#ror2-feedback-and-ideas
1 messages · Page 26 of 1
!feedback Could you add a setting that allows you to toggle whether or not you see the items on your character, I like seeing the sleek skins, and it might help rendering when you have a lot of items and effects
!feedback
First Person Camera, essentially just putting the third person camera directly infron of the character's head
So you can see feet
As useless as thatd be but its the thought that counts
Edit: im referring to seeing the feet as useless not the 1st person camera
!feedback if the children get added from the first game, name the horde of many event 'School of Children'
!feedback
Move/remove the teleporter from the cave system in Abyssal Depths
Aim: bring the teleporter adjacent combat area in line with the rest of the teleporter locations
There is a lack of room for lateral and vertical movement compared to almost every other teleporter location in the game
!feedback
Alter the Aurelionite's ability to aim the charging up beam to match their aim of their actual damaging beam, or change cue that the damaging beam is incoming.
Warning that the beam is incoming is good, however, it feels more like a trick when the actual beam is so much harder to avoid than the warning beam.
!feedback
I don’t know but everytime I try and do a run I get interrupted by those damn wisps so what I think is that there aim only hits when you stop moving just like stone bois.
It would really benefit the runs with elites and all of that jazz so yeah : )
!feedback add more cutscenes
!feedback
Now if this is a purely gameplay decision feel free to correct. I think that items that fall off the edge of the map should reappear near where they fell. This is pretty standard in most games where void falls exist. It is lame to see a legendary item fall because the chest spawned to close to the edge.
!feedback
Add the Ancient Wisp to Sky Meadow as a unique boss, similar to how grove tenders is somewhat unique to scorched acres
Option for 'Vanilla' or 'Artifact' Lobbies
Allow for the selection to join either Vanilla or Artifact-modified lobbies.
Why?
To put the record straight, Artifact lobbies are fun. However, what about Vanilla playthrough's? Vanilla is also fun, but they're now few and far between.
At the given moment, nearly every random lobby will have at least one player opt-in for an Artifact modification. Thus, playing Vanilla is nearly impossible without either partying up with friends or cycling through lobbies until a Vanilla lobby is located. While these modifications are fun, it looses its luster after the nth run.
If someone doesn't wish to play the meta artifact pairing (Artifact of Command and Artifact of Sacrifice), they should be allowed to search for lobbies without them. Sure, this may split the matchmaking player base, but it would perhaps benefit lobbies by preventing players from quitting a filled, confirmed lobby because of the use of Artifacts during Character Selection.
Possible solution
A toggle for Artifacts next to the 'Enter Quickplay' Multiplayer selection.
||!feedback||
!feedback I have 430 or so hours in game, mainly from playing repeatedly to unlock everything, besides slicing winds(That achievement is like Drowning 20 whorls, or in other words, incredibly hard/tedious to do) and I love everything about the game, the style, the music, the ambience, the planet itself. I have, however, noticed one very annoying thing throughout all the runs I have done. The music on three levels, Abyssal Depths, Abandoned Aqueduct, and Scorched acres. All three of them share the same soundtrack, now, I don't mind the music, in fact I listened to Siren's call's music on repeat for weeks before I got tired of doing that so much. I hope, wish, that the track of those three maps is diversified, Don't get me wrong, Terra Pluviam isn't a bad track, its' just slow and repetitive, which kills the listening value on repeat. I would love to have a rendition of Magma Barracks' track for Abyssal Depths.
!feedback
Red Item
Mini-Turrets
Its a small hovering turret that inherits your items (except for itself) much like Engi's Turrets
Combines the firing style of the Atomizer with the movement capability of the Carbonizers, its essrntially a small companion to help with damage, does 25%/50% of base damage
!feedback
a red item
Faulty Thermostat
Stay cool... or warm
when held, has one of two effects, changes every 15 seconds
Exothermic Mode
a sun floats over the survivor that burns enemies and increases player move speed. once an enemy gains three stack of burn, it explodes into a smaller heat wave and takes 200% damage
Endothermic Mode
a cloud of snow hovers over the survivor, slowing enemies and increasing player defense. if an enemy gains three stacks of slowness, it freezes and takes extra damage from all sources for a short duration
!feedback
Just remove Focused Convergence and make it an Artifact instead. Artifact of Energy or something like that
!feedback
Change the 57 leaf clover to a chance of elites dropping items like the first game
!feedback
On-Character Item Visuals
It would be nice to be able to toggle on/off on-character item visuals, even if it's just locally and not server-side. There are a couple items I hate looking at but really need to build. It would also be cool to design your survivor's appearance based on the items you think go with your "class fantasy," so to speak.
So if you want to look savage, keep predatory instincts visible. If that's not your style, you don't have to stare at it!
!feedback
Additional death animations aside from the ragdoll effect
Death by fire, ice, lightning, etc.
!feedback When hovering over a stacked item in your Tab menu, it would be nice if it also showed how much total benefit you are currently getting from all of them in the stack combined. So, for example, when you hover over 10 Tougher Times, it will also tell you that you are getting x% total block chance from all of them combined, instead of just only saying that it gives 15% chance to block regardless of how many you have.
!feedback
Would be a lot better if the command Artifact was to pause the game in single player it’s so annoying how long it takes on console just thought that would be better
!feedback
Let players unlock the skins used for the character clones from Artifact of Vengeance
Maybe you have to kill them a certain number of times or in a specific way depending on the character
!feedback
add collision to the jump fans in Rallypoint Delta prior to buying them
they dont have to propel you, of course, until you pay for them, but the fact that you can literally just walk right through them kind of breaks the immersion of the game
!feedback have the commando's and other characters movement ability not interrupt their sprint
!feedback
My own take on a yellow rarity/boss item for Hordes of Many:
Name: “Horde Ward” or “Horde Slayer’s Talisman.”
Effect: Grants armor when in-combat that scales with the number of hostile monsters that are nearby. I’m thinking it’ll either look like some kind of commemorative medallion or a generic hunter’s trophy, but I don’t have any specific lore in mind, the main point is the new defensive item mechanic.
Exact numbers/stacking mechanics could be handled in a few different ways. For instance, the amount of armor per enemy could be a small amount that increases with each stack of the item, or it could be a larger amount per enemy that caps at somewhere from 30-50 armor, with the cap increasing instead of the armor per enemy. Dev discretion would probably work better than me guesstimating here.
!feedback
New item “Quest Giver” every time you go into a new stage you get a quest up in the top right and if you complete it, it could either be gold or an item with the rarity being white 75% green 20% and red 5% when you complete one the next time the gold increases and the percentage of obtaining green or red increases too by 2% but whenever you fail it goes right back to the start.
!feedback
New jokey Artifact “Artifact of the inverted”
Inverts all colours
Voting System to Obliterate Yourself at Obelisk
How many times have you successfully completed the 7th round, carrying the best character setup of your career, with zero deaths across the entire team, to be instantly obliterated by a newbie without getting a word in edgewise?
Players are highly inconsiderate sometimes, and this happens on many occasions.
Possible Solution
A vote mechanic, allowing all players the ability to cast their vote by selecting either the Obelisk or the Portal.
||!feedback||
!feedback
Upgrade the infusion and let it go past 100 extra heath maybe 250
!feedback
New Lunar item “Wish bringer” upon death you are revived but put down 5 levels
!feedback
Make Diluvian an Official Difficulty
!feedback
I want to amend @honest palm suggestion regarding obliteration (https://discordapp.com/channels/417739215355510784/559901472339525644/731609221371527189), with two-part feedback.
- Obliterate should always obliterate only yourself.
- If the host disconnects, someone else should become the host.
Of course, if a player obliterates themselves, it would count as disconnecting and they would leave the game. By having host be passed onto someone else, instead of terminating the session for everyone, we could allow even the host to obliterate and others can keep going. I believe this was a popular suggestion in the past, too.
A voting system sounds tedious and rather annoying to deal with; it should just be individual at all times.
Maybe we could have some sort of sub-section of the menu that allows us to see what items would look like on characters, sort of like a dress up feature. I feel like nobody really ever pays attention to the item placement on the characters, that’s why I suggested this. I honestly don’t know what use this would have other than seeing what items would look like on them.
||!feedback||
!feedback
an easier way to target enemies as huntress i just used her and instead of shooting the boss like i wanted her to she would only shoot the smaller enemies
!feedback
Going off of what @outer rock said above, Dicey Dungeons has a translator/debug feature that shows every item in the game. It's very useful for modders, as it allows you to easily preview your items. I'd imagine a dress-up mode where you can check where items appear on certain characters would be helpful to modders creating their own items.
!idea
Any chance that risk of rain will add dynamic weather effects that affect everything? I know that Glowing meteorite essentially makes cannonball sized hail explosions, but what about other things. Like rain that makes everything speedy. I don't know, why I think things like this, but Steredenn has events like bullet storms, laser rain, teleporting meteorites, that reminded me of RoR2
!idea
Any chance that risk of rain will add dynamic weather effects that affect everything? I know that Glowing meteorite essentially makes cannonball sized hail explosions, but what about other things. Like rain that makes everything speedy. I don't know, why I think things like this, but Steredenn has events like bullet storms, laser rain, teleporting meteorites, that reminded me of RoR2
@ripe willow
Don’t forget, it’s !feedback
I would like this if I could...but I kinda can’t
Please, please, PLEASE add life savings to risk of rain. I find myself in situations where I find a chest or shrine or drone, and I don’t have enough money.
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!feedback let engineer force his turrets to target a certain enemy by pinging it
!feedback magma worms and imps sometimes just leave the teleporter zone and go all the way across the stage to sit there on top of a turret or something, and they sometimes just won't come back. This ruins great runs. It isn't a fun mechanic, it isn't clever, it's just frustrating. Should I not buy turrets or drones, because the boss might decide to leave and not come back? I like that mobs will target turrets or drones, but I don't like that they'll target turrets or drones that are 15 miles away from the teleporter. Magma worms leaving the teleporter is obviously just part of the mob, but it is seriously ridiculous sometimes.
!feedback
Optional run seed tool. The game already has seeds, it would be nice if you could type in one to use without using cheats, for those who wish to use them.
!feedback
environment traps/disadvantages for more maps.. like those ink barrels in the abandoned aqueduct, because if you are not careful and just shooting you might hit one of them will cause you to slow down..so maybe more of these things for the other maps? like some poisonous plants in distant root or something else just an example...to the player has to be more careful and smart about his shots
!feedback I'm sure this was said in this thread before since I haven't played this game much in 6 months and am just getting back into it (with the return of command, yay!) however Sky Meadow is way too much of a difficulty jump on Monsoon. I also feel like the teleporter just doesn't spawn on there sometimes, forcing me to do an artifact challenge to get out of the stage. Either that or it's hidden some place that's hard to find because the level is so up and down and far apart.
Suggestions would be to somehow make the teleporter easier to find somehow (eliminate some of the glittery elements in the ground to make it easier to distinguish teleporter particles? Change the way it spawns on this stage?) or make sure it spawns every time if it doesn't. Also just pay more attention to how it jumps from level 4 on Monsoon and maybe don't start me with a blazing elder lemurian and a solus control unit before I even hit the teleporter when the previous level just had an imp overlord and then two stone titans as a boss please.
!feedback can artificer glide be a toggle instead of holding the button the entire time, its really tough to spell cast while you are holding a button the entire time, especially with a controller.
!feedback I would love to see some more items that synergize well with survivor abilities / play styles such as the engineer + fungus + nkuhana's opinion build, so there are more unique and viable build paths within the game then the standard proc build. There's definitely more than just the one, but I'd like to see a lot more interesting build options, and maybe even some that are only viable on certain survivors due to their playstyle. (Build implies the command artifact is on, however they can be acquired in a normal run as well)
!feedback Challenge mode, get a certain set of items along with a survivor and see how long you could last. Sort of like prismatic trials but everything is pre-chosen.
!feedback
RED BUNGUS
!feedback Remove all the random holes you can fall through on Bulwark's Ambry.
!feedback a pvp mode, 2-4 players, each player goes through a certain amount of identical stages and at the end they battle similar to the doppelgänger, and players can be awarded an item before the battle based on how quickly they went through stages or how many points they earned
!feedback Added to the Sky Meadow discussion, when you get the magma worm on there it likes to fly all over the stage instead of attack you, causing you to either have to chase after it or wait until it comes back around to you letting time ramp up. This seems to have been somewhat fixed on other stages yet the behavior seems different on this new one.
!feedback On PC, allow ESC key to be used for 'back'.
!feedback The text size for item descriptions in the logbook should be bigger or allow for zooming in just like the pictures.
Displaying my PC on a television, it's hard to read the body text from a reasonable viewing distance. It would be ideal if it were at least as large as the other text on the page such as "Found", "Description", "Notes", etc.
It would be fine if that meant there were fewer words on each line and the actual section were longer, as long as we could read it. Thank you!
!feedback please please please MORE SKINS!! they’re such a great achievement related amenity, and also acrid’s alt makes him look like a naked mole rat and that makes me unbelievably uncomfortable and I only want the best for my boy!!!
I’ve got some cool ideas for some more alt skins - I’m a digital artist so I can draw them up and post em in the fanart channel (or wherever it belongs).
First idea that came to mind is an alt for Merc that continues the sort of Japanese lean (fits with the katana and existing alt skin) that is inspired by Sekiro’s protagonist - could call the skin “Wolf” (maybe too on the head? Could also do “shinobi” or smth idk name doesn’t matter that much lol). Could be unlocked by acquiring Dio’s Best Friend as Merc since shadows die twice. Idk if there’s overlap between the RoR community and the Fromsoftware fan base but I’m here and love both so you’ve got at least one guy who would appreciate that in particular!
Also could add some visual weapon customization since that’s a very prominent motif with the way items change your character’s appearance and all. But maybe that would get too crazy visually and you could have situations where people are like “woah what item did you grab to get that?” Like could end up with some confusion between what is pre selected and what is obtained idk. Still would be cool!
Obviously this is a pretty low-priority recommendation but judging by games like Overwatch, skins alone are an excellent way to improve player experience/investment! I still find myself opening that god forsaken game just to check out all the cool stuff they added for events and such (WAIT maybe certain skins can be obtained for a limited time from special prismatic trials or another kind of annual gamemode-related event???). I don’t have much experience implementing skins/models myself but I’m confident that adding stuff like this would definitely be worth the effort that goes into it.
gonna end my tangent here but yea more skins!!!
!idea rework the mastery skins for the huntress, loader, MULT and Acrid.
!idea rework the mastery skins for the huntress, loader, MULT and Acrid.
!feedback
@vivid oyster
put "!feedback" instead of "!idea"
!feedback Why does Mul-T's Scrap Launcher completely refresh after a single cooldown and yet Artificer's Flame Bolt only gets 1 charge back after a single cooldown? Flame Bolt is Artificer's only sane distance skill, and yet it's severely gimped by that, making Alien Head the only legendary that makes sense to choose on Artificer. It also makes a lot of items pointless. If either Flame Bolt was made into a continuous fire skill that starts off with a fairly low attack speed, or the Flame Bolt charges reset each time like Mul-T's Scrap Launcher does, I would actually enjoy playing Artificer
!feedback bring back rex's blueberry skin but with an added challenge like completing 20 stages on monsoon or something to make it more worth while than obliterate on monsoon. Also additional extra challenge skins for other survivors would be cool instead of just the obliteration ones.
!feedback make the artifact of metamorphosis change your survivor per level
edit: not exp/difficulty level, would "stage" be clearer?
!feedback
make it so that when you kill Wisps/Greater Wisps, their masks fall to the ground like in RoR1
it added a lot to the atmosphere and the narrative of you obliterating alien life forms like there's no tomorrow by being able to see all the corpses of the things you've killed
even the wisps
!feedback
Make the stage order randomizer from the prismatic trail an artifact for normal runs.
!feedback
Region lock multiplayer quickplay
!feedback Magma Worm rework in behaviour. Magma worm is incredibly one dimensional, and as a result seems extremely tedious at times, a simple yet elegant fix is to have the worm have two different modes of behaviour:
Chase: Tries to go after a moving player or thing out of its range, or in other words same behaviour as now.
Post: The Worm comes halfway out of the ground and uses a quick bite attack to attack the player, immediately around the worm, allies of the worm would gain the Fire Elite fire trail bonus, and take fire damage as well. The player and their allies would also suffer a ticking burn damage,not actual burn, just a ticking damage.
In total: This adds a behavioural pattern that makes Magma Worm more of a threat to the environment and the player, melee characters could still have a good chance of killing it, but it would be harder but less tedious.
!feedback I'd love to be able to see a damage log of the last however-many damage sources that hit me before I died. I'm not sure how many would be appropriate since sometimes you're getting tagged by a million things, but even just a few would really be helpful sometimes in figuring out WTF just happened to me. Even if it was just a log of the last 5 enemies which hit me before i died, even that would be very helpful. The "killed by: whatever" thing only occasionally gives you helpful information about this
!feedback Add healing pools to the cells in the Void Fields before you activate them. Going into this area without healing items means that you will need to wait for the pitiful regeneration to bring you back up to an acceptable health amount before you'll want to activate the next cell. This often means waiting over a minute per cell before doing the next cell, which breaks the flow of this area / general gameplay.
!feedback
re-implement the Ancestral Incubator as a red item and increase the starting health to 250 HP, with +200 HP per stack
!feedback
ITEM CONCEPT
Numbers Not Final
Heart Necklace "Pulsing with vitality"
Rarity: Red
Effect: +100% (+100%) hit point maximum. Applied before Curse.
TL;DR MOAR HP!
Explanation: Basically, something to help make the game not so one-shot dependent. It doesn't increase healing, so that is still an issue, but it may change the common result from "I got killed in 0.2 seconds" to "omg I just got hit really hard, I need to retreat and hope nothing else hits me."
@
in #ror2-feedback-discussion with constructive criticism!
!feedback I dont know if this has been said before, but id love to see some support for fan made/custom characters. This game has such community potential and itd be great to have like a single fan submitted character in the roster. Something along the lines of a Submit your ideas now and fans can vote on then based on the top 5 or 10 chosen by the devs. Obv with submitted with art and models etc.
!feedback
When you point (middle mouse click) at an enemy, any attack drones that you have should focus their fire on that enemy.
!feedback Minion Change
Make minions not point at you directly after firing at an enemy. If you're playing with Chaos, they can accidentally shoot you, which is surely an unintended mechanic.
!feedback
Shrine of order is super cool but I dont come across it very often. Adding it to maybe the Bazaar where multiple people could use it sounds like it could be fun to mess around with.
(feel free to tell me what you think in #ror2-feedback-discussion )
!feedback
It would be useful if there was a group pause setting that could be voted on to enable in the lobby. If the group pause was enabled anyone could initiate a pause and all players could then need to ready up just like at the start of the game to end the pause.
!feedback
new artifact for multiplayer lobbies that says when a player dies a glowing meteorite activates and remains active for the rest of the stage. obviously there would be trolls that would activate it on purpose but with friends it might be interesting.
Alternatively it could just be active all the time, the only problem i have with this is the lighting change, it would add an interesting challenge for sure but it would be nice to keep normal lighting and not be swamped in darkness the entire game.
!feedback Engineer Thermal Harpoons Change
Have the Thermal Harpoons fire when you realease the Utility button, not the Primary button. I find it unintuitive that when you release a button that didn't have anything to do with opening the Harpoons, they fire off.
!feedback when metamorphosis is active, when you die with dios best friend respawn as a random character
!feedback Unlocked Items Drop As Next Item
When you unlock an item, have it be the exact next drop you get that way we can see what the effect of item is, or what the equipment does.
!feedback Loader Spiked Fist Change
Make Spiked Fist not accelerate you as quickly if you attach it to a heavy enemy. This would make sense, because you pull lighter enemies towards you, so some of the acceleration you would have had on heavier enemies would be used pulling them very slightly towards you.
You'd still have the full acceleration when grappling to the ground.
Why?
As of now, Spiked Fist is objectively better than Grapple Fist in every way except you can't swing on wisps and brass contraptions. This change would make it less rewarding to use for accelerating towards enemies to use your utility. However, you'd deal damage to and stun enemies you grapple onto. Therefore, there's now a trade-off on whether you want the bit of damage but less acceleration, or no damage with full acceleration.
!feedback I think that there should be an artifact that makes it so there's no order to what stage you go and instead goes to random stages. This of course doesn't count for special stages. It could work to add some more spice to the runs by not knowing which stage you're gonna go next.
!feedback Faster Acrid Spawning Animation
Make Acrid's spawn animation faster. 50% of the time, Acrid gets killed by the enemy when running Glass before he can even spawn.
!feedback alternate primary for engineer. the new primary weapon could be a shotgun because it would not be too dissimilar from the default one because they would both have limited range and use aoe. the damage would be very devastating when close to an enemy but would have bad damage fall off. you could have the blast come from engineer's shoulder things (idk what they are called). there would be no cooldown but you could hold it in to shoot automatically, the time between shots could be around 0.5 to 1 full second. engineer's current primary is not bad but just has a cooldown which is too long. i couldn't think of any other weapon types that wouldn't be a direct rip from another survivors abilities. like a fully automatic gun like mul-t would be strange and everybody would choose it over the default primary. i also thought of a rocket launcher type thing but we already have thermal harpoons which can by themselves be used almost like a primary attack. another idea could be a grenade launcher but that's basically what we have already. a shotgun type primary attack would be unique since no other survivors have one and i don't believe it would be far better than the default primary because they each have their own uses and different playstyles. i am open to suggestions as always and i hope you like the idea!
!feedback
New Lunar Item.
Name: "Unearthly Pouch"
Effect: Lunar Items are now Free, but you lose 1 every time you fall below 50% HP.
Unlock: Unlocked by being Kicked Out of the Newt Shop 10 Times in a single run.
!feedback
New artifact called the Artifact of Allocation
Effect: All items that the player/s pick up are given to everyone. So for example, if a person picks up a bustling fungus, everyone in the game also gets a bustling fungus. This artifact doesn't apply to equipment and lunar items though.
This would make the game either harder as people try to go with different builds or it could be easier if everyone gets for example a Dio. Combining this artifact with the artifact of command would make the game really interesting as people try to figure out what works best for everyone. I've been wanting a artifact like this for a while since the only way to really do this is when people use a mod for sharing all items, this artifact just makes it easier and in my opinion more fun.
!Idea add a mode to mix and match different characters abilities
!Idea add a mode to mix and match different characters abilities
@wet quest
Remember, !feedback not !idea
!feedback
Achievement - Meteor Man
Using Milky Chrysalis, fly through the oncoming rocks on Sky Meadow from one side to the other without being hit.
Don't have an item idea for it to unlock
Unlock idea: Astronaut Boots
Uncommon item, which increases the height of your first jump. Similar to how wax quail gives a horizontal boost, these would be a vertical counterpart.
!feedback Artificer's Alternate Ultility Idea
Artificer spawns a stone wall that deflects enemy attacks when they hit the wall. The deflected attacks do 75% of the damage that the attack would do. Deflected projectiles have a proc coefficient of 0.8.
!feedback
I find the void a little too easy and there's no real downside of going there. If you go there in the beginning of your run all the enemies are really easy so you basically just get free items, if you don't have bad luck that is. One way to make it more difficult and make it have a downside is this: you know how the difficulty jumps up when going to a new stage? Maybe make that happen when you enter the void, this would make the void a little more challenging but still manageable. When you leave the void the difficulty will also jump up just like normal. These 2 jumps in difficulty instead of the normal 1 would add a little downside to the void and accommodate for the free items.
!feedback
just a thought, as an extra level of mastery to each survivor there could be a dungeon similar to a prismatic trial that is geared towards challenging each survivor. It could be a couple stages like a normal trial or an obliteration run. These levels could be made to be especially challenging and might offer some sort of reward, i would even be happy with another skin but i don't want to ask too much of the art team 💙
!feedback
We've been having connection issues during gameplay (lagging and disconnecting), and I'm wondering if it's server's problem. (We are currently in Asia, so that could be different).
!feedback
Lunar item suggestion: Eye of the beholder
Description: Beauty is in the eye of the beholder.
Item function: Replaces Special skill slot with Eye of the beholder. Special skill slot now functions to create 1 allied Solus probe per charge used, maximum of 3 out at a time. Solus probes inherit all your items. Players stats are reduced by 25% per stack. Additional stacks beyond the first, raise special skill charge count by 1 per stack.
!feedback
New equipment: Old Snow Globe
Effect: Freezes everything around you in a small radius. Button can be held down to increase the radius, but also increase the cooldown. Enemies stay frozen for 5 seconds. Boss monsters cannot be frozen.
Note: Gesture uses the quick-tap, meaning it has the lowest cooldown possible.
New equipment : Ocular Rocket
Effect : Upon firing, the player's camera focus will be shifted to the Ocular Rocket, which moves forward at high speeds and can be controlled similarly to a player in Dragon's Egg form. The Ocular Rocket will cancel and selfdestruct upon hitting a solid wall, hitting an enemy, using any ability key or the equipment key, or upon the player controlling it losing 20% or more of their max HP.
||!feedback||
Upon selfdestruct, the rocket will deal 3000% damage in a 20m radius.
The rocket is intended to be useful both for landing shots on enemies without line of sight, and for scouting out levels when playing as low mobility characters.
!feedback
Make Blight last longer while dealing the same total amount of damage.
What makes blight different is it being able to stack, but due to its duration and the CD of your skills, it cannot be stacked in many cases until you have a bunch of appropiate items.
This change could make it more satisfactory to use.
!feedback an option to turn off items appearing on you, would be a nice way to keep seeing your skin past the 20 minute mark
!feedback There's currently a bug with Loader's pylon where if you look directly at the ground and try to throw it out, it clips through the floor under her
Item : Extender (Green rarity)
Allows pickup of items from 50m further away (+25m/stack) than normal.
||!feedback||
Upon pickup, the item will travel to the player in a straight line, dealing 100% damage upon contact with enemies per 10m distance from the item at point of pickup for white items, +200% for green items, and +500% for red items. No damage is dealt when picking up equipment.
!idea: add different variants of weapons and armor for classes. this could be in the form of a sort of tech tree or skins or whatever, but it would not only be nice to have some customization of survivors but it would also be cool to be able to unlock different weapons to even further custom-fit survivors to a particular playstyle that's not just changing the abilities. for instance, the player at some point could unlock say dual shotguns for the commando, which have decreased range and rof but deal tons of damage up close. a player could also unlock armor variants for survivors. a player could equip heavier armor on huntress to trade speed for higher health.
idea: add different variants of weapons and armor for classes. this could be in the form of a sort of tech tree or skins or whatever, but it would not only be nice to have some customization of survivors but it would also be cool to be able to unlock different weapons to even further custom-fit survivors to a particular playstyle that's not just changing the abilities. for instance, the player at some point could unlock say dual shotguns for the commando, which have decreased range and rof but deal tons of damage up close. a player could also unlock armor variants for survivors. a player could equip heavier armor on huntress to trade speed for higher health.
@tiny dirge
first of all you forgot the "!"
second of all its not "!idea"
third of all its "!feedback"
!feedback
New equipment idea
Name: A.G.L.
Cooldown: 30(?)s
Effect: Activate once to fire a tractor beam at a targeted enemy, disabling other abilities and putting the enemy into a stasis. Activate again to launch the enemy, dealing damage in an area around the impact.
Damage, AoE size, and launch distance could all be determined by the enemy’s weight class. Probably wouldn’t be able to grapple bosses. Could also be viable as an alt skill?
!feedback
Artifact of Realities
A mild answer to people asking for instanced loot
Chests spawn normally, but when one player opens a chest, it remains closed for the rest of the players in the lobby so that they have the opportunity to open it and not fall behind on loot, especially if theyre newer players
Has no effect in singleplayer
!feedback give engineer a little wizzard hat on him
!feedback
Simple idea, have some challenges reward the player with a few lunar coins upon completion. This would be especially useful on survivor-specific challenges and make trying out new survivors more rewarding to new players. i feel it would be easy to implement and overall beneficial to progression and gameplay especially to new players. 🙂
Yo I have lost all my progress when I logged in today and I don’t want to do it all over again can anyone help me and I’m playin on xbox
!feedback add a colorblind mode please.
!feedback weird item idea
Heart of Durathos
Rarity: Uncommon
Increases jump height (2-3x maybe?). Upon your initial jump, creates a lava pillar akin to Will O The Wisps'
!feedback
i absolutely love the bazaar between time, it looks really cool, it has some really cool mechanics and id love to have another type of shop in the game. so i thought of just that; the scavenger shop.
this shop, run by a nice scavenger who's just looking to sell his items, can only be accessed by activating a rare shrine which is just as rare as the shrine of god and costs 3 times a normal chest. after activating and completing the teleporter event a portal would appear. entering this portal does not turn your gold into xp, instead you take it with you to the scavenger shop. there you can spend it on items of your choosing which are limited stock (otherwise it would be broken as fuck). there would be 5 white, 3 green and 1 red item to choose from. these items are just normal prices: a normal chest price for whites, a big chest price for greens and a legendary chest price for the red item. i think it's best that you can buy 5 of the same white item before they're out of stock, 3 for green and 1 for red.
there are some other ideas i have but i don't know if they're that great as it might make things unbalanced. like having the player be able to buy 10 whites, 5 greens and 3 reds instead of what i mentioned above. or being able to donate to the scavenger: throw away a random item of a certain rarity to lower the items of that rarity. perhaps it could be more like the bazaar: throw away 3 whites to lower the greens prices and 5 greens to lower the red's price. also something that would be fun is to make the items not limited stock, this could result into broken but fun runs. there are a lot of possibilities when it comes to this.
the only downside of going to this shop is that you have to farm for money in the stage prior but i think this fits perfectly in the game as this keeps the risk vs reward theme. you don't know what's there to buy, just like how you don't know what's going to be in the legendary chest on the abyssal depths.
!feedback
Show how many damage the monster did to us with the attack he killed us with.
!feedback
In multiplayer, when you die you could take control of a drone.
!feedback
Can we prevent scavengers from giving themselves ridiculous healing items that literally make themselves invincible - like rejuvenation rack and whatever else
I’d call this a bug but this seems like a massive oversight which I know I’m not the only one to experience, so, more of an unintended mechanic I guess
!feedback
Artifact of BANISHMENT
Choose one monster to permanently ban throughout the entirety of your run. (This way, players can cancel mini mushrooms and avoid poison pools that kill them in .2 secondsssss). Boss monsters cannot be chosen with the banishment artifact.
!feedback https://www.youtube.com/watch?v=kEB11PQ9Eo8 this. This could be used to a VERY powerful potential if done right in RoR2. 'cus it... It makes sense that there would be weirdo spots where spacetime doesn't really add up and you end up walking 2 steps across the entire map or vice versa. Idk something to think about at least.
Here's a demo of a rendering engine I've been working on that allows for non-euclidean worlds.
Source Code and Executable:
https://github.com/HackerPoet/NonEuclidean
Music:
"Automatic Loving" - Dee Yan-Key
!feedback
Add a free artifact that lets multiplayer participants have the same items picked up. This saves greedy people being a pain and only one person being godlike. Helps with all around power scaling and would make late game way more fun.
