#ror2-feedback-and-ideas

1 messages · Page 27 of 1

echo cradle
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!feedback
One shot protection feels like garbage now. Of my 5 runs so far, 5 have ended with me dying in (I'd estimate) less than 10 frames from full health. I'm not sure if this change is due to OSP change or just balance changes, but it's severely detracting from the fun and makes health essentially meaningless as a resource, and nullifies the entirety of the healing changes. On a similar note, changes to Acrid and Mercenary pushing them into M1 meleeing enemies is defective due to the same issue- being in melee range of most enemies for more than a few frames is suicide due to time to death being insanely low.

full wave
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!feeback Any chance for a option to change the OST for the RoR1?

last sand
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!feedback
After having tried the final boss, I feel like ||one of the main player strategies you can go for has been kind of wrecked. No matter how many items, no matter how awesome your build, all your items vanish during a phase of the battle. If you were playing the long game, this effectively means you're reset to nothing, and the boss wipes you out with almost no chance for you to survive. So you basically have to speedrun to win, because taking your time and building up a really strong character is made worthless.||

gusty glacier
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!feedback Please add a global cooldown to "forgive me please" as it will make the game unplayable on nearly any rig with the "soulbound" catalyst and the "gesture of the drowned"

shell nebula
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!feedback Turn the Exposed Debuff into a choosable Passive instead please, as someone who almost exclusively played Mercenary the changes dont feel like a welcome addition

little barn
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!feedback Give Canadian Mithrix a hockey stick

past fiber
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!feedback Add a cap for Please Forgive Me dolls that can be out at once because if you use them with Soulbound Catalyst and any amount of gesture of the drowned the framerate becomes so bad you can't beat the game

sweet dew
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!feedback Scavenger should have certain items 'locked' out of their ability to gain, like Tesla coil and Dio's friend, with the former it can kill players stupidly fast without much possiblity for reaction, while the latter is just a pain in the ass due to it reviving at full health and then getting even more items.

fathom atlas
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!feedback The final boss's projectiles stay out well after he dies, meaning if you're low on health by the end of the fight you can die before actually winning. Can we make it... Not do that?

solar condor
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!feedback Could you make it that private is invite only I have played a few times and just wanted to play with select friends I invited and they were still able to join my game

limpid gyro
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!feedback This was likely said already but the final stage feels empty and boring. I understand why to an extent lore-wise but it simply isn't pleasant or interesting to look at, and lacks any depth or reason to explore gameplay wise. It seems it was meant to be a dramatic buildup but due to the atmosphere and how unfinished it looks and plays its a slog to go through. And as many people have mentioned due to the lack of jump-pads you can easily soft-lock yourself if you don't have enough movement items. ||I feel a lot of criticisms of the final boss are subjective, but I think his projectiles staying after he dies is a cheap way to end a run. As a mentioned before, the lack of movement items can softlock you, but even worse when the moon blows up some characters literally cannot get off in time without movement items. It seems the stage is literally impossible to complete without items, which is something I would have expected them to playtest for.||

cobalt ridge
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This^

fierce matrix
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!feedback
This is a rather niche issue regarding engineer builds with "thermal harpoons" and "visions of heresy". Previously, opening up the harpoon targeting menu would completely reload all of the vision ammo, regardless of its total cooldown (which increases with additional stacks). This was a bug and it was fixed. However, we now have the opposite issue: opening up the harpoon targeting menu now pauses the vision ammo reload cooldown. This is extremely counter-intuitive, as one would expect to be able to alternative abilities between cooldowns.

How it should work:
Player fires visions of heresy while harpoons reload --> Player fires harpoons while visions of heresy reloads --> repeat

How it works right now:
Player fires visions of heresy while harpoons reload --> Player fires harpoons --> Player waits for visions of heresy to reload --> repeat

In order to equip thermal harpoons, the engineer needs to give up bubble shield, their only defensive ability. The fact that he can't use them to fill the gap between his (potential) main attack's cooldown is unacceptable for that kind of trade-off.

fiery zinc
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went to the end game world as REX and even with mobility items couldn't get to the boss fight and got forced onto a island with a massive jump. required me to drop all items to into quails (through the vats) and still couldn't make it back. I was soft locked with no way to die or progress.

uneven badger
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!feedback let captain use his utility and R inside the void and bazaar

mystic hedge
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!feedback Allow any teleporter in loop to take you to the final level, much like in the first game.

sturdy trout
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!feedback On Commando's base loadout, it seems impossible to proc Kjaro/Runald, even with a critical on Phase Round. Is this intended? Kjaro should proc the total damage, not the base, right?

charred flume
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!feedback Fix the ending worlds vat Island to let runs with less mobile setups a chance at the final boss.

sonic cave
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!feedback add skins for each survivor for beating the game on eclipse all 8 times, possibly a solid gold skin or something of that stature

prime sedge
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!feedback nerf MUL-Ts Swap duration back to 0.7 s its now 2 strong

take rebar puncher
take rebar puncher

bind your r to mouse 3

hold mouse 3
hold m1

basicly kills the first tp in less than 15 seconds without items on Monsoon

pallid cloud
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!feedback Add a small delay to how quickly equipments can be used so that gesture of the drowned doesn't cause major lag with some items such as catalyst and fuel cell or just even more gesture of the drowned

sturdy drift
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!feedback Allow Captain to use his Orbital Probe and Orbital Supply Beacons when in a hidden realm.

strong spruce
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!feedback
Teleport all players to the battle arena during the final boss battle cutscene. That way if another player is really far behind or stuck on Alcatraz you can still fight the boss.

shrewd umbra
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!feedback
Add a way to get back up from this platform at the new shop on the stage, for ultra un mobile characters they get stuck there and have no way to get up and now we cant finish the boss

north gull
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!Feedback
Make the final boss opt-in after your first kill

stoic grove
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!feedback can the new clay dunestrider item not affect allies? The damage it deals can be solved via razorwire and leeching seed, but it slows, making it impossible to fight alongside someone. Either make it not target allies or make it not slow allies

cinder patrol
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!Feedback
On the final level, just like @shrewd umbra 's situation. I beat the final boss, but I was unable to leave, since the jumps able to get to the exit was too steep and I just... Died, in an almost an hour run. At least a Jump pad would help where the lunar pods and shops would be great, but I was the engineer with little to no movement items except goat hooves and some sprint drink thingies... It was really depressing and I actually needed to take a salt break after.

drowsy plank
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!feedback I just wanna say thank you for this game , your efforts and the amazing ride from the first access to this release - i hope you make a KILLER profit with your launch so you can afford to continue to add to this wonderful game

tough pendant
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!feedback Minimum Cooldown Change

-Reduce the minimum cooldown to something like 0.2 seconds.
-Change Brainstalks to say that it reduces cooldowns to 0.5 seconds.

uncut scarab
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!feedback Next update should focus on addressing all the game breaking bugs, final stage issues, and item balancing problems before the next content update. There is a lot of glaring issues in the 1.0 release

velvet sun
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!feedback
Captain's R ability should be able to inherit items similar to Engineer's turrets

trim star
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!feedback Captain needs an alternate Utility and Special (maybe some traps or something) so he doesn't lose half his moveset when you go into the void or the gold dimension

solar tangle
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!feedback Captain's M2 needs to stun all enemies (including bosses, yes), Shift needs to land instantly because enemies walk out of it no problem, and his R needs to not be limited to just 1/stage. As it stands, he's like a worse Engineer in almost every aspect.

gentle spade
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!feedback Precise stats should be shown on items and every skill description (or toggled on in options to let you see); "Damages enemies when X" isn't very helpful; how MUCH does it damage enemies for? How long does an effect last? How severe is it?

crisp sequoia
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!feedback Make the Saw use items Projectiles despawn after a set amount of time has passed. Currently upon use, they can become stuck behind things and never despawn. With enough Fuel Cells and Gesture of the Drowned, you can completely destroy both the framerate and the latency of the game from saw projectiles being caught behind objects and unable to catch up with you. This wouldn't be a nerf as long as you make the despawn time something reasonable (after all, it is fun to outrun saws), but it's a needed change as it can completely clog the engine with enough of them.

hoary parcel
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!feedback Risk of Rain 2 is just a amazing experience . The music is great, the environments are beautiful and diverse, each character is unique and they pretty much all feel good to play (probably though the character that I find least enjoyable is the artificer). various ennemies, great mecanics and the lore hidden in the logs is deep and interesting. Sincerely Risk of Rain 2 is probably one of the best video game experiences I've ever had. Congratulations for 1.0 launch and huge thanks to all the people working on this game!

sweet dew
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!feedback Captain's m2 feels incredibly underwhelming and does not flow the way commando's m2 did while shooting. Because you pause between shooting it feels like the m2 should be a bit ability that you slam out every 10 seconds. The little zap dart just feels out of place.

static hawk
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!feedback
The final area feels more unfinished in an immersion breaking way than empty in a cool lore related way.
Not exactly sure what it needs, maybe some more destruction and floating rubble?

gloomy parrot
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!feedback
Parchment's Daily Item Ideas 2:
=Celebratory Hat - Uncommon=
Four brightly colored party balloons (+1 balloon par stack) will spawn on each stage. Every fourth balloon popped will drop an item with the same rarity as a regular chest.
||One of the main issues I have with the Rusty Key is that the lockbox is nigh-impossible to find. The goal with this item is to make getting the drop more time consuming but consistent, similar to finding the eggs in Siren's Call||

neon orchid
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!feedback
Maybe tune the low gravity effect at the moon or remove it altogether. It makes traversing an already big, somewhat empty stage even more frustrating.

sand fractal
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!feedback Now i love that all your items display on your character, but i think there should be a way to toggle some off. I kinda want so actually see the model sometimes, and its also a little distracting

little barn
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!feedback if you want to incentivise melee acrid, i'd suggest making it so the bite m2 doesn't cancel your m1's combo. going from the second hit to the first again because you used your m2 is detrimental if you want to utilize the regeneration status.

agile falcon
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!feedback hovering over a buff should tell you what it is

chilly crag
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!feedback Charging Captain's M1 removes the damage fall off, or atleast mitigates it

jaunty stone
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!Feedback You Shouldn't Be able to Softlock on the Boss stage as Engineer or Rex

severe tiger
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So that opening cinematic, that's some good shit.

little barn
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!feedback
Captain's M1 being chargeable means you can sprint while charging (hit sprint after beginning the charge).
It feels pretty awkward to do so and then have to re-activate sprint the next time you shoot (especially if you want to do a charge shot again).
This mechanic is less awkward when you're dealing with skills that you don't use as frequently as your M1. But we are talking about an M1 ability here.
Since we use his M1 so frequently, he would feel a lot smoother if his M1 didn't break sprint at all.
(edit: accidental enter)

waxen field
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!feedback I'm sorry, but the final stage is pretty underwhelming. || It's one big hallway that, while looking cool, is not interesting at all to play. There isn't even a reason to fight the enemies there, since there are no chests and xp hardly matters. The use of lunar trading pods is neat, but getting back from the island they're on is a pain in the ass. The level seems more designed to waste time so the difficulty can go up, rather than acting as a final challenge before the boss. It just seems overall rushed to completion. ||Final boss is cool though.

velvet sun
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!feedback items should give stats in game when you click on them from the tab menu, or an "encyclopedia" a la gungeon should be added so we can see what everything does in-run rather than just once when we pick up the item

sharp ivy
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!feedback

acrid's poison should have the ability to kill like bleed or fire

his whole kit is originally designed around it to begin with

restive citrus
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!feedback go back on the scaling increase a bit. Theoretically speaking I think making it like 5% or so at max would be good, but the main point here is that the 10% feels like way too much.
Multiplayer especially struggles with this, though singleplayer feels stupid too. With 4 players (Rainstorm), we're getting multiple strong elite spawns on stage 1, and we feel constantly flooded with enemies compared to previous versions. It's, quite frankly, insane. I really don't think scrapper warrant such a huge scaling change like this. Sure, on multiplayer they're really common, but on singleplayer they hardly spawn or are just ridiculously hard to spot, in my experience. This all makes the final boss feel nigh-impossible to do without looping, and hell, loops get to that point of nigh-impossibility super quickly as well. This change makes Rainstorm feel like goddamn Monsoon a lot of the time.

radiant ore
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!feedback I feel like the Shrine of the Woods is a bit bad. Yes it heals in a big area, but if its not right next to the Teleporter, no one is gonna use it. Maybe change it so it not only heals yourself and allies, but also deals a bit of damage to enemies who are standing in the circle.

earnest laurel
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!feedback PLEASE, for the love of GOD make some way to get to the boss when extremely poorly mobile! I cant get away from this godforsaken island!

hallow gate
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!feedback yeah plz fix endgame item island, got stuck trying to run back

vast gate
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!feedback Maybe game seeds could be a thing among players? Like prismatic trials, it could be a shared challenge in community. So I'll ask for seed input at game browser thing. It should be very easy to implement.

unkempt merlin
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!feedback new game mode where we play as the final boss versus survivors

sage lava
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!feedback when using the please forgive me alongside the soulbound catalyst and gesture of the drowned will cause serious issues, resulting in a crash if you don't have anywhere to void the dolls you throw.

fathom atlas
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!feedback Captain seems to be having issues with items clipping through his model. Goat hoof was one that stuck out like a sore thumb

sharp vine
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!new update was amazing so happy to beat the game after playing for so long

hexed topaz
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!feedback I was playing with some friends and a VERY bizarre bug happened. So my friend had DCed earlier and just so happened to join back in during the first phase of the final boss. He spawned at the very beginning of the level and when the second phase started the enemies that you need to kill in order for the fight to continue spawned where the guy rejoined was instead of being in the boss arena. The guy who rejoined had to kill the guys to progress the fight. It was pretty funny but if he wasn’t able to kill the enemies at spawn then we all would have softlocked.

kind glacier
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!feedback plz delete the mercenary HIT STOP. It’s very uncomfortable because he seems to keep hiccuping during the battle.

solemn mountain
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!feedback the cauldron platform on the final level is a cruel softlock that does not serve to create exciting risk in the run, nor is it readily apparent that you will be softlocked before reaching it.

hallow warren
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!feedback why trick players with a cauldron area and trap them there?

hollow basin
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!feedback Add a bunch of floating rocks on the final boss level that move between the separate locations so that low mobility survivors can use them to cross the large gaps.

solemn dove
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just a small thing but the primordial teleporter doesn't have the right icon, please change it to the teleporter one

molten elk
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!feedback

just a small thing but the primordial teleporter doesn't have the right icon, please change it to the teleporter one
@solemn dove

willow latch
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!feedback The Captains kit needs some work unfortunally.
The taser just seems overall worthless after the first few stages, simply because shocking a single enemy late game does nothing, especially since it gets removed as soon as the enemy is damaged. While the idea of singling out an enemy is cute, it ends up not really working well in practice due to random damage effects going off, and the sheer mass of enemies. It is also functionally useless against bosses.
The beacons limited uses per stage might seem interesting on paper, but in reality you simply end up not using them until reaching the teleporter since they are at their most useful there (barring the hacking one, which imo is simply weak). This means you often play a character with 3 abilities for more than half of the stage, which is just kinda boring. I would recommend adding the ability to replace your old beacons at a new location on a very long cooldown instead.
Between the beacons there is quite a bit of inbalance too. The shocking beacons range is a bit small, often too tiny to cover a critical part of the battlefield, even though the CC offered is nice. The hacking beacons seems very RNG dependant and overall too gimmicky, even for a support character. Heal beacon seems like the best choice by far.
Shotgun and orbital bombardement are fun to use and powerful, no complaints there. Maybe add the ability to run while targeting the bombardement. But as it stands Captain often feels like a 2 button character.

thorn socket
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!feedback patch forgive me please+Gesture of the Drowned+soulbound catalyst combo. it causes the game to drop to an unplayable framerate for anyone looking where the dolls are being thrown. i would suggest limiting the amount of dolls that can be deployed per person to match the amount of fuel cells +1

supple kelp
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!feedback
While i do appreciate Captain's orbital abilities disconnecting in the hidden realms, i don't think that removing them in the void, moment whole, and gold portal was the best idea
Maybe we could have access to the 3rd and 4th abilities within those hidden realms, since they're fairly based around combat.

barren patrol
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!feedback The island on the moon stage needs a way to get off of it for less mobile characters. My run ended as engineer because I couldn't find a way off. My respawn was set on the island so no matter how far I jumped I ended back there.

umbral ferry
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!feedback
For a long time my Mercenary main friend has had issues spawning into some stages and being immediately soft-locked due to being stuck in the floor. I had this happen TWICE in the same run playing as Captain, the first time I was able to fix it by disconnecting and joining the session again but now upon disconnecting I'm met with an error saying the Lobby ID is invalid and I am unable to join again. I do not appreciate the random chance for a run to just be over.

little barn
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!feedback
change the rules for stuff like infusion because as it currently stands if you do 99% of the damage but your drone kills them you dont get the infusion effect. maybe make it based of damage perect you did?

plain valve
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!feedback Please let me press escape to exit out of this screen and back to the logbook to make clearing new entries easier so I can get rid of the new notification. Or just give me a "mark all as read" option.

severe ore
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!feedback arti's new nanobomb changes are great, but it needs abit less gravity, it feels great but why make the low mobility survivors main damage ALSO this range limited, thats what flamethrower is for???

stoic grove
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!feedback can the final boss not have the event of the moon blowing up? Its impossible to get back in time. My friend used loader with 2 backup mags, and a hardlight afterburner, barely got there with 1:40 left (Time to get back is 4 minutes total), that would mean an engineer is required to have around 7-10 energy drinks, and 5 goat hooves. Not to mention the void reavers will immobilize you if you get hit.

graceful maple
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!feedback Set fall teleports on the final level to set players back on the bridge as opposed to on the cauldron island.

analog scarab
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!feedback you guys need to either change or remove (you know who)’s final phase

i have no idea how this phase got through to the final release. what it does is the final boss takes away ALL of your items, leaving you completely defenseless. even wooliegaming, one of this games top players, was reduced to playing on drizzle for this fight. this is a problem for many reasons:

  1. it discourages getting any good items in your run. this especially goes for red items. its a problem that i have to actively avoid really good and helpful items like brilliant behemoth and 57 leaf clover out of fear of getting assblasted by mithrix. this also creates a problem of:

if you take good items, you have them turned against you.

if you avoid good items, you wont even make it to that phase before you die.

  1. there is a way of solving this, but there is a major issue with it. the only way to get through phase 4 without getting two shotted is by having the BEST items. items so powerful that when combined can eliminate mithrix before he screws you over. if you get anything less than the best items, which very rarely happens in an average run, you’re dead. however, this leaves RNGesus to be the one to decide your fate. and this is the problem. games that rely solely on rng to determine the outcome of your run are in my opinion very poorly designed. take the binding of issac. this game is a very interesting and fun rougelike that you can sink many hours into. however, i never got super into it, as if you get anything less than a god run (which given the amount of items in that game, very unlikely) you have no chance of getting past mothers heart. and the reason i enjoy risk of rain is because its a rougelike that actually requires skill over rng to be good (for the most part). and to see ror2 fall into this system is extremely disappointing.

please hopoo, fix the sh*tty phase.

patent sierra
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!feedback I noticed the game still lacks a setting for fullscreen exclusive. I still have to use the -window-mode exclusive launch option, and then alt-enter out of fullscreen and then alt-enter back in to fullscreen for it to actually go exclusive. Getting under 70fps before alt-entering out and back in, steady 120fps (in a new game anyway) after on my 120hz monitor and 1080Ti GPU. Would be really nice if the game just supported it natively. I understood when it was in EA that it wasn't a priority but is it wrong to expect the complete game to have it?

solemn dove
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!feedback
a few things that could improve the final boss fight a bit:
||don't make another lunar chimera spawn in the second phase (the one where Mithrix isn't there and you're just fighting enemies), these enemies are already tanky as fuck and you don't want this phase to feel lackluster and drawn out as you're not even fighting the boss itself. just seems like kind of a waste of time. usually this new enemy spawns as the other ones are already dead or almost dead and these lunar chimera don't really pose a threat on their own.||
||if you stand on the platforms on the side of the arena, you can't get hit by the ground pound attack and the blue triangle attack (not sure what to call it). getting to these platforms doesn't require much skill and is just a stupid way to cheese the boss a little. the rest of the boss fight is really skill based and evading these attacks by getting on the platforms isn't, it doesn't fit with the rest of the fight if this way of dodging is intentional. a fix would just be to make these 2 attacks be able to travel onto those platforms and still be able to hit you. the ground pound attack isn't hard to avoid so it wouldn't be much of a problem if that wouldn't follow this rule.||
||the last phase is kind of boring if you ask me. he only has 2 attacks which become scary by the fact that he steals your items. if you know what you're doing, it shouldn't be hard to avoid these attacks and it becomes kind of boring. so i'd say add a new attack to this phase. it doesn't have to be hard to avoid because taking damage in this phase can be detrimental. a new attack would just spice this part of the fight up by a lot.||
||after killing Mithrix you can still die by the orbs that fly around. you beat the boss which is a victory and you shouldn't randomly die afterwards. just make these orbs disappear after you kill the boss||
don't get me wrong, i love the final boss. but these were just some things i thought could use a little improvement.

echo cradle
#

!feedback
I'm fairly sure one shot protection isn't working at all. I just died in a single frame to the final boss.

eager plume
#

!feedback Brass contraptions suck. I hate them with a burning passion. The reason why is they are the MOST dangerous ranged enemy at any stage of the game, they have no obvious tell as to where they're shooting. In addition, when they spawn as a hoard of many you have a high likelihood of dying as most every character. I would prefer an Elder Lemurian over a Brass contraption, and they deal more damage than a Brass contraption.

brave badger
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!feedback There should be a captain only ability (one time use) called oh captain my captain where you can sacrifice all drones for 1 more life but are no longer able to purchase drones

solemn dove
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!feedback
make the solus control unit spawn more often on sky meadows. every time i'm there i get either a horde of many or some magma worms and it gets kind of repetetive. you don't fight the solus control unit often so it would be cool to fight it more often just for variety-sake. with this boss being able to spawn more often it should also have a boss item because it doesn't have any atm while all the other bosses do.
||i didn't think i would have to request this because i was almost certain 1.0 would add a 3rd boss that can spawn on this stage in the first loop because all the other stages have 3 as well.||

cyan roost
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!feedback when i say i don't want to view games that have started already, i do actually mean it

vocal flower
#

Dyno's down.

