#ror2-feedback-and-ideas

1 messages · Page 24 of 1

little lava
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!feedback can we get children for the parents in the next update? As well as the evolved lemurians, and the spider bots (The ones that shoot missiles)

royal dove
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!feedback Items that give a buff/do something when an item is picked up could be super cool.

little lava
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!feedback
there are 6 character slots after acrid and the next character, are there going to be DLC content characters that will include new maps and items?

daring gyro
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!feedback
what if there is a unlockable cosmetic for every survivor if you defeat the final boss on Monsoon

unborn rose
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!feedback
Adding onto @simple badge's idea, make it so that picking up more Beads of Fealty adds 5 lunar coins (per stack) to the reward.

inland geyser
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!feedback I know I've already said this, but I really want to see more defense build synergies / a reason to go for high shield and hp builds. This would definately buff high hp characters (I.E Mult-E), and add more ways to change your playstyle. It could be an item, or just an overall change to the game, anything that will give players a reason to get more shield generators and Infusions.

weak sparrow
modest sage
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!feedback you should get more lunar coins for obliterating on harder difficulties. It is kind of a let down finishing a monsoon run and spending more on lunar items than you get back.

ripe cliff
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!feedback Make squids teleport to you once you're too far away. Still stationary, just nearby as well. Also fixes bad spawning bug.

vital ermine
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!feedback
An unpolished idea for a new boss.

Name: Elder
Design: A larger varient of the parent, with a more faded coloring, it's body wrapped in vines
Health: 3,200 (+920 per level)
Damage: 32 (+7 per level)
Movement Speed: 10 m/s
Skills and behavior.
Teleport: Elder blinks quickly to a nearby location, if no players are within 50m Elder can blink anywhere within 50m of them but not within 5m from a player.
Teleport has a cooldown of 6 seconds
Gaia's Fury: Elder prepares to slam it's arms into the ground dealing 100% damage within a large area, creates a shockwave that travels outwards from the area.
The shockwave has a maxium radius of 20m, deals 25% damage and briefly slows players hit, the shockwave travels on the ground and can be jumped over.
Gaia's Fury has a cooldown of 4 seconds, teleporting will set the current cooldown to 0 seconds.
Family Ties: Elder beacons for assistance, causing 2 Parent's to appear.
Family Ties has a cooldown of 45 seconds but is lowered by 1 second for each % of max health elder loses.
Ashen Wrath: Elder becomes enraged when dropping below 50% health gaining 100% attack speed and reducing the cooldown of Teleport and Gaia's Fury to 2 seconds, elder will also perform wrath once.
Wrath: When Ashen Wrath first triggers Elder will do a series of teleports and Gaia's Furies. Elder will have no cooldowns during this state.
Elder will teleport 1 to 3 times and use an accelerated Gaia's Fury, this is repeated twice for a total of 3 Gaia's Furies.
(For clarity, when Elder drops below 50% health he will do a series of teleports and attacks, afterwards he will maintain he normal behavior with increased attack speed and lowered cooldowns, the series of attacks will only occur once)

verbal tundra
#

!feedback

I honetly just want to see Magma bararcks and fungal haven make it into ror2.

ashen ridge
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!feedback
There's been a few ideas about blight going around, but I just got done with a run where i had brainstalks and 7 backup mags, and was able to stack it about 7-10 times on enemies pretty easily, yet it still felt underwhelming at stage 7.

I think the base % scaling needs to be turned up a little because being able to apply it so rapidly and still only being slightly more effective than an average poison run makes it seem like handicap mode

autumn mantle
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I still feel they have to make the game harder ;-; they have to nerf items

safe prairie
#

!feedback
Frost Relic should slow enemies caught within its effect.
It wouldn’t singlehandedly make the item amazing or anything, but it would make sense and anything is better than nothing.

dim hamlet
#

!feedback
Have a funny Plong sound play whenever the Ukulele activates BUT, it is an actual song, so if it activates a lot in succession, you hear a little song

little barn
#

!feedback
Please add a high score/player statistics page in the game so you can see for example your max teleporter clears in 1 run/max loops in 1 run/how long your longest run was.

severe bay
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!feedback Make it so that you can mount the Beetle Guard from the item Queen's Gland.

marsh whale
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!feedback Make it so there is daylight cycle and different monsters spawn during certain times. For example, an Imp spawns in sunset.

formal fossil
#

!feedback
New Lunar item idea: Contract
Location: Can only be purchased from the Bazaar Between Time, for 5 Lunar coins, from a slot next to the Merchant.
Effect: Summon The Merchant as an ally, but he gets to keep half of the gold and all of the lunar coins that you gain.

valid sandal
#

!feedback
Please add optional loot sharing/distribution mechanics in multiplayer.

Most multiplayer matches quickly degrade into a relentless race for loot, with slower players quickly being left in the dust with firepower and survivability, because of more experienced players quickly grabbing the loot.

This also means that there's seldom any reason at all to be actually cooperating in a group. Running into a teammate is detrimental, because this only means that you will have to compete for the next chest you'll both find.

Money mechanic would seem like a solution, but it actually isn't, as while it does control how many chests you can open, it has no effect on how many chests you will find.

Eventually, players who are left behind face an inescapable vicious cycle, where stronger players have enough firepower and speed to clear the entire maps, while those with fewer items struggle to even survive and be quickly killed, unable to pick up more loot. Currently there's no way to remedy this when it happens, even when there's will to do so among the team, as there isn't any mechanic for passing items (short of 3D printers).

Solution: Add votable options for loot sharing before a match. Options would be:

  • No loot sharing - Same as now.
  • Instant loot sharing - Whenever player opens a chest, everyone else in the team receives a copy of that item.
  • Instant loot sharing - random - Same as above, except the copies are randomized within the same tier as the original item.
  • Passive loot sharing - Whenever a chest is opened, a copy of the item will be available for all teammates to pick up - they actually have to come over and pick it up. Encourages walking in groups.
  • Item trading - Allows players to exchange items during a run. Players with larger item pools will be able to donate their items to weaker teammates.
north turtle
#

!feedback Make it so there is daylight cycle and different monsters spawn during certain times. For example, an Imp spawns in sunset.
@marsh whale !feedback

potent latch
#

!feedback
Add a saturation/effects slider. Some of my friends have difficulty playing the game with it being too bright with effects or just the game itself being too saturated. An option to tone down the effects and saturation would alleviate this problem

daring gyro
#

!feedback
labyrinth artifact
randomizes the order of stages

marsh ember
#

!feedback
an alt mul-t passive allowing you to akimbo the 2 weapons selected

safe prairie
#

!feedback
A post-launch creator contest would be very cool. Where the community can attempt to have a survivor skin or item or something make it into the game.

last echo
#

!feedback
A lot of people complain about OSP. Some want it gone, some don't. Getting one-shot killed can be annoying and abusing this mechanic is not intended. Maybe there could be a middle ground that would let OSP still be a thing but make it so you can't rely on/abuse it? What I might suggest is either:

  • Give it a % chance to trigger/fail. That way it's there to potentially save you, but is too inconsistent to rely on it.
  • Give it a cooldown. This would save you if you if you messed up a bit, but you won't be able to use this all the time.
empty blade
#

!feedback
Lunar item idea or Gesture of the Drowned rework
Overcharged Battery
Active items are 25% stronger with a 50% increase to CD,
For Blast Shower this could give it a duration that prevents negative effects, and for Recycler a chance at increasing the rarity of a non-active or lunar item

spare flower
#

!feedback
Maybe add techno musics are a good idea for the game, i sugest Vintage culture (só track boa) are soo good play with this sounds

solid lynx
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!feedback

Thought of a possible new item, though I think it existed in RoR1. Wasn’t there some kind of item that had the chance to add a knockback to any hit, with more stacks increasing the distance of the knockback? I always found that amusing and think it could make for some fun builds.

weary arrow
#

!feedback
It would be nice if you could choose different tracks, text themes, and backgrounds in the main menu
Like say I could choose to play sirens call in the main menu or instead of choosing 1 song at a time what if you could make your own playlist of songs in the game.

With text themes you could choose just fun little things like maybe make the text resemble the menu text in ror1

With backgrounds it would be pretty clean to have each stage as a background choice or make it randomized, hell it would be nice to only have the stage’s background if you had that stage’s log

velvet scaffold
#

!feedback
Lunar Suggestion
Tankiness doesn't exist in RoR2. Its always one hit death. You cant really escape that, damage scales so highly its impossible to survive hits.

So, I propose a lunar for armour.
You would gain... lets say around 100 armour on the first stack. You would then get 1/2 healing from ALL healing sources, as well as 1/2 effect from barrier sources. Each stack from here gives 30 armour (Could be done differently, perhaps logarathmic stacking at a low number?) and halves regen again.

This gives you the chance to possibly tank more hits, but you're also forced to be a bit more careful since now you have very little healing possible. But note, it is still possible.

So, you would as you stack go from 1/2 healing to 1/4, 1/8, 1/16, 1/32 etc etc. It would get more and more punishing as you get more and more armour.

This would first offer 100 DR on all attacks, but half your healing. Fits the kind of win some lose some idea of a lunar. Then, to make sure you can't get near to jade elephant effects very easily, only increase in stacks of 30 (though again, could be done in a non linear way to reduce the effectiveness.).

This is quite powerful, however the halfing of healing and barrier means that you're going to really struggle to heal back the damage you ARE taking. Which I think would be an interesting way to balance around the insane damage scaling.

proud charm
#

!feedback

Items that fall off the stage due to random chest placement are moved to the regular game plane where they can be chosen to be retrieved. This would be an area that is accessible by normal movement. That is to say, unless the developers are working on a way to counter chest placement throwing items off the map.

Example posted: https://clips.twitch.tv/PrettiestHungryHabaneroDxCat

Twitch

Clip of Siigari Playing Risk of Rain 2 - Clipped by UltimateFailz

▶ Play video
nimble elbow
#

!feedback improve artificers "chunked" challnged or altered a bit for her alt m2. etheir you have to get insanely lucky enough to get enough burst damage to kill a single telporter boss easily (I:E Glass or a Preon), or you have to play out a run for so long that you just disintigrate everything in the telporter in one hit. I know that command can alivate the first method but it is kinda dumb that if there is more than one teleporter boss, the whole achivment is way harder to get for no reason. Could it at least be one teleporter boss? that way, you still have to grab items to do burst, but you don't have to rely on luck as much later on.

pale minnow
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!feedback
Make Twisted Scavengers count for Acrid's feral bite unlock.

tough pendant
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!feedback Item Idea

Red Item (I don't know what to call it)
Gain armor over time. Getting hit causes you to lose some of that armor.

It could work on a charge system, gaining something like 4 charges of 25 armor and having one charge removed on hit. Or, it could be a more fluid system that constantly gives you armor and calculates how much armor to get rid of on hit.

eager plume
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!feedback Abyssal Depths is the only underground map in the main loop, right? Why isn't more unique considering its unique location, especially considering you guys have chosen to go for outside looks rather than caves and stuff. Wouldn't it be more interesting to introduce a cool mechanic to the map, like how it was for the water map in risk of rain.
The idea is this: Internal flashlights in the suit, the flashlights would illuminate the area directly in front of you for 30m. Of course, to do this the map would have to be turned to near pitch black, with the glowing Crystals of the map providing a dim lighting. Also, it could provide for making some of the map lava-logged, so you have the option to introduce the Cremator again (Who's the hermit crabs big boss anyway?). Not only would this make the map the most unique in the game, it would provide a better immersion for Underground, simply than just saying "Oh, you're underground, have fun with these Elder Lemurians."

valid sandal
#

!feedback
First off, a huge thank you for introducing the artifacts, especially the artifact of command!
I can't express how much silly fun it is to play with this thing, as well as other modifiers. It's easily one of my favorite features in the game.
On that note, please never nerf it. It's just too much fun. Any arguments about "balance" are invalid on the virtue that it's an artifact. It's a modifier, it's optional and hence it has no effect on the main game.

pale minnow
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!feedback
It's rare enough to make use of warbanner at times, even rarer to have it overlap. But when it does, its always disappointing when the buffs don't stack or the buff is at least a little stronger. Let warbanner auras be able to stack, either the buffs are doubled, or a lesser buff is given for each warbanner that is overlapped.

hoary nebula
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!feedback Possibly bring synergies into the game maybe take a bit from ETG and use there system or make your own.

unborn rose
#

!feedback
Taking from @hoary nebula's idea since I think it's a bit too abusable, I suggest you put synergies into the survivors' abilities. For instance, taking Artificer's Nova Bolt (alt primary) and Charged Nano-Bomb (default secondary) could give a damage/AOE buff to one or both abilities. Although at first this only really applies to Artificer due to the similarities in her abilities' concepts, you could easily make up a connection between any two abilities and create a unique synergy option. This would add more things to discuss in the way of "you should take this ability over this one because..." and maybe even make MUL-T stronger. Probably something for a much later update depending on how far you want to take it, but I believe it's a very interesting idea.

azure compass
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!feedback
Add damage per stack on more items, so we don't feel the need to stack AtG Missile and dual Bands on every run.

(For example, I liked to do weird build in RoR1 like Headstompers or Captain's Brooch + Fireworks.)

pale minnow
#

!feedback
Achievement: Cloudy with a chance of Meteorites
Give a Glowing Meteorite to an Equipment Drone.

verbal summit
#

!feedback
Perhaps the addition of unlockable worlds? Just as you unlock items.

restive steeple
#

!feedback
The artifact portal combination could potentially be used for community maps in the future.

lunar pilot
#

!Feedback
A small thing, but could you maybe swap the confirm button on controller from A to X when using the Artifact of Command? Kinda frustrating when you go to pick up an item only to wind up jumping away from it.

gritty haven
#

!feedback
Rough character idea
The Musician
feel the groove!
Passive: natural Tempo
All of the musician’s attacks inflict an elemental ability, such as freezing, electric arcs, burning, etc.

M1: Strum
Musician strums his electric guitar, sending out notes of music that damage enemies and have a chance to arc lighting to nearby enemies

M2: power wave
Musician sends out a powerful AoE wave of music, which has a chance to burn enemies

Shift: Take the Stage
The Musician raises himself onto a stage, empowering him and his allies and stunning all enemies near him

R ability: Symphonic Implosion

The Musician explodes with musical power, dealing extremely heavy damage to enemies close to him and freezing them in place. Weakens his other abilities for a few seconds after

Alt R: Orchestra of Doom
The Musician conducts a grand orchestra of the dead, reanimating enemies that died around him to fight once more as ghosts. Weakens all other abilities for a time after the last ghost expires

viscid sleet
#

!feedback
Add an option for hold sprinting instead of toggle sprinting.

golden meadow
#

!feedback
Have Artificer's flamethrower turn blue when it crits.

inland urchin
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!feedback Change to transcendence:
Convert all hp to shields. Increase max hp by 100%(+100%) increase recharge time of shields after delay by 2(+2) seconds

This would keep transcendence the same item but give it a stacking drawback like other lunars with a buff to match the accompanying additional drawback.

raven jacinth
remote current
#

!feedback
lunar: overclock/boost/idk

increase the charge rate of the teleporter by X%, but continually take damage while inside the teleporter zone.

damage can be a flat amount, which could be cheesed by bustling engineer, so damage would slowly ramp up to the point where the overclock would start signifigantly hurting the player. leaving the zone would put the overclock into cooldown mode for some seconds before resetting damage back to minimum.

fleet cave
#

!feedback
Artifact of Vampirism
Heal upon killing an enemy, but lose health over time.

This would make the early game quite challenging, but it would be interesting once you're later in a run and there are more enemies.
Edit: Can't kill you, but can bring you down to 1 HP

lavish flame
#

!feedback

Make Commando utility from 4s cd > 3s cd

Thats all.

tulip hazel
#

!feedback

Make huntress health from 90 hp > 100 hp

fleet cave
#

!feedback
Allow Artificer to control the direction that Ion Surge fires her in. There's nothing wrong about how Ion Surge currently is, I just feel like allowing for directional control would open up a lot more opportunities for creative positioning.

soft wind
#

!feedback
Item Idea
Name: Warped Mirror
Rarity: Lunar
Effect: Lowers the chance of hitting a critical hit by 33% (16.5% per stack) and increases the damage done by critical hits by 50% (25% per stack). Applies after all other critical hit calculation, so it will effectively multiply the chance to get a critical hit by 2/3, and the damage by 3/2 for the first stack.

This item serves a few purposes:

  • It incentivizes stacking (even more) Lens-Makers Glasses, because the new 100% crit cap will be 15, and then 18, and then 22, etc.
  • It makes critical hits feel more "impactful" by lowering their occurrence and making them mean more when they actually occur
  • It means that Ocular HUD might see some actual use
random pagoda
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!feedback Something that could remove the elite status of an enemy could be nice.

open tartan
#

!feedback
Acrid melee should apply the passive. Gives more incentive to weave melee attacks in and makes blight scale better.

safe prairie
#

!feedback
Give Rallypoint Delta’s alternate map a different name, like Rallypoint Epsilon or something, just for flavor.

stone shuttle
#

!feedback
make it so that engineers sheild can be placed onto turrets instead of bouncing off them and becoming an annoyance for the time its active

jolly flame
#

!feedback
Please add a separate multiplayer QuickPlay button for "Normal Mode" (No Artifacts)
IM BEGGING YOU

knotty chasm
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!feedback I'm going to request a feature to allow the player to save a run and then quit to resume it later. I think a good idea would be to allow the player to talk to Newt the shopkeeper to suspend the player in time like the Artificer was, only you don't need someone else to come by and pay ten lunar coins to let you out.

faint knoll
#

This has probably already been thrown out there but can there be another way besides just cleansing pool to to get rid of blue items? Also a way to trash other items you have but don't want anymore?

verbal summit
#

!feedback
I'd like to see far more challenging late-game stages, something players really wouldn't want to tackle without proper preparation.

north turtle
#

!feedback

@raven jacinth Put and idea for making chests have a chance to drop nothing. Pretty much nobody liked that Idea but heres an alternative.

Make it so there's a chance that instead of an Item money drops instead, This would only apply to regular chests and would happen rarely. (not as rare as legendary drops but more rare than greens.) The refund would be enough to buy a large and and a regular (or however the numbers need to be tweeked). As I'm typing this I like this idea less and less but just putting it out there for people to think about.

dim hamlet
#

!feedback
New Equipment: Portable Nightmares
Effect: Places a scarecrow on your location, which scares small enemies away, fleeing from it, and taunts bigger monsters to attack it. After 5 seconds, the scarecrow explodes, dealing damage based on how much damage it took.

edit: wording

velvet scaffold
#

!feedback
Effigy of grief stacking
Alright, effigy of grief. Really cool and all, but has a major issue where if you have 10000 fuel cells, its just the same as one effigy of grief. Kinda sucks

So, here's my proposal

Per each fuel cell, the range will increase, to make it more useful and make it into a genuinely powerful lunar. It could also maybe increase effectiveness instead, but either will work. In general, scaling for the effigy is something we need, since it doesn't work at all with fuel cells.

heady delta
#

!feedback
New green item: Rechargable Battery

Critical hits restore shield

Shield recharge time is not affected by the item’s effects
How much shield restored and how it stacks is would be similar to, but less powerful than, the Topaz Brooch.

I just want to make shield more viable. Transcendence Shield_Generator

hard pebble
#

!feedback
On the main screen (y'know, where commando's takin' a nap) perhaps the amount of rain could change to fit the difficulty?

So 'drizzle' would result in a light pitter-patter while 'monsoon' would summon a raging torrent.

Dunno, just somethin' aesthetic

winged fulcrum
#

!feedback
Risk of Rain 2 is a game about collecting items. Yet the game contains plenty of items that range from to "technically useful", to "basically useless", all of them disappointing. Having disappointing items when the game doesn't offer you choices often, especially early game, can also be a run ender. Here's a non-exhaustive, non-ordered list of items that I think should be changed in some way so getting them feels more exciting rather than "oh great, it's one of these."

  • Chronobauble (only technically useful)
  • Interstellar Desk Plant (only technically useful)
  • Leeching Seed (technically useful until 1x Crit Googles, then Scythe is better)
  • Red Whip (only technically useful)
  • Squid Polyp (only technically useful)
  • Aegis (doesn't apply barrier fast enough on most chars, basically useless)
  • Queen's Gland (Beetle Guard AI is silly and they have a habit of blocking my shots, technically useful early game, basically useless late game)
  • Titanic Knurl (pretty much worse than Cautious Slug, a common item, basically useless)

This feedback is not to imply that any of these items are actively bad (even though some of them are a little bit), but rather exists to communicate specifically that these items don't have much of an impact, especially in the early-game, when the player is expecting at least some impact after saving up and opening a Large Chest or defeating a boss. I don't know what exact improvement to these items should be made, but I do know that something needs to be done so receiving them is not an absolute bummer.

plush raft
#

!feedback
make a small chance for a drizzle, rainstorm or monsoon to occur, when it happens it switches the difficulty to that, so if you are playing on drizzle and a monsson occurs the difficulty switches monsoon for the duration of the monsoon.
i think this is good because then the title makes more sense.
also there could be a small chance on monsoon for a monsoon of a monsson to occur which makes the difficulty scale significantly

valid sandal
#

!feedback
Please make it possible to pause a multiplayer match. Possibly a solution similar to a game Dying Light, where the game automatically pauses when all players open their inventory or enter the ESC menu.

I had way too many matches in ROR2 end prematurely because of one or more people having to go AFK at some point. This is by itself made likely by the sessions inherently lasting a long time.

What happens then is that either that person gets themselves killed and can potentially be left behind with the items collection, or we all wait for that one person, and the difficulty timer runs away to a point where the entire run collapses.

Currently, the only way to "pause" the game is to enter one of the hidden stages, where the difficulty gauge stops. This however is nowhere near reliable.

pale minnow
#

!feedback
I don’t know if this is a bug, or what. But hellfire tinctures damage isn’t based off your max HP, and shields count as part of your hp. However, when you have transcendence, hellfire does a whopping...

1 damage per burn.

Can this please be either fixed, or cleared up in the item details?

tough pendant
#

!feedback Pots

Allow players to equip pots, causing them to pick it up. This locks their abilities and takes up their active slot. Activating the pot drops it.

modest kiln
#

!feedback Commando's tactical roll should have a weaker effect of a blast shower that only works against fire and overloading bombs. Stop, drop, and roll!

dim hamlet
#

!feedback
Have the last character you played as on the title screen, not just Commando. Engineer could come with some broken turrets, REX could be burrowed into the ground, etc.

cyan prairie
#

!feedback

uneven badger
#

!feedback remove recycler from the enigma pool when command is also on, literally a waste of an equipment you cannot use unless you purposely throw away an item

granite bough
#

!feedback I Love You

woeful heart
#

!feedback when both malachite and brainstalks effects are active on your survivor the screen becomes entirely too dark

safe prairie
#

!feedback
Stone titan’s laser should stop locking on to you if you go invisible while it is.

vivid shuttle
#

!feedback
The Command Artifact should just drop the item instead of dropping an essence when there's only one item to choose from (i.e. Artifact Key or Elite Essence)

grand trout
#

!feedback
Add the option to change the button to enter chat for both keyboard+mouse and controller, similar to all of the other inputs in settings

buoyant flint
#

!feedback
Attack speed feels odd on Artificer. What if attack speed increased Arti's damage but not actual attack speed, allowing scaling into the late game without having to wait for cooldowns?

hoary nebula
#

This has probably already been thrown out there but can there be another way besides just cleansing pool to to get rid of blue items? Also a way to trash other items you have but don't want anymore?
@faint knoll !feedback

unborn rose
valid sandal
#

!feedback
A big, BIG request - Please add a "constant laser beam" skill for one of the characters!
The tech for it is already in the game. Stone Titans and Solus Probes are blasting lazers already. I'd LOVE IT if one of the player characters could do the same.
The closest to that at the moment are Engineer's carbonizer turrets (which are not player controlled), and Artificer's Flamethrower, which albeit it kind of works like a beam, it's not a true one, plus it's extremely short range.

Maybe it could be an alt. skill for the Artificer? A replacement for said flamethrower, sacrificing burn procs for significantly extended range of the beam and it having longer duration? Or maybe a replacement for one of the other skills? Just some loose thoughts.

dim hamlet
#

!feedback
New BOSS Equipment: Infernal Witness
Drops: Magma Worm
Cooldown: 5 seconds (when link is broken)
Effect: Link yourself to a target. Both you and the target leave behind a fire trail that deals damage. The link between you and the target monsters ignites enemies. Enemies become [Brittle] after having at least 5 stacks of blaze. Brittle slows enemy movement speed and attack speed.
While the link is active, you gain 20% bonus movement speed. The link can only be broken by killing the targeted monster

little barn
#

!feedback Nerf clay templar so i can stop crying myself to sleep

torpid current
#

!feedback add a button that unmarks every new item/monster/enviroment/survivor update (remove the yellow notification sign)

empty blade
#

!feedback

Blight Rework Proposal:
Attacks that apply Poison apply stacking Blight instead, dealing damage equal to 8% of enemies' missing health over 10 seconds. Stacks up to 3 times

Details:
Chooses the higher of 0.8% of the enemies missing health per second, or 50% of Acrid's base damage per second. Blight CAN kill enemies.

Simplified Math:
Poison is 10% max health always at 1 stack
At 90% hp, 3 stacks of blight deals 2.4% max health over 10s
At 50% hp, 3 stacks of blight deals 12% max health over 10s
at 10% hp, 3 stacks of blight deals 21.6% max health over 10s

Reasoning:
Current blight is essentially a weaker, purpler tri-tip dagger; it is generic and not competitive with poison. This suggestion aims to make blight interesting, and reward a melee play style where you wear down enemy health while applying stacks to ramp up damage.
@autumn ibex

winged lantern
#

!feedback Change to Ocular HUD to make it more useful
Instead of 100% crit chance: Roll a second crit dice independently.

Ex. Say the character currently has 50% crit chance
With Ocular HUD active, they now have 2x50% crit chance (Note: not 100% chance, 2x50%)
This would work like rolling two 'dice' instead of one, effectively increasing crit chance,
AND if BOTH 'dice' roll crits, grant an extra 100% critical damage (For a total of 3x instead of 2x)
This would make Ocular HUD useful early game before players have stacked a lot of crit chance and remain useful even up to 100% crit chance.

Edit: If you're worried about having low crit chance rendering the item useless, perhaps it can still grant some percentage chance, just not 100%, or raise it to a minimum to avoid being completely useless

upbeat maple
#

!feedback scorched acres should have an exclusive item the same as rallypoint delta to have players reach before the 10 minutes mark so there's always a reason to speedrun to that point of the game

green pebble
safe prairie
#

!feedback
Mercenary’s Demon of the Skies challenge should be reworked. Currently, it is extremely cheesable by doing nothing more than hopping off the platform in A Moment, Fractured.

dry bloom
#

!feedback New Lunar item: Propitiatory Vigor. Description: Tap into empty powers BUT offer something in return.

Upon pick up, gain 20% attack speed AND gain a soul charge for EACH skill (+1 charge for each skill per stack) , which can be used when a skill is on cooldown (Skills still charge when using soul-powered skills) All Soul charges are returned 2 seconds after using a soul-powered skill (+1.2 seconds per stack)

When a soul charge is used, It has a 20% chance to deal 20% of your current HP as damage to yourself, reducing healing and being unable to heal past your current HP value (Not maximum HP, current HP after taking the damage.) For 5 (+3 per stack) seconds. Getting 2 stacks of this debuff does not deal extra damage, but prolongs the debuff additively.

bitter urchin
#

!feedback

Description: Increases range of skills. by 10% (Effects vary depending on the character)
For Commando, how far his attacks reach (primary fire goes farther before disappearing), but also the radius of the grenade for his alternate Special.
For Huntress, increases range of the lock on as well as the radius of her original Special; possibly how many bounces the glaive ability could do.
For MUL-T, how far his nailgun reaches, how large the explosion is for his scrap launcher, how large the sawblade is, radius of his stun grenade (and the following bomblets).
For Engineer, how far his grenades go before exploding (assuming they don't make contact with anything), the explosive radius of all his offensive abilities and how far his turrets will lock onto an enemy.
For Artificer, length of Snapfreeze, explosive radius of abilities, range of flamethrower.
For Mercenary, reach of all attacks, radius of reach for Special skills. 
For REX, radius of Secondary skills, reach of Utility skills, radius of Special skills. 
For Loader, reach of punches, distance she can grapple to, target radius of M551 Pylon.
For Acrid, reach of Vicious Wounds and Ravenous Bite, distance before Neurotoxin disappears, radius of Utility skill damage AoE, distance Epidemic will spread to.```
real oriole
#

!feedback
Artifact of Destruction: All foot step sounds are replaced with cat "meow"s

pallid geode
#

!feedback
Jellyfish need an audio cue on spawn, or at least the elite ones do

gritty haven
#

!feedback
use item

Phantasmal Fist
reject your humanity
upon use, everything (including but not limited to: skill cooldowns, enemies, the clock, teleporter charge, and the difficulty slider) would freeze, allowing you to move around freely while a series of ghostly blows rain down on the most powerful enemy around you in a 10 meter radius

night kestrel
#

!feedback
Artifact of unity
All items are shared between all players but you get as much items as you would in singleplayer

viscid sleet
#

!feedback
Selecting artifacts should not be done in a popup window. You should be able to click them from where they are just like when selecting difficulty.

green vault
#

!feedback
———
I think the legendary item Aegis is very underwhelming. I have a few ideas as to how it can be buffed/reworked.
———
Idea 1
Aegis should stay the same with the added bonus that barrier is depleted slower. More stacks of Aegis means slower depletion
———
Idea 2
Aegis stays the same with the added bonus that Aegis passively generates barrier at all times (even in combat), significantly slower than a shield generator, and it caps out at around 50-75%. The more Aegis you get, the faster you generate barrier.

inland geyser
#

!feedback I think people have already suggested this, but couch play or co-op similar to ROR1 would be amazing. I'd love to play with my friends when they come over or with my brother.

trail walrus
#

!feedback
Command artifact, i love it, but i feel like you should be able to escape the item choosing menu with escape/menu button, just a small quality of life thing.

green vault
#

!feedback
———
I just thought of a new idea for an Artifact, so here it is!
———
The Artifact of Exchange
After every stage, all players will swap their items, survivors, and equipments with each other. Anything can be shared with anyone. Player 1 could get Player 2’s items, but get Player 3’s survivor. Of course, if the Artifact of Metamorphosis is on, everyone’s survivor will change.

cinder steppe
#

!feedback
Artificer: while in the air, double tap to use air jumps.

This way you can have full control over when you want to jump and when you want to hold to hover.
Can make this feature only initialize after you've hovered for the first time, so you can jump normally otherwise

safe prairie
#

!feedback
Returning item idea

Name: Thallium
Rarity: Rare (red)
Effect: 8% chance to inflict an enemy with toxic, slowing their movement speed by x% and dealing y% damage for 8s (+4s per stack). Effects double every second.

The debuff... probably shouldn’t stack...

They won’t notice...

Edit: some things I took into consideration before making this. While the addition of toxic would TECHNICALLY be a buff to Death Mark, this is a red item so I figure it would be ok. I also considered increasing chance per stack, but because of the item’s gimmick increasing debuff length would be so much cooler.

weak sparrow
#

!feedback Defeat enough of your own Umbra, to unlock it as a skin

finite pollen
#

!feedback
I feel like this is less important than other bug fixes, but I noticed that the preon shot has a weird visual glitch on Gilded Coast when it crosses the teleport barrier. I felt like it should be patched.

little barn
#

!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

weak bluff
#

!feedback hey you know how during the bulwark ambry artifact fight, every time you activate the key it launches you to a corner of the map? well sometimes it launches you off the map instead. maybe you should fix that.

green vault
#

!feedback
———
You know what would be a cool? A PVP MODE. It sounds kind of wack, but hear me out! In RoR 2, shooting each other would not be fun, so here’s this take! It’s rough, but it’s an idea.
———
Last Stand
———
Location:
An arena would be split into 4 large sections. Every player would get their own area that they cannot leave/enter another player’s zone. An environment would be chosen as the game’s theme. If Distant Roost was chose, the areas would be modeled after Distant Roost.
———
How it would play:
The end goal would be to be the last one standing. Each area would have it’s own Director (you know, the god that commands the enemies) and the Director would spawn things in as normal. By killing an enemy, it sends more credits to the Directors of other players. By killing, you send enemies to other players. The difficulty would have to ramp up fast, in order to keep matches short and intense. Items would also have to be adjusted in order to stop players from getting God Runs and basically be immortal. Everyone will get overwhelmed, just depends if you were able to overwhelm everyone else, first.
———
Extra Potential Mechanics:

  • Every few minutes, each player will be able to select a buff for themselves or a debuff for other players.
    -Lunar Coins/items will never be used in this mode. People can just hack in coins and that wouldn’t be fair.
    -Potentially a 2v2 version of this game mode could be made.
    ———
    Rewards:
    Maybe throw in rewards of Lunar Coins or skins.
rocky lance
#

!feedback I believe some of the artifacts could use some buffs/balancing edits to inspire more frequent use of each and every one of them, particularly the ones that see less picks such as: Death, Frailty, Spirit
Death: - The concept is cool but the artifact itself only has bearing in multiplayer and it could use a feature like wiping out every entity on the level at once, which the player could survive if they had a Dio for example. (Definitely a more sensitive kind of change but Death could use something more dramatic)
Frailty: - Fall damage still Hurts Bad but perhaps landing will create a brief ring/circle of spikes that shoot out from the ground, dealing somewhere around the field of 3 or 4 times the damage you sustain during the fall to enemies that suffer it
Spirit: - Nothing immediately comes to mind and Id love to hear other ideas about it, it just feels too unusable as is

Addendum: - I believe that all of the other artifacts are just fine as is and these changes are to improve the other ones to a point where they see use about as frequently as Command, Sacrifice, and Swarm, and I understand that balancing something like artifacts is tricky as is but I do believe that inspiring more diverse combinations of artifacts and characters will generally inspire more fun

On the subject of Bulwark;s Ambry: - Artifact acquisition in general is one of the things i have the most fun doing in ror2 and i believe it is lightyears more investing and exciting than ror1, which, for reference, was still pretty awesome. However, the Ambry could use slightly different layouts for each specific artifact that makes it more suitable for them, such as Frailty having a focus on tall vertical pillars and jump jets you could freely strafe and position from, and ones like Honor and Vengeance resembling a battlefield or arena.

I understand how much of a pain in the rear these changes would be and I absolutely love the game as is, and I appreciate everything the devs are doing!

weak sparrow
#

!feedback New Engie Turret Idea:

Tesla Generator
Stationary
Range of 10m radius
Deals 100% damage to all enemy in range

twin basin
#

!feedback Lunar item
Duple Coin

  • Doubles the amount of a lunar coins fallen from an enemy
  • Increases the chance of a lunar coins dropping by 15% (Every duplicate increases chance by 5%)
little lava
#

!feedback can we get a completely new element in the full game release in spring?

brazen comet
#

!feedback New Use Item(equipment) : Flame Hilt
-its a sword hilt that is placed on survivor's hip
-when used the survivor performs a slash with the hilt
-the slash shoots big fire wave that deals something like royal capacitor damage(and it pierces enemies)
-as the slash travels it shrinks and looses damage and then it disappears(in this way it reward you for being in melee range but can still be used from a safe distance)
-the enemies hit are set on fire that deals 10% of their max health as damage(like acrid's poison)
edit: its cooldown would be something like 35 seconds

craggy rivet
#

!feedback Common/Uncommon Item
Precision Power Choke
-Increases distance abilities can travel, (or in Huntress's case, target)
-M1 can travel farther and reach greater depths
-M1 shots focus more on a specific point, makes Commando M1 more accurate with more of them (less spread the more you have).
-Increases skill cap so players with better aim profit even more, since no head shots are in the game.
-All in all, increases power and reduces spread. Precision increase.
-Rex's motor shot can be used even farther with this item.
-Mul-T and Commando's grenades get thrown farther.
-Mercenary's second R can travel farther.
-Engineer's mines get thrown farther.
-Engineer's original utility gets thrown farther.
-Engineer's second utility can target even farther.

Scales Linearly for distance buff. Initial +5 meters, then + 1.5 meters per stack.
Precision scales hyperbolically. I don't know what to measure in so I'll say x for the measurements. Initial + 15% x then + 8% x per stack.
Note: This item does not increase the speed of the projectiles/abilities stated above, solely distance, and increase in precision. Soldier Syringe already does that.
Edit: Name can be whatever, trying to make it resemble the functionality of the item.

marsh ember
#

!feedback
make commandos granades explode on contect or make them stick to enemy's

earnest kayak
#

!feedback

Make soldier's syringe decrease the cooldown of Artificers M1 so it isn't completely useless for her

dim hamlet
#

!feedback
New Equipment: Stranglethorn
Can only be found in a special flower bud on Scorched Acres, which withers away after 10 minutes.

Effect: Plant a seed into the ground that quickly spreads thorned vines to cover a giant area. These vines root enemies in place. Nullifies any movement spell, like the Imp's teleport. After 5 seconds, the seed violently pulls back all of its vines, dealing 3000% damage to all enemies hit (which is roughly the same as the Preon).

Notes: The vines only cover the ground. Enemies floating about 10 meters above the ground will not get captured.
Cannot be used while airborne.
The root counts as a seperate debuff for Death Mark.

raven hedge
#

!feedback Add an option in the loadouts to toggle off item visuals (sort of like the mirror from isaac)

jolly flame
#

!feedback

(This is not a priority to be added, but I had to say it anyway)

About the Artifact of Command,

If you are still pushing for that kind of UI, please consider this feedback...

Please indicate the number of Stacks (per item) that I currently have on the UI

Because... e.g. I had to go in and out of that Menu to decide if I should add another stack in my Lens-Maker's Glass... It was kinda hard because the "Inventory" at the top disappears during that UI.

This will also provide information to know what I currently have or don't have as of that moment...

Also, can you make the items that are in "Command Mode" to be automatically looted after choosing which item you want? I'm suggesting this to stop people from stealing or accidentally looting your item during an Artifact of Command run...

That is all, thanks DrizzleUwU

jolly flame
#

!feedback

I'm reposting @wintry ice 's post... I second that motion

!feedback
(Not sure if this has been mentioned before or not)
So me and my friend love to join random games with random people, however it's impossible to even finish one mission. The reason this is impossible is because the host leaves 99% of the time, either before it even starts or if he dies or just dislikes a player. I think it would be a great idea to add dedicated servers down the line, OR at the very least let the host migrate to another player to keep everyone from disconnecting just because the host decided to leave. It's sorta what CoD done, if the host left it would find a different player to be the host.
@wintry ice

little barn
left robin
#

!feedback

Cleansing Pools could maybe cleanse 1 stack of the debuff you get from over-using Spinel Tonic. For those folk who want to sober up and stop their drinking problem without the life-ending withdrawal.

verbal summit
#

!feedback
More shrines!
Weird, wacky, funny, powerful, chaotic, devastating.
Stage Changing

wet plank
#

!feedback

I don't know if this would be too overpowered but here goes, 1. Buff Carbonizers turrents range or make an existing Item buff the range. Please Hopoo, make existing items that have no effect do something else on the turrets! Now the overpowered one 2. Mini Equipments on turrets. (they would have a third of the engi equipment's power) Let me know what you think by tagging me!