!feedback
Option to lock game icon to gamepad.
Useful for those who use a gamepad on the PC with gyro aiming with it mapped to mouse so icons don't switch back and forth.
! feedback
Let us buy the Umbra character models as skins in a DLC pls
!feedback
Option to turn off automatic item pickup, so every item in the game functions the same as a lunar item or equipment.
Never again will you accidentally pick up a portable shield generator, ruining your 1 shot protection.
||Also so engineers can stop flaming you whenever you accidentally walk over their fungus.||
!feedback
A lot of people want some version of item sharing for multiplayer, but I think one of the best parts of multiplayer is being able to pick who gets what item, building around each survivor’s strengths and weaknesses. Item sharing and drop instancing both remove this, so I thought up a third option.
Artifact of Uncertainty: “Every choice made is one unmade.”
The director/teleporter does not spawn additional interactables/items for multiplayer (only for mountain shrines). Whenever a creature/interactable drops an item, that items spawns an additional item around it per player; these are of the same rarity and drop pool. Each item group cannot have duplicate items, so printers/cauldrons/aspects/lunar coins/artifact keys/Aurelionite still only drop 1 (prevents an infinite printer loop). Scavenger bags shouldn’t create items groups because they already drop a bunch of items to divvy up.
Items in an item group are available to anyone, but each player can only take one; the rest become mostly translucent to that player to show this. This allows everyone to grab one, and the last player/singleplayer still has their choice of 2 different items.
Keeps everyone at the same number of items, prevents loot ninjas, but still allows teamwork/build coordination.
!feedback
Option to disable auto item pickup, can be annoying in multiplayer when teleporter drops items and someone grabs two items instead of one accidentally beacuse of the auto item pickup. It's just annoying. Thanks.
!feedback
I would like it if Monsoon were made difficult in more ways than just a faster difficulty meter and lowered regen
!feedback Artifact of Order: after you gain your first item of a rarity, all other items of that color become the first item. So if the first white you get is mushrooms, all other whites you grab become mushrooms. Same with greens and reds.
Make the war banner a use item
@tardy pivot
!feedback
!feedback an Artifact where every player gets the loot out of a chest, so you dont have to fight who gets which item(if you are playing with friends in voicechat), printers and shops could be like normal for diversity in the loadout.
!feedback since loot sharing ideas are making their rounds again, i would like to add that, as a mostly singleplayer player, i REALLY dont want to see another multiplayer-only artifact. PLEASE if anything, make it a toggle in the multiplayer menu, like it was in ror1. or if you choose to make it an artifact, at least make it cool, like share items between all allies, including drones and whatnot alongside other players
!feedback Artifact Idea
I see shared items artifact ideas a lot, but it isn't quite there yet. Here's my idea:
All items are shared between allies and minions
All minions would share inventory with you. Your allies would share inventory with you. And most importantly, there's no diversity. If one person uses a printer, everybody is affected. If one person picks up a lunar item, everybody is affected. The equipment would also be shared, and equipment drones would get that shared equipment.
Why?
So that the team actually plans ahead a bit. If there's a REX in the group, you'll have to decide not to pick up Transcendence, unless you want to screw your buddy over. You could get an army of equipment drones that all have Sawmerangs. You have to work with your buddies on whether you want to use a printer or not. It just makes your team have to work together a bit more.
EDIT: To balance this artifact out, less interactables would spawn. I know artifacts don't prioritize balance, but this is more powerful than Command. I'd rather have it be balanced and fun, than overpowered and unfun.
EDIT 2: Money would also be shared.
!feedback
when using Red Whip, it feels incredibly silly to pop a movement ability for the express purpose of traversing a level more quickly while out of combat and attacking no enemies to suddenly have your movement speed increase yoinked out from underneath you like a rug, until it decides to come back, essentially forcing you to just run and not try to expedite the process
i propose that we change the parameters by which the Red Whip defines 'entering combat,' so that combat is considered "using an ability and successfully dealing damage to an opponent," as opposed to just "using any ability at all"
so that using your shift abilities to get around (i.e. Acrid, Mercenary, etc) isn't considered engaging in combat unless you specifically make contact with an enemy while using the ability, that way you don't interrupt the intended flow of the item at improper times
!feedback
In the environment section to the Logbook, it states for every single unknown location that you must "repair a radar tower in the stage". This goes on every single unknown location, even though the hidden locations don't have Radar Towers TO repair.You should change the flavor text for the hidden stage locations to "Find the logbook in the stage to unlock this entry." or something else along these lines.
Still hasn't happened over 2 updates, so lets try it again.
!feedback
Sorry for my bad eng.
When u fix Interaction off items and last character skills. Cuz hes poison skills don`t activate bleed,fire,cold and other effects on enemys, But in 1st game they did.
!feedback taking the Fuel Array to REX after you've already unlocked him causes him to drop a random equipment (to replace that array you've been holding) and then scurry off
!feedback
Hey everyone (including Hopoo hopefully!). I did a lot of research into the Resonance Disc, and discovered that how it works is super convoluted and weird. I've created a pastebin where I roughly explain how it works, and what my proposed fixes are; basically, I'm just looking to improve the clarity of the Resonance Disc's mechanics. I've included my proposed fixes here, but I highly recommend checking out the pastebin for my explanation so you can understand exactly why I'm suggesting what I am!
My proposed changes to help make the Resonance Disc easier to understand:
-
Make Charge generated directly from kills at a flat number, with a multiplier for multi-kills. These numbers can be scaled so they are identical to their old equivalents; I’m not here to discuss buffing or nerfing the item! However, please note that Charge generated exceeding 100% will have to be stored and carried over (potentially with a little bit of loss) in order to avoid nerfing the item.
-
Make Charge visually represented by both
A. The glow of the RD which starts out dull and gets brighter by a noticeable amount as Charge increases
B. The spin of the RD, which starts out immobile and increases up to the current Maxspin velocity as Charge increases -
Indicate in the item description that multi-kills charge the Disc faster.
Thanks everyone, hope you like the idea!
!feedback
please make elite greater wisp have more elite color
!feedback
So every one that has played Artificer knows that the fireballs have a 4 capacity and a 2 second cool down, I though of some things while playing Artificer for the fireballs, every soldiers syringe (capped at 10) reduces the cool down by 0.1 so at 10 syringes you would only have a 1 second cool down, or just reduce the cool down which would take the syringe idea and make it Just an idea. I also though of the leveling, Artificer gets an additional fireball per level, or use the syringe idea but for the carrying capacity (cap this maybe at 4)
I feel that this would make Artificer significantly stronger (if this seems too strong either reduce the amount or just don't use the idea)
Edit: I never used the plasma bolt yet and I didn't realize that their functions are the same with the 4 carrying capacity so this whole idea thing applies to the plasma bolt too
Edit 2: I didn't know that the cool down was 1.3 seconds instead of 2 thanks to @green pebble for informing me about that, I kinda just assumed that it was 2 because it said 2 so just ignore the 1st part about cool down reduction
!feedback
I think when selecting loadouts during character select the survivor should do the animation of the selected loadout so you can see what it does/looks like
!feedback Lower Artis Snapfreeze cooldown.
Currently its 12 seconds. (For reference. Flamethrower is 5s and Ion Surge is 8s)
In my opinion thats just way too long of a cooldown.
!feedback
elite bosses attack variations. just like the overloading magma worm has
what i mean is like what if glacial stone titan's punch attack spawns like a small mountain of ice..or if it is a blazing one it will spawn a small volcano.
this will just make the elite bosses cooler and better
!feedback
A use for the Fuel Array cause it’s kinda useless
After you unlock REX he is replaced by a special printer. There would probably also be on in sirens call. You can put the fuel array into the printer and it will give you maybe three random items, or you can keep going and put the fuel array in the printer on the next loop, where it’ll give you maybe 6 items, and the number of items would double every loop. Basically a risk/reward kinda thing. (Wow I didn’t word that well)
!feedback
I'm not sure if this counts as a proper suggestion, but a remix of Surface Tension for the 1.0 launch
Equipment : Chalice of N'Kuhana
"Consume the Chalice"
||!feedback||
Has no cooldown. Whenever the player holding the chalice kills an enemy, it gains +1 charge without a max limit. Upon activation, deals 15% damage per charge via a fast-moving projectile with small AoE on enemy contact (not terrain).
Cannot be fired without any charges available, using
will cause autofire whenever a charge is gained.
!feedback
Have
replace Mercenary's sword (on pickup)
!feedback When using choosing an item with Command, esc should close that window instead of pause game
!feedback
PS4 Controller only, sadly
If you rub the touchpad, Acrid should make a little purring sound.
!feedback Make a distinction between our malachite effects (via wake of vultures) and the enemy's malachites
!feedback
New Elite Type:
- Rainbow
Has all 5 effects of the other elites and has an absolutely monstrous amount of health, can only be found (a bit/much) further into the difficulty spiral than malachite and celestine enemies
!feedback
new artifact idea:
idk about name, but perhaps efficiency or something
its effect is pretty much giving you the effect of 2 or 3 focused convergences. this can be used to speed run, as teleporter time is the only thing slowing you down if you try to speed through all the levels, while also giving a challenge to stay inside the very small bubble
!feedback
let Scavengers have elite types
it would take up their equipment slot, but you could get around that a couple different ways
method 1:
you increase the number of damaging/healing items they can spawn with and pick up to account for the loss in equipment utility
method 2:
you make them unique entities that are labeled as and bear the abilities of Elites, but without giving them the equipment item (sort of like the Overloading Magma Worm, though that's admittedly a more complex scenario and wholly different beast)
as is, Scavengers are cool, but i feel like allowing them to spawn as elites would really, really spice up super late-game content
!feedback
ok so we all know that the chronobauble is a terrible item as it only slows down the enemy's movement speed, not even their attack or turn speed. the item sucks, even though it's a green item. so why not make it a little stronger by making it slow down the enemy's turn speed or even their attack speed. it's not a huge buff, but it's a buff nonetheless. the chronobauble really needs a buff because right now it's only good for death mark and spending it in the bazaar or on printers
!feedback Possible rework for one shot protection. OSP is abused to make the game a cakewalk alot of the times. I think having a Limit to how many times it can activate in a run would be efficient and a non-invasive way of changing it. The limit could be based on the Level of the character, such as 1 Protection per level, so at level 1, you have one chance to have OSP happen, and it increases as levels go up. The catch is that you have only as many OSP's as your level.
!feedback
Aurelionite's red rings to indicate where the swords through the ground will appear should be gold to differentiate between regular stone titans and the aurelionite's attack ((Change red rings to the color Gold) Edit for clarification)
!feedback Make Elder Lemarian spawn and attack sound much louder. Why are they ninjas
!feedback Something should happen when you kill Newt. Achievement, item unlock, secret of some kind. He doesn't even have a death animation so why are you able to kill him in the first place?
!feedback Okay okay hear me out.
Hopoo secret easter egg final boss.
One of those "true ending" style things where you have to go through a bunch of extra steps for it to happen
!feedback
Make drones inherit a limited amount of healing items such as slugs, scythes and Rejuvenation Racks.
This would be useful for drone survivability
!feedback
let drones activate their owner's on kill items.
!feedback
Keybind for cycling through interactables when the interact bounds overlap (and as a side product, either a HUD indicator or a halo around the interactable to indicate which will be interacted with)
The reason for this is that I missed out on Aurelionite because I went to open the drop (I have Artifact Of Command in use at the moment) and instead of the drop being opened, it triggered the portal, and I couldn't open the drop and select the halcyon seed in time to also pick it up before teleporting
!feedback
Tips menu during loading screens and stuff
!feedback
Make the aspects spawn more, they're really interesting.
!feedback
New Elite Type:
- Rainbow
Has all 5 effects of the other elites and has an absolutely monstrous amount of health, can only be found (a bit/much) further into the difficulty spiral than malachite and celestine enemies
!feedback
Fixed it for you @tidal gate
||!feedback||
With the introduction of keywords, i think it would be appropriate to utilize this on Commando, in part because it would act as an introduction to keywords on the very first character, helping to get new players used to their effects right away. It would then be exceedingly appropriate to put a Keyword effect on phase round, as most would agree it's in need of a buff, particularly in the utility department which Keywords could be perfect for. While phase round is severely lacking, using Keywords to buff it would be a great way to kill 2 birds with 1 stone.
!feedback
I feel like the Colossus should make a grand return as a mega boss in Risk of Rain 2
I feel like at Stage 20 or every 20 stages, a red/stone portal should spawn and it'll take you to a boss arena for the Colossus, because of its epic size, it'll kinda work like a full on boss fight with weak spots and all while it attacks you with very large, long winded, and powerful attacks, spawns Stone Golems, Stone Titans, you name it.
It would require some expanding on what the arena would look like Colossus's attacks and exactly what enemies would spawn along with a potential Colossus redesign but I could see this making late game a lot cooler
!feedback Cooldown Change
Have the minimum cooldown be lower than what it currently is. As of now, if more cooldown reduction items were added, they would become useless once they hit the minimum cooldown of 0.5 seconds. Reducing that to 0.3 seconds or even 0.2 seconds would help encourage more cooldown reduction items.
Brainstalks Description Change
This relates to the cooldown change. When Brainstalks activate, they reduce your cooldowns to the minimum cooldown, 0.5 seconds, although they say they get rid of cooldowns. I can see why the devs would do that, as really low cooldowns could crash the game, so I think that should remain the same, even with the above change. Change the Brainstalks description to say Upon killing an elite monster, enter a frenzy for 4s (+4s per stack) where skills have greatly reduced cooldowns. so that it more precisely says what it does.
!feedback Mountain Shrines are to rare in Solo-Play
I would very much appreciate if Mountain Shrines would just become more common, and be removed from the Multiplayer-Scaling
I think everyone knows how exciting it can be to find multiple mountain shrines on one stage and go and risk it, but this is a very rare occurance in singeplayer
This isnt a problem in multiplayer as the director spawns more of them per player.
!feedback
Fuel Array could be use to fix something to join you
like special robots, drones or even REX???
it would be nice to see next ally in team ^^
use fuel array to fix something to get items would be nice too
||(but i want more ally xd)||
!feedback
Legendary item
Golden Gear
killing an enemy with your special ability(or whatever the 4th to the right ability is called) resets the cool down and drops 20% more gold.
!feedback splitscreen (not just on console)
!feedback and !idea --
Acrid needs to feel more fluid. His main trope is poison or disease/melee, yet he has no self regen/healing that is integrated to make him sustainable in boss fights or large crowds. Letting him heal when a poisoned enemy dies would help, or giving him a lifestealing chomp as part of his melee chain similar to REX's lifesteal would be cool
--
On the same note, his leap ability feels very lackluster. He jumps like 10 feet, then suddenly loses all momentum and just falls flat? Why not let him maintain his momentum so you can leap further, or even chain your leaps together midair so you can achieve greater distances? Also, being able to cancel his leap midair with an autoattack would REALLY help when trying to reach high enemies like the Vagrant.
Just my two cents, from someone with tons of time on switch and Steam! Love this game.
!feedback
Aiming piercing weapons (mando's default m2, arti's ice spear) suffers from 3rd person pov cam missalignment right now, if the first target is too close, the marker either lands on its top and the shot shoots up through it flying over the rest/ or its almost impossible to use the cam to aim at the second target. Please consider either closing in on the character head during chargeup so the line of fire and camera angle align, or even better, change the default zoom out a bit so you can aim at the target behind using 3rd person pov
!feedback
Item concept: Incendiary shot Rare tier
On hit, has a 15% chance to create a fiery zone for 15 seconds that ignites enemies for 250% (+75% per stack) when they walk over it.
I wanted this to be functionally different than Kjaro's band. The entire concept is for there to be small pools of fire around the map
Obviously any of the numbers or percentages can be changed
!feedback Ok,I think the 57 leaf clover is causing problem.the drop rate of aftifact key is increased because of the clover.As a result,this shit happened.
!feedback It'd be a lot more interesting if the Radio Scanners were in set, hidden locations like the logs for Hidden Realms, rather than randomly showing up wherever as an expensive purchase. It'd make discovering them feel more meaningful than just "lol it decided to spawn one", as well as cut out the RNG in logging every environment.
!feedback
Modify Monsoon difficulty so that, in addition to the added difficulty scaling and health regen penalty, the teleporter also charges more slowly. It's a small tweak, but I think it really helped Monsoon stand out from the other difficulties in Risk of Rain 1, and would help it do so here, in addition to stepping up the challenge a little.
!feedback
Please add some settings for the damage numbers that make them more readable. I can barely see them once a run gets going because there is too much going on. I want them to be bigger and more easily readable. Maybe a white outline and slightly brighter colors so each type of damage and healing number stands out. Also maybe making each damage milestone a slightly larger font? Like 1k, 10k, 100k, 1M, 10M, 100M, etc?
I really like watching the numbers but it's too difficult to read at a glance when there are flashing lights and explosions everywhere.
!feedback
We all like the music in the game so I’m just suggesting that there be a toggleable option that makes the music keep playing while the game is paused, it’s not that big of a change but it always feels kind of strange to have the music just suddenly stop when you pause the game, plus if your deep in a run and need a break you can just sit back and listen to the music for a bit
!feedback Keyword Bounce: This attack moves in the direction of the nearest enemy after hitting an enemy. Max number of enemies is equal to X(X being an undecided value)
Possible applications: Commando's Phasing Round. Legendary Items, a new one and all pertinent old ones, such as Unstable Tesla Coil.
(Edit: Clarification)
!feedback
Game translated to Brazilian Portuguese
!feedback
After freeing Artificer, the same spot lets you sell time (a building material for lunar items). Once per Bazaar trip, you can sacrifice minutes to increase the obliteration reward. Your effective time shows in a lunar-blue clock under the normal one, and the difficulty increases to match it. This could explain what Arti was doing there in the first place: Paying off lunar debt.
Mostly a way to skip the early-game doldrums when spawning is slow, but increasing risk for greater reward is very lunar. The number of minutes sacrificed might have to scale with game time to stay significant.
!feedback
i find that MUL-T's scrap launcher doesn't have the kind of impact to make it viable. it's hard to aim, slow, and only has four charges, but doesn't really have any benefits to account for this.
instead of having just a sweetspot and a sourspot for damage, it should be a damage fall off. for example (imma just use meters, idrk how big a meter is in ROR2) say you hit a beetle, and there are 3 more beetles, each 1 meter apart. the beetle you hit takes 400% (i think its base damage is just too damn low), the next takes 300%, the next takes 200%, and the furthest beetle takes 100%, so on and so on.
this would actually make it useable compared to mul-t's other primary attacks
!feedback
Add an outline around all objects such as drones or deskplants or malachite aspect spikes that are your own or anything else of the likes so we can distinguish what is ours. The p1 outline would be red, p2 blue, p3 green, p4 yellow or whatever other assortment of colors
!feedback Freeze Status Change
Change the Freeze status effect (caused by Artificer Ice attacks or elite Ice bombs) to a debuff.
Why?
- It would be a second-hand buff to Blast Shower, because you'd be able to escape getting frozen with it. You can't currently do that.
- It would be a second-hand buff to Artificer, allowing her to proc Death Mark more easily.
!feedback
Add something that is frog related into risk of rain 2, be it an item, statue, enemy, or anything else
!feedback
Launch on google stadia with local co-op. Ror2 is a perfect game for stadia
!feedback
Tweak to ice-type Elites and by extension i guess the ice-type aspect equipment's functionality
how about if the slowing debuff from hitting enemies with ice attacks (or being hit by them) stacked up to a certain amount before freezing them (or you) in place for a couple of seconds? like, you hit them with one ice attack, and it slows their movement speed by 15%, and then another slows them by 35% total, and the next 70%, then 95%, and then 100% (being frozen in place for a couple seconds)
it would make them an actual problem to deal with instead of being pretty much harmless aside from their death explosion, and give the player a reason to care about and try to use the ice aspect equipment at all in the first place, since it gets out-done by just stacking two chronobaubles and upwards
!feedback
heres an idea: have squid turrets tar enemies on hit. this wouldnt really make them more useful but it would make them invaluable for characters who struggle with applying death mark
!feedback
make it so rex can push clay dunestrider off any ledge to unlock alt utility instead of just in the aquaduct
!feedback
crab
!feedback Artificer can sprint while charging her M2. Throwing her M2 out does not cancel her sprint, so why does starting her M2 cancel sprint? Make it so that her M2 doesn't cancel sprint (because you can just sprint again while charging) and that will make her far less clunky.
!feedback Sprinting Change
Have Sprinting be cancelled during the entire duration of charging attacks. Attacks like Artificer's secondary, Engineer's primary, and Loader's utility fit into this category.
Why?
Sprint cancels at the beginning, so we know the devs intended for sprinting to be cancelled. The fact that you can sprint while charging makes people throw charged attacks out willy-nilly with close to no downside. This change would ensure people plan ahead before trying to throw out a charged attack.
!feedback
lunar coins does not require a decision or some thinking like other lunar items since they have disadvantages..so why not picking up automatically instead of pressing a button to do so
!feedback
Have sprint cancel after abilities are launched, not when they begin.
- Charged abilities like Arti's secondary would let you charge on the run as normal (but without the nuisance button press), but when it launches, the ability feels like it has more oomph as the backlash interrupts your sprint.
- Acrid's primary attack would cancel sprint only after the first swipe, which would fix the animation cancel and make that attack feel more like pouncing on the enemy.
- For movement abilities that cancel sprint (if any), the sprint speed would be preserved until the animation ends; it would be comically strange to use a mobility ability and wind up slower than when you were just running. The camera staying zoomed out, then zooming in at the end (when sprint cancels) would look cool.
!feedback
Stage Challenges
We currently have family events, but those are pretty rare right now, so this is a little something to spice it up. The idea is that you have to clear a certain objective to have the stage return to normal. If you complete the objective, a little reward is spawned at the teleporter. These can be anything as little as a random white item to something akin to a huge exp/gold boost
For example: Challenge of the Hourglass: All enemies have 25% increased movement and attack speed
Objective(s): Complete the teleporter event within 3 minutes of spawning, OR survive for 6 minutes without dying
(Note: Objectives must always be completable, through one way or another. So no kill [x] enemies while having at least 2 debuffs on them when you cannot even do so with your current items.)
Edit: Typo
!feedback
One of the biggest problems in multiplayer is waiting for a player to die at the beginning of the stage. Sometimes it's best to kill yourself to start a new game together.
--> It would be nice if a dead multiplayer player could help his buddies through the controls of a support drone or something similar.
!feedback
A fun addition that would be exciting to see in runs is having a super rare modifier for items to have that give some sort of bonus, either to how it stacks, to one of your stats, or some sort of added benefit.
I was thinking of something like a Solar Blessing that would be as rare as or rarer than a lunar coin drop, but not as rare as the elite affix drops. When an item drops it has a very very small chance to have a Solar Blessing modifier that is shown with a blazing aura around the item that gives off light. It could provide a random effect like +5 base damage, or +2m/s base speed, or it could count as a double stack of that item, or add extra jump height. Some sort of benefit that matches its rarity without being too OP.
!feedback Loader Thunder Gauntlet Change
Increase the charge-up time of the Thunder Gauntlet. As of now, it might as well come out immediately it charges up so fast. Increasing it would help balance it with the Charged Gauntlet, which only does a chunk more damage without having a huge AOE.
!feedback put a spot in the store where for 10 lunar coins you can buy a randomly generated elite aspect. Only 1 aspect can be purchased per store visit. Reasoning behind this is by the time an aspect drops in a run i no longer ever want it so you've created a useless item thus far unless playing mul-t.
!feedback Command Essence Change
Make Command Essences easier to ping. I just found out you could ping them a few days ago on accident, despite trying to ping them before. It should probably be easier than that.
!feedback
Change the item select confirm button to X on an xbox controller when selecting from the item containers.
It feels weird to press A and make my character jump after picking the item.
Also. I think the ability to use the D-pad for the controller to also be really good. As it would feel better to use when selecting options or picking stuff in menus and what not.
!feedback
ideas: VR adaptions
i know this is a very hard question but it would be cool to have this fast paced game to be in VR even know is hard to do this kinda request but just throwing out.
!feedback
Common Item: High Grade Gunpowder
Increases the velocity of projectiles by 20% (+10% per stack)
This would help characters like Artificer and Rex by making it easier to snipe further enemies. Pretty much anything that isn't a hitscan.
!feedback idea: I do not know if this has been discussed yet, but how about a save feature for single-player? I feel like I have to dedicate a lot of time to play the game but if I could go back to a run that I had saved that would be a different story
!feedback
Character Suggestion: A Robot who has
Primary: Laser Beam Weapon
Secondary: Gunner Drone that Does 20 or 30% more damage then a normal Gunner Drone and lasts 23 seconds (could also be a Healing Drone that does 15 or 20% more healing and lasts for about 10 seconds).
Utility: A thruster that activates for a short time (maybe 3 or 3.5 seconds) that thrusts you in the direction you are looking even up.
Special: Your 2 smaller legs dig into the ground keeping you still while your primary deals 200% more damage. It is toggleable.
Passive Drones that you own are better. (Does not apply to your Secondary Ability)
Gunner Drones deal 3.5% more damage.
Missile Drones deal 3.5% more damage.
Incinerator Drones deal 3.5% more damage.
Healing Drones heal 3.5% more.
Emergency Drones have 2% more health.
Equipment Drones have 2 seconds less recharge time
TC-280s have 2% more health.
Make the game for mac REE 10kIQ idea
@night hill
Don’t forget !feedback
!feedback I just would love a character with some sort of laser.
!feedback
remove big chungus
!feedback make the continue of game available,so that when you feel like taking a break,have things to do or the game crash and it still able to continue from when u left
!feedback
In-Game Challenge Tracker
- Optional to turn on
- Choose 1 challenge to track during your run, shown on HUD somewhere. Lists the name and what you need to do it.
- While redundant due to completion pop-ups, a green ✅ could be placed next to it once you complete it.
- In challenges where appropriate, such as Naturopath or Ethereal, a red ❌ could be placed next to it signifying failure to complete the challenge.
Intended purpose help remind a player of a goal in their run, and if they fail to reach that goal in cases such as Naturopath or Ethereal, they can restart then if they wish, instead of having to wait until the point where they find out they failed if they hadn’t noticed.
!feedback
Following up the suggestion above
it would be cool to have a challenge tab on the escape menu.
!feedback
Make teleporter exclusive items work in cell vent event, so that way the cell vents are more universally worth getting and also give the items more uses
!feedback
Artificer Plasma Bolt rework:
Direct hits with the Plasma Bolt will build up a debuff on the affected target. When the debuff reaches 3, the debuff is reset and generates an explosion for 600% damage, affecting nearby enemies. Enemies damaged by the explosion will generate one charge of the debuff.
!feedback
Spinel Tonic change "idea"This is an issue many of my friends and I have with Spinel Tonic and maybe many others.
The blue-shifting of the screen really hurts the eyes and ruins most of RoR2 gameplay in my opinion and I had an idea for a neat fix for it :)
Solution: Implement a new Effect for Spinel tonic [Similar to Shrine of Combat effects when a monster spawns], Have the Effects Just pop up on top of your head whenever you either Used Spinel Tonic or have been cursed by Spinel Tonic, I really think this'll make the game better when using the Tonic. I really hope you implement this!
!feedback
Have an artefact that allows for custom stage progression.
It would work like this:
You can for each stage number choose a selection of up to 2 stages to come up.
Since there are 5 slots you could have an only Abyssal Depths run or say a rally point delta run. Or you could make it the reverse of the current stage progression.
Also there would be a random modifier so you can totally change it up this would generate a seed of sorts and the stages the seed dictates would get looped as normal. But if you desire you could have a totally random where there is no forced looped progression.
You would get the artifact by exploring the world as having the bulwark be the place to unlock it wouldn't make sense except if it shuffled the world order going forward.
I imagine that people would want to create presets and that there should be a randomize button but I just thought of this and I don't want to spend more time in paint so here is the first draft of the idea.
!feedback
I'd love to see a colourblind mode added to the game. It can be super hard to see some colours, and always confuses me when an orange item spawns.
!feedback
Risk of rain 1 mobile port
i think they should add some a voice chat
!feedback
Add a method for quick restarting during a Prismatic Trial. It's nice to not have to go through multiple menus again after having to quit when trying to get good times or while doing the Ethereal merc challenge.
!feedback
Artifact that makes you take damage (10% of your max hp) per second if you're outside of the teleporter zone when it activates.
!feedback
im sure this has been posted before but i really like the idea
-different main menu screen that depends on the last survivor you played with
also if you died in your run..there will be a version of that survivor's dead body..
if you successfully obliterated yourself or just quit the run it will show the survivor standing or sitting somewhere or like their main poses
!feedback
I want to be able to dance/wave/facepalm as my fav character. Emotes where?
!feedback
I want to be able to dance/wave/facepalm as my fav character. Emotes where?
!feedback
i think they should add some a voice chat
@barren venture
Don’t forget !feedback
!feedback
With the tease of the Captain blowing previous arguments to this feedback out of the water, I thought I'd repost it.
CHARACTER CONCEPT
Code Talker (based roughly off the Navajo Code Talkers)
Primary: 9mm Round. Single shot for X% damage (i'm thinking 120%)
Secondary: Airstrike. Calls down a missile, dealing X% damage with a radius of Xm (aimed like Rex's secondary)
Utility: Locate. Permanently ping a random interactable on the map, with a unique icon showing what the interactable is.
Ultimate: Confusion. Temporarily make enemies within Xm regard all other mobs as enemies. These enemies can deal damage to each other regardless of if Chaos is active. Does not affect TP bosses.
Passive: Supplies. When entering a map, a free basic chest spawns next to him.
Edit: clarified the ultimate
!feedback
captain pirate alt skin
!feedback
Adding full keyboard and mouse support to the PS4 version of the game would be great. As it stands, you can play the game with KBM, but navigating menu's of any kind doesn't work, and you can't adjust settings either. Its functional, but actually implementing it would be cool.
!feedback
Changes to the "heat-seeking rockets" ability (Engineer).
With the double activation of the ability, all missiles fly into random targets (if you think it is too strong, you can add additional time to reload the ability)
!feedback
Beating the game with a specific character unlocks a "Lunar" skin for the character you beat the game with (Depending on how hard it is Rainstorm or above only, or Monsoon only.)
!feedback Alternate skills for Captain's probe/beacon that let him call down an airstrike or giant space laser to be more offence oriented?
!feedback include the two planets in the logo in every stage that has a sky or even just chunks of rocks as if you are near that impact point on either planet
!feedback graphik setting that you can turn off the numbers popping on you screen for "bad" pc
!feedback
when you hover over items it show the discreption of the item and what it does instead of ALT+tab and checking the wiki since am a newbie 🙂
!feedback
Let us pull the pin on Commando's grenades.
I get why you wouldn't want them to explode on impact or stick, as that encroaches on the territory of other characters and makes them just another thing to lob at enemies.
Not to mention it diminishes the "tactical soldier" feel of Commando.
Priming them would add some required skill and nuance, which is what I feel the minority that uses grenade instead of the much more direct alternative are looking for.