velvet sun
#

F

patent sierra
#

couldn't handle all the good feedback

graceful ether
#

!feedback Now that eclipse is here... I can safely say that its amazing with three exceptions. 1, 3, and 8. Due to the nature of eclipse it unfortunately only takes a few unfun modifiers to ruin the whole mode.

||Halving player hp is really uninteresting, it just causes deaths to random things more frequently rather than due to player skill and in addition, it doesn't scale very well into late game. This could easily be inverted to monsters have 50% more health which adds a few dynamics, mostly in the area of time management.||

||Frailty I just don't understand at all. With the complete lack of reliability in unity physics, simply jumping while looking at a wall the wrong way is enough to end your run. In most cases this isn't even a matter of skill so much as it is having enough luck to not run into bugs in the physics. There are a lot of things that could work in place of this.||

||8 is a bit mixed. I like the idea where you accumulate the curses over time as a result of mistakes made. With that said, the end result here is that your maximum time is gated simply due to the number of ways that exist to take damage seemingly from nothing (I'm looking at you physics). The way I see it, there are two approaches you can take to this one. You could keep the curse and adjust the conditions of aquisition to something a player can more directly influence (and potentially add a way to remove the curses), or you could instead find another way alltogether to add an indefinite challenge. Ramping up the exponential factor of enemy scaling would do a great job of this.||

Really just want to stress that every other thing it adds is phenomenal. 2, 4, and 7 make things so much more engaging, and the rest also contribute a lot of pressure so A+ on those.

little barn
#

!feedback

Defensive Microbots should be a Boss Item dropped by the Solus Control Unit rather than a Red Item. It being a Red Item even though you can't find it naturally in-game makes it overpowered since you can just Scrap it at the end of a stage and get a new pair on the next. (I'm aware that Mili-Tech printers are extremely rare, but being able to cough up 10 or so Red Scrap all for free is kinda crazy) It being a boss item would make scrapping it much less overpowered and give the only boss in the game that doesn't have a drop an item that actually makes sense thematically,

For those wondering, the only way to obtain it is by getting it from your Doppleganger with Artifact of Vengeance

river reef
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!feedback There NEEDS to be some jump pads or teleporters on the last stage. If you fall to the cauldrons, you literally can't get back up without any movement abilities/items.

winter jewel
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!feedback !feedback Overall this update was a pretty big let down. The final stage, Commencement, is incredibly underwhelming. I was very excited for a trek across the moon with some cool architecture and unique enemies along the way like you could see in basically every other area in the game, but I was met with a long pathway that was easy and boring to traverse that can also literally softlock a solid 3-4 characters on the roster. When I first saw it, I genuinely thought "this is a cool intermission area" because I was under the impression it was some sort of altar to teleport to the actual moon stage, which you never want to be the first impression for your big finale. The boss arena was large and imposing, but you're met with someone about the same size as you with half the complexity in design. I can understand wanting to subvert expectations in that way, but the build up from the stage Commencement wasn't nearly dedicated enough towards hyping you for a huge boss or big finale for the subversion to feel satisfying, instead it feels like a rip off. Because of this, the entire area feels unfinished with very little detail. There's still tons of logbook entries that haven't been filled out, and the several skills that were currently under construction on the character select screen were completely removed from the game leading many to believe you scrapped all of them, though I don't personally believe that to be the case. The opening cinematic of the game got me extremely excited, but then I was disappointed to find out it was about the only one you had added to the game. You didn't even change the title screen this time from what I can tell, which you did for just about every other update I think? If this were just another update not meant to be the game's big 1.0 launch day, it'd be fine, good even, but it's the fact it's a 1.0 update that simply made the entire ordeal feel rushed and disappointing. Even Lunar Scavengers were more intriguing to me.

neon coyote
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!feedback Make it so when captain ||is choosing a beacon to call down it shows an icon by each to show which beacon is which. It's just a simple quality of life change in case you forget which is which.||

bold token
#

here is a idea to fix the doll + gesture + catalyst problem! just reduce the max doll you can have out at any time to 10 or even just 4 or something like that!

gusty pecan
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I think cross platform play would be a good don’t you guys agree

paper hemlock
#

final stage softlock sitting on last stage with a friend ||softlocked because they cant get off the island with the cauldrons jumping off all portions of the island lead back to spawning on the island i ran to the boss and it wouldn't trigger the fight to pull them to me||

tender wave
#

!feedback I agree with everyone who's been saying that the 1.0 was underwhelming. I loved the intro; it got me super excited for the game but when I got in it didn't feel as different as I thought it would. It kinda felt like the other updates, a few new items, a new survivor, and a new stage. Of course there was a boss and an end but somehow it felt rushed. I feel like it should be worked on a little more, touch up on a few things and add some more. There was a long wait and I can understand it can be hard to think of new things but it just felt like it was missing something.

trim star
#

!feedback Remove the "Killed by" section of the scoreboard when you beat the final boss and escape the planet. We weren't killed by the planet if we got off it, unless you're telling us that our escape ship got caught in the moon's detonation or that the final boss came back to life and bitch slapped our ship back onto the planet because we didn't beat it with all artifacts on to unlock it's secret final phase

velvet path
#

!feedback The final stage would be better as just having the boss arena, or having the boss woven into it and you chase him across the stage. The area you spawn in would be perfect for the first phase if it became a levelwide sprawl or something but as it stands it's really pointless. It's the most underwhelming final level I've seen in a game in a long time, especially coming off the doors/keys/random layouts from RoR1's final level. The boss is really cool though.

sharp ivy
#

!feedback go back to finishing the Work In Progress abilities we were promised BEFORE you release the game. Instead of just scrapping them and rushing the game out so it's "complete" . Which is what hoppo did.

We still have abilities we were promised in the 1.0 update on the roadmap for the game.

stark path
#

!feedback The final stage of the mithrix fight is a bit frustrating. The first two are awesome and challenging but after taking all my items the fact that one of the blue ground orbs will hurt me for 60-75% hp is ridiculous. I have no healing items, so at that point what am I supposed to do? I heal rediculously slowly without any items and then its just basically waiting for a few of the gattling attack bullets to hit me and I die. Its not the worst, but it is a bit of an odd choice and it leads to some unfair situations where I die because I made a single mistake. Not even darksouls bosses are that punishing.

karmic edge
#

!feedback Milky Chrysalis feels really bad on controller now. I can't move up and aim downward at the same time, makes dodging difficult because of the continuous downward movement when aiming down. Not sure if KB+M experiences this issue.

hushed breach
#

!feedback I would like a setting so I can change the hud to be either tilted, or straight. The tilted new hud doesn't look good with my monitor and it looks low quality xd.

cerulean shore
#

!feedback Removing Captain’s most powerful abilities (utility and special) when in alternate realms is cool lore wise but terrible gameplay wise, as he loses the most unique and impactful parts of his kit.

Fun gameplay should triumph over realism, so let Captain keep his orbital drops in different realms even if it doesn’t make complete sense.

neon coyote
#

!feedback Captain's Special ||Alts are a bit of a mixed bag, healing currently is one of if not the best, shocking in comparison is a bit lackluster, it's decent early on with swarms of walking enemies but later with many fliers or just enemies everywhere it isn't nearly as effective. A suggestion would be to increase the radius it shocks by a fair amount but decrease the rate at which it shocks, this way it could be more useful lategame with the masses of enemies but still be balanced by not keeping them all stun-locked||

stark path
#

!feedback After some thought I like the concept of the final stage. A slow, almost surreal build up to the final boss. The rain is a really nice touch. It is a little lacking though. It could use more to distinguish it from other stages, and make the linear nature less of a slog (especially in later playthroughs).

cyan roost
#

!feedback a way to disable active milky chrysalis would be useful. on some skills like acrid slam it ends up being really counterproductive

glass notch
#

!feedback for the final boss|| the first 3 phases are super fun, but on higher difficulties the fourth phase can feel like trying to cut down a tree with a limp noodle (since you don't have any items). I think the rate at which you gain your items back should be increased.
Maybe you he should be guaranteed to give you an item everytime he gets hit, with a cooldown of a second or so. This way, as the fight progresses you'll actually regain a good amount of your items, so it'd be like a quick replay of the whole run, starting out with nothing and building your way up to a murderous powerhouse before dealing the final blow.||

haughty cape
#

!feedback Adding gravity to the Nano-Bomb makes it WORSE than it previously was, and vastly inferior to Nano-Spear. It feels off and makes it annoyingly difficult to hit distant or flying enemies, the latter being far worse when you're contending with an entire mob and don't have the time to waste calculating distance falloff for a slow-moving orb.

torn maple
#

!feedback Captain's M2 feels lackluster. Damage is low, and all it does is stun a single enemy out of a hoard. There are several enemy types that cant even be stunned. As I get a run going, I find myself not even using it at all.

Suggestion; hitting an enemy with a bounced tazer will also stun nearby enemies. The ability to gain range by bouncing is interesting, but not something that would ask the player to make a decision. Adding onto this feature with more benefits would cause players to go for riskier shots to be rewarded with more benefit.

chilly crag
uncut chasm
#

!feedback idk if im just dumb, but i want you to be able to cancel captain's R essepcially cause you can only use it twice. its soo annoying when i missclick

rigid slate
#

!feedback rework the teleporter spawns in scorched acres and abyssal depths. i always pray coming into stages 3 and 4 that i don't get either as finding the teleporter in them is a nightmare sometimes. the color palettes of the stage/teleport and the teleporters tendency to clip into geometry are the primary reasons for this. the level designs themselves can stay unchanged, but maybe make it so teleporters can only spawn in clear, specific locations for those levels, or some other solution

green vault
#

!feedback The first time that I tried the Captain, I noticed a few things that could be changed.

  1. His Taser move is very bad when it comes to handling groups. What if shooting a tased enemy shocked every enemy in a certain radius for a bit of damage? Maybe also slowing them down?

  2. His utility and special shouldn’t be locked in the hidden realms. It makes sense, but it isn’t fun. You could always add in a different animation for him using those abilities.

  3. His drones. Why are you able to scrap them? That’s an infinite amount of legendaries right there! Make it so that it’s permanently in your inventory or just doesn’t show up at all.

dense spear
#

!feedback

On the final stage, you are screwed if you go buy the nearby items and you have no mobility.
As The Engineer with my items, I couldn't get back to the top area of the map.

unkempt depot
#

!feedback the spawn rate for scrappers and printers probably needs to be turned down a bit. i'm consistently finding at least one scrapper, sometimes two, on each stage, and some stages have as many as 5 printers

spark anvil
#

!feedback
fix comedy island pls

little barn
#

!feedback

Re: the moon

  1. The item island on the Moon needs to be fixed - currently a lot of survivors cannot get off it by default. Maybe build a ramp? Unsure why players are being punished for a lack of aerial mobility.

  2. The final boss needs some kind of anti-aerial ability, maybe like a grab or a more powerful ranged ability; as it stands, survivors who can stay in the air or maintain aerial distance have a disproportionately easier time against him than melee survivors (see Artificer's second R)

  3. Also, compared to the UES Contact Light, the moon is very boring. It's one long corridor. Maybe make it so there are events you need to complete like the keycard opening the doors from the first game; something like having to defend an area against incoming mobs or having invulnerable mobs until you figure out a puzzle, or anything to make the level less of a "hold W and sprint"

hot elk
#

!feedback So, I really like the way the Bands work now. I admit that I miss them as parts of proc chains but they are certainly more unique now and give burst damage characters some more useful damage items. However, there aretwo things I feel could be done with them;

  1. they feel like dead items on characters that can’t easily get 400% damage out of an attack. Commando and Huntress particularly are up the creek with their default skills. I understand that the intent is to have items be a bit more specialized towards builds rather than just be automatic picks on every character, but it does feel pretty bad that mainstays like the Bands simply don’t function at all on some characters. At least with Death Mark, it was a new item rather than effectively two items being removed from the viable pool for a character. I’m not sure how exactly to go about fixing this, but it’s certainly something worth considering.
  2. the original Bands worked was that if you had both Runald and K’jaro, then if one procced then the other would proc as well. Obviously this isn’t relevant to the way they work now, but it was a neat hidden interaction that worked thematically with them being wedding rings. I’d like to see a new interaction when you have both at the same time added in, perhaps reducing their cooldown or having a double proc or something along those lines. Their previous interaction with each other was really cool and I’d love to see something like it added to the new iteration.
modest gulch
#

!feedback
Captain's utility is dealing 500% damage per shot instead of the 1500% damage per shot listed in the skill description, not sure if this is a bug with the skill's damage or misleading wording in the skill description but should be addressed.

1500% would mean at level 1 with Captain's 12 base damage, each shot should do 180 (12*15) damage, but you can see in this screenshot it actually does 60 damage (12*5) per shot.

stoic grove
#

!feedback on mithrix's final phase have varying item regain rate per character? Some characters have a really poor time getting stuff back like Acrid, or the poor child who didnt choose a full auto minigun as their primary. As well as can there be an exception to him with the artifact of swarms? Its nigh impossible to fight one, and fighting two is just a nightmare. At that point your only hope is to be a mobile, tanky, ranged, flying, dps machine to win.

dawn cliff
#

!feedback
Mostly just a visual change, I'd like to see eclipse mode also reduce the lighting of the game to some degree and it would be a darker on higher eclipse levels. I think it would fit well into the game and should be an optional effect while in the character select menu for eclipse mode.

fathom hazel
#

!feedback On survivor select, the animations you select are a bit "cartoonish". When you select the Captain, he does a quick head motion moving upwards. In my opinion this animation doesn't really fit the captain. A new animation where he slowly looks towards the camera would better fit him.

velvet sun
#

!feedback We really need something that isn't a lunar item to speed up the time teleporters take... Nearly 1 shotting a boss then having to wait around for enemies to slowly poke in for over a minute or so isn't fun.

stoic hemlock
#

!feedback I got 'Forgive Me' and 'Gesture of the Drowned' and its starting to lag my game hard. I'm getting 2-10 fps and it doesn't help that I have 'Soulbound Catalyst' that decreases the equipment cooldown rate per kill. I'm up to stage 4 and already regretting this because it will get ALOT worse in the upcoming stages. EDIT: 'Forgive Me' is spawning in packs of 10 and is going everywhere making it unplayable. EDIT #2: I just realised that 'Forgive Me' triggers after kill effects causing 'Soulbound Catalyst' to decrease the cool downs, making the equipment get faster and faster and faster to the point it spawns in waves of 20, then 30 and up. It doesn't help that I have 'Gesture of the Drowned' that cuts it in half and triggers it automatically.

vast kiln
#

!feedback
Add steam workshop support for mods

(a jump pad to and from the shop on the moon)

young jasper
#

!feedback
I'm sorry but that final stage wasn't just underwhelming, it was a downright disappointment. To say nothing of the music and the final boss fight, it's just a horrendously long corridor with nothing interesting or engaging in it. The enemies are optional, and are actually a huge waste of time to fight since there's no reward for even killing them.

Without a crazy amount of mobility it's just several minutes of running forward through a barren wasteland, then once you kill the final boss it's another several minutes of running back. It's not fun in the slightest and feels like something that's only meant to be experienced once. It's an absolute slog rather than a finale.

ivory thorn
#

!feedback Love the Captain, cool character conception. Please let us reposition the captain's utility beacons. It feels really bad to have to so carefully ration their usage in a tactical game. If there's a cooldown to do so, that's fine and reasonable, but we should definitely have an option to reuse them.

lofty pulsar
#

!feedback
Softlocked in final stage, i'm on the right with the cauldron and i can't go back .

slender flare
#

!feedback it is very easy to get stuck/softlocked on the final stage, please add a path from the item cauldron thing back to the bridge

potent ether
#

!feedback just got to the final stage with an amazing build, no artifact run, it's great. except I can't get off the F***ing printer island. there seriously needs to be a way back here as characters with no mobility are completely SOL. (playing no artifact run, didn't roll mobility)

vivid shuttle
#

!feedback
Add an option somewhere that you can toggle on/off to automatically skip the opening cutscene

thorn storm
#

!feedback On the moon, once I got to to the 3d printers right before the boss, and i CANT go anywhere. if I jump, im teleported back to the printers. You literally cant go anywhere if you have no movespeed or feathers.

arctic sonnet
#

!feedback let captains utility skill activate pressure plates in abandoned aqueduct the same way engi turrets do

tired briar
#

!feedback As an Acrid player it's very confusing when his leap makes the same sound as a lunar coin dropping. If possible change the leap's sound effect.

sharp swan
#

!feedback add a challenge tracker that shows up in your hud

coral stream
#

!feedback mac release please?

brittle pollen
#

!feedback Remove the artificial lore limits with Captain's Utility and Special in Hidden Realm stages. He basically becomes useless in those situations, something that goes against the statement that every survivor should be able to solo the run.

willow ocean
#

!feedback While interesting in design, Captain's primary is extremely underwhelming. Perhaps either a buff to the focusing speed or a buff to the damage or projectiles would help, but with Commander's lack of mobility and poor damage output when not using his utility skill he struggles a lot compared to other characters.

formal pilot
#

!feedback there needs to be a limit to the number of voodoo dolls that can be active at one time. After getting a few cool down items and a gesture+catalyst the item is constantly spawning new dolls and crashes the game after a few minutes. An easy fix would be making it so only 25 dolls can be out at once or something to that effect

hollow basin
#

!feedback Captain’s special ability being restricted to 2 per stage really limits the options and variety you have with him, as it’s almost always the best idea to use both on the teleporter. Make each beacon have around a 1 minute cooldown so we can use each supply drop at least twice per stage.

Logically, only one beacon of each loadout choice can exist at a time.

crude shell
#

!feedback rename Mithrix to Hammer Bro as that title fits his character much better and gives players a hint of the pounding they’re in for

uncut igloo
#

!feedback While a player is inside the radius of and instant death attack, show a transparent skull image across most of their screen. Instant death moves should be recognizable as such before you've gotten hit by them for the first time.

jolly anchor
#

!feedback I think a couple people have said this already but the final stage feels less like the end of your journey and more like "Amateur's first Unity level that they set up after watching a tutorial on youtube" and that really sucks. With all of the lore involved too, it feels like an extreme let-down, especially compared to the first game's final level. I feel like it can still be redeemed. Here's a short list of my ideas for potential changes:

-Make it not just a simple walk to the end, There should be something blocking your path that you have to clear out to progress (some sort of shield maybe?) The reason why the final level in the first game was so memorable is because it had all of these mini-teleporter events to open the doors to Providence. This doesn't have that, the most memorable thing has to be softlock island, honestly.
-It's too "normal", The moon throughout the game and item descriptions is hyped up as this strange otherworldly place unlike the rest of the game, and yet when the player gets there it's just this barren pale blockscape mixed with weird noodles or something?. It doesn't feel in line with the vibe everything else related to it has, to me it's genuinely frustrating.
-Actually make it feel like your penultimate trial before facing the boss, There is a grand total of... two enemy types in this level. They're not even challenging since there's only like 6 of them on the way to the boss and one of them quite literally takes about 5 seconds between shots, what's with that? It's kind of sad honestly, it's a big level with nothing to fear besides falling off of the map and ending up on THAT island.

This may just be my opinion, so take it with a grain of salt ||(and please don't try and invalidate me by saying "the boss is the king of nothing, what were you expecting? LOL")||

glad plank
#

!feedback Please rebalance the new Equipment "Forgive me Please" in one specific way. Only allow one "doll" to be affected by cooldown reduction items. Currently if you have a Soulbound Catalyst equiped with a Gesture of the Drowned, it spirals out of control within a few seconds and the Soulbound catalyst procs itself for each and every doll placed, resulting in the player placing down a doll on every frame and the game crashing due to too many effects on screen (Such as an equiped will-o-wisp proccing 500 times per second on due to 500 dolls being places within mere moments.)

hazy cairn
#

!feedback (Spoilers ahead about the update) Long story short, make some method to get back up on to the bridge easier to head to the final boss, preferably around the building with the wells that you trade items at. ||Currently me and a friend were attempting a run at the boss. He was an Engineer and fell down to the building that had the wells where you could trade items for other items. Considering he's engineer, he has no mobility moves and is not able to make it back up to the top of the bridge again. He has attempted to jump off in hopes to spawn back at the bridge just to appear at the island with the wells, still stuck. So we had to reset our run and make sure he doesn't fall off or go down toward that place again.||

knotty nexus
#

||Is it supposed to say you are killed by the planet after you beat the game? Is the idea that you hop in the ship and it all blows up with you anyways? I thought it'd be kinda cool to have something noting a completed run rather than another "Killed By:________"||

wispy hull
#

Looks like my first run on the update had the same issue as many others. Getting soft locked on that Island before the boss....
Edit for guy bellow: Same here, if they dc and rejoin you can keep going but i couldnt as i was the host. Which brings up the question, why cant you migrate the host midgame.

neat radish
#

Me and a group of my friends got to the last stage only for one of us to get stuck on the exchange island

severe ore
#

!feedback wheres the real final boss, ||up to the last phase he felt like a lead in to HER, the whole area felt like she was trying to learn constructs alone to HER designs, messy, things everywhere, it was perfectly set up like a child in halo creator mode messing around.||

||And then you get up and see big guy with a sword and think its a lead up of multiple guys or her champion, ofcourse she makes things and has great designs if you've been reading the logs.||

||Then he just keeps going and you realize at the last phase this is it.||

As a lore nerd i think you should atleast hint that ||she is somewhere in there, though maybe the log says something i didnt find it, but damn atleast something for all of that buildup and perfect set up.||

zealous plover
#

!feedback Add some sort of toggle to the captains M1/main attack. ||That way if you just want to do the close-up shotgun blast it'll save a lot finger pain from the constant clicking to shoot.||

loud brook
#

!feedback
Just played the final boss fight for the first time ever with three friends. It was great, but one huge glaring flaw presented itself. ||When we reached the phase where all your items get taken, I was playing as Engineer and was filled with dread upon seeing that awesome surprise. Unfortunately, it lasted all of two seconds. Currently, as far as I can tell, Engineer's turrets do not get their items taken. What is an amazing and adrenaline pumping phase (I assume...don't know because of this) was cut down instantly because my turrets still had 36 funguses, and a certain gal's opinion. Make it destroy the turrets forcing a replacement, or take their items too. This incredibly easy way to cheese the fight is pretty annoying since I wanted to experience the whole process.||

left tendon
#

!feedback

So the general gist seems to be, that the final stage looks and sounds amazing, but is very underwhelming gameplay wise. Got through it a few times now and the only time I died before the boss, was when I was looking at the beauty of the map, not paying attention to some flying enemies.

||The first opening hall is just breathtaking and a really nice homnage to the old temple in the first game. I really was hyped about a giant indoor level with grand structures hallways and rooms, but sadly that turned out ot be only decoration.

