or removing the cooldown for Visions or increasing it's damage, and allowing you to attack with reduced damage while using Strides.
!feedback I’m new to RoR and the server, so I don’t know if anyone would have suggested this already. There should be a dial for cardinal directions at the top of the screen to better give directions and orient yourself. When I’m playing online with friends and I try to describe where a chest/shrine is, it’s difficult without cardinal directions we can both rely on.
!feedback
ITEM CONCEPT
Numbers Not Final
Bottomless Sack "So this is how the scavenger does it!"
Rarity: Boss (possible red?)
Effect: When you activate anything, you have a chance to not pay what it costs. You must have the cost requirement to even try (i.e. the money or health or item, in the case of cauldrons and cleansing pools).
(for example, no health lost at shrine of blood, no money lost on chest, etc. Anything without cost isnt affected, i.e. shrines of the mountain)
EXCEPTION: 3d printers. No infinite items.
Chance is based on the following formula: 15+5n(+10)% when n=previous attempts since last success
TL;DR or just don't like math: one in five chance, goes up every time you dont get it until you do.
Explanation: The scavenger can buy stuff like crazy. How? With this item. It doesn't work as well on you, but you gain SOME benefit.
@
in #ror2-feedback-discussion with constructive criticism!
Edit: mentioned that you have to have the money, health, etc. Added the possible red.
!feedback Allow us to see an items specific logbook description in game by hovering over the item while holding tab
!feedback The Trailsploder:
Bike mode:
Passive: Ramming into enemies deals damage and stores kinetic energy, kinetic energy is also stored by damaging enemies. The bike leaves behind a trail of spikes that explode as enemies step on them
M1: Dual bike guns, shoots lasers, fully automatic
M2: Drop a scatter bomb attack over 2.5 seconds
Shift: Dash in direction you are moving in, dealing increased damage.
R: Hop off the bike, throwing it forward, when it hits a target it blows up, dealing damage as stored kinetic energy
Walking mode:
Passive: Shooting the ground near you with the rocket knocks you back in the opposite direction of explosion, you do not take damage from this.
M1: Rocket launcher
M2: Rocket barrage that knocks you back as its firing
Shift: Big trap that snares enemies that walk into it, lasting 4 seconds
R: Get on the bike
The Trailsploder:
Bike mode:
Passive: Ramming into enemies deals damage and stores kinetic energy, kinetic energy is also stored by damaging enemies. The bike leaves behind a trail of spikes that explode as enemies step on them
M1: Dual bike guns, shoots lasers, fully automatic
M2: Drop a scatter bomb attack over 2.5 seconds
Shift: Dash in direction you are moving in, dealing increased damage.
R: Hop off the bike, throwing it forward, when it hits a target it blows up, dealing damage as stored kinetic energyWalking mode:
Passive: Shooting the ground near you with the rocket knocks you back in the opposite direction of explosion, you do not take damage from this.
M1: Rocket launcher
M2: Rocket barrage that knocks you back as its firing
Shift: Big trap that snares enemies that walk into it, lasting 4 seconds
R: Get on the bike
@north patio !feedback
!feedback
I dunno if this counts as a bug, but it seems like the Cleansing Pool does not spawn if you have the Artifact of Sacrifice active. Just found it odd since all of the other shrines are still there.
!feedback The beetle guards spawned from the Queen's Gland should have the ability to teleport to the player (they dig down into the ground were they currently are and then emerge from the ground by the player, similar to how they spawn) if they get too far away. Beetle guards (and other enemies/frendlies) tend to get stuck on geometry which would render them useless and I do admit that giving them the ability to teleport is a pretty lazy way to fix a core problem in their pathfinding but this will also align with their given names: Beetle GUARDS. Their purpose is to assist the player in killing the enemies around the survivor and giving them the teleportation ability makes them greater at that.
This is an idea that fixes a bug in their A.I, makes them greater at what they are supose to do and is not to farfetched from their core design since they can already teleport (except that they have to die and then wait for a solid 30 seconds).
!feedback I love the game so much! This is the first game I could actually connect and spend time with my brother. It's always been super hard connecting with him because of our age gap and how different we are from one another but Risk of Rain 2 really brought the both of us closer. Thanks for your hard work and keep it up
!feedback reintroducd the old rex Smoothie skin or at least release the assets so we can mod it in the game. That skin looked great
*Edit spelling
!feedback make the effigy of grief drop where youre aiming at, its currently really just underwhelming at best, because
- it drops on top of you, giving you the negative effect first and making you quite vulnerable
- it simply doesnt provide that much value bc the effect isnt all that strong on enemies, but if it drops on where youre aiming at, at least you could then use it to get better rid of crowds for example
!feedback Increase the size of the projectile launched by MUL-T's Scrap Launcher slightly, and increase it's travel speed
Maybe it's just me, but it feels kinda awkward to hit flying enemies with right now, it's travel speed feels very sluggish and the projectile itself imo is too small
!feedback Remove the malachite balls being able to one shot you through OSP if it falls on you
!feedback The damage on the fire trail that follows Blazing elites should not be based off of their base damage. Currently fire elites are suppose to be the strongest enemy variants in the game in terms of dealing damage towards the player and the blazing trail is part of the damage dealing. The concept that "fire trail should deal more damage the stronger an enemy is" is good on paper but not in practice because 99% of the "stronger" enemies currently in the game have a big healthpool. The reason why that is a problem is that this will affect any and all melee characters in the game drastically. When fighting any fire elite enemy in the game as a melee survivour you have to be mindfull of the damage that is dealt from the fire trail. The smaller an enemy the less cautious you have to be because they will have a lower base damage, the bigger the more cautious because they will have a bigger base damage which in turn will deal greater damage. This will result in that you will have to fight a fire elite for a much longer time than any other enemy since you'll have to leave combat from time to time in order to heal up again. This sounds good and all since fire elites is something that should be harder than any other elite, it should be that you have to fight them for an extended period of a time. The problem with this is that a bigger enemy will also have larger healthpool which will also add to the time of defeating it. When playing as a ranged survivour, the time it takes to kill a smaller Blazing enemy compared to a bigger one is linear but when fighting as a melee, the time to kill between enemies is more like exponential. This makes it really hard to play as a melee character (especially for acrid and saw mul-t) since it will take an enourmus time to fight bigger blazing enemies. Instead of having the damage being based of their base damage it should instead be based of the players max health(like poison)or a flat damage value that is increased by an enemy's level
!feedback a survivor based off the clay enemies like the dunestrider and templar might make a good addition to random class ideas, where you can stop enemies in their tracks with tar, bomb large groups of enemies.
M1: clay templar minigun that gets jammed after you use it too much, needing time to recharge.
M2: tar ball, you can shoot a cannonball like projectile from the minigun, it will turn into a large puddle on contact with the ground, and enemies inside will be leeched for their hp while being slowed
shift: turn into a ball of clay and roll around very fast
R: shoot many cannonballs around a radius, looks similar to the huntresses arrow rain, except theres a controlled amount of bombs and they actually shoot in an arc from your minigun, deals very high damage
!feedback
Hopoo pls fix, inconsistency on the same text description for the 2 different abilities
!feedback
It could be beneficial if Acrid’s primary fire gave a very small heal on hitting a poisoned/blighted enemy, giving a little more incentive to use it. It could even heal more if an enemy has multiple stacks of blight on them, giving blight more sustainability but less damage than poison.
!feedback make it so we don't have to press sprint every single time we use an ability on loader to deal more damage. like if I was already sprinting, why are you stopping me and then letting me sprint again? It makes no sense and really isn't a good highlight of "skill". It is just annoying and tedious.
!feedback The third hit of Acrid's melee combo should apply his passive (poison or blight). This is more of a buff towards blight since this will give a consistent way of stacking the effect and it really won't affect poison since you will most likely spam every ability onto one enemy so they will already have it. This will also fitt in with his kit since almost all his abilities apply the passive. Also this won't be like a better version of revonous bite since what defines that ability is the 3x damage dealt towards hurt enemies. Plus this will reward those who play him as melee even more. Plus plus: Won't reward those who use the sprint glitch >:)
!feedback I'm not sure if this is working as intended, but whereas with Huntress' normal blink you can directionally move, the upgrade is completely lateral, which gives me zero real motivation to get it as an upgrade, since blink is most useful as a clutch save if you're falling, need to get to a high zone, or are trying to dodge an attack in a creative direction.
Having the upgrade be purely lateral really doesn't improve the ability, as now you can't jump up to places with it, and your creativity is now stuck being purely on the ground area where you are, which when late enough, can be deadly.
Yes, I know you can compensate with hoppo feathers, but again, it seems counterintuitive to have the upgrade actually remove a functionality of the ability and this nerf the flexibility of the hero.
!feedback going back to mastery skins, i made a suggestion of changing some of the skins but i had a better idea
adding more skins, each with it's on challenge, having things like:
- finish a prismatic trial in under 8 minutes
- finish the first # stages without taking damage
- kill the # while only ~~~
i think having different skins would allow for a bit of customization for people
!feedback Implement an option to lock sprinting and don't have to push the joystick every time you want to run.
!feedback
Make it so that when Acrid hits an enemy with his primary attack, all stacks of poison/blight deal all their damage instantly.
It'll make Acrid more solid in his role of tank killer.
!feedback A lot of enemies that spawn in the Sky Meadow have extremely high health pools turning most of them into bullet sponges. The only fodder-type enemy that spawns in that stage are Lesser Wisps. Mini Mushrums have a very high spawn rate alongside a high health pool and the ability to regenerate health. I would consider lowering the health of Mushrums closer to Hermit Crabs, perhaps 130hp and +40hp each level?
!feedback Add a sort of "seed" like in minecraft but for this game that you can plugin and have the same exact world as someone else.
!feedback
After playing a bunch of Risk of Rain 1 again, I was reminded that stronger, late game enemies have multiple health bars, because of just how much health they have. When dealing damage to these enemies, it feels less like you are actually able to kill them, and you have more confidence like "okay if I can just get through the next two health bars then it will be alright." I think the layered, multiple health bars on stronger enemies should return in Risk of Rain 2, since some enemies, especially late game, feel absolutely impossible to kill at times. When you look at their health bars and almost nothing happens, you feel like you'll never be able to get rid of this enemy that is probably eventually going to chase you across the map and kill you. The layered health bars could put more confidence in players, and let you actually be able to see their health going down, instead of being just scared of something you don't feel like you can kill.
!feedback Make Acrids 'Bad Medicine' achievement available after killing the secret boss in a moment Whole
I cant stand having a good run just to have some random enemy cut off my healing and kill me in one hit. at least make it reduced healing and not no healing at all....
What if hopoo made a new risk of rain but it has doom like graphics and instead is named as "M O N S O O N"?
!feedback
I’m new to the game and completing Monsoon with Mercenary felt really cool. Once I got his skin, put it on, and used it, I was saddened by the fact that his attacks were still blue and not red. It would be really cool if skins also changed the looks of abilities!
A red sword would look pretty dope!
!feedback
Please, make the crab's projectiles leave a trace in the air, it's not fun to get absolutely bombarded by a horde of ninja artillery! 😭
!feedback How do you guys feel about a little quality of life change for Mul-T and Commando. Just a reduction of the bloom effect on their primary fire they have after shooting for awhile. I really don’t see a point for it, while using Commando you want to be close anyways due to damage fall off and Mul-T primary fire doesn’t scale as well later on in the run. Not to mention makes wisps a bit more annoying. Quick example of what I mean. Say stage 2-3 you get the Wandering Vagrant and you’re shooting it’s homing ball. Shots will miss even though you’re aiming directly at it. Same with jellyfish and causes you to eat a lot of dmg for something kinda out of your control. Etc etc
!feedback Increase Royal Capacitor's cooldown, or lower its damage, or do literally anything to make it weaker. Its a braindead equipment that is good in every situation and outclasses almost every other equipment, its nothing short of blatantly unbalanced.
!feedback Give commando a chicken suit for staying out of a teleporter for 1 minute while the boss is dead.
!feedback
New Artifact Idea: The Artifact of Garner
This Artifact will allow everyone in the game to share items, meaning if someone were to pick up an item, everyone gets the item, however if the person is dead they do not get the item that was picked up. The downside of this Artifact is that there are fewer chest in each stage and that anything that uses money ($) as currency is doubled, for example: a chest that would cost 25$ would instead be 50$, but anything involving lunar coins are not doubled in price.
!feedback Make a Setting that allows you to turn off the visual effects of Spinal Tonic. As the visual effects can be extremely uncomfortable to players, if not downright impossible to withstand.
!feedback
Character Idea:
Description: "You do know the tesla-coil is unstable right? It could zap us all at any moment!", "Yeah well I'm not so afraid of some metallic mushroom but if it does then i can handle it." And with those last few words** Samuel Spark **was never seen again, as he was last seen crumbling to dust and a cloud of lightning carried his ashes away.
Name: Spark
Passive: Rising current: As bolts of lightning chain through enemies they will have a chance to arc back to you and multiply your own damage by 1.5x.
Primary: Galvanized Core: Harness the power of lightning and fire a steady beam of electricity towards enemies (400%/s), enemies next to the beam will occasionally be zapped for 5% of their total health.
Secondary: Shock Therapy: Shoot a dart at an enemy and watch as the enemies surrounding it be zapped for 5% of their hp per tick. Lasts 3 seconds.
(Cooldown: 5 seconds)
Utility: Electric avenue: Zip through multiple enemies using your currents and damage each enemy hit for 150%. (Cooldown: 7 seconds)
Special: Overloaded core: For 7 seconds become an aspect of lighting, and summon a thundercloud to shock nearby enemies for 600% damage. (Cooldown: 12 seconds)
!feedback
An alternate primary idea for Mercenary.
Laser Mace
Strike in front for 400% damage. Every third strike hits in a greater area for 600%. Increases the damage and decreases the speed of your other abilities.
Compared to the sword, the mace swings significantly slower, but has a higher net DPS. As this ability also slows down your abilities, it's less safe and slower paced, but the raw damage increases Merc's burst damage, at the cost of a lower proc rate and less safety. May also make Merc want to use a special that isn't Eviscerate.
!feedback
Please give us a 'restart' button for the Trials. Its annoying having to quit, wait for the menu, select trials, wait, select start, wait, select character and wait just to restart
!feedback continuation on this https://discordapp.com/channels/417739215355510784/565701207989944330/575701671846346752
Rex: Increased range
Loader: 9 enemies attacked
Acrid: 20% Health instead of 10%
!feedback Give commando a chicken suit (A skin) for staying out of a teleporter for 1 minute while the boss is dead.
!feedback Allow huntress's arrow rain to also use enemies as a valid point to target, along with terrain. This would allow for more accurate placement of your ability, especially against airborne targets who tend to group up when chasing you, such as alloy vultures and brass contraptions.
!feedback
I feel as if Commando is having a hard time because of a few reasons. His bloom is pretty bad. You’re able to negate that bloom by tap firing, so why not just get rid of it? Also, his drop off is crazy. Since bloom is basically gone with tap fire, he can attack far enemies too, so get rid of that drop off. Also, his Phase Round is terrible compared to his Phase Blast. How about changing the Phase around into a Phase Laser, where it fires in a straight line with no travel time. Commando really needs some kind of buff.
!feedbacc
Feeding off of the last guy, Give commando an assault rifle already like cmon guys, let him jump infinitely up too like wtf
!feedback
Make a way for Engineer Secondary skill: TR58 Carbonizer Turret
To become stationary
Perhaps by walking to it and Click interact to toggle follow or stay
!feedback
An equipment that can spawn in a random item but with a major cool down but it would be unusable in the void fields and bazaar because you could camp there for a long time and spawn items a lot but it only spawns white with and occasional green so it’s not too overpowered
!feedback
give Huntress a free double jump
!feedback
A lunar item that slows down the difficulty clock. Not sure about what the downside would be
!feedback Since we have Artifact of Vengeance and an ability to kill our copy, we should have a reward for killing multiple Umbras in 1 run. I suggest adding Ability Augments items(unstackable).
Way to unlock & obtain: Kill 10 Umbras in 1 run
Augment examples
Mercenary:R – Massacre: killing an enemy with eviscerate increases duration
Acrid: 1)Passive – Catalyst: doubles damage dealt by poison/blight
2) Ravenous Bite – Hunger: hitting a poisoned enemy with bite heals you (no idea for amount/% of hp)
Commando: Utility (shift) – Training: i-frames for roll, speed increase for slide
Engineer: 1) if Gauss turret is selected: Siege Optics: -20% attack speed, +150% dmg(works for turrets only)
2) if walking turret: Calibrated lenses: beam can hit 2 targets instead of 1; 250% damage instead of 200%
REX: Passive – photosynthesis: increased HP regen at well-lightened locations
Artificer: M1 -Upgraded suit: additional M1 charges +MUL-T's scrap launcher reload type
Huntress: “passive” - Great Hunt: killing an enemy while sprinting gives you increased armor for a short time. Kills increase duration
MUL-T: “passive” - Upgrade!: infusion but for armor, max armor from this - 300
Loader: i'm sorry, no ideas
Drop chance: if 1 item listed – 100%
if 2 - 50\50
!feedback
A log of past runs so we can see the end screen stats even after the run is finished.
That way if the game crashes mid run we can still have a stats breakdown when we open the game back up.
!feedback when someone has dios best friend, give them the option to respawn instead of making it happen automatically in multiplayer.
!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
-People Can Join on going Games, Or At least join back if they get disconnected
-If the host disconnects, Transfer Hosting instead of ending the run for all players
-A mini-map display of enemies in the imdediate area and also Interactables that Have been discovered
-Items That fall over the edge, or out of the playable area, are replaced back within the playable area
-Option to Unready In the menu Incase you change your mind and need more time to change loadout or etc
-Spawn Protection so that Players performing Glass Artifact runs don't die as soon as they spawn by enemies that are in the imediate area
- Shrines that let you revive a Random dead player for a Large Sum of money
-buffs or abilities such as the engineers Shield, should have a timer to let you know how long you have left
-Display the Distance Between yourself, and a Ping
-Option to disable visual display of items on your character (Could help lower performing pcs, or people who just don't like the look)
-Choice of if you want to use "Dio's Best Friend" to respawn, or wait for your team to progress to the next level (could be a waste to use it if you are about to teleport and you die)
-Maybe a Unlock of some kind when reaching the realm "A Moment, Whole" For the first time, Much like Obliterating for the first time to unlock the Mercenary
!feedback
Still wondering why there isn't a way to change the language ingame instead of going through the Steam options
!feedback for @mental iris(https://discordapp.com/channels/417739215355510784/559901472339525644/699548357630230570)
!Feedback
Stats: essentialy they would simply tell you how much atack you have how much atack speed/crit chance/health regen/armor/cooldown for abilities in a corner of the screen. Would help to think what you need the most.
!feedback For Arti M2s when you have backup mags dont have the next projectile launch automatically when we havent let go of button. Basically wastes a charge
!feedback rn the elite affixes are kinda underwhelming, so i propose that we have them give damage and health/armor bonuses aswell as their original buffs. But wouldn't that also buff the elite enemies? Yes, and that's why we'll nerf their unique elite bonus health (and damage) so that they statistically remain unchanged
!feedback how about you bring back imp overlords boss item? i just liked it a lot
!feedback Give the Beetle Guard from Gland a more distinct appearance. When youre in the heat of battle a slightly different color doesnt exactly stand out. Maybe something more like if it had some armor, a harness, just something on it thats more easily noticeable but not really out of place either
!feedback
Have a toggleable sidebar display that has your current stats.
It would work kind of like the display from Binding of Isaac.
It would also update in real time an example includes running vs not running for armour buffs from Rose Buckler.
Speed ## m/s (the current speed)
Armour points ## (maybe change to damage reduction in %)
Attack Speed ## in attacks per second (the current attack speed)
Health Regen ## hp/s
Damage ## (the base value)
You could add other things to the display such as:
Current orbs: O O O
!feedback I don't know if this only happens to us but whenever we host a game and get to sky meadows the game starts to lag by an insane amount. Like they don't move on my screen even tho they are on their screen. It only happens on sky meadows please find out what's causing this since it makes multiplayer extremely annoying.
!feedback
Please allow for filter search match making. It doesn’t even need to be all that fancy. At most it should just say “What difficulty, drizzle, rainstorm, monsoon, or no preference”
And allow you to select: “Do you want artifacts? Yes or no” While the match making could go more in depth, I think just having those two filter settings could please a LOT of people.
!feedback
A minor rework of Acrids primary and secondary abilities:
Make his 3rd(the finisher) primary attack apply poison to the target.
Next rework the secondary ability to be called Catalyst injection and Catalyst bite respectively.
These abilities deal their current damage, do not apply poison/blight but they speed up the damage ticks of damage over times(also bleed and fire); the poison/blight stacks for all stacks currently applied. The ranged one catalyst injection speeds it up by double while Catalyst Bite speeds it up by triple.
Now why this change? Well currently Acrid has a hard time applying poison/blight consistently and when it is applied its damage is not that high. This change would allow Acrid to apply more poison to more targets and his ability to do so increases with Attack Speed.
The other part of this is his secondary being changed this is mainly because their purpose was to apply poison which they don't do any longer. Instead they speed up damage overtimes this would synergize well with other DOT's which Acrid will want anyway so this just reinforces that play style.
Why the difference in speed up between his secondaries: The reason lies with Acrid not wanting to be in melee as he has nothing to handle mobs up close but with this change all his damage would come faster should he choose to make a melee build and thus make him safer due to him dealing with enemies faster. It would also equate to a risk vs reward of going pseudo ranged vs mainly melee.
As an added note this would also put a band aid on the Acrid primary sprint cancel shenanigans as most people would want to stack poison from his primaries last attack.
!feedback: two things 1) I have an idea for an alt REX ability: a replacement for his R ability, it will fire out a flower like normal, but when an ally stands in it, they get roped in for 2(?) ish seconds and then released w/ a flower on their head which heals them for (insert heal rate here) for the duration the original flower exists 2) I have been noticing a glitch where if the teleporter is underneath something, items can commonly get stuck in the roof and can't be removed unless there is the artifact of command.
!feedback Lepton Daisy should work on the void cells
!feedback Dying from the explosives of the Artifact of Spite should have its unique death message. Seeing as these explosives are called 'Fun Balls' the message could be something like "At least you had fun"
!feedback please add the survivors lore entires soon, I've been wondering for so long what they would look like and I'm super interested in the lore, sorry if it sounds demanding I'm just super interested in the lore of this game
!feedback character specific keybindings/settings?
I'd probably want to reassign Loader's utility ability to one of my extra mouse buttons
Alternatively, allowing binding one ability to several (or just two) keys could help with it
!feedback
buff dio's best friend to grant an extra life per stage rather than a singular extra life. right now its a "legendary" item that feels like less consistently useful than every common item. i would rather have something that has a chance to keep me alive longer consistently than something that revives me after dying but doesnt help me actually stay alive past the point where things are actually killing me consistently. i dont understand how anyone can see this item as worthwhile to have when the odds that you'll die prior to needing actual extra survivability is slim to none.
and if you think an extra life per stage will be OP, then think about how often you use those extra lives in runs to begin with as well as think about how powerful most other legendary items are.
!feedback
Add the map Temple of the Elders from the first game. It was a beautiful and unique map.
!feedback
When you're dead and spectating a teammate, you should be able to see their cooldowns for abilities. At the moment you can only see the cooldown for their equipment.
!feedback
A co-pilot survivor that comes down on an advanced shuttle instead of crashing in an escape pod.
!feedback
Make Dio's Best Friend instantly heal you to full when you hit 0 HP, and drop a model of the bear in the environment, forcing enemies attack it, rip it to shreds, and turn it into a Tougher Times that sits there waiting to be picked up.
!feedback
Change the way the items come out of teleport. Nothing is more annoying that having the rewards get stuck into the high up on a wall or into ceiling, this happens on Wetland Aspect most of time.
Suggestion: Change the animation into sending/pushing the items to the side and not travel too far outside the teleporter making them hover/float slightly above the ground, so we don't reach a similar case of the items going into a rock or for the scavenger bag sending all the items off the cliff just because he picked to spawn on the edge of the such as Distant Roost's bridges or on Sky Meadow.
!feedback Update to earlier idea: Alternate REX ability : Directive Detain, fire an auto tracking projectile flower at targeted enemy, when it hits, the enemy is immobilized, weakened, disabled, and takes ?% more damage for the duration, can hold up to three charges. Downsides could be : little to no healing
!feedback Happiest Mask should be changed to a Green item in all honesty. It simply as an item concept is not worthy or impactful enough to warrant being a Red. To make it balanced as a Green, the ghosts could have reduced stats, but more stacks of Happiest Mask would increase the ghosts’s damage and health.