I feel like I should make it known the Tesla coil has more range than the turrets beam( A lot more range). One last idea, range of the beam could scale every five Engi levels?

earnest laurel
#

!feedback
Artifact of Rift
Combine the dimensions!
Using an extra button, each survivor can cycle through their alternate abilities.

vital nimbus
#

!feedback
Early level players could get some sort of support, maybe the same type of beam you see in the void fields or maybe something on the players HUD, so you don't end up running around for 10 minutes on the same level trying to find the exit. This doesn't happen once you're a little further into the game, but still, I feel like for newcomers this would be a good addition.

verbal summit
wet plank
#

!feedback

I think this is the first Idea I've had that isn't exclusivly for engi, here goes.
There was an Item in RoR1 that boosted the R skill ( The one that engi turrents were binded too), but it was unquie to survivor, I don't know the name, but it boosted engi turrents damage output and other surviors "R skill". This item could be super good in risk of rain 2; this is a big stretch but I think it could be in a tier of "Only one per Game"

Someone sent me a picture and the name of it, thanks to @open tartan for the pic.

wet plank
shrewd silo
#

!feedback
make more grindy achievements or some that are very hard to get, the biggest incentive to play the game is unlocking stuff so when you have everything unlocked things can get boring
some ideas:
-kill all the kinds of twisted scavengers once
-reach stage 17 in monsoon difficulty
-obtain all kinds of elite equipment
-kill five scavengers within five seconds
-obliterate yourself 20 times
-obtain at least 55 different items in the same run
with achievements like this that unlocked items or stuff we would have an incentive to keep playing for much longer

heavy glen
#

!feedback idea for Kriby's Ancient Scepter: It's dropped as a boss item from a secret boss that can only be accessed via the Artifact Gate. At some point in your run, a pseudo-randomized Artifact Key Combination appears, and that key allows you to access the Hidden Realm.

earnest laurel
#

!feedback

Two words.
Daily. Challenges.

As something to make there always be something fun to do. Maybe a lunar coin reward, and an achievement for completing however many daily challenges?

plush raft
#

!feedback add an artifact that allows you to keep cash between levels (more money in early stages of a level, less XP)

inland urchin
#

!feedback
armor piercing rounds should affect non tp bosses

strong spruce
#

!feedback
Split-screen local multiplayer. This would probably make more sense on console, but if you connected a controller to a pc it would still work. This game is a lot of fun in multiplayer, but currently your friend must also own the game. Split-screen would limit your vision, but it would allow people to play together in the same room more easily.

shrewd silo
#

!feedback
make rex's m1 less loud, it reaches a point where the attack speed makes it pierce my ears
as a character that relies on his m1 the sound it makes is very unpleasant to the ear

ripe summit
#

!feedback
Artifact of Improve
Your character gets more benefits from levels, mainly scaling abilities(e.g. more range/projectiles, lower cooldown, etc.).
Maybe it should remove chests/items from the game too
Some examples:
-Huntress: projectile moves faster the higher her level and glaive gains 1 bounces every X levels.
-Artificer: projectiles and AoE increase in size the higher her level and decrease skills cooldown every X levels.
-Engineer: can place one more turret/mine every X levels.
Some other things like attack speed for MUL-T and Commando, and movespeed for Loader.

tough pendant
#

!feedback Lunar Item

Shrines are more common... But chests and barrels are less common.

little barn
#

!feedback make prismatic trials co-op(if you are playing merc and they are not but they take damage you can still do the challenge)

shrewd silo
#

!feedback item idea: an uncommon item that increases by 15% the range of attacks and effects
for example. huntress can target enemies from further away, missile projectiles reach further, explosions would be bigger, area attacks would be wider as well, and etc
on loader the grappling hook would be longer, on mercenary the r would target from further away and the dashes would be longer, on acrid the r would spread to further enemies and etc
the range on the abilities and effects must be assigned to a number so yeah it would be viable

brazen comet
#

!feedback New M1/R for Acrid
because Acrid is a "pseudo melee" survivor most people play him as a ranged survivor and because he has a melee M2 you should give him:
a) a ranged M1(so he can be true ranged): Deadly Quills: Acrid throws his quills at enemies(the ones on his back)
b)a melee R(so he can be true melee)(Acrid has a "under construction" for his alternate R so idk if you have an idea and it will get released with the next update but hear me out):Toxic Secretion: Acrid's skin secrets a toxin which infects enemies touched by Acrid(by his melee attack by simply walking into them or by being hit with a melee attack). Those enemies take 150% initial damage and are poisoned.

pale minnow
#

!feedback
Achievement: It's not an addiction, its a lifestyle.
Obtain 10 stacks of Tonic Affliction in one run from the Spinel Tonic.

safe prairie
#

!feedback
Using any movement skill after jumping with a geyser should cancel the momentum lock the geyser puts you in.

unborn rose
#

!feedback
Give enemies ragdolls. I want to throw a poor lemurian against a wall as Loader, among other things. Credit to @somber grove for the idea.
Edit: Also be able to drag them I guess

little barn
#

!feedback an old item brought back(i hope)
name:ancient scepter
rarity:legendary
ability:ancient scepter can upgrade your survivers special ability(r)for each surviver.(also it stacks two times)

somber grove
#

!feedback
Command Essences that only contain 1 item (i.e. Artifact Keys) should not be dropped as an essence. It should drop the item by itself, and that's it. I can't tell you how many times I died trying to get glass because I was trying to select the artifact key.

tranquil cradle
#

!feedback
an artifact that, when you would otherwise lose an item, allows you to choose which item you are giving up. So you could use a 3D printer and select to give up some Fireworks for instance. This would be like a soft version of the Command artifact so you still have some of the randomness that i love about runs without Command, but you retain the ability to refine your build by cutting the items you don't care about at a later time.

grave sluice
#

!feedback
A Lunar Equipment item that slowly drains your health overtime and stops your health regeneration but your missing health increases your damage and you get 2% health back for how much damage you do. I'd call it jesters madness But you could call it what you want. Just an idea i had

tough pendant
#

!feedback Huntress Lock-On

Have Huntress' lock-on mechanic be her passive. If you do this, you could have alternate lock-on mechanics, such as a longer range one that can't target enemies near Huntress.

simple badge
#

!feedback Automatically enter Eccentric Vase on use. Turns it from mostly useless except for newts to a decent escape tool.

tough pendant
#

!feedback Proposed Loader Changes

Reduce Utility Damage
Both of the utilities deal a crap ton of damage. Lower the base damage they deal without speed and make the scaling a little less serious.

Make Pylon Worse
Pylon is Loader's quick, crowd-control tool. Have it hit slower, deal less damage, target less targets, or something similar to prevent it from crowd-controlling as well.

Grapple/Pylon Interaction
Make grappling the Pylon increase utility power. It could change the ability to a similar, stronger ability, which stays until a few seconds after ungrappling the pylon. Or, it could just increase the power or AOE of the ability. This powered-up version of the utility should be a bit stronger than it is now.

The reason why I propose these changes is to help Loader fit more into the High single-target burst damage, Poor crowd-control niche.

tender copper
#

!feedback

Add the ability to charge Loader's pylon to throw it further, up to a max distance of Loader's grapple range.

simple badge
#

!feedback impact crater decal when loader hits a surface going super fast. Sonic boom and contrails/flames at Mach 1.
Edit: All of this is intended purely as a cosmetic suggestion with no effect on gameplay, except to make it feel cool.

pale minnow
#

!feedback
Some just "Fun" or "Milestone" achievements, doesn't have to give an item reward, could just give a lunar coin reward or something similar. Just allows the player to discover cute little things or have milestones marked down by certain achievements.

hearty kernel
#

!feedback armor piercing rounds should affect non-tp bosses, but not as much

dim hamlet
#

!feedback
New Engineer R: H73 Proto-Steam Turret

Place a stationary turret that inherits all of your items. Fires out homing mortar shots onto enemies. On impact, the bullets explode for 500% damage, down to 350% at the edge of the explosion. While they have a slow fire rate, they trade it for more damage and massive range.
Notes:
The missles hurt the turrets themselves, meaning you actually have to try and protect them. This would work well with Engi's pressure mines and shield.
Both the rate of fire and knockback dealt from the turrets are increased with attack speed
The missles will generally fly at random targets, but they will focus targets the Engineer is attacking, provided they are in range
If the targeted monster dies, the missles seek out new targets

fathom trail
#

!feedback
add a rejoin function for multiplayer sessions for when you randomly DC from bad internet or something. can be applied by assigning a "rejoin" ticket to the DC'd player that would last for X amount of time post DC or until the session ended. this would also probably require the "host" of said session to either not be a player or be able to be switched to a different player when the host DCs

safe prairie
#

!feedback
Abilities that recharge all stacks at once (Visions of Heresy, Scrap Launcher) should gain all their stacks back when the ability is reset through items like Bandolier, not only 1.

paper spindle
#

!feedback
ok so pretty please add in a matchmaking system where its already a certain difficulty and more importantly one for no artifact runs I've basically stopped playing because i prefer multiplayer but i literally cant into a lobby without command artifact being turned on and it ruins the fun, I want to play with other people but i don't want to basically be forced to use certain artifacts because people think the game mode is too hard.

hybrid fox
#

!feedback
Alternate Loader Secondary: Industrial Grade Tethers
Charges: 2
Fire a metal tether forward, stunning an enemy. The tether gently pulls you towards the target, but not enough to drag you while still in contact with the ground. The tether stays embedded in the target / ground even if the key is released.

If two tethers are shot out, Loader will reel them simultaneously once she leaves the ground, generating significantly more speed than a normal grapple. Loader will be slingshot forward between the two tethers, though will keeping them active will only result in Loader being held suspended in the air between the two anchor points.

Items that give multiple charges will allow Loader to shoot more tethers, and thus generate more speed.

All tethers will be pulled out upon pressing some alternate key, such as [E].

Design Theory:
Meant to be a very strong speed steroid, at the cost of being hard to set up. The general idea is to either slingshot yourself using the tethers, or use it to dodge attacks by shooting a location and jumping away. The oneshot dream would be to get multiple M2 tethers via backup mag, shoot them to create a slingshot, walk backwards a far distance, then jump.

vale rivet
#

A new lunar item that reverses the effect of all lunar items, eg. shaped glass doubles health but halves damage, and effigy of grief makes all survivors and monsters faster, this would robably ruin half of the lunar items so maybey a lunar printer in the bazaar that does the same thing

frank plinth
#

A new lunar item that reverses the effect of all lunar items, eg. shaped glass doubles health but halves damage, and effigy of grief makes all survivors and monsters faster, this would robably ruin half of the lunar items so maybey a lunar printer in the bazaar that does the same thing
@vale rivet !feedback

vocal flame
#

!feedback
A new artifact that makes map progression random. Dissonance already has a similar function with spawning monsters outside of their regular environments, but I feel starting at Sky Meadows then teleporting to Abyssal Depths (Random example) could add a whole other level to the games progression/replayability.

jolly flame
#

!feedback

About the" Inventory" at the Top,

I would like to propose to arrange all the items per "Rarity" and is then arranged in a "Chronological Order"

Starting from: Common --- Uncommon --- Legendary --- Lunar, etc.

For Example:

Tougher Times, Len's Maker's Glass, Sticky Bomb, (common), Ukulele, ATG. Missiles Mk. 1, Leeching Seed, (uncommon) N'kuhana's Opinion, 57 Leaf Clover (legendary), Shaped Glass, Brittly Crown (lunar)

(Note: don't mind the "(common), (uncommon) etc." I just inserted them there to demonstrate the sorting, it won't appear in the game)

and when I pick something like "REPULSION PLATE ARMOR" it will sort out in the "Common" section... something like this....

Tougher Times, Lens-Maker's Glass, Sticky Bomb, REPULSION PLATE ARMOR, (Common), Ukulele, ATG. Missiles Mk. 1, Leeching Seed, (Uncommon) N'kuhana's Opinion, 57 Leaf Clover (Legendary), Shaped Glass, Brittle Crown (Lunar)

This way we can navigate through those items with ease

inland urchin
#

!feedback A passive for engineer where after killing a certain amount of enemies you generate a defense drone up to a max. they pursue and try to kill the closest enemy to you in a radius as far as about halfway down the bridge to the island on the first stage. They would have decent dmg and a lowish proc rate.
the drones reset at the beginning of the stage.

trail walrus
#

!feedback dear friends, i have an idea for an achievement
Achievement title, What a waste.
Requirement: open the gold, celestial, and blue portals on the same stage.

unborn rose
#

!feedback
A different passive for our bungus boi Engineer.
Store damage taken similar to how N'Kuhana's Opinion stores healing. When this reaches maximum, the Engineer fires a sawblade that targets the farthest enemy in a certain radius, dealing 200% (number may vary) damage to it and all enemies in between.
Can hit enemies twice.
Passive also applies to turrets.

fair jewel
#

!feedback bring back Phantasms from ror1. Would be surreal to see one a few hours into a god run, but in 3d.

little lava
#

!feedback we need a group of people to cosplay as every risk of rain character and go to the next PAX/Comi-con

hushed jetty
#

!feedback Stone Titan laser should not clip through parts of the enemy body, nor should the head be able to rotate past 45 degrees from center-forward. This is obviously to prevent issues where multiple Titans instantly locking onto a player and burning them to a crisp when they otherwise shouldn't be able to...like when the player is behind the Titan's back in mid-air.

Subsequently, Titans should not be able to quickly rotate while firing their laser to continue their lock on when players are within close proximity (under foot...), causing the Titan to spin me round, right round, like a record baby, burning the player to a crisp in the cheap process...

worthy elbow
#

!feedback Add the option to have different control layouts for each survivor.

kind hedge
#

!feedback

I really love brainstorming Ideas for all games and coming up with game concepts! So these are my favorite concepts I came up with during my time playing RoR2!

New Debuff Idea: "Jammed"
-Increases 1 random (+1 per stack) ability's cooldowns by 40%, 4 Seconds per Attack.
-Shows incorrect amount of health left for enemies (for example, an enemy could have half health but displays it as 10% health and so).

New Elite Buff Concept: "Decoding"
-Allows enemies to enflict players with "Jammed", Cooldown = 5 seconds.

New Equipment Idea: "Rift"
-Allows teleportation to a selected ally at will, 60 Second Cooldown.
-Can teleport to friendly players and friendly turrets and so on.

New Boss Drop Idea: "Scavenger's bag"
-Provides user with a 5% chance (+2.5% per stack) to getting a random (can be affected by command) Drop (66% common, 25% Uncommon, 9% Legendary) upon killing an elite enemy. (Isnt effected by Artifact of Honor, but affected by artifact of swarm)

New Legendary Item Concept: "Ghosted Amulet"
Functions Similarly to the stealth kit and is an upgrade
-After recieving heavy damage (more than 50% total health in a short span of time), The player will turn into a ghost for 5 seconds (+2 per stackLogarithmic increasements until the maximum of 30 Seconds).

  • This provides the user will 100% Damage evasiveness, and will turn you transparent, you are completely free to use any items you will, Monsters will not target you in this short span (even if aggravated).
    -The ability will disable when the user's health surpasses 60% total.
    -Cooldown of 30 seconds.
dire root
#

!feedback Making Squid polyp a remotely viable item. A chance to spawn a turret that is connected to the character instead of staying in one place. Everything else could potentially stay the same as you still need lower teor green items.

little barn
#

!feedback make the stage in the old pictures for ror2 that one grey one make it the last level(and a portal for that stage maybe)

green vault
#

!feedback
———
Here I am, again, and now, I’ve come up with a new Elite Type! I have an item that I’ll post next that could potentially tie in with this Elite idea!
———
The Chromatic Elite
Chromatic Elites naturally spawn rarely during the mid to late game. However, when they do spawn, get ready for one hell of a light show! Not only are they tanky, but these Elites have the power to change their aspects as you fight them. One moment they could be Blazing, and then the next, Glacial! Near death, they become Frenzied (Yellow) from RoR 1! (Bring back Frenzied Elites lmao) Chromatic Elites should shuffle aspects instead of gaining them all, because it would be really unfun to get hit by a Blazing AND Overloading attack.
———
The next part can be checked out right here:
https://discordapp.com/channels/417739215355510784/559901472339525644/708534702486585384

green vault
#

!feedback
———
Read this if you haven’t already!
https://discordapp.com/channels/417739215355510784/559901472339525644/708525586418499585
———
First, I’ll talk about the item and then the ways to obtain it. I would like to call it the Mutation Gem. I have two ways this item could work.
———
Version 1:
The Mutation Gem
Rarity: Boss
Once the player picks it up, every x seconds, they shuffle between the different aspect types, just like the Chromatic Elites from my previous idea. (This idea would require the aspect equipments to be removed and MAYBE Wake of Vultures to be reworked/removed.)
HERE’S HOW TO GAIN THIS VERSION:
In my previous idea, I introduced the concept of Chromatic Elites. I would like this item to drop from Chromatic Elite Bosses. Not just any Chromatic Elite Boss, but Chromatic Elite Bosses spawned from Chromatic Shrines. Chromatic Shrines have a probability (the same probably of getting a legendary item from a regular chest) of spawning and using it spawns a Chromatic Elite Boss. The Chromatic Elite Boss spawned will be significantly stronger than Chromatic Elite Bosses spawned naturally or from teleporter events. Once this enemy is defeated, it drops 1 (no matter how many players) Mutation Gem.
———
If that version of the Mutation Gem doesn’t suit you, here is a different version!
———
Version 2:
The Mutation Gem
Rarity: Legendary
Once picked up, the player will receive a buff. However, this buff changes depending on which survivor they’re playing as.

Commando’s Buff: (no idea yet...)

MUL-T’s Buff: (no idea yet...)

Huntress’s Buff: (no idea yet...)

Engineer’s Buff: (no idea yet...)

Artificer’s Buff: (no idea yet...)

Mercenary’s Buff: (no idea yet...)

REX’s Buff: (no idea yet...)

Loader’s Buff: (no idea yet...)

Acrid’s Buff: (no idea yet...)
———
Once ideas are thought of, I will put them here!

knotty night
#

!feedback im back on my bullshit
Every single soul that plays this game knows for sure that picking up PSG outside of hp stacking runs (and command runs) is a bad idea, because its the only item* that grants energy shield* (ES rom now on) (not counting Transcendence , because lunar). I hope that in the future this game will have more items related to ES, ability to leech ES, and ES recharge speed/time and how it works while being hit.

safe prairie
#

!feedback
Engineer’s Pressure Mines should not be often missing targets if they aren’t fully armed.

I understand the point of the ability is to encourage you to allow them to arm, however the fact that the mines do this can make them feel very bad to use, particularly in comparison to Spider Mines, and particularly in the heat of combat.

lilac pulsar
#

!feedback
Common item that increases movement speed while IN combat.

brazen comet
#

!feedback Shield Gating(yes like in Warframe):for those how don't know in Warframe shields were also useless untill they added shield gating. Shield gating works like this: if you have over 10% of max shields any single hit attack ,no matter how much damage it deals, cannot damage your health, it will only deplete your shield( kinda like one shot protection) and you gain invincibility for 0.5-1 seconds

green pebble
#

!feedback Dunestrider boss item "aphelian parasite" lobs a ball (pot???? idk) of tar every time you jump

real mirage
#

!feedback Option to mark all new items as seen

safe prairie
#

!feedback
A lumberjack robot survivor that has gained sentience named WOO-D

knotty night
#

!feedback an equipment that blinds nearby enemies making them miss most of thier attacks

tall stratus
#

!feedback a special ability for loader that sticks to the punching theme, like a knock up or something

pseudo comet
#

In late game, damage scaling is so high that everything can kill you in one hit. There's no such thing as being worn down: if you take damage when you're at less than full HP, that's probably instant death; if you're at full HP then OSP saves you and you have to avoid damage until your healing items bring you back to full health.

I quite like the idea of an item or artefact that can alter this. Your health would grow as fast as damage scaling, so you can always absorb several hits - but your healing doesn't scale as fast, so your health could be gradually worn down.

While this could be an artefact, I think I prefer it as a Lunar Item. In fact, I'd implement it as a rework of Corpsebloom! Make it into something that greatly increases your health-per-level, but restricts your healing.

inland urchin
#

In late game, damage scaling is so high that everything can kill you in one hit. There's no such thing as being worn down: if you take damage when you're at less than full HP, that's probably instant death; if you're at full HP then OSP saves you and you have to avoid damage until your healing items bring you back to full health.

I quite like the idea of an item or artefact that can alter this. Your health would grow as fast as damage scaling, so you can always absorb several hits - but your healing doesn't scale as fast, so your health could be gradually worn down.

While this could be an artefact, I think I prefer it as a Lunar Item. In fact, I'd implement it as a rework of Corpsebloom! Make it into something that greatly increases your health-per-level, but restricts your healing.
@pseudo comet !feedback

uncut tree
#

!feedback a button to restart the game run (including the prismatic trials) with the same set of artifacts/character selection. Accessible by pressing Esc or at the end of game summary page.

wet plank
shrewd silo
#

!feedback alternative passive for rex.
the original passive is
Certain attacks Weaken, reducing movement speed, armor, and damage. (their armor is reduced by 30, their damage by 40%, and their movespeed by 40%)
the alternative passive could be
certain attacks infect, applying parasites into the enemies, costing you 4% of your current hp every time it triggers but damaging a tiny percent of their health per second and healing you for a part of the damage dealt this way. if an infected enemy dies you are healed a base amount

pseudo comet
#

!feedback
Small QoL thing - make the crosshairs change slightly when your M2 is off cooldown. I'd suggest having a little extra targeting ring that appears. A colour change is possible, but bad for colourblind players.

This is particularly important for Acrid, whose M2 is something you want to use pretty much as soon as it's available, but you can't just hold the button down or you'll waste shots. Glancing at the bottom left is annoying and learning the cooldown timing is a gradual thing.

tall stratus
#

@pseudo comet well loader has something like this, maybe everyone can get that

full coyote
#

!feedback Improve the sprint interaction with various skills. For instance MUL-T can sprint with the power-saw but if he initializes the saw during sprint, he goes back to walking. Similarly entering transport mode with saw active will keep it active but you can't activate it during the transport mode. Huntress' blink should not cancel her sprint state (like her alternative). Loader should keep sprinting when she deploys pylon. Etc.

full coyote
#

!feedback Loader's Thunder Gauntlet should go through enemies if it kills them with initial hit, allowing to hit next enemy or wall or nothing in which case it would count as a miss and not trigger cooldown. It's annoying how it one-shots or finishes enemies and yet bounces back and goes on cooldown. Alternatively it can still bounce back but not go on cooldown in such case. (currently cooldown is not applied only if you miss completely)

shrewd silo
#

!feedback
right now beetles are so defenseless that i feel bad for killing them
they could have a secondary ability that let them run towards you or go underground and appear behind you or a high jump where they use their beetle wings or more strategic movement
they feel pretty much like killing passive mobs which walk towards you that happen to trigger your items
they are not a threat but an advantage right now

wet plank
#

!feedback

Make Brainstalks actually give no cooldowns.

open tartan
#

!feedback
Give Beetle Queen a passive that gives non-boss beetles the Berserker's Pauldron buff. Or, have it be a temporary buff when she does the summoning ability; an invigorating roar that spurs her subjects to action.

tall stratus
#

!feedback nerf elite elder lemurians

plush raft
#

!feedback make it so when you stand on a pressure plate in abandoned aqueduct it stays down so you can get them guaranteed without being engineer or have freinds.

fathom canyon
#

!feedback

Hello all just joined wanted to see if anyone else thought dying was really boring and kicked you from the game flow. Currently I thought it may be a fun idea to have dead players take control of the flying bots you can buy through the game. This would allow the players to pass the time and help there allies rather then just sit and do nothing while they clear the floor. It's already a huge handy can for someone to die, why punish the player twice.

little lava
#

!feedback Item idea

Object: Dark Blue Band
Name: Lyari's Band
Rarity: Green
Description: Upon hitting an enemy, has a chance to stun and electrocute that enemy for X% damage for X-seconds.

dim hamlet
#

!feedback
New green item: Leaking Battery
Gain a shield equal to 15% [+15%] of your maximum health. Shields regenerate 25% [+25%] faster.

Boss, I'm so sorry! I really messed up the new prototype. The Lithium just exploded when I applied it to a device! Maybe it is poisonous to humans, oh what to do?!
You actually did me quite a favor, Sandre. The shell was just the thing that made it, well, lets just call it; worthless

raw sun
#

!feedback
New Artifact: Artifact of Fragment

Similar to Artifact of Command, instead of having a choice of all items of same tier, it only gives a selection of 3 random items of same tier. Similar to Multishop Terminal where 1 of the selection could be a completely random one (A Question Mark). Lunar items/equipment and Boss items should only be given a selection of 2 as they only have a few selection of items in total.

This shouldn't be able to work with Artifact of Command, so both of them should be mutually exclusive (if one of the Artifacts was chosen, make the other turn unclickable automatically). Multishop terminals should be replaced with normal chests if Artifact of Sacrifice is not on.

With this, players should be able to control what item they will get but still rely on luck, and doesn't feel as cheaty as Artifact of Command.

winged fulcrum
#

!feedback
New Engineer Utility: Remote Detonator

Explodes all (or some) of the currently active mines for their full damage (even if not yet armed). Mines exploded this way take on a concussive property against enemies and boost the engineer upwards/away if exploded under your feet/nearby. More mines under your feet means a larger boost.

The idea is to give the Engineer a movement Utility that's both more limited and less limited than other characters' utilities (if that makes sense). So this is more limited in that it uses your M2 as a resource and requires multiple mines to get a real good boost, but less limited cause you already have lots of M2 charges and its on a lower cooldown than other movement utilities.

Full damage and stun is to give a small utility against enemies as well, but its primary purpose is to get the engineer to higher places.

verbal summit
#

!feedback
Minor suggestion:
Have Merc backflip if jumping backwards mid-air

inland urchin
#

!feedback
engineer and his turrets should share infusion pools.
How this would work: you get infusion and kill 19 enemies so you have 19 extra max hp. when you put down a turret it will have 19 extra max hp, and its kills will give you and the other turret the max hp.

eager plume
#

!feedback Item
Name: Guardian Heart
Rarity: Uncommon
Description: You gain 60(+60 per stack) shield that is affected by your regen.

robust valley
#

!feedback

Character idea: Owners of the Slums (a.k.a king of the hill)

In poorer neighborhoods, one man rules it all. Power, fame, infamy, he has it all. No one even dares to cross him as they know the result would be death to them and their families. That's right, he handles all drugs and police action in the area.

Roberval, The Favelado Gunslinger

Passive - Born in the slums of Brazil, Roberval always had to adapt to his surroundings and run from the police. **Gain +30% Movement speed bonuses from items (Goat Hoof, Energy Drink, etc).

M1 - Never thinking, always shooting. Roberval carries a .44 Magnum with him at all times in case someone decides to breathe air around him (a natural born ruler of the favelas). Fire 6 rounds dealing 150% damage each. Very low fire rate. Has 6 bullets and needs to reload after firing all 6. Reload animation and fire rate increase with attack speed items.

M2 - Brings out his pocket knife, dealing heavy melee damage with a stab to the chest (as he does with enemies in the slums). Deals 450% damage for a single blow, applying heavy stacks of bleed.

Utility - Snorts cocaine (animation slows movement speed lightly) and gain increased movement speed for 10 seconds). 20 second CD

R (ultimate) - Drug dealer reinforcements. Calls out 2 allies from the favela, who carry glass shards inflicting bleeding damage to enemies they attack, by repeatedly shanking them (as in prison). 60 second cooldown, allies last for a maximum of 15 seconds and have 200hp (scaling with levels).

I think the character should be black, as we don't have any black characters in the game and my people needs to be represented. I also think Roberval would be a great, fun addition to the game. please upvote so devs can see

formal fossil
#

!feedback

A lot of people seem to leave the game in multiplayer instead of waiting for the next stage. So, this idea may make these players still want to stay in the game:

When you die, transform into a ghost until the next stage or until everyone in your party dies. While you are a ghost, you can walk, gain money and ping, but you can't open chests/shrines, can't pick up items (including Lunar Coins), can't attack (or deal damage by any other source) and can't be attacked (or take damage by any other source). The charging speed of the Teleporter will still depend on the living players. Also, change your equipment with the Supporting Hand, which allows you to open a chest or a shrine, but has a cooldown of 5 seconds.

In other words, while you are dead, you can support your team by pinging chests or shrines and opening them for your team, and having a 5 second cooldown on this will prevent it from being abused such as stacking movement speed items and dying to open every chest for your teammates while they are charging the Teleporter.

grave sluice
#

!feedback idea
Why not make an item that increases AOE range?

little lava
#

!feedback Elder lemurian boss drop

Object: Flask with burning ash inside
Name: Explosive Pyre
Rarity: Yellow
Description: After killing a boss enemy, summon a small volcano that will spew lava at nearby enemies
(Edit: Even though the elder isnt a boss, its still a powerful horde of many)

opal oar
#

!feedback Change it so my boy Acrid can shoot projectiles during his leap. End up losing a lot of DPS just by jumping, doing this would be a nice buff Acrid

oblique sentinel
#

!feedback
do something, anything to make aspects not garbage. they're extremely rare yet worse then most other equipments, maybe holding them increases your maxhp ala pearl / transcendence

uneven heron
#

!feedback

Artifact of Return

Changes the run to start on the Final Boss of the Final level, run runs in reverse, you start with 30 random items (includes each duplicate as an individual item so a stack of 4 leaves room for 26 other items) you must find the entrance teleporter (kinda like the small ones from risk of rain 1) teleporting you to the next stage, losing 5 random items, and starting the boss teleporter instantly, the boss teleporter must be fully uncharged before leaving the current stage, completion upon reaching stage 1 and taking escape pods back home, they could be changed to look more like escape rockets.

earnest kayak
#

!feedback

Add small magma worms as a minion version of the existing boss one. Would be cool to see a bunch of them fly around in the Abyssal Dephts.

unborn rose
#

!feedback
Revert Tougher Times so that it gives armor and add Hermit Scarf (dodge chance) back into the game.

inland trout
#

!feedback
Add a way to drop items (not Lunar items) so I can get rid of shield gens without potentially destroying my entire build

inland urchin
#

!feedback

Make it so some or all of the stat buffs enemies get from being elites comes from the aspect so that it's better on players without buffing the monsters. I'd like this easter egg item to be actually exciting to see beyond the first time you see it.

spare night
#

!feedback
Assuming that there will eventually be two other “heretic” lunar items to replace the other two skills, make it so that your character is replaced by The Heretic when you get all four of the items. (Either that or just make The Heretic a playable character)

valid sandal
#

!feedback
Please add an option to "blacklist" items. Such items would not drop during a run. Similar to how in Worms series items can be toggled on and off, so that certain ones won't drop from crates.
Possibly make an exception for Lunar items, which due to their nature would not be possible to be disabled.

Mostly a gimmick, though I'd imagine it would be fun to play with, especially since certain items are all but useless on certain characters.
Maybe have the feature in a form of another artifact?

dim hamlet
#

!feedback
Have a small chance for Magma/Overloading worms to obtain the appearance of a Gilded Wurm when they are the teleporter boss. (These costumes do nothing special)

Seems like the two [He] had with him were not the only ones. They are born from the Planet's core, fueled by its drive for peace of its wildlife. If only they understand that [I] wish for nothing but the same...

pulsar crypt
#

!feedback idea
Could you please make the skin colors change the colors of the abilities too? I think that would really look nice on mercenary if his abilities turned red!

little lava
#

!feedback

!feedback Elder lemurian boss drop

Object: Flask with burning ash inside
Name: Explosive Pyre
Rarity: Yellow
Description: After killing a boss enemy, summon a small volcano that will spew lava at nearby enemies
(Edit: Even though the elder isnt a boss, its still a powerful horde of many)
@little lava

Lets make that a magma worm drop instead

crude brook
#

!feedback
The Beetle Queen is without a doubt the weakest Boss by a large margin. This is mainly due to her core design of being the 'Swarm Mother' failing to show though in gameplay.

To remedy that, how about allowing the Beetle Queen apply a buff to her fellow Beetles, done either passively or whether she uses a particular Skill.

vale rivet
#

!feedback
The Beetle Queen is without a doubt the weakest Boss by a large margin. This is mainly due to her core design of being the 'Swarm Mother' failing to show though in gameplay.

To remedy that, how about allowing the Beetle Queen apply a buff to her fellow Beetles, done either passively or whether she uses a particular Skill.
@crude brook

!feedback

as said the beetle queen is extremely weak, maybey make it summon more beetles, they are easy to kill and distract you from the main threat. This leads to my idea, the beetles summoned could have a chance to "grow" into a new beetle queen incentivising you to fight quick. this new beetle queen will have the chance to summon a new queen however maybey lower the chance of a beetle "growing" into a beetle queen with the more there are on screen to prevent lag

raven jacinth
#

!feedback
Acres should have special incentive to rush like Delta does.
This could be another timed chest or something similar, but overall just any incentive to go to acres instead of delta would be nice.

little lava
#

!feedback Item idea

Object: Currant
Name: Electric Currant
Rarity: Orange (Use item)
Description: Throw a bundle of Currants to a group of enemies and watch them arc lightning between them for X% damage for X seconds.

safe prairie
#

!feedback
Chipping in on scorched acres improvements, I think it would be cool if it had a map-specific shrine like Shrines of Order on Rallypoint Delta

cedar dune
#

!feedback
Dying to funballs should say you died to the funball instead of "Kill by the Planet"

woven lynx
#

!feedback
a proposal to rework OSP. Have it scale on base health instead of total health.
Solves the issue of glass stacking being op and makes health increasing and shield items purely beneficial instead of making it more difficult to get into that sweet 90%+ window.

inland urchin
#

!feedback
For the scorched acres improvements the map specific shrine could be a shrine of souls which when activated, gives you 3-5 blue wisps that permanently follow you around shooting enemies. They respawn like the beetles from the queens gland

vague hearth
#

!feedback
Make it so a majority vote is required for an artifact to be enabled. The amount of matches that have Sacrifice/Command on with one vote is incredibly high, and makes it hard to find a classic match. This would also stop the issue of someone selecting an artifact one second before the match starts.

stray wave
#

!feedback (Sorry if I've done this wrong) REX Second skin has the base vines when sprinting, as in they're the wrong colour. So change that is my suggestion. (Skin spoiler I guess?)

wise pike
#

!feedback i was thinking that in the future it would be very nice rewarding players that complete prismatic trials or certain challenges with unique skins, maybe the community could help with the skins ideas or they could be just a dye change

safe prairie
#

!feedback
More map layouts for pre-existing maps such as the doors in Wetland Aspect or bridges in Scorched Acres. Maps with very few, or maybe even none, of these that make the map feel different in my opinion include:

  • Titanic Planes 1
  • Titanic Planes 2
  • Abandoned Aqueduct
  • Siren’s Call

Rallypoint Delta could maybe use a little more too since none of the changes feel significant, but it’s ok for the most part.

main zodiac
#

!feedback
An option to make Magma worms make the screen less red on their presence. A little red is fine to really let you know they are there, but on some stages, like Scorched Acres, it gets impossible to see because of how bright and red it is.

keen oriole
#

!feedback
Engineer’s passive:
Controlled Targeting
Whenever the engineer pings an enemy all nearby turrets and drones focus fire that specific target.

paper python
#

!feedback
Please make the pulls from dunestriders not stack, having more than 3 of them pulling at the same time is a death sentence for any survivor with no mobility skill available

main obsidian
#

!feedback perhaps consider slightly nerfing the Unstable Tesla Coil that enemies can receive from the Artifact of Evolution. A good run was just ended in an instant when enemies that hadn't even finished coming up out of the earth managed to kill my friend and I in less than 4 ticks of damage before we even knew what was happening.

green pebble
safe prairie
#

!feedback
I think adding more possible newt altar spots on some maps that we already have would be a nice way to shake up finding them come 1.0

polar oracle
#

Everyone complains about the whole "magma worm vs. gunner turret" dilemma and suggests worms not fight turrets. But let's try a different solution: purchased gunner turrets spawn near the teleporter

frank plinth
#

Everyone complains about the whole "magma worm vs. gunner turret" dilemma and suggests worms not fight turrets. But let's try a different solution: purchased gunner turrets spawn near the teleporter
@polar oracle !feedback

naive totem
#

!feedback
Turret prefer to attack pinged mob.

wet plank
#

!feedback
I woke up this morning and thought about a new shrine.

Shrine of Eternal blessings (Name could def change)
Cost- 10x as as much as a normal chest on that stage
Appears- Wetland aspect and Rallypoint Delta (Past the first loop)
Function- Causes the teleporter boss to drop a randomized red item instead of a green
Chance of Spawning- 5-15% (IDK)

compact remnant
#

!feedback

Let more people spectate

covert quest
#

!feedback item idea
Imp Overlord drop - equipment item.
You can use it to teleport.

verbal summit
#

!feedback
(auto?)feedback-bump discord channel
just to keep feedback-discussion clear while giving feedback over (35👍 ) a second chance for notice

velvet scaffold
#

!feedback
Been suggested before, but i'll say again

please for everyone's sanity add a non artifact queue for quickplay, I want to join a quickplay but I don't want command sacrifice for every god damn game

dim hamlet
#

!feedback
Returning Equipment: Explorer's Key
Cooldown: 60 seconds
Effect: Open a targeted chest

frosty vale
#

!feedback
Playing Risk of Rain 2 is really fun and it can end up in alot of crazy random situations.
I think the randomness of the game is fun, but i could definetly understand peoples frustrations with the lack of actual choice in the game. Artifact of command is a very good artifact to completely remove randomness. but while it is fun to go for 1 specific build, you realise that after a short time, artifact of command is really broken.

I think a very good midway for this is to add a new gamemode/artifact. Which instead of giving you the chioce of every single item, it gives you the choice of around 5 random items of the specific chest you opened.
I feel like this would give people that are frustrated by randomness the choice they want and the ability to go for a certain build instead of just going with what you get, while not making it way too easy to get all the OP or necessary items directly to snowball your way through the game.

balmy thistle
#

!feedback

I think we could use a green/red item that does something with shields, that for example decrease the time they take to recharge, or otherwise make shields a little better.

For example:

"Shield Battery"
Rarity: Rare
Effect: Decreases the time after which shields regenerate by 25% (+5% per stack).
Shipping details: "These shield generators are pretty cheap and it shows. I once saw one get completely downed after a kid threw a baseball at some poor sucker, and it stayed down for a good while. That's just unacceptable. Even more so now that I fixed it - all it takes is a bit of a stronger battery. I'm sending it to you, I remember you had connections in the company. It's a matter of time before someone gets killed because of how long these take to recharge."