Then I saw the outside level structure of multiple "islands" connected by bridges and thought there will be some challenge I need to tackle to progress trhough the islands, but that also turned out semi true, since you can just rush through the bridges completly ignoring most of the encounters there.

When I approached the giant building and saw the switches (wich are jumppads) I supposed there will be a last stand like the charging door in the first game. Some timed wave ecounter, but that also wasn't the case.

I feel that level design has so much potential, sadly though it is mainly an aesthetically pleasant walkup to the boss. It does not really feel like a final stage wich tests your skill or build, wich was a thing the first game nailed.

I think a few modifications could remedy parts of it. Like the bridges only opening after you defeated the enemies, or a last final stand in front of the boss building, where you need to charge the jump pads and fend of a horde or even predetermined waves on the bridge.
If there will ever be stage variant to it a grand interieor or multiple grand temples connected by bridges would be amazing. Maybe even a tower you need to progress upwards or a temple with a maze like interior. I feel there is like so much unused potential in this map and I hope it will be tackled in a future update.||

sacred gulch
#

!feedback the music is pretty quiet compared to the game sounds, to the point where I play on these settings, and multiple people I've talked to have as well. Would it be feasible to re-examine the relative volumes of things?

upper lodge
#

!feedback
Captain Alternate Shift: Call down one max orbital strike instead of three, maybe even have it smaller, but it arrives faster by default and will knock you up into the air if you aim it at your feet

lime rivet
#

!feedback

Solution: Regarding the new stage, the rock islands containing rare and legendary items for exchange should contain a teleport or boostjump back onto the main path.

Problem: I was able to drop on the island as an engineer, but due to having insufficient movement items; i could not get back onto the main path. Jumping off as close and as far away from the island, and jumping as close as i could to the main path respawned me back on.......the island i was stuck on. My teammates also could not start the boss fight so in the end, we had to quit and abandon the game. Surely this is not an intended mechanic where the islands are set up as 'traps' for the players.

random siren
#

!feedback let us cancel Captain's R by pressing R again. If you press it accidentally while in the air then you are committed to using it or doing nothing until you hit solid ground to sprint which is not ideal most of the time.

zenith falcon
#

!feedback I love the captain. I love his kit, just feels so unique. But one thing I don't like is the Tazer. To me the tazer feels like it was just put in too take up a slot. And the fact that it only hits one enemy maybe two. It just feels weak and like you guys needed to fill a skill slot.

Maybe make it so the Defensive Microbots take up the 2nd skill slot and when it is not on cooldown it acts like it currently does. But, if you activate it, It will toggle the microbots from defense to offense, to attack nearby enemies with a stunning lazer. I just feel like he needs something else then the tazer. Or make it so the tazer acts like the huntress and auto locks to the 2 nearest enemies and stuns them for a bit longer. Right now it feels like it does not stun for long enough.

fading parcel
#

!feedback
Welp, this was a bug anyways...
Hold the phone. You removed the bouncy recoil on the thunder gauntlet? Friggin' unusable smh... (Really though, that was a super fun part about the skill, and removing that just defeats it's design. I'm just really disappointed in one more thing in this update.)

glossy mason
#

Excellent patch! just no lifed for a bit and quite a fun time. But...the last mission, the area where you can trade is locked behind getting there and back. Punishing less mobile characters. That would be great to not punish an engy or other less vertical characters.

little barn
#

!feedback Sadly although it's my favorite thing, nerf the void (purple portal) with a time limit or something. I just spent about an hour with an afk farming build (which I got around stage 9 in a fairly laid back playthrough) and got around ~150 items

north loom
#

!feedback alloy worship units little launching thingy that sends you flying in the air is completely useless when you have microbots, if it is the microbots getting rid of them then it becomes extremely easy and you can just snipe the whole time

spice cliff
#

!feedback make soup island permanent

viral narwhal
#

!feedback When a player gets near the final boss portal, the outer rings of the portal should glow. Indicating to newer players that it is interactable to allow for loops.

desert notch
#

!feedback
Add a kiosk at the Bazaar that allows you to trade two Lunar Item Scraps for a single Lunar Coin.

marsh iron
#

!feedback

Being 1-shot now with multiple glass ruins glass as a viable strategy. Please return the "max damage you can receive from a single hit is 90% of your max health" feature, so a glass build can take 2 hits total

edit: clarifying. I mean the blue item glass, not the glass artifact.

astral bough
#

!feedback

Would be awesome if we could get more skins from beating the game on monsoon same way we do for obliterating. :)

Love the update ❤️

candid rapids
#

!feedback please add a random survivor button ;-; (metamorphasis DOES NOT COUNT 😠 )

slow compass
#

!feedback

Add steam workshop🙏

lament gazelle
#

!feedback

This update was horrifically underwhelming. I unlocked basically everything RoR2 had to offer and was excited for when the next update would come out. Up until this point every update has been a blessing and unlocking/discovering everything they had to offer was always a treat. But I think you guys rushed this 1.0 release in a really bad way.

Random matchmaking is gone, which I thought was a great feature for when you were bored and just wanted to play a couple of rounds with some random people. No idea why this was removed, there is literally no point to it.

The survivor roster is now heavily unbalanced with mobility reigning king over all other aspects. If you have no way to maneuver around and away from enemies then you're at a heavy disadvantage. R.I.P Engineer, Captain, and Artificer (with flamethrower).

And finally the final level, wow was that underwhelming. An overly-sized desolate gray landscape with nothing interesting to see and nothing interesting to do. Again, if you do not have mobility items then this level will be an absolute nightmare for you, not just because of the enemies, but because of the demented, twisting landscape and its difficult platforming. This is the only level I can recall where you can become soft-locked in multiple locations because you lack movement items or movement skills.

I know you're all trying your best to get this game released on time with the road map, but this rushing is severely hindering the gameplay and the entire game is suffering for it. If you need more time to work out the kinks then please pace yourselves and take the time you need.

I think Shigeru Miyamoto said it best: "A delayed game is eventually good, but a rushed game is forever bad."

normal ibex
#

!feedback

Change the hard limit on Runald and Kjaro's Bands to a soft limit:
Right now it's something like this:

float ProcChance(float BaseDamage)
{
  if(BaseDamage >= 400)
    return 100;
  else return 0;
}

I'm suggesting a change to:

float ProcChance(float BaseDamage)
{
  return 100*((.25)^((400-BaseDamage)/100));
}

The result of this is that at 400 or greater it always procs, at 300 it procs 25% of the time, at 200 base damage it procs 6.25% of the time, at 100 base damage it procs 1.5% of the time. This keeps the intent of benefitting harder hitting attacks but doesn't make the bands entirely useless for several characters and some builds.

thin ledge
#

!feedback

Please, implement the back navigation and close in gui by pressing Esc button. This is so annoying to click on "back" or "close" button with mouse every time.

little barn
#

!feedback Nerf Void Reaver at least to an extent. It's highly unfair to be in an amazing run, 12k health, enough damage to insta kill every boss you come across, only to be one shotted for something completely out of your control, with zero ability to recover.

languid copper
#

!feedback The final stage has a huge amount of empty space, and nothing really there to occupy it. This becomes even more pronounced during the final boss battle, in which about 80% of the arena goes completely untouched for the duration of the fight. It just feels janky and awkward, even with decent stacks of movement speed items.

merry heath
#

!feedback oneshot protection still broken

wide mango
#

!feedback have Captain be able to cancel his supply pods. As of now misclicking causes you to waste a pod.

sage shuttle
#

!feedback bring back ancient scepter PLS

verbal summit
#

!feedback
While playing as captain using AoChaos, you are capable of dealing damage to yourself with your m2 (and m1?) attack (point blank) on use. This happened to me both while fighting Mithrix end game and during a fresh game spawn. This very likely will one shot you. In conclusion, make captain stop aiming at himself.
*This means that captain counts as a surface, and may hit his own hitbox rather than firing

sharp ivy
#

!feedback add the ability to enable auto run in control settings

robust spear
#

!feedback Actually add the skills instead of merely removing the "new skills coming" boxes at character selection. I understand you were on a schedule with this update but assumedly just sweeping the promised skills under the rug and pretending they were never there just seems dishonest and lazy.

fathom hazel
#

!feedback
Im not sure if this a bug or not, But when the Captain's utility ability gets canceled if you toggle your sprint key after activating it. This gets pretty annoying in a crowd of enemies and having to wait 12 seconds for your skill to come back up.

deft shuttle
#

!feedback While beating the last phase of mithrax i could just circle around him and he couldnt do anything with his minigun shooting, so i just slowly killed him off, is this intended? In my opinion its too easy

candid dove
#

!feedback I have been cheated out of unlocking Captain three times now. All because of the stupid island you guys forgot to put a jump pad on. Please fix the game ASAP, almost half the cast can't even complete the entire end sequence without getting stuck permanently on the left island.

still prism
#

!feedback
Under the logbook, when you go look at items / monsters / etc, like if I wanna read about the Jellyfish, hitting escape does not bring you back to the logbog, instead you have to move the mouse down to the back button. It would just be an QOL update to be able to do so

kind shale
#

!feedback When using scrapper, the complete stack of item you wanna scrap gets lost.
Make it that only 1 stack is lost for every click, so you can decide how many stacks to swap.

plucky fern
#

!feedback Give the final boss an increased drop chance of logbook.

Why? As it stands currently its random. And that puts you in an awkward place. Either beat the game over and over dozens of times until it drops. Or invest hours and hours stacking clover with Command.

Option A: Give the final boss a majorly increased drop chance

Option B: Give him a guaranteed drop chance but only under special conditions (i.e. defeating him on monsoon in under x minutes)

Usually i understand rare logbooks like Overloading Worm. But you cant just keep grinding at the final boss and going loop after loop. Once you kill him youre forced to end a run so you cant just keep stacking items and clovers over loops

uncut garden
#

!feedback Captain's R (beacon abilities) should be able to be destroyed and replaced (after a CD or not). They currently feel very limited to use during a teleporter event, and even then feel like they lack impact. Being only able to use 1 of each per stage feels extremely unrewarding

Captain's Shift ability feels extremely weak especially due to the grace period before impact where many non-boss enemies leave the AOE. Suggestion: Increase Damage and impact time. Rework/alternate ability: Make the beam a channelled laser

hearty raft
#

!feedback Implement some anti aliasing such as fxaa/smaa because the game looks really jaggy. Also please let us turn off tilted UI because it also makes it very jaggy especially the difficulty scaler even with x8 UI AA on.

stable bobcat
#

!feedback Last stage should have more enemies, the way to the boss feels way too long and empty.
There's a bug that in a multiplayer lobby, only the host can see the life bar of the boss (last boss) in the middle of the screen, everyone else only sees them above the bosses but not the name, title etc.

midnight bramble
#

!feedback
Nerf "please forgive me" by giving a maximum active at a time.
Currently combined with catalyst and gesture, it will crash your game

cold seal
#

!feedback was playing Captain and was an hour into the run and was on the new stage the moon, I had no mobility items and jumped down onto the area with the mixing pools and was unable to get back up at all, i had to leave a run i spent well over an hour and a half in because of this. Will this be changed in the future so that there is a path back up?

bitter spade
#

!feedback Multiplayer lobby settings could use an option to have all items require using the Interact hotkey (default: F) to pick up. Accidentally picking up items while playing multiplayer can be unfortunate when trying to communicate and share loot. The mechanic already exists for blue items/equipment.

wooden fractal
#

!feedback separate story mode that isnt just a bullet hell would be nice. a real campaign that explains what is going story wise on, maybe some specially designed missions featuring only a select few characters that go do a task surrounding the lore, as well as some dialogue between the characters would make the game more life like make the characters feel more human. I really do think this would help there be more understanding of the whole plot of the game and why the characters are fighting and where they came from

clever moon
#

!feedback
The final boss is a pretty cool experience, but it can also be a very frustrating one, especially for certain survivors/builds. In particular, ||the final phase of the battle can be near-impossible for some combinations, such as a low-mobility survivor with a bleed items getting grazed by a bullet and dying. Stealing your items is a pretty cool idea, but it kind of changes the meta of the game, and not in a good way. I'd love to see some changes made so that having the "wrong" build doesn't essentially doom you at the end of the battle.||

green nymph
#

!feedback I would like to see some change to the Soulbound Catalyst. The new item stat to the character is it (reduces equipment cooldown time on kill). this means equipment is completely nuts, especially the new, I'm Sorry equipment. this combined with the soulbound catalyst and the ceremonial dagger, and a few fuel cells makes high rounds soooooooooo easy, in the fact that the daggers are almost a guaranteed kill, which spawns more daggers, and it also resets the Im Sorry equipment cooldown, meaning you can spam the equipment. So i'm offering a solution, please just change the soulbound catalyst' ability, but dont nerf anything. as the other items themselves are in my opinion completely balanced by themselves.

viral narwhal
#

!feedback idea to change the final phase, he still removes your items but he doesn't gain anything from them. The final phase is you battling a weakened form of him while you have nothing. When he dies, you get your items back as normal.

severe bay
#

!feedback When you disconnect from a Risk of Rain run on stage 6 while doing the final boss in a squad, you reconnect at the beginning of the stage meaning you have to run back to the boss arena which can get tedious.

prime flower
#

!feedback replace captain's r ability with a (possibly weak) attack after placing his beacons so that he isnt as weak in hidden realms, and doesnt feel as if he should hold onto his beacons until the teleporter

robust spear
#

!feedback The final boss was a disappointment. I won't mention my thoughts on his aesthetics as that's a lot more subjective, but from a gameplay perspective he's lacking.

First off, if you can at all get a fair amount of air time, then his first 2 phases are hardly notable at all, and even without it you can still dodge his strongest attacks by simply walking up the ramps.

His second stage would be interesting if the enemies had more variety and challenge, as it stands now they're just boring damage sponges with very telegraphed and weak attacks. This same critism applies to the enemies roles on the rest of the level as well.

With his third stage, because of how much damage he does, low mobility characters are at a massive disadvantage unless the ramp cheese, which shouldn't be a go to solution because that just isn't fun. His "triangle" attacks are really hard to dodge, and they just do so much damage that ramp cheesing is the only viable solution there. The enemies he spawns could be buffed minorly, as they hardly do anything at all aside from act as a meatshield.

There's a lot of issues with his fourth stage. Killing him on monsoon seems nigh impossible unless you actively avoid certain items, clearly a lot of problems here, as those items tend to be strong/useful ones, which make playing the rest of the game more difficult in an unfun way. Removing items in itself isn't a terrible idea espically because they're leaked back, but just because he has a "nothing" theme doesn't make it interesting from a gameplay perspective; rather it just seems like a lazy cop out rather than a genuinely interesting brand of difficulty. If the goal is to keep this mechanic then he should at the very least not be able to use your items. Instead he could just prevent you from using yours and still slowly leak them back (maybe at a minorly faster rate than current).

I really wish I wasn't constrained by the character limit, as theres more to say. Right now it's not fun.

covert solar
sweet pollen
#

!feedback Captain can scrap the microbots and then just get it back on the next stage while still keeping the red scrap.

buoyant wigeon
#

!feedback As cool as the Mired Urn is, I don't think it should work on other players. Lunar items are supposed to be the items with downsides- the Mired Urn is a boss item that has a downside in that it harms your team if they get near you but heals you.

limpid blaze
#

!feedback Bands are amazing now! They're really strong on Nano bomb... Until you pick up a crowbar or some such. When you do that, your tendrils do over 400% damage, completely wasting your band cooldown.

This stings a lot and could be mitigated by halving tendril damage but doubling their rate of fire.

neon coyote
#

!feedback suggestion to possibly add an item or artifact in the future to make drones better for the late game and more enjoyable.

Could do something similar to the Arms race item in ror1 where there's an item that adds an attack to drones, summoning rockets or something else maybe more unique.

An idea for an artifact could be one that gives drones your items as you collect them like engineer's turrets? Possibly only common items so they're not immensly overpowered. It'd be fun and make drones useful though this wouldn't solve they're scaling without the artifact.

Overall I just think attack drones could use some improvements in how useful they can be particularly in late game.

tame depot
#

!feedback the new steam icon is unreadable and makes it hard to find the game, i suggest reverting it to the previous icon as its a lot more iconic and not 90% a white image https://i.imgur.com/iO765tz.png

oak yacht
#

!feedback

i think a slot in the logbook with a description for buffs, debuffs and status effect would be good

hearty crescent
#

!feedback

If Mercenary doesn't hit anything with Blinding Assault and Eviscerate, it should not put you in combat.

eager yarrow
#

!feedback Drones are now able to pick up bandoliers, please fix! (unconfirmed with other droppables)

hushed jetty
#

!feedback

Nerf "please forgive me" by giving a maximum active at a time.
Currently combined with catalyst and gesture, it will crash your game

It needs a fix, not a max stack nerf, as that is not the core issue...remove the ability for Please Forgive Me to proc Soul Catalyst's cooldown without first having had killed an enemy entity. The item should still benefit from SBC, Gesture, and Fuel Cell like any other Equipment that can be stacked to crash your game, but it should not be able to instigate itself simply by being used in a stack when there are no enemies to kill. THAT is crazy...

MIND YOU that it self-proccing can be useful with items in stack like Topaz_Brooch Topaz Brooch, 🥩 Fresh Meat, Monster_Tooth Monster Tooth, Bandolier Bandolier, Infusion Infusion, and other healing/defense On-Death tagged items without having mobs to kill, and those don't crash the game unless they drop more GPU intensive entities like Ghors_Tome Ghor's Tome does (assuming that Monster Tooth uses sprites, or I'm wrong about Tome using small, low-poly 3D models (they do be rolling)).

cyan sequoia
#

!feedback Just a small suggestion but while looking for synergies with forgive me please on the wiki, I noticed that on kill effects are described in numerous ways like “killing an enemy”, “on killing”, and “upon killing”. Since the patch notes mentioned the addition of keywords to describe common effects, maybe making a keyword for on kill effects would be in order.

stiff plume
#

!feedback

As of 1.0, Risk Of Rain 2 had a number of new boss items released. Mired Urn is apart of that number and is relatively balanced and fair as an item.
However, Mired Urn also will proc on teammates during combat, even when the Chaos artifact is disabled. While it is hilarious chasing my friends around the map while using my primary fire for the sole purpose of slowing their pace to a crawl, it is also incredibly obnoxious for it to slow your teammates(or you) whenever you're in a group fight.(Trust me on this one, hours of my friends walking about as fast as a snail is proof enough)
Whether it's simply a mistake in how the item was coded, or a genuine feature intended to function the way it does, it is not fun. Other players in a party should not be affected by one player's choice in non-lunar items
TL;DR, Mired Urn can slow other survivors in multiplayer. Please fix, 'cuz intentional game design or not, it's not fun

sour elm
#

!feedback Here's a suggestion to make the final area less boring, I think having some sort of blockade on the jump pads that lead to the final boss that gets removed once a certain amount of enemies have been defeated makes the most sense, have the team kill a certain amount of enemies and then the barrier breaks, letting you leap over.
The enemy pool would be the same as usual, but I would vouch for having overloading worms have a chance of appearing too as they fit the look of the map, and make it feel more like a challenging leadup, much like how the contact light was in ROR1

vast kiln
#

!feedback
Steam workshop support for mods

plush raft
#

!feedback
can you stop the freindly beetle guard attacking you when you take there health with mired urn.

unreal star
#

!feedback
Add a toggleable option to automatically skip the initial cutscene upon launching the game, after you've already seen it once

hybrid hinge
#

!feedback Around 82 lore entries are still missing from the game and display the placeholder early access message instead. Tagging your game as 1.0 with some of its content still missing feels weird

little barn
#

!feedback there is a glitch with captain where u cant use the frenzy equipment item

hot elk
#

@severe bay you can loop already by interacting with the fans on the outer edge of the primordial teleporter. The game just doesn’t explain this very well but you can absolutely loop with it

velvet ginkgo
#

!feedback put a lever next to the primordial tele that changes the alignment so people know you can change destinations

fervent bobcat
#

!feedback moon boss is not freeze or execute immune, this kind of makes Artificer strangely a lot stronger than the other survivors in this one vs one. Maybe change it to an attack and move speed slow instead? (but not as drastic as chorno or ice ring slow). Could also implement this on the other teleporter bosses then nano spear and snap freeze wont just be a damage only ability

midnight bramble
#

!feedback

Please show the cooldown for equipment when you have fuel cells. When one is recharged, all you have to go off of is how many you have off cooldown. There's no way to know how close you are to finishing the cooldown of other charges.

buoyant wigeon
#

!feedback I think it'd be useful if Captain was given a preview of his Utility's blast radius before he clicks (Currently you have to hold click to view the radius), similarly to Huntress's Arrow Rain

stoic nacelle
#

!feedback Loving the scrappers, they make 3D printers way nicer to use. Final boss still needs tweaks. The large boss room (both ground area and height wise) makes it real easy to out range the boss or trick him into attacking the ground beneath you (like on the side platforms). He needs an aerial attack of some kind or something similar to the providence's teleport stab move to close the gap. That way the boss room could stay big and cool?

fathom atlas
#

!feedback Mired Urn makes your beetle guards attack you on a normal run if it receives the big suck. Could we make it NOT work on allies?

gleaming timber
#

!feedback Remove chests that have already been opened after a few seconds.

limpid blaze
#

!feedback This is minor but when you win the game it still says "Killed by the planet"

molten solstice
#

!feedback I would love to have a way to chose the HUD location for plying in ultra widescreen. If you try to scale the HUD up it acts crazy. Your item bar gets thrown way off to the left and you don’t see the first 7 or so items you collect. I would like to have the HUD remain on the center screen, but I’m sure others would like it to be on the outer edges.