!feedback Make it so that the enemy events (aka beetles only, golems only etc.) actually goes through when they happen. I got the beetle only event on sky meadow (The earth shifts and changes beneath you) and it only spawned Parents. (Very fun yes i know). So I had to instantly bail through artifact portal and miss a bunch of items. If the events don't work on sky meadow then just make the only functional ones activate on their respective maps. Also if they don't work then the game shouldn't assume that I want the toughest enemy on that stage x100. Also also just nerf sky meadow overall. Everytime you join it you have to face against atleast one boss and two tier 2 elites(E.Lemurian, Brass, Parent) who are extremely dangerous and time consuming to kill unless u have a god run
!feedback
I propose to add a item which increases the size of the weapon
!feedback
acrid's alt skin makes him white and removes all of the green, he also has a red/pink hue to him, so maybe changing his attacks to a purple-ish color would be better
also, when using blight, the attacks are still green but when they hit the enemy it's purple, the attacks should also be purple
!feedback
Give us the option to unlock the camera while running so that we can run away from things while looking at them to dodge. Too many deaths because of getting sniped in the back while fleeing combat !
!feedback please for the love of God just put rex's m2 back where they were originally, I have no clue why they did this and it just bugs me, is there even a point to it when it dosent change the order you get them?
!feedback
It would be great if the game menus were easier to navigate :)
ie: Use ESC as a hotkey for "back", maybe "next page" buttons for the logbook, and being able to mark the logbook as read so it's not like "NEW" constantly
!feedback
an idea you don't stop heling when you get hit by a monster that stops your healing it just slows it down your healing
!feedback Bring back Shattered Mirror, and make it temporarily summon your Umbra copy from the Vengeance Artifact as an ally when used
Maybe make it weaker than the actual Umbra copy boss though so it's not insanely powerful
!feedback Make Acrid's Frenzied leap actually stun enemies.
The Caustic leap stuns golems and Elder lemurians but the Frenzied one doesn't. Please fix this so that it isn't completely useless against larger enemies.
This post was made by #MeleeAcridGang
!feedback Hive Cluster Stage 5 Variant 🙏 🙏 🙏
!feedback
The Royal Capacitor target for Parents should be lowered down the torso. It can be hard to aim at them due to the height difference between the player and the Parent and and if you target them while they are standing and they attack, the lightning strike will strike the air above them instead of hitting them.
!feedback Change the Parent faction event text as currently it's nearly the same thing as the beetle event text. This is just an example, but something along the lines of "You hear otherworldly wails of grief and anger echo" could add a lot of power to the event.
!feedback please change the requirement for ethereal i am not good enough at the game to complete prismatic trial without losing health thank you
!feedback can you add a button to make the new on the logbook go away please
!feedback Could you raise the floor in A Moment, Fractured? I'm okay with taking damage from messing up the platforming, but falling to the bottom of the world takes so long that it slows down the pace too much. Unless I have really great movement items, it makes the experience less fun and more frustrating.
!feedback Here’s a thought I had yesterday. So since ror is all about moving and speed it’s usually not a good idea to stay in place for long. So I thought, what if there was an item that could work as a magnet. It’d pull items right to you after they dropped out of chests. If you got more it could increase the range or how quickly it did so, so you wouldn’t have to stop and grab them every time. I doubt it could be any other color then blue, only for the fact that there’d need to be a downside. So what if you opened a lunar pod with the magnet item, well no matter what, it’d grab that item, even if it was run ending. So there’s pros and cons to using it, so you’d have to change your play style just a bit after getting one. Just thought it’d be a neat item to share and see if it could get put in the game.
!feedback
Sprint should be able to be triggered and maintained by all 4 movement directions, not just forward. At the very least, Up, Left, and Right directions should trigger and maintain sprinting. This is a small, easy to implement QoL that won't detract from skill expression and will positively enhance player experience (less broken pinky fingers from sprint button mashing) in my opinion.
!feedback
this is a bug i noticed a couple days ago but wasn't sure if it was just me being an idiot, but i did some more testing with it and it keeps happening
when i add soldier syringes to acrid it almost never does the third attack, it keeps doing the normal left hand swipe and occasionaly doing a right hand swipe
note: i am not doing the sprint spam trick
i've tested this bug with me holding down m1 and also clicking m1 and it does the same thing
no third m1 attack
!feedback
i have done a artifact and i had 4 artifact keys at one time and went to the artifact guy and it took all of my artifact keys but only dealt one artifact key of damage can you please fix this
also can you make it if you teleport with hunter it dose not stop your sprinting
!feedback I was playing with metamorphosis and got a weird glitch where I spawned as MUL-T in the lunar bazaar, then I teleported to the next stage and had two equipments on Mercenary. I could only activate the main one but it was weird.
!feedback give scavengers a limited set of items on stage 8, or remove them from being able to be the boss until stage 9
!feedback I just bought this game for a friend and the largest complaint I've gotten from him was that there's no colorblind mod/settings. Seeing red is near impossible for him so the hell stage and anytime an Imp Overlord spawn attacks he gets messed up every time. Those are just a few examples.
!feedback Give Rex's default utility the 2 second cooldown that Bramble Volley used to have. It could give him a choice between a significant mobility buff, or healing/damage.
!feedback If Artifact of Sacrifice is Enabled, it should be temporarily disabled while in any zone that time is stopped in. (Exploitable otherwise for infinite items with no penalty to time)
!feedback remove tesla coils from void fields
!feedback
An item that allows us to loot outside the teleporter zone during charge would be useful.
A lunar item that makes items expensive but purchasable during the event or even an artifact.
!feedback Currently, Acrid's melee falls off hard as a run goes on. It's alright early on, but that's about it. His new bite does deal a lot of damage, but you'll get shredded easily late in a run if you try to get in close with your melee attacks. His Utility can be used to quickly smash into a crowd and then immediately bail with his second charge of it, but it's not that effective in most cases and is generally just better for mobility and occasionally stunning dangerous enemies.
Mercenary is good at melee because he has immunity frames, and Loader is good because her main melee attack barrels her through before she can be hurt if used properly, as well as generating barrier. Acrid has no mechanics like these with his melee attacks.
He needs to have a sort of mechanic when using his melee abilities that helps him stay alive in that range, like Mercenary and Loader do. His melee just slows you down late into a run, putting you at very high risk to be instantly destroyed.
!feedback
Make the sound effect for picking up an ammo crate (from Bandolier) louder so it’s a little more noticeable. Usually I don’t even notice I picked one up and as a result I rarely make any use out of it.
!feedback This may be just my opinion, but I think that the skins that alter the physical appearance of the survivors in some way are the coolest (i.e. the Commando's, Merc's, Eng's, etc.). I think it would be a welcome change to give all the survivors that don't have a physical change with their skin something like that to spruce them up further. This wouldn't need to be paired with a color change like with REX's new skin, it could be something simple like a different cape and bow for the huntress, and/or a bucket hat for the MUL-T, so on and so forth.
!feedback make allied attacks a different colour
!feedback If it dies, it can trigger Artifact of Sacrifice. Even Engineer Turrets, Drones, and Survivors (maybe Happiest Mask too??). This feels really strange, and while it's very uncommon to trigger, it still feels jarring when I notice that I dropped a Soldier's Syringe on my own death.
I'm not sure if this is just some kind of bug, but this behaviour is jarring. Not even exploitable, just jarring. Please make it so that allies cannot drop Sacrifice items.
!feedback Challenge 'Untouchable': Clear a single stage without getting hit.
!feedback Dunno if this has been discussed before, but the biggest drawback of artificer is the cooldown on the primary attack, it'd be nice if soldier syringes reduced this cooldown, as it's possible to have times where youve used all your attacks and can only wait, and this is the only character with this behavior, as all other characters have no cooldown on their primary as far as I'm aware, or maybe some other item to do so, as the only item to my knowledge that does is alien head which is extremely rare, so something lower level that helps the cooldown on just the primary would be nice. Artificer is my favorite character, but her best damage ability (flamethrower) being melee range and have no real mobility options besides Ion charge which does substantially less damage, while also taking the flamethrower slot really feels bad and slows her gameplay down, having something to help the CD on her M1 besides alien head would really help I think
!feedback
Object: Burned can of WD-40
Item: Scorched Coolant
Rarity: Green
Description: Has a chance to suppress half of the damage dealt to you by blazing enemies.
!feedback
you can add an item that would add a minimap, this item would be legendary, and with its stack one could see more information on the map
!feedback
Prevent teleporters from spawning underneath map geometry, or change the location on the teleporter that items spawn at. When teleporters spawn under map geometry in ways such as in the shown picture, it causes the items that are spawned at the end of the teleporter event to spawn within the map geometry, and will generally be unreachable by the player(s).
These is especially frustrating when the player(s) complete events with shrine of the mountain, as a large sum of items that would have been available from completely the the teleporter boss will be unobtainable. I have had more than 5 situations where this has happened in multiplayer runs, and it has either caused upset or made the run we were doing harder by being at a lesser amount of items than we would have had otherwise.
!feedback for mainly cosmetic purposes (but also strategic ones) make an identifier for bosses that have special moves, like clay dunestrider and wandering vagrant that shows when its specials are down in some way.
!feedback
Listen. Nobody likes sitting around in void for their HP to regen so they can safely open another gate. I propose that opening the gate fully restores your HP. Not only would this reduce waiting, it also makes void fields slightly less of a slog.
But, how can I abuse this?
You really can't. Once you are done with a cell, you are given a few seconds before you are forced to run to another one. There is no enemies to spawn until you open the next cell, so giving the player their HP back has no downside on that front?
What if the enemy has Dio's?
Dio's is only given on the last wave and after the last wave is up, the entirety of void fields becomes safe to travel, making it so one cannot just finish a wave and then run to another cell, as that would be impossible.
!feedback
Speaking of Dio’s in void fields... please make it so enemies disappearing when the final cell finishes loading doesn’t trigger it. It’s annoying finishing the final cell, grabbing that red item, and... some stray attack might 1-shot you.
!feedback
Put the switches in the desert stage on a timer so that solo players who don't play engineer can reliably get them. Saying that the pots are a legitimate alternative is ridiculous due to their horrendous physics. If engineer can reliably press them each run, then I see no reason why the other survivors shouldn't be able to outside of multiplayer as well.
!feedback
Let lepton daisy work with the void fields cells.
!feedback Artifact idea
Name: Artifact of Conversion
Description: All elite enemies will have an increased chance to drop aspects.
!feedback
Artifact of Chaos is fun. I would like to see unique death message when being killed by my team mate, my minion or my own attacks.
!feedback give collision to the big drone in rallypoint so we can actually ride it.
!feedback I think wandering vagrant should get a slight health or armor decrease as they are harder to hit as melee characters when they fly up high, aswell they are very strong due to the large aoe attacks so making them less tanky would make them slighty easier to deal with since it can be hard to deal with multiple low health vagrants that each take turns nuking the map
nerf the clay templars plz
!feedback make it so that you can choose like a special stage or one of the stage one maps when you use the bazaar between time for stage 5
!feedback
nerf the clay templars plz
@stray steeple
!feedback I would love a lunar item that makes you smaller but also makes you take more damage.
!feedback
A counterpart to the lepton daisy when instead DAMAGES all enemies nearby.
!feedback
I think the challenges for unlocking the skills should have a once over before 1.0. There's honestly a lot of disparity in how some skills are unlocked compared to others. All of Acrid's current skills can be easily unlocked by just casually playing acrid for a few runs. Engi's are similarly skills that can normally be unlocked by regular, casual, gameplay, with perhaps some special attention for the better with friends unlock. This makes challenges like One shot, One Kill (dependent on a long run, command, or getting a crowbar printer), Piercing Wind, Incorruptible, Ethereal, kind of stand out for their specificity. Hell, Merc's other unlock is incredibly easy to get just from a normal run or falling into the void. It's jarring that there are some challenges that players don't have to go too out of their normal playstyle to get, and others that you need to be very specific in your playstyle to complete.
!feedback (lunar) Tank Shell - When standing still, gain the "Tank" Buff, increasing your damage by 100%(+100% per stack) "Double your damage, when you aren't moving "
Appearence: Tank shell lodged into the shoulder of the player/lodged in the turret. Only mobile turrets inherit this item
!feedback
Some online modifiers to enhance the experience such as all players share Items and or all players share money (mainly cause its hard to save up for the gold altar or legendary chest) these modifiers could also disable unlocks (such as all players share items.)
!feedback
Allow Artificer's freeze execute to interact hyperbolically with Old Guillotines, the way Old Guillotine stacks with itself. Currently, the game picks the higher execute threshold between artificer freeze and Old Guillotine. This means that after a player obtains 2 guillotines, Snapfreeze simply becomes a 100% damage nuke with pitiful range (her m1s do 220% for perspective). Allowing the mechanics to interact with each other helps cement artificer's role as a powerful nuker with unique mechanics.
Edit for clarity: Currently Artificer's freeze execute threshold is about equivalent to holding 2 guillotines. The feedback I'm proposing is: when an enemy is frozen by an Artificer with 2 guillotines, bump the execute threshold up to act as if the Artificer was holding 4 guillotines instead of just ignoring the weaker threshold entirely.
!feedback
If Hopoo goes with the paladin, he should have a different passive for each RoR1 survivor that confers a bonus characteristic of that survivor. I mean, he'd have something like 12 passives to choose from, but it would go with his theme. Could be fun to see what they come up with, but it would be pretty nice in my eyes.
!feedback A friend and I were thinking about an item that would synergize with high health builds. I thought of an red item that would give you base armor based on how high your health is and give you +35 total health with every stack adding +35 total health. The amount of armor you get is based on (total health+shield)/(70). So if you're a MUL-T at level 20 with no extra health items, you would have 1400 health, which translate to gaining +20.5~ base armor. But if you're a MUL-T at level 20 with 2 infusions, 5 personal shield gens, and a transcendence, you gain a +43.49~ base armor. I was intending of making an item that was only more effective later in a run when you've accumulated a lot of health items or as an item that aids in Transcendence runs. Additionally, I intended it to be like Brilliant Behemoth in that extra stacks of it don't provide as much of a benefit compared to getting a single stack of it.
!feedback multiplayer pause option
!feedback the "stabilized" under Artifact Reliquary isn't centred, but it probably should be.
!feedback an item that increases pickup range would be cool
!feedback
New Equipment (REDUX!)
Name: Graviton Driver
Cooldown: 20s
Passive effect: Increases the pickup range of dropped pickups by 3m.
Active Effect: Trigger a gravitational surge, deflecting projectiles and dealing heavy knockback to all enemies in an area around you, stunning them.
Thought it was a good time to bring back this concept of an item idea I brought up ages ago, and expand on it a bit. I like how Gnarled Woodsprite works, and would love an item similar to it. Pickup range effects wouldn’t really work well on regular items due to them being so limited, so putting it as a passive effect on an equipment is the best way to go.
!feedback
Please make it so when you have Artifact of Command on, items can't spawn on top of each other when they come from a shrine. It's so annoying when you get an Equipment essence and it blocks you from the white/green/red essence. You can jump to get to them, but it's very tedious and extremely deadly if you do it before the teleporter event.
!feedback
Lunar Coins adjustment
Each run starts with "X" coins.
Coins reset to "X" at the start of each run.
Coins continue to drop during the run as normal.
Starting value "X" is increased for completing Challenges (Such as suvivor Mastery)
Ex: 5/7/9 Lunar coins at the start of every run. +N starting coins per run for each Mastery skin unlocked. (Or similar achievement)
Option: "X" can be adjusted on difficulty as well
Option: Lunar coin awarded every Y Stages or Z loops (allows sane acquisition of Artificer if luck is bad)
Artifact Hermes: Lunar items are free.
Devs already described Artifacts similar to 'cheat codes'
No longer requires players to open notepad! (Console players rejoice?)
Exception to above: Artificer must still be 'purchased'
Twisted Scavenger reward:
Uncertain. Depends on how often the devs want us to 'use' this boss.
Options:
--Permanent +N to "X"
--Artifact Hermes unlock (see above)
--Score screen multiplier (lol)
--Buff against "Final Boss" fight?
----Special item for use against "Final Boss?"
!feedback
Greater Wisp should not be able to attack when they die
!feedback
It would be great if you could set presets for every survivor! It can get kind of annoying to have to change your options constantly depending on who you play. I want my sensitivity higher when I’m playing Mercenary than when I play Commando.
!feedback Acrid's leap isn't stunning correctly, please fix it
!feedback Blast shower as a use item is super not useful compared to almost every other equipment.
I suggest reworking it entirely, or change it to a white that reduces status effect length by 5% per pickup.
Since it would be passive, the effect would be more noticeable and effective, especially if you stack it high. (Also you won't outright forget you have it.)
!feedback
acrid's melee part feel weak and lackcluster to use. maybe this could be improved by making his primary (or melee attacks in general) deal a bit more damage to poisoned/blighted targets.
this could also be worked into a blight buff that encourages using blight and would make going for a melee acrid viable.
mainly blight and melee in acrid's kit feel weak compared to the base acrid kit and giving even something like bonus damage or a small heal on hitting blighted enemies with melee or the primary attacks would encourage people going into melee range with acrid.
!feedback
Add a vc that allows discord streaming (so people can flex their god runs)
!feedback Add more "wacky" items. There's a lot of items which proc on hit, etc. but basically boil down to "shoot and you'll do a lot of damage." They're a lot of fun, but I would love to see more unique items that allow for different playstyles. My favorite run ever was when I got the item that spawns wisps while sprinting along with some energy drinks, and just ran circles around the hordes and killed them all. Things like this, that break the game in crazy ways, are what I think would really make ror2 next level.
we should have a log of past runs, (3 or so)
we should have a log of past runs, (3 or so)
@little barn !feedback
!feedback Testing grounds where we can see our dps/stats on test dummies. Would help in testing out builds to get achieves/logs.
!feedback add a white rarity item that has a frost based on hit effect. for fire there is gasoline and kjaros, explosive there is stickies and missles, but frost only has runalds if I’m not mistaken
!feedback I feel it would be thematic for 1.0 to include ancient scepter.
!feedback Add more diverse loadout skills, I saw alot of people wanting a sniper from RoR1 to come back, but maybe huntress could get a sniper with a skill change? As for me, I really want to see artificer get a full set of abilities for fire, ice and (Lightning?), as well as maybe expand into other elements like earth.
I don´t know if this is already in progress, but i would like a stats page where i can look up my overall played games, Top-Score, total-kills and so on. I dont think thats a hard thing to implement because there is already a save file where exactly these information gets documented. However, I would rather having a ingame stats page than a local save file. ❤️
I don´t know if this is already in progress, but i would like a stats page where i can look up my overall played games, Top-Score, total-kills and so on. I dont think thats a hard thing to implement because there is already a save file where exactly these information gets documented. However, I would rather having a ingame stats page than a local save file. ❤️
@mild carbon !feedback
!feedback - I wish there was a place where you can store combinations of artifacts
!feedback A minor nitpick, but please change the animations of Parents to be more weightless and smooth, especially walking animations. In RoR1 I interpreted them more as weightless spirits that slowly move around while in RoR2 they look like heavy yellow golems that stomp around. It doesn't fit with its design.
!feedback
Make it so that players are able to pick up pots in the desert as this will make opening the gate more viable. I don't even try if I'm not using Engi or loader
!feedback
for steam, is it possible if we can add each other steam friends inside the game?
!feedback
make arcid plushie for sell
**>**arcid
!feedback make survivor action figures 👀
!feedback
make risk of rain 1 and risk of rain 2 merch.
!feedback Make time pass in the void, but slower. I feel like void items are a little too "free" in the long run atm, but they'd probably be pretty redundant if time passed at the same speed as the outside.
!feedback Add a welding laser to the rebar puncher.
As you hold left mouse with the rebar, it fires a weak, but fast damaging long-range laser (with damage falloff). If left mouse is held long enough, then it will shoot the rebar after it is released. The rebar also now takes longer to charge up, but does even more damage than before. (maybe something like it takes 2 * longer to charge, but does 1700%, or something)
Edit: Rebar needs a bit of a buff, and sometimes it gets enemies pretty close to death, but not quite. The Laser is there to finish them off, without eclipsing Mul-T's other damage options.
!feedback
counterparts to the shrine of woods and gnarled woodsprite
Shrine of Desert
would be functionally the same as the shrine of woods, but instead expands a circle that damages enemies
appearance would be a tall, smooth sandstone monolith with a hole near the top and a flame burning within
Windblown Stonesprite
follows behind the player, giving them a slight damage buff, but instead of being put onto allies, it is affixed to enemies and deals damage over time, but cannot kill
appearance-wise, it would be a small flame trapped within a cage of smooth, shaped sandstone
Edit; any feedback would be much appreciated! just ping me in #ror2-feedback-discussion!
!feedback
I say we need a custom map creator a simple one or a complex one.
Maybe a steam workshop for ror2 aswell.
note: i dont know anything about how steam workshop works.
!feedback
Idea originally said in #gd1-nullified by@topaz meadow , not entirely sure if it has been posted here yet, no one said it was.
-An artifact that syncs all players' items. For example, if.. Let's say player 3 picks up an ATG Missile Launcher, they and everyone else in the lobby gets this item. Player 2
uses up that Dio's best friend Player 1 just picked up? Sorry everyone, but Player 2's parents were calling.
Hopefully this idea makes sense?
Plz add :3
!feedback
Provide "total time played" in each survivor's logbook. currently it only states "longest run", "pick percentage" and "times played". "total time played" feels more personal and accurate than "times played".
!feedback
In the late stages, scavengers only spawn unless theres an event. please make it so the enemies vary so I don't see scavengers as far as the eye could see. It could make gameplay less boring

!feedback i feel like you should be able to turn on and off any artifacts in the middle of a run, either in the artifact unlock stage or the lunar bazaar (or just in a menu)
!feedback
Fuzzy Dice (Lunar)
Chests now pay out DOUBLE the items.
BUT chests also can pay out NO items.
50/50 chance.
!feedback the vagrant's little ball that they sometime shoot out is WAY too strong and is basically impossible to actually counter in the early game because they still explode if you shoot it down and the explosion can go trough walls, not to mention it's way too fast to try and outrun it so you can shoot it down. So just remove the death explosion to it and slow it down aswell as fixing the explosion going trough walls
!feedback
A lunar item that randomizes all of your items into different ones. Lunar items will be unaffected and the affected items can’t become lunar.
!feedback (Different version of fuzzy dice after feedback)
Fuzzy Dice (Lunar)
Chest contents are now DOUBLED, but chests now COST double.
This makes the player consider farming more on a stage than they normally would.
Stacking would just cause the chest to give out more items but cost more proportionally.
!feedback
Make blazing elites fire trail only activate when they are moving and not when they are standing still or being stunned.
This would make it easier for melee characters cough **#MeleAcridGang ** cough to stand a chance against blazing golems or any other big blazing enemies.
!idea
Providence as a survivor(from Ro1)
Passive-command: If providence is hit by a non-boss enemy there is a 20% chance they become charmed(this is shown by a small providence like aura around their head) they can still be hit by the player but now they aggressively attack their allies, you may only have 2 charmed enemies at a time.
1st ability\basic attack would have him slash his great sword hitting all enemies in front of him for 180% )which will start slower than most melee characters) but for every enemy hit up to 3 stacks he attacks slightly faster.
Unlockable-by completing a challenge his basic attack has reduced damage and loses the ability to gain stacks but now sends a slashed arc that can penetrate
2nd ability-blink a short distance(like huntresses phase blink) upon re-appearing he thrusts his blade in the ground pushing enemies back and damages them for 100%, he can do this in the air and go up in the air but he will plunge downwards(if he hits an air unit they will be brought downwards) and proceed to do the AOE
Unlockable-he swings his sword downward creating a powerful ripple on the ground knocking enemies upward and dealing heavy damage (200-210%)
3rd ability- providence will fire four orbs that spread out upon firing dealing 60% shortly after the first shot he will proceed to shoot the orbs again,they disappear when they hit an enemy or go out to far, they're velocity is very fast.(gilded worm)
Unlockable- instead he fires a short lasting hard hitting laser that does 80% per tick 0.5 for 5 seconds, it can be toggled off for a shorter cooldown
4th ability- Providence holds his hand out and aims, aiming at an enemy that sets a mark on the target after 5 marks a great energy will erupt from them dealing 500% dmg
Unlockable-providence summons a shadow just behind him which takes the attention of some enemies every move,ability,basic attack Providence does the shadow does too on a 1.5 second delay but within the same range
Providence as a survivor(from Ro1)
Passive-command: If providence is hit by a non-boss enemy there is a 20% chance they become charmed(this is shown by a small providence like aura around their head) they can still be hit by the player but now they aggressively attack their allies, you may only have 2 charmed enemies at a time.
1st ability\basic attack would have him slash his great sword hitting all enemies in front of him for 180% )which will start slower than most melee characters) but for every enemy hit up to 3 stacks he attacks slightly faster.
Unlockable-by completing a challenge his basic attack has reduced damage and loses the ability to gain stacks but now sends a slashed arc that can penetrate
2nd ability-blink a short distance(like huntresses phase blink) upon re-appearing he thrusts his blade in the ground pushing enemies back and damages them for 100%, he can do this in the air and go up in the air but he will plunge downwards(if he hits an air unit they will be brought downwards) and proceed to do the AOE
Unlockable-he swings his sword downward creating a powerful ripple on the ground knocking enemies upward and dealing heavy damage (200-210%)
3rd ability- providence will fire four orbs that spread out upon firing dealing 60% shortly after the first shot he will proceed to shoot the orbs again,they disappear when they hit an enemy or go out to far, they're velocity is very fast.(gilded worm)
Unlockable- instead he fires a short lasting hard hitting laser that does 80% per tick 0.5 for 5 seconds, it can be toggled off for a shorter cooldown
4th ability- Providence holds his hand out and aims, aiming at an enemy that sets a mark on the target after 5 marks a great energy will erupt from them dealing 500% dmg
Unlockable-providence summons a shadow just behind him which takes the attention of some enemies every move,ability,basic attack Providence does the shadow does too on a 1.5 second delay but within the same range
!feedback
!feedback Item Idea
Object: Golden Anchor
Name: Sunken Sale
Rarity: Red
Description: Every 1000 gold you earn, a golden anchor will drop on a random enemy nearby.