This would also remedy the big problem of airborne targets.
Add the appropriate audio queue of 3 beeps and/or ticks that get more intense or high pitch until detonation and maybe a transparent holographic countdown above Commando in case it's not clear enough.
Especially if you can shoot while they are ticking down, because Commando isn't Artificer and shouldn't wait around as though he's charging an ability.
Juggling shooting and tossing grenades like it actually matters instead of just lobbing them really enforces that aforementioned "tactical soldier" feel.
That's mechanics, baby.
!feedback please put some form of glow or aura around portal bosses so they can easily be identified as such.
!feedback
The half implemented split screen (that you can sort of fix with mods such as xiaoxiao921's mod) should be made a reality, it's very cool but lacks in support for m&k together with controllers.
!feedback
have grovetender spawn on rallypoint delta instead of magma worm. currently grovetender can only spawn on sorched acres which is kinda unfortunate in my opinion as he's a pretty cool boss and i'd love to see him more often. magma worm can spawn on the last 2 stages and on rallypoint delta so you can fight him as a teleporter boss 3 times in a row which can get kinda boring and repetitive. magma worm is currently the only boss enemy that can spawn in 3 stages in a row (most other boss enemies can spawn in 2 stages in a row) so it's perfect to replace it with grovetender on rallypoint delta. also little disciple
is a pretty good item but you almost never see it in a run, it'd be nice to see that item a bit more often just to have a little bit more variaty. oh and artic foxes are a thing so it makes perfect sense that grovetender can spawn on rally point delta.
(i'm not taking the family events into account of course)
!feedback A specific character model that you would switch to upon getting a heratic item to replace ALL of your abilities, and maaaaaybe even buffing all of the heretic abilities a bit upon transforming, or some kind of additional effect upon transformation, just for extra flavor.
!feedback
make the zones of intersetellar desk plant deal damage to enemies that stand on it. this item is almost useless and it's a legendary item, those things don't go well together. so i suggest giving interstellar desk plant a little boost by giving it the abillity to damage enemies that stand on it, just like the mini mushrums' zones. this zone would not proc items, just like with the musrums, as this would probably be too strong
!feedback
a character focused on "sticky flames" that can lock down parts of the map by essentially napalming them (i got this from Deep Rock Galactic's driller class)
!feedback
lower #ror2-memes slowmode to 5 seconds please i beg you
!feedback
I don't know if this is planned for every char already or not but more alt M1/R2 abilities for the rest of the cast would be awesome. A 3 round burst fire alt for commando with a higher fire rate and lower damage would be fun for more proc chances maybe, and some sort of flurry of quicker low damage sword swings that end with a higher damage thrust would be fun for merc.
Of course, those are just what I think is fun. Regardless of what it is I wanna see some more alt M1 attacks
!feedback
A multiplayer "pause" option.
!feedback Add Mac compatibility
!feedback. Add combos to buff items (example) getting kjaro and runalds band gives you a pet lemurian that fights with you
!feedback
make the artifact of death kill you if one of your drones die, so that it works in singleplayer.
!feedback
Add a fov slider (I played with a snowflake and noticed how nice the higher fov was)
!feedback
Artifact Idea:
Name: Artifact of Blood
Functionality: The teleporter doesn't charge with time. The only way to charge it is by killing enemies.
Each enemy type should give a percentage based on its spawn value, and killing the boss(es) could give something like 30% charge.
The values can obviously be tweaked to make this fun and fair.
!feedback
new survivor reveal trailer >.>
would be pretty cool
!feedback
It would be helpful if at the beginning of new stages (not including hidden worlds) there was perhaps a boundry where time is frozen until players step outside. Just be helpful in understanding some of the items a bit more, as well as give breaks as needed (thinking beer and biological breaks). Understood this lessens the stress of a ticking difficulty clock, so perhaps just a toggle for players who would like it
Similar to the above, some sort of drone management might be helpful. On an early run (albeit on drizzle) my co-op group had a handful of drones each which took up most of the left side. Some option to consolidate or otherwise improve drones by paying or, for instance, combing two attack drones to one, more powerful, stage 2 drones would add to strategy a bit.
A 'fog-of-war' map, outlining where you have been previously would be a big help as you may get lost as a beginner. This could be phased out, or simplified, at higher difficulty levels, or perhaps require additional items for additional detail (i.e. at base level, just boundaries are indicated, at higher item levels [likely a common] a map could show shrines, unlooted chests, and the like a they are identified/
Perhaps I had not noticed, but showing a cumulative impact of stacked items as well as a base level would be helpful information
Very excited to see the game develop, and have been having a great time with it so far!
!feedback
the character selection screen picture should be updated bc it doesnt show the newer characters slots on them
!feedback
Add Elite Events post-loop where all enemies will spawn as one type of elite along with a message in the chat system:
Glacial Elites: "You feel a shiver down your spine.."
Blazing Elites: "You feel your skin burning.."
Overloading Elites: "You feel electricity throughout your body.."
Malachite Elites: "You feel your cells begin to decay.."
Celestine Elites: "You feel a haunting presence looming.."
Also the text will match the color of the corresponding elite to distinguish it from Family Events.
!feedback
the character selection screen picture should be updated bc it doesnt show the newer characters slots on them
http://prntscr.com/tm9u6u
@left storm
!idea give Rex a little helmet for the moon stage. That would be cool I think
!feedback smh
!idea give Rex a little helmet for the moon stage. That would be cool I think
@zinc parcel
!feedback
Make sure that the Early Access Golem becomes something cute on the main menu :)
!feedback
make !idea a viable option for this channel
!feedback
just like a ravenous bite buff because i really wanna just bite people as acrid but its just basically unusuable
!feedback
Also this has probobly been asked for before, but as much as I like seeing comical amounts of items modifying my character later in the run, it would be nice to have a setting you could toggly on and off to not see items on you
!feedback
Would be very good if you could managed to make some comix about Lore or just little stories, what we could unlock in game or buy it in real/electronic variant(or something like that)
!feedback
Headstompers' jump height bonus should be opt-in by holding the jump key
!feedback
Artifact of Sacrifice behaves inconsistently across Prismatic Trial attempts. It needs to either be aligned with the monster-spawning RNG so that the same monster drops the same item every time, or just removed from trials entirely.
!feedback
local multiplayer co-op
!feedback
Please, please, please put back in the ability Acrid had to poison enemies with his claw attack in the first game. I don't even care about the gameplay aspect (even though it would make the character more fun to play for me.) The most important thing here is the sweet LORE.
Festering Wounds
Acrid Skill 1
Cooldown:
0 seconds
Maul an enemy for 120% damage. The target is poisoned for 24% damage per second.
!feedback also here's and idea to mike blight on acrid good 1 bring back festering bite 2 for his alternate 4th skill make it so that it only hits 1 enime but multiple times
!idea either the 3 base difficulties or the progressive difficulty should be reflected with a matching rainfall. Example: drizzle would have a constant drizzle all-around the map while monsoon would be a monsoon. Different example: from easy-HAHAHAHA the rain will get stronger, and stronger. Certain environments should have an alternative rainfall (The Void should have a dark purple rain untill all cells are done, and Delta would have a snowfall) Some environments probably won't have this.(like the bazaar and abyssal depths)
!idea either the 3 base difficulties or the progressive difficulty should be reflected with a matching rainfall. Example: drizzle would have a constant drizzle all-around the map while monsoon would be a monsoon. Different example: from easy-HAHAHAHA the rain will get stronger, and stronger. Certain environments should have an alternative rainfall (The Void should have a dark purple rain untill all cells are done, and Delta would have a snowfall) Some environments probably won't have this.(like the bazaar and abyssal depths) you have to say !feedback for the bot to recognize this as feedback. @little barn
!feedback
fuel cell is awesome, and I think it would be nice if we could see the cooldown of the active item even if we have a charge already. It's more or less a QOL change.
!feedback
I feel like a "Play as Director" mode would be really neat, as it could help people learn how the directors work without having to read the equivalent of a college textbook, as well as introduce a new way to play the game! I don't have any specifics on how it would work, sadly, but the basic premise is that if the survivor players all die, like in a normal game, the director player wins. If the survivors complete, let's say 5 stages, as a loop is probably too long, then they win, as per usual. Of course, there's still an AI director, so the player director can't just starve the survivors of resources.
edit: changed players to survivors in last sentence due to weird wording
!feedback Could there be some sort of compensation with the guaranteed red item on Abyssal Depths when playing with several people like how Siren's Call has the Alloy Worship Unit drop the amount of red items equal to the amount of players? This could be that several red chests spawn or that the single red chest drops several of the same red item.
!feedback
If there will be some new alt skins in the future i wanna suggest a whole reskin for the survivors not just a recolor..that would be so nice to help make the survivor kinda different
!idea
Instead of spending lunar coins to buy items, what if you instead spent player levels? Sort of like devil deals in The Binding of Isaac, you'd be exchanging some of your health (and damage, in this case) for a powerful item. I think this would make the often-forgotten leveling system (as well as runs in general) much more dynamic, not to mention it would largely remove the need to grind for lunar coins.
It would also add a lot of flexibility to balancing lunar items themselves, as there would be an inherent downside to taking them at all, as opposed to a negative effect built into the item. It could even allow for alternate playstyles based around keeping the players level low (maybe a lunar item that reduces XP gained and rewards the player for keeping their level below a certain amount?). Even the lowly warbanner could finally find some use if players are able to stay at a low level, thus leveling up more often.
As for lunar coins themselves, they could instead be used to make permanent progress, like the artificer unlock. Upgrades to the bazaar, unlocking items or skins, etc. Since lunar coins carry over between runs, it seems fitting to me that your purchases with them would too.
!idea
Instead of spending lunar coins to buy items, what if you instead spent player levels? Sort of like devil deals in The Binding of Isaac, you'd be exchanging some of your health (and damage, in this case) for a powerful item. I think this would make the often-forgotten leveling system (as well as runs in general) much more dynamic, not to mention it would largely remove the need to grind for lunar coins.
It would also add a lot of flexibility to balancing lunar items themselves, as there would be an inherent downside to taking them at all, as opposed to a negative effect built into the item. It could even allow for alternate playstyles based around keeping the players level low (maybe a lunar item that reduces XP gained and rewards the player for keeping their level below a certain amount?). Even the lowly warbanner could finally find some use if players are able to stay at a low level, thus leveling up more often.
As for lunar coins themselves, they could instead be used to make permanent progress, like the artificer unlock. Upgrades to the bazaar, unlocking items or skins, etc. Since lunar coins carry over between runs, it seems fitting to me that your purchases with them would too.
@tawdry torrent !feedback, not !idea
!Feedback
Bring the Piggy Bank back and make it give 1 gold every 10 seconds, with each additional Piggy bank aquired lowering the time by one second to a maximum/minimum of 1 gold every second. Alternatively, make it increase the amount of gold gained every 10 seconds by 1 per piggy bank picked up, to a maximum of 20 gold every 5-10 seconds.
So 1 gold per 10 seconds, lowered to 1g per 1s max OR 1g per 10s upgraded to 20g per 10s max.
Another way it could go, is the piggy bank would allow you to take a percentage of gold from stage to stage. Say one piggy bank let's you take 5% of your remaining gold at the end of a stage to the next stage. Each PB picked up would increase the amount carried over by 1%, up to a maximum of 15-20%. There could also just be a flat amount carried over. Say one PB carries over 100 gold to the next stage, with each one increasing the amount carried over by 25-50 gold, with no maximum, letting you stack them as high as you want.
Granted, the piggy bank would be hard to balance, but theres currently no great way to passively gain money, and The Crowdfunder could use another supporting item if you ask me.
!idea
Please put a speedometer on Loader's HUD. As a Loader player that would make me happy every time I looked at it.
!feedback for @keen barn Please put a speedometer on Loader's HUD. As a Loader player that would make me happy every time I looked at it.
!feedback
Make a custom death message for when you die to the tar
!feedback A different idea to buff warbanner; the size could also be increased by the level you were at when you place one
!feedback
A bossfight that drops red tier items on alt Abyssal Depths, and a legendary chest on alt Sirens Call. Would fix the feeling of having a need to choose an objectively better map depending on if you’re in single player or multiplayer. I do not personally believe that should be what the ability to choose what map you go to should encourage.
!feedback
This is probably a fairly small suggestion but in the last console update (Artifacts) i was no longer able to use the d pad to navigate menus, only the left stick. Is it possible to have both an option?
When using the Command artifact, the grid is hard enough to navigate, but it feels like it would just be slightly quicker to tap d-pad buttons instead of moving the stick back and forth from neutral to whatever direction.
!idea
a "play again" button on the death screen
Now I'm in the right place okay so here goes. specialized pets or pet to every character. Idk if you want them to be able to swap or melee and melee pets can swap or something like that. I can go deeper but also dont wana waste anyone's time, because I'm totally down for a chacaters Pet is a characters pet. Anway.....
Now I'm in the right place okay so here goes. specialized pets or pet to every character. Idk if you want them to be able to swap or melee and melee pets can swap or something like that. I can go deeper but also dont wana waste anyone's time, because I'm totally down for a chacaters Pet is a characters pet. Anway.....
!feedback next time @hexed river
Let's say commando his pet not look but reason of being. Commandos pets let's him know where everyone is. Secondary is (timed) a after shadow of commando but for a good but depends on your level and items how effective. And last passive, commando for every 3 shots hit cooldown on after shodow
!feedback make !idea be an illegal word on this channel
!feedback Talking about Commando's grenade,how about making it instantly explode when it hits enemy in mid-air?For now it just bounces off from flying enemies,making player hard to focus on certain enemy like boss.
!feedback When chaos is enabled, your own gun turrets will sometimes fire a few shots at you. This sucks a lot when doing no-hit challenges on a platform where every trial has chaos.
!feedback
When a player gets a duplicate of an item, tell the player what stacking the item does instead of displaying what the item does initially every single time.
!feedback
Character adapt a new shooting animation while having vision of heresy, especially for melee character.
!feedback Teleport or kill entities or npcs that get too high back into the stage thr same way you teleport players back into the stage, I've noticed a problematic situation that occurs sometimes using for instance the rail gun on wisps for confirmation attempt a rail gun shot on an elite wisp and fail at killing it. Sometimes it launches far away. I can only see this being problematic if portal bosses end up a bunch of wisps you launch into the stratosphere. I can also see trying to fix this issue might be problematic considering how magma worm works. Have definitely launched an elite greater wisp boss into unkillable territory in abyssal depths waited like an hour he got stuck cuz he floated behind the rock wall and forever tried to blast thru the wall with shots.
!feedback Have little versions of the portals that you've activated appear during the teleporter event to let players know what portals they've activated.
!feedback
i know everyone hates the desk plant, but theres actually one other legendary i find almost as dissapointing, and its sad because the item has so much potential, so im just going to say that the happiest mask really needs a buff
!feedback
after killing the newt (shopkeeper) every lunar pod and shrine is for free in this run
!feedback
Add small cosmetic changes for alternate skills. Eg Merc could have his blade change colour, have REX's plant resemble flowers/cacti/corn/whatever. If Bandit gets added and gets alternate skills, his hat could change shape/colour.
!feedback add a selection animation for commando, since he is the only one without one.
!feedback Aegis Change
Make Aegis give barrier a bit of armor. As of now, if you get it early game, it's literally useless (unless you're REX). This change would give it a bit of a purpose in the early game.
Please note that damage calculations wouldn't only take the armor from barrier into account. Hits would calculate how much damage was dealt to the barrier using the barrier armor, and if the hit still has damage left, it calculates the rest of the damage based on your shield or health, whatever it hit.
!feedback
death message : oof
!feedback
New Item: War's Remnant
Rarity: Red
Effect: If your health is above 50%, grant 25% [+25% flat] increased damage and 15% [+15% flat] increased critical strike damage. If your health is below 50%, grant 30% [+30%] movement speed and all healing becomes 25% [+25% flat] stronger.
!feedback
Artifact of Order: At the beginning (or end) of each stage your items are changed to one item of each rarity as if you had used a shrine of order.
!feedback
maybe a slight tweak to the way the Bazaar handles lighting/shadows? or perhaps just move the rock a little so that it doesn't look so off
this rock looks really, really janky and it throws me off a little bit every time i come here
!feedback
Change the cooldown reduction from Brainstalks from being set at .5 seconds to .2 seconds.
Some lower-cooldown abilities can feel somewhat unchanged with brainstalks as is (primarily abilities with multiple charges, such as Artificer's M1), so reducing the modified cooldown to that would likely make those abilities feel smoother when the item procs.
!feedback "O captain! My captain!" as the name of any of captain's challenges. Any.
!feedback
Void enemies appearing in the same order as void items
So you know how void enemy items appear in white,white,green,green,red?
What if enemies were released from the cell in an order alike to that? Perhaps lesser,lesser,greater,greater,stronger greater/boss
!feedback
The ability to mark a challenge as incomplete. You would keep the reward (could be temporarily disabled if that's easier), it's just for when you want to try a challenge again because it was fun.
!feedback QOL Fix/Change:
The blast from the Artifact Reliquary can be blocked by Tougher Times. My friends and I typically use this blast as an excellent means to get back to adequate cover. It's frustrating when this push blast is blocked by Tougher Times as it means you'll receive no pushback, often putting yourself in more danger than if it hadn't been blocked.
!feedback
Gesture of the Drowned rework: instead of halving the cool down time and auto using your equipment, it doubles the damage and the cool down. For effects, like spinel and jade elephant, it doubles the effect, not effect time. This makes for more balance while keeping the cool concept of an item that effects your equipment and works with builds.
!feedback Achievement Idea
What do you do?
Get 10 Tonic Afflictions as the Captain
!feedback
New lunar item - Mobile Mountain (or something, don't really have a name)
This item is basically a portable shrine of the mountain, activating it is the same as activating a shrine of the mountain.
I would imagine it would have a long cooldown, or even limited uses per stage. As a lunar item it fits perfectly with the risk-reward idea.
If it were left with unlimited stacks you might end up with a group of scavs as the boss on stage 5 if you aren't careful with it.
Or maybe it has 1 or 2 uses per stage. just thought this would fit perfectly in the game as it is so please give it a thought. 🙂
idk if this should be implemented but it would be nice, just being able to use esc or a set key bind to pop out if commands gui
idk if this should be implemented but it would be nice, just being able to use esc or a set key bind to pop out if commands gui
@deft epoch need to use !feedback command in the future, nbd tho
!feedback A way for the engineer to give orders to his turrets would be lovely, and would give him a more involved playstyle overall too.
!feedback lunar item
soulless vessel
Bosses do more damage, but are more profitable...
Each stack of the item linearly increases the damage teleporter bosses deal, but each teleporter boss gains a chance to drop a bonus item on death. The item can't ever make bosses drop more than one bonus item.
!feedback
an equipment item that grants a massive temporary shield like the Alloy Worship Unit's
!feedback
A Restart button, while doing prismatic trials, and/or when just doing normal runs.
For Prismatic trials, it just lets you rerun the character with your skin, ability choices, just restarts the timer, and updates your position (or just reloads the scenario).
For "Normal runs", you could have it so that you can just press it and it puts you into a new seed, with same abilities you chose before and same skin.
Variant to this, could be that when a person dies the button would appear on the death screen (the edit)
But i personally would prefer if there was one in the prismatic trials that you could press (or even bind, to just speedrun faster).
!feedback
more expanded version of one of the prior suggestions, giving the engineer's alternate shift the ability to paint targets for his turrets to focus down would be great, though their damage might need to be nerfed to compensate.
!feedback in the bulwark realm, blocking (with tougher times) the little blast the center boss thing does when you feed it an artifact key will negate the knockback entirely and it can be kind of awkward. I think the knockback should happen regardless.
!feedback What if tougher times only negated damage taken, rather than also blocking the other effects of an attack? Would give less weight to whether it blocks or not and keep from any reliance on it
!feedback
Gimme dat Robin Williams from Dead Poets Society drip as an alt skin for Captain
O Captain! My Captain!
(This is mostly a joke.... mostly.. haha..... unless?)
!feedback
I really like how mercs alt skin looks but I would like it more if it changed the sword and emissions to red instead of blue
!feedback
it'd be helpful if engi mines had a counter above them indicating how many are currently placed, same with how you can check if turrets are alive on the left side panel. it gets hard to tell when to refresh mines with a lot of stuff on screen
!feedback
I'd really appreciate it if Magma Worm's brightness could be toned down a bit, it literally hurts my eyes right now when he's up close
!feedback
Rework to Headstompers
New rarity: Equipment
Effect: Rocket yourself into the sky and slam back down, creating a blast that gets bigger the further you fell. Vertical height scales with your movement speed and amount of extra jumps. Can be used in mid-air to immediately slam downwards.
!feedback
New drone: Constructor
Spawn in Rallypoint delta
You need Fuel Array to fix it
Health 970 (+275 per level)
Health Regen 5/s (+1 per level)
Damage 14 (+2.8 per level)
Speed 20 m/s
The constructor fires missiles volley , dealing a of 5 * 250%
This skill has a cooldown of 7 seconds
Second skill: He spawn a random drone that follow it
Cooldown of 30 seconds and
can place up to 3.
Chance % to spawn (for example)
Gunner Drone 25%
Healing Drone 25%
Missile Drone 20%
Incinerator Drone 12%
Emergency Drone 12%
TC-280 Prototype 6%
!feedback
new lunar item : void fields simulator
every ally/enemy will take damage outside of the teleporter zone
!feedback
Adding a little bit of zoom in when charging up MUL-T’s rebar puncher would be a nice addition, it would be very useful when aiming for far away enemies
!feedback
lift the rope up a little bit here, cause the terrain clipping looks a lil stanky
!feedback With Swarms on 2 Beetle Guards spawn (Queen Gland). But 2 Aurelionites dont spawn (Seed) yet 2 do spawn in Gilded Coast.
Maybe make 2 Aurelionite minions spawn with swarms on?
!feedback ceremonial daggers need a Nerf, takes away alot of fun from the game having that one guy with glass and daggers killing literally everything on monsoon before you even get close to it
!feedback
New drone: Sniper shadow
Spawn in: Scorched Acres
You need Fuel Array to fix it
Health 240 (76 per level)
Health Regen 7/s (+1 per level)
Damage 15 (+3,2 per level)
Speed 22 m/s
Crit chance 45%
Passive: On taking damage gain invisibility for 4s.
Passive cooldown of 20s.
First skill: Fire a piercing shot that deal 400% damage
This skill has a cooldown of 1.5s.
Second skill: Mark the most strong enemy and increasing critical strike chance (for all) against it by 100% for 8 seconds.
Cooldown of 35 seconds
Mark is a debuff
!feedback Artifact idea: Difficulty progression is frozen for the rest of the stage after activating the teleporter, but the teleporter's radius becomes a solid dome and lingers after the event
!feedback
new lunar item:
Lunar Unicycle
you're immune to all ground-based attacks... (I.E. glowing meteor or mushrum spores) BUT you have to balance yourself face an accuracy penalty
don't upvote this
!feedback
It would be really cool to have a stats section that can be referenced after runs from the main menu. Similarly to the original, it's neat to see the previous bests and compare things. Things like a favorite survivor, favorite item, etc.
!feedback
After defeating the final boss, temporarily change the title screen in some way that uses Petrichor V (the song that plays in A Moment, Fractured).
!feedback a random character button
!feedback ror2 merch like plushies or smthn
overloading worm on a string
!feedback ror2 merch like plushies or smthn
this entire image
!feedback Make it so activating a Cell Vent in the Void Fields heals you to full. Often times between waves, the best thing to do is to sit right next to the soon to be activated and heal to full, and depending on how many cautious slugs or bustling fungus you have, that can take an incredibly long time. Without the pressure of the clock, you have no reason not to heal to full, so making it so it just happens instantly doesn't make the Void Fields any easier, it just cuts out potentially minutes of down time.
!feedback
If you are ever going to put the Bandit in the game, use the "BanditReloaded" mod, basically everything is ready there (with the exception of some items that don't appear in the character and a mastery skin, but that's the least). I don't know if doing this has any problems with copyrights or something, but if not, please use the Bandit of this mod. (if it is possible to transfer the Bandit from the mod to the game)
!feedback make the 1.0 picture the new banner at the top
!feedback
instead of making the frag greenades sticky for commando maybe just make them stick to flying enimes?
!feedback
Phoenix elites that revive once on death and get double hp and dmg.
!feedback
The Celestine effect (the area that makes enemies around it invisible) is kinda bland and it doesn’t really affect the gameplay since they come much later into the runs so they’re not much of a threat by the point you encounter them (I mean they’re the weakest element buff).
So, what if the Celestine Enemies also healed the enemies around them? That would make it so that they become more of a threat by empowering other enemies, thus making you focus them.
!feedback
Lensmaker's Toolkit: An item that increases crit damage by 10% (+10% per stack)
Rarity: Red
!feedback
Aspects should give a slight armor boost when held.
!idea
add thicker thighs
!idea
add thicker thighs
@pine zodiac use !feedback command.
!feedback We all agreed that what red planet look like? Make that after kill Imp Overlord ,open his portal to his planet/stage and rarity like gold portal
!feedback
green item : repair kit(just an example)
effect : a chance for every kill you will heal all your drones by a certain amount and give them a buff for a certain duration (drones can do either more damage or heal more)
!feedback
New common or green item
Called pickled lemurian
Im open to comments
!feedback Bleed Change
Make bleed not take effect when it would damage a shield instead of regular health. In compensation, maybe make bleed a little bit stronger. Bleed would still be able to be applied if the opponent has a shield, it just won't do anything.
Why?
First off, it makes sense because shields can't bleed. Second off, it would make shield items more valuable on the character. Third, it may be a small buff to overloading enemies, but not enough to make a huge difference.
!feedback
Emotes (/wave, /dance, /sit...)
!feedback
Singleplayer Reconect:
I was playing for 1 hour in monsoon mode, and then there was a blackout in my city, and as soon as the lights came back on I simply lost my progress. I was very sad because I was very strong and I would be able to continue in the next phases very smoothly. I suggest you do some kind of save, just for these cases, because I really felt very unmotivated with this, I know that in multiplayer there is the option to reconnect and this is very good, but on the ground, there could be some kind of save too (that it would be safe so no one could cheat) ...
!feedback
Add some type of replay to your runs, because sometimes I just disappear of the game and I want to see what killed me in slow motion, or just replay something funny that happened in my runs
!feedback
An unlockable alternate ability to Artificer’s ice shield that lets you sprint significantly faster for 3 seconds and has a 7 second recharge time. Artificer is a fun character but sometimes her lack of speed can lead to some frustrating moments, and I think that giving the option to players to change up their Artificer gameplay a little bit could be interesting.
!feedback Alternate Artificer Special Idea
Gain armor for a short period of time, and then release a frosty explosion. The more damage you took, the smaller the explosion, and the explosion already wouldn't be too big.
Why?
I know Arti was designed to not have defensive skills, but at this point, I'd just consider her a character with polar skills instead of just a glass cannon. This would finish the three skill types for her specials, being damage, mobility, and defense. Unless you decide to follow damage, utility, and healing. Then a healing special would be in order.
!feedback
Tweak to N'Kuhana's Retort/Wake of Vultures (with the Malachite Aspect active)
While you have malachite landmines active, stepping on them will give you a burst of HP, collected from the total healing blocked by your malachite infliction on enemies.
The 'pool' of healing possible via the infliction can reach a maximum of 30% of your max HP, and stepping on a landmine will heal you for 10% of your max HP.
Seeing as this is a proposed change to the malachite aspect equipment, the change would also, of course, affect malachite elites.
!feedback
late game with command artifact becomes menu simulator pro. I have a few possible solutions:
- allow the recycler to target command essences, so in the late game with a bunch of knurls/fuel cells, you no longer have to open a billion menus.
- in addition to opening command essence with E, have the ability to press F to randomly roll it.
- have hotkeys for items in the command essence menu
It would be cool if evey or the more important challenges were steam achievements, like risk 1
!feedback:
Tweak to Spectral Circlet/Celestine Aspect functionality:
While actively projecting their invisibility field, an entity equipped with the Spectral Circlet grants a passive armor bonus to all allied entities within and itself of 5% max health in armor resistance per allied entity.
This caps out at a total of 60% max health in armor resistance, and the radius of your invisibility field will shrink by 2 meters for every 10% max health in armor resistance accrued.
This effect applies, of course, to players and enemies.
!feedback New effect for Celestines; When out of combat for a while, - meaning not taking damage or using a combat skill - go invisible. May or may not activate on spawn or include their cloaking radius
!feedback It can be hard to lock on Engineer missiles because you have to have a sweet spot visible to do it. A particularly annoying example is dunestriders. If they crouch to suction in some uneven terrain, the sweet spot can disappear under ground and you simply can't attack him.
Honestly I'd just allow locks through walls, but at the very least raise the sweet spot on striders.
!feedback Translating for @stray scroll
Make all the challenges Steam Achievements
(Honestly this got me in ror1 how only some challenges were achievements. Id love if all of them were)
!feedback Hello everyone! I imagine that the final boss is already ready, but anyway, on behalf of everyone who, like me, has arachnophobia, I very much wish that you have made a boss that is not or does not look like a spider.
I thank you for the work and affection for the game! Be alright!
(Made with google translator)
!feedback
Let Commando's grenades explode on contact with enemies so they are more viable.
!feedback Q&A session after 1.0
From the discussion in this server, on the steam forums and even on Twitter it is clear that people loves to know about the process of making the game, the ideas behind the design, differences with the original ideas, devs prefered character, etc
!feedback
buff monstertooth
!feedback
An item that is a magnet, making stuff that falls on the ground and is positive get picked up from farther away,
Like now you have to be really close to pick up the cooldown reset and the monstertooth, but with this item you could maybe stand 1m away, then 2 of the item is maybe 1.5m or 2m. (green item maybe??)
!feedback
Inspired by Hardlight Afterburner and RoR1’s Ancient Scepter, I’d like to see a full cycle of red items that improve a single ability.
Crescent Sword (Legendary): “Your secondary ability can overcharge, at 100% cooldown (-50%/stack, multiplicative).” While your secondary’s charges are full, it gains overcharges (up to the same number), shown as “+ X” next to the number of charges. When you use your secondary, if it has an overcharge, one activates at the same time (the ability happens twice).
!feedback make a malachite worm :3
!feedback make a overloading glacial flaming malachite celestine void leeching frenzied phantasm worm with dio and ignores osp with 2 phases and has a genis loop the starts at 50% hp. also ignores old guiltine effect has 50 tougher times that also shoots void reavers at 10% health and you have to be on 4 player maao
there should be some sort of practice-firing range to test out attacks and item combos
!feedback
At some point, update this image to include the Captain:
!feedback Clay Dunestrider Change
Have the Clay Dunestrider's armor decrease every time it uses its suck attack. This would make it so that when multiple Dunestriders heal each other up, they take more damage from attacks afterwards each time, making an infinite loop much less likely to happen.
!feedback scavenger/twiptwip's sac attack hit detection is offensively bad. Like, go to your room and think about what you've done bad. And the visual feedback is horrible. Please fix.