Image for reference

https://www.reddit.com/r/riskofrain/comments/i7yvfv/the_only_way_i_play/?utm_source=share&utm_medium=ios_app&utm_name=iossmf

hollow basin
#

!feedback Either allow Captain to replace his supply drops once per stage, or put each on a long cooldown, so he is incentivized to use the beacons in more situations than exclusively at the teleporter event.

tall stratus
#

!feedback progress bars in the pause menu that show you how much progress have you made and on what challenge in that run

midnight bramble
#

!feedback

!feedback Either allow Captain to replace his supply drops once per stage, or put each on a long cooldown, so he is incentivized to use the beacons in more situations than exclusively at the teleporter event.
Piggybacking off @hollow basin's idea,
Have the Captain's beacons act more like the Engineer's turrets. Long cooldown, but each one can individually be re-placed after the cooldown is up.

lapis karma
#

!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.

winter berry
#

!feedback make captain have a alt utility and special that is weaker BUT does not rely on the ship

edgy breach
#

!feedback The new lunar Defiant Gouge needs a rework. Summoning enemies on shrine sounds nice early game when you really need money, however it means every shrine is a combat shrine. Once you pass around stage 3 its better to avoid combat shrines so now you have to avoid every shrine whether it be mountain, chance, wood, or blood. The problem is this lunar doesn't have an advantage, it is only a handicap to pick up. To compensate the lunar should either buff shrines (guarantee item on chance, more money from blood, larger wood radius, something to make every shrine more powerful) or tone down the enemies spawned by this lunar. Last thing I wanted to see on stage 4 of Sirens call was two glacial Elder lemarians from a blood shrine 25 minutes in.

jagged flume
#

!feedback I am very disappointed that Wax Quail is not placed on Captain's shoulder, like a parrot. pls fix!

native forum
#

I don't know if this is a bug or not. for some reason, when I have the "show started games" filter off, I still end up receiving started games in the game browser. Please consider fixing or changing this problem thanks.

reef blaze
#

!feedback I don't dislike the final boss, but the whole Final Stage feels pretty disappointing compared to RoR1's UES Contact Light. RoR1 final stage was awesome and difficult, with several secrets, areas and game mechanic which distinguished it from the rest of the game. The Moon stage is an empty corridor with several mobs and then a decent Final Boss, which can be pretty "cheeseable" once you know his gimmicks. It's presentation is a bit bland too. And depending on mobility items to actually finish the game defeats the basic premise of "all Survivors are equal".

In my opinion, the last portion of the game needs some rework. Sky Meadows is a difficult stage, but it doesn't have the epic feel of the Temple which preceded the UES Contact Light in RoR1. The progression towards the Temple and then the UES Contact Light felt much more natural. And the Final Stage needs to be made something special, an actual climax to the game. Maybe add some kind of objectives to unlock the boss arena, some secrets and normal mob spawning.

deft mason
#

!feedback I think it would be cool if Lunar Chimera was a giant version of each of the two moon enemies with unique attacks instead of just a horde of normal versions of them. Theyre supposed to be the "Zenith Designs" but theyre just more of the same (who often arent a threat at all by then). They feel like a bit of a letdown compared to Providences completely unique Gilded Worms.

covert ether
#

!feedback Although the captain feels wonderful to play (most of his kit is useful or practical in at least some contexts giving him a cool DPS/support role) his inability to use most of his kit in the special areas of the game feels really awkward and restrictive when compared to other survivors, to the point where you feel almost like an anchor to other players. I understand that there is a lore reason for this (he cant contact the UES ship) but I think this is one of those moments where gameplay > lore. Perhaps have it so that he carries special teleportation beacons that allow his technology he summons to work there or something to that effect. Otherwise great character!

winter jewel
#

!feedback ||I've noticed a lot of people criticizing slow characters being unusable for the escape sequence, and I'd like to suggest two ways to remedy this if you would like to keep it in:

  1. Make it so the final boss keeps everyone's items when he dies and instead make it so you have to chain together speed boost and jump boost pads rather than relying on items, possibly have them shot down to the moon by the Captain for an extra little fun detail. This way more mobile characters have an advantage still, as they pretty much always would in that type of environment, but any non-mobile character now essentially has a whole path made for them that's technically "the intended way".

  2. Have the final boss return a certain amount of mobility items upon death mixed in with the ones he stole from you. You could simply say he stole from other people who came to the moon and administer mobility items such as Energy Drinks, Wax Quails, Hopoo Feathers, that might be necessary to complete the already existing obstacle course for any less fortunate characters.||

bleak oyster
#

!feedback
There are Shrines of Order on the final boss stage, but they're not particularly obvious and you need to fall/risk death to get to them. They'd be better moved near the lunar pods, perhaps around the corner from them.

earnest kayak
#

Add more skins to all characters so we have more to choose from
!feedback

mild falcon
#

!feedback
Please revert, or add a toggle-able option for the sprint behavior on mobility skills. It's far more difficult to control Mercenary's dashes, and the inflexibility leads to frustrating situations.

plain bluff
#

!feedback Make it so droids and turrets can't make use of the Expose debuff Mercenary applies. Since most of those have high attack speed and low damage the debuff is pretty much wasted on them

little lava
#

!feedback

Ability ideas for ||**Captain

Alt M1: A gatling arm that will spin up and mark an enemy for death, when killed the team gets a damage boost for a short time.

Alt M2: A Cannon Shot instead of a taser.

Alt Utility: Napalm orbital strikes**||

balmy sorrel
#

Let Mul-T go over small bumps in cargo mode instead of just stopping. !feedback

jade ember
#

!feedback It'd be nice if Captain's Orbital Supply Beacon showed which beacon types you had while placing them.

runic palm
#

!feedback I absolutely love Captain, though utilizing Attack Speed is frustrating on him, due to the way his primary attack works. Lots of spam clicking tonight.

I think a good alternate primary for Captain would be one that instead of attacking faster, converted attack speed to more pellets per shot. This would allow him to be a unique burst / on-hit character since each pellet procs items individually already.

earnest laurel
#

Captain !feedback
Part 1
The secondary. Good lord, the taser.
It is so bad. It is simply irrelevant. One enemy hit and stunned for a split second. Useless except for maybe the first stage.
Suggestion: remove the damage, and make it a grenade that stuns all in the area. Throws like Mul-T’s grenade.

proper brook
#

!feedback
Blacklist royal capacitor for scavenger. At the moment a scavenger with this item is basically always an instant and often unavoidable run ender.

For context, I was just now playing captain on a bit of a longer run to get wanderlust and had just killed Aurelionite in around 5 seconds. The second the next stage started, I got instantly killed by a scavenger's royal capacitor from halfway across the map. The equipment is just way too long range, hard ||AFAIK impossible without some form of invunerability|| to avoid, and hyper lethal to be given to enemies.
EDIT: Just to clarify, this isn't a personal complaint. The example was to clarify that the run in question was very long and even a character that was very powerful was instantly killed.

hearty raft
#

!feedback Revert milky chrysalis back, it's pretty much useless now and stacking feathers is much better at this point. Also please revert bands back as well, or at least cut the cooldown to something like 5 second and with more damage. Right now it's nothing but a straight downgrade with the same damage, locked behind a long cooldown and a threshold that not all classes could reach.

manic sonnet
#

!feedback

This is a good one. Let’s make an island in the final boss area. Where if you enter it, you are not allowed to leave useless you have high mobility.

drowsy plank
#

!feedback Picking up visions with captain you get 12-24 and so on orbital strikes ( formerly the huntress ballista bug)

hollow basin
#

!feedback Paul’s Goat Hoof does not remove and replace Captain’s leg like everyone else, instead being clipped with his leg model. Please fix

languid delta
#

!feedback

I've noticed a few performance issues with the new update. Obviously Forgive Me Please has its issues, but sometimes it feels like a lot of the Molten Perforator shots going off makes it stutter sometimes.

hallow sonnet
#

!feedback The Captain's abilities need to be more relevant.

Tazer is only useful against large enemies with telegraphed attacks. It does nothing against bosses, almost nothing against small mobs, and when the game starts spawning large enemies in swarms it becomes useless against them too. So basically it's only useful in the early game against one type of enemy. Also it's very inconsistent and sometimes will bounce off enemies without shocking them. Some enemies like Parents don't get shocked at all.

Orbital Probe damage is incorrect. It seems to deal a majority of its damage on the first blast, then the second and third blast deal a fraction of that damage. Its description says it deals 1500% per shot but it blatantly doesn't.

If players equip his healing or shock beacons they'll usually only be placing them down during the teleporter fight. If players equip his hacking or supply drop they'll only be using it in relation with an item. Players spend most of their time not using their beacon ability because they can only use it twice per level so you're forced to use it in the most optimal circumstance. And then, it's just a button press. Also the buttons you press are reversed to the UI, left button triggers right beacon; right button triggers left beacon.

The Captain's gimmick is that they spend most of their time not using their own abilities. Tazer is extremely niche and basically useless, Orbital Probe can't be used in hidden realms, Beacon can't be used in hidden realms and the only gameplay it adds is two extra button presses per level.

karmic otter
#

!feedback Alternate Keybinds. The ability to put a skill on two different keys would be nice especially for captain who's DPS is based on how fast you can click, and i'd rather not destroy my mouse late game.

feral dock
#

!feedback the old mini-icon in steam library was a lot better than the new one

stoic grove
#

!feedback what happened to all the alternate abilities that were coming to ror2? Since the game is out, does that mean we dont know whats coming next update? Or are the ability concepts just scrapped? (I'd hate to think that) My suggestion is make a temporary chat in the ror2 discord, working similar to this chat and #top-feedback-archive, a ability suggestion chat. All the top suggestions will be put under a poll, and around 5 abilities could be chosen.

tired briar
#

!feedback when checking the Survivor's logs in the logbook, it would be nice if there was an entry for "Runs completed" for the times you beat the final boss.

echo cradle
feral copper
#

!feedback

Squid Turrets are spawning at the bottom of the world rather than on solid ground.

sacred gulch
#

!feedback pls install chat functionality into the goat for the next update, he seems somewhat limited in what he can say and it breaks my immersion.

last wigeon
#

!feedback Captain should be allowed to call his Beacons in the Void Fields. His beacons are limited and due to Void Fields having so many different locations to visit he would be forced to spend them wisely, to his detriment otherwise.

runic palm
#

!feedback I actually think the Captain's kit is pretty good and doesn't need the rework some people are calling for, maybe some fun alternate abilities but his kit makes sense as is. The two abilities I think most people are upset with are his Taser and Beacons. I personally really love these abilities as they push the Captains skill-testing nature further and cover some of his weaknesses. I think the Taser is a great ability, since it can help deal with persistent enemies like Imps and Clay Templars, which would normally completely shred Captain. I really don't like the idea of giving him a MUL-T stun grenade like some people have suggested, I think rather just giving the taser a second charge would not only allow it to be more of a last-resort defense, but allow Captain players to engage with it more while being able to fall back on it if they get rushed. As far as beacons go, I agree that not being able to call them in voids is really annoying, and suggest he be able to summon weaker versions or something, to not completely break the flavor of them. Also, I like the 2-per-stage system but the Equipment and Shock beacons feel horribly weak and I think that could be remedied by those having 2 mini-charges instead of the one larger charge

west creek
#

!feedback

Make the Captain's beacons be able to hold down buttons in the abandoned aqueduct.
Pretty self explanatory.
This would give people adverse to multiplayer an alternative to engineer if they want to unlock the bands.
in addition, only having 2 beacons, this would still be risky - around on par or more so, I think, than leaving one of engie's turrets on the other side of the map while you hunt for the second button.

raven pasture
#

!feedback
It doesn't feel right that after you beat the game the legit way, kill the final boss and all that, that the game still says that you were "killed by the planet" when that obviously isn't the case.

ionic ember
#

!feedback make captains beacons deactivatable, its annoying accedently pressing r and now having to run to the tele to not waste it

true spoke
#

!feedback Please bring back Quickplay as an option. It takes so much longer to fill a lobby waiting on people figuring out how the server browser properly functions.

errant schooner
#

!feedback I'm really happy with most of this update! Even if I wasn't effected too much it fixed alot of issues I had with the game, but some parts I was unhappy with
Captain ||feels really weak, I assume we all know this, his taster is really siduational, but other things in his kit does its job better, maybe give it a alternate that does something else? I feel like a bomb could do him well and fit his crowd control vibe, as well as making orbital strike usable in the void area and gold area.||

the final boss feels ||really weird, and easy. Between phases you can hit him so the final phase only required 3 hits from me total to win, even if I didn't have any items. It just feels not involved if you have good mobility and too much if you don't have any. You need to find a good balance to make him fun to fight imo.||

little barn
#

!feedback

Re: Mithrix.

He's really goddamn fun to fight against, and really scary no matter what. That said, he has some major issues.

  1. If you go up the "ramps" in the arena and stay there, Mithrix has no way to hit you. This (predictably) trivializes the fight as you can just sit on the platform and wail on him. Either remove those ramps or make Mithrix have something to deal with it.

  2. Mithrix has no way to counter ranged flying opponents like drones, but more importantly, Artificer.

  3. Mithrix can take Captain's Defensive Nanobots, which makes the fight on phase 3 nearly impossible without "cheese". I really hope this isn't intended, or else Captain is basically the worst character to fight Mithrix phase 3.

earnest laurel
#

Captain !feedback
Part 2
The utility.
I like it overall, but the implementation is poor. Replacing the primary just feels clunky.
Suggestion: instead, pressing shift calls down the strike immediately where you’re pointing. Has three charges that cooldown individually. Aims like Rex’s secondary.

wicked basin
#

!feedback Make it so you can escape the scrapper and artifact command item selection menus with the escape key. Too often I find myself trying to close it and instead pausing the game in multiplayer, then panicking to try to get out of it.

foggy delta
#

!feedback I like the fight against Mithrix, and Engineer just made it easy with the turrets, cause he doesn't steal items from them, but would be nice to have the "early access" risk of rain, where we could endlessly fight for survival, that part was also fun of the game, yea in the end it gets tedious and boring in the end, but the journey to get to the boring is also fun, and all kinds of insane builds that emerge from having insane amount of items is really fun. Especially now with captain's beacons and such. I'd like to be able to play the game how it was in "Early Access" where there was no end. make a mode call it survival or something.

fathom atlas
#

!feedback Huntress's Log book seems to have a typo in it where it says $20,00 credits have been deposited into your account instead of $20,000

hybrid hinge
#

!feedback As it stands, the current primordial teleporter system feels awkward, with absolutely no explanation where you'll end up, leaving a lot of people understandably confused. The way it was done in RoR1 was pretty much perfect and self-explanatory, so why not use it this time too?

restive citrus
#

!feedback in regards to the final stage.
||From a lore & atmosphere perspective alone, this stage is damn well wonderful. You can really feel Mithrix's loneliness, as he resorts to building giant, purposeless structures and Chimeras which he knows full well will never realize their full potential with Providence's absence. The music also really completes the experience; Chris did a wonderful job with it.
however.
From a gamplay perspective, this stage isn't great. Like, at all.
The long hallways with easy-to-deal-with Chimeras are surprising and cool the first time, but lose their effect really quickly as you begin to realize how meaninglessly they pad out the stage. Compare this to the Contact Light from the first game, which had you charging tons of mini-teleporters and having waves upon waves of enemies tossed at you, along with rewarding players for exploration with more items, a character, some dancing golems, and even special interactables which help you out during the final fight. Commencement has, well... close to none of the like. The most you have are a couple lunar pods and cauldrons, which feel pretty tacked-on at the very end. It doesn't feel like a good final challenge of stage traversal, but more like padding to allow the difficulty to climb before you reach the final boss. Having a more complex layout would also allow the final rush to get to the escape ship even more intense as you try to figure out the quickest way back.
The final boss is great though - despite likely needing a little bit of a damage nerf - but it feels to me like the only interesting part of the stage and a really, really long shot. All the budget was put into the final boss, and none to the stage - which to me, feels like a big mistake.||

This was a wonderful update, but the final stage felt really lacking; especially when compared to the Contact Light. I sincerely hope that you go back and reconsider ||Commencement||'s design, at least a little bit.

final thicket
#

!feedback To me, artificer's nano-bomb felt like a classic case of "if it ain't broke, don't fix it". The way it travelled before was completely fine, and adding a downward arc to it just makes it less useful against flying enemies and less satisfying. I believe this change should be reverted

solemn stirrup
#

!feedback Maybe mercenary's attack chain could be changed so it doesn't reset when you use an ability, that way you could prep your third strike to be able to make better use of exposed. So you could do stuff like LMB, LMB, Shift, LMB to apply exposed, and weave it into combos, because right now you just have to stop comboing until you finish a three attack chain to get anything out of exposed, which feels incredibly awkward with his health nerf and makes you feel more exposed than the enemy.

harsh geyser
#

!feedback
Changing Captains passive from giving drones Nanobots to granting allied heros and himself stacking nanobots up to a stack of (maybe) 3

jaunty adder
#

!feedback The sprint changes to mobility skills has made Acrid's mobility skills much more difficult to control when used for anything other than terrain traversal. I think the scaling with sprint speed should be toned back significantly, to allow more micro-control of the leap in combat. Also, use of M1, M2, and R while leaping would make it much less painful to kill airborne enemies, especially when using a melee playstyle.

Addendum: Rather than having move speed increase the distance traveled so much, perhaps rather increase the distance traveled slightly, but also increase the speed of the animation instead? At the moment, even with no items that increase movement speed, Acrid can leap MUCH higher than before, and is thus trapped in a long animation if he misses a target. Allowing the use of skills during this animation would make this better, but the movement speed scaling should probably still be toned back to prevent this from happening.

latent harness
#

!feedback Mithrix is a fun boss, but I have a slight problem. His first and final stage are fine IMO (with the exception of people pointing out you can cheese Mithrix.)
The 2nd stage is a slog with the enemies you've already fought. Like what another user has said before in this chat, it would be really cool if we got two giant versions of those enemies to fight in the arena with unique moves.
His 3rd stage is also bad IMO because you're fighting the same boss again, with attacks that are only slightly harder to dodge. I think Mithrix should have some ranged attacks before his final phase as the shockwaves and the pillars barely make a difference in the fight.
My suggestion is that he can use the hammer he's holding to fire golem lasers, or using the visions of heresy attacks that you see him using in the final stage.

foggy ether
#

!feedback doesn’t feel good to be stuck on the island on the final stage.

dull zodiac
#

!feedback change Forgive me please synergy to not break the game with Soulbound Catalyst. With a single gesture of the drowned and 7 fuel cells, I switched from jade elephant to forgive me please thinking self replenishing will o the wisp grenades would be nice. The second i picked up that cursed doll, the game dropped to 1fps and thousands of the things started spewing out per second. Maybe there should be a hard limit to the number of dolls active at once or a longer minimum equipment cooldown on this particular item so that the game cant be so easily broken.

verbal summit
#

!feedback
Follow up to @hybrid hinge
"As it stands, the current primordial teleporter system feels awkward, with absolutely no explanation where you'll end up, leaving a lot of people understandably confused. The way it was done in RoR1 was pretty much perfect and self-explanatory, so why not use it this time too?"

How about using that pillar to display the portal destination? Creating a hologram of the planet or moon/of a symbol indicating a loop or a boss.

fair crystal
#

!feedback add an artifact that rerolls your artifacts between each stage

sleek yew
#

!feedback
I'm an avid Mercenary player, and have been for a while, now I like the new passive, Expose, that he is given, it does give him more versatility. But I think his health has been nerfed a bit too much, because of the new cooldown on Blinding Assault and the fact that you kinda have to get close to the enemies to complete his M1 combo it is a bit harder to not get hit, and you have lower health and regeneration. Now I don't think that Mercenaries health and regeneration should be returned to what they previously were, I think that it should be:
Base health: 110 (+33 per level) => 120-125 (35-37 per level)
Base Regeneration: 1 health / second => 1.5-1.7 health / second

wise sonnet
#

!feedback The new health ui looks kind of out of place and a general downgrade to the old one, on 1080p you can see sharp edges on the hud due to it being diagonal which looks bad

atomic monolith
#

!feedback Can a log be added to see what did damage, or a way of seeing what killed you in multiplayer? I've died at times when playing with friends and have no idea what killed me.

robust spear
#

!feedback fix da game pwease mr dev peoples 🥺

small vine
#

!feedback ||make the final boss's item steal phase an item copy phase then item disable phase where he turns off all your items temporarily instead, would feel much better imo||

||Also please give him some phases to deal with campers and people who just stay in the air||

stuck meadow
#

!feedback MUL-T’s rebar can currently be fired at x2.5 its base speed when left mouse is held while rapidly changing weapons due to the rebar automatically being reloaded when switched to. With nail gun also equipped, releasing the fire button as soon as firing begins shoots 12 nail shots simultaneously and the cooldown is cancelled by switching weapons again. Now that weapon swap speed has been sped up immensely, this results in MUL-T having far more damage output than is probably intended.

As a result, I feel like a buffoon for doing anything other than spamming swap and left clicking rapidly because doing anything else results in far less damage output. It no longer feels like MUL-T when something like this is so readily abusable.

balmy swan
#

!feedback Let Captain pick up and re-place his beacons. The beacons are an interesting idea, but I feel like they're pretty limited seeing as you can only place each of them once. I think a better way of implementing the beacons would be to allow for them to each be placed up to 3x, with the Captain needing to interact with them in order to pick them up and trigger the ability cooldown - which I think should be 30 seconds. By giving Captain the ability to move his beacons, it gives him more reason to use them early on in a stage rather than waiting until the teleporter, but still maintains the strategic aspect of the beacons as you can't keep re-placing them infinitely.

olive spoke
#

!feedback Allow us to filter out games that are already in progress when searching for multiplayer lobbies

molten surge
#

!feedback
New equipment idea: Adrenaline shot, 40 second cooldown (or whatever amount of time is needed in order to balance), gives a massive speed increase for 10 seconds. this could be great early on when trying to get to the teleporter as fast as possible (on monsoon its common to rush to the teleporter). Or just in general could help a lot early on with exploring the level when you dont have many speed increasing items, or perhaps whenever youre in trouble and need to escape quickly.

silk coral
#

!feedback
PLEASE make escape leave the item-selection menu!

verbal summit
#

!feedback
Character Polish and Ability progression
Every playable character could use some QoL improvements when it comes to ability balance, situational capabilities and character-enemy 'blind spots', bugs, *additional smoothing animations and button inputs. This polish is something I'd like to see some core focus on from the team as the characters themselves are a staple of the gameplay and are due a noteworthy polish following the release of 1.0.