(If the enemy is killed, you will gain 2x the amount of gold you earn from that kill)
!feedback
Keep showing the teleporter ping once you've pinged it until it has been activated and finished.
Helps people whose short term memory go on the fritz in hectic situations, causing them to need to find it again.
make all item getable in normal gamplay not some in prismatic
make all item getable in normal gamplay not some in prismatic
@paper spear !feedback
!feedback Item idea
Object: Silver and Gold engraved bullet
Name: Gilded Bullet
Rarity: Red
Description: Every enemy you kill will double the amount of gold you earn for 3 seconds.
( timed effect does not stack per kill)
!feedback or maybe an way for new player like an noob mode in prismatic trial that also not so good palyers can get the item
!feedback Gesture Nerf
Gesture is op.
Equipment Cooldown is halved, but it automatically activates and is less effective
Here's what is meant by "less effective":
- Blast Shower: Has a chance to not remove a debuff.
- Disposable Missile Launcher: Slightly lower proc-coefficient.
- Eccentric Vase: Slower acceleration and lower max speed.
- Foreign Fruit: Heals less.
- Fuel Array: Explodes sooner. An optional challenge.
- Gnarled Woodsprite: Heals less.
- Jade Elephant: Less armor.
- Milky Chrysalis: Doesn't provide as much lift.
- Ocular HUD: Less Critical Strike chance.
- Preon Accumulator: Slightly lower proc-coefficient.
- Primordial Cube: Shorter range and weaker pull.
- Radar Scanner: Shorter range.
- Recycler: Small chance to destroy item instead of reroll it.
- Royal Capacitator: Slightly lower proc-coefficient.
- Sawmerang: Slightly lower proc-coefficient.
- The Back-Up: Drones deal less damage.
- The Crowdfunder: Slightly lower proc-coefficient.
- Volcanic Egg: Slightly lower proc-coefficient.
This would not affect the aspects.
EDIT: Fuel Array exploding sooner. Why would you pick up Gesture with Fuel Array anyways? Consider it an optional challenge, at least according to @green pebble
!feedback
optional touchscreen camera aiming for switch version while in handheld mode
!feedback
Changing Artificer Primary bolts from charge based as current to charging based, as in engineer primary; removing cooldown for bolts, and also adding benefit to picking up Soldier Syrum
!feedback
Commando's grenades should explode on impact with fire or burning enemies (blazing elites and enemies with burning debuff), if they don't already.
!feedback Item idea
Object: Arrow
Name: The Bowless Arrow
Rarity: Green
Description: Upon damaging an enemy, has a chance to send an arrow flying towards a random enemy.
!feedback
Just had an unpleasant Twisted Scavenger experience that felt wrong.
Be me. Mul-T with permanent Jade Elephant, ~25x Infusions, 3x Transcendance, 2x Aegis + Rejuvenation Rack, 100% crits and a bunch of Scythes. That's 17k Shields+Barriers and >83% damage reduction. Damage output is on par. I can face tank anything, even malachites, even this Shaped Glass Scavenger, simply don't feel it, constantly sitting at full HP.
**But! **The time is ~50 minutes in and killing this Scavenger takes ages. I could kill anything in seconds but i'm already holding down my left click for 10 minutes and Scavenger still has about 30% HP left. Him getting Tougher Times twice only slowed this process even more.
And i keep shooting and shooting and shooting... And then - tink tink tink tink - i'm dead. Game over. Eh... what? I look in chat: Scavenger found Tesla Coil.
I don't even... 17000 damage in 4-5 ticks! I don't understand how Tesla Coil is okay on Scavengers. And that HP scaling on Twisted Scavengers is too much.
This encounter wasn't challenging, fun or entertaining, even if i didn't instantly die and finished killing that Scavenger like another 10 minutes later.
!feedback Boss item ideas
For Imp Overlord
Object: Imp´s finger or horn
Name: Abyssal touch (?)
Rarity: Yellow/Boss
Description: chance on hit to spawn spikes bellow the target (or from the body of the enemy), that add bleed to anything that touch them. (Ideally is another type of bleed different from Tri-tip dagger's)
Alternative
Object: One of Imp Overlord's eyes
Name: Abyssal sight
Rarity: Orange/Boss
Description: Equipment. Re-materialize in a different location, dealing massive damage to everyone standing within range of the target location.
For Clay Dunestrider
Object: Clay pot weapon, similar to the one Clay Templars use
Name: Mini-targun
Rarity: Yellow/Boss
Description: chance on hit to debuff the target with tar, making it vulnerable to fire and explosive damage
Alternative
Object: A little pot with tar tendrils falling from the top
Name: Pot of gluttony
Rarity: Yellow/Boss
Description: falling bellow 10-30% health give a massive health per hit buff to the player. Recharges every X seconds.
For Alloy Worship Unit/Solus Control Unit
Object: Mini solus probe floating around the player
Name: Emergency Probe
Rarity: Yellow/Boss
Description: add a temporal 50-100% max hp shield when falling bellow 25% health, it could also explode around the player (think of the attack Solus does) dealing a non damaging knock-up. Recharges every X seconds.
!feedback
Rework how you use the War Banner. As of now it's sort of maybe useful on the first three stages but the later the run goes on the less you level up making this item completely useless late game.
My idea is that the item has it's own key for activation Maybe E or something? idk and every time you level up you gain a charge. When you have a charge, if you press E you place the war banner. Except now it also grants enhanced health regen along its already existing buffs. You can have up to 10 of these at a time and I think this would make the war banner more viable since it's probably one of the worst items in the game as of now.
!!feedback New Artifact: To access the next stage, after the Teleporter, all enemies must be dead
!feedback Ive put tons of time into this game and i feel shrines of chance need a little tiny rework... it seems like they either just give you the items or they fail 8 or more times in a row and become so expansive that there is no point in useing them. it would be nice if you could get a small % back on what you spent if it fails... because having a shrine cost 6.8k on the 7th fail and going bankrupt trying to get items from them is a bit unfair.
!feedback
More of these?
Some "side" objectives to gain a temporary buff (current stage only) or a permanent buff (until death, even if
keeps you alive)
Or even a different way to activate the teleporter after you loop.
!feedback Ive put tons of time into this game and i feel shrines of chance need a little tiny rework... it seems like they either just give you the items or they fail 8 or more times in a row and become so expansive that there is no point in useing them. it would be nice if you could get a small % back on what you spent if it fails... because having a shrine cost 6.8k on the 7th fail and going bankrupt trying to get items from them is a bit unfair.
@pure marsh !feedback
!feedback Considering the suggestion about Shrines of Chance being most of time a waste of money, the chance for a better item could get higher the more one fail, for example if you fail 5 times in a row the chance of getting a Legendary/Red item goes from 1% to 6% (1% extra per fail)
!feedback
Artifact Idea
Artifact of Fate
Effect: Randomizes which items will be available for drop at the beginning of the run. (Does not randomize every stage) You could end up having only medkits and fuel cells drop or you could have everything available for drop. Let fate decide. You will have to adapt based on what's available.
Side-notes: Must have at least 1 item able to drop for white, green, and red items. If all special items in a category are unable to drop make their way of getting them not spawn (no lunar pods, golden shrine, boss items just won't drop, etc.). Artifact keys are unaffected. This could also play well with Artifact of Command by making the unavailable items locked on the choosing screen.
!feedback
engineers turrets lack control and often ignore important bosses and kill less important enemies like lesser wisps even though they're almost directly beside them. it would just be nice to have some control to the turrets so that you could direct mobile turrets to move where you point and for both turrets to prioritize a specific enemy and then go back to picking targets or moving on their own after the target is dead or their moving/prioritized enemy is canceled. the idea would kinda be like when you hit R3 to tell a team mate that you want them to move somewhere or to kill a certain enemy which could also work with the turrets
!feedback It might be better if both of Commando's utilities didn't cancel sprinting, and if the default in fact always counted as a sprint. Would save trouble hitting sprint over again. That and personally I just find them a little more fun with that enhanced speed and mobility and the "air dashing" feel it brings out in the default, assuming that wouldn't be touched anyways
!feedback
Use Skills 2.0 to "bring back" survivors from Risk of Rain 1 if they won't be added to Risk of Rain 2. For example, if
isn't going to be added, give
some similar skills.
Poor
doesn't have a second Primary ability.
!feedback
This is more about the concept than the actual numbers. No idea if it's even a decent idea or not but here we go.
Lunar Item: Software Update: Hivemind
Description: Non-engineer turrets and drones (including backups) get every unique item in the player's inventory up to a cap of 1 (+1 per stack) and gain some percentage of the player's base health and shields. However, the player also confined by the item cap but is still able to pick up items past the cap. Can be cleansed to return the game to normal.
The idea is to make turrets and drones a little more relevant past the early stages of the game, but having them get all of a player's items and doing so without any nerfs would more than likely be OP and would take away from the engineer's uniqueness. I made it a lunar where the drones get buffed and the player gets nerfed forcing the player to change their playstyle. In the early game, the nerf shouldn't matter as much and would encourage players to go for a wider variety of items. On the flipside, as the game progresses, the percentage of the player's inventory that is not being utilized will grow and they will be forced to either cleanse the item or pick up even more of them to raise the item cap. The initial cap could also be determined by item rarity to be a little less harsh (for example white: 3 [+1 per stack], green: 2 [+1 per stack], red: 1 [+1 per stack]). As I said at the beginning, this can be tweaked and molded but I wanted to toss the concept out there to see if it's something that sounds okay.
!feedback
Artifact of Unrestraint
Teleporter charges regardless of player position (there is no TP zone), but to advance further you must kill all enemies on stage.
!feedback have a 50% chance for a lunar pool to spawn in the shop for removing items
!feedback
Yes its a small thing but let us see our teammates skill cooldowns. Merc is clearly using a skill here but all skills are ready to go.
!feedback
stone golems can spawn as the first enemy and hit you with their laser while you're still in the escape pod; and even lesser wisps can shoot you while in the pod and i think while in the pod enemies shouldn't be able to hit you
an idea to keep people from camping in there:
1.) timer that kicks the player out afer 5-10 seconds
2.) escape pod "explodes" after taking too much damage
!feedback
Give lunar coins after you complete a prismatic trial. This would only work once until the trial refreshes and gives you a new one.
This would help two things:
- Helping with players' lack of lunar coins
- Giving some kind of reason to play prismatic trials
!feedback
Artifact Idea
Artifact of The Gambler
On item pickup it is randomly assigned to a player. Could be you, could be someone else. Could add some fun chaos to runs.
Credit goes to a friend, not me
Edit: revised the name
!feedback
Artifact that acts as a mountain shrine. Every loop, it adds one more stack of the effect, or just make it a lunar item, which fits their identity.
!feedback
a new lunar item:
once you kill the teleporter boss it charges instantly but the boss gets a big buff (idk maybe in health, damage)
!feedback ik this kind of thing has been mentioned before. but the boss monsters often feel unthreatening with easy and simple attack patterns. my proposed solution: boss powers. these could maybe be a monsoon exclusive or from an artifact (artifact of enpowerment?) where other types of monsters in the same family (as in like the family events) are buffed or have their ai changed. for example, after the beetle queen roars all nearby beetles gain the ability to perform a weak acid spit for a short time. these changes would spice things up and make the other enemies near the boss more dangerous. this would also make overall boss monsters more dangerous and entertaining. also during the fight the enemies in that bosses families would also have increased spawn rates, just so their powers have more use.
edit: spelling error, wrong their
equipt barrels are useless after the first one! you get what you want and then its purely firework fodder...
!feedback Logbook suggestion: in the Logbook previews for survivors and monsters, it would be cool to have an option for the 3D models to play their various animations for attacks/abilities.
!feedback
It has been several times where in multiplayer, our teleporter is in a cave or under terrrain. When we finish the boss, our items literally clip into the terrain and we get nothing. 3 mountain shrines, and we get the 1 item that makes it through.
What should happen, is that either the teleporter should not be able to spawn against walls and tight spaces, OR make it so that the items do not visually spawn from the teleporter like you see them do when you are in a wide open space.
I can also put it this way. If a teleporter spawns in the abyssal depths caves, then the boss items should not get stuck in the cave ceiling or walls. Same with any other tight space.
!feedback
Make Items Collected on the end stats screen expandable to show the number of White/Green/Red/Yellow/Lunar collected over the run.
Idea stems from not wanting to make new profiles or edit achievements to redo Incorruptible.
!feedback
I don't know where to ask this question as I am relatively new to this discord server. But I wanted to know if the developers plan on making RoR2 playable through GeForce now? I do not own a gaming computer and my laptop cannot run the game with more than 12fps. Having the ability to launch RoR2 through NVidia's VM would mean that I could finally play the game.
!feedback Could we get a random character selection, I enjoy playing as all of them and would like a choice to play a random one
!feedback
can we please get an option to force host in quickplay? I keep getting good starts on monsoon, then the host dies and leaves. either option to select host, or migrate host when host leaves. quickplay is super volatile
!feedback
An artifact that allows all survivors to share the same inventory. Downside would be, when 1 person uses a 3D-Printer, it'd take from everyone too.
!feedback
Add a black background or something to the chat box. A moment, Whole, makes it impossible to see text. Have an option to change the opacity of the black background as well.
!feedback
A system or setting of sorting picked up items by rarity in order. so, when you check what items you've picked up they’re neatly ordered. Possibly boss->white->green->red->lunar. Instead of the latest item
!feedback we should add in a feature that allows for a voting system for pausing and if everyone agrees the game will pause and than you must vote again to cancel the pause please like this so that the developers can see it
!feedback add bouncing brain active item to ror2 literally unplayable
!feedback
You can kill pots, and they are essentially enemies in every way. Give them logbook entries. Justice for pots.
!feedback Give challenges green, orange, and red little badges/dots on completion depending on what difficulty they've been completed on, with obvious exceptions for brainstalks and skins, and perhaps similarly with additive challenges that have to be/can be done over multiple runs. Not saying to add in more difficulty restricted challenges cuz that's a whole different discussion, but I think this would add in another level of completion to the game that players could work towards to get all red badges on the challenges.
!feedback
Object: C4 Style Bomb with metal shards in it
Name: Shrapnel Bomb
Rarity: Green
Description: 10% Chance to launch a Shrapnel Bomb on attack, with each stack the chance increases by 5%. The Shrapnel Bombs have a 100% chance to inflict Bleed for 5 seconds inside the area of effect. (Half the Size of Engineer Shield)
!feedback
I've always thought that glacial elite's death explosion, especially on bigger enemies has been a real non-threat late game. For such a big elite, they produce such a small explosion. Maybe if you scaled the explosion up for bigger enemies, like how a malachite vagrant shoots 8 spikes out instead of 3, it'd be a bit more threatening.
This could also go for fire trails or celestine invis fields, but that's a different thing all together.
(Edited to include celestine effects as a possibility)
!feedback
Filter region for Quickplay. Cause it isn't really 'quick' to find a host and people with close region.
!feedback
please make the mini mushrum horde of many bosses heal less, if you dont have great damage output it becomes nearly impossible to kill them
!feedback
Instead of Artificer's primary charges coming back through cooldown, have it so they come back once the projectile hits something or disappears. Would add a risk reward mechanic for fighting up close and prevent long range super spam.
!feedback I think that the drones/turrets should get some sort of buff, because they are essentially glorified decoys right now (other than healing drones for the first loop or so). Even the BIG BOY drone falls to this overall drone weakness, despite the fact that it's as expensive as a gold chest (more or less). This can be done in a number of ways, such as an item that increases the drones strength per stack, a straight buff to their stats, etc, just do whatever is easiest to implement/seems best for the game. I want this to be done because I think having the ability to go for a drone build, with The Back Up (which I think should be buffed along with normal drones) and a sh*t ton of bought drones, would be awesome and a lot of fun.
!feedback (Got this off a youtube vid)
What if we had something like this in the TAB menu? When hovering over an item it explains it and even has the stacking stats updated in real time so you know all the nice little specifics
!feedback
allow the drops to specifically land on the teleporter so as they dont get caught on high walls/ unreachable locations. Picture illustrates all 3 drops in same unreachable location
!feedback heres an idea for another artificer alt primary
snowballs
has no cooldown, functions like a standard m1
low damage per hit (probably 50-100%), slower fire rate compared to standard bolts, probably 0.3-0.5s
||these differences are to keep snowballs in line with other m1s of its kind, NOT to make it objectively worse to arti's bolts, they specifically already fulfill a different purpose so it should be ok||
could also have an additional slow/freeze debuff depending on what the devs want to do
!feedback
It would be nice to have an option where you can enable detailed descriptions for items when you pick them up and they show at the bottom.
!feedback [bug]
Activating Harpoon's targeting window with Engineer pauses and resets the cooldown on secondary.
!feedback
Add wall run 2 Hopoo feather
!feedback Add these to the Logbook:
Twisted Scav
Fuel Array
Malachite Urchins(?)
Elite Aspects
!feedback
Item idea. Not sure what the item itself should be.
Rarity: Green.
Effect: The first hit on an enemy reduces their armor by 1 (+1 per stack).
!feedback
Hoard of many should be an easy and much rarer fight. I feel like it'd make a lot more sense for a few lil blue bois to be less scary than three huuuuuuge stone titans rather than the other way around. Plus in my opinion (no idea about the general consensus), boss fights are in general a lot more interesting rather that fighting a few extra powerful enemies that you've already killed 20 of this level.
!feedback
Object: A necklace with a 7 pendant
Name: Lucky's Seven
Rarity: Red
Description: Every seventh enemy you kill has a small chance to drop an item. More stacks increase the chance of item drop.
!feedback
The H3AD-5T v2 shouldn't force a player's jump height to be higher. I propose it should allow the player to hold jump if they wish to propel themselves up that high (and given the item is charged). At the moment, as an avid Wax Quail bhopper, finding this item is usually a hard pass.
!feedback
There should be a way to toggle some of the most flashy screen effects in this game, the screen flashes from certain items make this game unplayable for anyone with photosensitive epilepsy, for me personally the screen effects (red when teleporter starts, purple when brainstalks is active) start giving me headaches after a few minutes of gameplay and I cannot keep playing this game as much as I would love to.
!feedback engineer mines stop regenerating if you hold third alternative skill
!feedback
Possibly change the shrine of order to randomize you're item set, it would be very much like the d4 from the binding of Isaac and I think it would make the shrine used more
!feedback
To maintain the aesthetic and playstyle of Commando's grenades, while also making them more powerful in later stages:
Make it so that holding the special key cooks the grenades (as in, you hold them before throwing). Upon release, regardless of how long they were held, they have a set timer that is longer than base fuse but they do not explode on impact. Instead, if a cooked grenade makes contact with an enemy, it will stick to them and start a very short fuse (like 0.1s). This way you can reliably deal damage to boss enemies, and uncooked grenades maintain their feel of "oh shit gotta run toss some 'nades tho."
!feedback
Adding a Statistics-Menu to the character selection. The new menu has some of the "after-death-screen-statistics". I've made an example as shown on the picture with:
"Best Stats": Difficulty and Active Artifacts aswell as Stages Completed , Best Time Alive , Highest Level , Deaths , Kills , Damage Taken , Most Damage Dealt , Overall Damage Dealt , Gold Collected and Items Collected
!feedback
Aspects Update Concept
Probably the rarest items in the game feel quite underwhelming since they take up an equipment slot, perhaps giving them some active effects would make them more beneficial to have.
This is basically a draft of what could be made to improve aspects.
All active has a 60 second cooldown
Fire
Passive: You apply fire damage to enemies you attack.
Active: Create a trail that deals damage AND applies fire damage. (5s duration)
Lightning
Passive: Half your health become shields, your attacks create lightning orbs
Active: Restore ALL your shields over 1 second. (Cancelled if attacked).
Ice
Passive: Attacks slow on hit, When you die cast an ice explosion
Active: Cast an ice explosion.
Corruption
Passive: Occasionally shoot out poison spikes that deals damage and negates enemy healing.
Active: Summon a Malachite Urchin that shoots spikes. Lasts 8 seconds.
Celestine
Passive: Attacks Slow, Allies in a small sphere around turn invisible.
Active: Expand the sphere and turn yourself invisible for 3 seconds.
!feedback
Buff the Interstellar Desk Plant.
The situationalness of the Plant makes it unviable for runs, as common items overcome this legendary easily (common items: Bungus, Slug, Medkit, Monster
Tooth; uncommon items: Scythe, Daisy, Leeching Seed).
The ROR2 Plant is actually worse than the ROR1 Plant, seeing as the ROR2 plant has ranged heal along with % heal instead of ROR1 plant pickup orb and flat heal (like Monster Tooth).
If 1 monster tooth/2 fungus/1 medkit/2 slug, all common items can overcome 1 Interstellar Desk Plant, a Legendary item, it needs a buff.
EDIT: #JusticeForDeskPlant ; To clarify, the overcome the common items do to the plant are both in its healing factor AND its range.
!feedback
Artificer alternate special feels more like an alt utility. I suggest movin that bad boy down to utility slot lessen damage a tad.
As an alt special i suggest something along the lines of an "electric shroud." Increasing movespeed and constantly zapping nearby enemies for the duration.
!feedback activation of Utility and Special Skills does not work when the mapped button is held. The button is required to be pressed after the cooldown ends rather than activating as soon possible when the button is held. The Primary and Secondary skills will activate as soon as possible when the button is held unlike Special and Utility Skills. I'm not sure if this is intended which makes me question whether or not it is a bug. If it is the latter I would suggest that it gets fixed.
!feedback
Small thing, kinda silly, but perhaps minor cosmetic changes could be made to characters upon equipping different abilities.
Larger Claws for Acrid taking melee ability, different bow for huntress, artificer's "magic" changes, and so on.
It could be specific abilities rather than all if need be, such as their ultimates only, or primaries.
Proc coefficient is a stat too important to be hidden from the player, but I also agree that it could be confusing for beginners.
Solution: Add a ”show advanced tooltips” button in the options menu, that displayes more numbers on abilities (like durations, cooldowns, proc-coefficient, etc).
Proc coefficient is a stat too important to be hidden from the player, but I also agree that it could be confusing for beginners.
Solution: Add a ”show advanced tooltips” button in the options menu, that displayes more numbers on abilities (like durations, cooldowns, proc-coefficient, etc).
@modern vale !feedback
!feedback I don't know how to go about this, but please fix Huntress on Chaos
There seems to be inconsistencies on her primary in that her primary can kill her even if she targets an enemy. I thought I had an idea on why it happens, but I don't. It just happens.
!feedback
Replay
Be able to replay your last few games in ror2 and save your games.
note: this would also help with bug reports.
!feedback
The crowdfunder is an alright item, but it's way too hard to control it because it's impossible to tell when it's shooting in high stress situations. So i have 2 ideas to fix this:
- (This has already been said but,) when you run out of money it shouldn't go right back to firing as soon as you get more money.
- To make it easier to see when it's active, add something yellow to the crosshair that doesn't block sight but is hard to miss so that you can see when it's shooting easier.
!feedback Im not sure if anyone knows this, but the Genesis Loop glitches out for huntress where it only appears on her bow and slowly grows. Its kinda funny, but I'm not sure if it should be changed (To test it out just be huntress and get a genesis loop)
!feedback
Add a vote for pause function in multiplayer.
Whenever I play multiplayer with my buds and I have to go I usually have to either get void or blue portal where time is stopped. Because if I leave in a good run we'll lose everything so I think it would be a cool thing where you could vote to pause and start the game in private lobbies so you don't have to get a blue portal every time you want to go afk or something.
!feedback Idea for an Artificer alternate utility
"Erupt blasts of flame from the ground in a line for 4x450% damage that ignite enemies."
Coodldown: 12s
-Something inspired by legendary spark might be a cool way to go about this skill
-There probably wouldn't be as much of a gap if at all between blasts however
-Could be aimed just like Snapfeeze, only instead aimed straight ahead of you - it's a counterpart. Though optionally, horizontal could still work
-Would erupt one after the other
-Knocks targets upwards - would effectively one-shot beetles and lemurians if they take fall damage, due to the burn
-In total, this skill could deal 2600% on one target, more than double of Snapfreeze. However, it would lack that execution ability that freeze would provide
!feedback random survivor button.
This has been mentioned multiple times, but I feel like I should add that the Artifact of Metamorphosis does NOT replace a random survivor button. There's a difference between wanting to play a random survivor and wanting to play EVERY survivor at random.
!feedback skins
The skins should be more than recolors besides for commando, mercenary, and engi. Maybe make alternate easier challenges for recolors and then have the mastery skin be a slight redesign like with the three aforementioned characters and you can choose between all of the alternate colors?