This is just an idea, of course, a suggestion for design. Either way - it could help balance shields in comparison to HP or Barrier, since barrier has both a common and rare item for it, and HP obviously has a whole lot. Shields deserve more love is what I'm saying.

hardy sphinx
#

!feedback an equipement purely based around turrets and drones. Activating respawns all drones and turrets in a area around you. Could work for engi turrets

woven lynx
#

!feedback
Assuming that there will eventually be two other “heretic” lunar items to replace the other two skills, make it so that your character is replaced by The Heretic when you get all four of the items. (Either that or just make The Heretic a playable character)
@spare night !feedback if that happens (which would be absolutely amazing!) add some form of hidden unique buff/skill to the character as bonus reward for completing the full heresy set.

runic canyon
#

!feedback Currently, Artificer's primary attack (both the default and unlockable versions) is arguably the worst in the game. A large reason for this is that the usually all-important attack speed bonuses are essentially nonexistent, due to the individual cooldown on shots. However, scaling cooldown with attack speed on this ability would eventually turn it into a consistent machine gun, which is at odds with the burst she's designed around. To fix this, I propose that bonus attack speed on Artificer's primary (or even perhaps the entire character) should be converted into bonus attack damage. This preserves the structure of the character while opening up more of the item pool as viable options.

tl;dr: Artificer's primary skill should convert bonus attack speed to bonus attack damage.

pale minnow
#

!feedback
Let players ping geysers. Most interact-able elements are pingable, except geysers.

little lava
#

!feedback Item idea

Object: Fire ball
Name: Lil Ember
Rarity: Orange
Description: Kill enemies for Lil Ember to throw multiple fireballs at a target. When Lil Ember can throw the max amount of fireballs he will glow Blue.

safe prairie
#

!feedback
While I do not believe drones should gain items under regular circumstances, it would fit nicely in Artifact of Evolution (assuming it doesn't already?)

verbal summit
#

!feedback
Obelisk of Order
(Mega shrine)
Replace all items into any one of your items.

⁶⁰ ᴮᵉʰᵉᵐᵒᵗʰˢ Acrid

gaunt delta
#

!feedback
Most people are in agreement that deskplant currently is rather bad. I looked into corpsebloom for a fix for it.

On kill- drop a healing orb that has a healing aura aesthetic that when picked up provides a healing over time effect.
heal 5% max for a total of 20% max health and you could pick up multiple (say for example 20)
so 5% per second up to 20% total
(+1% per second) up to (+4% total)
so stacks increase healing amount ^and^ duration of the heal with no drawbacks, and is even more effective in the late game where there are hundreds of mobs being mown down.

little lava
lilac pulsar
#

!feedback add spikes to loaders left gauntlet when using the alt secondary and maybe something electric when using the alt utility.

woven lynx
#

!feedback
A common item that increases health and damage of drones and turrets by 5(+5)%
(obviously not engineers turrets)

common items don't always have to be powerful and drones and turrets really need some love

main zodiac
#

!feedback
When you give equipment such as a Jade Elephant to an equipment drone, have it so it gets close to you and applies it to you. This could work for practically any status effect equipment, just to make it actually worthwhile to do it instead of getting a flying drone that flies a bit better or something.

daring gyro
#

!feedback
missile turrets and melee drones would be cool

trim olive
#

!feedback Secret Stage "A Moment, Rewound"
Stage is set kinda 2D like RoR1, maybe even plays music from RoR1, probably a tall order but the effect if done right could be so cool.

woven lynx
#

!feeback
Item: Magnetic rounds
rarity: red
Effect: Projectiles within 1(+0.5) meters of an enemy will home in on them. Meele attacks gain a slight increase to their size (hitbox).
(auto targeting abilities (huntress, engineer javelins) would gain a slight increase to their auto target range instead)

velvet scaffold
#

!feedback (mistype from @woven lynx credit to them)

Nilly00Today at 20:55
!feeback
Item: Magnetic rounds
rarity: red
Effect: Projectiles within 1(+0.5) meters of an enemy will home in on them. Meele attacks gain a slight increase to their size (hitbox).
(auto targeting abilities (huntress, engineer javelins) would gain a slight increase to their auto target range instead)

safe prairie
#

!feedback
Give drones some level-scaling movement speed, or make their movement speed scale with yours (assuming it doesn’t already and I just don’t know). This wouldn’t totally solve problems drones have, but it would help them keep up with you later into the game.

unborn rose
#

!feedback
If drones get stuck, they should be able to teleport to you. Sucks to have two or maybe even three gunner drones stuck on the other side of the map drawing the Magma Worm's aggro.

dim hamlet
#

!feedback
New Equipment: Hypnotising Mirror

Effect: Hypnotise a target monster. This monster gains 200% health and 300% damage, fighting for you until they are dead. Can be targeted by all entities (allies can heal and enemies damage). Elite aspects are kept.

Cooldown:
Small monster: 20 seconds
Champion monster: 60 seconds
Boss monster: 150 seconds

Note/edit: Cannot be used on the Teleporter Boss

vague hearth
#

!feedback
A Customizable Difficulty that allows you to choose how certain variables scale via sliders in the Character Selection menu.

Options that people could change could include:

  • Difficulty Scaling: Change how rapidly difficulty levels will progress.
  • Interactible Amount: Modify the quantity of interactible spawns independent from player count.
  • Item Cost: Change how expensive interactibles get over time.
  • Health Regeneration Rate: Change how quickly health is naturally replenished, or it can even be turned off.
  • Monster Spawn Rate: Modify the quantity of monster spawns independent from player count.
  • Monster Health: Edit the amount of health all monsters have.
    - Both multipliers should theoretically take place before the Artifact of Swarms multipliers, if enabled.
  • Monster Damage/Player Damage Taken: Multiply how much damage monster attacks do.
  • Allied Health: Edit the amount of health all Allies have. Does not include Players.
  • Allied Damage: Multiply how much damage Allied attacks do.
    - Both theoretically should not affect Engineer Turrets.

Other possible options could include:

  • Challenge of the Mountain Multiplier, allowing you to have a base amount of Mountain Shrines activated at all times.
    - Can still be increased with Mountain Shrines found.
  • Player Health, allowing you to multiply the amount of health Players have.
  • Player Damage, allowing you to multiply the amount of damage Players deal.
    - Both might step on Artifact of Glass's toes.
  • Player Cooldowns: Multiply the length of cooldowns for all Players.
  • Monster Cooldowns: Multiply the length of cooldown for all Monsters.
  • Allied Cooldowns: Multiply the length of cooldowns for all Allies.

Note:

  • Multipliers can go below 1, so you can have decreased variables.
  • Should not be available in Quickplay, just singleplayer and private matches.
mossy creek
#

!feedback
New Item: Leather Gloves
Rarity:White
Effect: Increase the size of the hitbox for all attacks by 15% (Stack for 5%)

On all autotarget it could just increase the range of their autotarget attacks

woven lynx
#

!feedback
improve Huntress auto aim. When i place my reticle right on top of an enemy I want to shoot that enemy and not one 5 meters away. It should prioritize enemies close to your reticle not close to you

pale minnow
#

!feedback
When killed by a rock in Sky Meadows, let the death message be:
"Player has joined the space program."

little lava
#

!feedback

When you die from fall damage when artifact of frailty is on make a death note say, "Don't you know that's hard on your knees?"

safe prairie
#

!feedback
Honestly just more unique death message for certain circumstances would be cool in general, like explosive barrels [or the two deaths listed above]

copper tangle
#

!feedback
Get rid of stacking limits for items like the tri tip dagger, sticky bomb and crit lenses. Having them stack linearly and having a stack limit is boring and can make the items seem useless after you go past the limit. Maybe to compensate sticky bombs and tri tip dagger could get a damage buff? This would make stacking them feel more useful and not just printer food.

gritty haven
#

!feedback
Artifact of Remeberance
The good old days
Instead of the current soundtrack, a ror1 song would play to fit the level/realm/event (like Arctic Oscillation on rallypoint or coalescence when fighting the TP boss)

severe spear
#

Artifact of Mountains - Always have the effect of 2 active mountain shrines

inland urchin
#

Artifact of Mountains - Always have the effect of 2 active mountain shrines
@severe spear !feedback

safe prairie
#

!feedback
Lower, or remove, the endlag on MUL-T’s Rebar Puncher

Doesn’t make too much sense to me to have a heavy charge and heavy endlag on this particular ability, it just gimps the DPS and makes it clumsy to use. This would be a direct buff to the ability without really changing too much about it. Hopefully this will make it feel a little more on-par with Nailgun and Buzzsaw.

limber pebble
#

!feedback bring back some of the more simple items from ror1
Examples:
Mysterious Vial (Common): Increased health regen
Bitter Root (Common): Increased Max Health
Golden Gun (Uncommon): More gold, More Damage
Smart Shopper (Uncommon): Enemies drop more gold on death
Wicked Ring (Rare): Crits reduce cooldowns by 1(+1)
Telescopic Sight (Rare): 1% chance to insta-kill an enemy (+0.5% per stack, up to 3%)
tl:dr more simple ror1 items pls, or just more ror1 items

gaunt delta
#

!feedback
Increase Mul-T's Rebar Puncher damage from 600 to 800 %
Remove 3 charges from Scrap Launcher and increase damage from 360 to 4000% and give it an attack speed of 1 shot per 20 seconds or a 20second cooldown

languid nacelle
#

!feedback Idea, don't know if there's an !idea
What if the devs made a mobile app like Clicker Heroes but Risk of Rain version? Everything would center around getting items to clear monsters faster, and they could use the existing stages as the backdrops, and then have them loop? I think everything is already there, they'd just need to apply a similar (but different) formula. I know for sure I'd play that game on my phone!

little lava
#

!feedback
Edit: NVM FUCKED UP THE POST and i have no more ideas just try to get me the most likes in an hour

limber reef
#

!idea a red item called the saddle. This is active item that allows you to ride and control monsters and even attack. However you can only ride the monster/enemy for a certain number of time

gaunt delta
#

!feedback
!idea a red item called the saddle. This is active item that allows you to ride and control monsters and even attack. However you can only ride the monster/enemy for a certain number of time
@limber reef

safe folio
#

!idea "Artifact of Shifting"
your items are swapped with different items of the same rarity every stage

gaunt delta
#

!feedback
!idea "Artifact of Shifting"
your items are swapped with different items of the same rarity every stage
@safe folio

safe prairie
#

!feedback
Oddly, Glowing Meteorite has damage falloff from the center to the edge of the Telegraph causing it to very often do much less than 600% damage. The damage falloff should either be reflected in the logbook, or removed altogether (preferably this imho). The model is used for general explosion effects, and makes sense there, but feels off-putting on a telegraphed ability such as this.

I’ve wondered why Glowing Meteorite seemed like its damage always felt so low and just discovered this the other day. The damage falloff makes the item feel more like a pebble shower than a meteor shower.

swift socket
#

!feedback Maybe you should get an achievement/item for killing the newt

dim hamlet
#

!feedback
New Loader R: Graviton Slam

Effect while Loader is grounded: Deal 100% damage to all GROUNDED enemies on the map, and stun them for 2 seconds.

Effect while airborne: Slam straight down, stunning and dealing damage to all GROUNDED enemies based on how far you slammed down. Flying foes near Loader's impact are forced down towards the ground, taking the same damage other monsters took when colliding with thw ground.

safe prairie
#

!feedback
Give parents sandals
Preferably with socks
Red stripes

modest grail
#

!feedback please remove tesla coil from the evolution pool, enemies spawning behind you and instakilling you before they finish the spawn animation is not particularly fun.

clever garden
#

!feedback Character idea. No numbers included; devs can figure that out if they want.
GUNNER
Misc: Pyrotech. All attacks either create or cost heat. Deal more damage against and receive less damage from burning enemies. Overheating removes all heat and puts all skills on a short universal cooldown.
Primary: Chaingun. Spins up slowly before reaching full speed and builds up heat while firing. Deals more damage with higher heat level.
Secondary: Incinerate. Converts % of heat into a powerful ranged blast which deals aoe damage and inflicts burning. Doesn’t interrupt chaingun and has no (or extremely short) innate cooldown.
Utility: Greenhouse. Deploy a large energy field which builds up heat and buffs damage of any allies inside.
Special: Flare. Discharge all heat and release a wave of damage proportional to heat spent around the gunner, slowing enemies and inflicting burning.
Notes: Unsure about Greenhouse; might be underwhelming. Considered a movement debuff + armor buff while firing chaingun, but seems too restrictive without a movement skill in the utility slot. No idea how feasible implementing the heat mechanic would be. Character could be made into some kind of clay templar defect.

young prairie
#

!feedback A game mode idea: Boss Rush mode: You start the run, and the teleporter boss spawns instantly. The only enemies that spawn are the ones that the boss spawns, or in the case of a boss that doesn't spawn enemies, a couple of enemies relevant to that boss. After killing the boss you get 4 items (1 set per player), one of which is guaranteed to be at least green. After activating the teleporter, you go to the next stage and the same thing happens. This mode could be unlocked by for example finishing the game once the 1.0 hits, or by defeating every boss a given number of times (so, including Alloy Worship Unit, (any) Twisted Scavenger). Moreover, this mode could have some unlocks that are tied to it, like: defeat every boss in a single Boss Rush run, complete the mode/reach a certain stage in this mode, or complete the mode/reach a certain stage in this mode under a specific time.

raven hedge
#

!feedback
Rewards for MAAO (Monsoon all artifacts) or 0% (no items, pickups or drones whatsoever).
Ideally not something people would WANT to have, like skins or items. Just something real superfluous like a trophy on the main menu, lol.

tribal oracle
#

!feedback
Currently you cannot use the Escape key to get out of the command item selection screen and i think that it should. Me and a few friends have panic slapped the escape key hoping it would free us from the screen only to be overlay-ed with the pause screen and then met with death.

formal fossil
#

!feedback
Let us see our total number of unsuccessful runs (runs ended without being obliterated by the Obelisk or killing the Twisted Scavanger), maybe in the Log, with a text: "The times you... tried: XX"

plush raft
#

make an area in logbook, where it says previous runs statistics (what we died too, how long did it last, what stage we where on, items we had, stuff we unlocked, what difficulty we were on, what artifacts we had and finally which players, characters and loadout we used) this could be usefull because you could find your most successful run and try and replicate that if you want to.

little barn
#

!feedback

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

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

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

thorny cypress
#

!feedback
artifact of mountain: doubles teleporter event boss and reward (mountains found in raid will double the bosses. ex one mountain= 4 bosses 4 rewards)

north turtle
#

!feedback

Huntress has a stopping animation. Whenever you let go of all movement keys or let off the joystick for console. She does a little bunnyhop and then stops. No other character has any animation like this. I'd like to see either all character to get a stopping animation or to have Huntress's removed. It's a weird inconsistency in the game and now that I've noticed it I can't un-notice it.

royal haven
#

!feedback
the engineer cant replace his primary attack (grenades) so i would like to see in game an alt attack which is controlling your turrets like in Team Fortres 2 where the engineer can point where the turrets go

kindred hinge
plush raft
#

!feedback make an area in logbook, where it says previous runs statistics (what we died too, how long did it last, what stage we where on, items we had, stuff we unlocked, what difficulty we were on, what artifacts we had and finally which players, characters and loadout we used) this could be usefull because you could find your most successful run and try and replicate that if you want to.

open tartan
#

!feedback
I'd like to see more alternate abilities that change the playstyle of the survivor, like the difference between Bubble Shield and Thermal Harpoons, not Flame Bolt and Plasma Bolt. I have some alt ability ideas for a Spellsword Artificer playstyle, who trades her blast-from-afar casting for melee spell-weaving.
Alt Passive: +Regen. When you take damage, the bonus regen disables for 5s and you gain armor instead. A different function of her suit, like a shear-thickening fluid with restorative properties. This helps Arti survive close combat and recover from the riskier gameplay, but removes her ability to safely hover out of reach.
Alt Primary: Energy blades extend from Arti's fists, giving her a melee attack. Not the best damage, but enemies hit get a debuff that increases the damage they take from Arti's other abilities. This maintains Arti's role as the survivor who alternates abilities and staggers cooldowns to gain maximum benefit, even after she gets a decent amount of attack speed.
Alt Special: Arti unleashes a sonic burst, damaging and stunning enemies around her (damage falls off with distance). Without a mobility ability, crowd control is melee's best friend. More damage and less safety than Ion Surge+hovering, but less single-target damage potential than melee debuff+Flamethrower.

tough pendant
#

!feedback Artificer Alt Passive

Give Artificer an alternate passive that increases the strength of her abilities. It could increase burn damage for fire abilities, AOE for electric abilities, and freeze duration for ice abilities.

EDIT: Typo

royal haven
#

!feedback
an alt fire for the R attack with the engineer which is basically like a sort of him becoming a turret or a mini tank/ mech...you know what i mean him becoming something cool

unkempt perch
#

!feedback
add back the ancient sceptre from the first game

dim hamlet
#

!feedback
Have slicing winds be a tornado instead of a little gust, and let it take smaller monsters with it until it hits a wall or a big/boss monster. This makes it actually good because eviscerate is for i-frames and winds would be a 'get off me-tool'

inland urchin
#

!feedback
if ancient scepter is added to the game an idea for how it works on engi is that after dealing a certain amount of dmg your turrets will spawn an attack drone that will inherit your items and draw aggro while orbiting the turret. The drone would have a health bar and an internal cd.

earnest laurel
#

!feedback
Add a red item that gives you an extra stack of your R ability

violet fulcrum
#

!feedback there should be some sort of special achievement for unlocking all the mastery skins

teal oar
#

!feedback I suggest revert life bar to green when infusion effect is over, so its clear indication that you need to take another one if you want to.

eager plume
#

!feedback Arms race added into this game to make drones more viable. For those who don't know in ROR1 it caused drones to randomly fire missiles and mortars. In this case it would be sticky bombs and missiles.

icy trench
#

!feedback Would be great to see the cutscene when everyone were ready to choose a character, and then
those who were on the ship will be running for escape capsules and the rex would be thrown away and blast will get him to the planet(something like that, anyway you get the idea).
For each hero a slightly different scene that will be really smooth and fast. After loading the game you will see escape pod with a crumbling ship.

distant flume
#

!idea enemies that have more than one elite (eg. overloading celestial malahite imp) only appearing on monsoon, beginning on very hard.

modest grail
#

!idea enemies that have more than one elite (eg. overloading celestial malahite imp) only appearing on monsoon, beginning on very hard.
@distant flume
!feedback

jovial sierra
#

!feedback
Let Mul-T cancel Power-Saw with M2 instead of having to manually release M1.

royal haven
#

!feedback

simply a knight
sword
shild

EDIT: maybe flaming bow and arrow as a R but not sure

warped jay
#

!feedback
Give us a random survivor option
please

golden swift
#

!feedback
you cant get more than one of the same printer, im tired of finding 3 fungas printers, and nothing else

sweet dew
#

!feedback
Switch the Legendary Chest on Abyssal Depths to a Legendary Obelisk that costs (Playercount Times as much) that gives an item for each player in the game like the Worship Unit on Siren's Call. It sucks having to split the 1 legendary between 4 people.

zenith path
#

!feedback Allow the ping system to control what drones attack/heal, depending on if you ping an enemy or an ally.

safe prairie
#

!feedback
Make it so if you die to an explosive barrel/pot, it reflects it in the kill screen, instead of saying you got killed by the planet. Maybe a little explosion icon?

hollow nebula
#

!idea
Later, as a playable character, why not add the boombox golem from the easter egg in the first game?
(Edit) Sorry wasnt thinking I'll repost this correctly in a half hour

royal haven
#

!feedback
THE IDEA BELONGS TO @hollow nebula and only him
Later, as a playable character, why not add the boombox golem from the easter egg in the first game?

modest dagger
#

!idea
First person mode?

unborn rose
#

!feedback

!idea
First person mode?
@modest dagger

tough pendant
#

!feedback

Add more armor, health, and shield items.

chrome plank
#

!feedback makes squid polyps not die after 30 seconds and make it so that when you get more than one squid polyps it spawns that number when you open a chest. for example if I had 2 squid polyps stacks it would spawn 2 squid polyps if i opened a chest.

dry bloom
#

!feedback Rework for Interstellar Desk Plant: Upon killing an enemy, there is a 5% chance for a Desk Plant to spawn. The Plant creates a large healing AoE (Meaning that you can get its healing while in mid-air) .
-The Plant can give off higher healing rates by luring and tethering enemies to it (which would count as a debuff)
-Stacking increases the tether range and the size of the Healing AoE. Maybe also increase its size per stack for a cool visual.

compact remnant
#

!feedback

Rework to desk plant: Kills will leave behind an AOE, walking into this AOE will give you a small portion of health regen a second. This would stack up to 5 times. Im not certain on the power of the regen a second, or the duration, but my goal would for it to be a short duration thing that would be a relatively strong regen rate. It would be like a super charged meat, you just won't have to sit there for a long time for essentially an underwhelming bungus.

teal sky
#

!feedback
on commando: make it so you can press R to detonate grenades you have thrown mid air

royal haven
#

!feedback
being able to create a custom character which is basically a mix of all the abelites you unlocked
for example-
engineer's turrets
artefacter's R attack
commanders head
acrids body

basically how street's of rouge made a custom character

paper spindle
#

!feedback
implement a matchmaking system where you lock yourself into a certain difficulty or artifact setup.

maybe just all the difficulty modes and then no artifact or artifact, and let the people decide from there

sick aspen
#

!feedback
Some character's running animations look fine at very high speeds (MUL-T, Rex, Artificer, Engineer)
However, the others just look kind of goofy cause the animation speed is tied directly to movespeed
Maybe as a bit of polish after the game is more fleshed out, the running characters switch to a run animation with longer strides when a certain speed threshold is reached
(this is very low priority)

velvet anchor
#

!feedback Low priority QOL change. Let us either clear the yelllow highlight for newly unlocked log book entries with a button, or when the player's cursor hovers over the icon. Just so we don't have to click on every single one.

safe folio
#

!feedback Shaped Glass nerf/rework
Make it so each shaped glass increases the 1-shot protection health threshhold by a certain amount (example: you pick up one shaped glass, it doubles your damage and halves your health, but in addition, increases the percentage of max health you have to be at by lets just say 5%. That means that you now have to be at 95% of your max health in order to receive the 1-shot protection. Picking up another Shaped Glass will remove your 1-shot protection altogether and 3+ stacks will not add any additional health threshholds.)

little lava
#

!feedback Map Idea

Layout: Large (Sky meadows large)
Theme: Ancient
Name: Ever City

Description: This barren city was once something great, a thriving world with greenery as far as the eye could see, until Contact Light stopped for a delivery. What they had in their possession was no ordinary artifact, it was a jar of souls with the many past lives of our ancestors writhing inside of it. One of their workers dropped it and so came the torment of our very home. Now it is nothing but overgrowth and ghastly creatures we call, Litchers, and above them all is the old king himself, Ghor The Wealth.

(I feel like i got carried away but LMK if this is a good feedback or not)
Edit: This is what i mean when I say Ancient.
https://www.getty.edu/museum/media/images/web/enlarge/00060301.jpg

tulip hare
#

!feedback character idea

Someone probably already thought of a Bard character who is the embodiment of Chris Christodoulou. To get them you have to collect all music tracks which you find like logs that you can enjoy in the menu. They should use a ukulele and maybe do good AOE damage.

unkempt depot
#

!feedback the rock decorations on wetland aspect have an obnoxiously large hitbox when it comes to pings, makes it hard to check out what's in a 3d printer or multishop when they're in the same path
i don't wanna wait a half hour since it's on my mind now so i'll add this in; seems like sometimes swarms will randomly stop working properly sometimes. mobs still have half health but they stop spawning in pairs randomly. got this bug twice and i had to restart the game to fix it

strong spruce
#

!feedback
Artifact of Dissimilarity
Become a wispy cloud of purple smoke with no identity. You gain a random selection of abilities from all the other survivors. Any abilities that require a passive are given said passive (Acrid’s m2 & R). One additional non-reliant passive is also given (Loader’s, Artificer’s). One animation is used for each ability type. For all m1s, the smoky body flashes white lightly. M2s flash blue more brightly. Shifts cause the smoke to spin and glow bright purple. Rs make the smoke glow red and pointy smoke-spikes shoot out randomly. (These animation ideas are not the main feedback and are poorly described).

When used in combination with metamorphosis, the loadout is randomized each stage.

If Mul-T’s retool is chosen, another m1 is chosen.

thorn mist
#

!feedback
Korean texts are misdirecting.

-The text for "return" button is either missing or misplaced(as if it has offset to -y direction or something)
-The text razor for description of Razorwire is translated as laser.
-The description text for the cause of the death displayed on the end of a run is translated as the number of deaths (ex. The Number of Death : Huntress; when dead by fuel array explosion.)
-And few others. (still adding as I find them)
-Some fonts are missing (i.e. comming soon)
-"Minion Damage Dealt" is translated as "Damage Dealt to Minion(s)"
-"Loadout" is translated as just "load", as a noun for loading ammunition. Just seems not quite right.```
plush cobalt
#

!feedback

Make it so that no enemy, under any circumstance, can use their standard attacks through their own body / without facing you. If we can't attack backwards without turning to face them first and we also can't sprint backwards, then Beetle Guards, Titans, wisps, lemurians (elder and not), Overlords, and more shouldn't be able to launch attacks out their asses to hit us. It's not fair, it's not reasonable, it looks janky and should be fixed. I just damn near died on Monsoon because a beetle guard decided he'd do the little line attack with his beetle-buttcheeks instead of attacking normally.

keen oriole
#

!feedback

Stop Magma worms from straying too far from the teleport zone. It gets so exhausting chasing a worm on the complete other side of the map attacking a lone gunner turret, especially on the larger stages.

woven tartan
#

!feedback
A nice change would be giving Mul-t the ability to cancel their transport mode by pressing the ability key again

neon terrace
#

!feedback

Can we get an option to increase FOV significantly? It doesn't feel nice to get killed by an enemy that was right next to you and default feels a bit claustrophobic when the screen is close to you, especially if you're on PC.

minor mountain
#

This has probably been suggested, it would be nice if you could save your progress, it feels amazing when you have that really strong build going on but for some reason you have to leave the game, finishing it early because of family or work, it'd just really feel great...

glass hatch
#

!feedback for @minor mountain
This has probably been suggested, it would be nice if you could save your progress, it feels amazing when you have that really strong build going on but for some reason you have to leave the game, finishing it early because of family or work, it'd just really feel great...

dim hamlet
#

!feedback
New equipment: Pinch Anchor
Cooldown: 90 seconds
Effect: Create a giant riptide around yourself. Deals more damage the closer enemies are to you. Smaller enemies are knocked back.

fiery knoll
#

!feedback
Artifact of Rain
Always raining meteor before teleport event is done.
Slowing down delay of each meteor, and slowing time between showing circle and blast in drizzle or rainstorm difficulty.
Lunar Item 'Glowing Meteorite' not appear with this artifact, but it changes into 'Risking Meteorite': passive lunar, +100% meteor damages per stack

little barn
#

!feedback

Chronobauble should also reduce Enemy Attack Speed by 30% (attack speed reduction cannot stack). It would still be apart of the same debuff so it wouldnt make Death Mark overpowered and it would give some incentive and power to a relatively useless green item.

neat pike
#

!feedback

Shields are pretty weak right now compared to plain health when looking at the late game with one shot protection and what not,
Joining earlier feedback I think shields could use more items.

I suggest an active item of sorts restoring all shields and maybe resets all cooldowns to give it some extra value.

left meadow
#

!feedback
Inspired by @fiery knoll
Artifact of Apocalypse: Meteors constantly rain on the stage, at about 1/4 the rate of the Glowing Meteorite. Meteors damage both players and enemies.

jolly flame
#

!feedback

Please add features to your "Level-Up" Mechanic, not just for the use of the Warbanner

Maybe Something like.. you get an option to choose an "Upgrade" for your skills when you level up to Level 20 or 30

e.g.:

HUNTRESS

  1. Blink - After blinking, you turn invisible for 1 second.

MERCENARY

  1. Blinding Assault - After dashing forward for the 3rd time, you leave a trail of delayed slashes afterward.
shrewd silo
#

!feedback
item name: leeching nanites
rarity: green
effect: upon killing an enemy, gain a stack of reinforcement for 2 (+1.3) seconds
reinforcement: for each stack of reinforcement gain 5% of your life as shield and add 10 armor to your shield

if people want shield items they have to keep in mind these items have to be self dependent in some way or they will be useless without certain conditions

open tartan
#

!feedback
When anything dies inside Effigy of Grief's area, increase the radius. A thematic buff to make it more interesting/useful, but also means you have to spend more time in the radius yourself when you retrieve it.
Increased radius does not carry over to future uses.

earnest kayak
#

!feedback

Make elite enemies have a particle effect that corresponds to whatever elite they are.
For example, fire elite projectiles have a fire trail after them, overloading electricity, ice has an ice trail etc.
This would make it easier to know which projectile you need to dodge in order to not lose half your health or suffer an enormous debuff.

fiery knoll
#

!feedback
inspired by @jolly flame

  1. time rewinder
    lunar equipment(use) item, cooldown 120s
    decend 1 level and remove all exp from now exp bar, refilling all of your HP & shield.
    Survivors should balance level up vs refill their HP, getting benefit from warbanner, etc.
  2. exp absorber
    red item, if you keep to battle with monsters, you gradually get exp, scaling with the number of monsters or current difficulty.
  3. carrier drone
    when warbanner or Effigy of Grief droped on ground, this drone pick it up and carrying before it broke.
    It can pick & carry item boxes also, closing to closest survivor to sell the box.
    If it pick up rusty key's box, it gets immidiately the item in box and carrying around survivor.
plush raft
#

!feedback
artifact of lensing:
it is the same as artifact of command, but instead of choosing an item out of a specific rarity, you can choose the rarity but not the actual item (unless using command), turn off acheivments for when the artifact is on,* so it is purely for fun**.**
and to make it not too overpowered,**** make it so that this can not be chosen in multiplayer unless everyone chooses it.* *************

pale minnow
#

!feedback
Some sort of item that increases EXP gain? I feel like it’s hardly touched upon besides war banner giving that on level up.

fossil sierra
#

!feedback
The golden chest on Abyssal only has one red item in it, and that leads to infighting over who gets it. Make it drop one for each person or something, por favor. 😉

dim hamlet
#

!feedback
New Lunar item: Seaweed Boots
Effect: Gain 50% [+50%] attack speed and 50% [+50%] movement speed, But you are forced to permanently sprint, not allowing you to slow down or stand still

'Cleaning the ocean is such a chore, why did they make such a mess of it anyway?'
'See it from the bright side! There is all sorts of treasure here!'
'Like this old boot, for example?'
'Uhh, well, lets just throw that into the incinerator and move on. We still got work to do.'

astral grove
#

!feedback
The ability to disable the death animation on boss monsters such as Clay Dunestriders, Solus Control Units, Alloy Worship Units, Wandering Vagrants, Imp Overlords. The bright explosions or screen-dimming effect (in the case of Imp Overlords) can cause significant visual difficulty for those with colour vision issues. A similar change for the screen-altering effects of Magma Worms and Overloading Worms would also be welcome. The constant changes in brightness/saturation/contrast can be difficult to look at with large numbers of monsters.

shrewd silo
#

!feedback
item name: kinetic loader
rarity: green
effect: gain 15 shield. constantly recharge x*0.8(+0.4)% of your shield every second where x is meters travelled in that second

plush raft
#

!feedback
we have a white, green and red item for decreasing cooldown and increasing attack holding slots for each ability slot exept two, so maybe add a boss and lunar item for those items .
Boss: R or primary the other would be a lunar , so if choose R yellow than primary would be a lunar.
Primary:
Dropped from: hordes of many (or any boss that dosent already have a drop)
increase Damage by 20% (+5%) and travel speed by 20% (+5%)
R: dropped from scavengers
add +1 (+1) to the holding limit of R and decrease cooldown by 15% (+7%)
Lunar:
Primary:
+holding limit by 3 for primary (+2 a stack) (-1 each stack (cant go lower than 1)) so: 1 +3, 2 +2, 3 + 1, 4 +1 and so on, BUT, R ability spread is increased by 10% (+5%)
R:
+holding limit by 1 (+1 a stack) for R, but decreases primary damage by 10%

little barn
#

!feedback
You should be able to speak in lobby and once the lobby gets filled with 4 people the countdown should lower. But if someone leaves it goes back to 30.

waxen current
#

!feedback
Lots of work alert (I'm guessing): I think it'd be neat to be able to customize key/controller inputs per character. For example, I'm very used to / accustomed to using ctrl to sprint on pc & shift for utility skills, but just for the loader I want to swap some keys around so it's a little less clumsy for me when I'm holding the PAUNCH button down.

shrewd silo
#

!feedback
item name: burning caparace
rarity: red
effect: after inflicting a status effect on an enemy, gain a stack of scale plating for 3.5(+2.5) seconds. when you reach 10 scale plating stacks, remove all stacks and shoot out a 6(+2.5) meter distance nova for 50% of your damage and inflicting burn on all targets. (the inflicted burn would not give stacks of scale plating)
scale plating: gain 7 armor

peak pine
#

!feedback More of an idea, but i think it would be cool if you could loose a red to print 5 greens and a green to print 3 whites. All random though.

shrewd silo
#

!feedback
item name: conducting scepter
rarity: equipment
effect: where x is for each 20 shield, deplete your shield and shoot out x+3 small bullets of energy which seek enemies. deals 150% damage to enemies and returns 5 max shield for each enemy killed
with 0 shield you would shoot 3 bullets of energy, with 400 shield you would shoot 23 bullets of energy and so on

strong spruce
#

!feedback
An alt passive for Mul-T. It keeps the idea of having two primaries, but incentivizes melee gameplay. On use of the retool, a radial blast is released, dealing pretty good damage. You also gain some base health. However, you lose the second equipment slot. This would make it a balanced trade-off but be more viable for a melee Mul-t.

daring gyro
#

!feedback
red item:
give one more charge of your Special skill
it need to stack very badly for some survivors like Engineer
it's still an unfinished idea

brave heron
#

!feedback

Since some items in game, when stacked, only improve the chances of the attack, rather than increase the damage.

Why not implement a visual confirmation, like the item glowing in the Item Bar or on the character, to signify that you have a 100% of the attack happening.

Collecting 10 lensmaker glasses give all attacks you make Critical. Why not give a glowing aura around the Glasses item or gold glasses on the Survivor to signify 100% so that they don't needlessly stack beyond that.

It would be a nice visual touch, as well as a new lane for a cosmetic touch up for items once they been stacked many time.

Focused Convergence with a black ominous glow at 8,

The Ukulele with electric notes.
ATG with a 4 cylinder Rocket Box.

The Band Rings Spark a flash of light when activated.

So on so forth.

shrewd silo
#

!feedback
item name: mantle of absorption
rarity: green
effect: taking damage refills 20(+ up to +50% exponentially)% of the damage taken as a shield and increases your maximum shield capacity by 1(+0.5)% of the damage taken, up to 200(+200)
maximum shield.
so if you take 800 damage, you get 8 permanent shield and 160 shield back.
if you take 800 damage and have 4 mantles of absorption, you get 24 permanent shield and 160 (+ the exponential maths on the effect) shield back.
the gained shield would be empty and would trigger after the shield refill, so the player would need to recharge after the first time being hit

vague hearth
#

!feedback
Change the Focus Crystal's item description from 'Deal bonus damage to nearby enemies' to 'Enemies close to you take more damage'
I remember when I first got it I thought that enemies close to my victim would take some sort of AoE damage.

mint trout
#

!feedback
Include a little more detailed item information in their pages, specifically exactly what bonuses are gained from when items stack.

Some of the item's stacking effects are a little unintuitive (for example, when does stacking an item increase range vs dmg, or when do some items cap out)
It feels a little silly to have to bring up the wiki to figure out these kinds of things, which should be basic information. Not including it in the item page in the game just adds some extra steps to figuring it out.

little barn
#

!feedback limit gpu usage while on the title screen or when paused(in singleplayer)

fossil sierra
#

!idea
One of my favorite RoR2 mods allows me to see every stat for an item when I pull it up, including stacking. It'd be great if this was an unlockable setting for unlocking every item or something, it'd be very convenient.

shrewd silo
#

!feedback
item name: EDD (essence distorting device)
rarity: green
effect: when an enemy dies, they have a 40(+up to 80% exponentially)% chance to emit a 3x3x3m aura of shards which moves towards the player that lasts 2(+0.4) seconds which gives 10(+5) barrier per second
the goal of this item is to make melee more viable

minor mountain
#

!feedback
Item name : Healing bond
Rarity : orange
Effect : Staying within 10 meters of an ally will regenerate 5-10% hp every 3 seconds to everyone, dependent on how close they are from you.

prisma vapor
#

!feedback
"No artifacts" option in Quickplay. I would like to still play a game in vanilla in QP, to save time for the host and players, a "no artifacts" check option should be available next to the QP button; if there are no "no artifacts" hosts available, then it defaults to you as the host.
Edit: This option disables the artifacts voting panel entirely.

shrewd silo
#

!feedback
item name: burning engine
rarity: lunar
effect: losing shield will give you armor equal to the shield lost for 10(+4) seconds, BUT you will also lose an equal(-10%) amount of life.

this would make for a very interesting concept and could have a build based around it

shrewd silo
#

!feedback
item name: holo-lenses
rarity: common
effect: critical strikes mark an area on an enemy for 5(+1) seconds (only limited to one area). damaging that area will deal an extra 150(+up to +100% exponentially)% damage.

affecting the hitbox of the effect with the hitbox of your attack will make your attack deal extra damage to the enemy
the area could be read as a circle hitbox on top of the enemy geometry and displayed with a red crosshair.
also, it would not be affected by items or status effects.
will post an alternative version next

pliant vine
#

!feedback
Alternate Merc shift ability
Name: Visceral Shatter
Teleport forward inside an enemy, emerging and damaging it for 500% damage. If this attack kills an enemy, launch 3 shards of energy at the nearest enemies dealing 150% damage. Will execute enemies below 20% health.

This ability would keep the mobility needed for Merc's shift ability, but gears it more towards repositioning and damage bursts then crowd damage.

velvet scaffold
#

!feedback
PierateToday at 21:42
!feedback
Alternate Merc shift ability
Name: Visceral Shatter
Teleport forward inside an enemy, emerging and damaging it for 500% damage. If this attack kills an enemy, launch 3 shards of energy at the nearest enemies dealing 150% damage.
This ability would keep the mobility needed for Merc's shift ability, but gears it more towards repositioning and damage bursts then crowd damage.