As for ability progression, it's clear that any ability could be in need of a tweak to improve it, yet outright creating a new ability selection too similar to the last would feel like too big of a step with too little of an impact. So progressive stages/tiers, possibly up to 2 or 3 would not only stand as another upgrades and variation system of the character abilities but also benefit both less popular abilities and such with mixed attitudes the chance to be tuned to best suit the player character's needs.

*I often find that many abilities would benefit from a change or an addition which adds depth to that attack but may remove the simplicity intended for said base attack. So progression solves that issue by adding new goals to runs, improving synergies, and simply satisfying that sense of 'what if'

twin cedar
#

!feedback
Change the "Killed by: The Planet" to "Killed: The Planet" if you complete the game.

lapis karma
#

!feedback
Void fields:
change the cell vent force field/aura to heal you instantly as long as it's not open, in other words, if no enemies are spawning. Waiting until you heal up each time is a waste of time.

subtle gale
#

!feedback when using the scrapper make us able to press the "esc" key to leave the menu.

ionic dove
#

!feedback
I've thought about what I would want out of Captain's beacons for a few hours now and this is what I've come up with.
I don't like feeling punished for picking the 'wrong' situational beacon, especially in a game where it's difficult if not impossible to force those situations to happen. So along that line I would like to have access to all his beacons every game, and here's how I would do that.
Have all of his beacons have a primary and secondary effect, so you could still have two primaries you select with their usual effect, but you still had access to a one time use miniature of the others.
Mini heal beacon could be a Gnarled Woodsprite/Foreign Fruit active.
Mini shock could be a stun grenade.
Mini recharge could just be a one time use for only your equipment.
Mini 'I like money' beacon could be a device you attach to a single chest.
And because all of those mini effects would be a device he carries on his person, he could simply be downgraded to only having those while in the void areas to help with that issue as well.

glossy acorn
#

!feedback Captain is unable to use some of his abilities when 'not on planet' which extremely limits his kit. It's cute from a lore perspective, but not fun mechanically.

ionic kettle
#

!feedback
I like a lot of the new content! I also thought the last boss was very cool, but as a new player not knowing what to expect I got massively frustrated by the|| item steal phase.|||| The idea isn't bad per se, but it is extremely unintuitive and will almost certainly lead to death for anyone a bit newer to the game without in any way being because of lack of skill.

To clarify: The standard procedure for most players when fighting a multi-phased boss for the first time without any foreknowledge is to wait and see what happens in the new phase, before trying to deal with it in the best manner. Here, that works for the first three phases, then suddenly you are expected to blindly rush the boss and burn it down in some kind of dps check, WITHOUT in any way giving a warning or clue that this is the case. Especially as a short range character, it feels extremely unintuitive, frustrating and jarring to die because you didn't know what was going to happen and had no way to deal with it. Either give some kind of warning of the abrupt change in strategy, or change the phase to not be quite so unforgiving if you don't do it correctly.||

past terrace
#

!feedback for an accurate “rifle” the damage falloff on captains charged shot is too high so it discourages long range use.

pallid skiff
#

!feedback
Give survivors a third color scheme for defeating the final boss on monsoon

grim escarp
#

!feedback Could be added to the base ability or made into an alternate skill, but perhaps Captain's Tazer could amplify damage on the hit that wakes the target up. It would both compliment his focus on slower, heavier bursts of damage AND his support capabilities.

molten elk
#

!feedback
Captain's Supply Drops
As it stands now it doesn't feel very good to basically only have three abilities. So I say we change how it works slightly.

2 charges, and a really long cooldown (like 1.5-2 minutes or something) that is un-effected by U_Bandolier and the like. (maybe alien head still works? IDK)

This way you still have to really think about when to use it, but you're not fucked if you misclick or want to use it for the boss and something else.
And, if you do use it again, you'd likely be wasting time or need it again because now the difficulty went up.

verbal kettle
#

!feedback
The Soulbound Catalyst Cool down effect to use items only applies to MUL-T's Active Use item it should apply to All of his Use items

tired wave
#

!feedback
make the allied beetle guard look different to reduce confusion during a teleporter event

royal zealot
#

!feedback
It would be cool for the Captain to have a drop pod with a different design from the other characters, as he's dropping in from a different ship

earnest widget
#

!feedback
Captain's beacons should be 2 charges each and restricted to only one per type
edit :typo

little lava
#

!feedback

Theres almost several more spaces for more abilities and skins, I wonder if we'll ever get a gold and white skin for completing the game with no items or a silver and black skin for beating the game with every item equipped.

Or maybe we could get reskinned weapon effects for different abilities instead of other abilities.

Anybody getting at what I'm saying?

sinful mica
#

!feedback
Softlock on the moon after not being returned movement items in multiplayer, 2 hour run just deleted by rng

tough pendant
#

!feedback Final Boss Final Phase Changes

||As of right now, fighting Mithrix after looping one or two times is practically a death sentence. His final phase takes all your items, and that's what you rely on later into the game when you loop. Because of that, the odd's are far more pitted against you when you loop. Here is my suggested changes:||

||Change How He Steals Items||
||He steals all of your items at once. That's cool, but not cool for looping. My suggested change is to make it so that he siphons your items to himself, from something like 4% of your items go to him per second.||

||New Attack||
||This attack would steal a good chunk of your items immediately, but leave him open for retaliation. Something like 10%-12% would be reasonable.||

||Shield||
||Mithrix would get a shield equal to 50% of his health before beginning the final phase. Not the blue kind, a buff kind. The shield would have hit points, and every time you hit Mithrix, you deal damage to the shield. For every 1% of the shield remaining, Mithrix would get X armor. This is to make it so that you can't end the fight immediately, and you have to struggle for a while to get rid of the shield.||

EDIT: Clarified

||Getting Items Back||
||Have it so that you get your items back in percentages. As the fight begins, the total amount of items would be set. Mithrix would steal a percentage of that number items from you while siphoning and when he uses his new attack. You get a percentage of that number items back where you would get items back right now. This is to make it less of an uphill battle when you have a ton of items.||

||Why?||
||You have almost no chance of beating the boss if you loop. This change is to make it more possible to defeat the boss, no matter how far you go. It would also give players time to react to the fact that their items are being stolen when the final phase starts. It would also make the fight more fair, even without looping.||

viral narwhal
#

!feedback More enemies on the moon overall, however not evenly placed, alot of enemies at the start, but the closer you get to his abandoned home, the less enemies there are. (to allow a calm before the storm, that moon currently provides).

ivory thorn
#

!feedback Add a legendary-tier item that increases the damage factor of crits and/or rewards having more than 100% crit chance

little barn
#

!feedback

Give the Captain M2 stun a bouncing effect like huntress glaives or ukulele, the ability to stun at least a few enemies would help with the horde gameplay, as a single target stun is extremely weak beyond the first few stages. He desperately needs some more AOE to deal with larger packs of enemies while orbital is on cooldown.

main silo
#

!feedback
There are a lot of complaints about Captain not having his utility and special abilities while in hidden realms. This makes sense thematically but gameplay wise, it sucks to lose half your kit. I suggest instead of giving the abilities even though it doesn't fit thematically, his abilities should be slightly modified. If those two abilities are sending a message to his ship, then while in hidden realms he still tries to send a message to his ship, but something else responds to the call.

An example for the utility could be something like those void ball attacks void reavers use. The healing beacon would be changed to a pod that siphons life from things standing in it. The stun beacon could pull things like a weaker primordial cube.

Or maybe these abilities come with both benefits and draw backs while in hidden realms to draw a parallel with the lunar items.

umbral hatch
#

The game design necessitates a player respawn for death in multiplayer. Not playing a video game isn't fun.

cedar oasis
#

!feedback
Make it so prespawned enemies in a new stage don't spawn within a set radius around your spawnpoint.
got killed right away as i spawned inside a blazing alloy vulture smileW

molten elk
#

!feedback
Captain's Taser
Its tip description says it's for locking down the bigger threats, but when there are Greater Wisps and Bells and bosses who are completely immune to it, it doesn't feel very powerful.

I say we change that. let the single target shock work to a lesser degree on bosses and actually do something on the before mentioned mobs and any others I may have forgotten.

austere sigil
#

Would it be possible to be able to use the D pad on console to navigate menus and choose items when using the command artifact? It would be faster to use the D pad when putting items in the scrapper when 1.0 drops on console too.

long zenith
#

!feedback
There should be a cap on the amount of boss items that drop from a given event in multiplayer. Their frequency has obviously been increased, and we've had several stages in a row where we get 70+% boss item drops compared to greens when using multiple Shrines of the Mountain. Now that every boss has a boss item and the frequency is seemingly turned up, it's more difficult to get the green items you want from boss rewards. Can there be a cap of maybe 33-50% (rounded up) of boss rewards being boss items? Sucks when you use Shrine of the Mountain and get 8 queen's glands.

analog scarab
#

!feedback if they redesign the moon level (which they probably will with the amount of complaints) i hope they use the blue fire/torches in the first room more throughout the level.

south dirge
#

!feedback
Would it be possible to get a 1.0 legacy beta branch on Steam for the speedrunning community?

junior hull
#

!feedback
With the new multiplayer, you're able to "join" others mid-game but all it seems to do is plop you into spectator until the game ends without being able to actually play.

What would be great is- upon joining a game already in progress, you can select a character and ready up like you would in a lobby though readying will instantly teleport you into the level, you will receive a set of items consisting of only white and green based on what your teammates currently have, the amount of items you receive will be dependant on the stage, player count and difficulty.

proper frost
#

!feedback add jump pads to last stage. you can get softlocked on the island with red printers. pretty annoying

heavy lake
#

!feedback
when fighting the final boss, on the small island with the item pools similar to the bazaar between time, it is currently possible to get stuck there when playing characters, especially with no movement abilities. so either adding a walkway or a jump pad so you're able to get off that island is a big concern for me, ended a really good run for my friends and i because i got stuck there.

pseudo parcel
#

!feedback Captain (seems to) fail hard when it comes to the final boss and generally with his extremely low mobility. I have no clue if this is on purpose, but I came up with an idea about how to remedy it. What if, while captain is jumping, his shotgun pushes him back just a little bit (maybe a charged shot pushing further idk). I feel like this can keep him from getting annihilated by the boss while keeping him slow as I'd assume is the intention of the design. (Dyno didn't react last night)

dense parcel
#

!feedback please make the mired urn not effect friendlies, it fucking destroys engineers when both of your turrets start to suck you.

brittle pollen
#

!feedback I just realized the description: "Passively gain Microbots that shoot down nearby enemy projectiles. Drones are also given Microbots." He never passively gains them. He just gives them to drones when he purchases them. Is this intentional or is the description outdated? EDIT: I WAS WRONG. If you scrap your microbot you get another one next stage.

thin wyvern
#

!feedback So I’ve been seeing a lot of people saying that they’re disappointed with the leadup to the final boss. I think I have a cool solution.

On the long bridge to the arena, there could be a one-by-one fight for one of each of the main stage bosses (for a total of 5), which are powered up to be “elites” with a special lunar/void type. Once you kill one boss, the next spawns. Periodically, you could even get items if they're needed for the sake of balance.

desert notch
#

!feedback Alternate Captain Secondary:
Power Net
Shocking. Launches a net in the direction the captain is pointing, bringing flying enemies to the ground. Pulses for 80% damage every two seconds. 10s cooldown

earnest steppe
#

!feedback sometimes u teleport inside of stuff in sirens call, please adjust the teleportation spawns. You get permanently stuck.

dark isle
#

!feedback Perhaps increase the damage on Captain's M2 from 100% to 150%/200%, as it loses it's relevancy past (probably) the third or fourth floor unless you're constantly fighting elite Lemaurians or something.

little barn
#

!feedback
i feel like a kid but i swear this is a cool character idea reeeeeeeeeee
instad of attacking 1 target you attack many targets at once
but the dmg is low btw my english is not my first language
anyway this is atlest out

sly turtle
#

!feedback Engineer's camera ergonomics or lack thereof results in the camera more often then not being jammed against the ground looking at his back trying to arc shots in. Please adjust camera kinematics to rotate camera on its own axis below a degree threshold under 90 degrees. Or give engi a direct fire alternative.

deep abyss
#

!feedback i know engineer is meant to be a support character, but an alternate attack that can actually do damage against floating enemies would be nice.

plain bluff
#

!feedback During phase 4 of the final boss the affects of some items feel way too harsh. Getting hit by an 80% slow debuff or a homing projectile while you have no items feels a bit unfair

visual umbra
#

!feedback Before I start, please know I enjoy the captain and this feedback is intended just to be to share thoughts on a few issues that could help him be more...practical, and captainy.

I feel like the captains only two use per map abilities(which aren't even available in several areas, along with his probe drop) really limit his usefulness. I get the lore reasoning, but I feel like making anything one or two uses per level is itself really limiting the gameplay potential of the character. I'm not saying change them entirely, and there's always the option of balancing them so they can be used more and /or adding another unlockable ability and just giving us the choice. Also, removing half of his abilities on the maps that are often the most difficult, kind of hamstrings him. While I've put ideas below, I don't intend to be like "Oh I know what to do" or anything, they are just thoughts.

I also feel like the defense drone, while awesome, could use an alternative choice. (maybe change the behaviors of his defense drone passive as an unlock like acrid can change his poison, and have the number of those drones he gets scale with a stat?) That would give him a "crew" to command as a captain, with potentially some offensive power if people want to play a more mobile "pet" class than engineer. Attack drones that can be commanded with a skill, rather than relying on his ship in orbit? Swarms of drones that debuff and distract enemies as nuisance targets? there are a lot of options a commander type could have, and I really feel like opportunities are being missed. Plus that lets us fill the gap left by not having HAN-D.

Also, UI wise, it'd be nice for those m1/m2 icons to indicate exactly what tower I am placing. I can't always remember which one is which lol.

sly vector
#

!feedback have Captain's alternate "unlock" special work on the Gates in Abandoned Aqueduct in singleplayer

little barn
#

!feedback plz ad a game more where it is endless and no stages the just keep spawing

tall plume
#

!feedback in my opinion, it would be nice to have more options for survivor skins. Since there’s no current prize for the top 10% in prismatic trials, maybe the prize could be a survivor skin for the survivor you used throughout the trial?

stoic grove
#

!feedback make captain able to retrieve his beacon for a short time after placing it incase it was a missclick

static hawk
#

!feedback if drones or other allies dont ever become ping targetable in general, it could be a cool captain passive.

azure jetty
#

!feedback
Captain thoughts:

Taser - Adding a debuff that reduces armor for a short time, or perhaps a different kind of secondary utility, would be nice. In my opinion this skill has issues because the value it provides becomes close to 0 in long runs where the average enemy gets increasingly higher chances to be stun-immune.

Supply beacons - I think that again, these options don't really translate into a late game very well aside from the healing beacons (kind of). I think its really cool that the captain has these once per round abilities, but it feels like they should have more reliable impact considering how limited their use is. I think that the intent behind this ability is to provide strong options to get you through the early game, but I think it would be fine if players could choose to sacrifice that safety-net for options that provide better utility in the late-game.

Overall: I actually really like the new character and think he's quite strong in terms of damage, but my main issue with him is that half his kit feels really lackluster. And as others have stated, while cool flavor-wise, losing access to beacons/orbital probe in specific environments isn't really fun in practice.

distant lance
#

!feedback I love the way the newer characters are designed, but i feel like the first few characters are lacking in passive abilities. (minus Mul-t, mercenary, and artificer, as mul-t has two primary attacks, mercenary has his double jump, and artificer received a passive, her hev jet pack) I think there is a lot of potential for each of them. A cool idea for engineer is allowing him to benefit from scrap, maybe he can use scrap to repair any drone for free, or upgrade drones based off of which tier of scrap he has in his inventory. For huntress you could give her omnidirectional running allowing her to run backwards, or maybe bringing back an old mechanic from ror1 and allowing her to dodge incoming projectile attacks, negating the damage. For commando, it’s a bit harder since he’s the starting character, but I think a “life support” system would fit his aesthetic and help newer players get used to the game. This life support would proc when he reaches low hp, around 10-15% hp, it would then go on cool down, for a certain amount of time, the life support could give him a burst of hp regen, or give give him some shields, like the personal shield generator, that disappears after a while.

hoary estuary
#

!feedback Make the Primordial Teleporter align with the planet by default. This will just let unaware or new players progress a run normally without seeming getting stuck at a boss at stage 6. This also allows the player to have a sense of discovery of how to reach the final stage, if they find it on their own

wheat venture
#

!feedback

Get rid of Mired Urns ability to effect team mates. I get that it’s suppose to mimic the Dune Striders ability, but the way it works now makes it feel like it should of been a lunar item then a regular item with how everyone you play with either has to agree to not take the item at all. Or risk putting your friends in danger.

Plus, Engineer kinda gets screwed by this item

tough pendant
#

!feedback Primordial (Stage 5) Teleporter Change

Have the teleporter be set to loop on default. Most people don't know that you can still loop after this update. This change would make it more similar to the first game, where the default button would allow you to continue your run.

Also, make it a bit more obvious that you can interact with the outside of this teleporter. I don't know how, but with how many people don't know about it, it would probably be a change for the better.

native forum
#

Please create an option for players to spawn in at the start of the next stage when joining an ongoing run.

shell solstice
#

!feedback make it so h3ad-st gets refreshed when you pick up a ammo pack

buoyant wigeon
#

!feedback Like the above feedback, maybe make the ammo packs refresh Kjaro and Runald's bands as well?

lapis karma
#

!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. Or a choice between "old sunny design", "new depressing design" and "random choice each time you enter".

fiery fjord
#

!feedback
If you have 1 Shapped glass you still with the OSP, if you have 2 you don't have it anymore

dark isle
#

!feedback

I feel like Captain having absolutely no movement capabilities was a good way of balancing him; an immobile damage and sustain support, sounds good to me. Unlocks Legendary chests for free, gives you the ability to use a Preon 4 times during a single boss fight, the works. But, with how his Taser and lack of mobility feel combined, I have a few ideas for him that could solve either his lack of mobility or his M2 issues; both of which being kind of a detriment to his playstyle:
(side note: I'm meaning all of these, instead of one being an alternative to the other.)

a) Taser getting buffed into lategame.

  • The taser feels WAY too weak as an ability in the lategame vs. how easily it can carry you in the early game. Maybe give it a damage buff, or apply an additional debuff to enemies IMMUNE to Shocking, like "enemies not Shocked by this ability have their armor pierced." This way, at least Captain has any reason to pay attention to the cooldown on his M2.

b) Alternative to Taser.

  • Perhaps give Captain the ability to carry around some kind of shock grenade that would Shock enemies in a small blast radius, but for a shorter duration/is affected by physics/extremely short fuse so no range. Or, perhaps, he's given a rocket launcher that, similarly to Soldier from TF2, can be used to rocket jump. Perhaps this could be an alternative to his SHIFT instead of his M2. Just some food for thought.

c) Alternative Special.

  • Let's face it, how often have you actually USED the equipment beacon? Everyone gets their Soulbound_Catalyst and Fuel_Cell s, and then nobody needs it anymore; it's just a high damage nuke you use on a group of small enemies. Perhaps, he could have another beacon that has the SAME effect (or similar) to a Warbanner ? Would solve his issue of low mobility AND have more practical use/longevity than his other special alternatives.

Anyway, that's all I've to say.

lime basalt
#

!feedback
Buff to Infusion
Increases max health from infusions by --% [+--%]

pine cedar
#

!feedback Bring back "auto-join" as a grouping option. Allow the user to toggle artifacts on/off as preference points and exclude auto-join lobbies where undesired artifacts are selected.

earnest laurel
#

Captain !feedback
Part 3
The stun beacon.
Frankly, I switched away from it after using it once. The area it covers is so small as to be pointless.
Nothing else needs to be changed except that. Please expand the area to cover about the same area as a 2-stack Warbanner.

potent ether
#

!feedback the captain is almost unable to complete the void cell event alone due to his shift and R being locked. I understand this is supposed to be because those abilities come from the ship, but it really doesn't change the fact that it makes him useless in those areas, like are you asking us not to use the new character? Because at this point I'm playing anything else as the void cells are something I do EVERY run. immensely disappointed in the Captain

Side note on the final boss and stage.

Fight is awesome, love the stages and different attacks.

Stage is god awful. like this is a myriad of design issues. From the many, many reports (including one of my own) you guys have been getting of people getting stuck over by the printers. but even if you don't go over there, the 4:00 timer to get back after beating the boss is barely enough time for a commando with 7 energy drinks to get back. how is that supposed to be consistently possible on characters like engineer, captain, or rex? The stage seriously needs changes.

hearty raft
#

!feedback The option for looping should be clearer in Sky Meadows. People like me spamming E on the way to teleporter then look the other way immediately to prepare for bosses would not know whether I'm looping or going to the moon. Had a nice run ruined just like that because I only realized something is wrong after the teleporter fully charges. That's 45 minutes I'm never getting back. Make it similar to the first game where you're prompted after the teleporter fully charged with 2 different buttons would be good. Or just create 2 different portals.

knotty willow
#

!feedback
Here to provide yet another 2 cents on what I think could be changed about Mithrix

  1. His ground attacks need to either have more of a set pattern or individually be more telegraphed and predictable. I think his ground pound is fine if a bit obvious, but the move that annoys me way more is the swipe that can randomly cancel into a dash with seemingly no warning. It makes both dodging and interacting with him during his attack strings sort of feel like a gamble instead of fun to juke and counterattack.
  2. As people say, he needs anti-air. Specifically, I'd recommend a move that targets/damages anyone around the elevation of the ramps and above, like a series of homing shots that are lethal if you don't move to lower ground, or something like that. I think that kind of a hitbox would make camping him with height less viable while keeping the air movement for artificer and merc viable
  3. A bit more clarity on when and how he'll return items in the last phase would be nice. Maybe have his HP bar shake or particles progressively pour from him as he takes damage, before he drops one item, rinse and repeat for each one you take back. As it stands it's confusing for when and why he drops items, as I both had periods where I'd get a number back in quick succession and others where I'd wail on him for what felt like 5 minutes without him returning anything.
hybrid hinge
#

!feedback I bought the game as soon as EA started, and there are two points that were regularly brought up here but have never been adressed:

  • Luck shrine model does not explode after you got 2 items out of it as it did in the original game, making it harder to differentiate the usable ones from the unusable ones
  • I still get 3D printers / chests spawning next to pits that release their content into the void... This bug has been here since day one and it'd be nice if it was finally fixed
pallid dawn
#

I feel like there should be some kind of cooldown scaling for the bands. Stacking them doesn't feel very good when it's every 10 seconds and later on you don't really get to "pick and choose" when to use them since you're generally fighting any and everything

tough pendant
#

!feedback Final Boss Change

||Give Mithrix a "gravity" attack of sorts. It would pull players forcefully towards him, pulling players in the air even further than those on the ground.||

||Why?||
||Right now, Mithrix has trouble dealing with far-away players and players in the air. This change would give him a counter of sorts.||

desert notch
#

!feedback
Allow players to scrap Captain's beacons and put them down somewhere else

spare prawn
#

!feedback I'm a little disappointed 1.0 didn't include a full Heresy set

brittle jasper
#

!feedback

I really love the concept of the Captain and I love it even more that the logic plays into the hidden realms content that the devs designed.