!feedback Item idea
Object: 3D-Printer
Name: Pocket Printer
Rarity: Blue
Description: Every item you pick up will be doubled but, the double item will come at a cost of an equal rarity item to be removed.
Edit: Had to change the wording of the second part.
Edit 2: This is an equipment, used like the recycler.
!feedback Older revised item idea
Green/Uncommon
**Mysterious Cells**
"Healing reduces shield recharge delay. Gain a recharging shield."
Detailed description: Healing received equal to every 10% of max shield counts for 1 second [+0.5 per stack] for shield recharge delay. Gain a shield equal to 12% [+6% per stack] of your maximum health. Recharges outside of danger.
There's nothing really utilizing shields besides shield generators and transcendence or the limited overloading affix, so I figure another item granting shield, plus this interacting with them would be a nice addition
!feedback
Guardian Heart returns!
Block 2 (+2) projectiles. Recharges when outside combat.
!feedback Item idea
Object: Axe-Guitar
Name: Rock and rolled
Rarity: Red
Description: Chance to send a wave of tumbling boulders towards enemies on hit.
!feedback
equipment item
Hardlight Defense Capacitor
Upon activation, projects a large wall forwards that blocks all projectiles and damages enemies who pass through it, cannot kill
the shield will as well only be able to block a certain amount of damage before breaking and instantly going back on cooldown
CD time is 45 seconds
!feedback
red item: give every item +1 stack at that current time
!feedback
Unique Teleporter Challenges
Introduce unique trials for the teleporter events beyond Mountain. Cost $ to activate, if successful grant an increased reward instead of a green.
Ie: Shrine of the Champion - Clear the Teleporter without taking damage, increasing the rarity of the reward if successful.
Shrine of the Gladiator - Clear the Teleporter without leaving the zone. If successful double the reward.
!feedback I propose to remove the boxes as well as the drop of the active item when you have an artifact on random actives
!feedback
MUL-T alternate special ability
Combine
Passively combine MUL-T's Primary attacks. 'Combine' acts as an additional equipment slot, activating it triggers a secondary Active Equipment.
!feedback
Melee alternate builds
Love the fantasy melee builds like of Buzzsaw MUL-T & Bite Acrid, but the rules of the game make it too hard to make these anything beyond 4fun, especially once Elites show up consistently. Would love some in kit synergy for MUL-T & Acrid.
MUL-T: If Shift rams an enemy, maintain the armor for 3 seconds after ramming.
Acrid: Ravenous Bite passively gives Acrid movespeed toward low targets, & heals for 10% of his HP.
Each melee then has a thing to work around
Merc: iframes, Loader: Barrier, MUL-T: Armor, Acrid: Healing
!feedback
Artifact idea: Artifact of Avarice
Effect: Players cannot pick up any items already in another player’s inventory.
For example, If player 1 picks up a goat hoof, player 2 cannot pick up any goat hooves that spawn, but player 1 can continue stacking them. This would make for some interesting strategizing between players to see which items would be best on each player.
!feedback some enemies still seem to be able to lock onto you whilst your stealthkit is active like bronze contraptions and stone titans, instead of them still keeping lock on you they should keep shooting at the spot you were last visible in
!feedback I genuinely don't think Solus Probes should be able to spawn as enemies with Kin or Void Fields. It just sucks ass. The Solus Probes are worse lesser wisps with more health, armor, and they lock onto you. Sure keep them as boss minions, but they don't fit the role as a standard enemy with their BS.
!feedback
I have died so many times by getting stuck in the UI for the Control artifact. If pressing the interact button again took you out of the UI it would make the Control artifact much less annoying. Perhaps even pressing escape while in the UI would take you out.
!feedback
I think the game needs a quick restart button, definitely for single player and private lobbies. Doing runs in monsoon with all artifacts on can lead to some extremely short runs, and you constantly have to return to lobby and all ready up. Quick restart option would alleviate this.
Thanks for coming to my TED talk
!feedback
Elite aspects get buffed as you kill elites of that type
If you drop the aspect and pick it up again, you lose the buffs
also buff elite aspects in general so there is something to buff
!feedback
Suggestion: Alternate M1 for Artificer
Magic Missile - Fully single target, but heat seeking. Release all charges at once (so if you have 4 charges and hit M1, you fire 4 missiles).
!feedback
20 Sided Die (Legendary)
All shots now have a chance to apply a random effect.
Downside of the item is that the effects aren’t consistent, so it doesn’t just replace something like justice.
Stacking just increases strength of effects that are applied.
!feedback
!feedback
Cleansing Pools are too rare. Most players will never even see a Pearl, and it's impossible to stack them consistently or search for Irradiant Pearls to finish off the item log.
!feedback
Maybe this is a bit specific, but I'm missing the equipment item "shield generator" from the first Risk of Rain game: An item that reliably blocks 100 % of the incoming damage for a certain duration. I would love to see this item in Risk of Rain 2!
!feedback
final level is Boar Beach
!feedback-too many monsters(most of them are elite) on first stages. Can you fix it even a bit, please?
!feedback
themed shops like the healing and damage chests. Also Legendary shops that are styled after the legendary chest Like how the active item shop are triangles like the barrels.
!feedback
Make multishop terminals contain one item for each chest type, AKA one healing, one damage, one utility.
!feedback keys in the reliquary take wayyy to long to spawn, its like 5 minutes a key please increase drop rate of them
!feedback Elite equipment is way to weak for how rare it is. Make them also give the player a straight up damage and/or health buff. That way the elite effects can stay the way they are and the player actually has an incentive to choose them over their curent equipment.(instead of using your equipment to proc lots of item effects you use your equipment to increase the strength of your item effects.)
Simple %damage and %health increases in the game are really really rare. So are the elite equipments.
!feedback
The logbook for Visions of Heresy states it is part III, while Strides of Heresy states it is part V. However, Strides of Heresy comes before Visions in the logbook. It would make more sense to have them in the proper order.
!feedback the initial spawns for the level need to be less powerful, or they need to give the normal amount of gold - it's annoying having to spend a lot of time killing an overloading elder lemurian with comparable health to a boss then getting like a sixth of the gold that time would normally be worth
!feedback A new mode of gameplay can be added
- You can offer to trade items between teammates
- A defibrillator could be added as an one-time-use equipment (Like Fuel Array), and can be use on the dead player to revive them. However, the resurrected one will be suffer several of minor debuff until the next zone. Otherwise, the player suffer a huge debuff on either health/speed/damage
- Sometimes, you can encounter a squad of players that have similar equipment. This zone will have a bigger map, boss in this area will be tougher, and the loot will be divided between 2 teams equally. After that, players can trade their items and both team can enter the portal, before being separated into different zone.
!feedback Equipment idea
Object: Blue Crystal Scythe
Name: Reaper of Heresy
Rarity: Blue
Description: Throw a spinning scythe that will slice through all targets in its path and any that are next to those targets. But, on return will have a chance to damage yourself as well.
!feedback When the merc transitions from walking to running, his sword goes through his body. This haunts me and it shouldn't.
!feedback Item functionalities
A suggestion to buff the interstellar desk plant. It's widely accepted that this is one of the LEAST viable healing items, but what to do about this?
My suggestion is to maintain the current functionality of the desk plant, but allow the multiple plants that spawn to pool together. That is, if the healing radius of two or more desk plants touch, the radius and healing buff merges and exponentially increases as more plants join the radius.
This allows the item to scale with time progression, as more enemies tend to spawn later in runs. It would make it a very strong early game healing item too, but as kills are somewhat limited early game the factor of how long the plants stay spawned for would be important in keeping it balanced
If you liked this suggestion, this one basically says the same thing earlier
https://discordapp.com/channels/417739215355510784/559901472339525644/696584191348834412
!feedback-monster spawn is disproportionate: I can wait for 2 or more minutes and there no monsters at all, but a second later i am surrounded by them and they kill me in an instant. Make monster spawn smoother, please
!feedback When aurelionite kills an enemy with their beam attack, they should switch to another target instead of just beating a dead horse.
!feedback
lunar item
cursed key : it gives you the choice of choosing what item to put in the printer instead of giving random item (so you can trash the ones u dont need) but there is a chance that u wont get anything back from the pringter (negative effect)
edit : its an equipment
!feedback Make Commando's frag grenade stick to enemies.
!feedback If you plan on making a heresy item that replaces a characters R (Which I hope you plan on doing), can we have a heresy transformation if you collect all of them in a run? Could change your character to something special, and maybe buff all the abilities. Also opens up a challenge/achievement for collecting them all in a run.
!feedback you should list fire rate for abilities with no cooldown
!feedback
Item: Magma Worm Tooth
Rarity: Boss item
Description: Jumping off the ground sends out magma balls similar to when a magma worm dives underground. Maybe even has a small cooldown to prevent spam. Stacks increase either damage or number of magma balls.
!feedback
New Lunar item
Passively gain gold over time, scales with stacks. However, enemies no longer drop gold.
!feedback
With the Infusion, when you have defeated the max amount of enemies to increase your health, have your health bar turn back from Red to Green to indicate so. This way players have an easy way to tell when their Infusion is full, without having to kill another enemy to check.
!feedback
Add an option to change the brightness or contrast (or whatever the proper term is) for chests and interactables. I often have trouble spotting their shade of blue on levels with primarily dark atmosphere and blue-ish colors like Distant Roost or certain parts of Wetland aspect. I often reset until I get titanic plains just because I can spot them a little better against the bright colors.
!feedback
While I really appreciate the intended aesthetic and direction of the modification that Glass and Shaped Glass make to the health bar, it does kind of perturb me because it's difficult to get an accurate intuitive gauge of "how much health do I have left before I'm in trouble" when the bar is so much shorter. Especially with the artifact, it's impossible to tell whether or not I can weather any sort of damage because the difference between full health and 30% is so visually small. Can we get a tweak or setting to toggle that lets us have the whole health bar with the glass visual over it, just with the reduced value, for visual clarity?
!feedback
Artificer alt alt secondary idea
Name: Flame Barrage
Effect: Charge to build up a barrage of fireballs (up to 14?) each dealing 100% damage and applying burn. Low proc coefficient.
Fireballs would all fire at the same time, affected by bullet spread. Slightly affected by gravity. Charge will not directly affect damage, only the number of fireballs.
!feedback maybe remove the support/healing/damage chests when using the artifact of command? they just sorta turn into more expensive chests instead of being a useful way of reinforcing one of your weaknesses
!feedback
Artifact of Nature/Earth (either works)
Dead survivors begin respawning as elite mobs.
Would work as an interesting alternative to the Artifact of Death. This would also give dead players a reason not to go leave or go AFK after dying (and I mean who doesn't want to obliterate their friends as a Clay Templar?).
To make sure that this doesn't become a problem in Quickplay (along with other artifacts) allow survivors to vote yes or no to artifacts unlocked by anyone in the party. If anyone votes no, the artifact cannot be selected.
Another workaround for the artifact issue that every artifact (including my idea and other peoples) is to queue for matches with certain artifacts and difficulties (drizzle, rainstorm, monsoon). This would allow players who want to play their game in specific ways to play with randoms instead of being forced to play with their friends or just by themselves.
!feedback I dunno how or why missile and incinerator turrets aren't in the game yet. but yea... Missile and incinerator turrets would be nice to have around as just more powerful, but stationary verions of their mobile counterparts.
!feedback
Playing with Artifacts is fun, but honestly, looking for the codes kind of blows. You aren't really given a reason to look in any particular place for them, so you're forced to either just drag your face along every wall until you stumble across one of the tablets, or just go and google it. That's not gameplay, that's tedium. People would probably be much more likely to enjoy looking for artifacts if they had some sort of subtle clue that led them where they need to be. In the first game, you found artifacts by noticing little discrepancies in the environment -- a cracked floor, or a chamber behind a wall. That's not nearly as viable for this game, since the environments have already been designed, but the artifact hunt could still be made more compelling.
As a way to fix this, a friend of mine who isn't a member of this server had this idea: "What if there was a clue as to where you need to look? Near the artifact portal, there could be a hint. Not the exact location, but, say, a collection of objects that give you an idea as to where to look. A pattern that you might recognize from elsewhere in the game world. Once you figure out what it means, you hunt down the location it points to, and next to the tablet, there's another clue, which leads you to another tablet, so on and so forth. That brings back the environmental puzzles from the first game and adds an exciting new treasure-hunt aspect, while still allowing for someone to occasionally accidentally stumble upon a combination that they don't have yet."
!feedback
The Wandering Vagrant can be really difficult to hit with some melee attacks while standing on top of it (which is sometimes the only way to attack it).
I suggest that you make its hitbox extend a little bit above its model, allowing it to be more easily hit by melee attacks.
!feedback On @lost schooner's suggestion, I think that making the tendrils that are on top of the Wandering Vagrant posses hitboxes would be a natural solution to the problem. After all, one would assume you could do damage to the Vagrant by hitting them given they are a part of its body.
https://riskofrain2.fandom.com/wiki/Wandering_Vagrant
!feedback
Allow any ability key to cancel Arrow Rain/Ballista instead of only the utility bind. Using shift to cancel it feels very janky to me, and I see no reason for only that to cancel the channel. At the very least right clicking would be a good and universal cancel key.
!feedback
Suggestion for Acrid's alternate special - To compliment the other melee Acrid sidegrades, maybe have the ability give a buff that allows Acrid's primary fire to proc poison on hits for a duration, while also possibly providing a buff to either damage on poisoned and/or low hp enemies, or provide a survivability buff like hp and/or speed.This helps to make melee focused loadouts more viable, while also helping to indirectly buff blight to bring it more in line with poison's damage output. Acrid's original special is a ranged crowd killer, so I think making the alternative a more melee based single target killer would benefit the playstyle Acrid's existing alternate skills provide.
!feedback
Add the ability to host games with assigned names (i.e: "Commando's Super Fantastic Monsoon Voyage"), descriptions, passwords, artifacts, etc. and have them be surfable through a join game/server browser option as a more controlled alternative to quickplay for playing with randoms.
!feedback
Suggestion for Mercenaries alt special: Talked about this in another chat, figured I'd toss it over here. Slicing winds as it is doesn't exactly feel like it meshes well with his kit. It's a neat move but doesn't feel like it quite compares to eviscerate's immunity frames that can go hand in hand with Blinding Assault.
So perhaps a little addition to the skill to make it flow with the rest of his kit might help? Some CDR on hit of the slashes to the rest of his kit, or as another suggested, perhaps having it apply a mark to hit enemies that causes the next blinding assault that hits said enemy to do extra damage and reset blinding assaults cooldown.
!feedback Can we make it so hosts can disable voting on things? I don't care for randoms to enable random things.
!feedback
Junk Cannon (Utility)
Allows the player to suck up empty chests and barrels and store them. Amount stored is indicated by number above the utility and cannot be stored between stages. The player can then shoot them out, doing varied damaged depending on the item shot.
Large chest would do more than a regular chest, a regular chest would do more than a barrel, etc.
!feedback What if there were more music items to fit with Ukulele, and it would fit with the description, "...and his music was electric". There could be all the elements, like a fire drum "His beats were fire..", and an ice microphone "...his voice was chill...". That way, it could create some sort of poem, and maybe even a special item for getting all three.
!feedback how about a lunar item utility that interacts like recycler with dropped items. It eats the item up, so you don't get it. After enough items, it drops out a red. Uncommons/boss items/lunars(?) would count more.
!feedback make artificers m1 cooldown and r ability dps scale with attack speed. getting a couple of syringes and a predatory instinct on arti makes you feel like you lost the lottery. Please give her some love.
!feedback if you kill the shop keeper in the bazar all the items they are selling should become free
!feedback
Currently, MUL-T's Scrap Launcher is generally considered to be their worst option for a primary weapon. The problem that I, and most others have is that it's quite tricky to aim, especially against flying enemies. In the early game, this makes it difficult to pick off lone enemies around you, as well as to generally be used as the crowd control option it is meant to be. Here's my suggested change:
Instead of lobbing, have Scrap Launcher's projectile fly straight, like a rocket. I feel as if this change on its own would make the weapon much more appealing to players, as it is quite literally more straight forward to aim. For other changes to its functionality, I suggest increasing the blast radius slightly to more easily hit multiple enemies, but lowering the attack speed for balance, possibly back to how it was initially in the Skills 2.0 update. As for visual improvements, I would suggest adding a smoke trail to the projectile, resembling the TC-280's rockets.
And finally, with this new Scrap Launcher, MUL-T can rocket jump! By sacrificing some health, (which compliments their large health pool,) MUL-T can soar above enemies for quick traversal or a hasty escape. Now, this might be a pretty powerful tool for them to have, possibly even too powerful given that Transport Mode also fills the role of MUL-T's traversal/escape option, and for that reason I'm not particularly attached to the idea. However, movement in this game is really fun! (example: Loader) Adding another movement mechanic with room to practice and master will go a long way for the game's lifespan, I believe.
(edit: grammar mistake)
!feedback Currently the squid polyp is considered as a bit of a joke because of its poor scaling and lack of any real use. Might be a fun idea to make the turrets copy the player's items, similar to the engineer's turrets, however it'd need some heavy balance. Imo upgrading the item to legendary tier, and limiting the player to having one active turret (maybe +1 for each stack?) with a very short lifespan would be a fair compromise
!feedback
Item: Modified Remote (an ambitious suggestion to change/upgrade the Radar Scanner)
\\\Begin transcript...
"This piece of work is almost all fixed up. Took the liberty of tweaking it a bit, too, see? All those work orders can suck it; this baby can do it all.
Now, let's close 'er up, you can point it wherever, and you just--"
*static followed by long silence*
\\\End of transcript```
Operates just as Radar Scanner currently does (keeping the original model, the radar's 500m pulse, 45s base cooldown) but *in addition* to pinging interactables:
+Pulse procs stun to **airborne** enemies (akin to stun grenade stun)
+Optional addition: Pulse recalls drones
+Even more optional addition: Pulse destroys enemy projectiles (Thqwibs-be-gone!!)
+Fits lore as an item that manifested through someone's hubris and oh my god do we love some hubris
!feedback I would greatly appreciate a death report in multiplayer that comes up when you've died, but your teammates are still alive and going strong. It doesn't need to be anything complicated (though I wouldn't mind the ability to rummage through statistics on how you died while waiting), a simple "you died by X" would be enough for me. I find that there are plenty of times, especially when a run goes on for a long time, that I or a teammate dies and we have no idea what killed us.
!feedback
So playing this game online after the latest update has shown me that the online component to this game could really use a bit more love and care to it. As it stands right now, it's plagued with some of the same existing issues since the beginning. For example, players cannot join a game once a lobby is made. So if anyone leaves in the survivor select lobby and you wanted to experience a 4 person game, you're gonna have to disband the group and start all over again. In addition, the very common issue of a host leaving due to either a rage quit after death or any other technical issue is still very present, wasting a very large chunk of a game session. Now, with the presence of artifacts, there are now many layers a player must wade through in order to get a match of their preference. Some would prefer to have glass, some would prefer command, and some just want a vanilla version.
This, on top of previous issues, has made playing RoR2 with randoms go from frustrating yet doable and sometimes very enjoyable, to borderline impossible. Just in my experience tonight I spend almost 30 minutes looking for a lobby (In previous updates it'd take 5 at most), then having the host leave after a few minutes on a mountain shrine boss. Personally, the best thing I think that can be implemented is a system where people can choose to host and join public lobbies along with a filtered system (For example, what difficulty the host has chosen and what artifacts are chosen) of what type of lobbies they want to look for. That way, this at least solves the issue of finding the types of matches you want.
!feedback
If enforcer is ever brought back, then to unlock him they need to have you rescue him from the verge of death. As the Medkit lore implies that he took his last stand and never returned.It would bring back the 3rd most popular character and do it in a way that follows the lore quite nicely
!feedback
In the void fields make the cell vents before activation have the bustling fungus effect because waiting to get all your health back especially in monsoon is so boring without any healing items
!feedback
May I please request that you make a scavenger plushie Please.
!feedback Little Gremlin (Lunar) (Appearance: Gremlin-like creature that follows you around the stages, picks up items so would get appearance change as such) "Hire a gremlin to give you red items, but he mostly steals items around you" Hire 1 gremlin that opens chests and steals the contents from you, has a chance(+x% per stack) to drop a red when he does so.
!feedback
Dio Himself
Red Item
1 (+1 per stack) tiny cat that follows you around. No special effects.
!feedback add in a feature that allows for a voting system for pausing and if everyone agrees the game will pause and than you must vote again to cancel the pause PLEASE like this so that the developers can see it
!feedback What if there was a legendary item that litterally clones you, and has a secondary you AI that helps you around, occasionally opening chests for you. If it dies, it will respawn the next round. It also has your items, like a Scavenger
!feedback
White or Lunar Item: Lockpick
If this item was white: Once picked up, you would have a 3% chance of not losing any gold once something is bought. Does NOT affect lunar buys. The more lockpicks picked up, the more of a chance you have of saving money.
If it was a lunar: chance to not lose gold on purchase, BUT chance to not gain gold by killing an enemy or using a Shrine of Blood. Stacking this increases the save money chance more than not gaining chance
1 Lockpick: 10% chance to save, 10% chance to not gain
2 lockpicks: 20% chance to save, 15% chance to not gain.
!feedback please let me disable auto item pickup
!feedback
!feedback Make Commando's frag grenade stick to enemies.
@fluid scarab
Perhaps make it so that Commando's frag grenades explode on impact, this would make the ability more viable against enemies such as fire spirits who can fly, I can't stress enough how annoying it is when I am late into the game, RNGesus has punished me for nothing and then suddenly about 10 fire spirits spawn, so badly have I wanted to just yeet a grenade at them and watch them go boom boom
!feedback
Clayman enemy concept?
Ability 1: A quick dashing slash toward the player. Think mercenary's shift but with a noticeable enough telegraph.
Ability 2: The Clayman would perform an evasive roll, leaving behind an explosive caltrop that disappears after a few seconds. Stepping on it would deal damage and apply the clay debuff.
Claymen could probably also be one of the very few enemies capable of sprinting. Health could probably fall somewhere between Lemurians and Imps. Would probably fit best in Abandoned Aqueduct and Scorched Acres/Abyssal Depths?
I'd love Claymen to return somehow in this game, Templars and Dunestrider miss them. This concept would keep their fast and aggressive fighting style from the first game, while being a unique melee enemy in this game.
Edit: Also it would be worth noting that to be added to the game, they could use a slight redesign from their model already in the game, maybe changing their design a bit to be more in-line with how Clay Templars look.
!feedback How about a lunar item that gives you a random buff or debuff every second for one second. Stacking for one second more with each one picked up. So you could get the brainstalks buff or one of the elite mobs debuffs, or you could get the banner buff.
!feedback Have some sort of distant set for where how far objects (in this case the teleporter) can spawn in next to other objects. A good case here is where a geyser was right on the tele interact spot
!feedback Have an option for Artifacts where you can enable/disable all of them, because if you hit random/have a bunch of artifacts enabled, you have to manually disable each one. Also artifact presets would be nice
!feedback
i mean idrk how many people look at this chat, but i feel like its not enough for 45 votes for things that the community, or at least those that look at this chat to get, and additionally as of right now, besides influencing votes, 👎 doesnt do anything, so how about reducing the votes required to like 30 or 35, but each 👎 increases the vote needed. tho idrk if this is possible either to do, i dont deal with bots, but just an idea if it is possible
!feedback
New Loader R
Chockeslam
Cooldown: 10 seconds
Effect: Dashes forward and grabs an enemy (cannot grab boss monsters). Monsters are stunned and unable to attack. Grants armor to Loader as long as the target is grabbed.
After grabbing, jumps into the air and slams the enemy back down, dealing x% damage in an area, dealing more to close bystanders.
Consumes all barrier Loader has stored up. Bonus damage is the same as % of max health in barrier consumed during the slam.
edit: typo
!feedback
add a recent players log where you can see who you were playing with.
i had a run with a really nice guy but the game kicked us out and now i can't find him anymore
!feedback
add a recent players log where you can see who you were playing with.
i had a run with a really nice guy but the game kicked us out and now i can't find him anymore
@sweet moss
!feedback make acrid invincible while he sleeps at the start of a new run. i've had multiple instances of me waiting for acrid to wake up(i know you have to press w to wake up but you can't wake up before 5 seconds have passed) and nearly dying from a golem or other monsters
!feedback
Give deskplant a leeching property. Also, buff it in general. On top of that the AoE and Strength should be dependent on enemy that was destroyed.
#JusticeForDeskplant
!feedback
Give mul-t some alternative abilities from han-d's kit from the original game.
for example the m2 ability could have an option for the drones that han-d had. the drones would function the same way they do in the original game. drone limit should probably be set around 4 and backup mags would increase the max drone limit.
these kind of additions to mul-t's kit would a. make mul-t a bit more versatile and b. "add" han-d into the game without really changing a lot/adding another bulky robot character into the roster.
bonus credit for @silent eagle for helping with the idea :)
edit: there was one mul-t where there should have been han-d
!feedback
Artifact of Austerity
A pickup item's intended effects are nullified, and instead grant a base increase to character stats depending on the item's rarity. (e.g. Common rarity items linearly increase base stats by +0.5%; basically all pickups operate like Pearl variants)
-TBD: Numbers may need to reflect ability to exchange items within Lunar Bazaar (e.g. should 5 Uncommon items equal 1 Rare in terms of benefit? Should exchanges be encouraged? Or should Common items be coveted, since you can't 'reverse' the exchange direction?)