I removed the execute, because I would've upvoted if it weren't for the execute. Credit to @pliant vine for the original idea

heady delta
#

!idea
One of my favorite RoR2 mods allows me to see every stat for an item when I pull it up, including stacking. It'd be great if this was an unlockable setting for unlocking every item or something, it'd be very convenient.
!feedback @fossil sierra

little lava
#

!feedback Item Idea

Object: Credit Card
Name: Unbound Debt
Rarity: Blue
Description: For 30 seconds all items you buy are free, but every "Free" purchase will take a random percentage of health away (5%, 25%, 50%, 90%)

Edit: This item cannot kill you but you can get as low as 1%

carmine whale
#

Make fullscreen proper fullscreen so it doesn't mess with your monitor Hz when you have discord on a second monitor, (aka my main monitor is 144 and when discord is on my 2nd monitor my main monitor gets bumped down to 60Hz)

shrewd silo
#

!feedback
alternative version of holo-lenses https://discordapp.com/channels/417739215355510784/559901472339525644/709863867601256490
item name: OME (organic mining equipment)
rarity: red
effect: critical strikes mark an area on an enemy for 5(+1) seconds (only limited to one area). damaging that area will deal an extra 15(+7.5)% damage and give back 1(+0.45)% of the damage dealt as maximum shield, with a limit of 500(+500) maximum shield.
if you dealt 10k damage to the area which is likely in late game, you would get 100 maximum shield
the area could be read as a circle hitbox on top of the enemy geometry and displayed with a blue crosshair.
also, it would not be affected by items or status effects.
this item would scale greatly in late game, where shield would be most needed
will post an alternative version later

unborn rose
#

!feedback
It's really easy to cap your crit chance with some decent rng, so it seems a bit redundant to have an equipment that just caps your crit temporarily. So, how about we make Ocular HUD increase your critical strike damage? The numbers can vary, but I feel it should at least be above +50% if we're keeping the 8 seconds duration.

velvet scaffold
#

!feedback credit to @shrewd silo , reposting for !feedback

alternative version of OME https://discordapp.com/channels/417739215355510784/559901472339525644/709873896760934460
item name: hunter's pouch
rarity: common
effect: critical strikes mark an area on an enemy for 5(+1) seconds (only limited to one area). damaging that area will deal an extra 10(+5)% damage and give back 0.5(+0.25)% of the damage dealt as armor, with a limit of 35(+35) armor.
if you dealt 10k damage to the area which is likely in late game, you would get 50 armor (35 since its limited to that)
the area could be read as a circle hitbox on top of the enemy geometry and displayed with a brown crosshair.
also, it would not be affected by items or status effects.

this probably would not be as noticeable as shield but there could be some sort of counter in the next version on the game where the extra armor the item gives would be displayed
@shrewd silo

versed tundra
#

!feedback Lunar Coin/Shrine Idea

New Shrine: Shrine of Greed

How it works: Upon interacting with the Shrine of Greed, the player may choose to deposit any number of lunar coins. The shrine then initiates a challenge, and if the player successfully completes the challenge, the player receives 2 to 3 times the amount of deposited lunar coins back. However, if the player teleports out or dies before completion, all the deposited lunar coins are lost. The difficulty of the challenge scales with the amount of lunar coins invested. For example, invest 1 to 3 coins may only spawn a few more enemies, while investing 30 coins might add debuffs to your character, or give all enemies on map an item like a Genesis Loop or Dio's Best Friend, or even spawn a Twisted Scavenger or a Vengeance clone.

This solves several issues currently affecting the game:

  • No reliable way to gain lunar coins, except for defeating the secret boss (but this can only be done once per run)
  • Helps newer players start their lunar coin collection by adding only slightly difficult challenges to overcome
  • Gives experienced players a way to greatly increase numbers of lunar coins
  • Gives experienced players a challenge to overcome in the late game, where the game becomes very easy
pale minnow
#

!feedback
Lunar Item: Mech Plate
When the player takes damage, player gains armor, capping at a certain point. However the player also has decreased damage. The effect wears off over time when the player is not taking damage.
More stacks increases the armor added cap and players decreased damage cap.

safe prairie
#

!feedback
Returning item idea

Name: Permafrost
Rarity: Rare (red)
Effect: x% (+x% per stack) chance to freeze enemies on-hit. Killing an enemy under the effects of Permafrost causes them to shatter, dealing x% damage to enemies in an area around them and slowing them by 80% for x seconds.

A way to add permafrost while making it somewhat more unique, and keeping its theme.

quartz basin
#

!feedback
perhaps add an artifact that replaces chests with tri-shops, i think that would be a fun alternative to command.

unborn rose
#

Isabelle from animal crossing as a character
@surreal atlas !feedback

safe prairie
#

!feedback
When playing with Artifact of Command, items in the Bazaar Between Time should display as Command Essences instead of regular items.

In this case, equipment and regular Blue Command Essences should be a little more discernable from each other, since right now it’s very difficult to tell the difference at a glance.

coral cargo
#

!feedback discord game connect

honest sparrow
#

!feedback
New item idea

Name: protocol pain maker
Rarity:luner (blue)
Effect make you're crit chance and damage by 100% but your run speed is reduced by 75% of your attack

eager plume
#

!feedback Melee variants of certain enemies to make the Melee characters run's more varied. Some suggestions here:
Flamethrower Wisp/ Greater Wisp: This wisp would float closer to the ground, in the case of the Greater Wisp it would use its hands to drag itself along the ground a visual cue would be chains of purple constraining them to the earth
Flying Lemurian: This has already been suggested, should have the same chance to spawn as a regular lemurian, as an added flare, could attack other lemurians with nothing else to target.
Primordial Elder Lemurian: Replaces its fireball attack with a flaming AOE stomp, visual difference would be walking on a four legs and have veins of fire on it, as well as glowing orange eyes.
I believe adding these variants, and possibly increasing there spawn-rate for melee characters, would make the game more favorable to melee builds.

wind meteor
#

!feedback

Character Idea: Assassin

Melee, high damage, low-average health.

Passive: After a couple seconds, the Assassin can pinpoint a monster's weakpoint, indicated by a glowing orange/red marker. Attacking the enemy's weakpoint will deal double damage (triple if a crit is procced), and will reduce the remaining cooldown on your other abilities by 50% if the enemy is killed.

Primary: Slash with your daggers. high damage, moderately high attack speed, no AoE.

Secondary: Teleport to an enemy, slowing them. If the enemy has an active weakpoint, an attack is automatically made against it, or a normal attack if the enemy does not currently have a weakpoint. The attack only does half damage, but has a full 1.0 proc coefficient like your Primary.

Utility: Become invisible and gain increased movement speed for a few seconds. attacking or using other abilities will remove the buff, but deal increased damage and slow the enemy. Additionally, if you're looking at an enemy when activated, mark them for death and add an additional weakpoint. An enemy that is marked for death takes 50% additional damage from weakpoint-attacks while marked for death.

Special: Immediately add an additional weakpoint to all enemies in a large area around you. gain a buff that significantly increases your damage and attack speed, but only lasts for a few seconds. killing an enemy by hitting their weakpoint increases the duration by another 0.5s.

ivory atlas
#

!feedback Make fullscreen proper fullscreen so it doesn't mess with your monitor Hz when you have discord on a second monitor, (aka my main monitor is 144 and when discord is on my 2nd monitor my main monitor gets bumped down to 60Hz) @carmine whale

native briar
#

!feedback add thallium, rocket mk2, ancient wisp boss, and magma worm and imp overlord special boss items.

inland urchin
#

!feedback :a character based visually on the colossus, name: Behemoth
Passive: 75 base armor and a very large health pool. has an aura that heals allies and dmgs enemies. But his hitbox and model are twice the size of a standard survivor and ms items are 20% less effective on him. He generates much more threat making enemies very likely to target him over other allies.
M1: swings his arm in an aoe that you can aim by looking up and down
M2: slam the ground sending out a cone shaped shockwave that knocks smaller enemies towards you and interrupts attacks
Utility: empower your aura temporarily extending its range and upping the dmg and healing. You move 30% faster while this is active
Special: sacrifice 25% of your current hp to release a wave of energy dealing dmg to everything near you. At full hp this would deal significant dmg. Scales with shields but not barrier.

edit: added line about threat generation to the passive

vague hearth
#

!feedback
Display the amount of Lunar Coins gained in the end screen after you obliterate yourself.

brazen comet
#

!feedback change the colour of the vines from rex's running animation to match its skin when equipped. currently they have the default colours.

urban seal
#

!feedback

Daily/Weekly Missions

Incorporate optional missions into the game, allowing players to earn Lunar coins, or other rewards. A few examples would be:

  1. Obliterate with a full team using only melee characters.

  2. Kill "X" [specific enemy].

  3. Activate a teleporter event within 60 seconds of starting a map.

Etc. You can make them harder/easier by restricting what difficulty they need to be done on, restricting items, characters, etc.

cursive root
#

!feedback

Display the amount of Lunar Coins gained in the end screen after you obliterate yourself.
@vague hearth

dim hamlet
#

!feedback
Shrine of Chaos
Cost: 1 lunar coin
Effect: Rerolls your items to another one you have in your inventory. Quantity of the items stay the same (so if you had 10 of a white item, it stays at 10 when swapping), but the rarity can swap freely (including lunars)

kind hedge
#

!feedback

Shrine of Heaven

Cost: 3 Lunar coins

Creates a black hole effect but with the color white, will suck in enemies and permenantly stun them as long as they are touching, Players can freely enter and exit the 'white hole' and can utilize this shrine for security or to heal.

Note: It will act similarly to engineer's shield and will not allow any projectiles to pass either.

The effect will end upon:

  1. Maximum number of simultanious monsters are in contact (touching)
  2. When Maximum number of monsters die after touching it (several elites, or many weak monsters)
  3. when the time limit ends (20 seconds-ish)
shrewd silo
#

!feedback
item name: glowing charm
rarity: white
effect: upon dealing 90% or more damage on a single blow to an enemy, gain enchanted for 2(+1.2) seconds. does not stack and does not activate with items or equipment.
enchanted: gain +30% attack speed and +20% movement speed

this item is meant to increase the efficiency of heavier and slower attacks over faster attacks, for example mul-ts rebar over the nailgun, and will also favor using melee in some occasions.

loud fossil
#

!feedback

Can we make Blazing Imp Overlord's fire trail disabled / disappear when he's still in the middle of teleporting? It gets annoying & frustrated cause u can get one shot-d if you are using glass artifact / shaped glass run, and it appears instantly so u dont have enough time to react to it, even if u did survive, the fire debuff would still kill you afterwards.

in my case, i was waiting for Imp Overlords to spawn on Void Fields, only to get bamboozled by the Blazing Imp Overlord as soon as his teleportation sequence starts

fiery knoll
#

!feedback
make Blazing or Malachite, etc elite effect not always. stacking Blazing from laser of titan or many elites is too powerful, malachite is also.
Or At least, make malachite prevent 90% of healing, not at all.

fiery knoll
#

!feedback
Why you guys don't sell your music offically? I want to be electric always.
If you give early-accessers discount of music, better.

dry bloom
#

!feedback New Loader R Ability: Tether Pylon. Upon use launches a pylon that sticks to a surface and tethers to you. Pressing R again will pull you towards it. Tether breaks after 1 use. The Pylon whill shock nearby enemies for 100% damage. Disappears after 10-15 seconds. It is not able to be grappled.

north turtle
#

!feedback

I'd like to see a different tile set for the stage 2-5 maps. Titanic Plains and Distant Roost both have 2 different variations of the same map. I'd like to see this for more of the maps.

open tartan
#

!feedback
When doing well in a run, gameplay can start feeling bland. With so many attack speed and proc items, it's hard to find a good time for abilities like Arrow Rain, Ballista, or Frag Grenade when most primary abilities scale so well and AtG missiles are picking off possible targets. I'd like to see an item that incentivizes more player input (pressing different buttons once in a while) that doesn't also feed the M1 machine.

Possible Common Item Idea: "Abilities deal +1% (+1% per stack) damage for every 1s of base cooldown." On Huntress, for example, this would give +7% to Glaive and +12% to Arrow Rain and Ballista. Considering Glasses/Syringe/Crystal and how much most survivors' DPS relies on attack speed right now, this is probably too low even for a common. (No, it wouldn't work on Engi turrets, just your own damage.)
dry bloom
#

!feedback Give each type of command essence a different look. It can help differ certain tiers from others and give each essence a unique look, like the ones shown here for example.

shrewd silo
#

!feedback
item name: philosopher's stone
rarity: red
effect: -upon losing health, restore shield for 25(+18%)% of the damage taken and add barrier for 25(+18%)% of the damage taken
-upon losing shield, heal for 25(+18%)% of the shield amount lost and add barrier for 25(+18%)% of the amount of shield lost
-upon losing barrier, heal for 25(+18%)% of the barrier amount lost restore your shield for 25(+18%)% of the amount of barrier lost

if you lost both shield and health at the same time for example, you would get both shield and health restored plus extra barrier according to the amount of shield and health you lost separately, which means if you got dealt 400 damage in total and 210 of that went to shield and 190 went to health you would get 48 shield back, 53 health healed and an extra 100 barrier

this item would favor tankiness greatly

dull sonnet
#

!feedback

violet fulcrum
#

!feedback

repulsion armor plates need to be buffed, the give +5 flat damage reduction each stack. early game this is very helpful, but past the first loop the effect is barely noticeable

solid pebble
#

!feedback

add a little square showing the Equipment and it's cooldown next to the Equipment Drone

shrewd silo
#

!feedback
item name: growing fungus
rarity: common
effect: gain (x*x)/4(-0.3) armor, where x is the current stage

(-0.3 is what changes the number 4 with the stack amount)
basically if you are at stage 10 and only have one growing fungus, you would get 25 armor
if you are at stage 10 and have 8 growing fungus, you would get 62.5 armor
(for fun) if you are at stage 23 and have 20 growing fungus, you would get 1058 armor which means 90% damage reduction im not a mathematician if you divided 529/-2 you would get minus armor but make it multiply when it goes below 0 instead of dividing

this would make late game armor scale much more satisfyingly and make oneshots less likely
since armor gives damage reduction exponentially you would also get nice defense on early game

silent eagle
#

!feedback
Make it so the AoE size increase over time of the Queens larvae is considerably bigger and potentially let the Beetle juice effect slightly damage you. Currently the AoE increase is so small it's hardly noticable and doesn't leave much impact.

In return the initial aoe upon deployement would have to be reduced or the larva gets a small deploy period where its unable to use its debuff AoE, so the player wouldnt be in a scenario where he's unable to dodge damage.

This would make the Larva move a bit more threatening and give the queen a bit more area denial, which seems to be the purpose of what the Larvae move was designed for.

shrewd silo
#

!feedback
item name: heart of heresy
rarity: lunar
effect: turn your m2 ability into fallen angel
fallen angel: deploy a 1wide*2tall meter (+0.5 * +0.2m) trasparent floating shield which lasts 4(+1) seconds which moves following you always facing the point you clicked.
projectiles will die in contact with the shield without letting them have further effect, meaning they wouldnt be able to damage with area damage.

i imagine this would have interesting uses with different builds and incentivize melee playstyle
edit: made all projectiles die when touching the shield instead of empowering player projectiles

loud fossil
#

!feedback
item name: Bullet Time
rarity: Equipment (Lunar)
effect: Slows down time (for both the player and the enemy)

basically matrix, since it would be nice if u can actually see enemy's projectile late game

tender copper
#

!feedback

Item name : Kinetic Limiter

Tier : Red

You can only lose 33% of your health from a single blow.
This effect can only occur once per 5 (-0.4/s) seconds, capped at a minimum 0.6 with 12 stacks.

tough pendant
#

!feedback Item Idea

Reactive (some form of armor)
Gain armor upon getting hit.

It would give an armor buff when you get hit. As to how it would stack, it could increase the max amount of that armor buff you can have or the duration of it. DOTs would not activate it.

gritty haven
#

!feedback
lunar active item: Shade Cloak
upon actvation, wrap yourself in shade, granting a buff to movespeed, damage, and fire rate, but drastically reducing armour
would be active until manually disabled, and has a 60 second CD

dull sonnet
#

!feedback
Loader alternate: deploys a zipline that can be used by allies as well
Idk the cooldown and what it should be alternate for but i feel there should be more support utilities that could benefit whole team

left robin
#

!feedback

It's my understanding that Death Mark is a little bit unbalanced. My suggestion is to kill 2 birds with 1 stone, by reworking it into something tamer, and bringing back an old item in the process; The Hit List, from RoR1. A red item that randomly marked enemies, and gave you a permanent base damage increase per marked enemy killed.

With some tweaks for RoR2, it would make it into an item that gives a good damage increase that is slower to reach the busted strength of Death Mark, but also makes the requirement friendlier by not demanding 4 different debuff items.

shrewd silo
#

!feedback
item name: void sickness
display: every 10 to 15 seconds glitchy effects on your player happen, messing with the geometry and making glitchy effects
rarity: yellow, obtained forcefully after completing void fields
effect: with a cooldown of 5 seconds (including failed chances), your attacks have a 5% chance to make an enemy disappear with a glitchy effect without obtaining experience or drops from it, but it also has a 15% chance to make an enemy empowered with frenzy.

this would add a risk factor to using the void fields to gain items since right now it can pretty much be used to power up your run without drawbacks

earnest laurel
#

!feedback

ITEM CONCEPT
Numbers Not Final

Laser Pointer "Paint your target."

Rarity: Green

Effect: Enemies you ping take an extra 20%(+10%) damage from all sources.

TL;DR Ping it, it hurts more.

Explanation: This will not only make pings actually matter in-game, but it would work really well with drones if drones focus pings (as I've heard frequently asked for).

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

Edit: Changed the name and flavor text to prevent misinterpretation.

balmy forge
#

!feedback red item idea:
Kinetic Recycler "Takes kinetic energy and converts it to an energy barrier."
Visuals: A flat circular light, sort of like the arc reactor in Iron Man's chest.
Rarity: Red
Effect: Provides 100 shield. Gain a barrier equal to 50% (+50% per stack) of damage to your shield.

Description: If you were to take 200 damage with only the default shield provided, you would lose all 100 shield and 100 hp, but gain 50 barrier from the shield lost. Barrier decays quickly over time, so this item gives you a temporary buffer from any subsequent damage you might take. It scales well with other shield items, providing a little bit more usefulness to shields.

frank plinth
#

!feedback red item idea:
Kinetic Recycler "Takes kinetic energy and converts it to an energy barrier."
Visuals: A flat circular light, sort of like the arc reactor in Iron Man's chest.
Rarity: Red
Effect: Provides 100 shield. Gain a barrier equal to 50% (+50% per stack) of damage to your shield.

Description: If you were to take 200 damage with only the default shield provided, you would lose all 100 shield and 100 hp, but gain 50 barrier from the shield lost. Barrier decays quickly over time, so this item gives you a temporary buffer from any subsequent damage you might take. It scales well with other shield items, providing a little bit more usefulness to shields.
@balmy forge repost since bot doessn't like geep today

distant rivet
#

!feedback

Allow gyroscopic aiming on PS4.

Explanation: On PS4, the right thumb is used to aim, jump, activate equipment, and interact with items. It’s too much to rely on a single thumb to execute all of these tasks simultaneously in the heat of battle. By simply mapping the controller’s internal gyroscope to aim, the thumb is freed to focus on actionable events like in the first Risk of Rain.

Adding a “tilt to aim” option would greatly improve the functionality of the controller.

alpine iron
#

One message removed from a suspended account.

shrewd silo
#

!feedback
item name: old military bag
rarity: red
effect: every 5(exponentially up to -75%) seconds, if you are on the ground, drop an explosive which explodes on a 4 * 4 * 4m (+2 * 2 * 2m) radius after 5 seconds for 350% damage.

this item would change the playstyle of people obtaining the item since most of the time players are airborne while fighting, and its meant to either blow up enemies chasing after the player or keep enemies in one spot and blow them up. (compatible for both ranged and melee playstyle)
it would also activate when on top of enemies so that would be funny wouldnt it

balmy forge
#

!feedback
Equipment idea:
Cloning Machine "We can clone matter, but it just isn't quite the same as the original..."
Rarity: Equipment
Effect: Create a copy of yourself and items at your current position that lasts for 15 seconds or until killed.
Possible additional effect: The clone continuously uses the m1 attack facing the direction when it was created.

About: The copied character has all the same items and can be attacked by enemies. At a base level, this can be used as a decoy to distract some enemies. With specific items, this clone can server other purposes. Bustling Fungus can create a healing area. Razor Wire can damage enemies that attack. Genesis Loop could trigger if the clone is created while airborn and takes fall damage or sustains enough damage otherwise.

earnest laurel
#

!feedback
All right, so a target-paint item didn't go well... why not make it an alternate ability for a survivor? Maybe Commando to cement the soldier role, or Engi to help his turrets?

Maybe this could the the Commando passive that will keep him relevant.
Passive: Enemies you ping take an extra 20%(+10%) damage from all sources. (numbers not final)

Edit: Mentioned Commando passive possibility, added description.

shrewd silo
#

!feedback
item name: pharmacologist's book
rarity: uncommon
effect: whenever any source inflicts a debuff on you, gain a random buff between these: (MedkitHeal MeatRegenBoost WarCryBuff Warbanner WhipBoost Energized FullCrit Immune Cloak CloakSpeed BugWings (https://riskofrain2.gamepedia.com/Status_Effects#Buffs for their effects)) for 4(+2.5) seconds

violet fulcrum
#

!feedback

i've seen this idea been thrown around a few times so I'll take a turn to throw it out as well

adding a game mode where one person plays as the 'director'
basically how it would work is the 'director' would have 'credits' they would use to spawn in enemies, more difficult enemies cost more (duh)
and a cool idea i had was that they controlled the boss, so through-out the stages, the 'director' would spawn in monsters to try and stop the other players
and during the boss fight they would choose from available bosses (the different bosses that can spawn on each stage) and fight the players

basically this would end when the 'director' eventually killed the players

and it could be played on any difficulty, and the difficulty would determine the amount of credits the director got as well

EDIT: MORE IDEAS:

combat shrine: gives director a boost of credits and allows them to choose from
different hordes, harder enemies will obviously cost more
mountain shrine: as normal, spawns in two bosses, and the director is able to
switch control between the two of them
void fields: after each cell vent the director uses their credits to choose the next
enemy/item. items will work the same as enemies, better items cost more

winged fulcrum
#

!feedback

Acrid's Epidemic infection range should scale with infected enemy size.

Currently, if you're infecting a lot of small enemies the range where Epidemic infects others makes sense and is good. However, if you infect a boss, other bosses (or smaller enemies) that are standing seemingly close enough (sometimes within handshake distance) don't get infected.

dim hamlet
#

!feedback
New Lunar Equipment: Void-Bound Prison Chains
Cooldown: 20 seconds [Pickup like Effigy]

Effect: Place a Voidstone-pole into the ground, bounding yourself to it with its chains. You gain 100% damage, 50% movement speed, 50% attack speed, as long as you are connected to the chain, But you cannot move outside of the chain's radius. The radius is about 1/4th the size of the teleporter, including the vertical length.

If NOT WITHIN pickup range, you can reactivate the chains to pull you back (Cooldown of 10 seconds). The chains are not hindered by curved terrain and will pull you back no matter what, with as much forces as is needed. This is to prevent soft-locking on cliffs.

You can freely pick up the Voidstone-pole, putting the equipment on a short cooldown.
Edit: Numeric tweaks
Edit 2: Repull mechanic to prevent softlocking. Credits to @winged fulcrum for reminding me of such situations

frank wigeon
#

!feedback. Why not make it so we can play with AI cuz I find it hard to find people to play with and it’s boring just playing with myself

daring gyro
#

!feedback
i want to see more ghost aesthetic items 👀

shrewd silo
#

!feedback
item name: RC-AS remote-controlled air sentry
rarity: equipment
effect: RC-AS is a small drone (no hp bar) which flies next to you, firing at nearby enemies for 65% damage every time you attack with M1. (does not activate item effects)
upon activation, RC-AS will fly at the marked destination (from wherever it is) raining down 10 bullets per second for 65% damage each to the ground, then going back to you.

obviously goes well with fast firing characters but thats why you can switch equipments

gritty haven
#

!feedback
dunestrider boss item
Cracked Clay Pot
upon picking up the item, 4(+2) tar "legs" will sprout from the survivor (for most character's their waist, but with REX, it'd be from the robot part, and for Acrid, it would be from the spines on his back)
These legs will automatically reach out and attack enemies within a 10 meter radius, dealing low(+small amount) damage and healing you for 15(+5)% of the damage they deal
The legs, as well, will allow survivors to scale walls, and raise themselves up to 5 meters in the air before the legs leave the ground and they fall again
at least 4 of the legs must be touching the surface to allow the survivor to scale it, allowing for more freedom with more stacks

spare night
#

!feedback
I would love it if the elite equipment items were selectable out of equipment canisters with the Artifact of Command. It would be so cool to experiment with completely elemental builds

shrewd silo
#

!feedback
item name: cherry gum
rarity: red
effect: your projectiles will bounce off surfaces a maximum of 1(+1) times and deal an extra x*50% damage where x is the number of times the projectile bounced
if the projectile bounces from an enemy to another enemy, the second hit would deal 50% reduced total damage
this effect would only happen with your character's abilities and equipment, no items
specific situations:
on mul-t, the rebar puncher would make the laser bounce (and the stun bomb also would count as a projectile)
on the engineer, his exploding balls would bounce further and it would also be applied to the turrets and homing missiles
artificer's flamethrower would bounce off walls as well
huntress can bounce ballista shots off walls
the rest is pretty intuitive
on survivors with no projectiles it would still work but less effectively, with equipment only
i have always loved planning out bouncy attacks so it would be great to see something like this implemented (plus imagine how cool a bouncing preon ball would be)

pale minnow
#

!feedback

Item Name: Death Throes
Rarity: Red
Effect: When the player is under a debuff, player deals x% (Increases with stacks of item.) increased damage per debuff.
More stacks of debuffs do count for more damage. 7 stacks of bleed does give 7*x% increased damage.

woven quest
#

!feedback
I guess we could have more items with effect on level up
Ideas:

  • A good amount of slow decaying barrier or shield
  • a small temporary buff to damage (or armor or anything) but with good duration (that can stack if you lvl up many times fast
  • A big explosion around the player (with special effects like stun, push, or just damage)
  • Reduce cooldowns of one or more abilities temporarily

The way it is now, I don`t really care much when I level up, nor the level I currently am. With many items, lvl up can be life saving and rewarding

tough pendant
#

!feedback

Have unique level-up stats return for each character.

For example, Bandit got increased crit chance and Huntress got increased attack speed in the original game. It wouldn't have to be anything too special.

dim hamlet
#

!feedback
This feedback is not a repost of my previous variant. It is made from different mechanics
New Lunar Equipment: Void-Bound Prison Chains
Cooldown: 20 seconds [Pickup like Effigy]

Effect: Place a Voidstone-pole into the ground, bounding yourself to it with its chains. You gain 100% damage, 50% movement speed, 50% attack speed, as long as you are connected to the chain. **Going outside of the Chain's radius (about 1/3rd the size of a teleporter bubble), for longer than 3 seconds violently pulls you backwards, taking damage based on how far you are from the Voidstone. **

You can freely pick up the Voidstone-pole, putting the equipment on a short cooldown.

Note: There is a visual indicator of the range the Voidstone has (like Effigy) before it starts to tick the pull backwards. In addition, a debuff will start to stack above your health bar when out of the Voidstone's zone to indicate the pull backwards, at 1 stack per second. At 3 stacks, the pole pulls you back.

Credit also goes to @inland urchin for brainstorming

verbal summit
#

!feedback
Give artificer a small jet boost in the direction she's hovering whenever she restarts the jets to assist in airborne control.

uneven heron
#

!feedback

Chronobauble should slow enemies aswell as aging them, weakening their stats, maybe changing appearance?

shrewd silo
#

!feedback
item name: FK-C (fluid kinetics-powered cannon)
rarity: equipment (cooldown: 25 seconds)
effect: fire a scientifically engineered piercing cannonball which bounces up to 4 times on surfaces, dealing 400% base damage and dealing an extra 2000% damage in a 4m area radius after contact with an enemy after one or more bounces.
-stacking the charges by bouncing the ball would add up the damage of each charge plus 3m of radius per charge.
-the cannonball would lose speed (but not damage) with each bounce.
-it would be a linear projectile with no arcing

so, the cannonball would charge up every time it bounced and explode upon contact with an enemy and then pierce through.
it would do 8000% damage having it fully charged over 32m (32m is a gasoline stacked 4 times), but it would be really difficult to get
would only bounce on walls and not on any enemy

this way to maximize the efficiency of the equipment you have to plan out the trajectory and aim well, which makes it quite skill based
edit: made it also able to stack

verbal summit
#

!feedback
New Lunar Item : Unwieldy Kusari
A large chain weapon modelled to the likes of a Kusari-Fundo. Loosely wrapped around the right arm of the survivor.

Reduces maneuverability by -% but increases damage by ++% and chains to another nearby enemy and back on hit.
Stacking results in a second chain hitting another enemy and back to the first, however, if only two enemies are present will chain the second enemy again.

little barn
#

!feedback
a lunar item that looks like a frog head and its ability is it gives you more jump hight(not sure how much)but you take more fall damage.

left robin
#

!feedback
An item that could somehow affect the flow of time in some way might be a neat thing to have, like the hourglass in RoR1 that stopped time when you were on the verge of dying.

broken jacinth
#

!feedback

please make the distant roost alt stage a bit smaller/navigable. right now it's an instant restart for me because you don't have many movement options on the first stage.

full coyote
#

!feedback
Rebalance elites so that all elite types can spawn since stage 1 but their power scales throughout first loop, for example:

  • blazing could start with a shorter trail which would progressively get longer maximizing at stage 5
  • glacial's variable could be explosion radius
  • overloading's variable could be shield recharge cooldown
  • malachite's variable could be spike ball amount (also please nerf healing nullification to 5s)
  • celestine's variable could be the invisibility range
    End goal is for all elites to become balanced between themselves (damage/dot duration might need to be adjusted), reach their full power at stage 5 and allow all elites to spawn since the beginning, making it more interesting.
shrewd silo
#

!feedback
item name: parasitic orchid
rarity: lunar
effect: your healing and regeneration also applies 10%(+10% linear) of that healing to your shield, but your shield being damaged damages your health by 10%(+up to +20% exponentially) the amount damaged.

the purpose of this item is to make having a large amount of shield but not much maximum health viable, it would be very useful when you have a good amount of healing items or abilities
it making you lose health also removes the possibility of using it with transcendence, which would make it pretty broken.
also, its meant to be used when a tanky meta is viable in the game (hopefully with the next update), else it would make it get you oneshot more easily.

little barn
#

!feedback
yeah

shrewd silo
#

!feedback
item name: four sided die
rarity: common
effect: upon collecting this item, cycle through numbers 1, 2, 3 and 4
adds +12%(+12%) total damage to either your first (m1), second(m2), third(dash) or fourth(special) ability depending on the assigned number

this item would be great for adding damage to a specific ability, but will you stick with +48% damage for your special or will you cycle again for more?

shrewd silo
unborn rose
#

!feedback
While we're adding frogs, give us a goose and a snek.
Edit: My votes are being held hostage, also add a polar bear.

gritty haven
#

!feedback
red item
"Lucky Stone Frog"
whenever an item procs, a large stone frog is dropped onto the enemy as well, dealing massive damage, stunning stunnable enemies, and pushing aerial enemies into the ground

solid pebble
#

!feedback
Change the Sound Effect "Little Disciple" to be less painfully screechy and loud (and/or make the sound effect trigger only rarely). As it currently is, picking up the item is an incentive not to sprint just for the piercing noise.

inland urchin
#

!feedback
Lunar Item:
Cursed frog
greatly increased jump height and distance. greatly increased aerial control. Landing on an nemey damages them for 3000% dmg scaling with speed. you cant do anything but jump. (besides control yourself in mid air)

safe prairie
#

!feedback
"Item sound" control under the SFX control options. Including things like Warhorn, Little Disciple, Bandolier, etc.

shrewd silo
#

!feedback
item name: spiritual frog
rarity: green
effect: when within 5 vertical meters of the ground, gain +20%(+13)% movement speed and unlimited jumps

lilac pulsar
#

!feedback
New equipment, jade frog. On activation gain increased movement speed, jump height and increased maneuverability while airborne for a short duration. (around ten seconds) 30 second cooldown.

velvet scaffold
#

!feedback
frog survivor

he hops his enemies to death

safe prairie
#

!feedback
Artifact idea
Feel free to ping me if I explained this poorly to clear up confusion, since I feel I didn't word it great. I'll try to get back.

Name: Artifact of Mist
Effect: Enemies and their attacks past a set distance away from you are hidden from view.

Maybe particles too, but teleporter particles would likely not want to fall under this effect. Maybe they would though who knows. Maybe enemies would have a harder time seeing you as well but that feels unnecessary. You could probably see beams and telegraphs, hiding attacks is more so you can't see that magma worm on the other side of the map.

uneven badger
#

!feedback something to congratulate an all artifacts run, nothing major obv but something nice like an award next to your name or the umbra skin

autumn ibex
#

!feedback

New Stone Titan Attack: Earthshaker

Description:
The titan stomps the ground beneath itself, rupturing the earth to deal heavy damage to nearby enemies and slow their movement speed

Notes:
The stone titan is an imposing boss, pulling its huge body out of the ground to f*ck you up. Unfortunately they're also kind of pushovers if you just jump around like a mad man beneath their feet. This extra attack would make the fights more dynamic, more challenging, and more befitting of such an iconic enemy.
Trigger for this attack could be <50% health, or whenever there are targets in range. This should be a b i g stomp that is very dangerous, but should have a windup so survivors can make a break for it.

upbeat nest
#

Make unlockable emotes for each character. Make it like you have to complete crazy feats to unlock each emote.

I just wanna dap on my friend when he dies right as the boss dies and I get his green item

plush cobalt
#

!feedback

Can we make Carbonizer turrets unable to pick up bandolier drops unless they, for some reason, actually need them/can use them? It's kinda impossible to actually get the drops because the turrets yoink em all.

charred timber
#

!feedback

some thoughts on visual accessibility and ease of viewing stuff... my eyes are pretty sensitive to light and it gets pretty rough to play on certain stages or a long run (when different crazy vfx start to pile up), I have to imagine some other players must have the same experience

  • would be great if there are options to tone down extreme brightness in general or at least in certain stages
  • along the same line of thought, some way to control the spectrum of brightness (repeatedly going 0 -> 50% in a sec would be more bearable than going to 100%)
  • the contrast for some key in game elements arent that great and it strains the eyes when you are trying to look for them with all the things going on in the screen (ROR1 is so much easier in comparison)
  • maybe an "strong outline mode" of sort, where certain interactive elements have a thicker outline for easier identification?
  • along that same line of thought too, would love a topdown minimap (like the sideway one in ROR1) to help with keeping orientation with NSEW marker since some maps have really similar areas and it can be difficult to tell the difference, maybe like 40~50 meter radius would be a fair number
fiery knoll
#

!feedback
When we find artifact codes and make it in center of our sight, make it 'collected' and stored into logbook.
And make panel in sky meadow artifact zone If we have one or more codes, providing lists of codes and can selected into open portal that bulwark directly.
It makes players to find each codes and it will be more challenging.

vast prism
#

!feedback
A display that shows a proc chain when triggered

earnest kayak
#

!feedback

Make Eviscerate not target allies.

If you use eviscerate when for example your beetle guard is behind you beside you or infront of you, your eviscerate will just trigger and do absolutely nothing.

molten elk
#

!feedback
So I've been thinking a bit about rex and noticed the cabbage vs. machine theme in his abilities and thought of an additional primary:
rex Pollen Sting: Fire a single shot that creates a small cloud of spores on impact that weaken and sap health.
(Numbers up for debate)

dim hamlet
#

!feedback
Artifact of Adaptability

Effect: Randomizes given abilities to your survivor. Passives/M1 stays the same. Rerolls every stage

shrewd silo
#

!feedback
item name: windcutter
rarity: green
effect: every 1(-up to -75% exponentially) second in a row you are in the air, gain a stack of aerodynamics. whenever you touch the ground or land on an enemy, lose your stacks.
aerodynamics: grants +3% to +7% extra damage depending on your distance travelled last second. you would need to travel about 20 meters per second to get maximum percent

earnest kayak
#

!feedback

There is this visual glitch with the H3AD-5T v2. Whenever you press space to jump and keep holding space as you land and walk of a ledge, the particles will go nuts and create this trail after you. I don't know if this is intentional but it can hurt your frames and looks kinda goofy. Fix?

blazing obsidian
#

!feedback
When you freeze a flying enemy make it fall on the ground and take fall damage accordingly

near sundial
#

!feedback
With Engineer, if a turret is low health and I place another one, it should automatically replace the one with lower health

dim hamlet
#

!feedback
Have Engineer's Harpoons dodge terrain. It sucks that they constantly fly into walls and ceilings, causing you to lose tons of your damage

tropic whale
#

!feedback
there should be a folder with music and sounds to use in videos for easy access

shrewd silo
#

!feedback
item name: lifeform scanner
rarity: red
effect: show the stats of the enemy you are pointing at on a hud panel, as well as make a random ability (m1 m2 shift or special) deal 100%(+65%) more total damage agaisnt it. (ability marked on the hud)

basically all enemies would permanently and randomly have an ability they are weak agaisnt, and you could check which one it is on your hud along with their max health, armor, attack and other stats.

solid pebble
#

!feedback

Make Loader's M1 use her legs, right now she just waves her arms and if you stand still it looks super weird.

shrewd silo
#

!feedback
item name: writer's ink
rarity: lunar
effect: upon being dealt damage, become blinded for 2(+1) seconds but deal 50%(+20%) more damage as long as you are blinded
blinded: your screen turns dark but you can still see a slight outline of the environment and your hud

meager pulsar
#

!feedback
Item/name: ball and chain
Lunar
If you have hit an enemy in the last 2/3 seconds increase movement speed 30% (+15/20% stack) if not decrease it 20% (+10-15% stack)

little barn
#

!feedback
Full discord support?
We know how it shows off the time you played a run and what difficulty you're on in Steam, but what about doing the same thing with discord? Maybe even show the map you're on, the stage's number, the difficulty, how much players you're playing with etc.? I think it'd be nice. I saw the creator of Terraria Overhaul do the same thing.

shrewd silo
#

!feedback
item name: bent spoon
rarity: lunar
effect: upon the death of a projectile, a spirit version of that projectile will immediately spawn then appear after 0.5 seconds travelling directly upwards, dealing 50%(+30%) of its damage upon contact.
enemy spirit projectiles will still damage the player and player projectiles will still activate items.

spirit versions of projectile do not trigger this item.
projectiles would keep their original speed reduced by 20%, and they would keep the original lifetime.```
dim hamlet
#

!feedback
New equipment: Havoc Mirror
Effect: Place a cursed mirror in front of yourself, about the length of Arti's ice wall, but higher.