!feedback what if you added modifiers. These would be different from Artifacts because they would alter the game directly, and not the game rules. Examples being ”Only Red Items Spawn” or ”Chests Don’t Cost Money”
Feel like that could be for single player, and with out being able to unlock stuff
!feedback Alternate Artificer shift ability: Mag field Creates a bubble around you for 3 seconds, about the aoe of Mult's stun grenade, and any projectile will be absorbed into the mag field. After the duration, all projectiles will be sent back in a shotgun pattern , whichever direction Artificer's crosshair is pointed. This is in order to give artificer some sort of tanking ability.
!feedback Green Item Suggestion: Ceramic Frog
Whenever you press space bar while moving backwards or to the side, you dodge in that direction, quickly covering 8 (+4 per frog) meters. Slight chance to make ribbet sound when dodging
!feedback
New Item Idea: Map
Rarity: red
Adds a minimap to your HUD, which shows chests, enemies, temples, teleporters etc ... which are 10 (+5 per item) meters away
!feedback
Lunar item idea: Crackled Mirror
Critical hits deal +100% damage (+50% per stack) but non critical hits deal only 1 damage. --edit: -50% crit chance (-50% crit chance per stack) too?
---
Has a hidden 5% critical chance that works just like Predatory Instincts and Harvester's Scythe.
(also obviously stats could be changed for balancing)
----------
example:
let's say the base damage = 10
-- without Crackled Mirror --
-non critical hit = 10 damage
-critical hit = 20 damage
-- with Crackled Mirror --
-non critical hit = 1 damage
-critical hit = 40 damage
+ Could totally ruin your damage output or give you a nice damage boost depending of the crit chance you currently have.
+ Might bring also time to time an interesting dilemma for the player (still depending on crit chance and the build):
a player with only 4 - 5 stacks of Lens Maker Glasses as "crit items" could have a hard time deciding if he want to take it or not.
Taking it in this case would mean to get slightly more dps overall but the major drawback would be the inconsistency it could bring.
!feedback White Item Idea: Swollen Tick - Slight chance on hit to attach a tick to an enemy, which drains enemies for 10% damage (+10% per stack) and heals you for 4 hp/sec (+4 hp per stack) for 5 seconds. Multiple ticks can be applied to an enemy.
!feedback
more easter eggs.
!feedback
Lunar item idea: Unbridled Beast
Every stage, summon a “Monster” with bonus 100% (+50% per stack) damage, 100% health and 14% movement speed. (for example)
Can have up to 1.
“Monster” will attack everything
i have no idea what kind of Monster would this item summon
in my vision it could be Acrid ^^ or something else who is mobile and dangerous.
Monster should spawn away from the player so that not immediately take focus on him
I Think it could be fun item xd
*of course you can kill him if you have to but you don't get money for this kill *
!feedback
People want more reliable dps when using Frag Grenade, but I think making them stick to enemies is the wrong way to go about it. As an alternate to Suppressive Fire, the grenade is about damaging an area instead of locking down a single target.
- Fuse time starts on throw, not collision.
- Being able to shoot while throwing, even if at half speed (only one gun while lobbing the grenade).
- Wider area.
Any or all of these would help the underlying issue while keeping Frag Grenade in its niche.
!feedback
On contact, Commando grenades stun small enemies (the first enemiy it touches only). Apart for that, they worh exactly the same.
Pros: -Small upgrade that doesn't change the essence of the grenade
-Slightly solves the differences with surpressive fire
-Helps to deal with flying enemies
-Dumb but funny
!feedback Can we improve "The backup"? The only use ive found for it is low level enemy clearing and projectile shields. Even then, its not very strong. Perhaps can it be similar to the Gnarled Woodsprite in how it could be a singular drone that follows you, and does multiple things except for healing? I think this would be a great idea, and the active form would spawn 3 others, but temporary. The original main one will go on cooldown when destroyed, but inherits items, and uses the flamethower, normal bullets, and rockets
!feedback Alternate Commando Primary: Triple Tap
Fire alternating 3 round bursts from each pistol for 3x150% damage with a short delay between them. Has very slightly lower dps than default but is much more accurate with almost no spread. This skill would be unlocked through a very easy challenge (kill 30 enemies on one stage) so new players get to experiment with different loadouts very early on.
!feedback
Enemy variants!
Some examples--
Stone golems that chase you and try to smash you
Beetles that shoot weaker acid pools
Jellyfish that try to air strike you with bomb orbs
Ground wisps
!feedback
Alternate Huntress Primary: Heavy Bolt
Hold down the primary attack button to charge a shot, and release it to let it fly. This primary attack does not use the targeting reticle that her default primary uses.
Heavy Bolt has three tiers of charge:
Tier One ( < 1 second)
-90% damage
-Falls in an arc quickly
Tier Two ( 1.5 -2.5 seconds)
-100% damage
-Flies a moderate distance before falling in a downward arc
Tier Three ( 3-4.5 seconds)
-200% damage
-Flies a long distance before falling in a downward arc
!feedback Lunar Item Idea
Hitting an enemy multiple times marks them for x seconds, and killing a marked enemy gives you increased attack speed and reduced cooldowns... But your damage is reduced.
If you fail to kill a marked enemy, you lose the buff. The buff can be stacked to a certain cap. Stacks raise the cap, but reduce your damage more.
!feedback
An artifact that adds a new elite to the mix? like the Phantasms of ror1.
!feedback The main menu should show the last survivor we died as with all their items and the enemy that killed us in the background
!feedback
New teleporter event.
Requires you to have all three orbs around the teleport (Golden orb, celestial orb, and blue orb), which upon activating the teleport will cause the teleport to shake causing you to be teleported to a large arena to fight a mega boss of sorts. Or a unique message associated to it I.E. "the hidden truth has been revealed..."
This can be changed if need be, I personally feel that an Easter egg like this should exist.
!feedback there should be some sort of practice range to try out survivor attacks and item combos
!feedback
When the teleporter has multiple orbs, they should be spaced evenly. Right now they can overlap or clump up; needs more visual clarity, especially if more portals are added later.
!feedback change the shrine of order to a shine of disorder
(i.e. re-roll all of your items instead of stacking)
I feel this would make it actually usable as opposed to a meme or run ender
!feedback New Engineer Primary: Flachette Burst
Charge up to 20 flachettes that fly in a straight path and stick to enemies hit. After a few seconds they detonate, dealing 90% damage. These charge up in the same way engie charges up his grenades, but the flachettes have the advantage of no drop, longer range, and more can be loaded up in the same time, but they have a very small blast radius, and take longer to detonate.
!feedback Change Warbanner to deploy the banner whenever you use an interactable, like the squid polyp. Only one banner can be deployed at time.
This makes the banner much more useful as you can actually control where the banner is placed, and you get to make use of it whenever you activate the teleporter.
!feedback add Captain's brooch back from the first game
!feedback Add some sort of visual effect on the Timer and Difficulty Scale thing while in Hidden Realms to display that they have stopped.
!feedback Once the difficulty reaches 'HAHAHA' the colors of the difficulty bar should shift over time as a gradient so someone can still see how the difficulty is gradually changing over time.
!feedback can we please get a save and exit, I really want to finish a 43 hour run without letting my computer burn overnight
!feedback Artificer Alternate Shift: Eruption
Artificer creates a burst of fire from the ground, damaging and burning enemies caught in the blast. Compared to Ice Wall, it has higher DPS capabilities, but is weaker when it comes to area denial and has a much shorter active time (about half that of Ice Wall).
!feedback An item description and slight increase in max hp for a consumed dio's.
!feedback
Artificer should have each Base Elite Element for every skill (Fire, Lightning, Ice)
Primary: Frost Bolt : Fire a bolt for 220% damage that slows enemies. Can hold up to 4.
Secondary: 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: 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: Freeze Flash : Flash a short distance and freeze nearby enemies for 500% damage.
I think Artificer being the "Mage" esc class in the game should mean she has the most skill varients. Currently she's really clunky and waiting for cooldowns isn't as engaging compared to other survivors. I'd rather see her get more varied skill combinations or rather rework her current bolt attacks to have more uptime.
!feedback
New Artifact: Machines revolt
On stage a quantity of drones and turrets spawn on the enemies side
you can still repair turrets and drones to join you on stages
For Example
- drones and turrets could spawn 3-6 on stage, they will not spawn all the time like Monsters
- drones spawn with their usual environments, so you can't meet TC-280 Prototype on the first stage
!feedback
Like with Engineer, Artificer's equipped skills should correspond to what her "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 booster flames on her ENV Suit (Red Flames for Flamethrower, Blue Flames for Ion Surge, and White Flames for whatever frost skill might be there?)
!feedback
I started to see, how my videocard kiling itself, then I first time take some items(Dio's best friends for example). This problem didn't exist before Artifact update(I've started to play on Skill 2.0 update).
!feedback
Can magma and overloading worms please be changed to not be obsessed with that singular gunner turret I activated on the other side of the map
!feedback
Fix the artifact of kin so wisps dont't spawn every stage, its pretty annoying
!feedback
Readd the Ancient Scepter(Red Item) from RoR1, because it was actually kind of cool for a red item.
!feedback
when ||somehow|| unlocking an elite equipment, make it so that you dont take damage from that specific elite group
!feedback Commando Alternate Special Ability: Spike Grenade
Throw a spike grenade that sticks to enemies and terrain, detonating after 4 seconds for 600% damage, and comes with 3 charges. This has a lower blast radius, slightly less overall damage, and a longer fuse than the normal grenade, but is easier to use against flying enemies and bosses, where normal grenades would simply bounce off.
!feedback
both of the 4th levels have their ways to get a guaranteed red tier item (defeating awu or the legendary chest)
and we also got two 3rd stages one of them has a guaranteed equipment (if you make it under 10 minutes) what about giving scorched acres a guaranteed equipment as well?
!feedback Let us repair Prototype Drones pls and ty
!feedback
add a small animation of Engineer waving goodbye to his turrets as he warps to the next stage, since they don't come with him and it's kind of sad that you're just leaving them behind
!feedback New Green Item: Old War Medallion
For every ally you have, increase passive hp regen by 50% (+50% per stack). This item makes other items like the Queen's Gland, Happiest Mask, Backup, Squid Polyp, and drones much more useful by allowing them to passively benefit the player. This also benefits people in multiplayer and the engineer's turrets, but not by a huge amount.
!feedback
There should be a random option at the select screen to random a character. Both as an added challenge and/or to help you decide who to play without the flip of a coin.
!feedback Add a quick restart button in the pause menu for prismatic trials as well as the normal game. Speedrunners/Ethereal attemptees would benefit from it in prismatic trials and it would be nice in the normal game to be able to quickly restart with the same setup given bad RNG or whatever would make you want a quick redo.
!feedback gup should be added from ror1
!feedback
New Equipment: Old War Bongo's
Effect: Rally all of your minions, giving them 35% attack speed for 5 seconds. For each minion that you rally, gain 10% attack speed yourself for the duration. Always grants 10% attack speed even if no minions are owned.
!feedback Item Idea
Make an item that gives you some benefit for every buff you have on yourself. It would make items like Berzerker's Pauldron, Red Whip, and Old War Stealthkit have additional benefits, similar to how Death Mark affects debuff-applying items and character abilities.
!feedback there should be some sort of pvp mode
!feedback
Give the option to use the Esc key on PC to exit the Command window.
!feedback
Make acrid's secondary "Ravenous Bite" have a longer range and hit box so that we can viably use it on anything other than a land mob.
!feedback
New passive effect for Engineer:
Purchased drones gain a bonus to their health and attack damage with each level of the Engineer that owns them.
Bonus could be a +1% or +2% per level.
!feedback
When trading an item (at the bazaar or 3D printers), have the message in chat show which items you've traded in
!feedback
Challenge/alt skill idea
REX- Self sacrifice
"defeat a Magma worm with a self-damage attack while under 30% health"
would unlock DIRECTIVE: RESTORE
DIRECTIVE: RESTORE
REX roots in place, gaining a slight armour buff and quickly healing, interrupted when taking damage or after health reaches 100%
this would be an alternate special (R) skill for rex, as a way to allow it to quickly regenerate health after a battle
!feedback
Give Blast Shower a small AoE to allow ally support.
!feedback cross-platform saves (or the ability to one-time transfer from PC). Don't wanna have to grind on Switch for the stuff I already unlocked on PC, especially since I'm terrible with a game pad.
!feedback
Both stage 4s have a guarenteed red item, but Sirens Call is the only one where every member of your party can get one, I feel like Abyssal Depths should also have a system for everyone to get a red item.
!feedback
After clicking the rebar puncher ability to quick fire it, it would be nice to click and hold during the charge up time to hold onto the shot until the mouse is let off again rather than just firing the shot right away while you have the mouse held down.
!feedback
Tone down champion parents spawning on the first loop of sky medows especially with the boss battles. Its getting real tiring losing runs because i have a bunch of insta spawning health blobs doing their best goku impression and im to slow to deal with them because of the design of some survivors.
!feedback make acrid's chains have physics, give em a little dangle.
!feedback From most recent Top !feedback:
Unlockable graphic and thematic elements. Different buttons? Unlockable. New GUI elements or layouts? Hope you like Challenges. Want to see the old pie chart? Get relic hunting.
||!feedback||
New ingame UI? (image was photoshop from some guy on Reddit, not a mod)
Image below is an idea of what the new UI could look like, but the ingame UI is outdated compared to the rest of the outgame UI I believe.
!feedback
Character Name: ???? Gravity warden ??? Im not sure what to call this guy
Character desc: Blue with purple lines curling around character, energy crystals sticking out of their back. he has organic fluid like looking light armour with an appearance kind of like molten rock, tree fibre texture, faint blue glow and ancient/alien helmet.
Weapon desc: Gun has spikes protruding from the back of it which are fired and slowly regrow as time passes, can be completely emptied. Spikes have bluish purple tint surrounding them. when an enemies is shot consecutively a specific amount of times the slowing stacks and can crush them (with gravity) when their health is down to 10-20% like the guillotine only much weaker(the amount of spikes needed to crush something can scale with the size, maybe not working on bosses depending on the opness, spikes disappear after a time so faster fire rate is needed in order to crush larger enemies.)
- Primary: spike gun ::: spikes that hit enemies increase 'Gravity' slowing them for a period of time, spikes that miss have a small AOE of slowing around them before decaying :::: Could charge all available shots into one shot which is stronger and with bigger AOE (set amount of full shots)
-Secondary: Return to Sender::: shoot as a energy ball type thing which for a brief amount of time reflects all incoming projectiles to the nearest enemies and pushes away any enemies in radius
-Ability 1: Gravity jump ::: Activate ability which allows the character to have increased speed, and the ability to jump higher and run on walls for a limited period.
-Ability 2: Vortex Slam ::: slams down creating a gravity vortex dragging in nearby enemies dealing some damage (can be paired with ability 1, maybe range is paired with air time before slam?)
(Character would be useful to base around the collection of certain items such as the blackhole and H3AD-5T v2)s
Basically gravity controlling being that can slow enemies and run on walls etc
!feedback
Have huntress re-enter sprinting state after using blinks and secondary abilities. I know that this is easily combated by just pressing sprint during the animation, but she is largely about her mobility so it kinda sucks having to micro-manage her the same way we micro-manage commando sprints, when acrid doesn't exit sprint states to use any ability other than primary. Acrid feels super smooth and satisfying not having to micromanage his sprint, since only his primary exits sprint state. It would be really nice to have this luxury and smoothness given to a character that exudes mobility and finesse.
!feedback
Some sort of challenge (such as unlocking all the mastery skins or completing every acheivement in the game) to have the RoR1 Soundtrack to play instead of or alongside the RoR2 soundtrack.
If not the soundtrack, It'd be cool to have some sort of secret challenge for all the completionists out there.
!feedback Since Commando’s slide is a lot better than his roll, give roll agile so it doesn’t break sprint
!feedback
Currently there's a couple skills in the game that are just plain better than their variants (Slide, Flame Bolt, Spiked Fist, ect.) Every skill variant in the game should feel like a Side-Grade rather than an Upgrade, that way players can have different playstyles and options.
!feedback
The Enforcer could raise his shield increasing his defence and blocking projectiles
but moving at a drastically reduced speed and lowering his shield would bring his
speed back to normal and cause a cool down to happen (not saying that he’s needed but he would be pretty fun to have hope you see this)
!feedback Buff Commando's phase round to deal more damage the longer its been in flight, up to 3x damage at long range. Additionally, make phase round do 30% more damage for each enemy it passes through to reward players for lining up hordes of enemies.
!feedback
Make it so drones can't pick up the ammo packs dropped by Bandolier
!feedback Make it so no allies other than survivors can pick up the ammo packs
.
!feedback
The UI suggested by @raven jacinth, but as an option in the game's settings.
https://cdn.discordapp.com/attachments/559901472339525644/737495916319342612/1aea002.png
!feedback
Option/Button to delete in-game profile
!feedback Leeching Seed Adjustment: Returns 15% (+15% per stack) of overkill damage as health.
This would make the Leeching Seed actually useful for burst damage characters like Artificer and Rex instead of being a much worse Harvester's Scythe. The Leeching Seed currently isn't useful even for rapid fire characters like MUL-T's nailgun, as at lvl 1 it takes roughly a full minute to fully heal him with 1 leeching seed
!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.
It would be a great quality of life improvement in the new update. (Just saying it again because I want it to be seen)
!feedback I feel Commando is a bit too basic and ineffective to really teach the player much. When I first started playing I sort of just bumbled about not knowing what to do, getting obliterated by tanky swarms of enemies while struggling to find the teleporter. It wasn't until I starting unlocking more characters that I really started to get a grasp of what's even happening. Huntress taught me to stay mobile, Acrid taught me when to be aggressive and when to back off, Arti and Merc taught me to quickly cycle through all my abilities for maximum effectiveness, Engineer taught me positioning and awareness, and REX taught me about health management. Commando's kinda just... rooty tooty point and shooty, and you have to show mastery level skill to get his objectively better alternate skills. Commando needs something more dynamic and powerful in his base skillset to really get people engaged, and I also feel his alt skill requirements shouldn't be so extreme.
!feedback When the beetle queen gets beneath half health, she gets the milky chrysalis equipment and can fly around the area, raining acid spit from above.
!feedback an item that gives damage bonus equivalent to gold held, like golden gun from RoR1
!feedback
They could add more items that have secret functions when paired with other items, similar to how if you have both Kjaro and Runald's bands when one procs the other will proc too regardless of the 8% chance.
An Idea would be that when they add two more items from the Heresy Set, when you collect all 4 and become the Heretic you'd also have a passive that is applied to your character.
!feedback
I really like Artificer; her bursty playstyle and constant challenge of positioning are great. However, she could use a buff, and in particular there are a couple of items that are supposed to be strong but are kind of disappointing due to her kit.
Firstly, as far as I can tell, attack speed does nothing for her other than reducing cast times for her primary and secondary. That's kind of useful, but it doesn't actually increase her damage output, which means that items that are great on most characters are just a lackluster QoL buff for her. Any change that makes her DPS scale with attack speed would be welcome. She could get some fraction of her attack speed as cooldown reduction. Attack speed could make her Nano-Bomb shoot off more sparks, or increase her projectile velocity to improve accuracy. It could increase the total damage and/or rate of her Flamethrower, like it does for Merc's Eviscerate or Commando's Suppressive Fire. In that last case, Ion Surge could give cooldown reduction based on attack speed, to keep it a viable alternative.
Secondly, Old Guillotine. It's definitely still a strong item with her, but it seems like it simply overwrites one of Artificer's more interesting mechanics. As far as I can tell, her freeze executes enemies below 30% HP (which is to say that she can kill enemies 42.8% faster than without the freeze), or with n stacks Old Guillotine executes Elites below 1 - 1/(1 + 0.2*n) of their HP (which is to say that you can kill Elites 20% faster per stack); it simply picks the lower threshold, and ignores the other. What if the two were made to add together? Just execute enemies below 1 - 1/(1 + 0.2*n*e + 0.428*f). All that this would change is that freezing would stack with Guillotines in the same way that multiple Guillotines already do stack.
!feedback prevent spite bomb terrain clipping please (it has ended my MAAO runs so many times)
!feedback New Huntress Alt M2: Plasma Boomerang
Throw a boomerang that travels in a straight path and flies back to your position, dealing 350% damage to any enemies hit. Can hit enemies again on the way back, and is not affected by Huntress's auto-aim.
!feedback make elite equipments either have a use effect or just be an item
!feedback Interstellar Desk Plant Buff: on kill, plants a healing fruit that can be picked up to restore 15% (+15% per stack) of your total hp over 3 seconds.
Right now desk plant is almost a worse version of bustling fungus that heals roughly the same amount but doesnt give you the option to decide where the healing goes, so making it a quick pickup that you can collect instantly while passing through to give you some strong regen over time would go a long ways towards making it feel more like a legendary item. The sugested heal % is just a placeholder which can be shifted either way.
!feedback
One-shot protection needs work; shields shouldn't be a hindrance, and Shaped Glass should be risk + reward rather than reward + reward.
Shields should be ignored by OSP (in the same way that barrier is) unless the player has Transcendence; that way, neither ordinary shields nor Transcendence would increase or decrease the OSP threshold, and shields would just be shields rather than being missing health for purposes of healing. Removing OSP entirely could also work, but at the moment I try my best to completely avoid Personal Shield Generators.
Also, Shaped Glass seems like it's supposed to be extra damage at the cost of extra squishiness, but it often ends up just being extra damage and extra OSP; removing OSP when using Shaped Glass (like is already implemented with the Glass Artifact) would make it more in line with the other Lunars.
On that note, Gesture is also problematic; it has cost + benefit for most equipment, but is really just benefit + benefit for Capacitor and Missile Launcher. It could use a nerf to the cooldown reduction scaling, or - to be more interesting - it could make the cooldown randomly (e.g. Poisson) distributed, and reduce the average but leave the possibility of unexpectedly long cooldowns.
!feedback Bustling Fungus Buff: When the healing zone has been deployed by standing still, the healing zone remains on the ground for a few seconds. If you deploy a second healing zone by standing still, the first disappears.
This would allow the bungus to be useful as a deployable heal aura for any character, as by standing still you get a healing field which you can then maneuver around and dodge attacks within, instead of forcing you to stand perfectly still. The amount of time the healing field would last is up to debate, maybe 2-5 seconds. Currently bungus is only really useful early game for when you get the chances to stand still, something you can't afford to do when dangerous enemy types begin spawning (unless you are engie). The healing field would have a mini bungus mushroom at the center, like the interstellar desk plant.
!feedback remove squid polyp's from the game.
!feedback
A shiny solid gold skin for each survivor, awarded for beating the final boss. Maybe requires monsoon, maybe not.
Skins are cool.
!feedback
Keybind options for character-specific abilities such as cancelling out of Huntress’s Ballista or painting Engineer’s missiles if a player wishes to change that. Also h3ad-5t v2
!feedback Activating Artifact of Swarms and Artifact of Sacrifice should increase the rate at which items drop since there are more enemies. Also enemies should give the same amount of gold when you kill them as a regular enemy when you're using Artifact of Swarms. With no Smart Shopper or Piggy Bank in the game please give us something lol
!feedback Make stun a status effect so that character abilities that stun and stun grenades work towards Death Mark
!feedback to go off of @sudden basin’s idea I think there should be the options save and quit a round at any time in the menu
!feedback disable voting in singleplayer, if i click monsoon or drizzle just make the panel move over, and if i click it again it should do nothing. If i want to use an artifact just light up the panel, and turn off the ability to vote against an artifact so that if i click again it just disables.
!feedback
A lunar equipment that rerolls are your items with a cool down of 300 seconds. The items get rerolled into an item of their rarity, so a red would be rerolled into another red. If it turns out to be too strong you could give it a downside. for instance: every time you use it you lose 3 random items.
It's more of a meme item honestly, I mean just think of the fun you could have with this item mixed with the gesture of the drowned.
Alternatively, you could make a shrine that costs one lunar coin to active and rerolls your items
!feedback
I feel there should be a simulation room, you can spawn anything and give yourself any items and turn yourself into any survivor as long as you have the logbook, to like test what 100 hooves would do or even 100 topaz brooches. But only if you HAVE the logbook for that item/enemy. You can pause or play the AI and choose if you want them blazing, elite, etc.
!feedback
Artifact of Momentum
begin your run with slowed difficulty progression, but as it ticks up, it gains speed and by very hard should be moving rapidly till it starts going crazy fast at HAHAHA
Please nerf Interstellar desk plant it makes getting skins worthless now
Please nerf Interstellar desk plant it makes getting skins worthless now
@supple crypt use !feedback command next time
!feedback frogmando skin
!feedback Make mini mushrums have an attack sound when doing their spore bomb attack, as right now it seems like there isnt one.
that combined with the larger amount of hp they have(compared to other enemies) makes them kinda difficult to counterplay around
!feedback
New item: Home-Run Bat
Rarity: Red
Effect: Gain a 10% chance to knock enemies back for 2 seconds [+2 seconds]. Knockback speed increases with the damage that triggered it. Knocking enemies into a wall creates a shockwave that deals damage to all nearby enemies.
!feedback
Add/Allow the ability to exit the command essence using the 'Esc' key and/or the 'interact key'.
!feedback Allow the Grovetender to spawn on Abandoned Aqueduct and Wetland Aspect on the first loop as bosses. The Grovetender is criminally underused, so it'd be great to see it a little more often and give more variety to these maps.
!feedback
Replace OSP with shield gating
(remember players with
still have one normal health)
!feedback An upgrade to the Mercenary for his right click/secondary he could throw his sword dealing 250% of his base damage. He then holds his hand out and the sword will come back to him.
!feedback Huntress Alt secondary Idea:
Explosive Arrow: Fire an single explosive arrow at an enemy, it deals 250%(or something else) damage and 6 cluster bombs fire out in a hexagon spread 5m away from the initial hit, dealing 125% damage to each creature within 5m of the cluster bomb.
!feedback
Returning Equipment item
Captain's Brooch
One man's trash...
Call down a chest drop from orbit. this chest comes at an increased price to open, but has a higher chance of giving a green/red item.
100 second cooldown
!feedback Green Item Idea: Transfer Chip
For each minion you have, gain 5 armor (+3 per stack). Goes well with squid polyp, queen's gland, happiest mask, and drones.
!feedback
New Equipment: Reaper's Cards
Cooldown: 60 seconds
Draw one of four playing cards. All have a different effect. When one is used they go to the back of the line, meaning after using it 3 times you know the exact order.
Moon Card: Throw out a homing card that briefly stuns and deals damage to enemies within a short radius of the target. Small enemies are stunned longer.
Sun Card: Throw out a card onto the ground. After a short delay, creates a flame pillar that continuously deals damage and applies burn stacks.
Star Card: Creates a healing zone and movement speed boost for your allies. If at full health, the effect can overheal capping at 25% of your max health.
Void Card: Instantly execute an enemy that is below 30% health. If the target is above 30% health, deals 30% of their CURRENT health instead. Enemies have a purple marker on their health bar like guillotine if this card is avaliable.
!feedback Red Item Idea: Wyrd Ritual
Upon receiving 5 or more status effects, you gain a boost to ALL stats (+33% boost to hp, dmg, rate of fire, movement speed per stack). Status effects include positive ones (from items like berzerker's pauldron, predatory instincts, etc.) and negative ones (being set on fire, malachite, etc.). When this item is active, your character gets laser eyes.
!feedback
Lunar Item - Contagion
All chests and shrines operated by the survivor will instead spawn Concepts instead.
Concepts can be any rarity, and will drop as the rarity of the item which would have been naturally spawned in its place, except for equipment.
At the start of each level, all Concepts will mimic an item of their tier at random until the end of the level.
All Concepts choose the same item within their tier to mimic.
If the player gets rid of Contagion, Concepts will no longer have a purpose outside of 3D printing.
Players not holding Contagion can pick up Concepts, but they will server no purpose.
Each stack of Contagion picked up adds +5% to all of your current Concepts, rounded up.
!feedback
!feedback New enemy type for Sky Meadows: Children
Children have no offensive attacks and are relatively uncommon, either running away from players or following Parents. When killed, they have a high chance to drop a random item, but this will cause nearby parents to become enraged, moving and attacking faster than before.
!feedback
Add an artifact for enabling Prismatic Trial rules in the main game: Break three crystals to unlock the teleporter and the teleporter charges instantly on boss death. In the bulwark trial you'd need to break crystals between interacting with the boss.
||!feedback||
Artificer Buffs 1
Snapfreeze:
Cooldown reduced from 12s to 8s
The extra long cooldown of Snapfreeze used to be somewhat justified by its unique ability to execute, but now that Guillotine exists (and especially with the shifting meta), that is no longer necessary. Snapfreeze has always been a rather underperforming skill in terms of the damage output it can provide, and overall sees little use due to it's awkward cooldown.
As Artificer's skill cycle is about 8 seconds long, reducing Snapfreeze's cooldown to 8 seconds would help it fit into the skill cycle and start seeing some consistent use in combat.
||!feedback||
Artificer Buffs 2
Plasma Bolts:
AoE radius increased from 4m to 5m
Plasma bolts are understandably not an extremely popular alt skill. I'm in the party that thinks it offers a cool tradeoff on paper, but even I will admit that in practice, the benefit Plasma Bolts provide are just not quite significant enough to replace the 200% (although unable to proc) extra guaranteed damage from Flame Bolts. For contrast, Flames have a 2m AoE, compared to Plasma's 4m.
Of course, it's a simple fix, and I've found (from personal modding/testing) that an extra 1m radius is enough to make Plasma Bolts sit comfortably as a sidegrade to Flame Bolts.
fix the self harm in maao runs
!feedback Old Guillotine Rework
Right now, Old Guillotine is a great item. Enough stacks gives you the ability to completely ignore Overloading Elite shields, and enough stacks also makes elite bosses unable to do their low-health attacks. All those things can detract from the game, however. There is a certain terror in fighting an elite Vagrant that you don't have if you also have 2 or 3 guillotines. That's why I'm proposing this rework, plus the fact that Old Guillotine is insanely good and detracts from the uniqueness of Artificer.
Old Guillotine
Attacks deal bonus damage to low health elites.
Essentially, you deal extra damage to elites below a certain health threshold. The threshold could be around 33% health, and the bonus damage could be something like a 1.5x multiplier, or maybe more. The damage multiplier would scale with stacks, while the threshold would stay the same.
Why?
Guillotines are really good, almost too good of a green item. They also detract from Artificer's execute mechanic, and can completely remove the danger from fighting elite bosses. This change would fix both of those issues, and it would also make other attacks and items that have bonuses at low health stronger.
||!feedback||
Artificer Buffs 2.1
In addition to my Plasma Bolts buff, I also think they are in DESPARATE need of an audiovisual makeover. They are supremely unsatisying to use, which I believe is part of why they dont see much use at all - makeovers like this arent a new thing either, in fact we've seen it before: Commando's m1 used to sound like nerf guns!
!feedback Engineer Default Mines Change
Have the mine's damage increase while they are charging. Currently, it stays at 300% damage until fully charged. That damage should increase while it's charging so that it doesn't feel like a mine was wasted.