Mayhaps this kind of challenge can be separate, like a Prismatic Trial, if Artifacts are becoming too numerous (and since it can make Artifact of Command redundant).
!feedback I really like Alloy Vultures, but lemme tell ya, they do not fit Scorched Acres at all. I think another enemy would fit Scorched Acres better, though. I’d say maybe Mini Mushrums, Brass Contraptions, Hermit Crabs, or maybe Bison.
Or a new enemy entirely.
Or, alternatively, change the Alloy Vulture’s color scheme to at least match that of Scorched Acres.
!feedback
Artifact ideas for those who want a more challenging teleporter event without just slapping more enemies down. These could be seperate or all thrown into a single artifact, whatever works best.
-Being outside the teleporter zone slowly damages you
-all players must be inside the zone for it to charge
-leaving the zone resets the charge (or maybe makes it slowly go back to zero).
!feedback Have a way to disable auto-pickup and/or increase the amount of time it takes to manually pick up certain items. What I mean is that there would be an option in settings to make it harder to pick up certain items so that you can leave them for other players without accidentally picking it up. This would make playing engineer a lot better, as your teammates could effectively prevent themselves from picking up fungus by accident.
Another thing that could also help the game is to have a small window of time where an item cannot be picked up unless you're the person who bought it after opening something. This is basically just to stop people from stealing items they didn't buy.
!feedback If you have energy shield or trensendance and get hit by enemy,show energy shield recovery timer next to the health bar.
!feedback
Huntess Flurry should allow sprinting in mulitble directions making i more viable to use.
Only sprinting forward can be a hassle with multiple enemies.
!feedback Mercenary: Make a skill instead of the main attack 2 blades (short)
Description: Very fast blades, he hits them from the beginning to the right then left, when killing 2-3 enemies (maybe you can just make an enhanced attack like a 3 blow with a sword) he makes a wide attack like a 3 strengthened blow.
!feedback
Add some multiplayer-only death messages! Something like:
"Sadly Player1 didn't know cooperation was key"
"lol Player2 look I'm ded"
"hahaha funny Player1 go flopflop on the floor haha"
"Player1 rejected his humanity and became a ghost"
"Player2, you're now officially more skilled than Player1" etc
!feedback
A solution to the Merc sword-clipping sprint could be that the blade itself can move back and forth within the handle. A versatile future-tech weapon to fit Merc's aesthetic, and it opens up possibilities for alternate abilities that utilize this.
Wasn't expecting this response. Bump I suppose. https://discordapp.com/channels/417739215355510784/559901472339525644/700319535961604107
!feedback
For Quick match-up please add the option to Host a lobby or when the host decides to ditch make a host transfer instead of ending the run. Too many times the host dies early on the run and just ends the game for everyone.
!feedback
The Wandering Vagrant is...kinda boring and disappointing in this game. In the original risk of rain, the Wandering Vagrant would chase you down while constantly firing projectiles at you. It was a very intimidating boss because of this. In RoR2, it just kind of sits there and tanks damage until it wants to explode. Might be a tall order, but I'd love to see it chase me down in this game, too.
!feedback
The ghost of Clay Dunestrider made by the Happiest Mask can kill you with its suck attack. This kind of makes sense, but it also is not fun. (Im on console, btw so if it was fixed in Artifacts cool)
!feedback
fresh meat is pretty lackluster of a healing item in almost all points in the game
its consistent for sure but it scales pretty terribly and doesnt stack well either
i suggest changing it to have the regen boost stack on itself so getting extra kills actually helps it both scale and stack a little better
!feedback
A skin for Mercenary that makes him look like/similar to Providence? I always loved the idea that the first game gave that he was some kind of Acolyte of Providence, with his quick movements and laser sword, and the fact that you got him from defeating Providence at least five times.
!feedback This is a pretty big ask, but I think it would be fun to have a survivor contest of survivors that people made, then the devs pick the ones they like, and some can get in the game!
!feedback I think the artifact hint in the scorched acres needs a better indication of which way its facing. It was going to be the most fun and exciting artifact to solve but ended up being the most frustrating and disappointing because there are just too many unknowns (red crystals = diamonds or triangles?, invisible mask = diamond or circle?, tipped over box = square or triangle or diamond?, which way is it all even facing?).
!feedback An artifact which forcefully sequences your run could be quite fun. Think Shrine of Order, but enabled constantly for the whole run, so that every item of the same rarity past the first one gets sequenced. It's always fun to sequence your items in a late-ish run in order to end up with 50+ of the same item, but in almost all occasions this leads to an immediate game-over. Having this kind of artifact could open up some hilarious builds, and would work well in combination with Command, if thats what you'd be into.
!feedback
A change to MUL-T's rebar. Instead of charging it and releasing the button to fire you press the button to fire and it has a cooldown that scales with attack speed. This would make it viable in late game and much easier to use. to balance it you could make it so that it only counts the cooldown when it is active so that you cannot abuse it by spamming Retool.
!feedback
My friend and i were hunting aritfact codes and we found one [SPOILER FOR A ARTIFACT LOCATION] on the Twisted Scavenger boss. But he couldn't see it cuz' he had lower gaphic settings than i. My suggestion is either to make sure it isn't linked to gaphic settings and you can see it with lower graphics, it is on the ground, or something like that. Still in the A Moment Whole area, but not impossible to see without medium high graphic settings.
!feedback for moonson difficulty ,every monster have a additional move of their attack. Make it more fun to fight againts or maybe do this in a new difficulty after moonson?! Maybe, i have a lot of ideas for the attack pattern. 🙂
!feedback when you have a fuel cell you can't see how long it takes for your other uses to cooldown. I'd like to see a small indicator/gauge above the equipment slot, slowly ticking down so I can see how much until I can use it. Otherwise I'm blind.
!feedback you should be able to see the % of your item stacks during the run
!feedback in an attempt to make the crowdfunder a bit more worth it to pick up? Why can't we just have it auto-aim at the closest visible enemy? I mean we're spending money. precious money to fire this relatively high damaging minigun. and it's not gonna swivel to a target and make use of the money more efficiently? I say let the Crowdfunder target the closest visible enemy within a radius of the player and just shoot at it until another enemy comes closer or the original enemy dies. It'd make the crowdfunder more of a trash enemy cleanup turret that you feed money into to do your dirty work for you. that sound fair?
!feedback more primary abilities would be nice, and specifically alternate abilities/loadouts, that actually differ in functionality than defaults, artificers primary alternate doesn't differ all that much from her original, it just trades DoT for AoE. SO for survivors with charge up abilities like engineer, they'd get an alternate that they can fire constantly like commando, maybe artificer can get something instead of being 4 charge shots, she'd get something thats a cross between her flamethrower (altho lower dps obviously) and engineer's bombs, where it has an initial charge up time and then shoots out projectiles or a beam or something along those lines, or potentially just a lower dps version of her already existing primary that can be fire d consistently. overall, abilities that can greatly affect playstyle, while also staying true to the survivor's theme. In my honest opinion, slight changes like trading DoT for AoE on artificer, are not noteworthy, or fun, but stuff that can alter your playstyle greatly, like engineer's turrents being mobile, or trading bubble shield for harpoons, is way more fun. unlocking a slightly different version of an ability you already have after completing a challenge, is always a bit of a let down to me
EDIT: to add to this, the abilities should be comparable in usefulness, 1 shouldn't be infinitely better than the other, atleast imho
!feedback
Layout of Bulwark's Ambry could be a little bit different for every artifact
!feedback Make the artifact codes glow faintly after you look directly at them for long enough.
!feedback Make the back button consistent in the menus. In the character choice menu it is on the right even though its on the left everywhere else. I keep hitting it thinking it's start
!feedback
I don't want to seem like a big old butt baby, but the artifact of Vengeance sucks with the engineer. If you have fungus or any sort of leaching heals, once the Umbra sets down the turrets, they won't die. This is a big issue when they're set down in the middle of the teleporter event. Maybe make it so when the Umbra of the engineer dies, it's turrets die with it?
BOT IS BACK.
!feedback
add frog 🐸
!feedback
I just realized that on Artificer's Chrome skin, it seems you can see a missing texture in the reflection on her head, likely because there was never a reason to have a wall you wouldn't have been able to see. This is more of a nitpick than anything, but I feel that may be part of the reason it looks kind of bad in character select to some people (myself included).
!feedback
Add local multiplayer/splitscreen in 1.0. The first game was great to have friends over for, but now you can only play online with friends.
!feedback
Add a frog pet that Newt owns for the Bazaar 🐸
!feedback
I don't want to seem like a big old butt baby, but the artifact of Vengeance sucks with the engineer. If you have fungus or any sort of leaching heals, once the Umbra sets down the turrets, they won't die. Your turrets cant kill them and the engineer doesn't deal enough solo DPS to even come close, leaving them to constantly whittle you down. This is a big issue when they're set down in the middle of the teleporter event. Maybe make it so when the Umbra of the engineer dies, it's turrets die with it?
edit: added a bit more clarity to the issue
!feedback When choosing a question mark at a multishop terminal, have the result unable to be a duplicate of the 2 other items not chosen from that terminal.
!feedback Give monster new attacks the farther you go in a run. For example, have Elder Lemurians get down on all fours and charge, have Brass Contraptions use a sound attack that can stun the player (unlike normally the B.C. can be stunned to stop this), have Bighorn Bison group up in lines when they charge instead of alone and from different directions. Just some ideas to spice up late game a little more.
!feedback Ive noticed while typing in game as well as using the steam overlay the skills tend to use them selves even when im in the text screen, like it pressing e on the teleporting while im typing, or it spamming shift when im in the steam overlay could you fix this?
!feedback I've noticed that the mercenary's innate double jump has no sound. If this isn't intended, it would be great to just add a sound effect like an altered version of the hopoo feather sound, or anything to not make it silent.
!feedback Give certain monsters more ways to scale than just health and damage. For example, Beetles could have their base speed increase as the difficulty rises.
!feedback
We don't need more damage numbers we need more tactics!
!feedback
add a 3 second grace period for the item bought to "belong" to someone. as in other players cannot pick it up until the 3 seconds are over.
should reduce item stealing overall
!feedback
add a 3 second grace period for the item bought to "belong" to someone. as in other players cannot pick it up until the 3 seconds are over.
should reduce item stealing overall
This should also apply to the command artifact after you select an item
!feedback
New elite type. First shows up early-mid game (somewhere before malachite/celestine but after stage one).
-Alpha Elite
-Occasionally "Rallies" nearby monsters giving them increased movespeed and causing them to focus on a single target.
!feedback
If you kill enough of a certain enemy, you get a tiny companion of that enemy, can be toggled on/off in character select.
!feedback
mul-T alt m2
kind of like acrids new bite m2
he swings his fist down, stunning enemies in front of him and dealing a fair amount of damage
doesnt interrupt his m1 (so can be used while sawing, would be good stopping them fighting back)
would look really good with shattering justice
!feedback
Chance for enemies to drop mini versions of themselves to be used as cosmetic pets. No effects. Doesn't pick up items or health orbs or anything for you in the run, just something cool to collect! Able to have one active at a time and it gets chosen at character select. Could even have OTHER challenges / achievements for taking certain boss pets back to their home, like Beetle Queen in Wetlands, Titan in Titanic Plains, Magma or Overloading Worm back to the hellfire stage, etc.
!feedback Could we get an option to turn off sprint toggle and make it hold key to use? That way you can just hold the key down, and start sprint as soon as possible after using a sprint cancelling ability. Also could we get an option to turn off automatic firing? I find that on Artificer using back-up mags it requires some precise timing to get off a single fully charged M2, without accidentally holding too long and prematurely using your second charge.
!feedback Make elite minion bosses have a lesser chance to spawn as the teleporter event boss, or perhaps nerf the amount of them. It spawns so many of them and it's not proportional to the actual strength that they have. It can spawn 6 Blazing Brass Contraptions on Stage 5. It's honestly kind of ridiculous.
!feedback
Projectiles have had very weird, and often annoying, interactions with terrain that tend to be detrimental to gameplay. In the picture below, my fireballs are stopped by the ground in front of me, when I am clearly aiming relatively far above it. I'm not sure how to go about fixing this, but I feel it needs to be addressed.
!feedback Queen's gland beetle guards can hit you with their attack and vice versa if you have chaos on, not that crazy, but he will aggro you if you accidentally hit him!
!feedback Monster logs give you an item called "Charm of the ____" Which requites a enemy of that log, bosses will be smaller. They just follow you around harmlessly. A mini
would look cute
!feedback
New enemy idea.
-Support
-Fairly small amount of health
-floats around like a wisp
-No actual attack
-Provides a single monster with either an armor buff or barrier (cannot buff elite or boss monsters)
-killing the support unit will remove the buff
-cannot be elite or spawn with Kin Artifact on (as that would be pointless with no attack)
I feel a unit that actually synergizes with other monsters would make for a more dynamic fighting experience. Gotta focus down the support monster first or it could prove troublesome.
I dont care what achievement i need to fulfill! i would do anything for turrets for engie with the floating mechanics of the loaders 4th ability
!feedback
I don't care what achievement i need to fulfill! i would do anything for turrets for engie with the floating mechanics of the loaders 4th ability
@paper snow
!feedback not sure where to actually put this, but if the Paladin character idea is chosen to be added either in 1.0 or the future, please have one of the pieces of armor be the head/helmet on top of the UES Contact Light in the first game, preferably either a shoulder pad or for an actual helmet
!feedback Saw a steam review the other day that went along something like this: "Risk of Rain 2 is boring because even lunar items don't drastically change the way you play." And I couldn't agree more- most items just increase damage or a passive stat in some way or another. Lunar items are certainly on the right track I think, but could use some tweaks that really do change how you play. Maybe tone down the damage increase on shaped glass and add a speed boost? Maybe an entire corpsebloom rework that changes how you actually heal? I think the newest lunar item, || focused convergence || is definitely a good move. I think artifacts are a great call to add to replayability, but I think there's some more that could be done.
!feedback
Plasma Bolts could use a little more "oomph" to their sound design. Right now I can hardly tell when I fire it because it just kind of sounds lame compared to literally all of her other abilities.
!feedback
Make Loaders Secondary and Utility not switch off sprint.
Most argument is that "it's not meant to be charged while on the ground" but after using M2, you can activate sprint again to move faster, and after holding Utility, you can activate sprint again to move faster. Since Loaders abilities scale with moving faster, and none of them actually prevent you from sprinting, stop making her abilities exit sprint when you start using them.
!feedback
Expanding on smashbot's idea, please make it so that all moves that have a charge-up don't cancel your sprint when you begin charging, but instead cancel when the move actually fires. Generally when you're charging up a move, you want to be moving around to avoid enemies and position yourself for big damage, and having to hit the sprint key every single time you start charging up an attack makes those attacks a chore to use.
!feedback
Seeing as you need the fuel array to unlock REX it feels off to have it spawn in the escape pod so what if instead he started in the ground showing only the cabbage part of him
(Could be completely aesthetic and not belong here but I dont know where else put it)
!feedback
Expanding on smashbot's idea, please make it so that all moves that have a charge-up don't cancel your sprint when you begin charging, but instead cancel when the move actually fires. Generally when you're charging up a move, you want to be moving around to avoid enemies and position yourself for big damage, and having to hit the sprint key every single time you start charging up an attack makes those attacks a chore to use.
@rose ember repost since bot hates you
!feedback
There's a problem with enemies using % healing (Scav bosses, mushroom hordes, Vengeance turrets). Time-to-kill = health/(damage/s - healing/s), so while increased health does make something tougher to kill, increased healing can make it impossible. Percent healing creates the video game faux pas of an unwinnable scenario that doesn’t necessarily kill you, on the same level as falling off the map forever with no way back.
Solution: Change % healing to be a percent of base health (after Glass/Pearl calculations), increasing by 30% per survivor level (like how health does). Normally, this wouldn’t change how much healing is done... except when I say “survivor level”, I mean that for enemies too. If monster healing was based on the level of Team Survivor, that (damage/s-healing/s) part of the equation would stay far more proportional at all stages of the game. This means the time-to-kill would rise with maximum health the same way for all enemies, without highly favoring those with % healing or needing to take it away from them.
!feedback I am sick to death of the Abyssal Depths teleporters being in the cramped and narrow hallways. Even worse is when Magma Worms spawn. I can't see a bloody thing because the screen keeps shaking and gets so red that I can't tell the glow from my own bleeding eyeballs. I can't even tell what on Earth (or whatever planet I'm on) I'm attacking. If you absolutely must have teleporters in the hallway, could you at least make it so that Magma Worms don't spawn from them when they're in that location?
Not sure if it's been reported before but there is an issue w/ Artifact of Command that I've been seeing recently.
!feedback Really loving the new update guys, however, there is a problem with Command that I'd like to share. Whenever next to a wall (think tall) or a ceiling during teleporter event the item spawns will shoot just a little too high and then get stuck on the walls. Didn't mind the first few times, but it does matter when I'm going for a certain build and don't have mobility to reach such heights. Loving the game so far beyond that. Keep up the great work folks. Best of luck to ya.
!feedback Add a retry button at the end of the run, so we can just restart the run with the same configurations.
!feedback Backup Mag is a great item, but it's so highly contested amongst the cast in multiplayer runs, and for a white item it's hard to pass up in a Tri-Shop or on Command. It can stay as is, it's not necessarily a problem, I just wish there was maybe at least another option.
Maybe:
Lunar Item - Grip(s?) of Heresy
Effect - Rather than the other Heresy items, this one would make drastic changes to your secondary skill’s resources and/or stats. This could be something like increased charges but increased cooldown, or decreased cooldown but decreased strength.
Reason - Every character’s kit is intrinsically built around their secondary being what it is, as well as usable. Changing its availability and power, for most survivors, will keep their gameplay intact but throw a loop in the pacing, as most Lunar Items should. Granted, some survivors lose less of their gameplay than others when sacrificing their secondary, but I feel like making a skill with blanket strength across the cast as well as balancing it around passives and with Backup Mags themselves… that sounds like a nightmare. Of course, the variability of the game at large is already a difficult balancing act that you guys have somehow managed to maintain, so I'm confident you can make whatever you decide work out. 
!feedback I don't know if this is just my bad luck but every single goddamn void fields run I've done since the artifacts update (which is basically every run I've done), I always get mushrums as the 2nd or 3rd enemy. Every single time I swear to god. Idk if anyone else is having this issue.
i would like to see a item builder type thing in RoR2 that you buy from in the top toolbar, for example: (have items greyed out in the top tool bar from the item builder that you can buy and look at what you want to build into and such) and for where it should go in the game: (the item builder in the menu of the game and/or like possibly in the logbook?)
i would like to see a item builder type thing in RoR2 that you buy from in the top toolbar, for example: (have items greyed out in the top tool bar from the item builder that you can buy and look at what you want to build into and such) and for where it should go in the game: (the item builder in the menu of the game and/or like possibly in the logbook?)
@plush sierra !feedback
!feedback
Item idea
Tesla Coil
Uncommon
Hitting two enemies within 14m (+6m per stack) of each other creates lightning between them dealing 150% damage (+ 100% per stack) to enemies between them.
!feedback
I'd like to see the return (via an artifact) of the old teleporter mechanic, could be called artifact of freedom or of massacre depending on how you see it.
The teleporter would charge no matter where you are on the map, but you would have to murder every single monster remaining on it to be able to leave, it could make for some either pretty situations early game and pretty spicy ones for later in the game. (It would require some attention to focused convergence probably)
!feedback
Artifact of Agility: Everyone is quicker (movement speed and attack speed is 200% for survivors and enemies)
!feedback
New Loader R:
Forceful Strike
Deals a palm strike in a giant cone in front of Loader. Deals x% damage and stuns all enemies hit. Enemies directly hit take double damage and stun duration. Knocks flying enemies down, increased force with attack speed.
!feedback
Instead of more scavengers spawning in very late runs, make it so that there are double elites in one. Which means Celestine Malachite Beetle Queen, Blazing Glacial Clay Templar, Overloading Malachite, etc...
!feedback [idea]
When you level up while having a warbanner in your inventory, the warbanner appears next to your character as a floating flag for a few seconds before dropping. This would make it easier to strategically place warbanners with early awareness.
!feedback
Reduce the chance of Solus Probes spawning in void fields. I get them like every run and they procc shit like crazy while being hard to dodge
!feedback I like Royal Capacitor as much as the next dude. But it feels sooo much more powerful compared to the other equipments, I feel like the cooldown could be longer than 20s. Like, 22s, or 24s.
!feedback
New Loader R:
Literally anything but the pylon
seriously why
thanks

!feedback an option that lets you tamper with the item pools so you can ban certain items from spawning in a run. Maybe it could be locked behind beating the game? (when 1.0 comes out)
!feedback
Wax Wings (Green)
How to unlock: Take a wax quail to Sirens Call and somehow trade it in, maybe be able to press E on the eggs and the wax quail just sits on top of them?
Wax wings would allow the player to “hover” for a short time, similar to Artificers passive. More wings = longer hover duration.
!feedback
Maybe don't let squid turrets spawn in walls
!feedback
this is something that has happened since Loader first got added to the game. When you're looking straight down and activate her pylon, it goes THROUGH THE MAP.
Please stop this. I want to bounce the pylon off the ground to keep it close.
Thanks.
-Loader fans.
!feedback
Occasionally using Artifact of Chaos, Huntress' M1 will deal damage to herself. This probably shouldn't happen considering this is an autotarget attack.
!feedback
Able to chat while in the lobby before loading in
!feedback
A Lunar item that doubles the experience you get but halves the money you make, stacks in a manner similar to glass.
!feedback
A fourth reaction in #ror2-feedback-and-ideas for "This is probably actually a straight up bug report, Hopooplz"
!feedback
Make it so the carbonizer turret's damage per tick is based on engineer level, also update the AI for the turrets so they don't walk off cliffs, they are currently unviable because of the bad AI and lack of damage per tick. They shoot the target closest to them instead of the strongest, so they often die to boss attacks. Also please increase the range of the beam, the carbonizer turrets can barley hit Wandering vagrants and just die to them.
!feedback Malachite hoard of many 20 minutes in on stage 6 rainstorm is pretty uncool.
!feedback repost in hope of getting top cmon man.
Add a vote for pause function in multiplayer.
Whenever I play multiplayer with my buds and I have to go I usually have to either get void or blue portal where time is stopped. Because if I leave in a good run we'll lose everything so I think it would be a cool thing where you could vote to pause and start the game in private lobbies so you don't have to get a blue portal every time you want to go afk or something.
!feedback I don't know if this has been suggested before but some kind of progression system would be much appreciated. I just had a 160min run and after we finished I didn't get anything besides a new skill. I would love to have something to grind for, I don't know. Level up the skills, get skins, different weapons..ANYTHING would be welcome.
!feedback if you use fuel array and activate rex then you should get him kinda like a friendly AI that can help you in battles so it is worth it to bring the fuel array more than just wanting to unlock him and then ignoring it
!feedback
an idea for an alternative huntress secondary: an attack similar to laser glaive that involves a projectile that bounces from target to target but can hit more times with the price only being able hit any targets once per attack, (no bouncing between two targets 7 times). basically a less consistent tool with a higher potential and scaling similar to how flurry was designed.
just a base idea and can be tweaked/reworked if necessary
!feedback what if you made lunar item shops out of the bazaar between time
!feedback Last night a Brass Contraption dropped a logbook for me, however it was flying over a cliff and the logbook fell into the abyss. Maybe there should be a feature that could prevent this from happening? I like the idea of the log being an item needed to be picked up, so maybe some sort of barrier that prevents the book from falling or having it teleport back to the surface similar to how the survivor reappears after falling into the abyss?
!feedback
Doing a quick search through this channel, I've seen a number of suggestions for Heresy items to go with the existing two, and that there should/could be a character or bonus for equipping all four. I think this is a good idea, especially there being four items as implied by A) the lore in Vision, and B) there being 4 ability slots. Personally, I feel it's too unlikely to get all four for it to be a bonus (but if it were, I would want a passive ability replacement), so I feel unlocking another character for having all four is better (with the passive ability of starting with one of each of the Heresy items?). But I wanted to give my own idea what the other two items could be.
-
Mouthpiece of Heresy: "Speak, or be forced to listen"
Replaces M2/secondary ability. Instantly deals 130% damage in a radius around the user, stunning and/or slowing enemies damaged by it. Additional stacks increase radius and debuff duration. -
Reach of Heresy: "And from the darkness, take what you will"
Replaces special ability. Summons a shadow (functionally like a drone) that follows you and tracks nearby enemies, occasionally dashing to deal damage and steal healing orbs when they hit something. Can summon up to three, with three ability charges. Does not inherit items, but additional stacks increase number summonable and charges by two each. The shadows would be glass cannons, doing lots of damage but having low health and losing health quickly.