Projectile attacks that hit this mirror reflect back to the attacker, dealing 300% of the damage the attack would have done.
Melee attacks shatter the mirror, causing parts of it to break and scatter glass shards on the ground, dealing [%max health] damage to enemies stepping on the shards.

sturdy raft
#

!feedback

New Ability for loader: Roundhouse Kick
Perform a damaging kick for 280% damage. Does not generate barrier. Pushes enemies hit.

Why?

This would have some synergy with her charged fist and spiked fist. You could grapple an enemy closer to you, round-house kick them into a wall, and then finish them off with your charged punch.

shrewd silo
#

!feedback
monster name: sandshark worm
environments: distant roost, titanic plains, wetland aspect, abandoned aqueduct, scorched acres and siren's call
stats: health 30(+10 per level)
damage: 12 (+2.4 per level)
speed: 13 m/s
behavior: sandshark worms spawn with a cost slightly higher to lemurians, they appear underground and jump up to shoot a slow-moving void projectile which deals 100% damage on impact.
while firing, they will stop in the air for half a second to face the player then go back down.
they do not damage on contact and can go through the ground freely.

solid pebble
#

!feedback

Add a retry button that just launches the exact same configuration you ran with

shrewd silo
#

!feedback
monster name: solus sentinel
environments: siren's call, sky meadow
stats: health 630(+210 per level)
damage: 15 (+3 per level)
speed: 7 m/s
armor: 10
behavior: the solus sentinel has a spawning cost similar to great wisps. its attack will fire up to 20 energy balls of different sizes and speed, dealing from 30% to 300% damage depending on the size of the ball, with 6 seconds of cooldown.
the bigger the fired ball, the slower it will move.

it would be fun to dodge the balls and it would have a bullet hell feel.
it would be a lesser version of the solus control unit and a greater version of the solus probe.

modest dagger
#

!Idea
Implement ping filtered quickplay. And add a new funktion where u have a server browser where u can see other open lobbies like e.g. Csgo server browser. And to the developers: dont forget to encrypt the ip adresses so that people cant find out the host ip adress through the server browser

gritty haven
#

!Idea
Implement ping filtered quickplay. And add a new funktion where u have a server browser where u can see other open lobbies like e.g. Csgo server browser. And to the developers: dont forget to encrypt the ip adresses so that people cant find out the host ip adress through the server browser
@modest dagger !feedback smh my head

shrewd silo
#

!feedback
item name: solus control pad
rarity: yellow (dropped by solus control unit)
effect: 1(+1) small solus probe (no hp bar) flies next to you, firing a laser at your cursor location for 130% damage per second as long as you are holding M1.
0.2 proc rate

tender copper
#

!feedback

Item name : Heaven Cracker
Rarity : Red

Every 4 (-1) attacks, replace the firing of the primary attack with a beam that pierces enemies and deals the same damage the attack would've done.

For Commando, the beam would deal 180% (2x90), and for Engineer the beam's damage would depend on the current number of grenades loaded before releasing the fire button.
https://i.gifer.com/G5xp.gif

pliant vine
#

!feedback but also kinda a bugfix
Make it so that when you pick up a bandolier AFTER hitting an enemy with Merc's shift ability, but BEFORE the chance to shift again goes away, the bandolier refreshes the entire ability instead of it still going on cooldown if you don't use it in the correct time window.

shrewd silo
#

!feedback
item name: devil's contract
rarity: yellow (dropped by imp overlord)
effect: your m1 attacks take 2(+2)% of your current health to deal an extra percent of damage 5 times the amount of health lost
so if you have 942 health, it would take 19 health and let your attacks deal 94% more damage.

verbal summit
#

!feedback
It'd be useful if the teleporter let off extra light or fumes whenever it's inside an obscure spot.
Disclaimer : This means inside tunnels or far off corners of the map as often the particles will be blocked away by walls.

simple badge
#

!feedback I came in here to make a gameplay suggestion but then while writing it I got a sense that it was somewhat pointless because I'm sure it was suggested before and highly upvoted but never responded to.

It just made me wonder which of these you read. I'd love it (if you have the time) to see an FAQ response to some of the common suggestions so we can better understand your design process and allow us to produce better, more effective feedback for you.

shrewd silo
#

!feedback
item name: military radar
rarity: equipment
effect: upon activation, send out a wave that detects enemies for 7 seconds, marking them with a red outline visible through walls (and removing invisibility from them)
detected enemies take 10% extra damage from all sources

tender copper
#

!feedback

Item name : Starfish Blood
Effect : Upon taking damage, gain 1 max health with a cap of 100 (+100)
Rarity : Green

shrewd silo
#

!feedback
item name: battle hook
rarity: equipment
effect: swiftly pulls you to the selected entity over 75m, dealing 50% damage with 25 seconds of cooldown
you will still be pulled to the target even if it dies, and it will not deal any damage to friendly targets

useful for both positioning and melee damage optimization, the battle hook offers a more fluid gameplay for these characters who could really use that extra mobility.

tender copper
#

!feedback

Have Eccentric Vase capture non-boss enemies within 20m of each end of the wormhole and send them through when the wormhole initially spawns.

modest grail
#

!feedback
item name: adrenaline patch
rarity: green
effect: take 25% (+ 25%, this is logarithmic, never quite reaching 100%, like guillotine) less damage. Every time you get hit, receive a DOT lasting 5 seconds which deals damage equal to the amount of damage you resisted.
Edit: This effect should be calculated after OSP and Repulsion Armor Plating have been calculated. Repulsion Armor plating does not apply to the DOT

velvet scaffold
#

!feedback

Have the number of beads of fealty you have directly correspond to how hard the twisted scavenger is. Going over a certain threshold (for example, 3) could spawn another twisted scav, so you have to fight two. Could also be each beads is another twisted scav, so each bead is proportional to more loot gain.

shrewd silo
#

!feedback
item name: cloak of shame
rarity: lunar
effect: make your last ability used lose 25(+25%)% of its damage and add 50% more cooldown to it, but make your other abilities gain 50(+50%)% damage
stacking this item would target the same ability as the first pickup

honestly this item just sucks you can just downvote it im done now anyways
this item would make players be able to have a more versatile playstyle by empowering specific abilities
but yeah so what anyways it makes an ability pretty much useless right?? so it limits the players use of their abilities its garbage, stop spamming already omg
myaaa
i invite everyone to dislike all my past feedbacks

finite obsidian
#

!feedback
An artifact that allows elite enemies to have two (or possibly more) different elite types if spawned as elites

tender copper
#

!feedback

Item name : Empathy Broadcast
Rarity : Red
Effect :
Enemies within 100m (+25m) get a copy of any debuffs you receive and take 4x (+2x) of any damage you recieve. This damage cannot proc or crit.

modest grail
#

!feedback
item name: Providence’s balls (temporary name, I will edit it when I come up with something better)
Rarity: Red
effect: take 50% (+ 50%, this is logarithmic, never quite reaching 100%, like guillotine) less damage. Every time you get hit, receive a DOT lasting 5 seconds which deals damage equal to the amount of damage you resisted. This effect is calculated after all other damage effect have been calculated, including OSP. Gain double health regen while the DOT is active, and 15% damage increase while the DOT is inactive.

smoky igloo
#

Here's a controversial idea I had with some friends; a necromancer. Kind of like happiest mask, built into a character, but it runs more like engineer, where the summon benefits from your items. Your raise dead cycles between a support, melee, or ranged monster, and has a 1/25 chance of being a boss version. Basic attacks leech health, base health is low to counter it. Ability 2 is a seeking skull, mobility is graveside, letting you warp back to a gravestone you placed, at the cost of 25% health, and the last ability is empower dead, where you place a medium sized bubble, about half the portal size, and you and your minions do increased damage in it. Doesn't increase other player's damage.

inland urchin
#

Here's a controversial idea I had with some friends; a necromancer. Kind of like happiest mask, built into a character, but it runs more like engineer, where the summon benefits from your items. Your raise dead cycles between a support, melee, or ranged monster, and has a 1/25 chance of being a boss version. Basic attacks leech health, base health is low to counter it. Ability 2 is a seeking skull, mobility is graveside, letting you warp back to a gravestone you placed, at the cost of 25% health, and the last ability is empower dead, where you place a medium sized bubble, about half the portal size, and you and your minions do increased damage in it. Doesn't increase other player's damage.
@smoky igloo !feedback

verbal summit
#

!feedback
Triggering Huntress' Ballista again should burst all three shots along side firing each individually with m1.

*An alternative could be using M2 to burst

tough pendant
#

!feedback

A ground-based kamikaze enemy.

simple badge
#

!feedback let Mul-T gain the passive benefit from both equipments. Two woodsprites? Sure. Overloading preon shot? God willing!

hexed topaz
#

!feedback Once the game is finished with development entirely having an official steam workshop for mods would be the perfect cherry on top for this game. Something similar to Rivals of Aether where you can go onto the workshop and simply select what mods you want in your game. Even after the devs finish the fantastic work they put into this game the talented modding community will extend its life for even longer after that!

lilac copper
#

!Feedback Add the song Coalescence with the final update, the song is absolutely fantastic!

vapid pollen
#

!feedback
Don't allow mobs to spawn with tesla coils.

green pebble
#

!feedback

Don't allow mobs to spawn with tesla coils.
actually just nerf tesla coil

molten elk
#

!Feedback Add the song Coalescence with the final update, the song is absolutely fantastic!
or better yet the whole old soundtrack as an alternate choice in the options
[edit: or dlc. more money for chris]

patent sierra
#

!Feedback Please please PLEASE remove 1-shots! They're so unfair and not fun at all to play against! You could be having a fine run and 2 hours in just get a random 1-shot from behind that you couldn't prepare for (*glares at greater wisp*) It's artificial difficulty that just ends runs for no good reason.

little barn
#

!feedback can you guys add in the boxing glove from the first game? it would be a lot of fun cause of the new design of this game

safe folio
#

!Feedback
Make items that only have one drop (Artifact Keys, Elite Essences, etc) drop normally with the command artifact on, instead of dropping as a command essence.

desert niche
#

!feedback
To help artificer not rely so heavily on items, a few suggestions are make them faster, or give them more defense like a shield ability or something. I love artificer, I just wish they didn't require so many items to survive. I have played so many runs where I could've made it farther if I had certain items, but died early on due to items that actually have no effect on artificer.

dim hamlet
#

!feedback
New character: The Ninja

The Ninja excels in weakening enemies before executing them. Nimble movement and flashy stunts are his specialty

Passive: Quicksilver
Movement items are 25% more effective. Certain attacks apply Quicksilver to enemies. Quicksilver permamently reduces movement speed by 1% per stack, and armor by 0.5 per stack.

M1: Back-hand Volley
Throws 3 shurikens that deal 40% damage and apply Quicksilver. Critical strikes bleed enemies for 250% damage of the initial hit. (The hit itself does not do double damage, but still applies on crit, like Scythe and Predatory)

M2: Backstab
Slash in a small cone for 100% damage with a knife. Deals 100% bonus damage when striking an enemies' back. Deals increased damage based on the Ninja's bonus movement speed.

Utility: Twilight Embrace
Become invisible for up to 3 seconds, gaining 50% bonus movement speed, an extra jump, and cleanse all debuffs on yourself. Upon exiting stealth, you slash in a big circle for 100% damage to all enemies. Enemies affected with Quicksilver are dealt bonus [%-missing health] damage. Enemies not affected by Quicksilver take bonus [%-current health] damage instead.

Special: Final Prayer
Slash a big distance forward, dealing 250% damage to all enemies hit. Consumes all Quicksilver stacks on the way. After the dash ends, deals damage to all enemies hit by the dash depending on all stacks of Quicksilver consumed during the dash.

marsh whale
#

!feedback
Weather and Time
Make weather such as, rain, thunderstorm, etc
Day and Night Cycle, every teleporter event should at least go through 25% of the day.

New Items:
Red Items: Thermal Vision Googles
Features of Thermal Vision Googles:
Able to toggle Thermal Vision by pressing key - (default = t) - (customizable)
Very effective during night.
Note: With Thermal Vision Googles you can see monsters through structures.

zinc pelican
#

!feedback
[ Alternate Boss Item for Wandering Vagrant ]
NOTE: Alternate meaning it has a 50% chance to replace the Genesis Loop
Luminous Medusa
Summons a Young Vagrant to fight for you. Young Vagrants are pint sized and lankier WVs that drift head-first toward targets until close enough to charge.
Each enemy they hit results in a weak electric burst in Jellyfish fashion. They pass through most enemies except bosses, and knock back light airborne enemies.
Young Vagrant will periodically twirl, emitting a personal field which erases projectiles for a narrow window.
Young Vagrants wander into combat but will occasionally return to their summoner and drop off a nematocyst, which becomes a friendly elite jellyfish based on color.

zinc pelican
#

!feedback
[ Alternate Boss Item for Grovetender ]
NOTE: Alternate meaning it has a 50% chance to replace the Little Disciple
Immemorial Urn
Summons an Archaic Wisp to fight for you. A purple Greater wisp variant with a distinguished mask. Has more horizontal mobility in order to follow the player. Targetting ground enemies, it creates waves of purple mines along terrain which then detonate in a carpetbomb fashion. Targetting air/nearby enemies it fires a three-burst purple laser similar to Aurelionite's tracking attack.
Their laser attack recharges twice as slow as the Greater Wisp's fireball, and the mine attack slower yet.
They are able to blink slightly to the left or right in response to damage--even while attacking: this has a short cooldown but isn't effective against concentrated fire.
If killed, the Archaic Wisp will explode spectacularly in a shower of purple flame, coating the ground below and dealing significant contact damage while it lasts.

earnest kayak
#

!feedback

Make it so if you have the tar debuff you'll take extra damage from fire type attacks. It makes sense if you think about it. That shit looks flammable

zinc pelican
#

!feedback
[ Tweak for the Queen's Gland ]
Queen's Gland
Summons a Queen's Guard to fight for you. A Beetle Guard with a gooey gold coat and a more pronounced helmet.
More often than slam, if they are in melee range they will swipe at / backhand enemies, which is quicker and gives the Queen's Guard the option to back out of melee range and follow up with earthquake, or close the gap and continue swinging.
The Queen's Guard's slam attack has 2 charges, is twice as fast and catapults them into the air, allowing them to swat at previously out-of-range enemies. It will only commence if they are grounded but they are able to start it up midair, and damage-- while lower-- ramps to falling speed. (if startup was not grounded, the slam will not launch them again)
Queen's Guard also has a support ability that raises the defense of itself and nearby allies for 8 seconds, cooling down after 30 seconds. It prioritizes use of this buff around powerful allies (ie the player)

zinc pelican
#

!feedback
[ Alternate Boss item for Beetle Queen ]
NOTE: Alternate meaning it has a 50% chance to replace the Queen's Gland
Regal Carapace: Hold "use" while grounded to temporarily gain a protective shell at the expense of vertical mobility. This shell gives you a hefty defense bonus and additional flat damage reduction from overhead attacks. Jump height and upward force is massively reduced while active.
Effects-- short version of Beetle Queen's yell, brown overhead dome shell, beetle icon buff (stack count included on icon). When activated, you gain the attention of all nearby unaware enemies.
This lasts 20 seconds and is cancelled early by any skills which teleport the player. Has a lengthy cooldown. Stacks partly increase reduction effects and duration.

flint ember
#

!feedback
More of a quality of life change, but when artificer uses a geyser(jump pad thingies) then holds her glide there's this weird thing where she doesn't lose momentum and has no control until she lets go. It would be convenient to be able to move around because otherwise it's just awkward and clunky.

zinc pelican
#

!feedback
[ Alternate Boss Item for Aurelionite ]
NOTE: Alternate meaning it has a 50% chance to replace the Halcyon Seed
Gilded Blade: Gain up to 40% extra damage depending on your gold count.
This is metered by the difficulty scale when you enter a stage (1% is roughly one chest's worth). A personal buff icon will display percent extra damage as an integer next to an outline of a coin that fills upward with progress. You glitter with gold sparks more often the higher your bonus is.
If you manage to level up while at the maximum buff capacity, the coin changes to a sword and you gain an additional 10% damage.
Stacks increase percent bonus and capacity.

zinc pelican
#

!feedback
[ Addendum for Alternate Boss Summoning Items ]
The idea behind additional "monster companion" items was to: 1. Offer more long term companion options besides the boring Beetle Guard, and improve that item as well; 2. Make these companions distinct, as you can currently have a Beetle Guard from both the Queen's Gland and from Happiest Mask; 3. Ease in the idea of "alternate boss items," since there can only be so many bosses, giving each boss multiple possible boss items increases pool and shakes things up, leaving it up in the air what you are going to receive from a boss. If every boss with a boss item also has an alternate, this could also make each boss have its own yellow pool during Command, which has its own handful of applications toward gameplay.
I'm not against the idea of every boss having unique boss items, I just figure these are the first to give attention, since the two items that summon monsters feel sort of separate and alone in their function.

With all that out of the way, this is what you're actually voting for here:
Include the previously described companion monsters -- Young Vagrant, Archaic Wisp, Queen's Guard -- as enemies that their respective bosses (teleporter) can summon after loops. (or possibly appear on their own on certain stages)

cerulean laurel
#

!feedback Maybe change the frost relic back to a green like in the first game it felt a lot more balanced then

visual matrix
#

!feedback Make a little log for multiplayer games where you can review the run or maybe just see the names of people you played with, Makes it easier to add friends when you ave the memory of a gold fish

polar dune
#

!feedback Similar to the fan items in the map rallypoint delta, maybe make other items like that such as manual turrets, mini portals (which when interacted with teleports you to a different part of the map) etc

old turret
#

!feedback New Lunar item that gives you an additional boss wave every teleporter event. Spawns after the first boss is killed.

little barn
#

for the love of god, !feedback , remove the slowmode in #role-assignment . It takes TOO LONG to assign all of your needed roles. if you want to give yourself every role, it takes 10 seconds to bring up the choosing screen, then 10 seconds to choose, and there are 9 characters, which means it would take a MIND BOGGLING 1.5 MINUTE to assign yourself the roles you want.

misty badge
#

it would be nice to get the name and a desciption of what the item does when you have the artifact of command

dry bloom
#

it would be nice to get the name and a desciption of what the item does when you have the artifact of command
@misty badge !feedback for above

tender copper
#

!feedback
Allow Commando to cook his grenades.

tough pendant
#

!feedback

Have momentum be conserved a bit better when using a Hopoo Feather.

marsh whale
#

!feedback
New Boss:
Inferno:
Health: 1800 (+120 per level)
Damage: 17 (+5 per level)
Speed: 5 meters / second
Spawns in: Abyssal Depths and Abandoned Aqueduct
Abilities:
Fire Ball: Spits a fire ball which will set the player on fire.
Note: Fire Ball has AoE damage which spread up to 15 meters, within those 15 meters you will be set on fire.
Flaming Needles: Fires 3 flaming needles from its tail and has a flame on it.
Roar: It shall roar and stun any players for 3 seconds within 50 meters in a cone shape coming from its head.
Rage Mode: Increases damage (30%) and increases armour by 15

Behaviour: It will attack any player from 155+ meters and if lower than 33% health then it will enter Rage Mode , and before that when at 50% health then it will call out for any nearby adolescent dragons within 300 meters. If it doesn't find any adolescent dragons, then from 3 - 9 of them shall fly from the sky and support the Inferno.

New Monster:
Adolescent Dragon:
Health: 50 (+7 per level)
Damage: 9 (+3 per level)
Speed: 3 meters per second
Spawns in: Abyssal Depths and Abandoned Aqueduct

Abilities:
Scratch: Scratches you with a chance of bleed effect. (40% chance)
Acid Spit: An artillery strike which burns you (100% chance) and might poison you. (15% chance)

pale minnow
#

!feedback
This ledge in Ambry is impossible to jump up without any vertical movement items or abilities, as seen with this poor double rebar MUL-T. This can be a problem when in the middle of the actual battle and can cause forced fall damage, which is highly unfair. I suggest adding a little block so any character can just jump back up.

tender copper
#

This suggestion is two changes to Commando's Grenade.

First, increase the time between enemy contact and detonation to 3 seconds.

Second, make it so that the Commando can charge grenades, and time spent charging the grenade is removed from the contact detonation delay.

This allows Commando to reliably airshot wisps without perfect aim, and does not limit Commando's ability to drop mines from higher terrain.
||!feedback||

marsh whale
#

!feedback
New Boss:
Inferno:
Type of monster: Tank
Description of Inferno:
A Flame Dragon with a rather aggressive behaviour.
Health: 1800 (+120 per level)
Damage: 37 (+5 per level)
Speed: 5 meters / second
Spawns in: Abyssal Depths and Abandoned Aqueduct
Abilities:
Fire Ball: Spits a fire ball which will set the player on fire.
Note: Fire Ball has AoE damage which spread up to 15 meters, within those 15 meters you will be set on fire.
Flaming Needles: Fires 3 flaming needles from its tail and has a flame on it.
Roar: It shall roar and stun any players for 3 seconds within 50 meters in a cone shape coming from its head.
Rage Mode: Increases damage (30%) and increases armour by 15

Behaviour: It will attack any player from 155 meters and if lower than 33% health then it will enter Rage Mode. When in Rage Mode then Inferno might friendly fire adolescent dragons. If at 50% health then it will call out for any nearby adolescent dragons within 300 meters. If it doesn't find any adolescent dragons, then from 3 - 9 of them shall fly from the sky and support the Inferno.
Difficulty to defeat: Monsoon ish
Difficulty to defeat with Shrine of Mountain: MonsoonSaiyan

New Monster:
Adolescent Dragon:
Type of monster: Support
Description of Adolescent Dragon:
A younger cousin of Inferno which is much weaker but will still support Inferno.
Health: 50 (+7 per level)
Damage: 9 (+3 per level)
Speed: 3 meters per second
Spawns in: Abyssal Depths and Abandoned Aqueduct

Abilities:
Scratch: Scratches you with a chance of bleed effect. (40% chance)
Acid Spit: An artillery strike which burns you (100% chance) and might poison you. (15% chance)
Difficulty to kill: Drizzle
Difficulty to kill in groups: Rainstorm

sage cargo
#

!feedback

**Artifact of Disorder
**
The effects of all items are muddled up, and the tooltip does not tell you what the altered effect of any item you pick up is. i.e. Syringe could have the effect of Tougher Times etc...

crude scarab
#

!feedback

I like minion items, and I feel the imp overlord should carry over the same yellow item they had in risk of Rain 1, as in the small imps. They would function differently from the beetle guard for their ability to close distances and bleed proccing attacks

pliant vine
#

!feedback

Interstellar Desk Plant Rework:

TLDR: Plant has a chance to drop, lasts longer, and can tether 2(+1 per stack) enemies. Healing radius and heal gets larger per enemy, and plant only heals when grabbing an enemy. Early game powerful risk/reward, later game utility.

10% chance on kill to plant a flower seed that grabs 2 (+1 per stack) enemies in a 3m (1.5m per stack) and damages them for 1% of their max health a second. When holding an enemy, emit a healing radius of 5m (+1.5m per additional enemy grabbed) that heals for 5% (+2.5% per additional enemy grabbed) a second. Lasts for 30 seconds.

This rebalance would provide a specific use for the ISDP. It's primary use now becomes utility, anchoring enemies in place, with the healing now becoming optional. The 10% chance on death compliments the increased duration, meaning you can use specific plants strategically instead of being overwhelmed by a horde of relatively useless plants. The balance between debuff and healing means it stays relevant the whole game, with more healing being useful earlier game, and trapped enemies being less dangerous, vs late game where it is primarily used for immobilizing enemies. It would make the ISDP have the immediate change to your game as a legendary should, as well as not being OP, scaling well with stacking, and staying relevant the whole game.

Also I like the idea of the ISDP secretly being the leeching seed all grown up now, very cute.

Added Lore for the nerds like me:
"Oh the plant? Yeah it's doing alright. Al didn't mention to you any quirks about it? No? Well it's nothing terrible, it just seems a little more aggressive then I anticipated. No, nothing severe. It just tries grabbing at just about anything alive that comes within reach. Yeah, I moved it to the other end of my desk. I honestly don't mind, I like that it's a little quirky and I swear I feel better every time it grabs an unsuspecting client."

"I think I'll name it Charles"

simple badge
#

!feedback Tonic affliction emote please

chrome plank
#

!feedback make shaped glass stick out of the player. Right now you just where it on your back so why does it take 50 percent of your health?.

They should make it so it is stuck into your back to show that it has taken away your health.

velvet anchor
#

!feedback Guillotine still doesn't accurately display the execution health of an enemy. Would love for this to be updated.

native briar
#

!feedback add items photon jetpack, rusty jetpack, thallium, magma worm and imp overlord boss items, rocket mk2, add boss ancient wisp and it's item, add the pirate ship steering wheel looking use item which spawns a chest, and make a new alternate skill for loader, which has him use the grappling arm and connect it to a wall and every survivor can use the zipline that he puts down, with a cooldown of 8s or so.

molten elk
#

!feedback
add turret & mine emotes. Both turrets and both mines
[edit: typo fix]

dim hamlet
#

!feedback
New yellow item: Adaptive Shoulder Guard
Drop: Horde of Many

Effect: Gain 30% [+25%] resistance to an elite effect for 3 seconds after being hit by it, reducing damage and duration (like ice's freeze/slow and blazing's burn/fire trail)

Note: Stacks like Thougher Times, so reaching 100% is impossible.

uneven badger
#

!feedback make the rocks from titanic knurl a bit bigger + glow a bit red to resemble the boss more, would just a little neat thing

uneven badger
#

!feedback make the quit to menu take you to the character select screen to allow you to fix something ie wrong artifact/character etc

modest grail
#

!feedback Please give us a way to view challenges/challenge progress during a run!

fair jewel
#

!feedback Change elite aspects to a boss-type item, and make it so when you fight a horde teleporter boss you have a chance to get the aspect for what elite type you just fought.

tough pendant
#

!feedback Item Concept

Red Item (I don't know what it would be called)
Gain 1 (+0.25) armor for every item you have.

Numbers subject to change.

autumn ibex
#

!feedback

New Item: Crystal Bulwark

Rarity: Lunar

Short: Gain large armor when healthy, BUT this armor becomes negative when injured.

Detailed: Gain 80 (+40 per stack) armor (~44% damage reduction) when above 50% of your combined max health (does not include barrier). This is converted into 80 (+40 per stack) negative armor (~44% more damage taken) once you fall below 50% of your combined max health.

Reasoning: This item is meant to enable more aggressive plays (arti flamethrower late game commandosweat ) as long as you master the art of retreat. The negative armor should be dangerous enough that you will struggle to 'outheal it' if you are under fire.

modest grail
#

!feedback
make lunar coin drops separate in multiplayer runs, so each player can only see/pick up their own coins.
Edit: to quote @topaz dome , "client side lunar coin drops"

safe prairie
#

!feedback
New Item Idea

Name: That's no moon...
Rarity: Lunar/Equipment
Cooldown: 1000s
Effect: Instantly kills everything on the map and deletes that map from your game's save data. Autosaves this so you cannot repair you game files. If you activate this on Sky Meadows, the explosion is so powerful it crashes your computer.

Put the cooldown so high in hopes of balancing it.

limpid tinsel
#

!feedback make scavenger always get tonic affliction when using spinel tonic, if you don't have enough dps to outpace the healing it gives him it makes him an invincible bullet sponge who never runs out of hp

split salmon
#

!feedback Make the red item plant thing more than just a upgraded fungus

polar dune
#

!feedback Apart from the current weapons that the survivors have (like commandos uzis or mercenarys katana or huntresses bow) there should be other weapons for the characters that are unlocked through ways similar to how one would unlock a skill for a survivor (so commando could have weapons like an alien AK 47/shotgun, Mercenary could have twin blades/double bladed katana, huntress could have a crossbow etc)

polar dune
#

! feedback When the game becomes an actual game and is not in early access any more, there should be a trilogy. Movie 1, Risk of Rain: Genesis, every survivor crashes down (all except for the new survivor or whoever that is) brief intro and then they fight monsters. They will fight 3 bosses in total in this movie: The beetle queen (the first boss) , wandering vagrant (2nd boss) and the magma worm (final boss). Movie 2, Risk of Rain: Metamorphosis, the survivors meet the new survivor and they team up, they travel through new maps and shit. The first boss they fight is a clay templar, the second boss(es) they fight are themselves. All survivors lose in the first time, the next time however, they beat them and all of them get new things (basically they get their alternate skins. The final boss is a stone titan. Movie 3, Risk of Rain: Last Stand. The survivors fight the secret boss, overloading worm, grovetender (epic fight between grovetender and gold stone titan) and they finally fight the final new boss( whoever it is) everyone dies except for mercenary, artificer, loader and commando. The remaining survivors go to a moment fractured, they go to the obelisk place, then to a moment whole where the fight the last boss and then everyone dies

brazen comet
#

!feedback When the game becomes an actual game and is not in early access any more, there should be a trilogy. Movie 1, Risk of Rain: Genesis, every survivor crashes down (all except for the new survivor or whoever that is) brief intro and then they fight monsters. They will fight 3 bosses in total in this movie: The beetle queen (the first boss) , wandering vagrant (2nd boss) and the magma worm (final boss). Movie 2, Risk of Rain: Metamorphosis, the survivors meet the new survivor and they team up, they travel through new maps and shit. The first boss they fight is a clay templar, the second boss(es) they fight are themselves. All survivors lose in the first time, the next time however, they beat them and all of them get new things (basically they get their alternate skins. The final boss is a stone titan. Movie 3, Risk of Rain: Last Stand. The survivors fight the secret boss, overloading worm, grovetender (epic fight between grovetender and gold stone titan) and they finally fight the final new boss( whoever it is) everyone dies except for mercenary, artificer, loader and commando. The remaining survivors go to a moment fractured, they go to the obelisk place, then to a moment whole where the fight the last boss and then everyone dies
@polar dune

still ember
#

!feedback As a new player, I think there are a couple things that can be useful to improve accessibility for those who just started playing the game. First of all, I think that when you are close to a 3d printer there should be a little textbox with the name and the description of the item you're going to get. I know that in time I will surely be able to remember every item by looking at their icon, but as of now I feel a bit frustrated when I don't remember correctly what items do and get the wrong one.

shrewd silo
#

!feedback make us actually hear a distant whirring noise and have the awoo actually come from the distance instead of popping from nowhere

still ember
#

!feedback Second, I think it would be good to see item names and descriptions before picking one in the item selection menu when you've activated the Command Artifact.

verbal summit
#

!feedback
Artificer's Snapfreeze would benefit from being rotated 90 degrees to burst away from her rather than creating a length of wall which often leaves the edges to expire. I very commonly find myself needing to rotate around a length of enemies to use it effectively.

*Perhaps even making the Snapfreeze form into a circle of spikes, increasing in height and freeze duration closer to the center.

fiery fjord
#

!feedback
Emotes

bleak ivy
#

!feedback

more skins

verbal summit
#

!feedback
Elemental stacking
Stacking elements could increase an effect on the enemy, such as

Glacial stacks making an enemy brittle, taking more damage for an extended period of time
Blazing stacks causing an engulfed effect granting increased tick damage and spreading to other enemies within a growing radius brought by adding engulf stacks

Overloading stacks could focus on the overloading orbs. Hitting the center of an orb will increase the size and damage, detonating at max stack
Leading Elemental Orbs to furthermore have devastating stack effects, such as Overloading orbs no longer having a maximum stack growing to ludicrous sizes

still ember
#

!feedback Third and last feedback, I think it would be a nice QoL change if items descriptions appeared in that empty box on the right when you hover on items with your mouse instead of having to click on them and then go back and repeat to check another item

eager plume
#

!feedback Warbanner should be centered on you and follow you for a duration based on its stacks, with the radius and effects unchanged. I'm not certain how to balance how long it lasts, but this change is very good for it.

shrewd silo
#

!feedback
add more items into the game

simple badge
#

!feedback Item idea: Clockwork Heart
Rarity: Red
Effect: Gain 1(+1) stack of Momentum per second while you are inflicting damage, up to 40 stacks. Stacks start falling off if you spend more than a second without inflicting damage, falling off slowly at first then more quickly.

Each stack grants an exponential 5% increase to damage, capping at 7x damage at 40 stacks.

little barn
#

On this server we’re allowed to say our ideas for an item, character, enemy, or stage?

earnest kayak
#

Yes, and feedback. @little barn

zinc pelican
#

!feedback
[ Tweak for Warbanner ]
Warbanner: On level up, drop a warbanner, giving nearby allies much strength. The tapestry features a design of the survivor who dropped it (limited to its original color pallet), and features a blue ring at its base visible only to the player who dropped it. The area in which it grants stat bonuses (16m + 8m per stack) appears momentarily after placement.
Players may pick up one of their placed banners at a time, as soon as its field is active. Picking up the banner only gives you its speed bonus and none of its other bonuses until it is placed again. (To be clear, this is a personal buff while you are carrying it and not an area of effect.) Use any attack to put the banner down. If you are not above a valid spot, your issue to attack will not register and you will not drop the banner.

zinc pelican
#

!feedback
[ Tweak for the Interstellar Desk Plant ]
Interstellar Desk Plant: Killing enemies drops a seed that sprouts into an alien plant. Plants grow from nearby kills.
When effect is triggered within a large radius of a planted seed (60m), creates a fertilizer orb instead, merging with closest existing plant. Orbs give plants up to 5 more seconds of life and raises it through 4 levels of growth--
Lv 1: Needs 1 kill and 5 seconds. Looks like the plant on the desk of multiplayer menu. Can be interacted with once to open it for a 10% health pack.
Without orbs it will last 10 seconds.
Lv 2: Needs 4 total orbs, it's possible for the plant to sprout at this level if you get 5 kills within 5 seconds. Plant looks like it does currently. Emits a 3m radius field healing allies for 5% health/second. From Lv2 to Lv 4 each orb increases radius by 1m. Without orbs it will last 15 seconds.
Lv 3: Needs 16 total orbs. Plant is considered a character, is visible in the ally UI, and as such may be attacked. Plant is large and sports sharp teeth. Starts with a 15m healing radius and periodically fires mortars at enemies in Hermit Crab fashion. Plant is tanky and lasts 30 seconds without orbs or outside damage.
Lv 4: Needs 30 total orbs. The plant is a huge mass of leaves and teeth. Has a final 30m healing radius, fires mortars as clusters, can insta kill low health lightweight enemies in healing range by grappling and eating them (gives them 1 orb in the process), and ensnare threats in range with vines, stunning and silencing them for 4 seconds. Very tanky and lasts 50 seconds without orbs or outside damage. Orbs only sustain the plant at this point.

Stacks increase the health (and lifetime) all levels possess, orb drop count from nearby kills, and the scale of radii, allowing plants to overlap more.

zinc pelican
#

!feedback
[ New Green-Quality item ]
Neutrinomite: Attacks have a 3% chance to attach a bundle of explosive neutrinomite to enemies.
The enemy in question must receive a total 4000% of item holder's damage after initial application to detonate, which deals 2400% total damage (+800% per stack) × the number of bundles on target, in an 8m radius +1.6m for each additional bundle.
Damage requirement is not limited to enemy's remaining health, as long as final blow is enough to trigger total damage requirement. If an enemy dies with undetonated bundles, those bundles disintegrate upon hitting the ground.
Only 57 Leaf Clovers are able to increase application chance. Cleansing effects and teleport abilities remove bundles. Explosions can contibute to activation damage for other enemies with attached neutrinomite, but their bundles explode separately at least one frame later. (chains are not additive to radii.) Explosions do not proc.

safe prairie
#

!feedback
Increase the maximum debuff radius of beetle larvae so that they’re a little more dangerous to just ignore. Right now you can just kind of forget they’re there and it hardly matters.

misty fjord
#

!feedback In-game Anti-Aliasing!!!!!! This would be amazing for plebs like me still playing in 1080p. >///<

zinc pelican
#

!feedback
[ New Red-Quality item ]
Bouquet: Killing an enemy launches all unexpired debuffs, DoT stacks, and undetonated bombs (electric, sticky, etc) as a bundle of flowers at a nearby enemy.
If an enemy is hit, all effects included are applied to them. This deals no damage other than from DoT and does not proc effects from the item holder (other than making enemy eligible to drop a bouquet). Effects can pass through shields but not immunity. Bouquets are only created if an enemy is killed with unexpired debuffs.
This bouquet projectile travels in an arc from the killed target with limited range. If it misses an enemy, bombs attach to surfaces, fire/bleed/poison effects will drop fire trails, imp thorns or toxic pools respectively, and CC effects will splash once in a small radius.
Stacks increase the maximum range of bouquet and slightly increases the effectiveness/duration of all bundled effects.

hushed musk
#

!feedback
[New Lunar items & Survivor]
Heresy items: It would be fun to see more lunar items that replace other abilities, like the strides/visions of heresy

Heresy Survivor: When someone has all the heresy items at once they unlock a new character whose abilities come directly from the heresy lunar items

zinc pelican
#

!feedback
[ New White-Quality Item ]
Pickled Toad's Eye
Deal 110% (+5% per stack) damage to enemies who spawned less than 4 seconds (+1 second per stack) ago.
Eligible enemies are indicated by an outline which item holder can see, even past walls.
This effect even works on enemies with the invisibility buff.
NOTE: there would a point where enemies are too far away from you to see their outline or get the bonus. This would be far enough that you'd be unable able to shoot at or catch up with them, and this prevents them from showing up as specks on screen, outlines should at least be distinguished by enemy silhouettes.

fair jewel
#

!feedback A remaster of what I said earlier, change elite aspects to boss items. They could drop from the teleporter upon beating a horde boss, but would also be able to drop from elite bosses. Obviously the elite type would affect which elite aspect you'd get. Also, as you'd be able to get multiple of a single elite aspect in theory, perhaps add some stacking benefits as well. Whether the elite aspects would have the same drop chance as a normal boss item, or still be insanely rare, that'd be up for debate.

smoky igloo
#

!feedback
Item name: Black hole
Rarity: lunar (equipment)
Cooldown:5 min
Effect: create a ball up to 200m away thst sucks in all entities,including players, for 10 seconds, dealing 100%, +50 per tick, damage every second and growing in size by 10% every second. After 10s, the black hole implodes, dealing 6000% damage to all living things inside. Any players caught inside are randomly teleported to a spot in the map, even in the air, should they survive the blast. This damage bypasses blue and yellow shielding, as well as only being reduced by half from tougher times, and can't be reduced by armor.
Suggested special player death messages: [player name] was crushed with the force of a million suns.
[Player name] saw the end of the universe.
[Player name] was sucked into oblivion.

knotty chasm
#

!feedback
Either change Aspects so that they don't take up equipment slots or that they have abilities that the player can activate as equipment. They are far too weak and underpowered to be so rare.

winged fulcrum
#

!feedback regarding Carbonizer Turrets

A big problem with the turrets is that due to their properties (moving around + shooting at the nearest target), they seem like they have ADHD and can be really unreliable if you need them to help kill something like a Wandering Vagrant, or just focusing on priority enemies in general. Normal turrets can at least be placed really close to whatever the player would like dead, or in tactically advantageous positions.