Also, slightly speed up the charge time. Currently, they take quite a while to charge. Increasing the speed that they charge at, combined with the change above, would make them a more reliable ability with more utility as well.
!feedback
Change the way Leeching Seed restores health so that it both stacks and scales better. My proposal is heal for 1+1% (+0.5% per stack) of your maximum HP on hit. The 1 guaranteed health is there so that it doesn't become a dead item when playing with Glass enabled, or after collecting several Shaped Glass.
!feedback
Monster Tooth change
50%(+5% per stack) chance to drop a healing orb that heals for 8**%** health(+0.1% per stack)
this change is mostly to bring Monster Tooth in line with other healing items, which as of now, are much more practical and safe to use
!feedback Loader Alt Special Idea: Seismic Strike
Leap forward and strike the ground, damaging and stunning enemies in a cone. Damage scales with distance fallen, from 300%-1200% damage (numbers just suggestions). Has lengthy cooldown. Visualization included
!feedback
Additional Artifact idea:
An artifact, Scarcity, which removes one or more items from the run per stage. This way the run becomes increasingly less diverse and items can be random chance get better or worse as a whole. My general thoughts are something like:
Stage 1: You get 2 Soldier Syringes, 1 Tougher Times, and 3 Chronobauble (ouch).
Stage 2: One item is banned, it no longer spawns for the rest of this specific run. Say...Soldier Syringes. You keep the 2 you got from stage one, but no more will drop for you and multishops won't spawn with them.
This item banning continues until you run out of items to ban, at which point you have narrowed it down to a single item which is all that spawns now.
Questions that would need to be answered are things like "If the last item is a Legendary item, does a small chest still have the spawn rate we'd expect or is it guaranteed a Legendary item because it can't be anything else?"
Whether this artifact would introduce a guaranteed spawn from the available list of items or allow for a banned item to be chosen and subsequently no item drop is up in the air. This artifact clearly wouldn't be about a balanced gameplay style, so who knows.
!feedback Make it so players who have died in a multiplayer session can somewhat catch up after they die. Dying in the early stages makes it so they get absolutely nothing to help them in the next stage while the difficulty keeps rising, leaving them unable to keep up with the pace. One idea i have is having them being able to control a drone when they die. The more kills they get, the more loot they gain when they spawn again. It would be just enough so they don't die immediately every round.
!feedback if this hasn't been brought up already, can you change Rex's running animation on his alternate skin so that the vines that come out from the ground match his skin (green) rather than stay pink
!feedback great game so far enjoy everything from the gameplay to the animation and graphics its phenomenal so far my only suggestion is with multiplayer allow it to be searched by difficulty because I've yet to have a lobby stick together because half of them want monsoon and the other half wants to play at normal difficulty it would be a great convenience to be able to search for people wanting a certain difficulty
!feedback With Sacrifice, Gilded Coast keeps its chests. However, Bulwark's Ambry loses its chests with Sacrifice. Either Ambry should keep its chests with Sacrifice or Coast should lose them for consistency's sake.
!feedback make it to where if a host leaves or drops because of bad internet make it to where the game doesn't end, or allow people to join back
!feedback custom skill colors for skins (ex: purple acid for Acrid)
!feedback
What if you could do challenges to unlock hats, weapon skins and skill skins. So maybey a cowboy hat for commando. A clay pot helmet for mercanery etc etc it's a very ruff idea but I think it could be an interesting way to spice up the look of your characters.
Dyno's down.
Dang
!feedback
What if you could do challenges to unlock hats, weapon skins and skill skins. So maybey a cowboy hat for commando. A clay pot helmet for mercanery etc etc it's a very ruff idea but I think it could be an interesting way to spice up the look of your characters.
!feedback (original post by Thewhitesludgemonster)
!feedback
Give phase round just a lot of knocback, that way it can be used for safety and some clever kills to work around Commando's lacking damage when not using phase blast
!feedback
Allow Frag Grenade priming. Hold the special button before releasing to reduce the time until the grenade explodes. Hold it too long and it explodes in your face or something.
Would allow a very effective approach to clearing airborne enemies while still demanding tactical usage of the skill. Would be useful for ground-based enemies too, really.
!feedback : Add a modloader on steam like what they did for Terraria and tmodloader, where it is a separate program that is like the base game but it doesn't affect your vanilla progression
!feedback
Some changes I would like to see made to Crowdfunder
-
Make the active sound of the item louder.
Often times I forget I have it on in the heat of combat because of how quiet it is. -
Change something about the active sound, such as it’s pitch, that would scale with how much money you have remaining.
In combat, and especially in the teleporter event where you need to pay attention to a lot of actions at once, it becomes difficult to pay attention to how much money you have remaining, and as such, becomes difficult to use the item properly. -
Have the equipment automatically shut off upon reaching $0.
Keeping the item on seems to do more harm than good, and as it is, it can be difficult to notice when you run out of ammo at times. -
Decrease the amount of time needed to reach the maximum firing rate.
I don’t think this is as needed as the other two, and I would be more than ok with a marginal change. However, I think it would be nice if I didn’t need to have a King’s wallet to use the item to its potential.
TL;DR - Mostly QOL buffs to make crowdfunder easier to use properly, possibly a slight buff to its rev speed.
!feedback
An auto channel bot so we don't have as many VCs
such as https://top.gg/bot/637575114816225295
Or something else
!feedback
Loader Challenge Idea
Rodeo
As Loader, grapple on to a Magma Worm for 20 seconds
Amount of time can be changed
!feedback
Engineer patch
The thermal harpoons should not have a fixed amount of range and should be usable close range, or it really cant be used in that much ways
!feedback Buff Titanic Knurl to boost hp regen by a percentage, like 25-50%, or just boost the amount of regen it gives.
Right now, it increases regen by 1.6 hp/sec, an incredibly small amount outperformed by the white item cautious slug (4hp/sec) so it would be great if it gave a boost to hp regen that was meaningful through later stages and didn't require the item being stacked to be good (stacking boss items is hard). Maybe at least 5 hp/sec.
Or just make it add 15 armor
!feedback
Certain unintuitive and disruptive factors should be modified.
Some edge cases create frustrating and unexpected outcomes, that can end runs in a way that feels unfair.
Examples;
Clay Dunestrider ghost from the Happiest Mask dealing damage to the player with the tendril pulling move should do less damage, but without nerfing the rest of the Happiest Mask.
Infernal Imps and Imp Overlords having their fire effect move before they do, some delay in that would be a nice quality of life change.
!feedback
Make the spawn noise for elder lumerians louder so they aren’t like fricking ninjas
!feedback steam workshop support for survivor skins
!feedback
one of two things:
- add two (or more) artifacts to make the menu where we click them cleaner, and then restructure the sidebar's organization accordingly (if we're talking only two, probably 6 sets of 3 instead of 4 sets of 4)
- just let us click on the glyph on the side bar to turn the artifacts on and off, it works identically and gives the same information. It would also make organization easier (having to only worry about one menu's symmetry, and not two) if more artifacts are ever added.
!feedback
change the Strike Drone appearance so that it doesn't look like Missile Drone
!feedback
currently there's too many overpowered items that automatically deals damage while the survivor is moving around, in the later stages it becomes a bit dull where everything just get obliterated by the item procs like the hook, ceremonial dagger, and other damage multiplying items. causing the gameplay to be harder in the earlier stages and it's just getting easier and automated the more you progress into the stages. for example in earlier stages correct use of ability cooldowns and precise aim is required to beat the stages, but as the stage progress i feel there's less ability usages where i could just run around not even aiming at anything and everything die anyway.
by the time we get far enough like stage 7++ when we accumulate enough items, the survivor's base damage isnt doing anything at all while the items are doing like 80-90% of the damage, making survivor with faster attacks is more favorable. survivor which have slower but harder attacks felt powerless since they trigger the items less frequently than the faster one.
!feedback
huntress' alt skin would be cooler if it had a hood like this one https://cdn.discordapp.com/attachments/564544696995676177/738404214786490388/huntresscool.png (made by @serene jungle )
!feedback it’s kinda weird that you can pause on the death screen
!feedback add support for geforce now
!feedback
Please, please, please put the ability back in that Acrid had to poison enemies with his claw attack in the first game. Its less about the gameplay aspect (even though it would make the character more fun to play for me.) The most important thing here is the sweet LORE.
Festering Wounds
Acrid Skill 1
Cooldown:
0 seconds
Maul an enemy for 120% damage. The target is poisoned for 24% damage per second.
!feedback
Will there ever be a way to unlock loadouts outside of the single achievement currently there? I like the challenge and trying to do them but some are need impossible without a extra pair of hands or a lucky enough run. I'm mainly thinking like how smash bros melee does it where there's a specific achievement you can do OR play a certain number of round, hours, etc. So kinda like acrids loadout you unlock by poinoning a certain amount of enemies but given as a second option for the other ones for all survivors
!feedback Sprinting should be a toggle that stays on until deactivated, and just muted when you're doing something that makes sprinting impossible. Needing to hit sprint every dang time you use an ability gets tiring, and the lack of autorun adds no interesting decisions to the game since it isn't like there's an endurance bar. After enough hours of playing I start to feel pain from needing to keep pinkie finger in an unnatural curl. Additionally, hitting the sprint key gives you a moment of sprinting even when you're locked out of sprinting, so a macro script to spam the key gives a player sprint all the time, even when it's not intended.
!feedback
Add a way to unlock loadout options outside of their achievements. Some of these challenges are extremely difficult and too cumbersome for the average player, who simply wish to see more variety in their character gameplay. For example, in smash bros melee, there's a specific achievement you can do OR play a certain number of round, hours, etc. After playing a character for X hours or doing X stages you get a notification for a new ability unlocked.
(posting for @open spindle since his didn't post right)
steam workshop support for survivor skins
!feedback this but remove "for survivor skins"
!feedback Buff Commando's grenades to stun the first enemy it bounces off.
This would both serve to make grenades easier to use on big targets who would be stunned in time for them to blow, and would give Commando a bit more utility. Bonk
!feedback
Optional settings that make damage numbers bigger/brighter with a white outline so you can actually see them once a run gets going bc otherwise there is too much going on to tell at a glance.
!feedback we need frog
!feedback
Add the attack drones or the lazer drones back from the first game
!feedback Commando Change
Have Commando spin a gun around his finger and look around when you select him in the survivor select. Right now, it feels like you're selecting a damp blanket, and it's boring. It would certainly help new players to feel cool when the character they're playing as is cool. Right now, Commando just feels lifeless.
!feedback A while ago a file got shared that changed the item pick up description from the in game text to the log book entry. Adding that file made my gaming experience a lot better. I would love to have an option to toggle between the normal item pick up description and the log book description, without modifying the files.
(I'm generally not a fan of mods, but since the info is already in the game I feel a tad cheated from knowledge when I have to die to see what the item does and how it scales)
!feedback Allow Commando to shoot his thrown grenades to detonate them mid-air.
This would allow a skilled commando to more reliably use them against fast and flying enemies or blow them up on top of bosses without them bouncing away. Grenades would only be set off by Commando's M1, no item AoE or other skills would detonate it.
!feedback A way around lobbies closing when the host of a multiplayer game leaves.
!feedback Change the color of the allied Beetle Guard.
It looks too much like an enemy Beetle Guard, which leads to a lot of confusion.
||!feedback||
Artificer Buffs 3
sighs... This is a controversial one, I'm not even sure I like it myself, but I've got a good case for it so why the fuck not.
Flamethrower:
Now scales ticks per second with attack speed. ||Base ticks per second may be reduced to compensate if balance in longer runs is a major concern.||
It is of my opinion that Flamethrower is not in dire need of a buff, but most would agree it does not quite scale well into longer runs as much as one would like. Despite having a massive procrate, it is Artificer's primary culprit of the lack of Attack Speed scaling, which has proven itself over the last year of Early Access to be a major facet of survivor strength.
To my knowledge, a change like this has been avoided thus far in fear of homogenizing characters or their skills, but at this point I could be convinced that standardizing Attack Speed scaling to be required on channeled (multi-hit) attacks with a fixed duration should be the norm, and that such a change would be healthier for balancing the survivor roster as a whole. Additionally, a change like this would also help cement Artificer as a top-DPS character, a position which she has lost over time to characters like Loader and Rex who outperform her in virtually every facet.
!feedback Lunar equipment idea: Ornate Napkin
Spawns a friendly umbra clone of yourself with your items that automatically attacks on enemies for 15 seconds before disappearing. While the clone is active, all of you and your umbra's stats are reduced by 15%. 90 second cooldown.
Spawning multiple ghosts of yourself with fuel cells further lowers your stats by 15% for each active ghost.
!feedback
when selecting commando he does his signature head nod but it isnt as noticeable in this new game. make him nod a with a bit more haste to make it more noticeable.
!feedback
Yet another person requesting more challenges but this time there's actual ideas with them.
.…Builds strong men – Resist damage 12 times consecutively with tougher times
Itamized - Collect every item in three consecutive stages
Qu'ils mangent du gâteau – Kill an overloading elite in a six seconds with one or more stacks of old guillotine.
Seeds to our future – Recover a total of 5k health through leaching seed.
Highly gross – In a single run earn a total of 10M gold.
Reduced to Ash… - Obliterate yourself at the Obelisk on Monsoon with every survivor
…They rise once more – On Monsoon, complete the game as every survivor
Commando: Heard round the world – As commando, kill an enemy at full health from 200m or more with a single shot.
Acrid: Bad Juju -As Acrid, have twenty or more enemies with two negative effects at once.
**Engineer: The sweetest smell **– As engineer, have a minion recover 80% of max health in five seconds.
Huntress: Spirited away – As huntress use “blink” six times consecutively.
**Loader: Network coverage **- As Loader, damage nine or more enemies with the M551 Pylon.
Artifacer: What greed deserves– As Artifacer, extract revenge on your former captor. (I know someone suggested the name for something unrealted previously, can't remember who)
Mercenary: 1000 cuts – As mercenary, kill seven enemies in fourteen seconds without touching the ground.
Mul-T: Full steam ahead – Hit an enemy with “transport Mode” going 300mph or faster.
Rex: Growth and Development - As Rex, have eleven enemies trapped in Tangling Growth.
!feedback ok so a vinyl record is cool and all, but for those of us who love the soundtrack and don't have a device to utilize a 113 year old media format, could you show some love and put the soundtrack out on steam or amazon or somewhere for digital purchase? Or tell me if it exists somewhere already so I can groove on these tunes outside the game? I wanna buy it legitimately instead of youtubing it every time I feel like hearing a track.
!feedback
Give drones a "close follow" setting where they stick to the sides of you like in ror1. This would eliminate them getting cornered by elder limurians and getting stuck because of bad path finding
!feedback
add power ups
!feedback A toggable set of numbers next to each of the players portraits showing the number of white, green, red, and yellow items they have. It would help for when you are shareing the loot and wanting to make things even.
!feedback lunar item concept
Soul launcher
Replaces secondary or m2 ability with a rocket launcher that fires collected souls of your slain enemies. Requires 20 souls to fire. Can additionally be fired down to launch yourself into the air. Hits for 600% damage. Has a small aoe.
!feedback
Suggestion for slicing winds rework:
Dash in the direction you are currently moving, firing off the regular slicing winds projectile in the direction you are facing. Gain invulnerability during the dash.
Currently, no matter how many damage buffs it gets, it will still be overshadowed by the invulnerability that Eviscerate has to offer. Adding a dash which gives invulnerability, like the dash for eviscerate, onto slicing winds would give it the added mobility and defensive power that it needs to be viable while keeping it different from Eviscerate. Eviscerate still has more I-frames, and slicing winds still has more range/kite potential, but now it's actually usable.
!feedback
commando, engineer, and huntress (i think) all have this empty space in the skills tab, which looks a little weird. my solutions are to either:
-
have some sort of "self organize/self center" system in place on the skills tab so that they four dont have an empty slot, and rather just four larger slots. (an example of this happening could be considered the way acrid's loadout page is compared to the rest; being 6 slots and not 5)
-
give them some sort of passive or literally anything to fill that fifth spot. (in my personal opinion this would be pushing it, not every character should be beefed with a passive but this might end up being the only solution depending.)
!feedback Sometimes I throw Nanobomb to deal with wisps using the tendrils, but it doesn't consistently work. If the bomb traveled a little slower, it might consistently work. Attack speed could make the bomb fly faster and the have the tendrils spark faster to match.
!feedback Lunar item idea: Ionised Bioweapon. Slowly deals damage to the player but increases the power of heals
!feedback give each survivor an unlockable skin based on an enemy or boss.
Some Ideas: imp overlord huntress, lemurian acrid
I'm not thinking a full model swap, just the color scheme and a few key features like the imp overlord's chest eyes.
!feedback
family event text should also pop up in the middle of the screen at the start of the stage because it is hard to notice.
!feedback I would really like to see the gigantic amethyst equipment from the first game be put into this one, it's fairly low cooldown and on use resets the cooldowns of skills. This was a very fun item in the first game, and translates over well in my opinion. It may need to be tuned a bit just because gesture of the drowned exists, but even then it's an interesting synergy
!feedback
Equipment: Neodymium Reactor
Upon usage, all consumables will fly toward you within a 100m radius for 10 seconds. Cooldown 60s
Works just like Infusion and can pull consumables through walls and obstacles.
!feedback
A more support-oriented character, or alternate support-oriented abilities for current characters
!feedback An item that grants you a buff for every minion you have, - perhaps attack and/or movement speed - and has the effect of copying all your buffs to your minions.
A unique effect that would be useful for keeping minions semi-relevant as the run goes on, while still being beneficial to the survivor directly
!feedback New Character: Acolyte of Kur-San the Heretic
-small stature, similar to a lemurian wearing Lunar-looking chestplate
uses bombs and rocket launcher to inflict massive damage to opponents and move quickly (like soldier from TF2)
!feedback is there any interest in giving the survivors different weapons to choose from? Mul-t and Huntress do this to a degree, but I think it's really fun that Mul-t in particular has weapons that look strikingly different from each other and it would be cool for other characters to get weapons for their kit that wouldn't make for an interesting new character on their own. Things like giving Commando a semi-auto rifle (like a space-age M1 Garand) or Mercenary a Naginata.
!feedback currently there is no reason to go beyond stage 8 (besides some challenges) and to compensate for that, i would suggest more exclusive enemies kinda like the Void Reaver, but even more later than that (loop 3 or so). I feel like this would make the hardcore completionists like me to do more longer runs. (also i wouldn't mind more enemies in general, but just saying that wouldn't be original.)
!Feedback can you put risk of rain and risk of rain 2 on Google Stadia 
Having the ability to play either game on the road would mean a lot to me
|| !feedback
||make crowdfunder a lunar equipment.
make Coalescence in risk of rain 2
!Feedback
Give Commando's roll ability I-Frames during the roll animation in order to make it more viable compared to slide.
!feedback
Give Gesture of the Drowned a real drawback. Maybe it reduces or removes your ability to heal, or has a chance of destroying your current equipment
#GestureWasAMistake
!feedback
Add an option to return to the lobby with the people in your private game so that if you want to reset a run, you don’t have to kill yourselves. Maybe have it be something you vote on, or something only the host can do.
!feedback Legendary item concept: Blood veil
The item's sprite would look like an hourglass with blood instead of sand
Description: 33% of all damage you take would be applied over 4 seconds (+25% per stack, hyperbolic scaling).
The use of this item would be to avoid 1-shot scenarios, as long as you can heal over the duration of the damage.
Edit: Changed the numbers a little
!feedback
Can we get a ranged support character
!feedback
Artifacer primary takes longer to reload, but reloads all charges at once
||!feedback||
Rex Buff
DIRECTIVE: Disperse
Now has 2 charges instead of one
Rex has two options for his utility: Disperse which pushes all enemies back and boosts yourself, or Bramble Volley which costs some health to push back and deal heavy damage to enemies, heals you for each enemy hit, and boosts yourself. It is pretty obvious that Bramble Volley is way more useful, as it is a great way to deal with crowds of enemies clumped up within your Tangling Growth while also giving you a massive heal for each enemy hit, which negates the downside of it costing health..
To balance out his utility options and give Disperse a reason to be used, I think that Disperse could use 2 charges, so that it becomes the better choice for mobility and crowd control, giving Rex more vertical mobility and letting him stun and force back enemies more often, while Bramble volley would be the best choice for more offensive playstyles by offering power and healing capabilities.
!feedback
A cool way to make difficulties change the game would be to add enemies that spawn on certain difficulties. For example:
Drizzle: we have the cast we have now
Rainstorm: A new enemies that you can’t find on Drizzle, making the difficulty a bit harder.
Monsoon: you can find the enemies you can in previous difficulties and even more new ones. Monsoon just needs to be harder, so maybe add super bosses/champions?
||!feedback||
Rex's current mastery skin is quite a bit bland, so it would be awesome if he had a pottery skin themed around the Clay Templars and Dunestriders as a reward for defeating the final boss.
||This would also change the appearance of his abilities, as shooting his M2 would cause the lid of his pot to fly open briefly, and his tangling growth special becomes an open pot sucking in nearby enemies like the Dunestrider, instead of a flower. Sprinting creates splashes of oil in his wake instead of the vines.||
!feedback
Add the grovetender as a possible boss on sky meadow
!feedback
Give merc an alt utility that gives three charges of ranged slightly homing & stunning kunai or shurikens
!feedback
Just a lunar item idea I had
Gravity Well
In a 10m radius around the player, ALL projectiles are slowed down by 20% (+20% per stack capped at 80%)
This means that your projectiles along with allies, enemies, and whatnot all get slowed down. This can prove useful to characters like mercenary and be pretty helpful overall to most characters in lower stack counts. I was thinking that there could be a slight visual distortion around the edge of the radius that looks like space is being distorted towards the player in order to outline the field. Particle effects could be added in as well to help give a better idea of the area.
Edit: An idea from the small ber, instead of stacking making the effect stronger, it could increase the area of the effect but I think that would necessitate making the effect stronger in general.
!feedback punish people who dc from quickplay games, its really annoying to see people go because they died or you've accidentally picked up their item. punishments can be : cant participate in prismatic trials, banned from quickplay for a certain amount of time , cannot use certain skins etc.
!feedback Elite mushrums can become literally, actually unkillable. The current console trial has blazing mushrum as the boss and without two gulllotines they simply out heal your damage as well as the combined damage of all the other enemies in the fight.
An unkillable enemy by itself isn't that big of a problem, but it should never be the teleporter boss. Either remove the possibility of mushrum bosses or give the healing move a good 10 seconds of cooldown.
!feedback i would like to see more items that benifit less attack speed focused playstyles & characters.
I think one way to do this would be to intoduce some ability based items that encourage more careful timing of shots to reap their benefits.
Some rough ideas:
Metronome
An item that powers up your next ability and then goes on cooldown.
Dream catcher
Getting kills gives you stacks that are used up to power up your next ability.
!feedback Could we please get an option in the settings to remove visible passive and maybe active items in our character.
Its personal preference, some people are fine with it but I would really like this feature.
!feedback Make MUL-T's Transport Mode into its sprint while keeping all the functions intact. Replace the utility ability with something else. Even with its unique gimmick of multiple primary weapons and two equipment slots, MUL-T just doesn't feel fun to play as. The most fun and cathartic experience* to have with MUL-T is using the Transport Mode to run over mobs and hit enemies, and even that has its downsides. I feel like this would go a long way towards making MUL-T fun without breaking it over the knee. You're still dependent on your ranged abilities at the end of the day; this just lessens the monotony.
- = *the nailgun is the second most, but that's still dependent on what items you get at any point, and it'll take more than one stage to get items that really make it be like SHOWER OF DEATH GO BRRR.
!feedback
1% speed on leveling up, just so never getting any hooves doesn't hurt so much. Would stack additively, so that at level 15 with one hoof you'd move at 128% speed, same as having two hooves.
!feedback add achihments from steam
!feedback
Add little chance for Warning Golem to spawn
!feedback
With full release, we will no longer see Warning Golem. However, I don't think adding them as a mob is right.
Please, with full release, add Warning Golem as an easter egg. Maybe hidden somewhere near the artifact portal.
!feedback
The mastery skins for some characters are extremely underwhelming, most prominently Huntress’ and Acrid’s, so I propose a little change to make them a little more worth it
Huntress’ Arctic skin: replace her scarf with a cloak made of fur, and swap out her bow for either a crossbow or hunting rifle (visual only)
Acrid’s Albino Skin: salmon eyes, as most albino animals have, and dark blue/purple acid on claws, spikes, etc.
||!feedback||
New Enemy Type Suggestion:
Clay Man
||Found as an unfinished enemy with mostly complete models and animations in the game files||
This enemy, like its Risk of Rain 1 counterpart, is melee only but can chase you at nearly default sprint speed. While boasting average health and damage, the Clay Man is unique in that once you kill it, the pot on its head drops to the ground. If you fail to destroy the pot within a few seconds, the Clay Man rises back to fight again. Visualization Included.
||To go into more detail, the pot that the Clay Man drops has 50% of its base health, and must be destroyed within 5 seconds. when the clay man comes back from death if you fail to break the pot, he has reduced max health so he gets easier to put down again. You can continue to down him into pot mode and if he get back up his max hp and the hp of the pot will continuously drop lower and lower. Either way, this is a fast enemy that requires focus fire to put down, but lacks any ranged attacks.||
||I came up with this idea as we already have a large clay themed enemy (Clay Templar), and a clay boss (Dunestrider) so I think it'd only be fitting to bring back a classic enemy from the first game and add some more variety.||
!feedback Extend the skyboxes by like... 7k meters. It's... It's so sad that you can't just go into space with wax quail and headstompers. the game just cockblocks you so hard by having a low ceiling. I want to go up 'till I see the map no more. then obliterate some sorry beetle on the ground with an orbital headstomp.
!feedback
New red: Guitar
Description: "And his music shall remain electric...."
Shock more enemies with a 2.0 proc (insert word i forgot here)
Also does bonus damage with a ukulele in hand
!feedback ror1 was good, and it wasn’t ror2 ||make ror2 ror1||
||!feedback||
If you try to ping something while a Bandolier Ammo pack is on your screen it will auto target the Ammo pack even if your reticle is aimed elsewhere.
When you ping an ammo pack (which as mentioned, will likely be on accident) it just says "player wants to move here".
Ammo packs either shouldn't be able to be pinged, or should have a unique message when pinged ("Player has found: Ammo Pack")
Either way, having your ping auto target an ammo pack far away from your cursor when you're trying to ping something else seems like a bug, and should be fixed.
||!feedback||
New item: Joots
Function: they are Joots.
!feedback
i always wanted an enemy in the game that would shoot towards the direction you're heading as i find things that you actually have to pay attention to dodge really fun. i wanted to design an enemy myself until i remembered there's a perfect design in risk of rain 1: the spitter.
the spitter would work a bit differently from its risk of rain 1 counterpart. like i just mentioned: instead of shooting at you, it would shoot at the place you're heading. of course, this would be impossible to dodge if it didn't have a clear tell so just like risk of rain 1 it will have a beam, much like the golems but way faster (like 0.5s) and green, that points at the direction it's going to shoot. the projectile it shoots would just be its spit of course and it'd move pretty fast.
an enemy like this is just more variation so would just be healthy for the game. also more things you have to pay attention to dodge, like golem beams and greater wisp shots, keeps you on your toes and makes the game so exciting in my opinion.
also for the people who dont remember this guy: here's a gif.
||!feedback||
Old Guillotine Rebalance:
Move Old Guillotine from being a stackable green item to an equipment item. As an equipment, the player can target any elite enemy beneath 25% health to instantly execute them. Comes with a decently long cooldown. Upon use, makes a satisfying chop sound.
||The Old Guillotine in its current state is incredibly busted by allowing you to simply ignore a big part of elite health pools, and it invalidates Artificer's ice execute abilities by making them obsolete. Making this item an equipment instead would place it in a much more balanced spot, as it can't be stacked, isn't passively affecting every elite, and taking it means you can't use other more versatile equipment items (unless MUL-T).||
!feedback
Make Monsoon as hard as it was in ror1
ror2 Monsoon feels more like ror1 late-game Drizzle/Rainstorm, which is an issue to most because it doesn't give an actual challenge outside of the 3-days-a-trial Prismatics and MAAO (Monsoon all artifacts obliteration).
Monsoon isn't hard if you know how to keep a correct pacing and are at least somewhat skilled at the game.
I don't know how it could be made harder, but theres always discussion that can be made to address what could be.
!feedback
Charge Core - Lunar item
ability damage is x2
cooldowns are x2
not completely sure are how
to balance the values just
wanted to give a general idea
!feedback
let's talk leeching elites from risk of rain 1. these healed the enemies around it and would heal itself if it hitted its target. it was hard to focuss on these guys in risk of rain 1 as you couldn't really choose what enemy you'd attack because you only have 2 dimensions so the only thing they did was make the figth last longer.
in ror2 this would not be a problem as you can focuss on a certain enemy, it's even necessary. so these elites would fit perfectly into the game. because you can focuss on a single threat, i suggest giving these leech elites a buff: the enemies they heal get a moderate increase in attack speed and damage.
alternatively, have the leeching elite give the surrounding enemies an armor boost instead of the healing.
!feedback
red item - homing chip
gives all projectiles
a weak homing effect
!feedback
for these two iteems to work there would be an invisible variable
lets say the variable is called purity purity will be represented by x
if x>0 then increse healing by 1.(x/2) (if x was 5 the healing would be incresed by 1.25
if x<0 then increse damage by 1.-(x/2) (if x was -8 the damage would be incresed by 1.4
if x=0 then there is o effect
green item - angelic core
the escence of purity, increses your purity by one
green item - demonic core
the escaene of all evil, decresces your purity by one
sorry if this is complicated i tried to make it easy to understand
Artifact of Evolution suggestion: On stage 10 (and after that every 4 stages.) monsters will get a random legendary item AND a random lunar item (not focused convergence) that disappears next stage.
Artifact of Evolution suggestion: On stage 10 (and after that every 4 stages.) monsters will get a random legendary item AND a random lunar item (not focused convergence) that disappears next stage.
@inland trout please remember to use !feedback in your feedback
!feedback
Mul-t alternate secondary idea:
Instead of stunning enemies, it'll slow enemies and weaken them a bit
!feedback
Voice chat or text chat on Switch
I match with randoms through Quickplay often and would like to be able to communicate with them in game without having to rely on Discord all the time
!feedback
a way to help curb, but not stop, afk void farming with sacrifice
Artifact of sacrifice
enemies drop items. chests do not spawn.
For each enemy killed that does not drop an item, slightly increase item drop chance. when an item drops, the counter is reset, and the chance for another item to drop is slightly reduced.
||!feedback||
For Overlords boss item, why not make it the ror1 laser attack as an equipment?
!feedback
Fuel Array
Right now the only use for the Fuel Array is to revive REX once. Here is something that could make it more interesting:
Captain's Quarters on Siren's Call: The Cap'n's Methods (Achievement earned on first opening the door)
The Fuel Array can now open a door on Siren's call that lead to the Captain's Quarters of the wrecked ship. The vault contains a special equipment that unlocks after picking it up once. Can be picked up every single run in the same way as the Preon, so long as the player has a Fuel Array.