The character presents a different challenge that could only ever be presented with it’s concept.

If he could use his dropship abilities with these hidden realms, then he’d need to be able to control portals, blue, celestial, and gold.
If he could do all that, then what’s stopping him from creating these portals at the teleporter?
It’s all or nothing, and nothing makes the most sense in this situation for both lore and balance reasons.

The only changes the Captain needs is to some incorrect info displayed and QoL. (Stuff that has already been brought up in top feedback)

limpid blaze
#

!feedback Captain's probe should press switches in Aqueduct.

cerulean shore
#

!feedback Since Shaped Glass removes OSP now it's pretty bad, a decent way to balance it would be to make it so it allows you to deal 100% more damage while taking 100% more damage.

earnest laurel
#

Captain !feedback
Part 4
The hack beacon.
This beacon is so limited. The only times I use it are for the legendary chest in Abyssal Depths and maybe one of the prototype drones.
To make it more useful, two things:

  1. INCREASE THE AREA.
  2. Either a) make the nanobots that defend the Captain defend the hack beacon’s area at triple the speed, or b) make the beacon also summon four strike drones that stay within the beacon’s area and come back when killed.
forest cedar
#

!feedback I'm seeing a lot of negativity surrounding the launch of the game, and I'm simply here to say you're doing great Hopoo Games. Keep up the good work.

golden swift
#

!feedback captain
shorten the length of his shock beacon, the fact that it can be used to indefinitely stun beetles and golems is kinda op, and that if you have kin on and you get some form of monster that has a melee attack then you can put down a heal beacon and shock beacon and afk

fathom atlas
#

!feedback Captain's Secondary is pretty much entirely worthless. It does 100% damage and stuns one enemy. Once you get into the harder difficulties, this skill is pretty much worthless and doesn't do anything substantial to save you.

Captain's skills being locked out of realms is logical lore wise, but makes captain pretty damn useless in places where those skills would matter.... such as the void. All of his R skills besides healing isn't worth picking up.

Not having a mobility option really screws with you in the long run. If you don't get a movement upgrade, you basically don't get to play, which means you have to pray to RNGsus to just get a goat hoof to make the run playable.

His primary is super fun to use, it's a great idea and I love the functionality. The red he gets out the gate is also pretty damn cool, and makes for an interesting character that focuses more on accumulating a drone army. But the rest of his kit is just..... not good. I will still play him, I have fun with him, but he really does have a crummy kit.

marsh spindle
#

!feedback Captain's beacon placement screen needs to be cancellable, from what I could tell, after I press R I had to put one down or I couldn't do anything else

EDIT: Discovered I can cancel it by sprinting. I'd like it to be toggleable with R I suppose.

bright crypt
#

!feedback
The biggest problem I have with the new stage is the enemies. The new ones are pretty cool, but I think there could be some cooler stuff while on the way to the boss. Something like shutting down other primordial teleporters to stop normal enemies from spawning.

Point is, getting to the boss is just killing some enemies, and it doesn't feel like much other than time for the difficulty to increase.

tacit lance
#

The Tesla coil should never be an item that ennemies gets, it's a completly unfun mechanic that always end the run when happening

outer gust
#

!feedback
Late game, the Huntress special (both Arrow Rain and Ballista) are largely unused because even half a second of suspension in the air can result in instant death.
For Arrow Rain, allow players to double click R to center the attack on the enemy currently aimed at to reduce clunky aiming late game
For Ballista, allow players to click R to fire all remaining shots simultaneously (similar to how it works at the end of the ability animation)
Both abilities would retain their original aiming with left mouse click for more precision early game

pallid dawn
#

!feedback make scrappers able to scrap multiple times even during the animation. Unless this is a balance thing, it's annoying having to wait for the animation to finish

slate hull
#

!feedback
About Captain's Special skill

  1. Issue: Cancelling his Special after pressing [R] is unintuitive - currently, players either have to sprint to cancel, or have to point to a location where the Supply Beacon cannot be placed then press [M1] or [M2] to cancel.
    Suggestion: Allow players to press [R] again to cancel, like a toggle. After first pressing [R], add a message that says "Press [R] to cancel" to inform players. Location of the message could be either above or below the Supply Beacon UI, or shown on the right-hand side in the same manner as the tooltips that appear for interacting with objects.

  2. Issue: After pressing [R], the Supply Beacon UI that appears does not show any indication of the beacon type that is equipped for [M1] or [M2]. Instead, it shows two identical images that serve only 1 purpose of indicating whether the player has used the beacon.
    Suggestion: On the respective sides for [M1] or [M2], replace the image with the respective icon for the beacon type equipped to that button. The icon could be the same as the ones shown in the Loadout tab on the Character Select screen before starting the game.

fleet moat
#

!feedback
Due to the new nature of the bands, they should not be allowed on monsters in the void fields. Since they only proc on strong hitting attacks and their damage is based on that hit they can instantly kill you as they go through OSP.

little barn
#

!feedback
Please give us back a quick-play button, I spent twenty minutes lobby hopping only to be stuck at spectator screen after spectator screen. The "Show Started Games" button is assumabley what I would click if I wanted to join an in-progress game, but enabling or disabling this changes nothing about the lobby choices I am presented with. I'd lay money that joining an in-progress game isn't even something a good chunk of the playerbase would ever want to do, considering what powerups you end up losing out on while spectating. Maybe if there was a handicap such as giving you an extra chunk of money for joining a game already in progress, that wouldn't much of an issue.

"Known issues: None, this game is perfect" lmao

cyan roost
#

!feedback an artifact that wasn't full-on command, but offered you a choice between 3 random items, would be cool imo

knotty willow
#

!feedback
I also didn't know about this but apparently mithrix can steal defensive microbots from dead allies, which literally deleted every single projectile I shot at him as artificer and forced me to just dodge and only use shift to deal damage until I finally slipped up. Can it's effect be toned down or just removed?

leaden nimbus
#

!feedback more info about the skills in game (cooldown, special use cases)

flat hinge
night hound
#

!feedback you can get stuck on the left side of the final map (by the exchangers) on low mobility characters (Engineer)

severe ore
#

!feedback taser should be reworked to be a blast around you

worthy island
#

!feedback Fix the FPS spikes that are happening for players with over-specced machines. makes the game unplayable.

rigid slate
#

!feedback Adjusting the final level:
||1. "Why go to the moon?"
On stage 3 or 4, you could get a transmission from the ship that there is exactly one life form on the moon and that the teleporter there is in Sky Meadow
2. "The level itself is uneventful"
To preserve the more atmospheric finale, it could be a platforming challenge that doesn't screw over less mobile characters like A Moment, Fractured. Increasing enemy spawns and adding a few secret divots would also help make things more interesting
3. "Why fight the final boss?"
When you reach the arena, where the life signal is, you find that it was actually Kur'Skan the Heretic, miraculously alive all this time. Unfortunately for the PC, Mithrix was laying dormant and absorbing their power to prepare for an all-out assault on Petrichor V (to spite Providence's love for the life on the planet), and won't let you leave alive for disturbing him
4. "The boss itself needs work"
Tone down the damage and make the second phase either unique enemies a la Gilded Wurms, or elite versions of the Lunar Chimeras. Also could make Mithrix not gain the effects of your items so it feels more like a reward for learning the character instead of a punishment for broken runs||

heavy axle
#

!feedback if other players die during mithrix 3rd phase it should give you their items when you damage it

modest linden
#

!feedback for this server can you add a chat for ps4/switch/pc/xbox gamers so that when console users dont get spoilers while trying to chat. Something like #ps4-chat or something like that.

dull niche
#

!feedback Merc's Expose doesn't apply cooldown reduction in multiplayer

olive nymph
#

!feedback crossplay 😳

cinder pebble
#

!feedback bring back old multiplayer random matchmaking

stuck meadow
#

!feedback MUL-T’s rebar can currently be fired at x2.5 its base speed when left mouse is held while rapidly changing weapons due to the rebar automatically being reloaded when switched to, which is much much faster than waiting for it to reload naturally. With nail gun also equipped, releasing the fire button as soon as firing begins shoots 12 nail shots simultaneously and the cooldown is cancelled by switching weapons again. Now that weapon swap speed has been sped up immensely, this results in MUL-T having far more damage output than is probably intended.

As a result, I feel like a buffoon for doing anything other than spamming swap and left clicking rapidly because doing anything else results in far less damage output. It no longer feels like MUL-T when I have full access to the best parts of both tools at the same time; MUL-T is supposed to have to switch weapons for the occasion. When something like this is so readily abusable, I feel like I'd be better off waiting for a fix rather than trying to get used to this broken state he's in.

green pebble
#

!feedback as Eclipse is not a competitive gamemode, please allow us to use it with mods active (which is to say, dont disable Eclipse with the isModded flag)

simple fiber
#

!feedback host migration is key so I don't spend 80% of a run I started dead doing nothing but not wanting to ruin other people's enjoyment by backing out.

fickle oracle
#

!feedback
I know you guys have been getting a lot of negative feedback on the update, and I hate to add to the pile but I have to point out something a lot of other people haven't touched on as much in my opinion. This update was supposed to increase build diversity, that's what was said in the dev notes, however the exact opposite has been achieved in my opinion. None of the items that have been added have added to the diversity of different builds, and the addition of Shatterspleen has made it so that building for crits has just become the most optimal default way to build almost every character, that coupled with what is generally a nerf to what used to be its other option, on hits. In my opinion, on hits got a lot more weak with the band changes, the idea behind them is cool, but it took away so much power from trying to build on hit items, as you can no longer proc the bands by just shooting on say, commando or mul-t. The idea of attaching the most powerful bleed build to what was already one of the only viable build options while nerfing the other was pretty bad, in my opinion. Aside from that, as I've noted, none of the other items that have been added have benefited build diversity. The lunar items that were added are interesting, and I like them, however none of them compliment specific builds, save for the "Forgive Me Please" item, which just benefits on kill effects, and while it's cool, there aren't enough on kill effects to support that as a build, at least enough that I'd use my equipment slot on that instead of say, gesture and soulbound looping a royal capacitor or something. I was hoping for new builds to be enabled this patch and that didn't quite happen.

shut oriole
#

!feedback Can the final stage have jump pads on the islands so i don't get stranded on a run?

glacial cairn
#

!feedback
Midway into runs, when you're pretty tough but still die easily, I'd love to see enemies not already be spawned in, because loading in and the black screen fades to, another black screen because a malachite or celestial enemy hit you while you loaded in..... it's not fun.

desert notch
#

!feedback
Beating the game currently makes the game say you were killed by the planet.
Instead of that, have the moon in the place of the class spot and have the player take the spot in the "killed by" section
Here's a quick mock-up example, though the Planet would have to be replaced with the moon

pale meadow
#

!feedback
beetle guard is very useless in the moon..he gets stuck at the spawn..maybe make him teleport to the player if you get too far from him

silent lake
#

!feedback
the combo Please Kill Me and Soulbound Catalyst makes you launch infinite puppets breaking your run

tame gorge
#

!feedback
Look up. To be able to look directly up and be able to hit what's there.

long zenith
#

!feedback
(Reposting since OP didn't submit it properly)
"I feel like there should be some kind of cooldown scaling for the bands. Stacking them doesn't feel very good when it's every 10 seconds and later on you don't really get to 'pick and choose' when to use them since you're generally fighting any and everything"

I agree with this, because the sheer damage the bands put out is immense, so imo the biggest issue is that you want to proc them with the highest-damage attack possible, because otherwise you lose out on damage for 10 seconds, so this can result in both avoiding using anything that deals 400+% while Kjaro's is off cooldown for your absolute highest damage skill to come off or waiting for Kjaro's to come off to use your high damage skills. Either way, there's gotta be a nicer way to handle it than basically invalidating your skill cooldowns because Kjaro's is so much of your damage.

If not something related to stacks of the item, it might be nice if Alien Head and Purity scaled Kjaro's cooldown.

clever pine
#

!feedback I hate the merc changes, his defenses feel awful and ruin his early and mid game. The third hit combo bonus is incredibly awkward to work in, and outright won't work in late game, so all it serves is to nerf his cooldown by 1. The combo WAS stringing together his cd's because the inputs aren't as complex as hack n slash games, nerfing him to stop meta players playing him a specific way was a terrible idea and instead hurts his flow.

unkempt depot
#

!feedback remove damage drop off when captain fully charges his primary

jade ruin
#

!feedback
Just something small; I think the Captain's Orbial Supply Beacons should be able to weigh down the buttons in the Abandoned Aqueduct.

urban ore
#

!feedback

oh god
please
please for the love of god
make it so tele bosses cant be overloading
it
it's like a bullet sponge, but you have to shoot it and keep shooting it and oh god

balmy sorrel
#

!feedback PLEASE, Let me look directly up, and directly down. As mercenary it is so annoying when the nearest wisp is right above up, but you can't hit it because you're forced to aim at an angle that isn't straight above you. Similarly, ranged characters can be inconvenienced when fighting flying enemies unless they run away from them first.
EDIT: Was just doing void fields with all flying enemies, and minimal healing. Let me tell you, it is not fun when all of the enemies are directly above you, and you can't just move away, because leaving the Cell Vent will kill you.

random pagoda
#

!feedback I am saddened to say that environmental logs from regular areas are still painfully rare to find.

gleaming canyon
#

!feedback

I feel like the final boss should allow for every build to shine, instead of mainly glorifying single-target dps builds. How would one do this? Well...

Lunar Trash Mob:
Add a third lunar mob that has very low health and is quite small. Allow them to spawn all throughout the final boss' arena through every phase except the last. This will allow builds that require a lot of enemies or on-kill effects to thrive

Some form of interactable:
What specifically this interactable will do doesn't matter much (It could even do nothing), but having something would help builds that utilize a lot of interactable items, like fireworks

Make the final boss arena count as a teleporter:
This will help builds with a lot of lepton daisies or warbanners, rather than making them dead weight

Etc Suggestions:
Make less things immune to shock (Shock isn't really that good anyways. The immunities aren't necessary when Artificer's frozen debuff works on more enemies, for longer, and has an execute, and is an AoE.)
Increase the speed at which scrappers can be used
Give us a reason to kill enemies in the final stage (Maybe just some drones?)
Make it so every character can beat the moon without hopoo feathers (It feels really bad to lose a run because you physically cannot complete it, especially because failing to leave doesn't count for the Captain unlock)
Make Mithrix unkillable while charging up, but allow us to retrieve items as he does so. This will make the last phase less of a dps race
Spawn turrets from previous levels in the boss arena on the final stage

vital shadow
#

guys hear me out :
scavanger plushie

unborn wasp
#

!feedback Although 60 FPS support is slightly better, 120-144 FPS is still way out of the question even on the best hardware in the world, at any resolution. Please add Triple Buffered VSync and improve performance.

short agate
#

!feedback
I know this has been said a hundred times already but please for the love of god give more platforms are commencement. for characters with less mobility it just ruins an entire run if you miss a single jump. Three times in a row i lost a monsoon run just because i missed a single jump. Once you miss the jumps your just screwed for the run back unless you sacrifice your damage and survival items for some hopoo feathers

sharp flower
#

!feedback

Mired Urn's suction should not have friendly fire, it makes it a complete hinderance on Engineer and especially Multiplayer as a whole. No other item actively hinders your fellow players after one person picks it up. Even Lunar items don't do this; Hellfire Tincture isn't always active unless you stack major gestures and fuel cells for the meme, and Effigy of Grief is only a small area that the player aims at.

fathom atlas
#

!feedback The final area is great as far as atmosphere and music goes, but gameplay wise it just doesn't work. It's painfully empty, gives me no reason to stay engaged, and lets not forget getting softlocked on the island with the printer pools. Allow me to propose some fixes to make the final stage more substantial.

  1. Do what Risk of Rain 1 did, make it to where you do multiple portal events where you fight waves of enemies to get through. Put chests around the map to reward the explorer, and maybe even reward the player with an item after doing the events seeing as the map really is just a corridor. This would add some true player engagement to the final stage. Maybe to keep lore intact, the portals become almost weaker the closer you get to the boss, until eventually there isn't an enemy in sight while going from the islands to the boss arena.

  2. The printer pool island having a softlock is a REEEEEAL oversight that needs fixing ASAP. Add some platforms or put a geyser there. Words cannot describe how painful it is to see a run end because you got stuck on the island.

  3. The final boss has a VERY cheap third stage. Taking the player's items is cool and all, but the problem is he scales to the difficulty and some item combos make him pretty much not killable. He also robs captain of his only protection, seeing as he doesn't have a dodge or movement skill. On top of all of this, There's no consistency to getting items back, which just doesn't feel right. Make some items not work for him, That should fix the unkillable/unfairness issue. Give the boss health bar an indicator that let's you know when you get items, and maybe instead of one item at a time, you get a burst of your items back. Finally, make the probe unable to be stolen. It's literally the only thing captain has to defend himself with, it has no business being an item to steal.

Now these may not be agreed upon solutions, but I think we can all agree that the final stage needs some serious work.

rugged stream
#

!feedback The vast amount of printers and scrappers takes away from the heterogeneity between each run and the gamble aspect of using printer.

limpid blaze
#

!feedback The ability to slowly charge Captain's M2 up to 400% damage. It should be slow enough to be impractical vs just using the shotgun, it'd just be there so Captain can proc bands in hidden realms.

Could also increase blast radius a bit.

sour ridge
#

!feedback the final phase of mithrix punsihes players for having good runs, and gets exponentially more difficult the further in the run you get. some items in particular can make the fourth phase nearly impossible or incredibly punishing (tri-tip one shots, genesis loop, medkit making him semi-invincible, etc.), which is accompanied by the inconsistency of retrieving your items from the boss. fighting the boss on anything past stage 6 on monsoon is absurd due how much the odds are stacked against you in the final phase. i think slowing the rate at which he steals your items and/or alternatively increasing the rate that you retrieve your own items could help stop the fight from being either a dps check or a test for enduring his attacks that can potentially one shot you for 5 minutes while you plink away trying to get your items back.

little barn
#

!feedback
You should be able to pick up your beacons with Captain, but have a cooldown so you can't instadeploy the one you picked up. His beacons feel useless (unless that one time you use them and they stay there, which can chain you to that area)
Also let Cap use his shift in Void Fields, a solo run with him there is a bit hard only having your M1 and 2 and not your whole kit.

hollow vale
#

!feedback I also believe that the final boss's third form is in dire need of tuning and possibly a complete overhaul as well as the rather one-note nature of the final stage. Also, it would be nice if the survivors all had new win quotes instead of a few being lifted from RoR1.

river reef
#

!feedback Revert Mercenary. I don't mean to make this sound like a complaint post, but these changes simply make no sense. Making these changes to him based on the idea that he's "flow-charty" doesn't add up, as these changes simply make him more restrictive than he was before, as well as change things that were perfectly fine before and unrelated to his "flow-charty"-ness. Attack speed lowering dash range makes no sense, though I'm willing to assume that's a bug. His third attack getting nerfed so it does less damage but applies a buff on the next hit only makes him more formulaic, as now your next hit must always be your M2 or you're missing out on optimal DPS. I don't understand why these changes were made, but I'm sure every Merc main would agree with me when I say that he was fine as he was before.

long zenith
#

!feedback
In regards to the Captain:
His M1 and orbital strike feel awesome, enough to make me want to play him with just those abilities. Great job!

His M2 and R suck. His M2 is only works on a limited subset of enemies, and even amongst that subset the stun is only relevant on an even smaller subset. The stun is effectively irrelevant, so it's basically just something to click for a tiny amount of extra free damage when it's off cooldown. Basically just a worse M1. Maybe give it an AOE or make it so you can stun big enemies/bosses if they get 2 stacks of shocked (e.g. from your beacon and your M2)

His R can only be used twice per stage and none of the abilities are impactful enough to make the limitation feel necessary beyond stage 2. The healing field is small, limiting your agility in later stages. You'd be better off using harvesters or leeching seed at that point. The stun is useless against aerial enemies and doesn't do anything against bosses or anything relevant later on. Haven't tried the third one tbh, but the money one is basically only worth it on the mega drone and gold chests. The AOE is so small it's very difficult to find 2 things you actually want that fit in the radius, and it's even more difficult to do so if you want it to buy the correct option from a multi shop. Please give every beacon a cooldown to move after 1 minute or so and/or increase their AOE.

Disabling his orbital strike in portal areas is a decision so bad I can't even fathom why it was made. The orbital strike is like 90% of his damage later on, and by that point the electricity stops having its already minimal effectiveness. Why turn him into a non-character? Boggles my mind considering the dev team have repeatedly stated they put fun over balance and everything else.

Also can you please either make the orbital strike either come down faster or lock onto enemies when applied directly to them? It's virtually impossible to hit Magma Worm with it, making that fight grueling.

rare root
#

!feedback The Captain is a mess right now. Almost all if not all of his abilities need buffs (my opinion of course after testing him for a while)

  • Passive is perfect.

  • Change M2 dramatically in mechanics and all, or just change the ability entirely. Near useless ability aside from stunning Elder Lemurians or Stone Golems, stuff like that. Easily one of the worst abilities in the game. It has very little use as i've said, stunning big mobs is pretty much the only use i've found. I get that might be the main purpose.. but it's too limited. Even then in the lategame, there becomes too many large mobs, and now it's entirely useless.

  • Orbital probe should maybe be a bit quicker, mobs walk out quickly in some of the experiences i've had. Maybe scale with attack speed or something?

  • Increase R zone size and allow for more than 1 use. At the very least 3 minimum or so is what i've seen suggested, or even unlimited. Why does Rex get an insanely strong R unlimited but Captain doesn't? Or maybe change how it works mechanically? Something to be worked on.