Another issue is that they sometimes refuse to fire upon enemies that the player is actively engaging, instead preferring to just kind of chill out next to the player. Likewise, a similar problem is that they sometimes don't engage any enemies that are actively damaging the player or the turrets themselves. These seem to be some kind of target-acquisition-range issues since the turrets do engage the enemies if they get close enough.

That's it. I don't have any actual suggestions how these behaviours can be improved, but I think it's important for the devs to see this anyway so they can come up with (or pick out) a great solution themselves.

north turtle
#

!feedback

Shipping details for the items. It was in RoR1 and I'd hate for them not to make a return.

safe prairie
#

!feedback
Clay Dunestrider’s rolling bombs should detonate upon either hitting a normally unscalable surface or a wall.

For the most part I think Clay Dunestrider is a well balanced boss, but when 4 bombs get caught in a corner for 10 seconds, it’s a little dumb.

cinder steppe
#

!feedback
Equipment: Christodoulou's Flute
(we need an item for the composer)
Stand still and play a fancy tune. Absorb all damage you take, then and after a few seconds explode that damage outward

earnest kayak
#

!feedback

Make Engineer's turrets prioritize pinged enemies.

dim hamlet
#

!feedback
New Equipment: Rallypoint: Porta

Effect: Place down a small device that creates a tether to all nearby allies. While connected to this tether, increase all damage done by 50%, and gain 50% attack speed. You can freely move away from the device, but the tether will break after leaving its radius, and re-enable after re-entering its radius. Lasts 15 seconds.

Damn, Delta fell much faster than I thought. How are we going to receive the ship now? They must know our location to land!
Why not set up a new Rallypoint over here then? This little device will do just the trick.
The Porta-2v7s prototype? It has a powerful beacon for sure, but will we be able to hold the position until then?
I modified it to grant us some power. I just hope those fuel cells can last us for long enough...
This message was automatically recorded and saved. Original source not found. Want to replay it?

urban raft
#

!feedback Frost Relic should provide immunity from glacial enemy explosions. As it stands now, it's a red item that's only decent on melee characters and almost totally useless on anyone else. Having that passive would, at the very least, make it feel like I didn't just waste my time fighting the worship unit or grinding for money for the gold chest.

polar dune
#

!feedback For mercenary's alternate utility, it should be a ninja hook that when fired, shoots a rope that clings on to a surface and allows u to cross it. If an enemy is hit by it, then it causes bleed.

formal fossil
#

!feedback
New artifact idea:
Artifact of speed:
The Teleporter starts charging as soon as you enter the stage and the Teleporter zone range is the whole stage. But you will automatically be teleported to the next stage as soon as it charges.

*Some notes:
Since the Teleporter range is the whole stage, you will be able to open chests and shrines during the Teleporter events.
Shrines of Mountain, Shrines of Gold and Newt Altars will not spawn.
If a Blue or Celestial portal appears, the player will be automatically teleported into the portal instead of the next stage.
(Edit:) You will be teleported to the Bulwark's Ambry when the Teleporter fully charges if you have entered an artifact code

Some potential problems:
It may be a good idea to put some guaranteed Blue Portals, or increase the chance of them showing up, when this artifact is active since Newt Altars will not spawn.
**Most importantly, *since people can choose not to kill the boss to prevent the Teleporter to charge fully and to collect all the items, which is against the aim of this artifact, a feature may be included such as you die if the boss is not killed before the Teleporter charges 99%, or this artifact is automatically turned off if the boss is not killed before the Teleporter charges 99%.

formal fossil
#

!feedback
New Artifact idea:
Artifact of Lunar:
Chests spawn 5 times more. You gain 5 times more gold. But for each 10 item you have, apply a random drawback.

The drawbacks can stack, and you will be able to see which drawbacks you have. I am not sure about which numbers can make them balanced, so I will just not give any number for the drawbacks:
Reduce your maximum health
Increase the damage you take
Reduce the teleporter zone (up to a limit)
Reduce the damage you deal
You lose gold each time you are hit
The difficulty scales faster
Reduce your healing
Increase the cooldown of your skills

shrewd silo
#

!feedback
blank_true blank_true Death
blank_trueblank_true blank_trueblank_true blank_trueblank_true blank_trueblank_trueonly one enemy will spawn per stage, but it will have a cost equal of two minutes of what could have spawned
artifact of challenge

· the enemy will always drop five items
· the enemy will always have frenzy status
· the enemy counts as a boss so the teleporter wont activate until the enemy is dead
· you wont need to charge the teleporter
· the enemy can have more than one elite buff at a time

earnest kayak
#

!feedback

Prevent certain item pictures from covering the stack count of others

shrewd silo
#

!feedback
completely revamped
blank_true blank_true Death
blank_trueblank_true blank_trueblank_true blank_trueblank_true blank_trueblank_truea raid boss will appear in the middle of the stage, defeat it to advance to the next stage
artifact of challenge

· the enemy will always drop three items
· the enemy will have the same power as activating two challenges of the mountain
· the enemy appears as soon as you enter the stage
· the boss will drop the teleporter, with the respective portals around it so that you can advance to the next stage
· there will be no challenge of the mountain altars
· hordes of many are not available

dim hamlet
#

!feedback
Have Convergence on the teleporter like this. Really makes it feel like it is corrupting the device.

polar dune
#

!feedback The artifact of sacrifice is a bit of a scam, Monsters barely drop any items and its very annoying. The artifact should be that when an basic enemy, like a beetle or a lemeurian dies, there should be a 50% chance for it to drop a common item, for fire monsters, there should be a 40 % chance to drop a green item, for elite monsters, there should be a 25% chance to drop a legendary item, and for bosses there should be a 10% chance for it to drop a boss item

formal fossil
#

!feedback
New Artifact idea:
Artifact of Deja-vu: When you teleport to the next stage, monsters that are currently on the stage are also teleported with you.

shrewd silo
#

!feedback
blank_trueblank_trueSwarms
blank_trueblank_true blank_trueblank_true blank_trueblank_true blank_trueblank_trueall enemies have +50% movement speed
artifact of prey

shrewd silo
#

!feedback
monster name: arcane construct
environments: distant roost, titanic plains, abandoned aqueduct, rallypoint delta, gilded coast, siren's call, sky meadow
stats: health 70(+23 per level)
damage: 15 (+3 per level)
speed: 7 m/s
behavior: arcane constructs approach the player scuttling behind other creatures when possible, and when they are in range they self destruct themselves in a 5m radius after one second of charging dealing up to 200% damage depending on proximity. they have the same cost as lemurians.
upon being killed, they will still explode.
upon self destructing, they will also give the player gold and experience giving credit to the player it self destructed at.

they are related to void reavers
they are almost harmless individually, but in groups they can turn into a problem

little barn
#

!feedback
Turning up gamma doesn't necessarily help with colorblindness much. 8% of men and 5-10% of all people in general experience colorblindness, please add a colorblindness mode (especially because Abyssal Depths is pitch black for certain types of colorblindness due to the heavy use of red on that level.)

earnest kayak
#

!feedback

A fun setting that would allow you to place in custom music for every stage would be cool.

formal fossil
#

!feedback
Credits to @little barn for the idea of a mimic chest! :)
Lunar item: Mimic
Every stage will spawn 2 (+2 per stack) more chests, **but they will be mimics. **
Mimics will exactly look like ordinary chests (small, category or large, but can't be legendary). They will still show an according number of gold to be opened, but when interacted with, they won't cause the player to spend any money and they will start attacking to the player. There will be enough time for the player to respond before the first attack of the Mimic. They will be rather stronger than normal enemies, and when defeated, they will drop 2 items.

If getting 4 more items per stack of a specific Lunar item seems too strong, maybe this can be a better idea:

2 (+2 per stack) chests of each stage will drop 2 items, but they will be Mimics

tall stratus
#

!feedback character idea
M1- shoots energy orbs from their hands
M2- select some enemies to be impaled by spikes that come out of the ground, deals damage and stuns
Utility-become invulnerable, cant sprint, jump or use other skills, heal for the duration
Special-create a clone, it will mimic the next skill you use with reduced cooldown for the remainder of its duration (the clone heals you not itself)

marsh whale
#

!feedback
I think it should be great so that there is an compass and some form of communication other than typing.

shrewd silo
#

!feedback
monster name: void scuttler
environments: distant roost, titanic plains, abandoned aqueduct, rallypoint delta, siren's call, sky meadow (all after the first loop)
stats: health 800(+266 per level)
damage: 10 (+3 per level)
speed: 6 m/s
armor: 5
behavior: has the same cost as a greater wisp
nullifying caparace: for 4 seconds, the void scuttler covers itself into a ball, deflecting projectiles and taking reduced (-80%) damage from all sources, but making it more vulnerable to knockback. 12 second cooldown (it will also take full+extra applied knockback from projectiles and melee attacks)
nullifier bubbles: range: 100m. the void scuttler charges up for 2 seconds, marking an area (like the stone golem marks his laser) and fires up to 15 bubbles which deal 130% damage each and applies increased knockback to the player. 5 second cooldown
upon death, it will blow up dealing 100% damage to all surrounding entities on a 12 meter radius (same as gasoline without stacks).

this is a lower tier version of the void reaver, but it will spawn before it. (after the first loop, its still hard to find any void reavers around until a few more stages)

winged fulcrum
#

!feedback
I can't count how many times I accidentally fired a 2nd Nano-Bomb as Artificer or used both my leaps as Acrid when I only wanted to use one.

Please make it so that abilities with stacks don't immediately activate upon firing the first one, or add an option to disable this behaviour. Ideally one should re-press the button for each attack so it would activate immediately upon firing the last one, but if the button is held without re-pressing, it wouldn't fire a new one.

Sudden realisation edit: I want to clarify that this would probably not need to apply to Artificer's M1. Or maybe it would be fine if it applied anyway? Another menu option? I'm not sure, but the more concerning abilities are M2 and Shift in this case.

polar dune
#

!feedback Any fire enemy that touches water should get damaged

molten elk
#

!feedback add an item the functions like the spirit artifact from RoR1 (the one that gave move speed at low health)
[edit: Hell, make it lunar and have it apply to enemies as well]

dim portal
#

!Feedback I just joined today and this has probably already been said several times before, but I think that an option to turn off item visuals, while unnecessary, would be easy to program and greatly appreciated.

earnest kayak
#

!feedback

A quick chat menu would be great for online since standing still after the first loop for even a second can make you die.

The way this quickchat will work is that you press maybe Z to open it and when it's opened you see certain words like:

Z - Emotes
X- Attack
C - Position

Pressing one of these would open another page where you could pick a word or sentence from that category. For example If I press Z+Z+H it makes me say "Hi!" in the chat. If I press Z+C+F it makes me say "Follow me!".

I feel like this would make communicating way easier even across languages since people will always see the quickchat messages in their own language, making it easier to communicate with people who don't speak the same language as you.

ancient sparrow
#

!feedback let engineer force his turrets to target a certain enemy by pinging it

eager dagger
#

!feedback
Due to elite golems having a laser that can one tap the player from across the stage in an instant, i suggest removing the ability to retarget said laser once charging starts. Its isnt exactly fair when the one overloading golem that is behind you randomly decides to change its target from your drone to you milliseconds before firing. How are you supposed to react to a instakill hitscan attack that fires without any indication that its coming before firing?

tepid birch
#

!feedback
an equipment that teleports you to a random location on the map.

safe prairie
#

!feedback
Increase the range on Bighorn Bison short-ranged head-butts, so that they actually feel like a viable attack that you need to avoid instead of something you could probably forget existed most of the time.

Return Bighorn Bison to their former glory.

zinc pelican
#

I have ideas for potential special skill upgrades, but there are too many to list individually and it wouldn't make sense to add the whole thing as feedback. I'll post them as a pdf here without reactions, this is just related to what I submitted earlier.

tall plume
#

I think there should be a survivor that can fly. Artificer kind of can but can’t ascend. Possibly a special ability that activates something with a timer.

heady delta
#

I think there should be a survivor that can fly. Artificer kind of can but can’t ascend. Possibly a special ability that activates something with a timer.
@tall plume !feedback

cloud knot
#

Console cross-platform would be amazing. Please add to update, I'm trying to play with my friends. Great game, I love you.

formal fossil
#

!feedback
There are some suggestions that, since Rallypoint Delta has Shrine of Order, there should be a Shrine specific to Scorched Acres. There are also some ideas that argue that there should be more ways to make Lunar Coins, since the only large source of Lunar Coins is to defeat the Twisted Scavenger. So, I want to combine these two ideas. Since Lunar items has a drawback, farming Lunar Coins should also have a drawback, which is ending the run in this case. The idea that I came up with includes a shrine that is related to, and works well with, Shrine of Order, which also includes another win (?) condition for the player.

First, some adjustments to the Shrine of Order: If the player is sequenced ( = Interacted with Shrine of Order), a Paradox Orb will appear, which will take the player to Scorched Acres if the player interacts with the Paradox Portal that shows up after the Teleporter is charged up. If teleported to Scorched Acres this way, a Shrine of Discord is guaranteed to spawn.

Shrine of Discord: Specific to Scorched Acres. From each rarity, a random item will be selected. All the copies of these items are offered as a tribute to the Shrine to gain Lunar Coins equal to the number of items given.

If the player had not been sequenced, the text "You have been... disrupted." will appear, and the game continues as normal.

If the player had been sequenced, this shrine is guaranteed to select the "sequenced" items. Then, since the player is left with almost no items, and since farming Lunar Coins should have a drawback like Lunar Coins have, the text "You are trapped in a paradox" shows up, the screen goes black and the game ends. "Killed by: Your own greed."

TL;DR: So basically, the idea is that if you can defeat Rallypoint Delta with the Shrine of Order and manage to find Shrine of Discord before dying, you can gain large amount of Lunar Coins by making your run end.

Edit: Accidentally sent the post with only first 2 sentences, lol

earnest kayak
#

!feedback
Console cross-platform would be amazing. Please add to update, I'm trying to play with my friends. Great game, I love you.
@cloud knot

junior hull
#

!feedback
a few suggestion-changes that would be nice imo.
~Marking out an enemy will cause friendly ai (drones, ghosts, etc...) to prioritise it over other enemies. (this change is focused mainly on single-player play.)
~With each failed use of a shrine of chance, the chance for an item drop increases slightly until one finally does drop at which point the item chance resets. (though base chance might want to be lowered a bit to counter-balance this.)

polar dune
#

!feedback
some add on ideas
-New equipment item: Beast tamer, when approaching monster (either a bighorn bisonor beetle guard) activate the equipment and u are able to ride/control the monster. If ranged character does this, then they can use ranged weapons. If melee character does this, then damage of monster is doubled and health increases by 25%

  • New artifact: Artifact of Poseidon, every 15 minutes a large tidal wave will pass through the map, dealing massive amounts of damage to everyone impacted. lasts 30 seconds
shrewd silo
#

!feedback
blank_trueblank_trueHonorblank_trueblank_true|
blank_trueblank_trueblank_trueblank_trueblank_true|blank_true blank_truethe teleporter event will start as soon as you enter the map, and it will be boundless
artifact of pride |

· the teleporter will always be around the middle of the stage
· the teleporter will take a 50% longer to charge
· newt altars and altars of gold can be activated after the teleporter event is over
· focused convergence will make the teleporter charge faster, but it wont reduce the size of the teleporter area
· challenge of the mountain will be disabled
· has no effect on void fields or gilded coast
· enemies will keep spawning normally after the teleporter event is over
· bosses will automatically aggro you

formal fossil
#

!feedback
I feel like having longer runs is not as rewarding after you complete the challenge that require you to complete 20 stages. So, how about this:
Completing the game gives Lunar Coins equal to [5*number of completed loops], instead of 5 Lunar Coins no matter how far you've gone.

shrewd silo
#

!feedback
blank_true blank_trueHonor blank_true blank_true|
blank_trueblank_true blank_trueblank_true blank_true |blank_true blank_truebosses are tougher.
artifact of threat|

· boss spawns will always be affected by 1+x challenges of the mountain, where x is the number of loops you have done
· they will also drop extra items according to the number of challenges of the mountain

alpine iron
#

One message removed from a suspended account.

tender copper
#

Acrid - Blight Change

To balance blight, have additional stacks of Blight add to the current timer on an enemy's Blight, instead of just adding to the number of Blight stacks.

In addition, have this damage be capped at 50x Acrid's base damage - the same maximum cap of Poison.
||!feedback||

chrome junco
#

!feedback

Can you guys please add alternative key bindings for every single action.

finite glen
#

!feedback

Make an optimization option that can allow reduced quality of the game to allow for better running of the game. When I went into my 41st round I found that my game could barely function and my frame rate no joke was about ~6 frames per second. So I believe that it would be important to add features to the menu the optimize the game better for those who want the game to run well or better.(btw I’m a switch user, so this is geared to switch users)

An example of this feature would be:
Turn off screen shake
Reduce particle effects
(Maybe??) reduce rendering distance
Reduce overall quality
Etc.

chrome plank
#

!feedback make elite aspects give extra armour. Elites are hard to kill because they more health and armor. Elite aspects need a buff and giving you extra armour would make them way better.

sudden basin
#

!feedback
I would love to see a save and quit option on clearing a teleporter or entering a portal. I play on console so I can't leave it open in another tab and I sometimes wanna take a break and play another game instead of obliterating

cerulean laurel
#

Lunar item idea

No idea what the name would be but a lunar item that lets you choose your items just like command but all items are common

heady delta
#

Lunar item idea

No idea what the name would be but a lunar item that lets you choose your items just like command but all items are common
@cerulean laurel !feedback

dim hamlet
#

!feedback
New item: Bucket O'Plenty
Rarity: Green
Effect: Upon taking damage, drop a fish on the ground that draws aggro for 2 [+1] seconds. Enemies damaging the fish are slowed by 50% for 3 seconds.

Nothin' like a good ol' day of fishing. Good news is that I got a great haul today. Bad news is that all creatures within 100 solar systems are aware of this.

solid pebble
#

!feedback

A breakdown of how much damage in what timeframe killed you

trim star
#

!feedback
Any chance custom skins can be implemented, even if it is just changing colors on the stock look?
Some of these skins just aren't worth unlocking. You have good looking skins like Mercenary and Engineer, but then you got ones like Loader and REX that (with all due respect) look like no effort was put into them at all. I'd feel like being able to change up your colors to your personal liking would be better than slapping a coat of green paint on REX's plant and saying it's worth going through 8 stages on Monsoon for.

tough pendant
#

!feedback Alt Engineer Utility

[something] Transmitter
Shoot a Transmitter that minions are attracted to for 12 seconds. If it hits an enemy, they will take 25% extra damage from minions.

In essence, a way to get your minions to focus on a target. If there are multiple tagged targets, minions will attack the closest one to them. If the same target has been tagged multiple times, the extra damage from minions will stack.

native oasis
#

!feedback

a setting so you dont pick up items right away and have to click interact to pick them up (like lunar coins/items) so you dont accidentally pick up stuff you dont want

pseudo river
#

!feedback character idea
Passive-Every 6 attacks/abilities that deal damage (must land the damage) create a clone that will mimic abilities and M1 nearby enemies(clones last for 10s)
M1-A staff with a combo system like Merc; 1st auto normal range (120%) 2nd extends 5m (130%) 3rd hits for 8m (250%)
M2- slam staff down 150% (recast) do a spin for 400% and stun for .5s
Shift- Dash forward and leap, slam to the floor dealing 500%
R- ride on a nimbus healing 20% a second for 3 second and spawn a clone
(wukong themed)

tepid birch
#

!feedback
Able to preview a survivor's mastery skin in logbooks

rich frigate
#

!feedback
Item: Ring of Might
Rarity: Lunar
Increases ability effectiveness... BUT increases ability cooldown time (50% [+50%] longer)

Increases damage or blast radius for damaging abilities, lifespan for something like Engineer's shield, or increases number of charges for abilities such as Mercenary's dash, at the cost of cooldown time being increased

little barn
#

!feedback
Increase Monsoon difficulty, it doesn't feel distinct enough from Rainstorm and does not feel as tough as Risk of Rain is known.
Perhaps +38% monster damage to reflect the Drizzle difficulty.

empty folio
#

!feedback
Basically an official and maybe even slightly even more polished version of the Diluvian Difficulty mod (so its more streamlined and easier to access on different platforms)

hard pebble
#

!feedback
Two words:
Preon Capacitor

Extremely powerful
Extremely rare
and Single Use

waxen pebble
#

!feedback just for the discord server, but something i personally like
a role thats just "Metamorphosis", cause a metamorphosis role is easier than just grabbing every role

agile tree
#

!feedback This was a suggestion that my friend and I were thinking about. In the event that the Paladin gets added as a survivor (a warrior creature from the planet who worships the Survivor from RoR1. Has armor built from pieces of the Contact Light), It would be hella cool if the skins unlocked for the survivor, were actually different variants of monsters from the game, such as some of the art designs were it was a lemurian or a child. We do understand if this next part is either stupid idea or not able to be done: if the character changes the skin (monster), so does it's abilites.

dim hamlet
#

!feedback
Make Providence playable (after beating him)

waxen pebble
#

who?

plush raft
#

!feedback make it so aspects give 4.7X health and the two times damage normal elites have, as well as the 23.5X health the tier 2 elites have and 6X damage they have. i think this would help make up for the rarity of the item and make it so that overloading dosent replace half your original health with a shield and instead adds on a 235% extra.
quick edit about last sentence 1 min after sent

viscid sleet
#

!feedback
Since artifact of swarm deals with multiples of two (double spawns and half health) shouldnt the actual artifact symbol be only two parts instead of three?

native oasis
#

!feedback

artifact: blessing (couldnt think of a good name)

effect: removes the “negative” effect of lunar items shaped glassed now just doubles damage, corpsebloom is just rejuv rack except lunar and meteor doesnt do damage to players

edit: this doesnt effect the heresy items at all

chrome plank
#

!feedback __ give scavs and overloading worms elite variants.

Late In game allmost nothing will spawn because nothing is around the spawn cost. This makes late game super easy and boring. I think they should make some very late game elite monsters such as overloading scavengers or malachite overloading worms. This could make the late game a lot harder and a lot more fun.

viscid sleet
strong spruce
#

!feedback
Not at all a priority nor even a very good idea, but a neon visual mode would look pretty cool.

inland trout
#

!feedback
Shared items artifact, all of your items are shared with your minions and allies. I think Acrid/spin is the first to come up with the idea.

nimble kettle
#

!feedback
Item idea
Name: Titanium Photo Frame
Rarity: Red
Effect: Upon taking non over time damage become invulnerable for 0,4 s (+0,2 s per stack).
Stacking: Linear
Appearance: A small metal photo frame, with broken glass. On the surface behind the broken glass a single blood stain is visible

raven jacinth
#

!feedback
add a frog ingame, in literally any fashion or design

chrome plank
#

!feedback

If you leave in the middle of a game in quickplay you should get a penality whert you can't play another quickplay game for ten minutes.

This is to discourage leaving the game in the middle and ruining it for everyone.

little barn
#

i have idea do game to free

unborn rose
#

!feedback

i have idea do game to free
@little barn

grand plaza
#

!feedback
Artificer Skill Ideas
To fill out the idea that every skill slot has one skill of every element so that you can specialize in one or mix how ever you want.

Artificer Alternate Primary
Snowball: Fire a ball for 200% damage that slows enemies. Hitting the same enemy 4 times freezes them. Can hold up to 4.
[Cooldown - 1 second]

Artificer Alternate Secondary
**Lava Blob: **Charge up a liquid lava blob that explodes on surfaces leaving behind magma that deals 500% damage per second and ignites enemies that pass through.
[Cooldown - 6 seconds]
[Charging the skill only increases the AoE and not the damage]

Artificer Alternate Utility 1
Fire Ring: Erect flames all around you, increasing your*** movement speed*** and igniting nearby enemies for 75% damage per second. Casting again disperses the ring in a wider area igniting enemies.
[Duration - 10 seconds]
[Cooldown - 15 seconds]

Artificer Alternate Utility 2
Nimbus: Summon a storm cloud that zaps up to 6 enemies below for 200% damage with a chance to stun. The cloud can also be used as a platform that stops all fall damage.
[Duration - 7 seconds]
[Cooldown - 15 seconds]

Artificer Alternate Special
**Blizzard: ** Slow all enemies around you dealing 500% damage per second and freezing them. Frozen enemies take increased damage from all sources.
[Cooldown - 10 seconds]

trim star
#

!feedback
Item idea:

Golden Gauntlets (Red):
Increases attack power based on how much money you have.

Just a fun little red item that pays off extremely well when you're 30+ stages in and sitting on fat stacks of cash in the hundred-millions.

simple badge
#

!feedback Item idea:
Rarity: Green
Name: Prototype Nanomachines
*This latest test model features some incredible upgrades to the engineering AI. The goal was to create nanites that could compensate for missing or entirely destroyed components on heavily damaged devices by engineering replacement parts on the fly. They just ended up a lot more... creative with their definition of 'missing'..."

Your drones and turrets inherit 8(+4) of your items, chosen at random.

They heal an additional 5(+1)% health per second when you are nearby, and their repair cost is decreased by 15(+15)%.

distant sierra
little barn
#

!feedback late game interstellar desk plant looks way too much like malachite spikes when the floor is covered with them, so not only is the item not very effective, it also causes a lot of confusion and unnecessary clutter imo.

graceful ice
#

got a idea of a summoner class of a survivor but im not sure if thats ok for risk of rain2

rich frigate
#

!feedback
New Survivor: The Necromancer

Passive: Soul Harvester
Upon dealing the Killing Blow to an enemy, the Necromancer is healed for a small amount of health (20+10 per level). If it is the first time killing such an enemy, the Necromancer also stores the soul for later use.

Primary: Wither
Fires a short-range laser (120 m) that deals 150% damage per second. Tracks enemies to a small extent (near the crosshair).

Secondary: Ivory Lance (c.d. 6 s)
Fires forward a piercing bone lance that deals 450% damage, and slows enemies hit. Can be charged to fire up to 3 lances at once.

Utility: Death's Grasp (c.d. 8 s)
Numerous hands erupt from the ground in a line, initially dealing 240% damage to enemies hit. The hands then grab a nearby enemy, stunning them and dealing 125% damage three times as they squeeze the enemy. They then throw the enemy away, dealing 200% damage when they land.

Special: Raise the Dead (c.d. 25 s)
Any previously slain enemy can be summoned by the Necromancer to fight for them for a short time (15 s) or until they are killed. Enemies are now classified as small enemies (Lesser Wisp, Lemurian, Beedle, Jellyfish, Hermit Crab), medium enemies (Brass contraption, Stone Golem, Imp, Alloy Vulture), or large enemies (Greater Wisp, Beetle Guard, Clay Templar, Elder Lemurian, Bighorn Bison, Void Reaver).

Small enemies are summoned in groups of six, medium enemies in groups of four, and large enemies in pairs. Summoned monsters' levels are congruent with the necromancer's level. Neither bosses nor boss-summoned monsters (Solus Probe, Grovetender Wisps, Wandering Vagrant orbs) can be summoned by the Necromancer.

heres mine if ya wanna see how this does

graceful ice
#

!feedback Survivor name is the Clay Heretic: and he's the survivor who got toking over by the dark liquid in the Abandoned aqueduct. Passive Defiance: longer your followers are alive the more stronger they will be, meaning there damage health and speed will grow and the passive is also affected by the Heretics level. First Ability Followers: when a low tier enemy is low on health the heretic can take them over with the dark liquid and turn them into a clay follower the clay follower will become a melee unite or a ranged unite so if you want a melee unit you will need to take over a low tier enemy that only does melee and if you need a ranged unite you will need a enemy that can only do ranged. The max followers you can have is 4 so use them wisely. second ability unity: when the heretic use this ability the connection of him and he's followers become stronger meaning, the followers will stop attacking any enemy and will follow you and will attack any enemy who hit you and if you do get hit a clay follower will take the damage but if you attack a enemy the clay fallowers will attack the same enemy and the followers can use your item for a temporarily amount of time. The Third Ability Heretics wrath: The Clay Heretic erupts the dark liquid out of he's body anything near him that are enemies take heavy amount of damage and if anything survives they will be infected and the ability will make a big area of the dark liquid any enemies that touch the dark liquid will slowdown if any enemies die in the pool of the dark liquid they will be consumed the infected don't need to be at the pool to be consumed. when the ability is done the consumed enemies will boost the clay heretics damage health speed for a temporarily amount of time. fourth ability twin maces hit a enemy with a combo of five last hit does more damage.

safe prairie
#

!feedback
Non-Priority: Spectral Circlet is the only elite aspect that is very clearly named as an object instead of a sort of blessing or essence. It would be nice if its icon reflected this.

molten elk
#

!feedback
Non-Priority: Spectral Circlet is the only elite aspect that is very clearly named as an object instead of a sort of blessing or essence. It would be nice if its icon reflected this.
or vice versa

inland trout
#

!feedback
Make a boss item for clay dunestrider that when you get to low HP you can do the "big succ" move and it heals you depending on how many enemies/allies are nearby

earnest kayak
#

!feedback

i have !idea Make 1 moth for free at Risk of Rain
@little barn
we get it you're broke bro stop begging

worthy yacht
#

!feedback

I've seen a lot of people ask for something unique to Scorched Acres due to it being harder to navigate and overall less rewarding than Rallypoint Delta's guaranteed Preon. I've also seen people talk about how rare the Aspects (elite-element equipment) are. Why not address two problems at once and have a hidden area similar to Abandoned Aqueduct that spawns elite Greater Wisps that are guaranteed to drop the Aspects? It could be a random element each time, but with the addition of Command and the Death Mark, this opens a lot of new builds and makes Scorched Acres much more attractive option.

formal fossil
#

!feedback
New Lunar Item idea:
Drinkable Fuel
Increase your movement speed by 50% (+20% per stack), but if you stay still for 3 (-0.5 per stack, caps at 1 sec) seconds, start burning
Burning deals 10% of your maximum health as damage to you per second. Moving stops burning

I always love how you can stack movement items in Risk of Rain 2. Similarly, I think stacking movement items after a point is pointless since after a point in the run, you can just go AFK and your on-hit chain will clear the whole stage. With this item, if you want to go fast, you have to go fast.

dim hamlet
#

!feedback
New Lunar Equipment: Clockworker's Story
Effect: Chime a bell. For the next 10 seconds, your damage to monsters becomes 0, and is stored into a pool instead. After the 10 seconds have expired, monsters you damaged take 200% of the damage you stored while the bell was chiming.

Notes:
Time does not stop. Monsters can still freely move and attack you.
The duration cannot overlap. It must finish, deal the damage, and only then can it be reactivated.
All items can still freely proc. Their damage is stored into the pool as well.

bold dock
#

!feedback risk of rain 2 VR

gritty haven
#

!feedback
I feel like I speak for a lot of people when I say that Mini Mushrums are extremely powerful for how common they are, so I have a couple of ways to fix it while keeping the original idea in mind

Change the way they attack, making it a bit more like it was in the first game, where they fire shots directly ate you and explode into a poison spore cloud on death
change the way that the AOE works and looks, making it so it doesn't go through Engi Shields and is more spherical, to show the actual area that it affects
increase cost to directors, making them less common
decrease damage and DoT damage drastically
none of these changes have to be made, but at least one would be greatly appreciated

spring leaf
#

!feedback not sure if this has been thought of. An artifact that makes chests costs twice as much but they drop two items.

marsh burrow
#

!feedback make artificers jump a toggle ability to make the glide mechanic easier to do on a controller

sonic steppe
#

!feedback There needs to be an option for quitting to the character selection screen, instead of the main menu. This would be useful for when someone in the party chooses the wrong character or the host accidentally chose a wrong setting, and these could be fixed without having to wait for everyone to commit suicide. Similarly, an option to reroll the game with current settings would save time, if a teammate dies in the first couple minutes the players could perhaps "vote to restart" keeping all settings and characters and starting at the first level. A vote would be important to prevent trolling.

solid garnet
#

!feedback One thing that I really want are achievements. Yes there are challenges but I want to know where I am based on the global completion rate like other steam games with achievements. So just pair the challenges to the steam achievement system.

young prairie
#

!feedback add an option to not display chosen items on your character (for example, I don't like the look of Lensmaker Goggles, so I disable them in display, and when I pick them up in game they just don't appear on my character model while still giving me that 10% crit chance)

earnest laurel
#

!feedback
Unlock challenge for an alternate Loader primary
"Joyride"
Grapple onto a flying rock in Sky Meadows

viscid sleet
#

!feedback
On Wetland Aspect all bosses should spawn on whatever side of the wall the teleporter also is on.

fair vine
#

!feedback
Not sure if this has been suggested, but I guess it's better to say it then to not say it.

Boss Idea : Lunar Merchant - The Wise Shopkeeper
***How to fight them... *** To fight them you must attack them and get kicked out of the "Lunar Shop". You must then find a way back in, say a secret path or hole to get back in. The Merchant will break the wall behind them in an attempt to escape. You enter a "Blue Portal" and enter a new area called, The Arena Between Time. Once defeated you can no longer enter the Bazaar Between Time, but the reward will be worth it in the end.

little barn
#

!feedback
Huntress auto-aim feels too strong. Too often I hold my reticle directly over the enemy I actually want to hit and it just tends to auto-aim at whatever enemy is closest to me. Personally I think reducing the strength of her auto-aiming reticle will actually make the character BETTER, especially when it comes to focusing fire on high HP targets.
Alternatively there could be a slider in the options where you can adjust how much the reticle auto-snaps to an enemy based on your own preference.

young prairie
#

!feedback artifact idea: Artifact of the Past: The game operates similiarly to Risk of Rain 1 - items drop from boss monsters and not from teleporters, to proceed through the teleporter you have to kill every enemy on a level, there is no teleporter area you have to stand in to charge the teleporter. To make finding enemies easier give them the arrow (like the bosses have it) once all bosses are dead.

hoary pendant
#

!feedback
There should be some form of mechanic (default in-game or not) that lets you drop specific items (either just to get rid of them or for teammates to pick up) and it could be implemented as just an option to drop items whenever, an equipment, or an artifact.

young prairie
#

!feedback a few controler improvements for PC - add button prompts for Play Station controllers (kind of annoying to see XBox prompts when playing with a PS4 controller), improve character selection menu nayvigation(swapping between choosing the characters, the artifacts and difficulty should be done by triggers or bumpers), allow for manu navigation using the d-pad (unless its a bug that forces me to use the joystick)

earnest laurel
#

!feedback

Narrowing down what @hoary pendant said.

Make an artifact that allows items to be dropped.

Edit: accidentally hit enter

zinc pelican
#

!feedback
[ New White-Quality Item ]
Mobius Coin: Whenever one of your luck-based passive items activates, flat 30% chance to flip a one-sided coin in a random direction. Catching this coin reduces skill cooldowns by 1 second.
Coins have a 10% (+10% per stack) probability to reduce cooldowns by 1 additional second. This means at 12 coins (120%) successfully spawned coins will reduce cooldowns by a guaranteed 2 seconds and have a 1/5 chance to reduce an additional 1 second.
The coin spawns from item holder and travels in a small arc away from them, relative to their movement direction. This may end up being in the direction you are already traveling but most of the time requires a break in your strafe/kite in order to collect bonus. Coin has a visible trail and distinct sound. Coins will bounce off walls but disappear on contact with the ground. Any ally is able to collect this coin.
On Hit / Personal procs will spawn coins instantly, On Kill procs have a small random range of delay. Proc "chains" and items activated by critical strikes cannot trigger this effect.

cerulean laurel
#

!feedback
Maybe make a community made update that includes one community made character one community made stage and one community made mob or boss that has been approved by u

main flint
#

!feedback
I think there should be a 10 min reward regardless which level 3 map you get. It feels kinda bad when you zip through 1 and in under 10 and end up in scorched acres instead of delta

zinc pelican
#

!feedback
[ New Green-Quality Item ]
Displace Paste: Every 8 seconds out of combat (not attacking or being damaged) applies 1 (+1 per stack) stack of paste buff on you. Each stack of this buff guarantees you will block incoming damage once. (Plays a sputtering sound whenever buff is applied, and unique sounds when stacks are removed and when buff is removed.) Tougher Times will always block before paste buff if possible.

empty folio
#

!feedback

Mainly just wanna see how well he does.

The Aristocrat
Health: 50 (+20 per level)
Health Regen: 2.0/s (+0.5 per level)
Damage: 12 (+2.4 per level)
Speed: 7m/s
Armor: 0
**Unlock: **
(Upper 1%) Collect 10M Gold in a single run.
-Abilities-
Passive - Tycoon :
-Collect 50% Extra Gold.
Primary - Sovereign Revolver :
-Fire a piercing shot for 300% damage. Deals 200% to second target in line and stuns them (max 2 targets per shot). Holds 6 charges that reload after 5 seconds.
Secondary - Blood Money :
-Fire a heavy impact shell for 800% damage. Enemies killed with this ability award bonus money. If used consistently, significantly increase the value of target enemy. Uses a charge from primary skill. (10 second cooldown)
**Utility - Patrician's Parasol: **
-Deploy Umbrella. While active glide instead of fall (increase movement speed by x1.5 while gliding in a single direction), whenever you would take damage, Gold is lost instead (-5% of your Total Gold per instance of damage, loss of Gold stacks per instance, up to 100%). Losing 20% or more Gold activates a temporary field that reflects 80% of all incoming damage. (Falling to 0 Gold, or taking damage without Gold deactivates skill) Lasts 7 seconds. (12 second cooldown)
**Special - Austere Radiance : **
-Deploys the Umbrella in front. Press M1 to release a beam that deals 100% damage and turns enemies gold. Press M2 or R to disable this skill. Gold enemies are stunned and break into treasure upon death. Effect lasts 5 seconds (some enemies require multiple hits). Can be refreshed. Has 20 charges, each with a 10 second cooldown. (Your utility skill recharges 1 charge of your special per Gold-consuming tick.)

plucky fern
#

!feedback Artifact Idea: All item rarities are randomized
White Tesla? Sure! Lunar Dio? Why not?