Plasma Surveilliance
Effect: Create a tether between a targeted monster or ally and yourself. The link deals constant damage to anything it touches. If it is linked to an enemy, it deals the constant damage to them as well.
Note: Link cannot be broken by walls. If the targeted ally/enemy dies or if reactivated, the equipment is put on a short cooldown.
!Feedback
A provided Luner Pool in the shop would be amazing given of how rare they'll show up and how dificult it is to spot one if it's there. Thanks
!Feedback
Artifact concept - Artifact of jealousy
All items also function as monster shrines upon pickup at the location of the item.
!feedback
this is probably controversial but
survivor idea: Heretic
(assuming there are more heresy lunar items for each skill)
the heretic starts with the heresy skills.
it has 2 secondaries
1: if it picks up a heresy item it continues the effect, so if it got visions of heresy then the amount fired would double but the cooldown would double as well.
2 (must be unlocked in a challenge): if it picks up the heresies it gives it a random survivors skill, so he could end up with commando main, REX secondary, loader utility, and huntresses special for instance.
these would be there primary skills though and if the heretic took their alternate primary for instance and they took visions of heresy they would end up with a random survivors alternate primary.
!feedback
Bundle of Fireworks damage now scales with rarity but doesn't stack in damage.
Common Items/Basic Interactables - 300% base damage
Uncommon Items/Equipment - 400% base damage
Rare Items - 500% base damage
Lunar Items - 200% base damage but 25% chance to proc any effect in the game excluding buffs and elite. (proc chance is determined once a lunar pod/alter/cleansing pool has been activated, meaning all resulting fireworks will proc a random effect on enemies) this is affected by luck.
3D Printers will always have Uncommon damage
Mili-Tech Printers and Overgrown Printers will always have Rare damage
Trails of fireworks also correlate to rarity to easily identify damage
Common - White Trail
Uncommon - Green Trail
Equipment - Orange Trail
Rare - Red Trail
Lunar - Blue Trail
!feedback
Add a option to quick restart on prismatic trials. It’s pretty annoying when I mess something up then have to go through the menus just to try again
!feedback Squid Polyp turrets appear to use health as an indicator of their countdown, but can be damaged by enemies. I would recommend replacing their health with a countdown timer so we can see in clear terms how much longer they're around. In addition, having their time cut short because of enemy damage when the possibility of this is not communicated too the player feels really unfinished.
!feedback please add a continuous beam skill or equipment
!feedback
When a Celestine enemy dies, make the bubble that it makes around it have some sort of animation to signify that the Celestine has died.
It seems kind of strange to just see the bubble disappear in one frame. Something you could do is make the bubble slowly shrink until it's gone or make the bubble seem like it's falling apart/decaying.
!feedback
I've noticed two main problems with drones in my experience - eventually you have so many minions that you can't spawn any more (commonly seen with too many The Backup charges at once) and they get weaker over time. So I proposed an idea.
A new interactable, the Drone Upgrade Kit, will have a chance of spawning on stage and will have an increased spawn rate depending on your amount of drones. Interacting with it fully repairs all your drones and gives them stat bonuses to make them useful late game.
The stat bonuses could be small stat changes until a certain milestone of them have been purchased (eg. 10 upgrade kits), which would be a large upgrade to each type of drone (eg. TC-280 fires healing beams or Incinerator Drone fires incendiary explosives) to keep them relevant, and providing you a good use for extra money.
Eventually, drones stop receiving milestone upgrades, and each kit there on just upgrades them linearly. This is just an idea and the scaling of the upgrades could wildly vary if it deems too powerful or weak.
Edit: Uncramped the large body of text, fixed some grammatical errors, bolded/added italics to important text
!feedback
A new equipment that plays some sort of functional homage to Nematocyst Nozzle (Wandering Vagrant boss item from the original Risk of Rain)
!feedback when clay dunestrider uses his leech/suck move, have him be susceptible to friendly fire
!feedback
Maybe make it so the elite aspects also give the stat buffs that normal enemy’s get, or just some of them. Honestly for how rare these things are the only actually good one is the lighting aspect, the rest are basically just cosmetic
!feedback if all players have the achievement for "Pause" replace the artificer crystal with a random aspect that can be purchased for 10 lunar coins.
!feedback Prismatic Trial Changes
First, give players a preset number of lunar coins each run. This number wouldn't be affected by the number of coins you have in the base game, and it wouldn't affect the number of coins you have in the base game. This change would be to give players one less reason to cheat in lunar coins, plus it would be a fun limiter in runs. It wouldn't even have to be the same amount of lunar coins for each trial, it could change every time the trial changes.
Second, prevent lunar coins from dropping during a trial. I had it happen to me once, and I realized that it doesn't really make sense for something outside of the base game to be able to affect the base game.
!feedback
Right now, Wake of Vultures gets more power by not killing elites if you already have the buff, waiting to end them later on. This contradicts the current incentive of "elites are dangerous; focus them first", and makes it feel wasteful/inefficient to play this way.
Give Wake of Vultures a cumulative duration. Example at 1 stack: Killing 1 Blazing elite grants the Blazing buff for 8s. 4s later you kill another Blazing elite, which adds +8s to the duration, so it lasts 12 more seconds.
If the base duration has to be changed to compensate (6s +6s/stack?), better to do that than to keep WoV as it is.
!feedback maybe make Artificer ability cooldowns reduced by attack speed. You could increase the base cooldowns to compensate. It would them make attack speed buffs more valid.
!feedback
Guragura the Lucky (twisted scavenger) shouldn't be able to heal off of Spinel tonic. A few times now I've made it to A Moment Whole and have had to purposefully kill myself because my build simply couldn't out damage the healing, which is super disheartening and not very fun.
!feedback
Make Oni skin have a glowing red sword instead of blue. It would look cool and fit better with the skin.
!feedback this is probably said already but please buff the "low tier" characters, its sad having commando mul t and acrid all be way less viable than everyone else. for acrid, things such as making poison kill (i know itd be broken but itd be still more fun than how it is now), having more health and damage on his primary etc. commando could have frag explode on impact of an enemy for more instant aoe damage, slightly more damage on his primary etc. and mul t you could revert his primary changes for his nail gun, and buffing the speed and damage of the other primaries, and slightly buffing damage of his car mode and secondary
!feedback have Acrid's M1 heal a bit if the enemy he's attacking is poisoned. Right now Acrid has little-to-no incentive to engage in melee range. I think having him heal from his M1 also helps his kit feel full circle. As for alternates, his alternate M2 might also be able to do this, but to a higher degree?
!feedback
New commando primary
Name: true burst
Instead of pistols commando now uses 3 burst firing smgs.
The damage of each shot will be the half of the true double tap primary, proc efficiency will be reduced for 6.0, the spread will be 50% than true double tap, his firing capability time will be 50% less, attack speed will decrease you shooting cooldown, and decrease your stability by 5%. (This only can go by 20% less stability)
!feedback Celestine Changes
Right now, Celestine elites aren't very threatening. Malachites fill me with far more terror than Celestines. Which is why I propose these changes.
New Effect
Celestine elites constantly give enemies within their field barrier.
This change would solidify their role as the support elite, and also make it so that you want to deal with them more than normal enemies, but you aren't required to kill them to kill the enemies within the field. Plus, this would make Wake of Vultures actually do something when you kill a Celestine. Please note that the barrier would be coming in just fast enough to slowly increase the barrier.
Old Effect Change
Have the current invisibility effect actually count as invisibility, like the Old War Stealthkit.
This change wouldn't really affect enemies, but it would make Wake of Vultures more useful, once again.
EDIT: Changed the new effect from giving armor to barrier. It would be almost impossible to tell the player that the enemies within the field would get armor, which is why I changed it.
!feedback having an elite affix makes you immune to that elite type. This would make the rare affix equipment deops much more of a big deal, as well as a buff to wake of vultures.
!feedback a primary for engineer, he shoots unguided rockets, this would make his primary not as useless
!feedback
Let pressure mines detonate twice after reaching full charge.
This allows them to fit more into the point defense style they seem to be designed for.
Also as others have suggested, have the damage scale up over their duration rather than the current two stage system.
!feedback A post 1.0 release, content forecast
Extra DLC post 1.0
season pass to encourage continuous updating?
a Kickstarter to buy dev's a lifetimes supply of coffee?
!feedback
how about an enemy that will heal other enemies?
!feedback
A spawning animation for bighorn bison.
!feedback
in case the "and so he left, with everything but his humanity" kind of messages for completing the game return from RoR1 in RoR2s ending, please create a special message for Engineer when a certain % of his Total Items consists of Fungus
!feedback
Spicing up the spawning of the Vengeance clones would make it much nicer to use. In 1 the Origin Overlord had a huge portal spawn, with a screen shake and everything. Having something similar in 2 would be cool, possibly a tear in the floor that the clones jump out of nearby you.
!feedback
Make artifact of swarms actually double the spawn rate and not just double the enemy every time it spawns
or change the description.
!feedback
engineer's pressure mines have this weird interaction where they sometimes instantaneously detonate upon landing if they flew past an enemy before landing.
they shouldnt detect enemies before landing OR they should be able to blow up before landing (for 300% damage) to prevent this from happening. its honestly just really annoying that it does.
!feedback
New Artifact Idea: Artifact of Champions
There is no teleporter charge up, and once you kill the boss the teleporter is available to travel through instantly, but you cannot activate the teleporter unless you have completed all 3 shrines. These shrines are combat shrines spread across each map, which must be completed and all enemies must be killed before traveling onwards.
This gives players an alternate challenge to standard gameplay, as instead of killing a boss and charging up the tele, a player must defeat all enemies from several shrines and then be able to challenge the teleporter boss. Can make stages much faster for those with high skill and great builds as you wont have to wait forever for tele to charge, but could make things much more difficult.
!feedback
Add some random events on stages. Like a thunder with Lightning on Wetland Aspect, firestorms on Abyssal Depth, or blizzard on Rallypoint Delta. This can cause new sensations while being at the location.
!feedback
I need...no I HAVE to know if the devs have a backup plan to pull a fast one on everyone with the newest upcoming update where custom rooms can hold up to 12 or more players in one room.
Will you start up and start making RAID bosses that are seriously hard and/or require team effort and such after the upcoming August 11th update?
||!feedback||
New MUL-T Skin concept:
HAN-D
In case the devs never decide to bring back HAN-D, it would be awesome if they reused parts of his model already in-game to spice up my bot MUL-T.
||P.S.: Maybe one day they could just give HAN-D's hammer to MUL-T as another primary, their drones as a secondary, and forced_reassembly as a utility option anyways to bring HAN-D back as an alternate MUL-T loadout||
Spicing up the spawning of the Vengeance clones would make it much nicer to use. In 1 the Origin Overlord had a huge portal spawn, with a screen shake and everything. Having something similar in 2 would be cool, possibly a tear in the floor that the clones jump out of nearby you.
@white current
!feedback
!feedback Okay okay but think about this
With Evolution active give enemies a lunar item whenever the player enters a hidden realm (Bazaar, Void, Moments, Gilded, etc)
Edit: Maybe take items like Convergence, Beads and others that have no effect on enemies off the list since it would probably do nothing
!feedback There should be the ability to chose which side the survivors primary is on. Ex: mul-T primary shoots from the left, mercenary has his blade in his left hand, Rex has his primary on his left as well. It sounds silly, but I prefer if there was an option to just switch from being on the left side to the right.
!feedback
Give parents a little warning circle before they teleport just like the Imp Overlord. Just to make them less annoying to fight.
!feedback Either in 1.0 or (most likely) post launch updates Id love to see more items n such from RoR1
Maybe have a "Throwback" update that focuses on adding things from RoR1 like a survivor or two, items, enemies and bosses
||!feedback||
Make the blast radius of Engineer's Pressure Mines larger than it's trigger radius by a decent margin
This would help prevent cases where mines trigger against and only hit a single enemy, and also allow some leeway in case an enemy might run in the trigger radius and back out before it can damage them.
!feedback
Make it easier to decipher between enemy and friendly effects such as a different coloration. Some of the best examples being lighter or darker shade of green on malachite drops from friendlies, different coloration for genesis loop to differentiate a genesis loop explosion and wandering vagrant explosions, friendly beetle guards ranged attack being a different shade as well.
I feel as if this would be a great quality of life change and cooperative play would definitely benefit the most.
!feedback
fuck it, it's frog time. there's been some stuff about frogs going around in the community. and me, a fellow frog lover, is here to bring you exactly that.
a new enemy: a frog type enemy (i don't have a name for them yet lol)
these new enemies have 2 abilities:
leap: the frog will jump towards the player, dealing damage if it hits them. this attack will be choreographed by the frog getting in position to jump which happens fairly quick. it will just try to jump at the position the player is currently at.
lick: the frog will try to lick the player, also dealing damage. but instead of normal knockback, this attack will pull the player slightly towards the frog when they aren't
on the ground. think of it like inverted knockback. this attack will also be choreographed but is a bit quicker than the leap attack when it comes to charging up. since this attack is very similar to other attacks (it's just another ranged attack), it might be good to remove this attack entirely and have the leap attack be the only attack this enemy can do.
these attacks both have about the same range so the frog will just choose between the 2. not many enemies have 2 different attacks so these attacks could be split up into 2 separate enemies or one of the attacks can be removed entirely.
instead of normally walking around, the frog will just jump around the stage.
this enemy would probably appear in the wet and grassy stages, so on wetland aspect and siren's call.
i also made some concept art. if this enemy gets added it doesn't have to use this design, heck it doesn't even need to be a frog. this is because i'm not really sure if this design really fits with the rest of the cast but i tried my best to make it similar to other enemies. i had fun drawing it nonetheless :>
||i don't wanna kill frogs but i had this idea in mind for an enemy that jumps at you and a frog is perfect for that||
!feedback This is my official request to get a Mul-T skin that gives him a black Mohawk and a gold chain with the description “He pities the fool”, modeled after Mr.T (Mul-T, Mr.T; I think you get the idea)
!feedback Ancient Scepter, When?
!feedback Green Item idea: "Mourning Star"
'When an ally dies gain a temporary shield'
The amount of shield gained is dependent on how many of the item you have.
!feedback
the color overlay from brainstalks is starting to make me nauseous, please add an option to remove a whole screen effect in lieu of just an edge only or no screen effect
!feedback i see risk of rain 1 has emojis and profile backgrounds for steam, can we PLEASE get some high quality profile backgrounds and emojis after 1.0 release?
!feedback
How about adding achievements (steam)?
It would be nice to have a favorite game in the "ideal games" section
!feedback When the Alloy Worship Unit does its supercharged bass boost bomb, reduce the shield it gets from 50% of its max health to maybe 5-10%.
Forcing players to stop attacking this big alloy lad for around 5-10 seconds and wait really slows down the pace of the battle, so it'd be great if we could potentially chip through and break this health barrier early.
!feedback Standing in water should diminish the effects of fire DoT and strengthen the damage of electricity damage (Fire and overcharge elites respectively) because water does that.
!feedback
Give us the ability to know if a player used mods in their previous games in Multiplayer (Maybe they will be marked as a modder based on their last 3 games that has a mod?). (Anything will do! As long as we know that they are using one, so that we know what to expect from them.)
I've recently encountered several mod users in a supposed to be "Vanilla - No Artifacts" run...
They kept manipulating their Skill cooldown and Damage values to insta-kill enemies... (and also Item Drop Chance, I'm not sure if this is possible, maybe seeded?)
!feedback
Don't really know where else I would put this, I'd just like to suggest a reprint of the Risk of Rain 1 vinyls, as with the release of these new ones, I think a lot of people have become interested in getting the soundtrack of the original game on the same medium to complete their collection, but they were all sold out long ago.
!feedback
Adding a green item decreasing the amount of time needed for shield to recharge (like -30%, with hyperbolic stacking), would make shields much more viable choice over healing. Currently there are only three items giving shields and only one helping with not getting killed when abusing OSP (stealthkit), while we’ve got tons of healing items, which are quite useless when using transcendence. Players tend to avoid Shield Generators and Wakes of Vultures because of their breaking of OSP, so a single item improving the performance and extending the mechanics of shield would be both balancing and fun.
!feedback
Weird item idea
Inferno Claw (green, maybe?)
Deal slightly more damage/increase heal rate when in the teleporter area.
!feedback Make raining sound in the main menu louder.I can't hear it very well and also it will make player more absorbed in to the game's mood.
!feedback what about a melee character called the monk who uses shaolin monk techniques and would be a less agile but more damage and longer ranged mercanery
!feedback Every player inside the cell dome gets fully healed when you start the cell event so you dont have to wait for passive reg if you got no healing items.
||!feedback||
Leeching Seed Buff:
Now heals you for each tick of damage over time.
||This would allow Leeching Seed to be a decent item on all characters who get their hands on DoT items (Daggers, Gasoline, etc.) or who have it naturally built into their kit (Acrid and Artificer), instead of making it exclusively geared towards rapid fire characters.||
||This item is does virtually nothing for slow attacking characters, and isn't even spectacular on MUL-T, who has the fastest RoF in the entire game, by taking over a full minute and a half to heal him from low to full health with his rapid fire nailgun. Having it heal with every tick of damage over time would allow any character to spread out the damage and proc DoT items to recover health over time.||
!feedback the best feeling characters have abilities that scale with stats that items can boost. Mercenarys special scales with attack speed, Huntresses Flurry attack works great with critical, and Loaders Thunder punch scales its damage with speed. So I would love it if all of the survivors had an ability or two that scaled off something.
!feedback
Now Acrid's bite (alternative skill M2) is almost useless, so you should make this skill an alternative to normal strike (M1). The bite will deal more damage and poison enemies, but the impact speed will be slower than the standard skill. Thus, bite will look like a good alternative (at least better than the alternative to the standard M2 skill), and something more than this useless skill may come to replace the M2 skill 
!feedback make artificer’s hand thing colors based on the selected primary and secondary abilities. For example: the default attacks are fire bolt and nano bomb, and the colors are red/orange and blue, like the attacks. I’d like it if I then selected the alt secondary, the blue hand would switch to a lighter blue or if I picked the alt primary, the red would switch to dark blue.
!feedback
Make rebar punchers damage scale with distance. There’s almost no reason to use this in combat over nail gun. It only real use is for killing far away enemy’s, but it’s still not very good at that. So by making its damage scale with distance it would improve one of its only uses and increase its damage in general.
!feedback
Add a PvP mechanic to multiplayer
!feedback
Bring back the vibing golems or i will refund my copy of ror2
||!feedback||
Give Barrels a low chance to yield scrap when opened
!feedback Thanks for a great game! Pretty hyped for 1.0!
!feedback A new area I had an idea for. Mirror realm. This place is accessed via any stage after 3 (5% chance that increases with each stage up to 25%) in which a reflective silver statue of a portal will apear. If the user offers a lunar item to the shrine the portal will open and the user can interact with it. The mirror realm is a large flat area with reflective flooring and a dark sky. If the player walks forward enough they will reach a sort of wall, giving them the option to interact, in which it will summon an exact replica (maybe make them have more hp and damage idk) of the player (items and all) which will be hostile to the player, attacking on sight. (So they will be exactly as strong as the player) if the player manages to defeat them, they will receive the items the reflection was carrying(unsure if it should be a random 50% or all of them) a portal will then appear, allowing them to leave. Do note, that this will only be doable once a run.
!feedback
An item that heals for a percentage of your overkill damage.
This could work as a combat healing item for slower firing characters that dont benifit as much from leeching seed or scythe.
!feedback
THIS.
!feedback
Pinging an enemy should make your drones/turrets target it, and pinging a location should make them go to said location. This would add a lot more versatility to drones, which at the moment aren't very viable to buy.
!feedback
If you activate a shrine of the mountain, make it so there's a small chance that a legendary drops (Slightly lower chance than boss items)
!feedback have shaped glass half your health instead of making your total health half. The problem i see with this is that blood shrines are less useful due to your health never passing the 50% threshold.
!feedback Ability
Make MUL-T’s new Utility ability launch a drone to heal and damage buff allies in a radius
We need funko pop risk of rain huntress
!feedback. Make more summoning items like queens gland, because i would love to have some lunar summoning and some like stone titan or magma worm summoning
!feedback
I've noticed that the Aspects change the colors of your skin when you pick them up, so it'd be neat to have them as actual skins in-game, such as a challenge like Kill x amount of [elite type] and pick up the Aspect at least once
!feedback
speaking of skins. You know what would be sick? Some kind of tf2 engineer skin. If paladins can get the rights to it I guess anyone can.
!feedback This is a spoiler for the 1.0 Update
||I had I question / suggestion about the scrapper; Do 3D Printers take any scrap? If so I see a problem with this as you can scrap whites and print a red. These are my two options to balance this:
- Value Amount of scrap scrap is based on rarity. White = 1 / Green = 3 / Red = 5 | This would also work in reverse. To print a Red you'll need 5 scrap.
I like this option the most as it allows for the exchange of rarity as well as scrap
- Rarity The second option is that the scrap retains the rarity of the items scrapped. This would mean you need red scrap to get a red item.||
!feedback
Stasis chambers and conversion chambers.
It is an idea I had that was inspired by a mechamic in dead cells.
Basically in the lunar shop you could stasis an item that item is then removed from the loot pool.
Now you have to buy stasis chambers with lunar coins let say 15 for the first one and 50 for the second one.
Now the conversion chamber makes it so when the system would spawn item A item B would always drop instead and when item B drops it drops as normal. Aka you remove 1 item and give a higher 'weight' to another item but it has to be the same rarity so no removing shield gens and upping clover chance you have to remove a red say interstellar desk plant to boost clover chance or atg and razor wire or whatever you want to maximize.
The conversion chamber would cost something like 100 lunar coins to unlock.
Further functionality
This persist between runs but you only have 3 slots so you get some (emphasis on some) macro player agency.
It would also be something for new players to grind towards and for savy players to maximize (double clover chance, hell yeah !!!)
The last thing is that to put an item into stasis you have to have that item and you have to give that item up. Now that is specifically important for the conversion chamber as you have to have both items and lose them for the rest of that run.
It would let players have some agency when it comes to the loot pools of the game without being the command artefact.
!feedback
Artifact of Confinement
When the teleporter has been activated, you aren't allowed to leave the teleporter zone anymore.
Note: You do have the ability to go back into the teleporter zone if it was activated while you were outside of it
!feedback
Artifact of charity
All drones and summons inherits your items (in the same way engi turrets get whatever items engi has)
Note: this might not be able to be applied to beetle guard with visions of heresy, as they have unique attack animations that could not work, so this and the other heresy item may have to be blacklisted
!feedback Make the gray rarity item you get from using a Dio's count as a scrap (read the latest development thoughts), scrap rarity is left up to the devs
!feedback
An alternate Utility for Multi
Stabilizers: You become locked into place and cannot move or be moved, while gaining a large amount of armor(could scale with level or health).
This would promote a "hold your ground and fight" strategy similar to Engineer. (And make mushrooms a little more valid for someone other than Engineer.)
!feedback
Make Acrid's third larger claw attack from his primary apply blight and poison, this would make stacking blight more reliable and wouldn't make poison overpowered because you already almost always have poison applied from Acrid's secondary. It would also give players an incentive to complete the combo instead of sprint-canceling.
!feedback I believe I listed this already, but since acrid has come up again, here's an ability update that I suggested for his Alternate M2, which reads as follows (more or less):
If an enemy dies from this attack, that enemy produces a Poison Cloud in a 20m Radius, enemies that stand in this cloud gain a stack of poison/blight every tick they stand in it.
!feedback
An item which benefits ranged and melee characters. For ranged characters, it decreases damage falloff; so at longer ranges, damage isn't reduced as much. For melee characters, it increases the reach of their attacks. As an example, Loader or Merc could reach wisps by jumping without having to use an ability. Likewise, MUL-T's rebar puncher can get more than just wisps at more than 100 feet.
!feedback
easter egg area, similar to ||boar beach|| or the ||funk golems|| in ror1
Hidden Realm: Hope Shrine
A shrine to the ancients
Hope shrine would be a flat, grassy area with a few pools of water, in which frogs and fish swim, and a large central statue/fountain, with a stone goat, cat, and a large mask sitting on top.
interacting with the shrine gives the survivor the Enduring Hope item, which buffs armor, move speed, and damage while below 25% health.
can only be visited once per run.
!feedback
Blue use item: Cosmic Exchange
Description: Blood for power, and power for blood.
Use type - toggle
On state - Drain hp to deal increased damage to targets at a rate of 1%/Mhps (Max health points per second)
[Damage increase of approx 25%]
[Healing during active state boosts damage instead of healing until switched off]
[Damage from heal increase by 10% = 100%Mhp]
Off state - gain hp but reduce damage to targets.
[Damage reduction of between 66% to 50%, whatever is fairer]
[Health gain equal to 1% of damage dealt, calculated after reduction]
Notes - designed as a way for charcters to use healing sources as a potential damage output.
Taking the item requires a balance between both states, and is meant as a more interactive and situational item like coingun.
Values could be revised, but offer a possible concept to blue item choices.
!feedback the ukelele logbook has clipping on the model, which is kind of weird. Please fix at some point.
!feedback
buff drones plz...?
!feedback Like guaranteed Newt Altars, allow there to be some specific stage(s) where a Cleansing Pool is guaranteed to spawn. It's very frustrating and confusing trying to get the Pearl logs when Pools only appear on a few stages with a low chance of even showing up, especially when combined with Irradiant Pearl's 4% drop chance.
!feedback
This is more of a random idea I've had recently, but maybe someone will find value in it.
A Risk of Rain spin-off game! Something like "Risk of Rain: Tactics" or "Risk of Rain: Survivors"
An isometric, real time strategy base-building game. You play as a group of survivors who need to gather up resources, both from nature and from the crashed parts of the ship, in order to last long enough for the rescue ship to come. You could have the existing survivors fill new roles, for example Engineer would be able to build defensive structures, MUL-T would be a support unit that could speed up whatever task it is assigned to with another survivor, but you could also have new characters, for example a bot named "BUILD-R" that can construct non-defensive stuff (like walls or shelters), or characters from the first game like Chef or Miner to fill non-combat roles (Chef would gather and prepare food, Miner would... mine).
You could have either one campaign with the survivors migrating from place to place, or a series of campaigns with different survivors in different places, experiencing different scenarios, as well as some sort of an endless mode where you just build and survive as long as you can.
!feedback Please do something about the Drone AI don't let them just wander off make them stay near the Player. It gets really annoying if you have a lone drone some where on an adventure and the Boss is chasing it + all you healing drones chasing that lone drone leaving you alone . . . 
!Feedback
Can be that other language people have a special chat for their respective language, it makes a easy way to play with less lag if we are from the same region
!feedback
From what I read the "execution damage" from Acrid's m2 works in this way
it gains +2% base damage per 1% missing health on the enemy.
While this is currently good, it doesn't make much sense to me that the max execution damage you get is when the enemy has 0 health. Make it reach +200% damage around 10 or 15% of the mob's health (tbh anythinh but 0%) just so it doesn't feel like you never get as much as you could from the skill according to its description.
!feedback
A game mode similar to Destiny 2, Gambit game mode. Gambit is a race to defeat your team's boss before the other team defeats theirs. To summon your boss, you have to bank 100 motes in the middle of the map; killing an enemy drops one mote you can pick up, stronger enemies drop more motes. Banking 5 or more motes at a time sends a blocker to the other team, locking their bank and preventing them from banking their motes until it's dead, but if you die while you're in possession of Motes, you lose them. In Gambit Prime, banking 2 or more blockers at a time will slowly drain the enemy team's banked motes over time until only 1 blocker remains. Once your team has banked a cumulative 25 points, an invasion portal opens on your side, allowing one member of your team to step through and invade the other team's map, giving them an overshield and some extra ammo to do the job. Players killed by an invader have their motes wasted unless they bank them, but killing an invading player drops 3 extra motes from their body.
Once you spawn your boss, the enemy team's invasion portal opens periodically regardless of whether or not they've banked the standard amount of motes. If an enemy invades and kills one of your teammates, the boss isv partially healed, allowing for aggressive comebacks. Your invasion portal will not open again until the enemy team has also spawned their boss, allowing the enemy team to stockpile and bank motes in complete safety.
!feedback
Some challenges that each unlock a music track from the original game that could randomly play in game once unlocked. Could be some of the harder challenges
!feedback
Multi - criting
Some abilities could have an extra critical chance, and when they get a critical hit they reduce the chance and then check it again. So this could lead to greatly multiplied damage for some attacks.
!feedback
When selecting an item with the artifact of command, it should have an unskippable 10 second timer that must count down before you can leave the selection screen. If nothing is picked afterwards, the item selected is random.
!feedback
Small idea I had to flush out survivors more:
Occasionally, after certain events, (Getting a certain item, activating a teleporter, etc.) Survivors could have small text dialogue lines in a small bubble. In, multiplayer, this would be more fleshed out, and things could trigger dialogue chains between survivors (for example, say MUL-T takes a huge blow, and engineer could ask if he needs repairs). This would help to make the characters feel more lifelike I think, and could be a cool addition. Of course, the dialogue could be disabled in options in case you don't want to see it or simply don't care.
!feedback
Projectile accelerater
Increases Projectile speed and damage
A new white item that, like it says, increases projectile movement speed by 10% (making it easier to hit shots) and making projectiles deal 15% more damage.
!feedback
When selecting an item with the artifact of command, it should have an unskippable 10 second timer that must count down before you can leave the selection screen. If nothing is picked afterwards, the item selected is random.
@dense widget
This but only with the item automatically picked after ten seconds, it being unskippable is awful.
!feedback
put a random character choice button for the undecisive like me
!feedback
One shot protection should get a rework, considering that if you get a fire debuff, bleed or such, you'll die very fast, basically meaning that one shot protection won't actually protect you from said one shot. Or if the enemy fires multiple projectiles (like the lesser wisp) where the one shot protection protects you from one of the shots but not the rest, still killing you.
!feedback
Chronobauble Change
Instead of stacking it increasing the timer, have it increase the amount that it slows (by like 1-5%) per extra bauble.
as it is now, getting more than one kinda feels like a waste of money. besides, you can just hit the target again too restart the timer for anyway.
!feedback
Repurpose the Old Guillotine and make the tanky as hell elites a little less tanky. The elites are already terrifying with how much damage and debuffs they're able to output.
!feedback
Make it so the shops cannot contain 2 or 3 of the same item, especially the random item. When it comes to items, player choice is very limited by default, so the shops should always give the players 3 different items to choose from, even if 1 of the choices is a random item.
!feedback
Engineer turrets placable on walls/ceilings or make the mobile turrets have spiderlegs/climbing abilities🗿
!feedback
Change acrids nuerotoxin, caustic leap pool, and epidemic to that red/purple color when using blight
!feedback Drones and gunner turrets should inherit the items you have on activation so they are more relevant through the run, and to allow for some interesting interactions
Also, compared to Engi's turrets they would have the disadvantage of not being free to refresh their items, which could in-turn encourage still buying them later
!feedback
A new poison variant for Acrid:
Mutating Strain- It deals little to no damage, but instead procs your on hit items every tic. So it would start out small, but would 'mutate' over time with the more items you get.