!feedback Prevent items from falling off the map.
!feedback
We could always use more boss items! Here's some of my ideas:
Cracked Kiln (Clay Dunestrider) - Upon activation, roots all nearby enemies and siphons health from them for 5 seconds.
Kinetic Flux Modulator (Solus Control Unit) - Moving builds up a static charge that increases movement speed by up to 50% at max charge. Colliding with terrain release a large burst of electricity. Damage and radius are based on charge.
Profane Arcanum (Imp Overlord) - After killing 5 enemies, your next basic attack opens a portal to the red plane, blasting enemies in front of you with a piercing, high damage laser beam.
!feedback Addition to @fossil chasm 's idea
Molten Skull (Magma Worm) - Hold the jump button to go into the ground for 3 seconds (or until you press jump) with Invinsibility, then come up in a flame geyser, acting similarly to Kajiro's band. it has a cd, maybe shorter than H3AD
!feedback can we honestly make monsoon easier for players who put time into the game but just arent able to get to the obelisk to unlock the alt skins
!feedback steam achievements wen
!feedback more skins
!feedback I think it would be cool if we could get a speed orientated lunar item.
I have an idea, but it might be sort of loaded.
Kinetic Cleats - Decrease your speed by 20%. Moving will generate electricity that disperses on attack use, adding extra damage to the attack and electricity (also generates passively). This also gives you more speed. Having too much electricity will make you discharge, doing small damage.
!feedback
I suggest the engineer to make unlockable unguided rockets
!feedback
Imp Overlord Boss Drop
Infernal Stone
On hit, there is an X% chance for an imp to teleport in and slice at the target that has been hit, dealing x% total damage and applying bleed. The imp then teleports out. Stacking increases X% totally damage.
!feedback When something dies with Visions and spews the remaining bolts outward, let them home in on something and hit it as if it were shot normally.
For those who are unable to do what the top of the channel says, or just didn't read/see it, ⛔ means Irrelevant or Inappropriate.
This means unrelated to ROR2 and the discord or NSFW.
!feedback let Mul-t use his other primary if he picks up Visions, instead of replacing both
!feedback
MUL-T feels really bad to play as right now mostly due to his horrendous mobility (and in general really bad utility skill). He can be useful anywhere - but his Transport Mode is simply atrocious.
Transport Mode is not only slow for a utility skill on a 8 seconds cooldown, but is also barely usable against enemies! The proc coefficient when ramming someone is 0, like WHAT? Why? Not to mention that later on you want to use that skill for damage only on big monsters - and you get to use it only once, because even if the enemy dies - you just stop anyway. And then you go back to 8 seconds cooldown.
You can't use Transport Mode as mobility because it's very slow (like MUL-T) himself. You can't use it as an attack (because you're better off shooting the enemy). You stop dead in track if you hit a big one and you do barely any damage to small targets! It's barely usable for escaping (due to armor).
Please, look into MUL-T's Transport mode and give him:
A) Increased speed in Transport Mode OR Lower cooldown for Transport Mode;
B) Significantly more damage for smaller enemies on ramming them;
C) At least some proc coefficient on ramming big enemies AND let us continue riding if the large enemy is dead after we hit them.
!feedback
I decided to toy with Effigy of Grief last night and came to the conclusion that it isn’t nearly as bad of an item as I thought. However, there are a couple tweaks I would suggest to make it feel better to use:
-
Change it so the effect expires immediately when leaving the zone. Currently, it takes a moment to wear off and doesn’t feel appropriate visually. This would also make it feel more fair when you pick it up, because it’s already dangerous attempting to do so, and doesn’t feel right to continue being punished after the fact.
-
To compensate for the above, increase the size of the zone a little bit. Doesn’t need to be too much, just a couple meters or so.
!feedback
What if engineer just shoots like his gauss turrets instead of grenades? As an alt primary skill
!feedback
Acrid's poison is super useful but blight doesn't even come close. Here's what I propose:
Acrid's Leap abilities should both leave an AoE BUT, the initial slam on Caustic Leap should do no poison/blight effect. The acid pool itself should repeatedly stack blight or refresh poison when touched, however to balance it out. The inverse should apply to Frenzied Leap, the initial landing will apply 2 stacks of blight or refresh poison, but the pool with not inflict DoTs it just does damage to anyone in the pool at the time.
Additionally, Epidemic should be able to bounce back to a previous target but only after striking one other target, and if no other targets WITHOUT a current blight/poison debuff exist nearby, inflicting no damage but refreshing poison/adding an additional stack of blight. This will make it more effective on smaller groups and ensure that larger groups still get the full effect. To balance out this buff to dmg, decrease how many total bounces are allowed. Maybe somewhere closer to 10 would be fair?
As it stands, Acrid is powerful, but his damage suffers compared to Loader (the other pseudo-ranged melee character) and without any natural defenses like Loader's scrap barrier, I feel he needs some higher DPS. Furthermore, his blight is good for the fact that it is stackable but this is a negligible bonus when stacking it is so difficult initially. Without backup mags, bandolier, or afterburner, applying many stacks of blight to a single target can be really challenging and using your abilities to keep the boss taking that DoT can leave you very vulnerable to airborne targets. (even lesser wisps can completely ruin your day)
EDIT: Last minute thought, sorry I forgot to mention at first, CLAWS SHOULD INFLICT POISON AND BLIGHT. If you're getting that close to the enemy, you definitely should be getting those extra blight stacks and poison refreshes. Maybe change claw damage to 100 and 200% but allow them to inflict DoT. That is all, thank you.
!feedback If the player presses Q with the recycler and there is no item to recycle, the item should not go on cooldown
!feedback maybe add new "modifiers" on the trials rather than only random stage progression and extra starting gold, also let us apply modifiers to standard runs
!feedback I have spent time developing a ruleset for a PVP Tourney style for ROR2 using Command and Chaos. I have a full 3 page ruleset on a document that I will offer to those interested. I believe PvP tournaments will be really fun, the ruleset works for 1v1's 2v2's and even with the mod that adds 4+ players, it works so that each player will have an equal amount of items, each player can also ban one item of each rarity, and it adds a whole new gamemode within Risk of Rain 2. (I am not asking for ingame functionality but for an introduction of PVP into the community). I will be hosting/casting a tournament to gauge interest with friends
!feedback Not sure if this has been brought to devs attention but I think Trial of Kin is broken. Multiple enemy types still spawn
(as you can see in screenshots the Kin artifact is active yet theres Golems, Wisps and Lems)
!feedback
Battered Horseshoe (Lunar) - Direct attacks have luck modifier according to x ^ ( n / [ 4 + n ] ) - 1 - .05n, x being the damage dealt as a percentage of your base damage, n being your stacks. All damage from items is ignored.
This basically means super nuke attacks like Nano Bomb (1200% of base damage) are more likely to trigger a proc, and attacks like Double Tap (90% of base damage) are less likely to trigger a proc. With 1 Battered Horseshoe, Nano Bomb's luck modifier would be ~ +.59, while Double Tap's would be ~ -.07 before damage falloff. More stacks make burst attacks luckier and chip attacks unluckier. (At 2 stacks, NB would be ~ +1.19 and DT would be ~ -.134).
For reference, a 57 Leaf Clover increases luck by 1.
This probably needs a bit of tuning, but in concept, I think it's reasonable.
edit: loader's utility skills basically turns this on its head, providing more luck than would be balanced with just one hit. a new equation would have to be made, but it's still a good concept
!feedback fix or remove the money/sacrifice drop rate decrease for swarm, right now it overcompensates and makes swarm a bit unfun
!feedback
Please make it so that console is up to date with pc it dosent have to be released at exact same date as pc updates but at least release console updates after a few weeks or a month when a pc update has been released
!feedback I wish the loader's basic punch was more weighty and made smaller enemies stagger on hit. Perhaps changing the slash from the basic strike to an Area of effect combo. Similar to how the loader looked in Risk of rain 1
!feedback When Artifact of Enigma is active and gives you a Spinel Tonic, the chance for the tonic addiction debuff should be reduced to zero. You can never control what you get with Enigma, so this couldn't be abused. Otherwise you may get stuck with a Tonic that you never want to use until you run across another equipment, which undermines the fun of playing with this Artifact on. Also this would allow you to use Gesture of the Drowned with the Enigma equipment, which is great fun, until you get the tonic debuff. And then it's a slow death sentence by attrition as debuff stacks eventually wear you down.
!feedback
Equipment suggestion
Crimson Eye
3 charges, short cooldown
teleport a short distance like an imp
can not be damaged mid teleport
downside would be that its a very quick teleport, not easily abused
!feedback
Id like to see more boss items, and even more so the eventual boss equipment.
!feedback
going to a moment whole should count as obliteration, NOT killing the scavenger in the area. just lost a monsoon run because someone wanted the extra coins so now i cant have a skin
!feedback
Going off of @meager blaze 's idea, perhaps give the artifact of Enigma a further toggle to either include or exclude lunar items from the enigma pool. I think Enigma's effect is interesting enough with either version, it will just add a little bit of playstyle variety, especially as no challenges are currently tied to artifacts/no challenges say you cannot use artifacts so I don't see why it shouldn't be an option.
!feedback
If an Elite Active drops when Command is active, allow me to select between other elite actives to choose the one I want. They're so rare that it wouldn't really affect balance much, and would add more opportunities to construct specific builds in command runs.
!feedback add in a feature that allows for a voting system for pausing and if everyone agrees the game will pause and than you must vote again to cancel the pause PLEASE like this so that the developers can see it
!feedback
Add filter region for quickplay.
!feedback
Add names for environmental hazards (eg. Clay Pots at Abandoned Aqueduct).
They should also have Logbook entries and (maybe) lore as to why they're there.
!feedback
Mini-mushrum ground AOE does damage in a bubble area, but has an indicator for the circle on the ground making it look deceptive. Please make it either strictly ground-based damage (in the current circle) or a particle effect/area indicator to show the precise radius of the damage!
!feedback Allow the headstomper leg bracelet items to create an AoE explosion upon landing so you don't need to be so precise when stomping. Possibly also make them launch enemies near the impact up into the air slightly.
!feedback
Allow minions to gain elite aspects if you have one in your inventory. SCU and Beetle Queen share their aspects with their minions, so I should be able to too. 
!feedback
Regarding Artificer:
Artificer has a unique skill cycling aspect that adds a lot of depth to her playstyle. Her M2 and Flamethrower have long cast times which allow her other skills to regenerate their cooldowns in the background. However, once she starts getting attack speed, this cycle begins to fall apart, as she ends up casting her M1 and M2 quicker than she can regenerate her cooldowns leading to awkward gaps of her being unable to do anything. Additionally, despite being advertised as a high damage survivor, Rex and Loader both can deal around the same damage as her while scaling better into lategame.
I have a few suggestions to address these issues.
Flame Bolt: Increase the base damage, lower the burn duration.
- Currently, this skill has roughly half of its damage locked behind burn damage. This makes it feel powerful earlygame, but falls off hard as the game progresses since burn damage doesn't proc items. Shifting some of the poorly scaling burn damage into raw proccable base damage would help make the skill feel a bit punchier later into the game.
- This base damage increase could also be applied to Plasma Bolt for consistency, serving as a buff to it as well.
Both M2s: Make attack speed no longer affect the charge duration, and have it increase the max charge damage instead. Charging above the base max charge damage would add an additional visual effect to distinguish it.
- Conceptually, the idea is that she charges "faster," allowing her to hit higher charge levels in the same amount of time. The reason behind this would be to make sure her skill cast durations remain the same to keep her cycle consistent throughout the game.
Flamethrower: As has been suggested many times before, making it gain more ticks with attack speed like Commando's Suppressing Fire would be a nice quality of life change to help cement Artificer as a high-damage character.
!feedback
Third Eye
Red Item
Excess Crit chance increases crit damage up to 50%(+10% per stack, linear)
Appearance: The drawing of a burning eye floating above the player's head
!feedback Couch Coop for consoles would be incredible!
!feedback Monsoon is significantly easier to clear solo than it is in co-op, I feel like either more chests should spawn with solo prices, or more enemies with current prices. It doesnt help that the spawns are already weirdly split with how the Director chooses to spawn them, if it is staying how it is now, then the prices should be decresed, sometimes when I am playing with others, we have enough time to go away and get a drink before an enemy is any threat, aside from jellyfish, those bastards. Regardless, it doesnt make it fun when every run feels unwinnable with friends as opposed to single player... Also as a side note, bring Scorced Acres Trees on console D:<
!feedback two red item ideas:
Transmission Relay
Increase the size of the teleport event.
Kevin's lost abacus
Add 2 to all white stacks, Add 1 to all green stacks.
!feedback
New Elite Type Concept
Name: Marauding
Color: Purple
Effect: When this elite damages a survivor, it steals 2 (+1 every second stage) items from that survivor and gains their effect for 10 seconds.
(After the 10s or when elite is killed the items return to their owner)
EDIT: Wouldn't stack on the same survivor
!feedback Elite Type:
**Teleporting Bastards from RoR1 **
!feedback
Return of the Volatile and Frenzied Elites from the first game
!feedback
I'm loving Huntress' Phase Blink ability, however what bothers me is how it has absolutely no vertical control. I'm all for the design choice on locking it making it distinguishable from Blink, but I think a very slight grip on the height (perhaps only up to +y angle) would be very useful.
!feedback
In the first loop, I constantly find myself sitting on a chest waiting for things to spawn, which hurts the pacing, and feels bad in a game where wasted time increases difficulty.
1. Lower the combat director's credits per second, but each monster killed refunds a fraction of its credit cost. For example, if you lower the credits to 4/5, each monster death refunds 1/4 of its cost, keeping the overall total rate the same (4/5 plus 1/4 of 4/5 = 1).
2. Have every map populated by (more) initial enemies, as if they live there or something, but only outside a large minimum radius of the survivors. This is necessary to jump-start the reduced passive credit rate, gives players something to do other than stand around wishing things would attack them, and prevents spawn-killing against survivors.
The end result: The number of monsters on the map remains more constant, without changing overall rate of gaining gold/xp. Game balance remains intact, but there are fewer lulls where the player can't do anything.
!feedback add in the 56 leaf clover please its so cool!people that dont know what it is,its a item from ror1,it makes elites drop items.
!feedback
to add onto the "advanced pickup text" suggestion, since all the text in the game is managed via json maybe have the item_pickup call set to an enumerator so when a player picks up an item and this option is 0 it'll call for item_pickup and if 1 it'll call item_desc to minimize redoing all of the work already done for items and logbook descriptions
!feedback ability to view select a seed for a run before starting, and to see what seed was used at the end of a run. So if I want to go back to that crazy run where I got to level 4 with 2 red items AND it gave me an extra leggendary chest (or whatever your requirements are for a crazy run you'd like to replay) I can replay it or share it with others
!feedback
Make Mercenary's Eviscerate not target allies or allied drones.
Whenever you use it near a teammate you just vanish and stop.
!feedback (repost)
My friend and i were hunting aritfact codes and we found one on the ||Twisted Scavenger|| boss. But he couldn't see it cuz' he had lower gaphic settings than i. My suggestion is either to make sure it isn't linked to gaphic settings and you can see it with lower graphics, it is on the ground, or something like that. Still in the A Moment Whole area, but not impossible to see without medium high graphic settings.
!feedback
Sniper Concept
Primary Skill - Rifle
Fire a single shot dealing X% damage
Secondary Skill - Scope
Use your scope to increase damage to X%. While aiming shots can be charged to deal up to X% damage
**Utility Skill - Backflip **
Do a backflip, while performing the flip negate all damage.
Special Skill - Spotter
Throw out a Spotter that locates weak spots on enemies. Weak spots increase damage by 2x.
NOTE: Not sure whether or not the backflip should be replaced with some other damage ability, because this kit revolves around taking down enemies with his primary mainly
!feedback
Bless us with RoR1 Unstable Watch
!feedback
Bustling fungus is very weak on everyone but Engineer. It's OP in engineer. Mid-late run standing still is suicide. The engie turrets, on the other hand, remove the one drawback for this item. Change it to something like:
After standing still for [time] fungus appears and heals you for N ticks, each tick healing [amount]. It keeps ticking even after you've started moving again, but you have to move and stand still again to restart the ticks. Perhaps each stack of fungus increases the number of ticks? Or increases the ticks and the radius? Or reduces the amount of time you need to stand still?
!feedback in the Solus Control Unit and Alloy Worship Unit monster logs, they mention a "Mother Unit", can we get some insight to that entity from the devs? I'd like to know if its just going to be a giant boss we get to fight in another map or is it going to be part of the final boss fight when the game in in full access?
!feedback New lunar item idea. idk what a good name would be but makes you do +x% damage to enemies over 75% hp. BUT, do -x% damage to enemies under 50% hp.
!feedback In the Survivor model viewer in the logs, allow us to equip items onto the model. Would be great as a reference tool for drawing, or even just to see where items are equipped on different survivors
!feedback new elite type
Regenerative elites
These elites are the last to spawn in a run and start spawning after celestials and malachites have already appeared in a run. They have a high hp pool and emit a healing field that is the same radius as a celestines invisibility field. This field heals them and other enemies for 1% of their max hp/second. I feel as if this enemy would be a great addition to the game for people looking for an extra challenge in their long runs.
!feedback
Add a quick chat to make communicating easier when the game gets hectic.
For example pressing Z will bring up the menu somewhere in the bottom middle of the screen and lets say I press ZZX which makes me say maybe "Thanks" or "I need heals!". Would make teamwork way easier if you don't communicate via voicechat with your teammates.
I create game soundtracks and was wondering where, if possible, I would be able to submit previews
!feedback On the subject of Boss items from other boss's
Magma worm: Parasitic sight: Gives you the ability to see enemies and chests faintly through walls.
Overloading worm: Thunders Wake: After killing an enemy, fire a random lightning bolt to a nearby enemy dealing X% amount of damage.
Scavenger: Thieves Blessing: Chance to give you double the item on pickup. [(The chance will get lower as the rarity will get higher) Will not work on Lunar items]
Horde of Many: Elite Insignia: Summon a random elite enemy as your ally per stage. (Will not summon bosses until Stage 10+)
Edit: Removed something for a l8r feedback post
!feedback Clutches of Heresy: Replaces your secondary. Target an area and pull all enemies in that area to you. Deal 300% base damage + stun all enemies in area.
!feedback
New Boss idea
Another variant of the Magma Worm, this one uses portals instead of going underground. The balance to this is that it doesn't have any other special attacks like the Magma Worm's lava balls or the Overloading Worm's lighting bolts.
!feedback
Change the Tooltip of Elephant Statue to Actually represent what its doing
!feedback Beginnings of Heresy: Replaces your special. Release a pulse that makes enemies behave similar to how the Old War Stealthkit works.
!feedback minor thing, but if you are clicking on the shrine of chance back to back and more than one item comes out, they spawn on top of each other. normally this isnt an issue, however there is a small instance wherein using the command artifact and you get one of the items as equipment, it becomes impossible to reach the item beneath it. if you get an equipment, your current one goes on top and still prevents you from actually getting to the item since equipments are swapped. an easy solution is perhaps to have the items stack on top of one another instead of phasing inside the previous, or have the three items spawn at different sides of the shrine (this will pose an issue with the items potentially falling into the void, but thats a problem regardless).
!feedback
Give Elite bosses a higher chance to drop aspects
!feedback Custom FPS cap? Right now the settings only let me select 144 or unlimited; I'd like to cap it above 144 so my monitor has some headroom but not have it run unlimited to keep my GPU temps down
!feedback
Currently, Infusion makes your health bar red, but that doesn't really give you any information beyond "you have Infusion". What if health switched back to green when you capped the health increase, so that the red bar indicates "you are currently stacking Infusion"?
!feedback
I think it would be cool if the Glowing Meteorite item floating near you actually glowed when you activate its effect.
!feedback
acts as "barrier" for abilities, allowing you to stack up to double your normal capacity. Decay rate for the extra charges is equal to a reverse cooldown.
!feedback
Make dying magma worms unable to deal contact damage. They lose their flames when they die, so it doesn't even make sense logically to die to fire damage from one.
!feedback To make bustling fungus more viable for not engi, I think it should root you into place after 2 seconds (cancelled by pressing movement keys) and the radius should appear immediately after you stop moving, increasing to max heal and max radius after 2 seconds (default fungus radius and healing)
!feedback I think buffs to commando would be good. Most other survivors can do what he can't (controversially).
!feedback add in a feature that allows for a voting system for pausing and if everyone agrees the game will pause and than you must vote again to cancel the pause PLEASE like this so that the developers can see it
!feedback
Loaders special feels somewhat underwhelming damage wise, my proposal is to allow attack speed to increase the number of ticks the pylons can shoot out before disappearing
!feedback
We finally played a long game and killed the shop keeper. It would be neat if the cave behind them (blocked off by force field like the front entrance can be) would open up and have a small den with a monster log of the shop keeper in it.
!feedback The overloading aspect (atleast for wake of vultures) shouldn't halve your health and replace it with shields, since if you have decent enough healing, it can severely debilitate you and leave you lying at half health for way too much time
!feedback ...a scavenger just killed themself by flying over a pit with volcanic egg...
!feedback
Currently, when visiting ||A Moment Whole|| your additional reward ||of ten lunar coins is spawned inside a knapsack||. As the game fades to black and then shows the end of game statistics screen ||when you lay the Twisted Scavenger to rest|| even if still alive you are unable to control your character- those rewards can be lost if the player is distracted or doesn't immediately gather them for whatever reason.
I don't like that, I guess. Feels pretty bad to have it happen to you.
!feedback please PLEASE make hordes of many less common
i hate so much on world 2 having to fight a horde of blazing beetle guards
!feedback I would love it if engineer's harpoons were switched to an alt on his left click and his shield were swapped out for mobility. I am in love with the lock on mechanic and overlay, but flummoxed by his lack of survivability without the shield!
!feedback I spawned in before my multiplayer partner, who was playing Acrid. Because I was in, 3 fire elite lemurians spawned and attacked Acrid before my partner could even do anything. Maybe give Acrid some spawn protection or something? Feels really unfair and almost happened multiple times in a row
Idea, to balance commands as stages go by unlock selectable items in list. or item that should have dropped show up to be chosen in as unlocked.
!feedback filter matchmaking by ping and difficulty preference
!feedback
Have every single Lunar Item (not counting Lunar equipment). If you manage to kill The Merchant in the Bazaar while having all of the items, the ice(glass?) behind him shatters, opening a very dark blue portal. This will lead to the The Planetarium environment. A very very large confined space where you have to constantly fight off The Glowing Meteor(which is basically a much larger version of the effect of Glowing Meteorite).
Your goal is too charge the planetarium's shield as much as you can to endure the impact until the meteor breaks apart.
Monsters spawn (with a blue tint) and your goal is to kill as many of them as possible. Killing these particular versions of monsters will create Lunar Essence on their death, which will be absorbed by the Essence Matter Converter in the middle of the room. Once the gauge fills up it will create a Lunar Gem, which you then take near the top into a dispenser which uses the gem to replenish the planetarium's shield.
The boss monster The Newt Diety will spawn once the meteor is half finished. This boss will have a 100% chance to drop a Lunar Gem if defeated.
If no gems are placed into the dispenser after a certain period of time, you will take constant damage until you either die or insert another gem.
Once the meteor collapses, you completed the area!
The reward is an item called Star Comet which removes all bad side effects of Lunar Items, but you keep the good parts! (Also unlocked on completed of The Planetarium)
!feedback
I think it’s about time Newt got a death animation... not that I want to kill him but it’s not like it isn’t possible.
!feedback @plush rover On the topic of lunars, create a challenge of some sort that will allow the player to get lunar coins without obliterating or chance.
!feedback @plush rover Kinda be overpowered with 10 shaped glass with no side effect
!feedback Artifact of speed: ALL projectiles move 2x as fast
!feedback @ Previous idea Okay maybe not something so overpowered for completing Planetarium. Edit:
Star Comet: 5% chance to spawn a star piece from the sky to pelt enemies on hit +0.5% chance for every Lunar item obtained during run. Max 10%
!feedback
artifact of time
each stage, the speed that time passes time is multiplied by a random amount, and everything is affected by it. (examples would be monster and survivor speed, projectile speed, cooldown time, teleporter speed, and of course how fast time moves on the stage)
minimum would be 0.25X, and maximum would be 4X
!feedback
Make drones that died have a blue outline visible though walls, it is a pain trying to find my healing drones when they go down and that X that appears for like 5 seconds doesn't cut it
!feedback
A new Engineer turret that is weaker than other turrets but there is no max cap to the turrets and you throw them like your grenades. Maybe based on your crit chance they come out as super version of the little turrets that are about as strong as normal turrets. The chance could be something like if you have a 100% crit its only 50% or 10% chance to happen. Maybe it could replace the walking turrets for the whole mobile engineer build with the spider mines, tracking missiles, and these turrets.
!feedback
Steam Workshop support. There is already a pretty huge modding community and the developers could make it so multiplayer supports mods, and of course its much easier and safer going through steam.
!feedback
Run saving feature. It will just save your run, so you can quit and continue this run later. Maybe it will save every time you activating (fully charged) teleporter or something like that. It will be very helpful in cases like game crash.