This includes lunars
Equipment stay their rarity but are randomized with lunar rarities (orange tonic, lunar preon, etc)
Maybe have a minimum per rarity so it isnt just all whites or something
Keeping rarities but making them random can still keep some order and help it be compatible with Command (e.g. if you get a White Node itd have all the items that are randomized to that rarity)
Edit: >This obviously does not affect the items properties (eg. If Dio was made Lunar it isnt given a downside or if Glass is made a white its downside is not removed)

lost ember
#

!feedback perhaps at some point, maybe the second loop, maybe earlier, elites can spawn that are multiple types at once. so, for example, you could get a blazing and overloading lemurian, or a malachite blazing celestine grovetender. it would certainly add a little bit of challenge to the even later game, as if there isn't enough already

zinc pelican
#

!feedback
[ New Red-Quality Item ]
Serpent Totem: Killing bosses raises a totem pole in their place, marking surrounding enemies for death.
The pole springs from the ground (on valid terrain) and features carvings of lemurians in various stages of evolution, each with glowing eyes. It is a physical object and can be stood on / swung from. Has a bubble field like warbanners, which constantly applies "marked for death" to all enemies in a 24m (+12m per stack) radius for 8 seconds (+5 seconds per stack) before crumbling. Note that debuff will persist for 7 seconds after enemies leave the field or field dissipates.

zinc pelican
#

!feedback
[ New Red-Quality Item ]
Flatscreen TV: Sets up a TV near the teleporter, which adds an optional objective during the teleporter event.
Television will appear somewhere nearby the teleporter turned off as long as one survivor is holding this item. When teleporter is activated, TV turns on and displays static. One of the enemies spawned during the teleporter event (never the boss) will have the remote. Kill them to pick up the remote (yellow item) and interact with the tv to turn it on, granting suvivors a large experience bonus. (This is modded to the difficulty scale at the time of teleporter's activation, total stacks between all players increase this amount.) Each survivor has a unique channel when interacting with the television, and the channel can be changed by other players after the objective is completed.
If the teleporter event is completed before the remote is found, TV screen changes to "No Signal" and the bonus reward is locked. If no carrier enemy exists when teleporter charge is at 50%, one will be spawned with next enemy squad. Only one remote can be spawned per stage, interacting with TV or teleporting to the next stage while holding a remote will remove it from inventory. TV will also display "No Signal" if total amount of Flatscreen TVs between players changes to zero (includes death).

I always hoped I would find one of these.

lilac copper
#

!feedback. Can we get a stat menu to shows our longest run highest stage and item count? I liked that feature a lot from the first one and I’d love to see it return

young prairie
#

!feedback Item idea: Unstable Stasis; Quality - Equipment. Cooldown 45 seconds. On use: suspend all (including bosses and flying enemies) enemies in a 20 meter radius in air for 5 seconds. During this time, enemies take reduced damage, but can't attack.

finite pollen
#

!feedback

I think some sort of Artifact with a concept of losing items would be interesting. I might be that whenever the player reaches a certain health threshold, or some other trigger. Because items are so integral to the game, I feel that an artifact that can take them away would provide interesting gameplay.

spring skiff
#

!feedback
Thoughts of Heresy - Lunar Item
All of your abilities have the same cooldown as your secondary ability.

As most primaries are infinite or 1-2 seconds, ultimates are usually between 8 and 20 seconds, with secondary abilities being usually around 6 seconds on average. So it would be entirely game changing for most characters.

austere tree
#

!feedback
More bosses adds massive variety to the game. The grandparents boss seems slow, the easiest way to handle this could be to make it able to buff the Parents it summons, or maybe even summon Children, then turn them into Parents. To prevent the warp ability from getting an easy, cheap kill on a player, I suggest having the boss be able to slowly pull players closer, the further they are away.

Adding the unimplimented Ancient Wisp could work the same way, with it always summoning several archaic wisps upon spawn. Not every boss needs to be one enemy as the boss, but if the boss summons enemies similar to itself, making sure the enemies are strong will help keep them from being destroyed by Will-o-the-wisp and gasoline.

vestal iris
#

@little barn Please stop leaving feedback asking for the game to be free.

lime basalt
#

!feedback
I've seen "Engineer primary boring" feedback littered around here...

Try this--
Make Engineer's primary is similar to the Demoman's sticky bomb attack.
The basic attack is a cluster of bombs that travels moderately fast and far. If you hold to charge the attack, it will go farther, faster, maybe some other buffs too.

chrome plank
#

!feedback

New item :dunestrider shard
Rarity yellow

This item will drop when you kill a dunestrider. It will make it so that where ever you walk you will leave behind a trail of tar.

If an enemy steps inside the tar they will take damage based off of how much health they have, will be slowed and have their atack speed reduced.

The trail will be similar to the fire elites trail but will last for much longer

empty folio
#

!feedback

Artifact of Encumbrance:
-Holding more than 10 items significantly reduces movement speed. (Scales with the more items held)

(Adds a level of resource management in the game outide of Gold use, encourages players to really hone in on the importance of movement speed as well as trying to manage the rest of your inventory accordingly, just generally dynamic.)

hoary pendant
#

!feedback
There should be a setting that is by default on to show a reminder after games (and/or in places the timer isn’t active) to take occasional breaks since runs can last hours and people do runs back to back for various lengths of time.

polar dune
#

!feedback can the tc 280 prototype drone get buffed. I mean, its the strongest and most expensive drone in ror 2, yet it is like the weakest. kind of a scam, but u do u

inland trout
#

!feedback
Make all drones or just TC280 activate your non-healing on kill effects (Stuff like Daggers, Will-o'-the-wisp, Gasoline, but not stuff like Fresh Meat, Topaz Brooch, etc.)

frank plinth
#

!feedback
Disable the voting against artifacts in singleplayer,as it gives literally nothing there and requires an extra click for no reason

zinc pelican
#

!feedback
[ New Boss Item for Clay Dunestrider ]
Clumping Clay: Create a damaging tar ball by walking in a circle. Attacking tar balls generates a snowball effect.
Leave behind a "tar trail" when you move. Walking in a small circle creates a puddle which forms a 2m ball of tar. Attack the ball to push it in attack's direction along terrain. New attacks will update its angle up to 45 degrees at a time, based on damage. Tar ball will grow in size from damage and inherit debuffs from attacks. Damage to size conversion is 500% base damage (of item holder) = +100% (+50% linear per stack) size.
Travels slowly but speed scales to size. At larger sizes it is very difficult to turn (incoming damage compared to size).
When it collides with a wall or a larger enemy, it will explode in a radius twice the ball's size, dealing collective damage (based on final size) and buffs + tar effect to surrounding enemies. If it collides with a smaller enemy, that enemy is picked up and stored in the ball. Enemies are released from the ball when it explodes, before receiving damage and effects. After creating a ball, tar trail disappears for awhile signifying the ability is on cooldown, which lasts 40 seconds (-25% exponent per stack).
"Black mass uncovered from the heart of a dunestrider. Clearly denser than the surrounding tar that fills the live creature. Somehow remains suspended and even allows the tar to run off when removed. Appears to be a viscous liquid, or a semipermeable solid. Mass is eager to pick up anything around it. Lost or damaged every article of equipment used on specimen. DO NOT TOUCH SPECIMEN WITH BARE HANDS. How it is formed and what purpose it serves is unknown. Sending specimen to headquarters for further analysis. Please keep specimen in container and under surveillance, dissapeared 3 days prior to shipping-- Security team found specimen displaced from research lab still in its container."

formal fossil
#

!feedback
Artifact idea:
Artifact of Testament
Choose which boss will be summoned for the Teleporter event.

How this artifact works is that, while tapping "e" in order to start the Teleporter event, a new menu would pop-up, like the Command menu, and let you choose which boss you want to fight against, then the event would start with the chosen boss. It will also be possible to choose Horde of Many among the possible bosses.

Edit: Changed the name 😄

dim hamlet
#

!feedback
New Equipment: Searing Pot
Effect: Target a monster (that is not a boss monster). Bake this monster golden brown. After the enemy is done being cooked, the pot explodes, dealing damage and knocking nearby monsters away. Killing the baked monster while it is inside the pot restores 10% of your max health.

Oh, a cooking pot! Finally, all this meat has been rotting away in my pockets.
Hold on, are you sure it is safe? I mean, it looks a little too perfect to be true.
Nah, you are probably just overreacting. C'mon, lets just get to cooking already!
...
...
...
NEW CUSTOMERS AQUIRED

hardy sphinx
#

!feedback so i heard some people talking about how normal bosses should drop teleporter items here and then when they arent the actual teleporter boss. why not make it an artifact for only those bosses/changing the current “items drop from dead enemies” so that bosses and all have a higher chance for higher rarity items

turbid crescent
#

!feedback
Add next/previous entry buttons to logs, so you can go to the next entry without backing out

zinc pelican
#

!feedback
With Artifact of Command active, Damage / Health / Utility chests cost 20% LESS than regular chests, essences of command dispensed from these chests limit selections to items in corresponding categories.

tepid birch
#

!feedback
small animations when locking in/readying

uncut tree
#

!feedback A running talley of items picked up by respective players.

zinc pelican
#

!feedback
[ Tweak for Multishop Terminals ]
Replace all "?" options with a red, green or purple 3D category icon which is shaped as they appear on category chests. This "item" still has a colored outline representing rarity (which of course matches the rarity of other two options).
Selecting this item will dispense a random item of the corresponding category and rarity. (Obviously this does not affect Equipment Multishops, which should still have the "?" option.)
Why?
I feel like every "?" option takes away from the potential value of multishop terminals, since the item can potentially be the same as another available option, while being mechanically identical to regular chests.
Why not just tweak how "?" option works in relation to other options?
Rather than prevent random "?" item from matching other options, category picks let you know that by choosing it over another option of the same category, there IS a fair chance it may be the same item, or against an option of a differing category that there isn't. Rather than preventing multishop terminals from having 2-3 random options, this mixes up those random options so more often they will be of differing restrictive categories, which makes them a better deal than category chests if the other multishop options aren't favorable to you.

atomic night
#

!feedback Returning Item Name: Laser Turbine. Rarity: Red. Effect: All your kills charge the generator. At full power (50 kills), fire a laser for 1000% damage +200% per stackfrom the front of your character for 1 second. To indicate how close you are to getting the laser there would have to be something that like a buff each time the players gets a kill or some other form of a counter. Edit: Bosses could count as 5 or 10 kills.

zinc pelican
#

!feedback
[ New Lunar Equipment ]
Venusian Amethyst: Creates a giant crystal upright from any surface at your cursor (including walls and ceilings), pushing away and damaging enemies once for 60% - 1200% damage within a 20m radius based on proximity. Amethyst crystal creates a 20m field that causes all abilities to cool down at a 400% rate for allies AND enemies inside. Crystal and field lasts 14 seconds before disappearing. Overlapping fields have no additional effect. Cooldown: 70 seconds.

earnest kayak
#

!feedback

Once the game releases it would be nice to have a workshop where people can put in all the mods they have worked on. It's way easier and of course you can't do quickplay with them but still it would make the game last way longer.

finite glen
#

!feedback
give us risk of rain players emotes
(we already have plenty of dancing ones here already)
They are useful for .... stuff... i.. guess?
honestly who wouldn't want to emote with their friends or squad after doing something cool or crazy tho?
edit: examples of emotes point, nod, disagree, dance, thumbs up, laugh, sit, etc.

pulsar crypt
#

!feedback idea
Could you please make the skin colors change the colors of the abilities too? I think that would really look nice on mercenary if his abilities turned red!

zinc pelican
#

!feedback
[ Adjustments for Acrid's primary and secondary skills ]

[ Primary 1 ] Festering Wounds: Maul an enemy for 200% Damage. Every third hit does a double swipe dealing 300% damage, on poisoned/blighted enemy third hit removes 5 seconds from the debuff and deals 300% bonus damage. (proc 1, proc 0.5 for bonus damage, instant)

[ Primary 2 ] Ravenous Strikes: Maul an enemy for 200% Damage. Every second and third hit bites enemies for 300% damage. Third bite also poisons enemies. Low health enemies receive up to 3x damage from bites.
Has 3 charges. (proc 1, c.d. 1 second, scales to attack speed)

[ Secondary 1 ] Neurotoxin: Spit toxic bile that deals 240% damage and poisons on hit. (proc 1, c.d. 2 seconds)

[ Secondary 2 ] Sinus Infection: Sneeze in a wide cone, dealing 80% damage and poisoning all targets in range. Pushes back air enemies. (proc 0.8, cd 3 seconds)

dull sonnet
#

!feedback
Make item sharing an option in multiplayer like in Risk of Rain 1

safe prairie
#

!feedback
New challenge that requires you to have a treasure from Ghor’s Tome chase you for x amount of time.

They move somewhat slowly and afaik have either infinite or extremely long lifetime. Could make for a unique challenge.

inland trout
#

!feedback

Either make leeching seed a common or make 20% (5% per stack) of all damage you deal be given back to you as HP with leeching seed (Example: If you do 100 damage to something you get 20 hp if you have only 1 leeching seed) so it's more useful on characters that aren't Mul-T or Commando.

verbal summit
#

!feedback
I wish to ride my beetleguard into battle.

heavy lake
#

!feedback
make it an option in multiplayer especially for early rounds to be able to donate cash to another player

tough pendant
#

!feedback Acrid Primary Tweak

Make it so that each hit of Acrid's primary extends passive duration on enemies by the beginning duration of the passive divided by 10 (1 second for Poison, 0.5 seconds for Blight). This would give a reason for you to use Acrid's primary instead of running away, especially for maintaining stacks of Blight.

worldly frigate
#

!feedback restart button added with normal continue at the end of the game

plush sparrow
#

!feedback
Gain a unique lunar item when killing the The Shopkeeper in the Bazaar.
Idea for the unique lunar item, gain twice the amount of lunar coin, but bosses will now spawn with lunar item.

inland trout
#

!feedback
Make allies target enemies you ping instead of some random beetle at 4 hp (Activated by pressing down on the right stick when using a controller, I think it's activated by pressing on the scroll wheel on PC.)

lament elm
#

!feedback
Another idea on the coexistence of Seeds and Scythes

The overheal that you get from Seeds is applied overtime

That way they are useful in different situations without needing to increase or decrease the numbers

glass storm
#

!feedback
Artifact of Communion
Picking up an item gives a copy of that item to all players.

autumn ibex
#

!feedback

New Item: Discharge Barrier

Rarity: Uncommon (green)

Short: Gain stacking armor after using an ability. Duration of armor scales with ability cooldown.

Detailed: Gain 20 (+10 per stack) armor after using an ability, stacks up to 3 times. The duration of each stack of this armor is equal to 40% of the cooldown of the triggering ability (2s from a 5s cooldown ability like flamethrower).

Math:
Damage resistance from 1, 2, 3 armor stacks
1 item stack - 17%, 29%, 38%
2 item stack - 23%, 38%, 48%
3 item stack - 28%, 44%, 55%
3 rose bucklers - 47% when sprinting

Numbers are merely proposals for example purposes. The cooldown percentage is the stat I am least sure on.

tranquil cradle
#

!feedback (repost)
an artifact that, when you would otherwise lose an item, allows you to choose which item you are giving up. So you could use a 3D printer and select to give up some Fireworks for instance. This would be like a soft version of the Command artifact so you still have some of the randomness that i love about runs without Command, but you retain the ability to refine your build by cutting the items you don't care about at a later time.

naive vault
#

!feedback
Bring back the old Warbanner level up noise from RoR1 for the Warbanner, rather than the standard level up noise that it currently has in 2.

white glen
#

!feedback
having a toggleable option to allow players to join in the middle of a run (after the beginning of the next stage)
the newcomer will obviously have no item, and maybe adding something like "if toggled, no unlocked can be done" if that's to op by itself.

vast gull
#

!feedback
Since we're on the road to the final update, I thought I should bring up an issue that has plagued the game since the item's introduction in the skills 2.0 update... The Lepton "Daisy".

The Lepton "Daisy" name does not match the Lepton "Daisy" model. The model and image used for the Lepton "Daisy" is in fact a lily!

My suggestion: Change the name of "Lepton Daisy" to "Lepton Lily". The new name provides two key things for any memorable item: accuracy and alliteration.

I've made this suggestion a few times in the past and it has still seemed to have gone unnoticed by the devs despite reaching top-feedback each time it was posted, and I will passionately continue to try to get this change in!

ornate lodge
#

!feedback idea
Since 1.0 is going to introduce a final stage and a final boss I think it'd be nice to include an endless mode or a way to just continue playing.

One of my favorite parts of this game is playing for like 2 hours to the point everything becomes ridiculous.

carmine mauve
#

!feedback
[discord integration]
I would love if you guys could integrate ror2 with discord so we could post invites to the game through discord [reference For the King]

wet coral
#

!feedback
[Server Suggestion List]
Once 1.0 arrives with the in-game server browser. While you're setting up a match, somewhere get a list with similar servers (according to your chosen settings/rules).
This could encourage a lot of people to play with other players and help people creating matches to find players faster.

trail walrus
#

!feedback
Artifact of Enlightenment
It’s just Big Head Mode

static hawk
#

!feedback
Give each stage a small handful of unique items.
I know its a bigger idea, but i think the game would benefit greatly from the introduction of item pools in some form. They allow players to form small personal objectives in run to seek out items they like, or think would work with their build. They would make using the dreams in the bazar more useful and otherwise add some flavor to your run based on where you've been.

little barn
#

!feedback
This is for the discord server rather than the game the addition of three seperate 'idea' channels set up similar to this but split into character ideas, item/artifact ideas and enemy/boss ideas. This would make it easier for the devs to locate said ideas as they are categorised this also allows fans like myself to view the main fan made ideas easierly.

young prairie
#

!feedback Drone improvements: bring back the Arms Race item from RoR1 (in some form), add an interactable - drone improvement station, which will let you combine 2-4 drones of your choosing into a single stronger drone, put a limit on how far away can a drone be from its owner, maybe slightly buff the attack drones in terms of damage and health (eg. increase their scaling)

supple spear
#

!feedback
Make an artifact that scales difficulty to that of a 4 player game. Great for challenging solo’s and for when you want more of a challenge with less than 4 players.

Edit: would include multiple items dropping on a boss kill and cause chests / interactables to spawn as frequently as they do with 4 players.
(May have been suggested before)

static hawk
#

!feedback item that gives your drones 1 random white item

left robin
#

!feedback
There's a decently popular ROR2 mod that lets players crank up the game's difficulty by making the game act as if there were more players than there actually are (say, playing solo, but the game acts like it's a 4-player run).
What if, there was a lunar item that did something along these lines? You pick it up, and the game continues as if there was 1 more player in the run/stack. This means more teleporter items, more chests on a stage... But also stronger enemies, higher prices, etc.

native oasis
#

!feedback

new heresy items:

secondary: sounds of heresy

stuns nearby enemies within 5m (+5m per stack) range (open to changes) for 1 second (+.5 per stack) stunned enemies take 50% damage .5 proc coeff (because of the high amount of targets you can hit at once)

special: thoughts of heresy

charge up and shoot out a slow traveling orb that does 50% damage per second (+10% per stack) lasts 10 seconds (+5 per stack) stops on the first enemy or object it hits proc coeff of .3

earnest kayak
#

!feedback

For the Essentric Vase, when you press Q it will not instantly activate it. Instead it will show where it will go, if you press Q again it would place it. This would make it easier to know if it will go over that certain hill or not since what determines where it will end up is what your character can see and not your camera which causes a lot of misplaced quantum tunnels.

winged fulcrum
#

!feedback
Artificer should have more elements in her kit. We already have Ice, Fire and Lightning, so why not add Wind? Maybe Earth as well, later down the line, but this post is specifically about Wind.

I think a Wind element could compliment her kit pretty well, perhaps by replacing her R ability with some kind of tornado that incapacitates enemies or pushes them around while doing some damage. This could give her some Crowd Control options that aren't just murder. Maybe also a Wind-style M1 that goes faster and has more stacks, but does less damage as well. Maybe a Utility ability that pushes enemies into the air and causes them to take fall damage (like the Solus Control Units/AWU and Stone Titan, but with wind).

Really, any kind of Wind-related abilities would be cool and these are very vague examples to get the creative juices flowing. The most important thing to consider from this feedback is to get any new abilities that are wind-based.

Picture related - it's a Dyson Bladeless Fan that looks quite similar to the Artificer's gauntlets. It would fit in quite well with the Artificer's special brand of techno-magic.

Idea born from a discussion that was had in the discussion channel some time ago.

worthy elbow
#

!feedback
Could we get different control loadouts that we can customize for each survivor? Currently, I don't play some of them because I find the control layout awkward for them, but having to switch my controls every time I want to switch to those survivors is cumbersome.

molten elk
#

!feeedback newt alter emote?
[edit: great. now I gotta wait 30 minutes to fix this]

safe prairie
#

!feedback
More ping icons.
In other words, pinging portals has an icon that looks like a portal, pinging a large chest makes it look like a large chest, maybe shrines have different icons, etc.

Would help enhance communication

charred kraken
#

!feedback
Normalize base damage across survivors.

Right now, most survivors have a base damage and damage per level of 12/2.4. Engineer , Acrid , and MULT are exceptions to this, having base damages of 14/2.8, 15/3, and 11/2.2 respectively. Scalingwise, this doesn't matter since they all gain +20% damage per level. However, when comparing character skills in the character select menu, this leads to an unintuitive situation where 100% damage from Engineer ends up being stronger than 100% damage from Commando . This also has the side effect of creating weird interactions like Engineer /Acrid dealing more damage with Preon , or making MUL-T's willowisp deal less damage.

I suggest making all characters use the standard 12/2.4 base damage scaling and changing the damage coefficients of their skills so that they remain the same. For example, changing Engineer damage scaling from 14/2.8 to the standard 12/2.4 would be accompanied by increasing his Spider Mine damage from 600% to 700% to account for his new base damage.

green pebble
#

!feedback for @winged fulcrum

Please make certain text prompts appear closer to the center of the screen, in addition to the chat messages.

I'm mainly referring to various monster events, portals spawning or orbs appearing, but I think it could be useful for all kinds of messages to appear in a more central spot above or below the character. The screenshot only shows pings in this case as I wanted to show off where the text messages appear during normal gameplay.

Screenshot is from my setup and the darkened areas are basically in my peripheral vision most of the time so it's only really useful for noticing moving objects rather than text messages.

green vault
#

!feedback
What if, in the 1.0 update, we got a new character select screen?

Imagine, starting a lobby begins the game with a cutscene, where Commando turns a corner, running to the escape pod. Before he reaches it, time stops and you can choose your character from there. Once everyone readies up, time goes back to normal and everyone gets to their pod, and is shot down onto the map!

humble plank
#

!feedback
It would be nice to see events in the game, such as Christmas and Halloween with new seasonal skins and enemy design

dim hamlet
#

!feedback
New equipment: Digger's Rope
Cooldown: 15 seconds
Effect: Throw a pole with a rope attached. When the pole lands, creates a rope downwards until it hits a big flat surface (so it can still fall of small edges). Interacting with the rope lets you swiftly climb up or slide down depending on your location. You can pick up the pole to reset the rope's position, putting the equipment on a short cooldown.

Why this equipment is not strictly better than Milky's or Quantum Vase:
In terms of Milky's, while it provides much faster vertical acceleration, it does not allow for free movement
In terms of the Vase, it cannot cover large horizontal distances

winged fulcrum
#

!feedback
Please allow the ability to enable special crosshairs for some of the gameplay-critical info.

It would be appreciated if some things like ability stack counts, health+shields and/or ability cooldowns could be duplicated and displayed inside or around the cursor (similar to the minimalistic health and ammo displays in Half-Life 2), in addition to being displayed on the UI. This could be a setting that can be turned on in the options menu to account for people who don't want the increased screen-clutter.

I do want to note that I don't mind certain UI elements being kept off to the sides. Cash count, time, stage and difficulty are not nearly as gameplay-critical as cooldowns and health. I also like having a giant bar full of items right above the character. I would be very sad if it got squished.

Attached is a screenshot from my setup. The darker areas are usually in my peripheral vision so it can be difficult to keep track of what goes on in them, unless there's rapid movement. This feedback is different from another feedback from me, despite using the same screenshot. I separated them cause I thought they're different enough ideas to be separate.

heavy lake
#

!feedback

Artifact of Storms

Once enabled, adds a powerful storm that limits visibility and covers a part of each stage. While the teleporter cannot be hidden within the storm, loot inside becomes more valuable (legendary 8%, uncommon 40%, common 52%, instead of 0.99%, 19.8%, 79.2% normally) and there is one guaranteed legendary chest hiddin inside the storm. But while the loot is better, each player takes 2% max health as damage per second, and has 50% reduced health regeneration.

safe prairie
#

!feedback
Double (rough estimate) drop-down invulnerability time on stage 1 to mitigate unfair circumstances.

humble plank
#

!feedback
Levels (outside of runs) for each character, even if they don’t do anything it would still be nice to keep track of how much you’ve played (I know you can check how many runs you’ve done with a certain character but it would still be nice)

drowsy flame
#

!feedback
Lunar Item Idea
Enemy kills charge teleporter... BUT you have to be inside the radius.

Each enemy kill while you are inside the teleporter radius will charge the teleporter, and you can no longer charge the teleporter just by being inside the radius.

I created this item so that we could have another teleporter related lunar item.

Below is an example guideline on how this item would work and scale as difficulty increases if you want to check it out.
This graph shows how scaling will work depending on what stage you are on, difficulty setting, as well as minutes spent and will scale down how much percent each kill will charge, based off of both time and stage number.
(This is just a general idea, I tried to make it fair for all the variables taken into account, but the formula can definetely be changed for balance purposes)

https://www.desmos.com/calculator/cnwbgkwkr0

Green Line: Normal Enemies
Red Line: Elite Enemies
Blue Line: Boss Type Enemies (includes teleporter bosses [does NOT include hordes of many])
c = difficulty (1 for drizzle, 2 for rainstorm, 3 for monsoon)
m = time in minutes

FYI: No name or lore for this item because I think that should be up to the devs to decide.

topaz meadow
#

!feedback an intro cutscene like the one in the first game would be nice. make it short and mysterious, so it sets up the atmosphere of the game while not showing too much

uneven badger
#

!feedback make it so when you click on profile, you can press escape to go back to the menu with the same profile you were using, instead of having to click your profile again

little barn
#

!feedback Release the update on August 6th since that's my birthday huuw

dusky temple
#

!feedback Risk of Rain 3 but in VR? I think it would be pretty cool especially since VR is getting better and is being worked on by many people.

tough pendant
#

!feedback Greater Wisp Spawn Sound

Here's how it went:
I saw a chest, and moved towards it. I looked around, and the coast was clear. I opened the chest, and picked up the item. At this point, I was shotgunned and killed by a Greater Wisp.

Their spawn sound isn't that noticeable, if they even have one. It would be nice if they had a spawn sound like one of their ambient sounds, or something that you'll hear, like the jellyfish. Just provide a way to notice them before they melt you.

severe bay
#

!feedback I know that somebody has probably suggested this before but can we get different stage layouts for existing stages (e.g. stage 1 variations). Make it similar to how Distant Roost and Titanic Plains have two different variants of their stage layout but make it for the second and third loops stages such as Wetland Aspect and Rallypoint Delta.

inland trout
#

!feedback
Rex Alt R Idea, Vine/Root Grab

Grab an enemy with a vine, deal a bit of damage, and it's kept in place (you can still move freely and use other abilities)
It's healing is the same as 3-4 enemies with the default R
Takes a bit more HP
Can only hold one enemy at a time
Same cooldown

clear salmon
#

Fix worm ai by making them stay closer to the player and maybe not go as high

tough pendant
#

!feedback Acrid Blight Change

(Please keep in mind that this is unrelated to my primary tweak feedback I made earlier. I wouldn't want both to get in.)

Make it so that each new stack of Blight increases the duration of other Blight stacks on the same enemy by 0.5 seconds, or a number around there. This would actually reward stacking Blight instead of it just being an extra 300% damage on attacks that apply it.

cursive root
#

Dyno's down again.

little barn
#

!feedback
Plase add thr ability to change the color of money amount i have got. Sometimes white is hard to see

ivory atlas
#

!feedback
adding onto @earnest kayak 's idea you. To retain magma worms wow factor make the small ones "magma grubs" and they somewhat act like flying fish in the ground where they jump up out of it but they can't stay afloat for too long.

fickle belfry
#

!feedback Parent Attack Animation

Add some kind of splash animation or something to Parents' smash attacks so you can actually see what the range is.

hoary pendant
#

!feedback
add more of the important to-know-on-the-go information about items when you pick them up to the tool tip and extremely in-depth stuff in a separate section of the menu for items and not so apparent mechanics.
(reposting because Dyno died)

tall plume
#

!feedback
[New Survivor]
A Newt based Survivor called Reptant
Skills:
Primary - Fire Beam - Fire a blue beam that deals 200% damage and burns enemies. CD: 1.25s
Secondary - Piercing Partisan - Generates and Launches a spear from the plasma ring dealing 550% damage and pierces through enemies. CD: 7s
Utility - Plasma Screen - Use the plasma ring on Reptant’s left hand as a barrier, blocking all damage for 3 seconds. CD: 12s
Special - Blue Blast - Spread blue flame out in a 10m radius dealing 1300% damage and burning enemies hit. CD: 20s
I don’t care about any of the names but I figured I’d come up with some anyway.

I have an Image that I’m gonna put in #ror-art-and-content I don’t know why, but it’s not letting me attach the image here.
@tall plume
I’m reposting because I figured out how to add the image. Deleting the other one.

dim hamlet
#

!feedback
Custom Crosshairs
The crosshairs in this game can be a bit hit or miss. Some work perfectly, like Huntress and Artificer's, while others seem weird, like Mul-T's Saw. What you would be able to edit about the crosshairs:
Color
Width of the lines
Adding/Removing Dots/Lines in Crosshairs
Toggle the visuals of shot-spread (Commando/Mul-T)

Every character can have crosshairs for every ability they have edited (so Artificer can have a different crosshair for both the Nano-bomb and Nano-spear). Image below should provide a bit of context for this idea.

clear salmon
#

!feedback Fix worm ai by making them stay closer to the player and maybe not go as high

plucky barn
#

!feedback make Loader's extra charges of her utility with Hardlight Afterburner recharge their cooldown while she's charging another one

pale meadow
#

!feedback
local co-op with split screen

frank plinth
#

!feedback
Make Umbras (Vengeance) teleport back onto surface after falling from the level,and make them unable to get killed by fall damage.
This is to prevent cases of Umbras being cheeses by making them fall,and making it impossible to kill them if they fall off with Dio .

pale meadow
#

!feedback
please adjust these corners? xd i guess it belongs to r/mildlyinfuriating

hushed jetty
#

!feedback Emoji for Portal and Droppod. That is all.

steel cobalt
#

!feedback Please increase the spawn chance of irradiant pearl, even if by a tiny bit, I know it's supposed to be rare, but rare isn't several runs of 200+ minutes grinding it! and it's not like increasing it's spawn chance by a few % won't make it rare, but at least it'll give people who actually want to get it get it, at least for the log!

tough pendant
#

!feedback

Make it so that pinging a cleansing pool doesn't show whether it will drop a pearl or irradiant pearl. It's an unintended mechanic, and it cheats out the luck component cleansing pools are supposed to have.

polar dune
#

!feedback REMOVE OR SHORTEN THE SLOWMODE, ITS SO ANNOYING GRR

viscid sleet
#

!feedback
Be able to interact with equipment drones to swap the current equipment.

chrome plank
#

!feedback

Change the sound on the jade elephant.

The Current sound that the jade elephant has is super loud and obnoxious. This is not a problem usually but if you have infinite charge on the elephant it will always play that sound. It makes the game feel super anoying until you pick up a new equipment.

pale meadow
#

!feedback
artifact of mini-metamorphosis
your skills and loadout will be random

fading parcel
#

!feedback What if the rusty jetpack could return from RoR1 in some form?
It would reduce your gravity (i.e. descent speed) while holding jump, also increasing jump height as a result
This would only synergize with Artificer, hopoo feather and H34D-ST, letting you glide higher and magnifying your jump height further

balmy swan
#

!feedback Make the Death Mark a red item rather than a green one. It becomes OP way too quickly in a run for how easily you can obtain it, especially considering that you can get three status effects through white items alone (Gasoline, Stun Grenade, and Tri-tip Dagger), and also considering that a good handful of the current survivors can inflict status effects through their attacks (REX and Acrid are the worst offenders, as they have their own unique status effects).

wide ocean
#

!feedback make the ion surge omnidirectional, it would give some much needed movement for the artificer, also good synergy with his passive and would finally prevent the drifting that sometimes occur

small adder
#

!feedback make there be a [random item] button with the artifact of command

weary radish
#

!feedback Enemy collision

Enemies often merge into one another causing it to look like there is only 1 type of enemy when in reality its 2 or 3 but their pathing got them stuck together. This isn't so much as an issue with most enemies, but on Elder Lemurians and Jellyfish for example their attacks also combine and completely bypass one shot protection.

So when I make a decision with my setup that I can risk the damage its actually 3x damage with no indication.

Im not sure if this is how the game is designed so equipment like the primordial cube can function, just on certain enemies its rough when they combine into one super enemy

bitter spear
#

!feedback Maybe add a save game option? Sometimes I really like keeping my long runs going but then I get busy and just have to die, a savegame option would be really cool in my opinion

tough pendant
#

!feedback Aurelionite Changes

First off, make Aurelionite attack faster. This would make it a different type of difficulty than other bosses, instead of just higher damage.

Second off, consider giving Aurelionite a melee attack of some sort. What I though of was combining a sword spin with his grounded sword attack, having him spin his sword in a circle, jump up, and then bury his sword in the ground. But no matter what I envision, anything would be nice. Just something to make it harder to just walk in a circle around him to dodge his attacks.

inland trout
#

!feedback
Mixed Skills artifact

Gives you random skills from each character. (There can be multiple skills from 1 character)

example: Commando with Strafe, Blast Canister, Bubble Shield, and Flamethrower
another example: Acrid with Double Tap, Laser Glaive, Caustic Leap, Retool

oblique pasture
#

!feedback
My friend has really bad epilepsy and she enjoys playing the games but at times the flashes of color and how chaotic the game can be at times really hurt her brain. She has decided to not continue playing until the game can find some way to soften the color flashes and flashy style of the game through a check box in the game settings. I don't suffer from the same issues but I do agree with her that the game could use a more Epi-friendly mode that will eliminate any flashes that could indefinitely cause a seizure. I hope the Devs can make a mode that helps with this specific issue for her and anyone else who is suffering from the same health issues.Wish there was a Epilepsy Friendly Mode that helps reduce screen flash to help her and many others that may struggle

raven jacinth
#

!feedback

My friend has really bad epilepsy and she enjoys playing the games but at times the flashes of color and how chaotic the game can be at times really hurt her brain. She has decided to not continue playing until the game can find some way to soften the color flashes and flashy style of the game through a check box in the game settings. I don't suffer from the same issues but I do agree with her that the game could use a more Epi-friendly mode that will eliminate any flashes that could indefinitely cause a seizure. I hope the Devs can make a mode that helps with this specific issue for her and anyone else who is suffering from the same health issues.Wish there was a Epilepsy Friendly Mode that helps reduce screen flash to help her and many others that may struggle
@oblique pasture use !feedback next time

hoary pendant
#

!feedback
Equipment idea:
Back-Up Flask
60 second cool down
15 second duration
+200% damage to enemies in close proximity.
-20% movement speed
-20% accuracy
“ya know... hic i’ve been told it’s a good idea to not have more than this in 60 minutes, but... hic I’m feeling like 60 seconds sounds just fine.”

hoary pendant
#

!feedback
Equipment idea:

Couple O’ Bricks

“throw a brick with an arcing path at enemies to stun them.”

35 second cooldown
300%-600% damage based on trow distance.
Stuns small enemies for 10 second upon hit, stuns for 5 seconds against large enemies.

“Just some average sturdy ol’ bricks”

proud tendon
#

!feedback
Make it say in the chat what items get sacrificed in the bazaar

vivid compass
#

!feedback
Show drones and turrets status in ui.

When I play engineer I want to know if my turrets are shooting mobs or doing nothing. Equipment Drone cooldown time in ui also will be helpful.

clear barn
#

!feedback
allow huntress to sprint backwards, as well as sprint while strafing, like in the first game.

cerulean zephyr
#

!feedback
We are constantly pushing the run button after using capabilities to run again. In this manner, the game is not very hand friendly and we lost fluidity during move, or while running across a full cleaned map with using utility skill (/ mercenary eviscerate). Every 3 mouse clicks, we need to enable run mode again...

Add an option in the settings to change the run behaviour : when enabled the default mode is running instead-of walking. For walking we press the walk button (old run button) and let it pressed as long as we want to walk.
As a bonus, when we walk, we can't fall from a edge of a cliff (idea from UT series).

The idea is not to change the behaviour when using skill or other. If we shoot or using skills, the character walk, and this need to stay like this.

Let be realist: either we are shooting, either we are running !
We are never walking, except to try to get a stupidly placed item drop.

Edited: more clarification.

cerulean zephyr
#

!feedback
For the multiplayer browser: Add a bookmark system to easily remember friendly (dedicated) server. Each bookmark show servers status (up, ping, game artefacts, difficulty). We can add by clicking a star icon when connected to a lobby, in the multiplayer browser, during a multiplayer game in the Esc button menu, or manually by adding a ip address. All bookmark can be edited / removed afterwards.

As a bonus, they give the ability to get back to the game, in case of network crash or others, and stop all team from restarting the game because we all want to play with our "network crash lost friend".

cerulean zephyr
#

!feedback
Like the random artifact button, add a random character select button to the character selection screen: a character will be selected at random with a random loadout.

As a bonus, when restarting a new game, the last character and loadout played will be automatically selected if we want to play with him again.

cerulean zephyr
#

!feedback
Add a new artifact who lets us run all nine maps before looping !

cerulean zephyr
#

!feedback
Add a seed number system. As each game is unique, It will be nice to have the ability to replay a game.

Each game will have a unique number (based on directors ?), who can be used to replay it.