!feedback
The artifact of command item selection menu should be able to be closed with the escape key quickly, instead of being forced to hover your mouse over to the close button.
!feedback
An artifact that makes each level have random artifacts
We need funko pop risk of rain huntress
This was a post by @brave portal so !feedback
!feedback
Have Mercenary angle his attacks based on the angle of your camera so that you can better attack enemies above or below you in the air.
!feedback
in bulwark's ambry make the key drop chance slightly increase with every enemy kill or every few kills. once i was stuck there for like 15 minutes just because of bad luck
!feedback
small talk about 1.0 so im gonna spoiler it for the people who don't wanna hear anything about it. it's really not much of a spoiler though.
||in 1.0 they're gonna adress bleed a little bit by making the timer of when a stack of bleed disappears reset when another stack of bleed is applied. the devs did this just so bleed is easier to apply. blight is basically the same as bleed so why not do this for blight as well? blight's already in need of a buff and also has a problem where it's hard to apply huge numbers. this buff would make blight a bit more viable which is nice and keeps the effects consistent.||
!feedback
Rare newt teleporter boss that uses or is under the effect of a random applicable lunar item.
!feedback
Have Mercenary angle his attacks based on the angle of your camera so that you can better attack enemies above or below you in the air.
do this with mulT's saw as well
!feedback loader's special ability:
Change the special abilty to a melee ability of some sort, as the pylon doesnt .fit loaders playstyle at all.
!feedback
Achievements in Steam
!feedback
Maybe change this to say "Laptop" instead of "."
!feedback
5 wires in
7 wires out
and on the actual part where it connects, 5 wires in
Maybe fix?
!feedback
Abilities should not toggle sprint; if slowing the player down while they use them is the intention, then the abilities should temporarily disable sprint if you have it enabled, not permanently disable it until you toggle it again. The way it works now is unnecessarily cumbersome and is not a good form of skill expression. Players should have to fight the enemies, not the controls.
!feedback mac support 
!Feedback
The netcode from the ps4 seems Not to be the best one, me and my Friends struggle offten with dc's while we are searching games,or even in the Game get kicked Out by an Connection Error.
!feedback
Inductive battery
White, possibly green
Increases damage by 15% (+15% per stack) when entering combat
This is the opposite of soldier's syringe, basically meant for hit-and run survivors like Arty and Acrid, but unlike crowbar doesn't rely entirely on oneshotting. Entering combat means leaving out of combat state, basically when red whip stops working.
Wether it works for just one attack or applies a buff for 2-ish seconds would depend on which tier the item ends up in.
!feedback
https://discordapp.com/channels/417739215355510784/559901472339525644/733847519603326986
I am 100% in support of this idea. As such, I propose an additional idea: enemies should have to actually be facing towards you to shoot towards you. I do not like being shotgunned by Beetle Queens from their knees, or a Stone Titan's laser going out the back of its damn head, or a Scavenger's gun apparently being porous as opposed to having a real barrel.
!feedback
Option for hold to sprint
!feedback
Option for hold to walk, with sprint always being on unless performing an action that sprint would interrupt
!feedback
Twitch viewer UI
Just a little something fun for the people who stream and watch RoR2 to do. A toggleable thing streamers can have ON or OFF before they start a run. Viewers will be able to participate in events to spice up runs for the streamer. Stuff that would be along the lines of timed effects that would last like a minute or two or summoning things.
Here are some examples of what i mean.
-Enemies drop more money.
-Increased odds of higher tier drops from chests.
-Everything moves 50% faster.
-Deal significantly less damage to units that are more than a certain distance away.
-Summon a horde of enemies, (like activating a shrine of combat, but giving the streamer little time to be mentally prepared.)
Mostly spitballing some of these examples. But, I think this drives the point.
!idea
trade items with teammate(s)? I do a lot of multiplayer runs, and i cant say how many times I've picked up a fungus when my teammate was playing as engineer. I feel like it would be really useful if you could swap items with your teammate(s)
!idea
trade items with teammate(s)? I do a lot of multiplayer runs, and i cant say how many times I've picked up a fungus when my teammate was playing as engineer. I feel like it would be really useful if you could swap items with your teammate(s)
@faint chasm use !feedback next time
!feedback
The huntress 100% challenge on rallypoint (and by extension the mercenary prismatic trial challenge) should specify that shield is considered to be part of that 100% health, to avoid confusing new players.
||!feedback||
Allow Mini Mushrooms to spawn on Wetland Aspect and Distant Roost after the first loop
||These stages have a little less enemy variety than their counterparts past loop 1, and mini mushrooms would fit right at home within these swampy areas||
!feedback
New Achievement: Real Plantlife
As REX, kill a teleporter boss while standing completely still. Jumping counts as moving.
Unlocks Directive: Disguise
Effect: Drill yourself into the ground, removing your ability to move but gain massive armor and drain all enemies within a certain radius. This effect can be ended by recasting or sitting inside the ground for over 20 seconds
!feedback
Stop making magma worms prioritize gunner turrets that are across the map during a teleporter event.
||!feedback||
I know this sounds far fetched, but I have a new marketing idea: risk of rain movie.
It would attract more people to the game, and get it really popular. I don’t know what the plot would be, so idk if this would work or not.
!feedback
Twitch Chat Commands Idea: Twitch integration where viewers can type in chat commands and it will do that in the game. For example "!spawn 50_Wisps". Maybe like special chests when opened it either gives a orb that allows a viewer to make the request for the event to happen.
!feedback
i noticed that there's no visual box on mer's alt skin for his little creasant moon on his forehead from behind him
i thought it looked a bit weird so maybe something to fix
!feedback
Adding support for game streaming services such as GeForce NOW would be cool. I miss playing this game lol
#potatogang
!feedback Shields are looked a bit down on compared to just healing a lot, and it's easy to see why when there's like a dozen healing items and only two shield-related items. Here's one:
Battery extension
Red, mostly because Transcendence exists
Enemies have a 15% chance to drop shield batteries. Shield batteries make your shields start charging immediately. Chance stacks the same way as bandolier.
To be clear, that means the batteries don't fill your shields, they only jumpstart the charging process.
Edit: The item would also give around 20% shields just to make it work standalone.
!feedback If the Captain dies in multiplayer, the player nearest to his location when he dies gets his hat in honour of the fallen until the next stage. If the nearest player is another Captain, the hat sits on top of his existing hat and upon his death, both hats would transfer to the closest player.
This is not a meme, I'm being serious. Even if the Captain himself proves unworthy, his hat must press on without him.
!feedback
-Give Artificer a built-in wax quail jump that uses a burst from her jet back.
-Make her ice wall block projectiles.
-Reduce or eliminate cooldown on M1, lower the damage to maintain same dps. Makes killing wisps and long range shots less miserable and helps her proccing issues late game.
-Alternate utility to ice wall / jetpack dash.
!feedback Blight Change
Have Blight spread to nearby enemies on death. For example, killing a Beetle with 3 stacks of Blight would give all nearby enemies 3 stacks of Blight. Whether the duration is refreshed or just the remaining duration of the spreading stacks would be up to the devs. The main point is that Blight would spread on death.
Why?
Currently, the only incentive to stack Blight is that you can't stack Poison. This change would make stacking Blight deal a large amount of damage to a crowd, possibly causing huge chain reactions in Blight stacks. Of course, Blight could have other changes made to compensate for the new spreading technique.
!feedback Crit chance mechanic,when at 100% crit chance make any extra crit chance convert to bonus crit damage.
For example 11 glasses would make you have 100% crit chance,and a 10% crit damage bonus.
this will make crit alot more dynamic allowing crit items to be useful after 100% crit chance!
!feedback some weird item ideas
Equipment: Emperor's Adjudicator.
On use, fires homing spirits at an enemy. Has a chance on kill to spawn a ghost (a la happiest mask). Has a cooldown of ~7 seconds. Has a secret 5% chance to "curse" the player instead of firing, making them unable to use any abilities except for their primary for 7 seconds. Increases by 5% for each successful use, and resets upon being cursed.
Equipment: "Home Sweet Home" Protocol.
Creates an area roughly the size of the teleporter zone that prevents enemies from spawning within it. Lasts 60 seconds and has a cooldown of 20.
Green item: Pocket of Cash.
Crits give the attacker $5.
!feedback
An idea for a new artifact (though I don't know if anyone's suggested this before) that randomizes item rarity. So for each of the white, green, red, boss and lunar items, their rarity is randomized, so bustling fungus can become a red item, or lunar items can become common. I was also thinking that if it affected equipment, the equipment would act like it had gesture of the drown, without the buff, and normal items that become equipment when used activate their effect for 1 second. This seems like something that could be interesting to play with, though it might break the game
!feedback when 1.0 drops, you guys should take a vacation or something, or just a break to enjoy the success of the game. I would even be fine if nothing new came out in 2020 after 1.0
!feedback i think that the introduction of scrap allows for the addition of more level up items. They provide strong early game benifits where level ups are common, and then can be traded out as level ups become less frequent.
I'd like to see an item of each tier, and more specifically an equipment that simulates a level up.
!feedback im light of my last feedback about level up items, I was thinking ally items would work well because they would synergize with warbanner. I ended up thinking of this as a rough idea for an item that could be cool, and its a reference to an item from the first game.
Shattered Mirror (red)
On level up, summon a shadow of yourself to fight by your side for (60?) seconds.
(Its a friendly umbra)
!feedback Item Idea don't have a name but
Tier-Red
Effect-Add Another Ultimate Charge
!feedback
Make it so you don’t have grab the artifact in the middle of the Bulwark’s Ambry if you already have it unlocked
!feedback
new equipment
resets all of your cooldowns (including hidden stuff like ||the reworked wedding bands||) does not reset it's own cooldown
cooldown on the item itself is up for debate (likely 15-20 seconds)
[possible lunar function:
[doubles the next cooldown of each ability
||hit me up in the discussion if I haven't been clear enough||
!feedback when a player leaves they should drop all their items
!feedback
Bring back the chargefield generator from ror1. I need this in my life in ror2.
generate a lightning ring around the player, dealing 50% damage/sec for 6 seconds.
Killing additional enemies while the ring is active increases the ring's size and refreshes its duration
Per stack : +10% damage/sec
!feedback
lunar item idea
Unlimited Limited
Equipment gains 5 charges (+5 per stack) and -80% recharge time
15%(+5% per stack) chance using Equipment fails and deals 50% damage to self
(sounds too overpowered but i like the idea of really high risk items that can potentially kill you)
!feedback
Rework to the Warbanner
New effect: Upon activating the teleporter, gain 15% [+15%] attack speed and 10% [+10%] movement speed as long as you are in the teleporter zone. The banner fades away upon completion of the teleporter.The radius is the same as the current teleporter radius, meaning that if convergence is picked up the radius will be smaller
edit: fat enter
!feedback
With the upcoming bleed change (procs reset duration of all stacks), I’m worried about two things:
-
The more you can proc bleed, the more stacks before a few unlucky shots don’t proc, the bigger the fluctuation in dps. Unpredictability like this takes away from player agency, especially when they think a Vagrant will die before it detonates...
-
The power (and sudden lack of power) increases exponentially as it approaches indefinite stack-maintaining. Tri-Tip Dagger will be proportionally far weaker at low stacks than it is at higher stacks; it’s pre-nerf Sticky Bomb all over again!
Solution: Instead of a timer for each stack or a resetting timer for all of them, periodically remove a percentage of the stacks (rounded up); this both reduces fluctuation and prevents infinite stacking. The percent removed and interval affects the number that can be maintained, making for easy balance tweaks.
Example: If you can proc about 4 stacks per second and it removes 50% of the stacks each second, 4 in the first second becomes 2, +4=6 becomes 3, +4=7 becomes 3 again, so you can maintain 3-7 (average 5) stacks at a time. If only 25% were removed, you could maintain 9-13 stacks.This system could work well for any stacking buff/debuff, like Predatory Instincts, Frost Relic, or Shattering Justice, increasing their reliability and usability without necessarily affecting their balance.
!feedback
Player specific command artifact essence drops, meaning that the other players can't steal it unless it was interacted with and left there.
!feedback Destroyed drones (not spawned ones) should emanate smoke particles from where they land so that they become easier to find. Repairing destroyed drones should be hindered by its cost and not its difficulty to find in monster carcasses.
!feedback
Artifact of Equity: Whenever you open a chest, the item is reserved for you and cannot be picked up by another player for a few seconds. Pinging the item instantly allows others to pick it up.
This could also be an option in the multiplayer menu instead of an artifact.
||This applies to all ways someone can acquire an item, like printers, Chance shrines, and even the teleport event, where an equal amount of each item is rewarded to you.
This optional modifier mainly helps prevent people from accidentally picking up someone else’s items and mostly stops dirty item thieves.||
!feedback make it so that the stones in the obliteration part spawn slightly sooner because I always have to fall down the abyss like 5 times before I can get to the portal
!feedback
I really appreciate that you guys are adding something for challenge enthusiasts like myself. It has me really excited for 1.0 despite me being well over 1700 hours in playtime (and double that making mods)
However, I dislike the hp reduction. The core of the difficulty issue is that enemies just don't scale enough. There is a "hump" at stage 8 after which the enemy scaling doesn't catch up. Halving player HP doesn't fix that, and will just get in the way of the challenge.(This isn't pure theory, I wrote up a mod that halves player hp and verified this in game)
Instead I would really like to see something address the root of the issue which I'll explain now.
Monster strength:
linear with time
exponential with stages cleared
Player strength:
Polynomial (degree varies with items)
Meaning:
There is a point early where player strength passes linear part of monster strength (this is the "hump")
There is some point where enemies will outscale you but it is well after 500 stages cleared.
I would like to see something that brings the second point in to stages 13-20 to make that point where you are fighting an uphill battle to last 1 more stage reasonably possible to reach.
Since I love numbers and modding, I went ahead and made that happen.
The results of this are that enemy strength is within a tiny fraction of a percent of normal values up to stage 13, where the exponential starts taking effect.
float eBase = 1.16f;
float eMul = 0.003f;
float eStart = 0.965f;
float eInit= eBase * eStart;
float eScale = eBase * eMul;
static float Scale(int stage) => eInit + (eScale * stage);
The result of that gets plugged in as the base of the stages cleared exponent Pow(1.15f, stages); becomes Pow(Scale(stages), stages); in Run.OnFixedUpdate
Not trying to say do this exactly. Just providing code that I used to create the feeling that I am trying to describe.
!feedback
Since Death Mark was not fixed after the last update there is a high likelihood that it will get changed instead of getting fixed.
For those who don't know death mark is supposed to stack 50% damage for each stack but currently does not stack at all.
My idea is that the stacking works differently. Right now death mark requires 4 separate debuffs (stuns not counting, has to be actual icons over the enemies head) to work but what if the stacking works by decreasing the amount of debuffs for it to trigger. NOW hold your horses this will require some rebalancing so instead of the 50% damage at 4 debuffs you have 15% if you have 5 debuffs 30% and 6 debuffs 60%. Now stacking death mark would decrease the requirement to trigger the damage buff down to a minimum of 1 for all of them so if you have 6+ death marks you trigger the 60% damage buff by applying one debuff.
BUT WAIT there is more, that is not that impressive so, if you don't think so then ignore this last part, when death mark triggers any debuff on the target gets extended by 1 second (stacking +1 for each additional death mark).
So it reads
When the target has 4 (-1 for each stack of death mark minimum of 1) gain one "Marked for death" (debuff), 15% additional damage on target, for each debuff beyond the first requirement add another "Marked for death" stack (15% pr stack of the debuff). In addition when "Marked for death" is applied to a target add 1 second (+1 for each stack of death mark) to any existing cooldown to a maximum of double the duration for each individual debuff). The marked for death debuff lasts 5 seconds or something like that.
!feedback
here's an item idea
a t3 that makes it so that you can now raise your crit damage up to 200% more and works off crit chance
!feedback
bring up the respawn/kill plane in A Moment Fractured to like the bottem tip of the lowest platform
I'm sick of falling for a whole minute when I fall there
!feedback
Acrid’s Bite should end all stacks of poison/blight, applying all the stacked damage over time instantly as part of the bite.
It would be super satisfying to stack up tons of blight on an enemy and bite them for an instant devastating blow.
!feedback
Artifact of Lunacy
Lunar items can drop out of normal chests alongside other items.
I think the fact that Lunar items require an investment of lunar coints and constant detours to the bazaar prevents players from trying them out and trying to stack them to riddiculous levels. With this artifact, people would have an opportunity to use them a lot more.
!feedback
Artificer is bottom tier damage in multiplayer, she needs a buff. Tried 500 games on her.
!feedback nothing to suggest, just wanna say that this game is amazing and you guys are doing a phenomenal job on it, looking forward to the 1.0 release!
!feedback Alright, here's a whole list of ideas to balance Loader and make her more engaging.
HP: 160 -> 140
Regen: 2.5hp/s -> 1.0hp/s
Scrap Barrier: +5% barrier on hit (+8 at 160hp) -> +7.5% barrier on hit (+10.5 at 140hp)
Loader is inherently tanky already, and with even more safety from her main skills she's incredibly hard to take down. A little less HP wouldn't be all that bad, and with that plus a standard regen and better barrier gain, then if you want to recover you're more inclined to go punch stuff for barrier.
Charged Gauntlet damage: 600%-2700% -> 600%-2400%
Thunder Gauntlet damage: 2100% + 1000% = 3100% -> 1900% + 800% = 2700%
Utility cooldowns: 5s -> 6s
Less-ridiculous power from the big punches alone, and less dependency on them.
M551 Pylon addition: While grappled to a pylon, gain overcharge. [Attack speed and move speed are increased by +60%. The buff lingers for 1.5s when letting go.]
You can test how this feels yourself with 4 syringes and hooves. And heck, to our knowledge this was in development and yet it was never implemented!
Anyways, I think these changes together would really improve her overall. I want to see some depth to her play by making different approaches with her lesser-used skills more viable.
!feedback at least 1 additional female character.
@warped juniper
!feedback
You forgot thebfeedback part
!feedback let me drop items
!feedback
I had an idea for how to port Miner over from the first game. I'm not usually into character suggestions, but I had fun with this so i figured I'd post it. Some abilities may seem similar to loader, but the intention is that he would play very different. The idea is that the Miner is uniquely grounded despite being extremely mobile. (x) is just a place holder for numbers as I'm not really sure what they would look like.
Passive:
Earth Breaker
Certain attacks rip rocks up from the ground that can be shattered to deal (x%) damage to nearby enemies.
||Rocks can be broken by any of your attacks. Think Terra from Smite or Earthshatter from Path of Exile. Rocks would resemble rectangular spikes and have collision||
2nd Passive:
Climbing gear
You can jump off of walls
||The arc of the jump would be more horizontal in order to make it harder to scale directly up a wall without abilities||
||This is a separate secondary passive for clarity as well as to make room for alt passives for earth breaker.||
Primary: Crush
Crush nearby enemies for (x%). Every 3rd hit strikes in a larger area and knocks enemies back.
||Uses the dual pickaxes from the first game, strikes with the left, then the right, then both||
Secondary: Anchor
Throw your pickaxes downwards dealing (x%), and pulling you to the ground. Deals (x%) and Breaks Earth around you on impact.
||targets in a downward facing cone||
Utility: Drill Charge
Charge up for up to 2 seconds. On release dash through enemies to deal up to (x%). Breaks Earth in your wake.
Special: To The Stars
Jump into the air, hitting enemies below you for (x)*(x%)
!feedback
Mul-T idea...
okay so hear me out... either by adding new ult specials or adding new ult passives
it’d be cool if you had the option to switch between different m2s or different utilities instead of m1s
i feel like this would be a pretty fun idea and give players the opportunity for some pretty interesting builds depending on what m2s/utilities Mul-T gets in the future
!feedback
A plush of Mul-T
Please i will sell you my soul
!feedback
A plush of Mul-T
Please i will sell you my soul
@sage loom
😦
!feedback
lootboxs
!feedback
Item Name: Impish Ring
Item Rarity: Uncommon (Green)
Effect: Each time a charge-based attack hits, give a 5% chance (+3% for each additional stack) to immediately give a new charge of said attack.
Author's Note: This is mostly to try to solve the issue with Artificer and how she scales later on. Where most characters would have significantly higher attack speed and tons of effects, Artificer is still stuck with her four fireballs and may or may not eventually completely switch to relying on her secondary as her main source of damage.
(Willing to adjust based off of feedback. I'm not as knowledgeable as others when it comes to balancing hypothetical items.)
TL;DR: A weaker version of the Wicked Ring from RoR1. Hopefully, it will fix Artificer. 
!feedback
Give us the option to turn off fog.
!feedback
Color blind mode for all my homies that can't tell rarity
!feedback Walky turrets should now sprint more often, whether it be to make them always be sprinting or make them sprint when the engi sprints.
!feedback
Addition to the radar equipment
Radar equipment also reveals invisible enemies
!feedback
Get rid of the forced aerial movement arcs when a player uses something like a double jump, skill, or something else.
You'll find these arcs in jump pads and using loader's thunder gauntlet right after grappling an enemy in the air. These fixed movement arcs have gotten me killed pretty often. That and they're just annoying to put up with. The jump pad ones aren't as bad but I think they could be modified as well so that players can use them with more utility in combat rather than as a map traversal thing.
!feedback
have 2 different multiplayer options
1 for people who want to use artifacts and another for people ||(losers)|| who want to do vanilla runs
!feedback
Another weird item idea
Crystalline Transit (white/green?)
Opening a chest increases your movement speed by 1% permanently
!feedback
Slicing wind rework
On use, changes m1 to a buffed version throwing slicing winds at a range for a few seconds
It would allow a more versatile and spread out hybrid gameplay for mercenary instead of having one ranged attack every now and then
||!feedback||
Green Item Idea: Symbiotic Larvae
For each minion you have, gain 1.5 hp regen per second (+1.5 per stack). Each minion gains half this bonus.
|| There are quite a few items and ways to get minions, but they are relatively weak and only serve as a distraction. This item would encourage you to keep minions and minion spawning items around in order to keep the hp regen going.
Like death mark, this item would synergies with mediocre items to make the best out of all of them. The healing number is just a suggestion for what I feel would be good.||
!feedback
Fresh meat buff:
The regeneration effect sums up from each subsequent kill instead of the duration of the regeneration
!feedback
Radar scanner will be much more useful if instead of "?" certain icons will appear (barrels, chests, triton altars, portals, etc.)
!feedback
With the upcoming release of Risk of Rain 2 1.0, it would be great if you dropped a blog post or video talking about the journey starting from RoR 1 up to now. How much you've learned and grown from making the game, looking back at the massive following you've amassed both old (RoR 1 players) and new (RoR 2 players), your favorite bugs you've run into while testing things, and a sneak peak for the road map for the future development.
Thanks for creating such an amazing game.

!feedback
Distant Roost still has map permutations where the newt altar either doesn't spawn, or spawns behind the closed door or on the cliff side when the bridge isn't there. Really hope it's just an oversight and not intentional.
!feedback bring back arms race, but have it also effect other types of allies such as the beetle gaurd
!feedback New Acrid Misc Idea
-Plague-
Ticks 1/sec (poison = 3/sec) for 1% of victims health and applies -25% movement (Chronobauble = -60% | If chronobauble is applied make it -25% of the remaining 40% resulting in 30% left)
Everytime Plague Ticks (1/sec) it will transfer to all enemies within 6 meters (can't be infected by same strain twice | just like poison or blight doesn't apply pandemic again to same enemies)
Will last 20 Sec (Poison = 10 sec | this means it does 2/3s the damage of poison but has more spreading power and slows enemies down a tiny bit)
Why the extra little debuff? | I thougt since they get a disease they feel like hot garbaj and as such would be a bit slower (can also replace slowness with -15% dmg if desired)
Why 1 tick/sec? | If this is basically poison that has more spreading power it should be a bit weaker to balance
Why 20 Sec? | I thougt that to maximize spread potential it should last longer (Also the reason why the tick/sec is only 1 instead of 2/sec for 10 sec)
Why reduce the ammount of slow with chronobauble?? | It's still a 10% increase but it's mainly so some enemies don't go full brick mode and stop all action to just take it like they're stunned
I'd like to see how this goes but idk if the tradeoff of a little dps for spread potential is liked as much but we'll see.
!feedback make it so that the artifact of command window can be closed with echap/esc instead of having to click 'cancel'
!feedback
Why not make the crit system like Warframe wherein percentages above 100% and 200% can inflict double/triple crits respectively?
It would certainly give collecting more than 10 glasses a reason.
!feedback
Maybe extra %s of critical chance could increase critical damage by that much.
Or some survivor abilities could have different factors that scale of of critical chance.
Ex. Acrid's Poison or Blight duration could be modified by critical chance.
!feedback
To make acrid better in melee you could make it that acrid gains hp if he hits an enemy with his main attack while they are poisoned/blighted
!feedback it would be great to have a way to play with friends on console. maybe an in game friend system via username, and you can play with friends on any platform
!feedback
Make it so that all windows can be closed out by pressing 'esc' instead of having to hit the X, Cancel, or Back
i.e the log windows, command window, and option menu
!feedback Clay Dunestrider needs a nerf on his suction/health drain ability. It absolutely kills characters without good movement skill or who need to get in close to do damage like Merc, and if you back away it can heal almost to full strength. Also if more than one of them start doing it at once you're pretty much screwed and can't get away. I think they could use a reworking similar to what the Magma Worms got.
!feedback
I think it would be nice if there is steam workshop support for custom stages, mobs or anything else.
It will help the longevity of this game.
!feedback ATG procs on clay dunestriders will fly towards the floor under them rather than their actual body, please fix.
!feedback Will-'o-the-Wisp Change
Make it scale in volume instead of radius with stacks, or just remove the size scaling altogether. As of right now, this item scales so fast that just 5 makes your game practically play itself. That can't be said about any other green item, and the first stack is powerful enough.
Why?
The scaling on AOEs is exponential if you increase the radius. Because of that, this item has insane scaling, while the first one is good enough already. This change would make it not scale harder than every other green item, and would also help it fulfill its niche within the on-death items (Gas, Daggers, and Wisp) as a high damage, low-range proccing item.
!feedback
I think Mul-T needs some kind of buff or rework, either mechanical or audio visual.
He just feels really bad to play for some reason imo.
!feedback Mobile Turrets Targeting System
When you mark an enemy your mobile turrets go and attempt to kill that enemy OR They start attacking in that enemies vicinity
!feedback
Second alternate skin for the Commando, hear me out:
!feedback perhaps not include shields in calculating maximum health? Might make shields feel stronger.
!feedback enable toggling between first person and third person as it would benefit playing some characters like Mul-T and Commando.
!feedback OSP Changes
Allow it to trigger only once per stage
Blam, no more OSP abuse. You should only really need it once per stage, OSP isn't triggered that often. In fact, once per stage may be more than needed.
Give it a damage threshold
If an attack deals more than 1000% your max health, it bypasses OSP. Blam, no need to remove OSP when using artifact of Glass. It would effectively remove itself. Thus, gameplay is more consistent between modes.
Lower the trigger threshold
Along with the above changes, this change would make it a bit more likely to save your life. Because, of course, these changes would also make OSP not that good. So maybe a health threshold of 80% max health instead of 90% max health would be reasonable.
tl;dr
Make OSP something you can't abuse by making it less abusable with a low maximum health, but also make it a bit more likely to save your run to compensate.
Why?
Shaped Glass.
!feedback loader new special ability: Scrap Blast
Deals damage (sorta like barbed wire) and consume all of your overshield to (potentially) deal massive damage around you. (maybe like the % of overshield you have 2x or something like that.
(honestly i just really think loader needs a new special as i barely use it in runs besides the first 3 stages
!feedback
The ability to interact with objects on the main menu (chests, artifact portal, scavenger), a nice little thing
!feedback
Add a reference to Deadbolt (for those uninformed, Deadbolt is one of their games.)
!feedback the survivor overview seems to only show tips for their base kit, while some people might not use those skills. my idea is to either make some of those tips more generalized, or to change the tips in the overview depending on what skills you take.
for example, if someone take's comando's tactical slide over his roll, the tip describing his roll can be replaced by how you can launch yourself forward with his slide (unless they remove this lol)
!Feedback
Boss items should become more likely to drop, scaling with amount spawned from the teleporter event with a cap of 25% or so. This would make boss drops have more potential with synergies and make a larger incentive to use shine of the mountain.
!feedback
Seperate control schemes per survivor. At minimum an option to flip utility/secondary buttons for Loader, because no matter how I try to set up gamepad controls they become awkward when getting to her specifically.
!feedback Too many times I'll spit Epidemic into a huge pile of wisps. The epidemic will proceed to hit exactly one enemy, bounce off to another enemy way out of that cluster, and then die off.
This sucks and I don't feel like I have any control over it. An appropriate fix could be to increase range by a whole lot, or have it spread in multiple directions at once like meathook.
!feedback the first six survivors are in order of average obtaining, while the four from updates are just in update order. I think they should be reordered in average order of obtaining at some point.
!feedback Let MUL-T activate transport mode while it is active to prematurely cancel it.
!feedback make mobile turrets attempt to prioritize attacking targets hit by your abilities.
The alt engi skills seem to all be about giving him a little more agency, but the turrets require even more babysitting than before. If this is the intention, I think they need some other kind of buff.
!feedback In quickplay, 1) Add the Option to search as host, if one get matched with a host with a bad connection, the person will leave -> Match ruined
- Add the option to kick people before the lobby starts, (for example, in my experience people with chinese names will leave anyway, since their connection will be bad)
2a) give the host a button press to start the match. a countdown could still happen, but it should be able to be stopped, since 30 seconds are mostly not enough time to get 4 people, and the timer starts as soon as 1 person is in
- Let the host reign alone on what difficulty, artifacts etc will be picked. Yes, democracy is great and all but if the host is not happy, he will leave, and the game stops for everyone. Again.
!feedback This hard working boy has spent endless hours working so hard on the game we all love. The people demand his return maybe in the form of an easter egg like the dancing ones in ror1. Look him in the eye, are you just going to MURDER such a good lad? https://i.imgur.com/1US7bJU.png
!feedback
Have the little crank on the back of the Crowdfunder spin when it's activated instead of when it's firing so players can tell that it's on and don't accidentally burn any money they immediately gain.
Edit: Additionally, give the Crowdfunder a dry-firing sound when you have no cash to fire
!feedback
I'd really like some way to do a run based off a certain seed, if that's possible in any way. Would me nice if you were trying to minimize rng for whatever reason, although I understand why it might not fit in the game.
!feedback
I just got Acrid yesterday and I feel like he should have a bit longer of a tail
!feedback
New lunar item
Heretical Hand
Your shadow submits to his will...
Gives each attack a 10% (+5%) chance to deal double damage, BUT gives each attack a 10% (+5%) chance to miss entirely as well and deal 0 damage.
Maxes out at 50% chance to double damage and 50% chance to miss.