!feedback
!feedback
Red item
Void Boötes
In a small radius around the survivor (maybe start with .5 meters?) there is a zone that freezes enemies and deals damage over time.
As time on the stage progresses, the size and power of this area increases, every 5(?) minutes it doubles in power and size.
!feedback
Item count for all players when you press tab. Shows number of how many white/green/red items a player has. Helps to keep even amount of items after a couple of stages when you don't really have the leeway to count out, and helps as a catch-up mechanic if a player dies on a previous stage and misses out on a bunch of chests. "Hey man you already got the legendary chest the first time around I get it this time"
!feedback would be cool when selecting your primary/secondary on
, the color of the power on her hands changed color accordingly (blue for charged bomb and white for ice spike for instance)
!feedback An artifact that makes item drops and chests a lot rarer, but they have more unique and potent effects (basically binding of isaac). This could make the game insanely fun and challenging, but I'm unsure that it's a manageable task for the dev team. If possible, it'd probably be one of the more unique and fun artifacts, and would be a huge boost to the replayability of the game.
!feedback
Slicing winds should reduce the armor of enemies caught in it for the duration of the effect.
This would make it a true alternative to Eviscerate. If this became the case, Eviscerate would be a close-range option that raises your own defense, while Slicing Winds would be a ranged option that lowers enemy defense. Basically, they would be true opposites design-wise.”
!feedback in prismatic trials add in a replay option where it just starts the trial with whatever character you were playing in death screen and/or pause screen
!feedback
Artifact of heresy
Effect: removes the cost of lunar items
From the pov of myself and the group of friends I play with, runs that involve lunar items are simply more fun than those that don't. Not surprisingly, our playstyle consumes a lot more lunar coins than we would ever get from the game naturally. As such, we modify our saves for infinite coins. Micromanaging lunar coins simply isn't fun for us, and considering the popularity of modified saves, it isn't for many others either. That said, I think that there is ample demand for an artifact that removes the need for lunar coins altogether. This would give players such as myself an outlet for our preferred playstyle without having to modifying game files. Nothing would change for players that enjoy the current lunar coin economy because they can simply not use the artifact. Some may think that this trivializes content, but it is well within the precedent set by the command artifact.
!feedback Artificer & Syringes
Make it so that Syringes add another charge of Artificer's M1, and alow firebolt to stack its debuff +1 maximum times per syringe before it starts to wear off.
I can say for sure that Syringes feel as if they have little to no use on Artificer and this could definitely solve that problem.
!feedback each survivor will have his own ability or (misc) like acrid that will add an even more variety to the combos you can do
Just an example: a misc for huntress that removes her auto aim and boosts one of her stats or give her another ability
@everyone
!feedback random idea for the “Objective” thing on the right side of the screen. Right now it only shows “Activate the Teleporter” and basically only Teleporter-related stuff. I was thinking what if you could see challenges on the objective list? Like what if you could mark certain challenges maybe up to three or something before the run and then they would be on the objective list so you could see how much more hermit crabs you need to chase off a cliff or something. I don’t know, it might help completionists and give the objective list more use.
!feedback
Let us change our nicknames in this server again. Tastes change as the game updates, and
is less me now than

!feedback
Mini Mushrooms should be categorized as "small" enemies (don't change their cost) simply so loader can pull them to her.
!feedback
I know it has been said before but idle and/or activated animations would be such a great addition to the game and the characters' personalities. I think it would be great to see Commando spin his guns around on his fingers and for Huntress to do some kind of crouch thing and aim her bow type of thing. Loader does something similar to what she does when you select her, or maybe rotates one of her shoulders, etc.
!feedback Mini Mushrooms' radius should be made more apparent that it's a spherical influence. Sometimes you can get hurt without even knowing it because of that attack.
!feedback
Please add the ability to drop the equipment-type item (Q button).
Reasons:
-
If I pick the bad item (like Crowdfunder) I want to be able to drop it to avoid its accidental use.
-
It is hard to memorize all the equipments - how they look and what they do. If I pick a useless item I want to drop it.
!feedback
Maybe make an artifact that allows players to share items but the amount of chests that spawns is the same as single player
!feedback
WE NEED THE SQUID POLYP EMOTE AS SOON AS POSSIBLE.
The Squid Polyp is an incredibly powerful item that can completely turn around a run. If you don't get one or two Polyps early in the run, you will most likely be unable to make it past the first loop. It is incredibly powerful and very important, and shall not remain unnoticed and ignored any more, otherwise the Squid Squad will soon arrive and deal with this. Do you want things to turn bad? Do you want us to interfere? There are more of us than you think. The Squid Squad will prevail, and you will not be able to continue this puny server of yours unless we get the Polyp emote ASAP.
This is a pressing matter and I expect the admins to do something about it, as this is simply not fair, disgusting, and complete neglect. It is very hard to show off what kind of a god run you had (or how to have one) when you don't even have an emote for the most powerful item in the game.
!feedback
Make rusty lockboxes not able to drop rusty keys. It just doesn’t really make sense, and it also feels bleh to get an item that’s basically “nothing this time, try again next level if you can find the box again.”
!feedback
Have the poison / blight that albino acrid shoots be purple or pink respectively.
!feedback
Make Rex's alternate secondary, Directive: Drill, Weaken all enemies hit. Directive: Drill is already a weaker damage option (due to spread out damage over multiple instances, coupled with a longer cooldown than its duration), but the tradeoff is that it does not cost HP to use. However, due to a lack of any kind of utility on the ability, it feels too much like a straight damage downgrade with little benefit; Directive: Disperse, Rex's basic utility ability, has a similar relationship with Bramble Volley, but Directive: Disperse notably Weakens all enemies hit in addition to the lack of a health cost, thus giving it some applicability through widespread application of Weaken. To account for its weaker damage potential, Directive: Drill should share this trait."
Also, it would be really neat and flavorful for all the Directive: abilities to weaken on hit, while all the plant-based abilities cost HP to use
!feedback Add an exclusive challenge for Loader that involves grappling onto a worm for her remaining skill
!feedback
Item Idea
Name: Silver Oil
Rarity: Common
Effect: Increases the damage of damage-over-time effects by 10% (+10% per stack).
Values are just for fun. You get the idea. Not much to comment on here lol.
!feedback
Make royal capacitor not able to target the flying rocks in in Sky Meadow. Too many times it has targeted those rocks instead of an enemy or it all gets wasted with a gesture/fuel cell. It makes it even more useless because they can't even kill them. It just misses them
!feedback
I like the idea of plasma bolt, gaining AoE in exchange for DoT, but it's functionally the same as fire bolt. Here's one idea I had: Fire a seeking bolt for 220% damage that chains to one other enemy for 95% damage. Hold up to 4. Uses a targeting system like Huntress' Strafe or royal capacitor. Directly fires a lightning bolt instead of a projectile.
EDIT: Numbers are tentative. Proc coefficient for Chain should probably be reduced. Might not need to use a targeting system or directly fire a lightning bolt. Lightning bolts sound cooler though.
!feedback
Fools' Patience
Rarity: Lunar
Visual: A bow with a very tight bowstring, that could snap any moment
Effect: Reduce ability cooldowns by 50% (+25% per stack). After using an ability (that is not an unlimited M1 skill, like Commando or Loader. Visions/Artificer's M1 still apply), have a chance of 10% (10%) for that ability to become unavaliable for 150% of its original cooldown. Charge-based attacks require to reload all stacks, with the exception of the hardlight afterburner's buff.
Take the when out of combat text off Red Whip, and put it on NRG, or just swap there rarities.
Take the when out of combat text off Red Whip, and put it on NRG, or just swap there rarities.
@clever halo !feedback
!feedback
Steam Badges
In game achievement must be applied to steam achievement
Steam Cards
Steam Profile Background
!feedback
Hey, I don't know if someone submitted this before, but I'm having some issues with the artifact that allows you to pick the item you want.
With some frequency the "box" will spawn in unreachable places in the map or simply disappear.
!feedback
I believe that if Slicing Winds doesn’t end up getting changed to scale with attack speed, it should at least have the limit for enemies it can hit removed.
!feedback Artificers alternate primary needs a buff. Instead of giving a small AOE, it should have an on-hit effect similar to Ukulele, shocking up to three nearby enemies on hit. This would add an AOE effect to it while differentiating it from the firebolt primary.
!feedback
I love your game and all the hard work you put into it, keep up the good work! Love what you guys are doing!
!feedback Make squid turrets only lose health naturally if they are out of combat for a while, or regenerate health when they hit something. This lets the little guy we make from clicking the TP stick stick with us the whole fight.
!feedback
Please, please, tone it down with the wisps...
!feedback add red item multishop terminals
!feedback
Add some sort of audio indicator that you actually interacted with a portal. Many times I sit there spamming interact on a portal due to not knowing if I actually interacted with the portal or not. A simple audio cue could help immensely with this.
!feedback
New Item Idea:
Item Name: Motion Sensor
In-game Text: Enemies near you are revealed to all survivors.
Rarity: Common
Effect: Enemies within 12m (+3m per-stack) are given a red outline/highlight on their silhouette which can be seen through walls and other solid objects which obstruct vision; detected enemies behind survivors will have a lesser arrow pointing to the nearby enemy on their HUD (does not affect LoS targeting skills and/or equipment with this item).
!feedback
Aspect equipment is shared with the engineers turrets.
!feedback
allow artificer to hold the charge on her secondary ability (and alternate) similar to loader's PAWNCH
!feedback
!feedback When Artifact of Enigma is active and gives you a Spinel Tonic, the chance for the tonic addiction debuff should be reduced to zero. You can never control what you get with Enigma, so this couldn't be abused. Otherwise you may get stuck with a Tonic that you never want to use until you run across another equipment, which undermines the fun of playing with this Artifact on. Also this would allow you to use Gesture of the Drowned with the Enigma equipment, which is great fun, until you get the tonic debuff. And then it's a slow death sentence by attrition as debuff stacks eventually wear you down.
@meager blaze
!feedback
Going off of @meager blaze 's idea, perhaps give the artifact of Enigma a further toggle to either include or exclude lunar items from the enigma pool. I think Enigma's effect is interesting enough with either version, it will just add a little bit of playstyle variety, especially as no challenges are currently tied to artifacts/no challenges say you cannot use artifacts so I don't see why it shouldn't be an option.
@slim talon
Been scrolling through the chat reading stuff to pass time and found these two suggestions.
Personally I think the Enigma artifact should work the way it did in the original game and give you the unique 'Enigma' equipment that you can change out for a different equipment that doesn't get swapped.
In the original you started with an equipment and had no idea what it was going to do anytime you activated it and I believe that you could switch it out.
(Could he wrong about switching it in the original, but personally think it would he better to have the dedicated item.)
!feedback make an artifact that takes all chests out and makes the only items to spawn chance shrines
!feedback
make the engineer's mobile turrets' AI not feel the need to be standing three INCHES away from you at all times. and maybe increase their laser range.
!feedback could you set you multiplayer up so that if the host leaves on a group it doesn't end the whole game. (I have had five games so far where everyone else is fine but the host dies early then leaves)
!feedback
Please, make ''horde of many'' fights more rewarding.
The fear of being suddenly killed by a dangerous horde of many spawn at the teleporter, like clay soldier or elite elder lemurians is fun! But...
I would like to suggest a relevant reward after the fight, like 20 lvls or a aditional charge for your ultimate, something that would reward winning the fight and not make it a almost instant messed run!
!feedback
More global stacking of items! For items like monster tooth, bandolier, and ghor's tome that are universally beneficial for all players (they drop on the world, anyone can pick up, etc.). As it is in co-op currently, ideally you want to stack all these on one person to increase the effectiveness for everyone.
!feedback Maybe a Chain-gun (Minigun) alt M1 for commando? Similar to the clay templars, has a charge up period. You turn slower while shooting and there's some lag when ceasing fire.
Movement speed increases how fast you can turn. Attack speed decreases the charge up period and ending lag.
Clay Templar's minigun deals some juicy damage, so this should do big damage aswell
! feedback
An alternate skill for Mult-T that allows him to use both weapons at once. Maybe replacing either or both alt-fire and special ability, as well as removing the ability to carry two equipments at once.
If that's still too strong reduce movement speed while firing.
!feedback
An alternate skill for Mult-T that allows him to use both weapons at once. Maybe replacing either or both alt-fire and special ability, as well as removing the ability to carry two equipments at once.
If that's still too strong reduce movement speed while firing.
@grim wind
!feedback This is just something I've thought of since the release of Risk of Rain 2. I suggest giving Commando's Roll utility similar invincibility frames to the ones it had in Risk of Rain 1. For a while I've wondered if this was necessary due to the three dimensional plane, as the main necessity for it in RoR1 was the linear movement and side to side style. However, I believe that it would complement the positioning factor of the roll by allowing you to dodge and reposition in more effective ways by not having to worry about any stray attacks hitting you mid roll. There are also other playable characters with (objectively) better mobility options, such as Huntress's utility being a blink, or Mercenary's utility having potentially 3 dashes, which leave Commando's Roll feeling a little weak and lackluster. Finally, since the roll leaves you unable to take other actions (as opposed to his new alternate utility allowing him to fire mid-slide), I think invincibility frames would promote the roll as a defensive utility option while the slide is more offensive; it would pose a bit more of a tradeoff when choosing between the two.
!feedback
Delete horde of many, I am serious. I'll fight you and god on this.
(╯°□°)╯︵ ┻━┻
@Azraellix
Maybe instead of frames of invincibility, it may be interesting/a nice middle ground to gain armor or immunity to one hit kill for the duration of the roll. Which could be proc'ed by relevant items.
!feedback
Have a unique equipment for the enigma artifact that wouldn’t show the equipment (adds to the chaos), and other equipment that wasn’t enigma equipment would function as an equipment that doesn’t swap
!feedback
Loaders two grabs should proc her passive.
!feedback
An Artifact that enables all allies to inherit all of your currently held items!
I know it's a straight buff, but so is Command. Plus, seeing as they've even said that Artifacts are like 'cheat codes', this would make a long requested feature a reality without it messing with the main game.
!feedback
Make a Lemurian themed boss named eldest Lemurian (or something else
Make it so people can't post here until Dyno's back up again.
!feedback @vestal iris lock this if bot dead
!feedback Add environmental objects (Chests, shrines, teleporter, etc) and Drones into the logbook once interacted with. Would love to use them as a reference tool for drawing, but drones in particular can be hard to find a good reference for since they either move around so much, or are partially stuck in the ground
ah, he back
!feedback
Make a Lemurian themed boss named eldest Lemurian (or something else
@zenith glacier
!feedback
An Artifact that enables all allies to inherit all of your currently held items!
I know it's a straight buff, but so is Command. Plus, seeing as they've even said that Artifacts are like 'cheat codes', this would make a long requested feature a reality without it messing with the main game.
(Reposted because Dyno is being dumb)
!feedback
ok so, I know there is a mod to save the game, but it is currently broken, no idea when it'll be fixed, and it's beyond my personal ability to fix because I dunno anything about the unity API or the game API, and the learning investment for that would be quite large.
Any chance at all we could get a single player game save feature? I hate losing 4+ hour runs to either crashes, or having to life.
!feedback
Idea for alt Engi Lclick:
Grapple Beam (or some such) would latch onto enemies, damaging and stunning them, before dragging them in close (in theory, closer to your turrets)
!feedback
New Artifact Idea
'Artifact of Déjà vu' or 'Artifact of Order'
Only one randomly picked item will spawn for each rarity, on a given stage. The next stage will reset and randomly pick new items. This goes for multishops, 3D printers, boss items, and shrines.
An example of this could be the first stage only spawns Gasoline for all common items, Lepton Daisy for uncommons, Crowdfunder for equipments, etc.
!feedback
Make an advanced tooltip option to show things like the stacking modifier, number values, and proc coef on item desc in run. You could also add in the stacking type in log book. I get that you don't want to throw these things at new players but i don't want to be forced to go to the wiki to look these things up, so an advanced tooltip option would solve both cases.
!feedback
Make an advanced tooltip option to show things like the stacking modifier, number values, and proc coef on item desc in run. You could also add in the stacking type in log book. I get that you don't want to throw these things at new players but i don't want to be forced to go to the wiki to look these things up, so an advanced tooltip option would solve both cases.
@ionic ember
!feedback when opening a monster log the corresponding spawning sound plays; when opening the environment logs the respective music plays.
!feedback make a channel for discussing and chatting about modded Risk of Rain 2
!feedback Allow Huntress to use her shift while using her R. So I could shoot a round of the Ballista, use my shift to reposition, and then fire another round.
!feedback Add an item similar to the Focus Crystal/AP Rounds/Crowbar that increases damage dealt to airborne targets.
have an option to search for rooms without artifacts its kinda annoying
!feedback Readd Frenzy elite types from RoR1 kthx
!feedback @paper merlin's idea
Flipped Horizon (Uncommon)
While grounded or airborne, deal +X% (+X%/stack) damage to enemies that are the other.
Lets you root down and blast enemies from the sky or do bombing runs on unsuspecting Lemurians. Adds some diversity to gameplay since you have to adjust your positioning to take full advantage.
!feedback This might not translate into 3D very well, but I would really like to see the Parents returned to their original appearance in the first game. It was really intimidating in stage 2 to see this big, hulking humanoid walking up to you. I'm not saying you need to give the Parents HD abs or anything, it would just be nice to give them back a little upper body strength.
!feedback
the first stack of red whip should give a +50% movespeed boost while leaving combat, so it feels at least a little more like it belongs a tier above energy drink.
they really shouldnt have the same values even if it is only for the first stack.
!feedback Polyps feels worst than fireworks and is one tier above, i think it would fit better in white items. Same goes for plant, does not feel good to pick up a legendary when it's the plant
!feedback Can we get different stage layouts for each Artifact in Bulwark's Ambry? With the same overall feel with the stone materials and such, but also extra details matching thematically with the Artifacts
Say for example, Glass's stage could be partially made of glass panes and floating glass shards, Command could have castle tower-like platforms, etc, extra things to change it up between Artifacts instead of it being the exact same layout for each Artifact
!feedback
change bustling fungus to have a persistent healing aura that is empowered when you stand still
it could work something like this its x meters big and heal for x health every second and for every second you stand still the radius and healing grows by x%
this would have a cap and either the base heal or cap growth would increase. I suggest the base so that its more useful for everyone.
!feedback Random aesthetic suggestion: replace the desk plant next to the laptop in the multiplayer lobby with the Interstellar Desk Plant item, seeing as there is other collectible items dotted around the room already, like the Medkit, Tougher Times, Ukulele, and Lens Maker's Glasses
!feedback
Secondary and Special
Promises of Heresy
Lunar, Heresy Set
Looks like a severed hand with the thumb and pinky bent backwards to the center of the back of the hand. The middle three fingers have been removed and pushed half-way through the middle of the hand in a triangle pattern and bent, as if they're holding the thumb and pinky. The entire hand will look flayed, with each severed piece haphazardly cauterized and wrapped in charms.
Replace your Secondary Skill with "Her Gifts"
Her Gifts - Fire a dark orb, marking a target to be pelted with 10 x xxx% damage void spikes after 1 second.
Stacking effects: Increase void spike count by x. Increase delay by x.
Lore
"...her hands, severed and scorched, will be left in orbit, never to tempt another with false promise..."
- The Evisceration of Kur-Skan The Heretic, x
Teachings of Heresy
Lunar, Heresy Set
Looks like a shiny, metallic brain severed in half. Glowing strands of goop connect the two halves sporadically, like the brain is corrupting the casing. Bulbous growths and shrivelled glowing craters decorate both halves.
Replace your Special Skill with "Overbearing Malice"
Overbearing Malice - Fire a fast projectile that sticks to the first target and Cripples, dealing xxx% damage. Form a Binding between you and the target, decreasing their aggression towards you and rarely attacking your targets. Re-activate the ability to recall the projectile, damaging anything between you and your Bound target for xxx% damage. Cooldown starts upon recall. Going too far away from the target severs the Binding, damages you, and puts the ability on extended cooldown.
Stacking effects: Increase initial and recall damage. Increase self-damage and cooldown extension from severing Binding.
Lore
"...her brain, cleft apart and rotted, will be cast in silver and iron and left in the coldest caves, her teachings to become her maddening tomb for eternity..."
- The Evisceration of Kur-Skan The Heretic, x
bump for REX aesthetic (rexsthetic?) https://discordapp.com/channels/417739215355510784/559901472339525644/700948900193763358
!feedback Commando is the only survivor with a damage fall-off. It's a 50% total damage reduction at a distance of half the teleporter event zone. He's not the strongest, he's the first everyone plays, yet he has reduced damage in a game about damage. He doesn't need this feature. Please remove Commando's damage fall-off.
I guess I'll put my drop into the bucket.
!feedback Someday, it would be cool if there was a level editor. Levels can get a bit stale after a N number of cycles.
!feedback when using a printer or trading items in bazar between time put in chat the item you just lost
!feedback a group of wisps spawning directly above you on Artifact of Glass is currently a death sentence without good AoE or speed, a short delay to prevent lesser wisps from firing immediately after spawning would fix this.
!feedback Okay so i have an idea. Its simple but also rather complex. One of the characters they mentioned was weaver, who judging by the vague description is like tech guy right? and drones currently are rather weak and die in one shot, so why not lean heavily into that aspect and make him also use and/or buff the drones in a unique way that no other character can.
Currently there's no items or characters that utilize the drones or make them better and they don't currently proc any items, so unless their scaling gets a heavy buff people are just going to constantly ignore the drones until they have literally nothing else to buy. Doing this would not only make the drones not a complete waste of time for the devs but also make the drones something to actually go after in the game. Plus the devs aren't shy about having certain characters in the game break one specific item in the game to make the character op (ie engineer and fungus).
I love all the characters in the game so far and i have no doubt they will do well with whoever is next i just want everything in the game to be utilized to their fullest potential and i think this might be the best way to get the drones to be loved by everyone. If the devs actually read this and want more of my ideas for this character just message me and ill literally give my full list of possible abilities and such.
(I had to edit this because others gave me suggestions on how to portray this message. Thanks you guys!)
!feedback Can you guys please add in the boxing glove back from the original game? It would be really fun.
!feedback An alt to Mul-T's Transport mode would be interesting, maybe one with no armour and unable to ram enemies but it lasts longer and moves faster so it's more used for mobility then something you can use to be safe for a bit
!feedback Should H3AD-5T v2's ground-slam have a latent (~0.5s delay?), sphere-shaped point-of-impact knockback (similar to REX's Disperse) that affects enemies only?
Dropping down INTO danger has never been an appealing concept, especially when every enemy has collision (meaning getting OUT of danger from there is a gamble). Such an upgrade might make for better escape routes and fun environment play.
!feedback
Equipments Loadout. Players using the artifact of command will have the interface of their item build
eg: huntress build 9 lens 10 soldier syringe etc
like a checklist of what items they need to get
players can also upload their build in discord and others can copy them
!feedback I think making artifact codes fixed for every player was a bad idea. People can just google all the artifact codes and get all artifacts without having to find a single actual artifact plate in game. I feel like the locations of the plates with codes should be fixed, but the actual artifact codes should be random for every player.
!feedback
Auto-save feature upon entering a new stage that only reloads if the game has had an unexpected crash to prevent cheese. I just crashed 6 stages into the game - which is my record so far - and I am extremely enraged.
!feedback
plain and simple make it so we can animation cancel out for Acrids leap skill as of current there is no reason to take the alternate M2, the savage bite cause u have no way to deal with flying enemys, but if we could say leap straight up next to them and bite them or as we fly past them. would also make using Special interesting as u would hop into the air and pick the pack of enemys to rain down on??
!feedback
Local splitscreen would be so cool. Imagine 3 other mates in the same room doing a run.
!feedback
Lower or remove the slowmode on some or all channels. A lot of people are fast typers (like me, I have >90 WPM), and some people also like to send multiple small messages instead of one big message (to simulate speaking or so that you can answer faster), and the 10 second limit on #ror2-memes really doesn't help. Even though the channel was made to post memes, a lot of people also talk and discuss the power of the Squid Polyp
there, and having a 10 second cooldown per message really doesn't help. I can use a Charged Gauntlet
once in discussion channels and twice in #ror2-memes while typing, and 2 Charged Gauntlets
can be enough to defeat a boss if you have enough Focus Crystals
and Crowbars
. There aren't even that much people speaking at the same time, and at least turning the slowmode in #ror2-memes to 5 seconds like in discussion channels would really help.
!feedback
While the Artifact of Sacrifice is enabled, I would like to see one of the following:
-Enemies drop Lunar Items
-Lunar Pods spawn as normal
-Enemies drop Lunar Pods (my personal favourite of these options)
!feedback remove the aiming cap on the y axis. allow the player to look directly up and down.
!feedback increase aurelionites log book drop chance, it's kind of annoying just to have a empty spot in my monster logs just because of aurelionite, especially for someone like me who wants to %100 my log book
!feedback consider object pooling instead of instantiating clone for bullets (especially AtG, Kjaro, Runald)
!feedback (you disconnected from your last match would you like to rejoin?)