And also, like Pepsi-Man said above, don't disable half of his kit in other dimensions. Sacrificing gameplay for lore/story is almost never worth it.

torn bramble
#

!feedback magma worms shouldn't be able to spawn directly beneath you when starting teleporter

winter tundra
wooden fractal
#

!feedback enable the workshop for ror2 for more mod accessibility

tulip ridge
#

!feedback Please create a cap for the number of Forgive Me Dolls there are, was on a run where someone had 3 gestures, 15 Fuel Cells, and a Soulbound Catalyst. Combined With Ceremonial Daggers, Willow Wisps, Ghors, and Infusion. The game was unplayable 78 min run reduced to sub 1 fps and eventual game crash. He spawned like 1000 dolls in a matter of seconds and created a giant snake of them.

dim bronze
#

!feedback
I think that captain's passive is kinda op due to most if not all projectiles are no longer effective against him
I feel that the passive should insted do one of two things

  1. make it like a projectile only tougher times
  2. give it a short cool down time
vivid shuttle
orchid light
heavy glen
#

!feedback for the Moon:
Make it so that you charge several Gravity Wells to construct the ruins of the Bridges, which act like Teleporter Events. The more Gravity Wells you complete, the more complete the terrain becomes, to the point where you no longer need items to traverse it at all.

sweet fog
#

!feedback
Captain
Currently, the problem is that he is largely limited.
His most important abilities, which are the beacons and the orbital probe, are unusable in certain stages which tend to be hard,
causing captain to be a headache in those areas unless you have a god run, which removes a lot of player agency.
Other than that, the beacons lack some usability, meaning in this case, that they are a different version of a War banner, due to them being used mostly on boss.
Now here would be my suggestions to make him less frustrating:

  1. Give him an additional passive, something called "lone wolf", which decreases your cooldown by 50% and increase the damage of his abilities by twice the amount when in areas where his abilities are not usable. This would greatly help in those areas and keeping the lore accuracy of being in another realm.
    These do not need be the exact numbers and i hope the base idea is comprehensible to be understood

  2. Make his beacons change how he wants to play.
    Currently beacons are great in their idea, but their execution as of now is rather lacking with no offence given, i see why the caution was taken, but the restrictions are far to great to be enjoyable, what i would suggest for each beacon are the following (caution 2.3 and 2.4 are spoiler for those who have not unlocked these abilities yet):
    General: Increase the zones size by 25% and be able to have a max of 4 beacons, placing more than that deletes the first one
    2.1 Killing an enemy will now heals you for 5% of your hp, the 10% regen will stay as it is currently, healing a total of 100% hp gives you a charge. After 5 charges, obtain another healing beacon.
    2.2 Killing an in a span of 2 seconds after shocking him gives you a charge. After 10 charges, you gain another shocking beacon
    2.3 When spending an item, you gain a charge, after 5 purchases, gain another hacking beacon.
    2.4 When using you Item gain a charge, after 5 usages, gain another resupply beacon

Sorry for the long post!

jaunty stone
#

!feedback Stupid Softlock on the Moon

echo turret
#

!feedback
Soulbound + Gesture + Vodoo Doll is an exponential loop that you can get on the first stage that will kill your game this shouldnt interact as this is broken for balance and performance

noble wagon
#

!feedback
Could we get a Diabotical style HUD Editor? Allow us to edit the scale of individual HUD elements. I would ideally have my health bar much bigger, without the Item Bar taking up half the screen

dark isle
#

!feedback

Alternatives to Equipment Beacon ideas 2; ( Captain + Scanner / Captain + Soulbound_Catalyst )

Scanner ) Instead of having a beacon that resets current equipment cooldowns, maybe Captain receives a beacon that works as a Scanner; every 30 seconds or so emitting a pulse that reveals all interactables and shows their prices.

Soulbound_Catalyst ) Intead of having a beacon that resets current equipment cooldowns, maybe Captain receives a beacon that works similarly to Soulbound_Catalyst; every 3-5 seconds or so emitting a short range pulse that lowers equipment cooldown of nearby allies and Captain by 5 seconds.

pine orchid
#

!feedback Is Visions of Heresy supposed to give Captain 12 charges of his Orbital Bombardment when the skill is activated?

tawdry field
#

!feedback allow Captain to cancel beacon drop by pressing button again.

fathom atlas
#

!feedback Now for smaller issues.

  1. For some reason you can completely get around the requirements to get a red in the bazaar with only one green scrap.
  2. Mercnary's expose, while interesting in concept, doesn't provide enough oomf to make him feel good to play. While this might not be a popular opinion, it is mine.
  3. DoT's seem to guarantee an end to a run pretty early on far more consistently due to how the new OSP works. Especially fire from what I've seen. Later in the game they aren't as bad.
  4. Forgive me Please can crash your game with certain item combinations, usually associated with picking up gesture of the drowned.
  5. Those W.I.P skills weren't implemented, which is unfortunate as it would most certainly up the play time by adding more ways to play a character. I understand cut content, but can we see them in the next major update by chance?
  6. Survivors with the ability to chill in the air gimp most of the final boss's fight.
  7. Due to OSP's reworking, a lot of items from the lunar pool just aren't worth grabbing anymore. I'd suggest reworking them to be something still worth considering, such as shaped glass and tonic as examples.
  8. I have seen way more 3D printers for common than any other printer, which makes scrapping a green (if you aren't cheesing the bazaar) and red nearly a complete waste. I get they are higher rarities, but this almost punished player agency in my eyes. (probs not a popular opinion but im shooting it out there)
  9. I feel there should be more skins for survivors for achieving certain challenges that test your skills. Right now it's just "Beat the game or Obliterate on Monsoon" and that's the only skin you get. This is less an issue and more just a suggestion, but you get it.
  10. Mired Urn working on allies as well makes it adherently a bad pickup in multiplayer immediately.

That's all I have for now, other than the recent feedback the game is great! I'm looking forward to future development!

gentle spade
#

!feedback Please just let Captain use all his skills no matter where, don't limit a character for lore reasons when you could just change the lore. Or ignore it.

storm smelt
#

!feedback
Sorry but this is yet another captain one, doesn't seem to have been mentioned yet though.
Make it so the captains orbital supply beacon has little icons for the M1 and M2 of what beacon it'll call down
It's annoying when I forget which one each one represents like calling down the healing beacon when I want the hack.
The icons are already there you just need to copy and paste down pretty much.
Edit was a typo

fervent horizon
#

!feedback
instead of allowing captains abilities to be used in hidden realms, giving him some personal weaker abilities that aren't tied to the ship would make more sense. As a result he'll still have his gimmick of using the ship, but he'll also still retain some form of usefulness when in hidden realms.

safe agate
#

!feedback
a colorblind mode would be appreciated, often times its easy to get different rarities and items confused. pinging stuff helps but its inconvenient in a game that's so fast paced.

rich frigate
#

!feedback
Like a lot of people, I think that the captain needs some tweaking. Some I agree with, some not so much, so here's my 2 cents.

Passive: I love this passive. Nothing needs to be changed.

Primary fire: Perfectly fine. No qualms here.

Taser: I have noticed that this does quickly grow obsolete in the later stages in the rounds I've played as captain, but I feel that the ability is not one for damage, but one for control. The ability to chain to nearby targets or a longer stun would be nice to have, rather than another damaging ability.

Orbital Strike: My big deal here is the fact that it's an orbital strike- it relies on too many conditions to be right in order to be viable. Maybe change this ability into something more akin to a missile pod, where the Captain ceases movement, sets up a launcher, and shoots the volley himself, so as to be useful indoors.

Beacon: Increase the radius! I've found myself leaving them completely one too many times just because of how small the beacon radius is. To couple that, maybe decrease the effect strength proportional to the radius increase (ex. double the radius --> half the strength). Along with that, maybe allowing the player to move the beacon (with a huge penalty, like a 2 min. cooldown before it can be summoned again) would add to its utility as well.

Overall, I found myself using the primary fire almost exclusively, especially in later stages. The taser has potential, it just needs a little pick-me-up. The other abilities tend to rely on certain variables being correct- which is something I don't want to concern myself with in a roguelike. The orbital strike does well in what it's made for, but can't be consistently used, and the beacons can be really useful- even lifesavers- when placed right. The abilities just need to be tweaked a hair, and the captain could serve to be a really strong survivor.

hollow basin
#

!feedback Allow Captain to charge up his M2 like his primary, allowing the shock affect to jump to up to 3 nearby enemies, and dealing enough damage to proc bands (400%)

severe ore
#

!feedback captains taser stun is actually a bad stun that if you dont know, ends early if they take 10% hp of damage.

This in theory is fine, but the thing is this sorta limitation can be leaned on harder to allow nearly any nonboss enemy in the game to be tased, even those that are usually stun immune.

Greater wisp or brass contraptions mainly, watch em drop out of the air and let it disable nearly any enemy for breathing room.

Oh and also REMOVE THE FIRING DELAY.

dark isle
#

!feedback

Captain : Cosmetically Superior

Is it me, or does Captain just have WAY more options for cosmetics vs other characters? And of course, by "cosmetically superior", I mean the fact that Captain's item placement just looks a lot nicer. (Not to mention that in his off-hand, Aegis looks like a fuckin KITE SHIELD, which is ABSOLUTELY nut-worthy.)

I feel like characters like Huntress and Commando just DON'T fulfill what I'd hope to have as my character evolving with their build as I play. Meanwhile, Captain wears his items amazingly; I'd say the same for Acrid as well, who seems to be more fun with his item placement. ( Dio and Tougher_Times being impaled on his back are great, plus Acrid_Meat was probably the best idea I've ever seen other than Captain and his Aegis )

slate harness
#

!feedback
Captain's Shotgun needs the same treatment as MUL-T's Rebar Puncher. I think it would be less stress on your finger if it would charge by itself. This way it would be the faster you want to shoot the less accurate it will be because it wont be able to charge fast enough.

dusk perch
#

!feedback
Please do something with Commando's grenades. Many people have also suggested that they either explode on contact or make them sticky (personally, I think the latter is a great idea), as there's literally no incentive to use them ever. They're incredibly difficult to hit in the center and don't scale very well, not even to mention that they're useless against flying enemies, which making them sticky could (partially) remedy. Overall, I would just love to see Commando get some love because he lacks heavily in both safe mobility and AoE. Alternatively, remove damage falloff from commando, as it doesn't really make sense that he should be incentivized to stick really close to an enemy and just further jeopardizes him, due to a lack of I-frames and crowd control.

pine gale
#

!feedback make the captains orbital strike touchdown scale with attack speed. as it is now it doesn't hit most enemies with their bizarre pathing and fast movement speed.

shut oriole
#

!feedback Low mobility survivors can just get stuck on those islands on the final stage if they don't have enough mobility items like feathers. you also get teleported to these islands if you happen to fall close enough to them instead of where you were, please fix this. it needs jump pads at least.

sick aspen
#

!feedback let us set through a cloud darkly as the menu theme

tight kiln
#

!feedback
The final boss doesn't feel so great in multiplayer currently, as death is effectively permanent and dead friends don't get to experience the end-of-game sequence with you. This can put a huge damper on morale during the fight if any of your friends die.

Maybe all dead players could be revived once the boss is defeated?

river reef
#

!feedback If characters are being changed to feel less "flow-charty", I believe Artificer needs to be changed the most in that regard. The entire gameplay loop for her involves waiting for cooldowns, even her basic attack suffers from this. While most other characters can fix their issues rather simply with white/green items, cooldowns are parts of the game that are very hard to fix with items, and thus Artificer suffers the most from her weaknesses.

hard jay
#

!feedback Make cleansing pools appear more frequently based off how many lunar items you have. I understand the want for them to be rare, but going 35 stages and never seeing on in a run makes filling out the log book feel impossible

full ore
#

!feedback Anyone who wants to petition this game to be on GeForce NOW (Nvidia's game streaming service) please react with a thumbs up.

covert ether
#

!feedback After getting comfortable with loops with Captain on monsoon I have to say, although he's very fun, I often find myself JUST auto attacking and nothing else. His M2 is only worth using to put it on cool down. Feels very weak and unfortunately just not very involved. His utility is fine but the ability should match the tooltip description of doing 1500% Damage per pod instead of 500% each. His R is such a good idea... but limited to twice per stage feels really weak for something with such a small radius and... okay effects. The idea is there but it really needs to be made more relevant. Perhaps the equipment drop rapidly increases cool down rate, or alternatively you keep them at their current relative strength but give them a cooldown, perhaps roughly 60 seconds per charge. Ty for hearing my suggestions out

pastel summit
#

!feedback
When you have both Gesture of the Drowned and Gorag's Opus, it creates this unbearable sound of the Gorag's Opus constantly being activated.

gloomy parrot
#

!feedback
Parchment's Daily Item Ideas 3:
-Clover Patch - Common-
Enemies have a 5% chance on death to drop a clover pickup. This pickup will increase your luck by 1 for 2 seconds (+2 seconds per stack).

old rock
#

!feedback The only supplybeacon that actually needs a limited use is the chest hack and equipment beacon. The heal and shock beacons are weak enough that just a cooldown and limited stacking is fine. Also as wierd as this sounds, can the stun tazer not proc anything? The stun is instantly canceled if the target takes any damage during it, meaning it can cancel itself with items.

stray notch
#

One message removed from a suspended account.

hollow basin
#

||!feedback||

Captain Orbital Supply Beacon Change

Supply drops now have 3 of each charge per stage, and can be used on any stage. Deploying a new beacon destroys the old one. Beacons have a larger radius, and their deployment time is reduced with attack speed.

||Beacons are one of the most interesting abilities in the game, but due to their many limitations, they can become extremely static gameplay-wise. Giving the player multiple charges and a larger radius makes them much more interesting to play around as you have incentive to use them in more scenarios without feeling like you are wasting them.

If hacking supply drop is too powerful with 3 charges, perhaps it’d be best to simply reduce the rate at which it makes chests cheaper, so it is still a big time commitment.||

lament elm
#

!feedback
Regarding the controversy of Captain not being able to use 2 skills in hidden realms.

I am in favor of this. However I think there a solution that can convince both parties.
When you can't the Special due to being in HR or because you used its 2 charges, it gets replaced by a minor skill, that is not very powerfull but allows to have more options in those situation. Only as an example, a buffing-type skill

twin stone
#

!feedback
Captain's orbital supply beacons currently do not push down the pressure plates in Aquaducts, where Engi's turrets do. This might just be a bug.

cobalt ridge
#

!feedback Remove the slow from the Mired Urn. It affecting allies isn't a major issue except for the slow. That makes it an instant scrap for a multiplayer run.

uncut kayak
#

!feedback
Make Captain have any reason to use his supply beacons outside of the teleporter event

static hawk
#

!feedback just a quick idea, but perhaps instead of the two charge limit on the bracons, you have them cost money, the idea being that the captain is fronting the supply cost for the ship.
He may need some kind of passive that gives him a small amount of extra money to compensate.

atomic cipher
#

!feedback
Make Artificer's hover a toggle instead of a hold. Cool character but not really enjoyable to play a game for an hour with your thumb on the space bar 90% of the time.

dusty flame
#

!feedback kinda a random idea i had. i would like if there was a lock on system like in zelda or darksouls, you could press the middle mouse button or something to lock onto a enemy and then press it again to switch enemies. I think this would help a lot in boss fights (especially the final boss).

floral oracle
#

!feedback please add cross-platform multiplayer or splitscreen coop

tulip zephyr
#

!feedback idea
Red Item: Ivory Gauntlet
Become invincible/damage resistant for 5 seconds after levelling up

sharp glen
#

!feedback
Captain: If you take strides of heresy, you can't use it in any of the hidden realms
Last I checked, the strides of heresy aren't granted by your ship

sick cobalt
#

!feedback
Captain’s ult feels pretty horrible and one way it could be fixed is by having all of its variations active at once, but you can still only use two per stage. This would make him a much better jack of all trades type character while still giving limits to what would otherwise be a pretty busted move

compact comet
#

!feedback

New red Item: Wicked Ring. Chance on Hit to 'Expose' enemies.

urban ore
#

!feedback

my game keeps freezing right when i open it

long zenith
#

!feedback
The final phase of the final boss fight punishes you for having longer runs. If you're not prepared to fight him by stage 5 or don't stack so much damage (shaped glass likely required) that you can one-shot him before ||he steals your items|| then you're basically screwed. Some characters (The Captain in particular) are very build-dependent, so this portion of the fight is unfair to them in addition to punishing long runs. Reworking the final part so that ||You keep your items, but the boss gets double or triple the amount you have|| might be a better solution. You'd still get punished for having defensive and speed items, but you'd actually be able to move around and do damage to him. ||Losing all your items just feels very not fun to me.||

Also, the final boss shouldn't benefit from Captain's micro drones. That's just not fair to characters with projectiles in multiplayer (e.g. Artificer).

lost escarp
#

!feedback can we get a "quick play" feature? where you can queue up with a select difficulty to find lobbies more easily. Currently, it's a pain to find a monsoon game that hasn't started.

livid sigil
#

!feedback let pressing esc take you out of the scrapper menu

lethal isle
#

!feedback
mercenary was just fine the way he was before. hitstop should be reverted. the air 'hold' is detrimental to players at higher skill levels and actually works against you with enough attack speed. the exposed system isnt that bad actually. its nice but itd be nicer if it was on old merc with his old mechanics and feel

static hawk
#

!feedback i see alot of suggestions going around about giving Captain alternative abilities ||either realm themed or weaker personal abilities|| while in hidden realms. I really like these ideas, but I strongly think that they should also be unlockable alternates if this is how he is changed.

Alternatively my personal suggestion is maybe giving Captain a weaker special skill that he can use when out of beacons and in turn use in hidden realms. This would help the obvious problem in hidden realms and also help his feel of having 1/4 of his kit disabled during regular gameplay.

Having something different to do is interesting, having nothing/less to do usually sucks

Whatever happens, something definitely needs to be done about captain loosing his abilities and potentially how lore and gameplay interact in general. Going forward with the current philosophy could lead to limitations on stage design ||abyssal depths already doesn't make any sense with captain|| or the creation of characters that are particularly hard for unfun reasons.

dark isle
#

!feedback

Mercenary : The Damages and the Vanities.

Mercenary's Exposure debuff is fun, but I feel like activating it on his third swipe is a little extra. Slicing Winds activating his Exposure is a really good buff to it, but I feel like that's just not enough to make it relevant. I feel like making it so instead, every third instance of damage that Mercenary outputs causing Exposure would be really nice, and could work with on-hit effects to make him really pump out some steady damage like other characters can from a distance.

On top of this, Mercenary's Oni skin feels lackluster because it doesn't change his sword's colour nor his energy colours. (as opposed to Commando and Captain, who's visor colours change accordingly.)

Just some food for thought regarding Mercenary.

torpid current
#

!feedback make artifact of spite drop more bombs, especially on bosses. pretty pls :)

heavy glen
#

!feedback PLEASE fix the N'kuhana's interaction with NPC's. Any NPC receiving any amount of healing will loose a full damage soul burst, even if they only healed for 1 HP. The result is that any enemy with access to heal on hit and N'kuhana's will instantly kill you as soon as it procs a heal, regardless of how much health it actually recovered.

fading parcel
#

!feedback Currently, the exposure debuff can be used up by attacks from other entities, with the cooldown reduction applying to them. This should be fixed by making it so that exposure can only be used by the player that applied it, and it may now be able to stack once per-player.

worthy kelp
#

!feedback in the 3rd phase of mithrix the fire column spam seriously needs a nerf. generally the strategy is legitimately to just go the edge of the map where he cant hurt you, and that doesnt feel right. it should have a bit longer of a delay between each wall just to give people an actual chance.

little barn
#

!feedback Almost everybody has issues seeing the particles surrounding the teleporter in some stages, I think a good change would be to make those particles the opposite color of what is behind them, rather than just being orange/blue.

hot ruin
#

!feedback The captain is championed as a unique support character, and yet has no ability to support his team at all. He isn't even mainly ability focused either, with the vast majority of his power coming from his shotgun. I would think it wise to rebalance his shotgun and his call ins, because as it stands now his R ability is near useless. It's only ever used (in the case of the shock and heal) on the TP boss, or (in the case of the hack) on some random boxes. Neither really provides any meaningful support. His orbital strike ability is okay in it's current form, if a bit underwhelming. My recommendation would be to make the captain into a character with extremely powerful abilities (with a weak shotgun for self defense) but long cooldowns. Currently we have this weird character who's kit is designed for ability usage but 90% of his power comes from his gun. This change would (at least in theory) make him into more of what he is portrayed as; a relatively weak character (by himself) with immense ship based power he may call upon. In addition to these changes, it would be much appreciated for him to have an alternate ability set on the stages where he cannot contact his ship.

eager plume
#

!feedback The final boss is pretty awesome for the 1st and 3rd phase, the 2nd phase is very much "extra", the 4th phase is the problem child in it. The item steal effect may be cool and all on paper but it essentially is like giving a sword to someone playing COD, instead of working within the system, the system is being destroyed to make it harder to beat. This isn't particularly bad, it's just oppressively hard. There are two paths for this, you either make it more balanced in the 4th phase, or you Amp up the number of unique moves he has in his first 3 phases and remove the 4th phase. I'm ALL for difficulty, I played Enter the over 120 hours before mastering the game completely, and I still played to 445 or so before finally becoming burned out to the game. A way to Amp up the final bosses first 3 phases is to increase his moveset, add more custom enemies(Not just enemies from the final level), and to make him have more telegraphed moves, it's hard to tell what he's doing when backing up from him is a detrimental strategy. And by telegraphing his moves better, melee characters have a much more solid chance of winning rather than dying in a single hit.

gritty sapphire
#

!feedback
Give engineer a button for turret petting

orchid arrow
#

!feedback I am a legally blind individual who has a difficult time finding where the teleporter is most of the time. I have friends with normal vision who sometimes struggle to find it as well. I would enjoy if there was a marker or a pillar of light that indicated where the teleporter is. It wouldn't have to be a part of the standard game, it could just be an accessibility option, that way, people who like the mystery of hunting down the teleporter can continue doing that.

junior orchid
#

!feedback

I really like Captain, I like him a lot, but he needs tweaking. Personally the only problems I have with him is his taser and supply beacons.
For the taser, as it stands now it becomes obsolete very quickly, maybe make it chargable and at full change could have a bigger AOE/string to nearby enemies/stun normally unstunnable monsters.
The supply beacons are pretty much useless, with their short range and one time use. What if instead of only having 2 per stage, have only 2 active per stage with a long cooldown and when placing a new one the oldest one would be destroyed, like engineer's turrets.

plucky fern
#

!feedback Make the Ward of Power radius just a little more noticeable. It doesnt have to be a dome like warbanner but sometimes you can barely see where the ring is (especially when the floor is light like rally point or the moon)

true torrent
#

!feedback Even though for personal taste reasons I find the ending of the first game much more dramatic and exciting (way more going on visually with the ship debris & Providence ect.) the ending for 2 is still great for the most part. Biggest issue is the boss. I like phases 1 & 3, they feel like they fit, but 4 is just grinding the game to a halt. It's not even a question of player skill when it winds up being that the general strategy is to hide behind pillars and kite the boss around taking pot shots every now and again and the best strategy is to kill him before the phase even really begins. Maybe he should only take half of each players items or maybe they come back to the player with much less damage dealt to him. It's really unfun to build your character up with items and make them incredible supermen just to lose them all during the last stage of the final boss.

solid veldt
#

!feedback

When using the head st, when it lands on an enemy, sometimes it cancels all of your momentum, maybe Make it so that it doesn’t home? Especially since the hit box scales now.

floral stag
#

!feedback you guys should probably add some sort of cap for the voodoo doll when combined with the Gesture of the Drowned and the Soulbound Catalyst. It spaws dolls exponentially faster and very quickly overloads the engine with things like monster tooth health drops and the homing knives

karmic kayak
#

!feedback

A simple number next to the character icon (when tab is pressed) that shows how many items people have.
That way when trying to scale all at the same time, we don't have to try and count every items separately and one at a time.