If it please you, bookmark it, replay it again and again, share it (copy&paste), for pleasure or competition purpose, on discord, steam community, whatsapp, facebook, youtube, you choose 🙂

fading parcel
#

!feedback Idea to buff frost relic
It's maximum size could be increased, and past a certain size anywhere between the current max size and the new max size, it could freeze enemies very briefly

outer rock
#

!feedback this one is simple, please make the imp overlord less op, as a new player it’s really hard to not die to him.

polar dune
#

!feedback New gamemode: Doubles
2 teams of 4 on opposing sides, double the monsters, double the chests/items, double the bosses. (in terms of artifacts, in the lobby, all sides vote)

marsh whale
#

!feedback
New gamemode:
Arena: Fight it out with other players, 5 rounds, win 1 lunar coin if you win the round. From 4 - 16 players per lobby.

viral apex
#

!feedback
1v1s between people

balmy swan
#

!feedback Make Death Mark a red item (revised version). Death Mark in it's current state is a bit too OP for how often you can find it. You can get two of the four needed status effects through white items alone (Gasoline and Tri-tip Dagger). Pair that with the fact that a good handful of survivors can inflict statuses from the get-go (REX and Acrid for example), and the 50% damage bonus becomes available far too quickly. I propose that Death Mark become a red item, and in return for it becoming less available, buffing it's stats to give a damage bonus equivalent to Shaped Glass, giving it more uptime (from 7 to 10 seconds), and maybe even giving it an AOE that affects surrounding enemies.

vale kite
#

!feedback
Make Gasoline's extra damage per stack increase the intensity of the burn damage, not the duration. Having extra stacks of gasoline should make it do its extra damage quickly, rather than just adding another 3 ticks of the same amount of damage.

lilac zodiac
#

!feedback Commando slide is almost useless.
It doesn't jump high enough to get on basic ledges on level 3, and doesn slide far enough to dodge many area attacks.
Even with hardlight afterburner it's completely useless.

tepid birch
#

!feedback
give magma worms boss items

trail crescent
#

!feedback
Add a random chance for a rainstorm varying with the level of difficulty (drizzle, rainstorm, monsoon) on every stage, and make it obscure vision depending on its intensity

oblique pasture
#

!feedback
My friend has really bad epilepsy and she enjoys playing the games but at times the flashes of color and how chaotic the game can be at times really hurt her brain. She has decided to not continue playing until the game can find some way to soften the color flashes and flashy style of the game through a check box in the game settings. I don't suffer from the same issues but I do agree with her that the game could use a more Epi-friendly mode that will eliminate any flashes that could indefinitely cause a seizure. I hope the Devs can make a mode that helps with this specific issue for her and anyone else who is suffering from the same health issues.Wish there was a Epilepsy Friendly Mode that helps reduce screen flash to help her and many others that may struggle

toxic glen
merry berry
#

!feedback change the acrid mastery skin to look like a frog

native oasis
#

!feedback

make commandos frag grenade explode on contact or make it so theres a line like mul-ts blast canister so its easier to aim so we can take advantage of the 4x damage feature

balmy swan
#

!feedback Change Acrid's Ravenous Bite from an alternative Secondary to an alternative Primary.
It makes no sense for Acrid to give up their reliable ranged attack for a melee attack that does less damage (most of the time) than their primary melee attack. A much better option would be to have Ravenous Bite as an alternative melee so that way Ravenous Bite can be used without having to sacrifice range.

raven jacinth
#

!feedback
add more easter eggs, like how easter egg island is off in the void of moment, fractured
who wouldn't like a deadbolt easter egg or sumn similar hidden

raven jacinth
#

!feedback
Carbonizer turrets should always sprint.

balmy swan
#

!feedback Alternate REX passive: Bramble Seeds
Any attack that would normally inflict Weaken instead inflicts Bramble. Bramble plants seeds onto an enemy which have a 10% chance to grow into a patch of thorns roughly the size of the AOE of 1 or 2 Bustling Fungus which is centered on the enemy hit. Any enemies besides the one initially hit that step inside the thorns will be inflicted with Bramble. Alternatively, attacks that inflict Bramble can be aimed at the ground to plant seeds with a 20% chance to grow a patch of thorns.
The thorns slow enemies inside do 40% damage every 0.7 seconds and the thorns last 6 seconds. Bramble is not a stacking status, and the chance of activating is rolled once and is unaffected by 57-Leaf Clover.
Bramble Seeds also makes the vines that appear behind REX whenever REX sprints longer and gives them a hitbox which is able to do 80% contact damage to any enemy caught in REX's wake. Enemies damaged by the vines are inflicted with Bramble, but the vines themselves do not plant Bramble seeds on the ground.

open tartan
#

!feedback
Make A Moment, Fractured loop back on itself. Go too far in any direction (out of sight of the platforms) and you appear on the opposite side. Instead of falling and teleporting to the first platform, falling makes you appear above the first platform so you fall onto it. A single moment, endlessly circling itself in both time and space for eternity.

It would help this aesthetic if the clock appeared to move forward (only visually), but every 90s it jumps back to the frozen time again. Stuck in a moment, and you can't get out of it.
native oasis
#

!feedback

elite hordes of many should count for the deicide challenge, its the one item i havent unlocked and ive fought many blazing greater wisp hordes but not a single elite thats a boss monster (except for the one in multiplayer that didnt count cause i didnt kill it)

lilac zodiac
#

!feedback Make it so only host can modify settings. The random dice is particularly annoying when trying to configure a room for everyone.

iron rose
#

!feedback Give Acrid an animation of them shaking off water like a dog when they come out of the water.

mossy siren
#

!feedback

Make an artifact that limits the number of unique items a player may have, such as, my preferred, 10 or even 20. It would add a bit more challenge to the game, especially when you could just have 10-20 of every item in the game later on and allow players to come up with builds that they'll use into the lategame. Once you reach the item limit, items outside of your item pool won't drop, but you may still select items outside of your pool with Artifact of Command.

Ex. You could have infinite of those 10(or 20) unique items, but you couldn't pick up any items other than those 10(or 20).

iron rose
#

!feedback Make it so Royal Capacitor makes Acrids arm look like its made of lightning, like some of the other characters.

green vault
#

!feedback
Here’s an idea for a boss item for the Magma Worm!
———
You know how when the Magma Worm digs into/from the ground, those fireballs come spewing out? How about an item where, the same thing has a chance of happening when you land or jump?

weary radish
#

!feedback
Photo mode or replays of runs with freecam to get those cinematic shots

earnest kayak
#

!feedback

Make commandos grenade be on a timer so they don't need contact in order to explode, additionally make commando able to cook his grenades by holding R.

shell cedar
#

!feedback
Let Lunar equipment items have their own container type like regular equipment items, i don't like using a lunar coin on a lunar pod and getting an equipment

hoary pendant
#

!feedback

My revision of @mighty wraith’s post with what i believe are essential/QoL additions &/or improvements that i don’t think are in-game atm.

-FOV option in settings.
-Auto-sprint toggle option in settings.
-Display item stats in-game.
-Chests disappear after opened option in settings.
-Items that fall out of bounds teleport back.
-Spawn i-frames.
-Timer for duration of abilities like engineer’s “bubble shield”.
-Display of the distance to other players and pings.

ashen gulch
#

!feedback
I’ve always appreciated the attention and love given to the little details in the game. I had the thought of having a “zen mode” or something of the like where you could simply move around the maps, enjoying the music and the environment. No enemies, no chests, just relaxation and aesthetics, you know? It could be a neat way to get more familiar with maps, cool off after a stressful run, or just admire the work put into these levels. This idea might not go anywhere, but a Xuea can dream :) have a good day, everyone!

TL;DR Zen Mode to just vibe with the maps without any objectives.

red adder
#

!feedback please add gup back, he was so cute :0

red adder
#

!feedback pinging enemies makes your turrets and attack based drones focus on that enemy and pinging allies makes healing and emergency drones focus on that ally. maybe engineer exclusive since he doesn't have a passive, although it'd be nice if it applied in general

ashen gulch
#

!feedback
Two words: Carrera Marble.
That equipment item in ROR1 that enabled you to activate it once to build a portal where you were, and upon second activation, would instantly transport you back to that place.
Loved that thing, thought it might be cool to bring it to Perhaps Precipitation 2.

heady delta
#

!feedback
New item: Surge Protector
Rarity: Green
Effect: Increases the incoming damage needed to reset shield’s recharge timer to 10% of your shield. (Does not stack linearly)

One of the problems with shields is that any amount of damage will stop them from recharging. This item will instead allow you to take a certain amount of damage until the shield’s recharge timer is reset.
I want to give a reason to not avoid personal shield generators like the plague. Shield_Generator

polar dune
#

!feedback When playing mercenary, i am very aware that he is a movement class, seeing as all his skills are to do with either jump or speed. With the default special, it is basically a second utility except it is in attack mode. However, when i dont want to use the special for attacking and just for moving, it can sometimes make me disappear on the spot and then re appear on the same spot instead of dashing forward. Idk if that is meant to happen, but I'm jus askin incase its a bug or something

hoary pendant
#

!feedback
I wasn’t sure about posting about this since I figured somebody else might have, but it would be awesome if engineer’s “bubble shield” also blocked enemies from walking in it. (also that AoE bypassing it thing is still kinda gross.)

dim hamlet
#

!feedback
New Artificer Passive: Pr1D-Suit
Effect: Holding spacebar in mid-air grants you a swift movement boost and grants [x] seconds of free flight (like how the Volcanic Egg works). The flight's duration scales with Artificer's level. At level 1, duration is 0.75 second max. Killing monsters while on the ground or slightly above it (1 jump height), recharges the fuel needed to dash again. Stronger monsters grant more fuel (Including Elites).

red adder
velvet scaffold
#

!feedback

I would prefer engineer's shield to block AOE.

plush raft
#

!feedback
because people may want obliterate, but on multiplayer other people might not want to obliterate, can an obliteration 'lock' be added to multiplayer games, where you cant exit through the teleporter on stage 8, and cant go through the portal in a moment fractured, you could choose this to be on or not, and it says if you are locked to obliteration before entering the lobby.

hallow bay
#

!feedback
Item name: frog leg
rarity: white
increases jump height

wet thunder
#

!feedback New monster idea, Boulder. Health, 500 + 250 per level. Damage, 18 + 2 per level. Speed, 6 m/s. Primary, the Boulder goes into turret mode, (bottom picture.) While in turret mode the Boulder gains -100% move speed and -75% damage taken, (unless hit from behind or in the head. In addition it also gains +1% attack speed for every second that it stays in turret mode. Attack is similar to Stone Titan laser blast. Each blast does 100% damage. Utility, the Boulder brings its arm shields together and rolls towards the player, ( middle picture,) gaining +200% move speed, dealing 200% damage, and inflicting stun upon itself and the player on contact.

hasty salmon
#

! feedback
The UI and menus should still be crisp even at lower resolutions. Because it makes reading text and how many item stacks you have really hard otherwise.

humble plank
#

!feedback
The UI and menus should still be crisp even at lower resolutions. Because it makes reading text and how many item stacks you have really hard otherwise.

stoic grove
#

!feedback a red item that makes debuffs on enemies last forever, debuffs on allies last 50% less, and buffs last 50% more

autumn prawn
#

!feedback
ITEMS GALORE
For the community to have a lot of new items and added game complexity.
Divide damage into types (ie physical, magical, pure ...) So that we can have more builds for items, loadouts. And we can welcome more mage type survivors.

polar dune
#

!feedback More survivor skins pls, maybe even add skins that players can customize

balmy swan
#

!feedback Alternate Utility for Artificer: Smite
Calls down a lightning strike for 500% damage with a moderate AOE (targeting functions similarly to Arrow Rain and Seed Barrage). Enemies hit by Smite send out chain lightning to up to eight nearby enemies (besides those hit initially by Smite) for 100% damage. If an enemy is killed by Smite (not the chain lightning), a stationary ball of electricity is created which lasts 5 seconds and attacks up to eight nearby enemies with electricity for 70% damage every second.
Smite has a 15 second cooldown.

tough pendant
#

!feedback Jellyfish and Vagrant Change

Have Jellyfish and Vagrants reduce their armor when preparing their final attacks (Jellyfish exploding, Vagrant supernova). The reason why I'm asking for this change is for a few reasons:

  1. To make stopping Jellyfish attack a bit easier when they're about to explode.
  2. To make Vagrant Supernova more of an all-or-nothing moment.

Vagrant default armor could be increased slightly to compensate.

pale meadow
#

!feedback
some weather effects..we do be needing some thunderstorms..heavy rains and stuff like that just for the sake of the name and nice good looking game

balmy swan
#

!feedback Alternate Acrid Special: Viral Infection
Shoot an enemy for 100% damage and inflict Virus. Virus will remain on an enemy for up to five seconds and have the same function as Acrid's passive (either Poison or Blight). After five seconds, Virus will deal 1000% damage to the enemy, and then spread to up to five nearby enemies for 100% damage and inflict Virus. If an enemy with Virus is attacked by Acrid's Primary or alternate Utility before the five seconds is up, Virus will deal (200% x Z) damage where Z is the amount of time in seconds that the enemy has had Virus, and Virus will spread to nearby enemies as normal.

rain lance
#

!feedback
Just a small UI upgrade on unlocks to show what difficulty you unlocked them on FTL style. I think it would be a nice extra 100%ing touch for tracking the abilty to complete the games challanges on the hardest mode.
Unsure how, or even if it would value relics, due to Command trivalising a lot of the challanges

balmy swan
#

!feedback Alternate Mercenary Utility: Decisive Strike
Dash forward, stunning and marking all enemies hit. If an enemy is hit, Mercenary gains another dash, up to three total dashes. All marked enemies will be hit simultaneously by a series of slashes with a small AOE for 6x100% damage three seconds after the last dash. If all three dashes are performed successfully, the slashes occur one second after the last dash.

fallow pollen
#

!feedback Maybe add a pause feature were your able to pause the game and save it so i can close the game and play a different one or go to bed. i know that the different dimentions pause the time but some people cant leave there computer running

tidal snow
#

!feedback
Alternative MUL-T utility: BAS-TN

MUL-T deploys its turret mode, becomes stationary and gain additional armor. All his weapons have altered behavior. If MUL-T has shields, increases its strength and convert it into a dome shield that protects you and your allies. (Like the engineer’s)

Auto-Nailgun: Rate of fire ramps up the longer you hold down the trigger. Enter overheat mode after firing for a period of time, inflicting burning on hit.

Rebar Puncher: can now charges up for additional damage before releasing the trigger. Enemies hit by a charged shot are slowed.

Scrap Launcher: can now select a target AoE location (like Huntress’s) and provide mortar support. Shots have increased blast radius.

Power-Saw: can now launch sawblades at enemies and ricochet up to 3 targets. Applies bleeding on hit.

Enters a 30 seconds cooldown upon exiting BAS-TN

Thoughts: I feel like MUL-T has always been the tank/support of the roster but it’s not doing too good of a job on either of these roles. With BAS-TN, he can now support his allies in the forms of additional firepower plus status effects and the only one capable of being the bastion of the team.

native oasis
#

!feedback

make the ethereal challenge easier by reducing the percentage of health for the challenge from 100% to 80-90% that way it isnt stupidly impossible without relying on the seed having good artifacts

slow trout
#

!feedback
hi guys, pls can u make a pvp mode? i mean i drived 3 my friends to buy this game and we are having fun, but i will be even funnier if we can play vs eachother in some ways, maybe u can add an arena 1vs1,2vs2,3vs3,4vs4 where u can preset some items (for example 10 iteam:6 white 3 green 1 red)or they can just be random, or idk u can add (on the classic mode) the pvp like after the teleports u will be send to an arena in which u have to fight and if u win u can get some red items just to improve your run.

rare niche
#

!feedback
Circle strafing can be really uncomfortable with gyro controls (switch). I suggest a button to be mapped to either reset or temporarily disable gyro functions when held in order to fix grip when aiming/circle strafing.

tall plume
#

!feedback
New Survivor
I got this idea from a reddit post and made a couple changes. I also did a picture of what he/she may look like. https://www.reddit.com/r/riskofrain/comments/b9mfd4/creative_4_custom_characters_for_ror2_hypotube/
Witch Doctor
Skills:
Primary - Spirit Pulse - Locks onto a target and when used pulses energy bullets at them dealing 80% damage and attracting the attention of your ghouls.
Secondary - Brother’s Beckon - Summon a ghoul that prioritizes your target from Spirit Bullet or otherwise attacks targets that attack you. Ghouls are melee and swipe up to 1m ahead. Deals 60% damage. Ghouls move 150% of your speed. Can have up to 2 ghouls at a time (more with back-up mag). CD: 12s
Utility - Blood Drive - Place a massive totem pole. The pole heals players for 5% of their maximum health per second, but it loses 5% of it’s maximum health for each ally in its radius. It heals for 1% of it’s maximum health for each monster killed in its radius. Its radius is 10m. It doesn’t leave until a new totem pole is placed, or it gets drained completely. CD: 20s
Special - Call of the Voodoo - Launch all creatures from your sides and in front of you 10m away. This causes your ghouls and you to enrage, increasing the ghouls attacks to 100% damage, and your Spirit Bullet to 120% damage. You and your ghouls gain a 50% speed boost. All buffs last 5 seconds. CD: 25s

mystic nymph
#

!feedback
Idea by Potatoey
Special(R) skill for acrid, some kind of vomit:
Sprays poison stuff in a cone, similar to artificer's flamethrower but probably less damaging. Leaves behind toxic puddles like his default mobility skill/ Beetle Queens acid spit attack.

As a personal idea, I think a buff to his m1 in order to make it piercing + have significantly more range, maybe with reduced damage as a cost, would be cool. Otherwise there isnt really much use for it later in the game.

analog ice
#

!feedback give gup a gun

unborn rose
#

!feedback
before you give gup a gun, perhaps bring him back from the first game

red adder
#

!feedback
We should all upvote the last 2 posts

tall plume
#

!feedback bring back child from the first game and make parents more rare in sky meadows

tough pendant
#

!feedback Switch QOL Change

If the last button on controllers isn't going to get any functionality, it would be nice if you gave it the ability to reset the camera. When you have gyro controls on and your stuck with your controller to your side, it would be nice if we could whip it back and then hit a reset camera button to still be facing forwards.

tough pendant
#

!feedback Controller Tweak

Consider adding a small deadzone to controllers. I have a controller with a very slight amount of drift, but it can keep me from being able to stand still and have fungus activate. It can also interact with Huntress strangely, causing her to do her stopping animation repeatedly.

limpid zephyr
#

!feeback Add in a chest or a small platform where loot that goes off the map drops. Nothing is more frustrating than seeing stuff fall into the void. With this people can see it fall and pick it up at the platform.

young prairie
#

!feedback bring back the headstompers!

narrow epoch
#

!feedback
item idea

first and foremost its a tanking item
so i wont be surprised if its downvoted by people who think tanking is impossible (even though osp abuse is technically a form of tanking)

way of honor (or maybe path of justice?)

uncommon item (probably?)
appearance: decorated piece of armor (or battle standard maybe? something related to knights or samurai)

functions similarly to predatory instincts but retaliatory in nature
buff is gained upon taking damage
taking an instance of damage adds a stacking buff to damage output and armor (10-15% damage 10-15 armor?)
additional stacks of the item increases maximum stack value (start at 3? +2 per stack? initally would cap at 30-45)

essentially rewards you for taking small amounts of damage
so likely to be very good on tanky builds, but not unusable on fragile builds
probably strong against wisps, clay templars and any enemy that causes bleed or burn (common run enders)

hoary pendant
#

!feedback
PC, Playstation, Xbox, & Switch tags pls.

twilit heath
#

!feedback Alloy Vultures don't lose their Red_Whip buff when shooting their wind attack. I feel like other monsters do, but I can't remember for sure.

keen pumice
#

!feedback Artifact of acceleration : The speed of the game is 2x faster

marsh whale
#

!feedback i saw my aurelionite fight me in the teleporter event. and i think the problem is that i was using Artifact of Chaos...

polar dune
#

!feedback On the gilded coast map (basically the one with the aurelionite) there is a secret thingy in the river, where there u can find an artifact code. I was thinking that maybe there could be like a secret underwater tunnel that connects from that area to another water area (Perhaps there may be another secret thingy like a legendary chest, but i wont push my hopes)

merry berry
#

!feedback Add in a chest or a small platform where loot that goes off the map drops. Nothing is more frustrating than seeing stuff fall into the void. With this people can see it fall and pick it up at the platform.
@limpid zephyr you had a typo in feedback

austere tree
#

!feedback Item idea

Item: Imp Lord Eye
Item rank: Yellow/boss item
Appearance: A floating imp eye that hovers alongside the character, with an imp tentacle wrapped around their limb

Description: Adds a 30% chance to fire out dark spikes on primary fire, spikes have a bonus bleed proc chance. 3 spikes fly out at a time, and last for ten seconds.

prisma vapor
#

!feedback
The squid polyp is possibly the most undesirable green drop to me, mainly because its spawning is tied to interactable objects, which makes its usefulness very limited since interactable objects are finite and the turrets are both weak and squishy.
Perhaps spawning a squid turret should be tied to "on enemy kill, chance to spawn a squid turret".

rare niche
#

!feedback
Make the amount of lunar coins you have visible in the survivor select screen.

mystic nymph
#

!Feedback
Rain Jacket/Gas Mask
Uncommon Item
Reduces the duration of debuffs by 15%(Goes up with diminishing returns, similar to tougher times/old guillotine) Only 4 total debuffs (Including stacks)can be active at any one time(-1 Per stack)
Don't know what the exact numbers on this would be or how to balance it correctly.

daring gyro
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!feedback
👀 mimic chests 👀

mystic nymph
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forgot to add to my feedback that it only goes down to 2 debuffs no matter how many gas masks you have

chrome plank
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!feedback add a snake related item to the game.

unborn rose
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!feedback
Make Blight change the color of Acrid's abilities

plucky fern
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!feedback Edit on @fading parcel feedback

Squid Turrets inherit items similar to Engi turrets but healing items have no effect (so they cant stay alive longer than they should)

Maybe nerf the time a bit to compensate?

earnest finch
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!feedback Increase Squid Polyp's base HP by a good amount, and make additional stacks increase the HP and max lifespan further. This will help them be useful as distractions for enemies and not die or expire as easily as they usually do.

serene imp
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!feedback Could we get Gups back? But wait, there’s more.
They still split, but instead of becoming spiky when you get close, have them become spiky and harden, turning gray, and then they roll towards the player, the smaller the Gup the faster they roll. If you get hit by the roll you get launched into the air, less if they are smaller. (Maybe) they can spawn as a random size (of the three existing sizes), larger sizes costing more director credits.
(Maybe) have their death cause a pink smoke that buffs enemies when they walk through, and you too if chaos is on.

analog ice
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!feedback 🗿

red adder
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!feedback upvote the gup posts so gup may return in his full divine jelly powers

hardy sphinx
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!feedback squid polyp should just activate on equipement use, it both balances spam of like 17 million as well as allowing it

inland geyser
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!feedback Here me out: Commando passive? It would be a buff to them, and add more spice to playing them. Maybe a damage increase for hitting enemies more, or gaining an active when spawning (Disposable missile launcher, maybe?).

inland mural
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!feedback Artifact of Mayhem: All other artifacts are randomized at the beginning of each stage.

fading parcel
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!feedback Defensive green item idea. We don't have an uncommon item that grants barrier yet, so here's one
"After X seconds out of combat, gain a buff. On taking a hit, this buff is converted into a sizable barrier of X (flat value). Stacking increases how many stacks of this buff you receive."

safe prairie
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!feedback
New item idea

Name: Champion’s Pride
Rarity: Uncommon (Green)
Effect: Upon defeating the teleporter boss, gain a powerful buff for the remainder of the stage. Buff effectiveness would increase with each stack.

Simply put, would reward quickly and efficiently defeating the boss by helping reduce difficulty for the remainder of the teleporter. Not sure what the buff would be, not really my choice. Could be a simple stat buff or something more unique. Personally I think it could visually be a laurel wreath.

vital phoenix
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!feedback Piggybacking off of @green vault's idea for a magma worm boss item having a chance to give off the fireballs on landing, make the chance scale off of how hard you hit the ground; this would have great synergy with head stompers and make them not so useless.

green vault
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!feedback Give Gilded Coast it’s own song. It’s kind of odd that it uses the same song as Rallypoint Delta. It’s an absolute banger and it’s one of my favorites, but Gilded Coast getting its own song would be nice.

safe prairie
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!feedback
Allow Interstellar Deskplant to provide multiple healing ticks per second instead of just one, similar to Shrine of the Forest.

It would still heal the same amount per second, but would heal much more consistently. This would make it so you can briefly dip into the healing field and at least get partially healed instead of getting no healing at all.

For example, make it heal 5 times per second, each tick healing 1% hp.

fading parcel
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!feedback Maybe squid turrets could apply an ink debuff? Something to really bug enemies so you can move about safely

north stump
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!feedback Add an option to allow game pauses in multiplayer with friends. I have a friend who plays risk 2 with me, but can only play in short periods of time due to them feeling dizzy after playing. Risk runs can go on for hours, and it'd be nice to pause the game so they can take breaks in between.

lament elm
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!feedback Squid Polyps are way less useful when Sacrifice is on. So a Squid could be summoned when an item appears, since it is the equivalent to the chests

earnest kayak
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!feedback

Make Aurelionite not target you with his laser. It happens too often and makes him even more useless than he already is.

autumn prawn
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!feedback

PLEASE PLEASE PLEASE
Make a lot of different bosses to fight.
A huge bonus if you will buff them ang introduce a weak point per boss.

Thanks, Hopoo! ☺️

verbal summit
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!feedback
Post 1.0 :
Add a late game location that allows the player to leave an ability (m1, m2, r and shift) and play on without it. The NEXT game the player can combine the previous ability with another, creating a transmogrified ability with combined/morphed mechanics/stats/procs.

*These new abilities will be premade in order to keep balance.
*Combining two abilities which would be too spectacular could do something else, perhaps creating a model for the current character.

I see this as a creative method of adding new abilities without the need of designing and balancing entirely new ones.

rain lance
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!feedback
New Item idea
Concept: An item that fairly increases skill ranges to allow more accuracy and destructive potential. Note "X" is used in exchange of numbers for hard balancing reasons.

~Legendary Variant~
• Name: ?
• Appearance ?
• Effect: On Hit, Increase your Skills range by [X% OR X Meters], up to [X% OR X Meters] (+X%/XM Per Stack)
• Notes:
In depth, this rare, powerful allows characters to extend their destructive capabilities in reward of their accuracy. This should effect the AoE effects of abilities such as Grenade, Nano Bomb and Epidemic Reach. This is strongest on an Artificer, due to all her abilities aside Nano-Spear and Flame Bolt being massively improved by this effect, however every character benefits in some capacity from this item. THIS SHOULD NOT EFFECT ITEM RANGE.

~Luna Variant~
• Name: ?
• Appearance ?
• Effect: On Hit, Increase your Skills range by [X% OR X Meters]. On miss: Reduce your Skills range by [X% OR X Meters]. up to [X% OR X Meters] (+X%/XM Per Stack)
• Notes:
Unlike the Legendary variant of this idea, this suits a very specific play style that highly rewards accuracy, or AOE effects that are hard to miss. This makes it hard to use for Multi's Nail gun and Commandos basic, but very strong with a highly skilled Acrid or Rex player. THIS ALSO SHOULD NOT EFFECT ITEM RANGE.

polar dune
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!feedback We need monsters that u can ride into war.

hoary pendant
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!feedback
Have OSP make hits/procs that connect within 0.7s~ after the initial hit be non-lethal (this is for the sake of OSP being helpful against things like DoTs and multi-hit attacks), also add a cooldown of 20 sec~ on OSP being active on top of the 90%+ "maximum health" requirement. (Adjusting the health requirement or cooldown could be an extra addition to this if needed.)

vivid prairie
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!feedback

In multiplayer games have the difficulty based on number of players auto adjust between levels if someone drops.

earnest laurel
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!feedback

ITEM CONCEPT
Numbers Not Final

Portable Trophy Case "Intimidate your foes with the monsters you've defeated!"

Rarity: Green/Red (depends on balance)

Effect: Every boss you kill increases your base damage by 20% (+10%). This number does not affect the damage items that do X% damage do, only your base ability damage. In other words, the disposable missile launcher would still do the same amount of damage, but your primary would do more. This number does NOT compound.

TL;DR Kill bosses to deal more damage.

Explanation: Something to reward killing random bosses in a stage.

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

open tartan
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!feedback
Ceremonial Dagger is a cool item, but sometimes it can sap the fun from a run. When daggers keep chaining to enemy after enemy, and even monster wave to wave, the game starts playing itself and leaves the player out of it.

Idea: The spawned daggers mark targets hit for a short time. When a marked creature dies, the daggers it creates get the same mark. Marked daggers deal less damage based on the mark, and inflict an upgraded mark.

Example: A player kills a monster, which creates Gen 1 daggers. Each enemy hit by them gets a "1" mark. If that enemy dies while marked, it spawns 1-mark daggers, which deal -10% damage. 1-mark daggers apply a "2" mark, and if that monster dies it creates 2-mark daggers which deal -19% damage.

This way, the player spawns a wave of destruction as normal, but daggers spawning daggers have reduced effect and eventually stop spawning themselves (until the player kills something else).
dim hamlet
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!feedback
New Lunar Equipment: Effigy of Wrath
Cooldown: 20 seconds (pickup)
Effect: Place down an effigy. Both allies and enemies gain 50% bonus damage/movement speed while near the effigy. Can be freely picked up again, putting the equipment on a short cooldown.

unkempt depot
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!feedback this has probably already been suggested but letting you see both health bars for the bosses on sirens call for example could be nice. A few more spawnable bosses like that would be pretty cool too

lucid granite
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!feedback
Just a small change, add Nametags to the lobby so we would know which friend is which while selecting characters, Might also want to add indicators for when you select Artifacts, Difficulty and when you ready up. would really help with "Who is not ready yet?"

daring gyro
timid furnace
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!feedback This would be great if the bomb from the Artifact of Spite didn't go through the engineer's shield

verbal summit
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!feedback
~based off of feedback

A new obliteration mechanic for late game development.

Another method of gaining new character abilities other than completing challenges to unlock entirely new ones.
A new tree of character abilities either M1, M2, R or Shifts.

At the end of a run, the player (ie Artificer) would leave an ability in 'stasis' for the next game.
At the end of that next run, the player (ie Mercenary) would combine the 'stasis' ability with their ability.
This would unlock a new ability for (Mercenary) who would now have an ability which has combined mechanics between both (Artificer) and (Mercenary).

dry bloom
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!feedback A new special superboss that only spawns during Long Road runs or as the teleporter boss before entering the Final Stage.
The boss resembles a gigantic version of the Temple Guard from the 1st game. (Commando shown for scale.)
Name: Planets Bulwark : Last Stand.
Phase 1: 100% HP - 35% HP
The Boss is in this phase moves slowly.
Missile Strike: The Boss shoots 8 large glowing missiles at the players location.
Focused Beam: The Boss fire a large, slow-moving laser that slowly follows the player.
Cluster Missiles: Targets random patches of ground/ air near the player. Fires a barrage of missiles at those targets, exploding when they reach their tagret.

Phase 2: 35% HP - 10% HP
The Boss loses its legs and gains flight.
Can Re-use Cluster Missiles and Missile Strike. Loses the ability to use Focused Beam. Gains a new attack.
Scatter Mines: Launches lots of floating mines that explode when the player approaches them.
Dash: Can dash to a new location.

Phase 3: 10% HP - Death.
The Boss starts to smoke heavily and move uncontrollably. The Boss now drops Spite bombs when damaged.
Loses ability to use Missile Strike. Gains a new attack.
Overcharge: Releases a large non-damaging AoE explosion that puts all the players skills on cooldown. Stuns all monsters temporarily.

Upon death explode into large debris, finishing the fight. The boss has a guranteed boss drop thats separate from the Teleporter drop.

Bulwarks Core: A 33% Chance that upon Upon killing an enemy, mark the nearby area. After 1 second, fire a large AoE missile that strikes the area. Stacking increases AoE damage.

Now I know that asking for a whole big boss is a bit much but I think it'll be a cool idea.

analog coyote
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!feedback Allow separation of characters in Prismatic Trials in some way. Possibly a filter that lets you see only a specified character, or even the ability to save your personal best time on each character individually.

flat nacelle
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idk what you guys call it but when you make a account your not able to change your username. yeah we have the steam names but it would be nice to rename our saves

safe prairie
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idk what you guys call it but when you make a account your not able to change your username. yeah we have the steam names but it would be nice to rename our saves
@flat nacelle !feedback next time you post. Did it for you this time.

marsh whale
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!feedback
in multiplayer make it that so if the lobby owner leaves the server doesn't shut down. plus add a "Create Lobby" button.

inland geyser
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!feedback It would be cool if engineers bubble shield also gave barrier over time, increasing ticks with attack speed. This would help it be a more mobile move, and would benifit way more during the late game with his turrets, and survivability.

jovial pawn
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!feedback would you guys be adding new skills in the future as fun as the game is now I love to see people with other skills. With that said I know sniper will be added soon but for other characters will they be dlc I don't mind and love to support this game even more.

tough pendant
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!feedback Switch Change

Integrate "Online Play Invites" to RoR2 on Switch. This feature allows you to send an invite to one of your friends to play a game, and it's underused. Great for people who don't really have contact with their friends on Switch.

merry berry
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!feedback would you guys be adding new skills in the future as fun as the game is now I love to see people with other skills. With that said I know sniper will be added soon but for other characters will they be dlc I don't mind and love to support this game even more.
@jovial pawn the bot doesn’t want it to be upvoted. Also, you could call it HAN-DLC

stoic grove
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!feedback green item idea: Enemies who are stunned, slowed, or being moved by abilities take more damage.

hoary pendant
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!feedback
Adjustment
||Read thoroughly||
Have OSP make hits/procs that connect within 0.7s~ after the initial hit be non-lethal (This is for the sake of OSP being helpful against more instances of BS one-shots like one-shot DoTs and multi-hit attacks that plenty of enemies have later on), but also add a cooldown of 20sec~ to OSP in addition to the 90%+ "maximum health" requirement.
(Specifically removing personal shield generator shields from the "maximum health" calculation would also make them less of a nuisance.
The maximum health requirement or cooldown could be changed if needed.)

hoary pendant
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!feedback
Omnidirectional sprinting in addition to the previously posted auto-sprint/other QoLs.

jovial pawn
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@jovial pawn the bot doesn’t want it to be upvoted. Also, you could call it HAN-DLC
@merry berry lol and thanks and at least someone like what I said thanks.

balmy sorrel
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!feedback
Once the game is out, if you decide to offer extra paid content, please don't do anything that will split the playerbase. Locking things, like maps for example, will mean that only players who have that content can play on those maps, or in any game that goes to that map. At the very least, if you must create paid content like that, then if any party member has the content, let everyone else have access while in that party.

mortal fractal
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!feedback
As I enjoyed in your first game I hate in your second, the spawn rate of the scavenger, I’ve seen one once after about a hundred runs. Second, I loved in the first game each boss dropped an item wonder why it wasn’t add (yet :v as I realize this isn’t a 1.0 game yet, but dear god it’s beautiful masterpiece) and hope it’s added other than those 2 things I don’t think I’d ask for anything else it’s a perfect game

analog ice
dim hamlet
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!feedback
New Lunar Equipment: Cosmic Star
Effect: Channel for 20 seconds (you can still freely move and cast abilities). After the channel is complete, draw in ALL closeby enemies, dealing damage based on how many monsters you hit. Has a slightly bigger vertical hitbox compared to its vertical, so flying monsters still get drawn in properly.

The risk is that you need monsters to group up and survive the clustered group of death for 20 seconds. If you are succesfull and draw in a giant wave of monsters, it is pretty much a screenwipe. Failing the proper timing and only hitting 1 lemurian does almost nothing, so you cannot just throw it around whenever.

Additional note: Bigger monsters cause a bigger damage multiplier than small monsters. Eg Beetle Guards cause more damage than regular Beetles.

eternal merlin
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!feedback
Please remove the offensive items from the scavangers' equipment pool, getting oneshot by an undodgeable rocket barrage of lightning strike on a 2 hour run is extremely frustrating

near void
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!feedback
I think it would be a fun challenge for full release if there was an artifact that allowed enemies to be multiple types of elites at once

rain urchin
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!feedback
Could we get the legacy Infusion instead of this new one? It would make all artifacts monsoon runs a lot like how they originally were in the first game. And could we also get the elites that did explosive attacks?

viscid sleet
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!feedback
The messages in #top-feedback-archive should ping the original poster so that they know their idea made it. Maybe even mark the ones that actually get implemented.

gusty marlin
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!feedback
Regarding the articifers plasma bolt, instead of the circular AOE it does on impact, I feel it would be more practical and fun to use if instead apon hitting an enemy it shot out 3 short range lightning bolts that hit up to 3 enemies with the damage equivalent of the burn damage from the fireball. This way instead of sacrificing a good bit of damage you are instead spreading it out.

idle jungle
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!feedback Engineer primary fire override that's just a rotating drone over his head. Heals allies+turrets and damages enemies in a radius. Hold to use, no sprinting while active.

heavy glen
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!feedback just normalize when you can and cannot sprint across characters.

edit, meant to be soft return::
Merc can sprint during all or most of his skills, except his Utility, which automatically turns off sprint for some reason. This is true across many characters and frankly it doesn't make sense.

Characters can sprint while using a skill, until that skill fires something. In Loader's case, it does seem to increase her damage slightly. Just make it so that character's can't sprint while charging something, but are automatically considered sprinting while using something that benefits from sprinting. For example, Loader can only move forward while using her charged punches, and benefits from the movement speed. Commando's rolls and slides should automatically engage sprinting. None of Engineer's skills should automatically engage sprinting, but his mobile turrets should. Etc.

mint vigil
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!feedback When using her blink straight up into the air, huntress can send herself high enough to take fall damage just from her own ability. this is especially bad when you combine it with the extra height you get from arrow rain

this can make it feel punishing just to move around and dodge attacks as huntress if you like blinking vertically, so some mechanic to mitigate this (like giving her some extra resistance to fall damage, etc.) would be nice

tough pendant
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!feedback Skin Unlocks

Make it so that the obliteration on Monsoon skin unlocks require that you don't have any artifacts active. The reason why is so that it can be more of a sign of skill, because if you get it with command on, you aren't really as skilled as it might suggest.

This should be counterbalanced by a skin unlock that can get unlocked with artifacts on though. Some people might want a skin just because they don't want to be the original skin, and this would give them that chance. This way, there'd be a few skins:

  • The regular skin
  • The "fun" skin which is sort of a certification of you playing that character
  • The "hard" skin which shows that you're skilled with that character

Of course, more skins than just the three could be added. This is just how I think the hierarchy of skins should work. Some are for fun, some are sort of a trophy. But people should be able to get some of the fun skins, even if they aren't that good.

mortal fractal
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!feedback
A new artifact to add to the pool of insanity, no idea what it could do but it be a fun idea!

sullen prairie
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!feedback
Unstable Tesla Coil should be added to the enemy item exclusion list. It is simply too strong with the way enemy scaling works, and there is no counterplay against it (can't dodge, etc), so it appearing on enemies is basically a guaranteed run ender.

green pebble
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!feedback instead of blacklisting unfair items like tesla coil, nerf them so that they are actually fun both to use and to play against

barren kayak
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!feedback
Add more items like strides and visions, i love how i can alter my abilities throughout a run

native oasis
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!feedback

please fix the lighting in the character select screen some skins look different in game then they do in character select

sullen prairie
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!feedback
Drops from Ghors Tome should expire after some seconds, just like Bandolier and Monster Tooth.

chrome plank
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!feedback

Mul t alt ultimate abilty
Sentry mode: it will replace mul ts default r abilty with an ability where he can use both m1s at once but for a short time.
This could have a 7 second cooldown.

safe prairie
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!feedback
In the case that Unstable Tesla Coil does get blacklisted from the general enemy loot pool, give it a noticeable enough on/off sound effect to assist in fighting scavengers that have it.

dim cosmos
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!feedback change the easter egg island in a moment fractured to a tadpole pond

sullen prairie
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!feedback If you manage to get a Beetle Queen ghost by having a Happiest Mask, it will summon beetles that are allied to you but look like ordinary beetles (not ghostly). Bug?

jagged heron
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!feedback new lunar equipment: Soul Well --------- No cooldown, but on activation, consumes one of your levels. Duplicates one of your items randomly. The rarity of the duplicated item depends on your level upon activation. Just a basic example, but really any item that consumes your levels would be interesting. Would have some cool implications, such as infinite banners.

vivid shuttle
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!feedback
Add some sort of easter egg for killing Newt