!feedback Expanding on Isaacs idea
Have all special bosses just have a buffed logbook drop rate
Aurel, AWU, Twisted Scav if hes given a log
Also as a future note just please make the end bosses Log fairly common. I can see it as frustrating for people beating the game over and over fruitlessly just for the last boss log
!feedback Probably i'm not the first one to say this, but:
Buff the Leeching Seed. Currently it's outclassed almost in every situation by Harvester's Scythe.
Leeching seed heals for 1 (+1 per stack) for each hit while the Scythe heals for 8 (+4 per stack) for each crit hit (and also provides +5% crit once).
So, let's take a look at heal each one provides with no other items and shots that have 1.0 proc coef:
Out of 100 shots Leeching Seed heals for 100 HP
Out of 100 shots Harvester's Scythe on average heals for (1%+5%) * 8 = 48 HP
Here Seed seems twice as effective, but when you add just one Lens-Maker's Glasses, a common item, Scythe starts to heal on average for (1%+5%+10%) * 8 = 128 HP out of 100 shots. And stacking only increases disparity:
2 Seeds heal for 200 HP
1 Scythe + 2 Glasses heal for 208 HP, while also providing more damage.
Having items like Predatory Instincts, Ocular HUD or 57 Leaf Clover also benefits Scythe, while doing nothing to Leeching Seed (except clover in some cases). In the long run you try to maximize your crit chance, ideally to 100%, and at that point Leeching Seed becomes strictly [more than] 4 times less effective than Harvester's Scythe while being exactly the same in nature - heals for a flat number per shot.
Right now you should never pick up a Leeching Seed over a Scythe, and that's a sign that the Seed needs a buff.
My suggestions on how to buff it:
Option 1: make Leeching Seed heal for 2 (+2 per stack) - it will still be a budget Scythe but will hold a bit better in the early game.
Option 2: make Leeching Seed heal for 0.5% (+0.25% per stack) of max hp per hit instead of flat value - this will make it weak early on but potentially much more viable with stacking. It would still take like a stack of 30+ to achieve broken level of healing, but pretty much any green item in stack of 30+ becomes broken, so it'd be balanced in my opinion.
!feedback Idea for an alternate R for Acrid.
Seeing as the new abilities added are geared towards making him more of a melee survivor instead of a ranged one. His alternate R should play into this as well.
How about a poisonous shockwave that shoots out around him, stunning and poisoning/blighting enemies, and also giving Acrid armour/resistance for a time? This would also do more damage than pandemic as well.
This would make going close to enemies and attacking them be a bit more advantageous compared to using pandemic from a large distance. The resistance would also give a strong nudge towards getting into the fight as opposed to being at a distance.
!feedback
Iron sights
Red Item
"No Scope"
Atacking after spining 360 degrees has 1%(+0.5% up to 2%) chance to instantly kill a enemy.
Other than Proc coefficient, skills with multiple hits/projectiles have a lowered chance based on their number.
!feedback Item idea
Object: Scratched Silver Dollar
Name: Heads or Fails
Rarity: Lunar
Description: Has a 50% to double your equipment's damage, and a 50% to reduce the damage done by your equipment.
!feedback
Maybe someone else mentioned this:
Making the Description of "Glorious Battle" more clear.
My assumption was that I need to be under 10% hp the whole time while Charging the Teleporter(0-99%).
Just add a left at the End.
"Charge the Teleporter with less than 10% health left."
or something similar.
!feedback The damage from the fire trail, that Blazing elites create, should not be based on BASE damage.
Currently in the game melee survivours suffer way to hard from the fire trail because they have to endure the damage when fighting a Blazing elite head-on. The reason why the damage should not be based on base damage is becasue of how hard it becomes to fight bigger enemies. The bigger an enemy the larger their base damage will be.
When fighting bigger enemies as melee head-on you'll need to jump out of combat a few times in order to regain your lost health. This in of itself does not sound bad as fighting bigger enemies should be more difficult but bigger enemies will also have a bigger healthpool. The big healthpool and large base damage will add ontop of eachother which will exponetially increase the time it takes to kill bigger Blazing elites for melee survivours since you will have to jump out of combat more often due to both their damage and health.
Instead of having the fire trail damage be based on their base damage it should instead be based on a damage value which is the same on every kind of Blazing elite, regardless of their size. Bigger Blazing elites will still be tougher than smaller ones but not as ridiculously tough as they currently are now.
!feedback Idea for a new type of "vending machine"
Basically, it's quite the opposite of 3D printers. It wants one time of a certain rarity. If you have that item and give it away, you will get a new, random item of the same rarity.
It could either be stuck wanting the same item, like the 3D printer, or demand a new one with each interaction.
I think this would be a good addition, as players aren't stuck with items they don't like or don't fit with their playstyle, and would get a chance of getting rid of those items in hopes of getting a better or perhaps even worse one.
!feedback
Fix the Paul's Goat Hoof clipping into the leg of Loader - even without any additional items...
!feedback
Either nerf or simply remove scavenger's ability to obtain a royal capacitor as after the 60 minute mark this is basically a run ender. It feels ridiculous and a bit unfair in my eyes.
!feedback
Faulty Railgun
Red Item
"Heaven Cracker spiritual sucessor"
I have two ideas, either
Every 5th(-1 per stack) attack is a hitscan for projectile M1
Every 5th(-1 per stack) attack has +200% range for melee M1
OR
Every 5th(-1 per stack) attack is a hitscan (like the RoR1 version)
!feedback
make the engineers turrets interact with the engineers pings, like pinging a greater wisp will make the turrets target the wisp first, and only targeting other enemies when they are directly hurting the turret
moving turrets could benefit from interacting with the "engineer wants to move here" ping by prioritizing movement before shooting enemies
!feedback
I've been playing the game mostly on Monsoon, because that's where all the action is. 3 difficulties are great, but sometimes I want a harder difficulty (without having to rely on mods). Artifacts are meant to make the game harder, but they don't really change a lot of base gameplay - enemy's armor is unchanged, progression curve is the same etc. It's a bold suggestion - one which I'd like to balance out by also suggesting a difficulty easier than Drizzle - but I'll get downvoted into oblivion for that :V
So, if I may - here's my suggestion:
Deluge difficulty, above Monsoon. Details:
- Unlockable (maybe after completing Monsoon with every character, or like an Artifact?)
- Player's health regen starts at 0.2
- Enemies have a base of 10 armor, with it scaling over time
- Time affects scaling difficulty at 200% of the normal pace
- Enemies' attacks are upgraded (aka Lemurians shoot 3 fireballs at once and more frequently, Brass Contraptions' spikes explode on contact some time after etc)
Basically: hopoo, please gib harder diff, I want more action
!feedback
If Engineer gets a new M1 attack, I'd love for one that is quite different from his current one. The Nadelauncher that charges up feels pretty clunky, I'd love for him to get something a bit more direct and not just a small variant of that. A rocket launcher or slow, but hard hitting grenade launcher would be fun; direct hitting with projectiles is fun, see arena shooters like TF2's demoman or Grenade Launchers in Quake to see what a big ol' grenade launcher/Rocket Launcher can feel like. Would also fit his theme and be possible to animate with his shoulder cannons!
risk of rain
!feedback an option on the death/game over/loss screen that will start a brand new run without having to go back to the character selection screen
!feedback Could we get a random character option? Sure we have Metamorphosis, but that randomly changes your character each time you spawn throughout the run.
!feedback When MUL-T dreams of the Abandoned Aqueduct, it should say it dreams of sand beneath it's wheels, rather than it's feet.
!feedback return clipping into the Lizard Liar on Aquaeducts. It's an interesting secret/speed gate.
!feedback
Bring back dyno
!feedback
thanks for creating a discord where the devs are right next to the community i find myself wishing other games did this
!feedback Make it so when ending the run from the menu, everybody is put back in the lobby instead of the main menu so we don't have to reinvite everybody.
!feedback This has probably been suggested before, but since it hasn't made it into an update yet:
Please do add a way to select Hold/Toggle to run and crouch!
!feedback
prismatic trials, you should be able to scroll though global ranking, just want to see who is first :<
!feedback
Repulsion Armor
Red Item
"Reworked"
+Reflects 33% of damage received
+Releases a shockwave that knocks enemies back when damaged, scales with damaged received.
+When under 40%(+5% per stack, up to 65%, linear) health, every hit received grants 10% damage reduction, up to 80%, for 3 (+1 per stack, up to 8, linear) seconds
To explain the third effect, while you're under the threshold, receiving damage gives you +10% damage reduction, this efect remains for X seconds and is cumulative.
TL;DR: Many hits in short time = high defense for short time, many hits in long time = medium defense in long time
!feedback Make it so Void Reavers can't pick up logs
!feedback
Remove the Recycler from the Enigma pool, it's even worse if you're using the Command artifact, you need to give up a item or find another equipment to replace it
!feedback
!feedback Have the icon for equipment while using Enigma be like the first game, where the icon was just an image of the artifact.
!feedback Lower the frequency of/completely remove horde of many from teleporters in the first loop in multiplayer, it is literally a run ender every time
!help
!feedback
Lower Void Fields fall damage. No matter how much health you have, if the damage you take isn't blocked by a teddy bear, it's a death sentence every time. Some of the cells are right next to the cliffs and with characters like REX its incredibly easily to SHIFT by accident and fall off.
Heyo I have a suggestion. For multiplayer games is there anyway instead of throwing players all into random matchmaking lobbies is there a way to maybe divide the lobbies by difficulty? Most players just play easy mode and I wouldnt mind running some group games on Monsoon. Woot woot. Oh yeah I play on switch if that makes any difference
yo so I have an idea for a new artifact or item. What about something that lets you keep your money at the end of the teleporter event, but it prevents you from leveling up due to the teleporter even?
Heyo I have a suggestion. For multiplayer games is there anyway instead of throwing players all into random matchmaking lobbies is there a way to maybe divide the lobbies by difficulty? Most players just play easy mode and I wouldnt mind running some group games on Monsoon. Woot woot. Oh yeah I play on switch if that makes any difference
@coarse mauve !feedback
!feedback
Make it so Gilded Coast doesn't spawn chests when you have Artifact Of Sacrifice on.
!feedback
Add items that synergize with shields, restoring a small amount or lowering the cooldown on a kill. There's no consistent way to recharge shields (aside from stacking strides) and avoiding all incoming damage for ~9 seconds isn't reliable.
!feedback
Artificers glide should make you move slightly faster and proc items that proc on sprint like buckler and the boss item of the grovetender
!feedback If you plan on making a heresy item that replaces a characters R (Which I hope you plan on doing), can we have a heresy transformation if you collect all of them in a run? Could change your character to something special, and maybe buff all the abilities. Also opens up a challenge/achievement for collecting them all in a run.
@viral narwhal !feedback
and it turns your character into another
!feedback
it would be nice if when you obliterated it would only affect you because i had a great multiplayer run but my friends obliterated. it would be nice for those who are going for longer games and then those who have to leave or are just done for the day.
!feedback
Give random spawn bosses a small chance to drop their boss item on kill, greater if it’s an elite.
!feedback
Artifact: Artifact of Combat
Effect: Killing enemies close together has a chance of summoning elites(unaffected by sacrifice)
Inspiration:Beyond modifier from path of exile, similar to how the Wake of Vultures is a Headhunter
!feedback
Add an option to settings for making Artificer's EMP Pack a toggle (basically pressing the jump button in the air turns the pack on until you press it again or hit the ground). In its current state where the jump button must be held down its extremely uncomfortable to play as her well with a controller, which is a pretty big problem I would think.
Wait isn't her float a toggle on console?
!feedback
Maybe a bit of an odd one, but if you have a heresy item for every slot (maybe including equipment), have a character, the "heretic," that you unlock by equipping them all.
!feedback
The Huntress' Rain of Arrows- being able to be placed right on say a wandering vagrant since we can stand on them? They and the and the alloy units since they are also flying. Making it a bit easier and more viable to use on those bosses.
The Huntress' Ballistica Ultimate- Perhaps turn it into her old "explosive arrow" since I don't ever use it and I am not sure how many people in the community really do use it. If it were to change to her old original ultimate. I would say it should work like Ballistica, but have cluster grenades drop in the area since it isn't the same platforming view of the first game.
!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
!feedback
On behalf of the Squid Squad family, I must thank you for adding the
emote. Though, I have one more suggestion regarding Squid Polyps. What do you think about a Poglyp emote?
!feedback
Mult-T's Rebar Puncher: change it from fire on full charge to fire on release. Damage would be based on charge.
This would make rebar puncher more viable early game. Especially against wisps, who spawn in groups and a full charge is usually overkill.
!feedback
Item: Rusty Nail
Rarity: white
Effect: Increases the effects of damage over time
!feedback
If you purchase a stationary gunner turret, you should be able to pick it up and move it around like a engineer turret.
!feedback
On MUL-T with Silence Between Two Strikes, when you switch the primary to the other primary (as in Nailgun to Scrap Launcher for example) it heals all shield damage taken, I also think that all of the elite aspect items should persist even when switching (which also would fix the problem) and also the Gnarled Woodsprite should as well. (EDIT: I didn't show it in the video, but yes, the health persists after switching back)
!feedback
With the addition of artifacts, a server browser sort of list would be nice, so that one can find a lobby tailored with the artifacts desired or for an artifact-less run
or
the option of selecting what artifacts you would like, and then queuing into a match with said artifacts on
!feedback New froge emoji for the froge enthusiasts. For source use this gif: https://media.discordapp.net/attachments/564544696995676177/702236037778374806/froge_rub.gif
(Don't make it animated. Not everyone has Nitro)
!feedback
can we have ethereal challenge for merc not be so dang hard? Some of us ain't absolute chads here. Even if it just became don't fall below 50% or 80% or something
idk
!feedback please make the levels in the lunar seers easier to distinguish. I have a hard time telling which level is which because the images are small, obscured by a hazy filter, and moving. I hardly ever use the lunar seers because I'm afraid of accidentally going to the wrong level. I imagine it would be even more difficult for someone with vision impairments to distinguish the levels. Please find some way to make them more distinguishable and more useful.
!feedback
New gameplay setting about tilted portals (can be toggled ON/OFF). Enough said
!feedback Red Commando Skin
!feedback The new Engineer Utility is very fun and I feel it has a better place replacing the M1
!feedback
Please remove Unstable Tesla Coil out of the enemy item pool with the Evolution artifact or in the Null Realm.
It's incredibly unfun to play against and rarely allows you to escape alive, given that its a guaranteed hit from numerous sources, same thing for why Ceremonial Daggers have been removed out of the Scavenger loot pool.
Bump part 2 electric boogaloo: https://discordapp.com/channels/417739215355510784/559901472339525644/700948900193763358
!feedback After playing with Spite a bit I found a few things that (imo) could be improved on? Just to make it a bit more impactful.
Maybe make them affected by gravity, so if theyre on a slope or obstacle then they begin to bounce around to other areas, making them harder to dodge
Currently they seem to detonate after a number of bounces. Maybe have them detonate on a timer so its easier for them to catch you in the air?
Give them just straight up more boom. Im not that tanky yet I sit there and watch the bombs barely do damage to me
This was already said but ima just put it here, make stronger enemies give more bombs than they do now, I miss in RoR1 where it was a good 50 bombs coming off a tanky elite lesser wisp or something
has a spectator mode been suggested.
!feedback I think it would be cool for all characters to get a skin that changes more than just the colors like Commando, Merc, and engi skins, and their unlock criteria is harder than obliterating with monsoon.
!feedback
Currently the skins for huntress and commando alter the colour of their weapons, however mercenary with his Oni skin retains the exact same colour sword, it would be awesome to see him altered with a red blade accompanied with a red recolour of his abilities.
Similarly with Rex where it's skin alters the colours of the model however the abilities remain purple, (seen most clearly in the sprint animation) which doesn't match with the skin's green/yellow colour scheme.
!feedback
I think it would be nice if Artifact of Death had some sort of additional functionality that would still work in single player.
!feedback I could be crazy but I feel like Acrid's third slash of his primary should inflict poison. Will this change him that much? Nope. Will it help with Blight? Yep. Will this make the sprint-tech less worth it comparatively? Probably.
!feedback we should have some sort of item based payoff for high movement speed.
!feedback
Equipment idea : Knitting set
Use once to select an enemy
Use a second time to select another enemy and they will both take damage when one of them is attacked during X seconds
The damage shared that way would be unaffected by armor making it effective against teapots or scavengers and possible to use strategically that way
When the equipment has several charges (fuel cell) it allows to add targets to the chain after having selected two enemies
!feedback don't let the Scavengers in "A Moment, Whole" pick up Dios best Friend.
!feedback Merc no dmg unlock is too hard for bad players. Only unlock I got mad trying to get. Prismatic trials should not count towards pick %. Just threw all of mine off as I had to respawn about 80ish times :p (fr that sucks)
!feedback assuming we dont get more artifacts, can the artifacts be centered in a 4x4 grid under the difficulty when in game just like on character select?
!feedback
with alt huntress m1 if the targeted enemy dies to the first or second arrow or any besides the 6th on crit they target a diffferent enemy nearby
!feedback There's a lot of passable/impassable terrain that looks relatively the same, especially in the more detailed areas; maybe try making it easily differentiable. It'd make traversing/fighting in certain areas just a little more consistent.
!feedback add in a feature that allows for a voting system for pausing and if everyone agrees the game will pause and than you must vote again to cancel the pause PLEASE like this so that the developers can see it
!feedback Add a way to leave the game and come back to it later where you were, without needing to leave the game running in between.
!feedback
change the description of flamethrower on the Artificer to "Burn all enemies for 1700% damage to enemies in front of you over X seconds (idk how long it lasts)" Instead of "Burn Enemies in front of you for 1700%"
!feedback
i wanna share some ideas i have for acrid and hopefully this gets upvoted enough for the devs to see
m1 - third swipe inflicts the passive, this would help make melee acrid way better
alt m2 - make the bite heal acrid for a little bit on hit, same reason as the last... better melee acrid
utility - make both stun and allow more control on where you jump so you can more affectively hit wisps that are right above you
alt special idea - shoots (throws up?) a ball of acid a short distance that inflicts the passive on hit and leave a pool of acid that does damage to enemies standing on it, the pool inflicts the passive on enemies that aren’t already infected and it decently sized enough to not be a total downgrade from the current special
yes, these are all ideas that will benefit melee acrid, that’s because melee acrid is fun but also really annoying to use, and melee acrid needs some love
hopefully the devs see this
#meleeacridgang
!feedback
Acrid’s acid pools are, if not, identical to the ones from the beetle queen. This can cause the player to accidentally take a good chunk of damage from standing somewhere they thought they were safe. Maybe have the color tweaked very slightly to make them stand out against the pools?
!feedback
Hydra Artifact - Kill one and two shall take its place!
!feedback
In multiplayer games I think you should be able to add friendly ai for fun
!feedback
There should be unique sounds for enemies on your side via the happiest mask. Whether it be a change in pitch, or making distinct noises, hearing a friendly brass contraption shoot is terrifying and can be misleading if there are enemy ones around.
!feedback Add more context regarding the description of the Metamorphosis Artifact
!feedback nerf certain items for vengence engineer (ie. bustling fungus makes turrets unkillable, and nkuhana's opinion will deal 1.7k damage on stage 5... one shotting you without the ability of dodging or blocking it)
!feedback
the new character to be focused on minions and summons
!feedback
I was thinking about a new idea for an ability for Mercenary, what if he had a parry/deflect ability that could replace his utility or a slot that would work best. Maybe even add it as a passive on his M1 attacks that has a chance to parry an attack and the chance could scale with certain items. I feel like it would make sense for him to have something like that, just an idea.
!feedback
add a summoner survivor...
not one that summons like 2-6 things like engi (2 turrets + 4 spider mines)
i’m talking a survivor that has the power to summon an army, yes you heard me! an army!!
this would be so much fun to mess around with! also all credit goes to @inland urchin for this idea
!feedback
A summoner survivor that only has one big summon, like Aurelionite. Secondary/Utility skills could be support abilities that can be used to buff allies/aforementioned summon.
!feedback
radical
idea. Activating crowdfunder to begin firing creates a loud "cha-ching" sound. The more money you have and the faster that you are shooting the crowdfunder adds a filter on your screen of coins raining from the top of your screen, with more heavy streams on the sides.
Higher densities of screen filler also provide flat % damage reduction.
Ideally the only real way to hit fully tankyness and damage output would be to have Brittle Crown, which leans into the screen fillup as a lunar side-effect, but can also occur in very late game.
!feedback - Please fix item overlap issue
!feedback
Turrets seem almost completely useless. Especially when you teleport to a stage and they spawn in an area with the least amount of action. How about, if they do not target anything in 45-60 seconds, they get up and move (or teleport) in your direction. Then, once they find another target, they ground again, unable to move. Same thing happens. No target for 45-60 seconds, they move (or teleport).
!feedback
New survivor idea based on the weaver holographic decoy concept, and seeing as how sniper was such a close runner up in the vote, i was thinking the new survivor could somehow integrate sniping into their kit.
M1/M2; similar to ror1 sniper with the regular and aimed shot, possibly alter the M1 into a hip fire shotgun/burst mode to help with close range, while the M2 would scope in and expose weak spots on enemies, i don't think the charge mechanic from ror1 would be good though, and especially with mouse controls, a snappy sniping experience would most likely be preferred, while console ports could be adapted with a little aim assist.
Utility; a fast reeling grappling hook exclusively used on terrain would allow you to traverse maps similarly to loader, however with the added functionality of letting you anchor to and hang from walls and ceilings for some duration or indefinitely, allowing for some very interesting positioning of yourself and the decoys to get better angles on enemies.
Special; summon holographic decoys at target location that immediately generate some threat and agro nearby enemies, if you deal enough damage and generate threat yourself though the enemies begin to agro on you, however re-activating while targeting a decoy would let you swap locations with it while keeping the newly stacked threat on the decoy in your original place. Possibly have the decoys inherit health/shield as well as AoE items like the frost relic/tesla coil to make them more useful in the late game.
I think this kit would have a lot of potential, it was said that encouraging sniping could be difficult due to how close range the encounters tend to be, so the grapple and teleporting between decoys would let you rapidly reposition if a wave of enemies spawns unexpectedly close, and having to aim precise shots could be rewarded with bonus/crit damage like in ror1, where the sniper's secondary could basically 1 hit anything bellow a boss/elite.
!feedback Add more ground turret varieties.
We have a variety of drones (healing, missile, gunner, equipment) but only one type of ground turret. Here's a sample of ideas:
Flame Turret: Continuously spews fire at enemies in a shorter range than the gunner turret, but hits and applies burning to all enemies hit.
Sniper Turret: Upon activation, the turret raises itself 15 meters into the air (with pole extending downward into the ground). This turret has no maximum range and will shoot the closest enemy in direct sight for a single high damage attack once every 5 seconds.
Impulse Turret: Releases a shockwave that knocks back all enemies. Does no direct damage but may cause damage from pushing enemies into walls.
Venus Fly Trap Turret: Grab and roots the first enemy that comes near it, slowly damaging them over time.
Or anything else... just some options that might add variety to the goundy-bois.
!feedback I feel like the piercing winds challenge should be reworked or made easier
!feedback seed barrage should look and sound more like an actual mortar, not a sad little mud squish noise with a spray of green febreze
!feedback bustling fungus change bustling fungus is a bad item on every survivor except for the engineers turrets and i would like to see it changed
reasons why its a bad item, any movement stops the healing including abilities like, artificers secondary nanobomb (or its alternate), rex's 3rd attack (inconsistently), all of huntresses attacks (except her primary) and every movement ability. also any knockback or cc that hits your survivor like a wisp blast or a jellyfish (i forgot the name) explosion.
mobility is important as it's your most consistent means of avoiding damage, so trading mobility for healing is a bad idea. you already are low on health and need to make yourself more vulnerable to incoming damage that is likely to kill you. so instead of dodging to prevent damage you stand still and hope they miss in order to heal.
engineer turrets are the only part of the game that is immune to the bad parts of bustling fungus, they cant move (unless you take the alt turrets), they cant be knocked back or cc'd, and they cant dodge incoming damage anyway so the healing is as good as they will get
i would like to change how bustling fungus works so that every survivor gets use out of them without removing what makes them good on engineer.
first i would like bustling fungus to be reduced to its pre buff healing numbers to compensate for the changes i am interested in making
second i would like for the bustling fungus to when not moving for the duration, instead of creating a zone of healing to plant a shroom on the ground where you were standing still (this would be creating a haven for you to get healing from that you can still dodge in without removing engineers turrets usefulness)
third after moving away from the bustling fungus area it should wither and fade after the same amount of set up time to plant the fungus (this prevents set and forget healing on purchasable turrets and adding healing to engineers turrets when he is not with them)
!feedback aspects of elites should also be available as the "Boss" item of hordes of many
!feedback
Move the position of Dio’s into Acrid’s mouth like Fresh Meat (not the same position obviously). He needs his chew toy.
!feedback make artificers primary attack gain CDR with attack speed scaling
!feedback Make Command Artifact menu show a number saying how much you have of the item.
(Yes I made each number here a reference some easier than others)
!feedback An item that lowers your accuracy/lowers shot speed, but increases the amount of damage you deal