Is positively affected by Luck??? Maybe? Would have to test it to decide.
!feedback
idk if this is an issue exclusive to the switch version or if it's an issue with the other consoles too, but the text in the logbook and the items on the inventory screen (idk if that's the word for it but I mean the screen that shows every player's current items and equipment) are really small and hard to see, and if they were made a little bit larger that would be really helpful
!feedback Add an interactable that allows you to drop items.
!feedback
okay, let me just say this is a post about a new engineer m1... if you’re tired of those i understand but i really like this idea i had... so hear me out
okay so it’s a laser that shoots out from his two boosters and does an okay amount of damage, not like artificer flamethrower damage, but like maybe the same amount of damage as 3-4 grenades
but wait, there’s more.... hitting an enemy with the laser will mark them, causing turrets to attack said enemy
this would allow 2 things for engineer...
- control - playing as engineer i sometimes find that my turrets will attack everything but what i want/need it to attack.
- mobile turret fix - ever notice that they have crap ai?? worry no more! with this new system of being able to target enemies, you can now get your turrets to attack specific enemies and they would end up being a lot more useful
and of course when no enemy is marked the turrets will attack as they usually do
!feedback on Abandoned Aqueduct, instead of having 2 pressure plates always, make it so that it is based off of the number of players in the lobby (one player means one plate, 4 players mean 4 plates)
!feedback when using command and opening up the menu, maybe each item could have some indication of how many you already have, for example if i use command and grab an uncommon and already have 2 atg missiles, a ukulele, and 15 infusions, it would say x2, x1, and x15 over each respective item
!feedback A chain lightning skill for a artifcer
!feedback
Weekly reminder that Shaped Glass should be changed to double damage taken instead of having health for balance and clarity.
!feedback
acrid's m1 should apply blight/poison, and not be a 3 hit combo like merc's m1
!feedback
daily reminder that one shot protection needs some kind of serious rework.
Edit: nvm they already said they were doing this.
!feedback
Engineer turrets should not inherit the "Tonic Affliction" item/debuff as it is impossible for the the turrets to drink the tonic
!feedback
An option to enable some sort of tool tips, specifically for when using the command artifact. As a newer player I don't really know every single item, especially by icon alone, so the ability to hover over an icon and get the name, as well as a brief summary of what it does, would seem more beginner friendly
And being able to exit out of the command menu quickly with ESC or a similar hotkey
!feedback
In the void fields, it takes a really long time to regen health between waves. It's optimal to wait, which isn't fun. Implement a passive regen boost that applies when there are no enemies on the map, or remove the safety bubble entirely if a cell isn't active
!feedback
If you fully upgrade a shrine of the woods, have it give you a Lepton Daisy.
||Right now these shrines aren’t very useful, so they’d be a lot better if they became an investment for a healing item.||
!feedback
For Engineer and his Thermal Harpoons, there should be an option to be able to toggle Thermal Harpoons instead of having to repress the Thermal Harpoon Button to shoot again after I shoot
!feedback
Tweak the Equipment Drones to stay closer to you and activate their selected equipment whenever you do (if it’s equipment is off cooldown).
||Currently it activates it’s equipment the moment it goes off cooldown, so allowing you to have agency in how it operates would make it much more dynamic and useful.||
!feedback
You know how in pikmin you can look at the database and throw carrots at the monsters.
Give the ability to do the same (with something other than carrots ig) in the logbook.
!feedback
The knockback on MUL-T's end often causes him to take damage, as it effectively stuns him for around as long as it stuns his target. Please modify the skill to not functionally self-stun, or at least have it not knock him back into the location enemies might have fired at.
||It's gotten me killed a few times and is one of the worst parts of trying to use the power saw.||
!feedback
The magma worm boss likes to leave me trying to fight it and instead goes to screw off to wherever the Gunner turrets imported from the previous stage are, often times literally on the other corner of the map, does this not happen to anyone else?
!feedback
a change to Rex's default boop
MORE BOOPAGE! aka crank the knockback up by like double what it currently is.
also/alternatively maybe have it deal the collision damage to formerly grounded enemies
!feedback Alternate multi movement ability that lets him transform into a helicopter and fly
!feedback
I know the only way to get a new color or a new skin for a character is to obliterate yourself at the Obelisk in Monsoon difficulty.
I think it would be cool to have skins for obliterating yourself at the Obelisk in Normal and Easy mode so you can have a wide variety of costume/color options to choose from.
!feedback
Make shields stop recharging only if the shield itself has taken damage.
At the moment, damage to the barrier stops shield recharge which hinders the potential of shields mid/late-game.
!feedback
Make drones target pinged monsters (could also apply to allies with healing drones?). It would be a good way to buff them.
!feedback
Could be fun to have an orbital in the game to deal close range high damage, Binding of Isaac style.
!feedback add Smaller enemys and bosses to every family event
EX: a tear in the fabric of the universe we have imps, (new) imp brutes ) and imp overlords
EX2: The earth rumbles and groans with mysterious energies.. we would get stone golems,stone titans and (stone nuggets,)
ex3: The earth shifts and changes.. we could have parents, children and grandparents,
ex4: The ground grows sickly We get mini mushrooms, (Mega mushrooms and shroomlets),
ex5: The ground's temperature begins to rise.. we got lemurians, elder lemurians and the KING lemurian (new)
these enemys and bosses DO appear in a normal stage even without family events
edit, made it better looking, also if you have feedback ping me in #ror2-feedback-discussion
!feedback Add some kind of slider or option for the command artifact. So you can choose that maybe 5% of any item drops drop as command essence instead. Because i enjoy command but having every single item be command isn’t that fun tbh. So some kind of % option would be nice
!feedback dont know if this has been suggested, but make
give you more aereal speed while using it. Right now its underwelming in comparison to other equipments (volcanic egg for example) and i feel like with this change it could be used in more situations without feeling like its a waste of an equipment slot.
!feedback
Add Magma Worms (not Overloading Worms) to the faction event "[WARNING] The ground's temperature begins to rise.." Right now the only boss option is a horde of elder lemurians (yuck).
I could definitely see the lemurian society worshipping magma worms as living gods, being burrowing fire-lizards and all. Perhaps they have a symbiotic relationship: A burning behemoth providing protection for offerings of offal.
!feedback Add a restart button for the base game mode as well as prismatic trials. Would be nice quality of life improvement and would allow prismatic trial speedrunners/Ethereal grinders to skip a couple menus.
!feedback
Just some silly idea, in the event that you die because you went past 127 shaped glass, have a special death message and/or cause of death.
!feedback
rare chance to make golems spawn as the EA golem
!feedback add a debug command to respawn your character if you're stuck , nothing worse then having a run ruined by that bug where you're glitched into the ground ( add a timer to it so it's not abused like once per game because it's a pretty uncommon bug .
!feedback
Consider reverting the speed nerf of MUL-T from 9 -> 7, and increase the damage on his Scrap Launcher and Rebar Puncher.
With MUL-T being such a big target with a fairly limited horizontal mobility option, the extra speed on him would be really nice. Additionally, while the last update nerfed the Proc rate of Nailgun, it is still the best primary as Scrap Cannon is very underwhelming, Rebar Puncher is far too slow for its low damage, and Buzzsaw is perfect very risky and niche.
!feedback
A save system which would auto save your current progress in a run in the case of a crash, where you would reload the game and then be placed at the beginning of the level as if you just started that level.
!feedback
I greet you and assume that tomorrow is the release and all the things, but I am the same pervert who played the last 100 hours without an interface and sincerely ask you to fix the fact that with the introduction of acrid and the abyss, when you are without an interface, you can see the enemy's health bar which you are looking at. (
!feedback
Artifact of Speed: All player characters, monsters, and projectiles move faster
!feedback
allow the revert to the old crosshair that was in game previously for the huntress. i cant count how many times in a game that is relatively far in i will have no idea where or what my crosshair is on. as the amount of things happening on screen are far too bright and colorful for me to be able to keep track of it with how much it blends in to everything around me. (for example when fighting the overloading worm, that is one of many bosses that changes the color of the environment when its close by.. making everything appear more blue than it is. making it almost impossible to keep up with my crosshair let alone trying to stay alive.) maybe even making it a customizable feature would be even better as im sure its visibility is different for different people.. a color that may be a struggle for one person like myself to see may work perfectly for someone else. another thing is that sometimes a real struggle on bosses, for instance the overloading worm, i will not be able to target the actual boss and my crosshair will only go to enemies that surround it due to its auto lock on feature even when im directly in line with the boss and have it in front of me making it almost impossible to get to the boss unless i leave the teleporter area all together and wait for the boss to follow me to another area of the map, adding an artificial difficulty that really isnt something i think most people who play huntress would appreciate.
!feedback
Parchment's Daily Item Ideas 1:
-Abhorrent Capsule - Common-
Upon killing an elite monster, it spawns a stationary micro black hole for 0.5 seconds (+0.5 seconds per stack) that draws in enemies within 30m
!feedback
Ingame mic chat
!feedback
Give the damaged gunner turrets legs so they follow us around like Engie’s mobile turrets instead of just staying still across the map.
!feedback
An idea that I had, themed skins for all of the survivors when completing a challenge for one of the survivors
An example would be if you completed a challenge for commando, it could unlock a military themed skin for the other survivors (like a war-veteran skin for commando and a field medic skin for engineer). This would be a lot of work, so it could be given to the community as a a way to keep the community interested in the development of Risk of Rain 2.
!feedback
Add a option to have interactable weapons, like you can use scroll wheel to spin up mults gun
!feedback
add a miscellaneous setting that can be toggled to have safety golem show up on game boot and wish you a fun time
safety golem is too precious to be left behind
!feedback
Ok i know this will make fresh meat more like monster teeth, but it would be so cool if when you kill an enemy, it drops meat the color of its skin. And as mercenary, when you cut, you can see where the cuts got into the flesh. I know, im a psychopath.
!feedback
an late game event that makes all of the enemies into a certain elite.
!feedback
Make Acrid heal off his bite
!feedback
Like DrakJhon's idea, the dialogue in the text/chat should be something like "the air grows, colder or "you feel something around you, resonating". If my idea for the chat texts for the elite spawns then sorry.
!feedback
If the aurelionite is in view of the player with the halcyon seed at the end of the teleporter event, it should nod at the player before despawning
!feedback
Easter egg to honor the construction golem for their hard work throughout development
!feedback
I'd like to help with localization of the game for Korea
!feedback
rework corpsebloom to something more fitting its name and not a counterhelpful lunar, making enemies drop orbs after death (maybe after a second delay) that heals for a decent % of health that ANYTHING can pick up
!feedback
The chest or anything interactive pointing to the
abyss and no geting it back it's bad
!feedback
I remember seeing this on a youtube comment, and thought I might as well throw it here.
Make Acrid's blight work like post-1.0 bleed.
For those who haven't read, bleed can stack after the 1.0 update and once a stack is applied to an enemy, it refreshes the duration of all current stacks, meaning you could theoretically stack infinitely if you kept the pressure on your target.
This would make blight more viable, since it opens up much more damage potential- if you can constantly hold pressure on one enemy, the damage keeps increasing. I think this would make blight compete with the default poison a bit more, and maybe even be worth playing.
!feedback Maybe free chests spawning in fragment whole? Because i am beating this guy for 20 minutes straight. We cannot kill eachother he keeps regening and i cannot gain enough DPS
!feedback
Ability to reconnect after internet connection loss
!feedback
A Different sound effect for when going through portals.
currently the portals and the teleporter have the same sound.
!feedback
When anything gets increased/decreased maximum health, change its current health proportionally. A creature at 50% health should continue to be at 50% when they level up or when Spinal Tonic starts/ends.
!feedback
People who got the game in early access should get a toggleable WARNING GOLEM follower that doesn't do anything but look pretty
!feedback
A lot of us know that on stage 4 you can get a guaranteed red item, what if on stage 5 there is a guaranteed mili-tech printer.
!feedback since the game is coming out of early access, make a hidden easter egg with an early access golem
!feedback allowed to press escape to get out of the artifact of command item menu
!feedback You should make an item called "comically large spoon"
!feedback the items after finishing the teleporter event should spawn already around the teleporter instead of it spawning from the center to prevent it from colliding with a roof that hinders it from spreading out
!feedback set the slowmode on discussion 1 to 0 to crash the server
!feedback Consider developing a lunar item that makes you "heavier". For example, your mobility is lowered (slower movement speed and lower jump height) but you take less knockback. Maybe you would also fall faster and gain the passive ability to deal damage to enemies below you. Would be fun to goomba stomp enemies, especially in combo with the H3AD-5T 🙂
Stop with the pings
!feedback Make one of the Eclipse "levels" to disable any lunar items
!feedback this text needs updating
!feedback add a cap to the 'forgive me please' usable item, so the combo of gesture of the drowned, soulbound catalyst and forgive me please doesn't ends the run due to FPS dropping below 1.
!feedback please allow game to function with joysticks plugged in
!feedback Revert or improve the UI incline/arc; screenshot taken with UI anti-aliasing set to x8.
!feedback more unnecessarily hard challenges, and skins to unlock
!feedback https://i.imgur.com/QMVtxod.jpg This area with the cauldrons in commencement doesn't appear to have a jump pad, and when jumping off the teleporter just puts me back with on the cauldron island. I can't proceed. A jump pad would probably be good here.
!feedback please make Escape work as Back button in all menus it is really painful to navigate them
!feedback mired urn should be lunar instead of golden item
!feedback Please give the Acrid spawn protection or something similar, runs are being ruined by pre-spawned enemies that instantly kill you before you can move.
!feedback Im not sure why but the new clay pot boss item makes it so that when engineer goes into combat with his turrets, the turrets siphon life from the engineer and everything else next to them, including eachother.
!feedback can we please get the console setting for the artificer hover toggle on pc as well, for the people who play witha gamepad. would be a great QoL change.
!feedback so i greatly disliked the change from base to total damage for items a while back, in my mind characters that attack quickly and get more procs should be the characters that benefit most from on-hit effects.
to put numbers to this, commando has 5 attacks per second with 90% damage each, 5x90=450% damage total per second , a single ukulele, 25% chance to proc means 5x0.25=1.25 procs per second so the change from 80% base to total moved his dps from 450+1.25x80= 550% to 450+1.25x0.9x80=540% so a ~2% decrease.
loader on the other hand with a charged fist for 2700% damage, 1 in 4 fists proccing ukulele used to expect 2700+0.25x80=2720% damage per fist here and now with total damage expects 2700x(1+0.25*0.8)=3240% damage, meaning the change resulted in a ~20% damage increase.
Sure, it's basically a buff to slow hitters while the change was neutral to fast hitters - as intended - but in my view this creates a very flawed dynamic in the balancing as the very thing fast hitters should excel at: proccing on-hits quickly, they are now mediocre at. this change to "level the playing field" is just very boring design, characters being better at some things while getting outperformed others is what makes gameplay fun and diverse.
with all that being said i feel like it's superfluous for me to elaborate further on what i think about runalds and kjaros band's change to no longer proc by chance, but work with a cooldown and requiring 200% damage hits instead. commando with shotgun and suppressive fire literally CAN NOT even proc runalds by himself, maybe he can with an atg proc? i won't be finding out, that much i know. i do appreciate the tri tip changes though.
!feedback
Not really anything major, but, this pool of tar on the Abandoned Aqueduct has a sharp cutoff.
On a side note- When I first discovered this, I thought it was some sort of secret passage leading to a cave network, maybe to where the guy in the Environment Log ended up. But it's just an error in the map at the end of the day :(
Would be really cool to see it made into a secret, though.
!feedback
I'd like to see some stem integration with the music on the final stage.
on the walk up the first ramp the music should swell slowly and as you enter the open area it should reach the higher areas and loop like that until you reach the boss jump pads where it goes quiet as you get launched up. Then the boss music would play after that obviously
!feedback
The changes to runald's and kjaro's mean that some characters cannot proc these on aerial enemies that easily, and some not at all (engineers spider mines) - unless I'm mistaken but I read it that the proc on 400% damage abilities or more? This is pretty inconvenient for some characters. While others enjoy no downside.
!feedback there should be a way to leave this island if you're not a jump character
!feedback really enraging when you can't get off the island as a non jump character. feels like bad design and I'm just being punished for picking engi. I concur with the above suggestion I just wasted my entire run. Trash design.
!feedback when accessing a scrapper, add support for exiting the HUD by pressing the esc-button. This can kill runs if you accidentally open it and cannot click 'cancel' quickly enough
!feedback Elites are incredibly weak right now, and generally seem to pose less of a threat than an equal number of credits spent on normal enemies. Perhaps consider tying the elite health multiplier in with difficulty, or reducing their cost to align with their health.
!feedback i just spawned in with acrid and a blazing beetle was right next to me - i died before the get-up animation was over 
!feedback there's a softlock on the final stage, somehow got to the reforge area but unable to get out
!feedback can we get endlessmode as a alternative game mode
!feedback
Slicing Winds breaking sprint is pretty awkward. Would be nice if it didn't break sprint on Merc.
!feedback in the null world (acrids unlock stage) there is a chance for the mobs summoned by the cell vents to spawn with an unstable tesla coil, this makes it almost impossible to survive as they will hit you from out of screen and beneath you if the cell vent is located on a spire. I'm thinking they shouldn't be spawning with that item
!feedback now that there are more printers and the scrap mechanic, really could do with the ability to speed up the process for mass conversions, such as being able to hold the button down to scrap faster and faster until you let go, then all the items pop out at once.
!feedback if you have 1 green or white scrap and enough items of that rarity for the lunar bazaar trade it will take 1 scrap and multiply it by 3/5 (even if you only have one) and give you the item trade without losing any other items
!feedback undo the hit-pausing change on melee survivors; they feel really clunky now. Dashing on merc feels like hitting a wall, even at high attack speeds.
!feedback I don't know if this is still in the game or not, but my friend and I once found out that if you use Visions of Heresy on Huntress with the Ballista, you can shoot 12 times instead of 3, is this normal?
!feedback
[Final Boss Suggestion So Spoilers]
||When fighting Mithrix turn off the stage's low-gravity to better help staying in the fight with melee survivors and to make the fight feel less like youre fighting your own movement speed items.||
!feedback add jump pads in the final stage. i had to stop my 40 minutes run because of this.
!feedback You could add a new artifact that allows players to have the same items during the run (one picks up an item and the rest gets the exact same item at the same time). But you could also make exceptions, for example with the 3D pusher that only 1 receives the item and the person who throws the item into the 3D pusher also loses the item. In addition, you could only have 1 item thrown out at the teleporter event (4 players and 1 item comes anyway, but as I said everyone receives this). The artifact would then be called the Artifact of Friendship
Make the ||Primordial Teleporter|| maybe emit particles similar to the normal teleporter? It's hard to see.
!feedback add a "Run History" to the logbook that shows the stats from the end screen
!feedback The 1.0 update is here, and since the Skills 2.0 update I've been trying to introduce a small but important change into the game. Each time I've presented this idea, I've gotten to Top Feedback, but it seems to have been overlooked still.
The Lepton Daisy is not a daisy at all as you can see from the included image, and now with the full logbook, we can see that there isn't a cute lore reason why the item is named as such.
There can be two changes that would help the Lepton Daisy:
- Rename the item to Lepton Lily, this adds alliteration and is much more fun to say
- Add something to the logbook that points out this misnomer in a humorous or interesting way
As it stands, I'm deeply disappointed in the lack of attention to this detail going into the full release.
!feedback, while i think its fine for now, i would like to see separate skins for obliterating and beating the game
!feedback
so can this do what we'd expect it to do?
aka hold down the button
!feedback add a maximum amount of please forgive me's that can be on the map. If you have gesture of the drowned and soulbound catalyst the game stays at less than 1 fps
!feedback Final boss should have a boss HP bar.
!feedback teleport drones into the final boss arena. Drone pathfinding on the final map doesn't seem to work well, and TC-280 specifically cannot even make it to the arena.
!feedback
Since Artificer's Nano-Bomb now travels in an arc, can we get some sort of indicator of it's travel path on her crosshair? it can be a bit hard to gauge how far it will go in a hectic battle, so having someway to easily tell where your bomb will go would help immensely.
!feedback Bands are sucks now, feels like for some characters you can't even activate them once, don't like it, the old ones was better. Bleed now are super OP, melting bosses like nothing, just find dagger printer and your damage is set, don't like it. That long walk on the last level, with almost no enemies, cool the first time but gonna get old very quick. Need more enemies on that stage. And would be cool if you can go on loop after the final boss, so you don't need to choose between them.
!feedback The minor change to Mul-T's rebar feels REALLY good. I like that I can fire it and switch to another weapon. The change to scrap launcher is also nice. Overall Mul-T flows a lot better in combat.
!feedback The new boss is super cool, I think doing a character similarly as far as melee with a 2h, potentially called Aurelion Knight, could be a pretty cool new melee character down the line. Especially utilizing a sort of slam that creates a line of pillars like the Aurelionite monster
!feedback
A new artifact that gives enemies one shot protection
!feedback
actually add something from this channel for once
seriously. Looking back from EA to 1.0, how many highly upvoted ideas were added from this channel?
!feedback Change loaders secondary punch back to making her bounce off enemies. While It feels like the new change can make it do more damage on stuff like the worm it is no where near as fun to use and it makes it less different to her default punch
!feedback
Finish writing logs for all the enemies, survivors, locations, and items.
!feedback
Captain's hacking beacon should hack the item the player is looking at from a triple choice container
!feedback Final zone is fantastic and fun, but teleporting from a fall could use some reworking as if you are someone without much vertical, like engy or commando, getting out of certain areas can be a pain if not impossible and the difference between winning and losing when finishing the game
!feedback alternatively if this is all intentional for some reason just make it so you teleport back onto the main level loop if you fall off once
!feedback Trials for artifacts should not warp you back to the first stage, at least give us the choice of going to the next stage or loop back like in the first game. As someone who tries to discover stuff in a single playthrough I'm extremely frustrated.
||!feedback|| could you please make more frog Easter eggs because there’s only two right now and they are kinda hard to notice
!feedback have an achievement or something for when you get killed by a pot exploding. name "how", no description on how to get it
!feedback
A little silly, but give golems a chance to spawn as the early access warning golem
!feedback make the vines that follow rex change colour when using the alt colours
!feedback pls make 1 or 0.5 sec cooldown while picking up Soulbound Catalyst with equipped forgive me please and Gesture of the Drowned, it can destroy your pc cause every 1 sec you get a 4 sec cooldown and it automatically throw it
!feedback
allow us to disable the intro (and outro) in the video or monitor settings (or in the start options).
!feedback the combo gesture of the drowned and soulbound catalyst with voodoo doll makes you throw out 3 every second, and along with monster tooth makes the game lag like crazy
!feedback Buff Leeching Seed to bring it in line with the other healing item changes. It currently only provides +1 hp on hit per stack, which is bad even on stage 1. Leeching Seed has a cool playstyle, but the numbers are just too small to be useable.
!feedback
Force Forgive me please to have .5 second cooldown minimum please
!feedback Make stage 6 (final boss stage) rely less on mobility. Maybe jump pads to get back onto the main path
!feedback
Would it be possible to add Mouse and Keyboard support to console?
!feedback
looks like you guys forgot some jump pads in the final stage
!feedback make the used Dio's best friend unable to be scrapped, it bricks the scrapper
!feedback Make ESC close the menu of Scrapper and Commander "choosing item". Playing on multiplayer it kills you. At least on singleplayer the game is paused.
!feedback It would be nice if there were more voice channels in this server at the moment, since every one of them are occupied because the new update just came out.
!feedback
It's possible to die to fall damage, even without fraility.
If you have enough glass to reach 1 health, you can die from fall damage.
Please fix.
!feedback Captain should not get his 3rd and 4th abilities gated because of lore. Gameplay & Fun should not be impacted by Lore especially when its the only character affected, this just guts his usefulness and makes people less likely to play him or just mod the issue out on their own.
!feedback adjust Engineer's camera kinematics to reduce the time it spends pressed against the ground. IE. When camera is below a certain degree allow it to rotate on it's own axis. Engineer spends lots of time staring at his booty trying to fire vertically. Alternatively just give him a direct fire alt weapon.
!feedback
(more like a comment than a review)
1.0 Update incomplete impression
Please include Risk of Rain Classic mode
There's a lot of 3D Printers, Scrapper on every stage. I kinda felt that we had a built-in Command.
Mercenary became brain dead because of his Aerial Recovery when you hit monsters
!feedback
Artifact of Confinement
Increases teleporter area by 25% but shrinks the area linearly as the teleporter charges, becoming a circumsphere to the teleporter itself at 99%
!feedback
A lunar heretic survivor or boss, as a survivor you should unlock them by gaining all heresy items at once
!feedback
for the final boss lunar shop island add a jump pad in the shop area so you can get out of the shop because im forever stuck in here its my new purgatory
!feedback I think it's very, very strange that Captain's passive is a red item he starts with. Can it be changed to be like the other passives? Since it appears it can get fed into Scrappers, which is very odd considering its his entire passive skill.
!feedback
The Artificier's Nano-bomb change appears to be a huge nerf to it's potential damage and usability, while the raw numbers have increased adding quite a steep arc without a guide makes it much more difficult to hit enemies at range, or any enemies in the air - making it do much lower damage with less utility over all.
This isn't just a aim issue as many enemies appear in a straight line pattern that can be chained quite nicely with an arc-less projectile, which is impossible now.
I'm unsure where the comments of it being underpowered compared to nano-spear came from as during my play with Arti it's always been incredibly powerful as it was before.
My solutions would either to be revert to how it was before 1.0 or add a robust graph line to show how it will arc.
Additionally making the arc much less steep would help a lot with attacking air-bound enemies and chaining over a large distance.
!feedback
The final screen (when you beat the game) is bland, would it be possible to have a similar version of the end screen from the first game, just a little cinematic from far away, showing that we escaped.
Right now it's missing something to call it a closure.
!feedback Soulbound Catalyst (equipment cooldown on kill) probably shouldn't affect Forgive Me (equipment that procs on kill effects) - just one allows you to have permanent uptime and each Fuel Cell makes things more ridiculous.
!feedback
Aaand it's confirmed unintentional
So I discovered that for some reason the teleporter event music for the 5th stage was changed to Koppen as Fuck? I found this pretty jarring, and I don't know if the original theme was moved somewhere else or if this was unintentional somehow, but going without it's other unique theme kinda kills part of the mood behind the stage.
!feedback Ability to pick up a bought sentry turret as usable equipment item, allowing to redeploy it someplace else.
!feedback The new Mired Urn item will suck HP from friendlies even without Friendly Fire enabled, please remove this.
!feedback Add a bar when ever you get to a new floor with the song name and a little spinning cd. I think it would be very nice! Similar to Smash.
!feedback Conceptually the new way kjaro and runalds works seems interesting, but with it having such a long ICD it seems very strange to lower the damage on kjaro. If it's going to move to being a more deliberate decision (which I like), it feels like it would make more sense for it to pack more of a punch, not less. I would rather see it have a higher base damage and lower scaling damage like kjaro had before.
It might also be a good idea to look at the threshold for activating it as some characters have a very awkward time using it well
!feedback Show trajectory of Nano-Bomb now that it has gravity.
!feedback make the moon island have a "jump back" pad on it for us engineers without any movement abillities
!feedback The final boss felt very overtuned to me, at least on drizzle. His attacks are relatively dodgeable but it feels like he can just, bam, kill you. Maybe his damage should be toned down on drizzle.
!feedback revert antarctic oscillation not playing anymore
!feedback it's literally impossible to get back up onto the main area from here without enough movement ability which can cost people their entire run, maybe add a jump pad on this island?
!feedback Artificer's Ice Wall should block projectiles and Nano Spear damage should be buffed
!feedback in the final boss' stage there should be some stuff around. mainly as a loader main I would absolutely love to see some things dangling from the ceiling from which I could swing.
!feedback Risk of Rain very good game, but add please Steam Workshop
!feedback
I noticed that whenever you click the Refresh button in the Game Browser, the Time Keeper's Secret appears. It'd be cool if there was a time stop effect like when it actually activated.
!feedback
What feature?
Dev's should include https://wiki.facepunch.com/steamworks/Server_Library files in the dedi server steam version.
The files from app 1007 just need to be placed next to the dedi server to work with steamworks without needing steam to be open.
Why?
Without this, it means that server's need steam to be open to connect to the server browser, which might be fine for windows, but its what's prevented linux servers from working correctly.
After importing the files next to ror2.exe, my linux server now correctly starts steamworks (isValid = true now, instead of false with steamworks init error).
Same happened on my windows pc, starting the server without steam opened caused isValid to be false, with the dll's next to the .exe, it now shows up as true.
tldr?
This allows dedi servers to work without steam needing to be open
!feedback A lot of Engineer's kills come from his turrets, but if one has Infusion, the Engineer doesn't get the health boost, the turret does. This definitely limits the potential of it for Engineer.
!feedback Choose between one or multiple items to scrap.
!feedback
decrease the rate of Scrapper spawns. i've seen them way too often for something's thats supposed to be "not super common".
!feedback
Remove the minimum cooldown from artificer's M1, allowing it to be fired forever w/ purity
!feedback
Let us choose if we want a depressing or normal Titanic Plains visual design, or at least make the "weather" there random each time you are there.
!feedback The time to escape after the final boss feels way too short and tight.
It might benefit from having it's time change slightly with difficulty, giving you maybe like 10 to 20 seconds more on drizzle and maybe like 10 seconds less on monsoon to make you have to prepare for it more.
!feedback
Remove the interactions between the "Forgive me Please" Equipment, along with the items "Gesture of the Drowned", and "Soulbound Catalyst", as you are able to spawn in a bunch of the dolls at once and it spawns more and more faster every time, causing you to drop frames up to 1 FPS
!feedback
Give Artificer's nano bomb some form of knockback that knocks enemies and players away from the bomb. It could help the player when they're fleeing by knocking enemies away or scattering big groups of enemies during boss fights.
!feedback
Since we got the Captain and his super-ship I thought it would be a great idea to add this spaceship in the sky on stages so we can see where all air strikes and beacons come from !
!feedback Captain's Shift and R can't be used at all when in Void Fields right now, I think this should be changed. Sure, it sort of makes sense because UES Safe Travels probably can't deploy their stuff to that area, but it doesn't change that its a ridiculous mechanic that two of your abilities are completely disabled in this area.
!feedback
Add a jump pad to that ||reforging area in the last level|| that takes you back to mainland so players with poor mobility dont get softlocked by going onto it
!feedback give captain's utility 3 charges that each fire once instead of replacing your basic attack when you activate the ability. I think making it aim like Rex's M2 would work fine.
Alternatively, keep it at one charge but have it hit 3 times in a clustered area like this.
Essentially, don't make captains utility replace his basic attack.
!feedback
On Rallypoint Delta, have a tc-280 drone always spawn on the ledge with the tree on it that has almost no use (not the one near the water).
!feedback Allow for Captain to use his Shift in Void Fields and Bazaar Between Time after picking up Strides of Heresy, as the replaced ability is no longer reliant on the orbiting ship to use