A mod does this well on the ror2 mod forum thunderstore
ItemCounters by mrarm

(Image for reference)
https://i.imgur.com/fXAr1x0.png

hexed terrace
#

!feedback Expose isn't terrible. I just think it should add more utility due to the risk of applying the debuff. Make it so some abilities get unique effects when they're used to proc expose (blinding assault doesn't consume a dash charge on proc, basic attacks give a barrier and armor bonus, longer eviscerate duration or extended invulnerability on exit, etc). Merc was already a dangerous character to use due to his range. Making him squishier (about 20% less HP going into the final boss than prior, worse as you scale) gives him the kiss of death.
The damage and CDR can stay with the utility too.

stray wyvern
#

!feedback have bands proc on every enemy hit with large attack, to make loader's pierce punch more viable. this can also occur with articifer's nanobomb so i guess make it work like that on hers too (but personally id say lower the damage under 400% for it grazing enemies)

dry dagger
#

!feedback I dont think purity should affect the drop rate of artifact keys. As it is, after a couple purity, completing Bulwark's Ambry is near impossible with the insanely low drop rate.

small vine
#

!feedback Allow captain to recall/destroy beacons, placing them on cool down for 90 seconds, making the fourth ability less of a dead skill that you save for the teleporter but balanced by the high time cost (especially with hacking beacon in mind)

hollow basin
#

!feedback Have some community polls to vote on which characters and abilities need buffs/reworks the most

little barn
#

Tactical Slide is a straight upgrade over tactical dive. The ability to attack while sliding is a nice offensive tool on a mobility skill. Give Tactical Dive something extra to keep it a viable ability choice.

manic eagle
#

!feedback give captain the ability to destroy a placed beacon and place it somewhere else. Also, while it’s a neat detail that captain can’t use the abilities that rely on the ship in other dimensions, it’s annoying from a gameplay perspective. It’s fine in the bazaar between time, but when you need to fight you remove half of his abilities

long zenith
#

!feedback
The changes to Shaped Glass are not particularly fun. While wanting to nerf the strength of the playstyle is valid, playing with it now just makes apparent the reason OSP exists in the first place. It's very easy to get randomly deleted by something you could do nothing about. One of the big issues with Shaped Glass and abusing OSP was how the lower health made it easier to heal to full. A suggestion I like to solve this is making the player take double damage instead of having half health. This would make it so that you still have to heal a lot to get to full but you also have effectively the same detriment as half health. Alternatively, maybe Shaped Glass users could gain OSP when they get high enough barrier?

white tartan
#

!feedback remove active as in already started lobbies from the search option by default and make it a tab.

runic palm
#

!feedback I've seen people talking about the problem of Captain's left click being annoying in the same way Rebar Puncher was, in that it requires you to spam left-click to use with high-attack speed. I think making it so that Attack Speed is converted to more pellets in his shotgun blasts will help drive home his niche of burst on-hit damage, and allow his shotgun to scale better without hurting your finger/mouse

plucky fern
#

!feedback

Give Microbots their own rarity (or boss item even)
Make them unscrappable
And please rewrite the Skill description for Captain's passive. It says you "Passively gain microbots" sounding as if you continue to gain more stacks of them.

Or maybe just make a way to obtain them Passively like leveling up or every stage or something

Edit: Also please give us the logbook when playing as Captain (currently even when you start with a microbot the logbook is still missing, thus the only known way to obtain a logbook is killing your Umbra with Vengeance on)

pallid dawn
#

!feedback Chronobauble should do something along with the slow, like extending all buffs/debuffs on those affected

languid delta
#

!feedback

Merc changes

  1. Expose
    Expose is fun and really increases damage potential, but it becomes annoying to plan attacks around due to the sheer volume of damage sources that can use it up before you can. Especially in the mid-late game. The easiest solution is to just make it so that allies of all types cannot take advantage of it because I constantly lose dps to drones/turrets/players using it before I can get a good hit in.

2. Movement speed teleport scaling
So, now Mercs ult scales in distance with the more movement speed you have, but their utility skill doesn't. When a run gets going I constantly find myself feeling like I am just blatantly not going anywhere when I am using it alongside other skills. Please make the utility scale with movement speed similarly to the ult. It also feels like hitting enemies just straight up stops you sometimes? I don't know if this is intended but it's not fun.

I was informed the 2nd thing is a bug so please disregard that!

tired briar
#

!feedback sometimes the "phases" in Bulwarks Ambry take too long when you're waiting for the key to drop. A solution would be welcome. For example, reduce the time between enemy waves, or have a max cap on enemies where if a certain number of enemies are killed a drop is guaranteed.

ocean coral
#

!feedback with how Purity works and how big of a drawback it can be to pick up in exchange for a flat cooldown reduction i want it to disable the GCD and make it so that artificer can shoot her fireball faster than 0.5 seconds since her single target bleed strength is really lagging behind all other survivors and it could synergize with brain stalks by allowing even faster ability spamming on any character.

bitter salmon
#

!feedback the item "Forgive me please" really needs a nerf of some kind, as pairing it with Soulbound_Catalyst and GestureOfTheDrowned will slow and crash the game

stable halo
#

!feedback
I think QuickPlay needs a "reputation" stat attatched to each user profile, where leaving a game will lower your reputation, and the host of the game is decided by the player with the highest reputation. This can have a default value of 100, and can have many effects.

Some ideas include players with less than 75 rep having a cooldown on Quickplay when they leave a game, and less than 50 a longer cooldown. Idk completely, obviously it needs more thought but it is an idea

crystal crow
#

Island... 😭

crude scarab
#

!feedback when you beat the game it shouldn't say "Killed by: Planet", that is all

chilly crag
#

!feedback Scrapper menu should be in order of rarity, not order of pick up. It's too convoluted as is

gentle spade
#

!feedback
Items should be alphabetized or grouped by rarity (or both) and also scrap should just be put somewhere as a number/currency instead of in the item list

pine orchid
#

!feedback One Shot Protection does literally nothing when the enemy that chunks you down that low has the ability to apply a DoT. When the OSP doorstep is reached, mayhaps a few seconds of invulnerability or a free cleanse is applied. As it stands OSP is really good, but could do more.

random pagoda
#

!feedback Some way to increase the odds of getting environment/monster logs, like, say perhaps, every consecutive loop increases the chances of logs appearing/dropping by a certain amount, or a special equipment that consumes itself on use that would transform a foe into an elite version of itself, but with a guaranteed chance for a log drop.

plucky fern
#

!feedback I love Captains tazer....conceptually

It needs a huge damage buff
Make the aoe it gives out a bit bigger and have the aoe stun nearby enemies (the aoe already stuns it seems like)
Personally it also needs a vfx/sfx rework to make it more exciting and noticeable

Maybe have the Shocking debuff itself do damage to the enemy as well?

true cairn
#

!feedback
The last stage ||need a total rework. It feel empty, borring, long for nothing. There is place you can get stuck for ever if you dont have mobility. The last boss have no build up.
Need to be more action or something to get to the final fight if you have a lv that big. ||

tough pendant
#

!feedback Final Stage Change

||I feel like the final stage needs at least one more enemy. So how about one that impedes your progress and distracts you, such as by making a forcefield or shooting out a high-knockback burst? Right now, you can just run straight to the final boss. If you were actually forced to fight some enemies, that might add a bit more weight to reaching the final fight. The new lunar enemy doesn't have to have one of the specific suggestions I gave, just something to keep the player from just running right past everything.||

limpid blaze
#

!feedback If you have skills bound to ok/cancel buttons, you'll use them when going out of command and scrapper menus. This can really sting because that's the most convenient buttons for the Special skill on gamepads, and those have pretty long cooldowns.

raw lantern
#

!feedback make the essences of elites yellow items

quartz axle
#

!feedback

Runald's band should do more damage than Kjaro's band to cement its role as the "single target" option. Right now Kjaro's starts at +300% compared to Runald's +250%, and every stack is still +300% compared to Runald's +250%. In the end it still feels better to stack Kjaro's band for the bigger single target damage and large AoE, even despite Runald's slowing effect.

fathom atlas
#

!feedback Final Boss's super crazy hammer spire attack that rotates has inconsistent heights. I was standing on top of a spire that was higher than the reach of his attack, and for whatever reason he reaches far higher than normal and it leads to my death

slim talon
#

!feedback Put a jump pad on the left side area during the final stage where you can exchange items for red and green items. Or make it so that all falls send you back onto the main path. I made the jump to get there but now I cannot manage to leave it. I have been trying for several minutes. The idea that I will have to end my run purely because of this stupid oversight is insane. Fix. This.

stark path
#

!feedback
After some thought and a few playthroughs I have a suggestion for the final stage of the Mithrix fight. Instead of taking all your items and using them himself, have him "bind" them to some of the pillars from stage 2 or some special containers around the arena. Mithrix then is weakened from the fight before but is still a formidable opponent for your item-less character. At this point the fight should still be fast and interesting, not the weird slow paced slog it is right now, just a bit toned down for a character with no items. To get your items back you need to fight Mithrix, hitting him gives you an alternate currency that I will call "points" for simplicity (obviously it shouldn't actually be called points). You use these points to buy your items back from the containers/pillars (multiple items per container since otherwise it would take a while). As you do Mithrix gets a bit more frantic and hard to fight as he realizes that you are beating him.

So basically the final stage would be a satisfying recap of your run, starting from nothing and fighting a weakened enemy to becoming a powerhouse fighting a frantic and powerful enemy. And it wouldn't punish powerful builds because he wouldn't be using your items, instead just keeping you away from them. It uses the core gameplay of the main game to reinforce this, making you fight for points that are used to get items from containers.

viral narwhal
#

!feedback Instead of Mithrix just stealing your items and using their buffs, instead he steals your items and gains some buff based on the number you have overal. If you have alot more damage items then the rest, he is a glass canon able to shred you but very volunerable. Have alot of hp items? He is a tank, but might not do that much damage. We already have the item distinctions based off the specialized chest pool. Of course, the more damage you do to him you get your items back as normal, and this would still be a fairly weakened version because the player doesnt have any items. When hes dead, you get your items back as normal.

honest sorrel
#

!feedback

Likely already existing feedback. But a "Mark all as read" button in the Logbook. And/or hovering over each item to mark it as read.

As well, the escape key currently does not exit the item you currently have open. Meaning you need to individually click on each item, then mouse down to the back button at the bottom left.

Very small issue, but a nice QoL change nonetheless I'm sure.

wheat flume
#

!feedback

Final Boss

||Rework his 4th phase. Make him suspend your items, not actually steal them (Right now, he can be extremely dangerous or boringly harmless). Buff him and give him more abilities, have a 1 on 1 balanced around survivor's base kit||

heady delta
#

!feedback
Officially allow players to make servers for more than 4 people. I know the 16 player mod exists, but it would be nice to just have that in the base game.
Gotta have that RoR2 highlander!
Commando Huntress MULT Engineer Artificer Mercenary Acrid Loader rex Captain

warm path
#

!feedback Buff the taser for captain so it locks for longer and also can be charged like the primary fire

torn bramble
#

Final Boss Spoilers

!feedback ||Make the moon detonation timer a little longer. A character with base movement speed or little movement abilities cannot make it in time. ||

crude scarab
#

!feedback I'm hoping that we get to see more logbook entries even though 1.0 is officially out, it would be neat to see detailed dialogue on every item/environment/character to how they fit in the lore like how it was done in the first game.

cobalt ridge
#

!feedback final boss shouldn't be able to apply sticky bombs. Have 1k+hp? Too bad, have a sticky bomb and take 800 some odd dmg and die.

desert notch
#

!feedback
Lower the proc coefficent of the final boss's attacks ||during the fourth stage when he steals your items||

green pebble
#

!feedback
Achievement (skin?) ideas: On a character, achieve enough Purity to reduce all of their cooldowns to 0 (this is 9 Purity on Acrid, for example)

it could also have fun names, like Pure Blight/Poison for acrid, or Pure Energy for Arti, or Pure Punch for Loader. big issue i see with this is that, its basically only doable with command

sonic hatch
#

!feedback
Captain's secondary ability feels imprecise and slightly underwhelming. Direct shots on large targets are the only consistent hits, as otherwise taser darts bounce off of pixels of terrain or miss entirely. A mild homing effect or larger bolts would make them feel more impactful; a visual/audio spruce-up would also be nice as to give them more flair.

serene solstice
#

!feedback
Final boss spoilers
||Conceptually, I really do love the Mithrix fight, and especially the last phase. Tied in with the lore and Mith's attitude towards the player, the presentation of this phase is nothing short of breathtaking. However, after having fought the boss a number of times, I'm starting to think it's less positive from a gameplay standpoint, because deciding to go fight the boss inherently discourages a number of playstyles.

Hoarding items for multiple loops is discouraged. Unless you have a cheesy strategy on hand to kill Mith before he gets all your items, each loop scales his power even further. In contrast, the player's power at the beginning of phase 4 barely scales at all per loop; the only extra resources you get are levels and equipment.

Specific items need to be avoided. Kjaro's band turns some of Mith's stronger-but-not-necessarily-overpowered attacks into 100% instant kills. Telsa Coil, an item that is extremely powerful for melee characters, instead becomes a massive deterrent for melee characters to do anything but kite Mith for extended periods of time. In multiplayer, Ceremonial Dagger artificially enables the Artifact of Death. Having to turn down items that are usually really fun and powerful in order to even have a chance against the boss is extremely unfun.

This phase is biased against slow characters. I have only ever been able to complete the final phase as Loader. Her mobility allows her to kite all of Mith's attacks with ease. You are at an inherent disadvantage for picking characters like Engineer or Captain because your ability to avoid these attacks is vastly reduced by the lack of mobility items. If you don't get Wax Quail back quickly, you're probably already dead.

I really want to like Mith, but I just cannot enjoy this fight when the 4th phase works against one of the core concepts of the game's design, and feels like a harsher difficulty spike than pre-1.0 Malachites.||

willow kettle
#

!feedback
give us a way to see the alt skins we have unlocked in the logbook model viewer

nova acorn
#

!feedback The Artificer should have a little burst from her jetpack when jumping, since it looks a little odd when they don't really have an animation to jump

cunning aspen
#

!feedback (final stage spoilers) || I feel like the moon detonation event should have a longer time limit, or at least a time limit that scales based on the characters present. Currently characters like Rex who have very low mobility struggle to get to the boss fight, and they struggle even more during the moon detonation which is on a timer.||

viral aspen
#

!feedback
I was wondering why Mired Urn is considered a boss item when it acts like a lunar item? The idea of it is awesome, but I don't like that it hits allies. It also wouldn't be too much of an issue, because again the idea is cool, but the fact it also slows even allies on hit and lingers is a bit hard to want to keep, personally. Especially if I pick it up as engineer and my turrets try to revolt against me.
Side note: when it hits the pet you get with Queen's Gland and Halcyon Seed, your pet will try to beat you up. I dont know if it's intentional or not but it's a bit rough when i'm trying to shoot past my big bois.

open musk
#

!feedback Make the netcode much more client sided.

coarse relic
#

!feedback for Eclipse runs, maybe let the player choose either to beat the game or obliterate at stage 8? With the state of the final boss right now, it's extremely difficult for several characters to actually beat the game anyway. And with obliterating, you still need to survive three additional stages with Monsoon difficulty plus the escalating Eclipse challenges.

desert notch
#

!feedback
I really like what has been done with Artificer's alternate M1, but in my opinion, it still is unable to compete with her default M1. This is because the burn proc it applies allows it to massively out-damage the other option. Therefore, I would like to see her alternate M1 have its damage slightly buffed. Not enough to out-damage fireball, but enough to make it feel like you aren't missing out by selecting it

little barn
#

!feedback

re: alt skins

Currently, some of the "mastery" skins very underwhelming. For example, Huntress, Artificer, and Captain look like recolours whereas Mercenary and Engineer have full remodels. If mastery skins are intended to indicate mastery of the game with a certain character, it would be nice if the skins were visually more different.

late fern
#

!feedback it would be so cool if you could customize the music for specific areas for example mithrixs sound track could be put in the meadow or aqueduct and vice versa for all those areas one thing I love about this game is the soundtrack and it would be cool to mix and match as you see fit for extra immersion and extra fun

unkempt depot
#

!feedback captain's passive red completely walls brass contraptions

hoary berry
#

!feedback I wish there would be 1 or 2 more mastery skins for each character for Eclipse. People who reach eclipse 8 should be rewarded, and a skin would be perfect. It would help the best of best stand out instead of just using mastery skin. which is not that hard to get once you have really learned a character, or by getting carried.

reef stream
#

!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

wise jasper
#

!feedback Make Dio's Best Friend more noticeable, maybe on HUD or when you revive makes a sound. Sometimes I forget about having Dio in my inventory and when I revive I wasn't prepared for that and I die again for not trying to retaliate. I asked to another friends and they told me they also have this problem with this item

heavy island
#

!feedback
The Captain is a lot of fun so far, but I feel like the role is missing what should be a very exciting (and appropriate) ultimate for what it takes to obtain. What would any starship captain be without their Away Team?

Shotgun stays as it is

Orbital Probe moves to secondary replacing tazer, otherwise stays as it is

Orbital Supply Beacon moves to utility, otherwise stays as it is

The Away Team, the Captain's Once-Per-Stage Special move, calls in a wave of redshirts from the Safe Travels in orbit. A series of drop pods land at the designated area, stunning and dealing damage to enemies they land on. Security crew from the Safe Travels disembark, and become permanent allies to the party until the end of the stage (or death, whichever comes first).

To maintain more complex move use, something I think the Captain lacks when his OSB is spent and OSP is on cooldown, after the away team is called in, his R becomes a hold-to-control command wheel to issue simple orders to the away team (target this enemy, move to this position, follow this friendly). Crewmen's stats are based on the Captain's level, and at higher levels there is a chance for more advanced crewman variants to appear (which also interacts with 56 Leaf Clover, and perhaps different variants of crewmen have interactions other, more specific items).

heady delta
#

!feedback
Shaped_Glass Monsoon Shaped_Glass
Shaped Glass now removes One-Shot Protection (OSP). This is good right? Well, I don't think the people who loved using Shaped Glass agree. We can't go back to how it was though because the old system was so abusable. So, what's a good compromise?

Now that OSP is now much less hidden, how about allowing OSP regardless of how much Shaped Glass you have with one exception. The exception being when OSP is is activated, it goes on an invisible cooldown. Once the cooldown ends, OSP can be triggered again (of course, you'll still need the health to get OSP back as well). That way, OSP can still help players with or without shaped glass, but it is significantly less abusable.
Edit: the more Shaped Glass stacked, the longer the OSP cooldown. That way, players would still be risking their run, but not because of one lesser wisp attack.
Shaped_Glass Monsoon Shaped_Glass

little barn
#

!feedback
the island off to the side with all of the cauldrons on the moon is awful, because there is no way for a player with low movement to get back on track. please put geysers or something to make it easier to get off of it. you basically get softlocked without hopoo feathers and goat hooves.

crystal elm
#

!feedback
some ui changes:
make it so we can close the scrapper menu by pressing esc instead of having to manually click the 'cancel' button
and make it so that you can close captain's r menu by pressing r again instead of the sprint key like it is now

waxen field
#

!feedback Captain is a character with a cool idea behind it, but in practice isn't that exciting. I'm mainly talking about his special. You can use it twice, usually at the teleporter with the default skills, and that's it. There isn't much of a decision making process. If his beacons lasted x time, or could be "detonated" by yourself, and had a cooldown before you could use it again, it would actually introduce choice. You could even still give it a maximum number of uses. But right now, there is not much interactivity with the skill.

limpid blaze
#

!feedback Third skin for Rex where the plant on top is a cabbage. Unlocked by getting sub 1 minute in a prismatic trial.

green pebble
#

!feedback (minor spoilers for final boss)
||this is a very very small nitpick but, the logbook entry icon for Mithrix looks really weird, it does not have a strong silhouette at all and imo thats stopping this image of Mithrix from looking particularly threatening or imposing. He looks weak and small here, and not in a way that would positively support a narrative about him if thats what the intent was here. This could totally be improved, but by no means is it a priority.||

dawn cliff
#

!feedback

Okay so right now, engineers primary doesn't feel too good to use. Although technically that's been ever since he was released. I think a good change for it is to make it charge passively over time. It will essentially act as if the player is holding down m1 constantly although it will charge a bit slower. This will allow players to make better use by having it as a panic option. Attack speed would scale the charge time down obviously.

I also think that his bombs should have more feedback, more impact visually and through audio as well. They feel like they're just tickling the enemies instead of bombarding them with large explosives.

static hawk
#

!feedback
Give Unstable Tesla Coil more noticeable audio-visual effects when active, and a charge up animation a few seconds before it becomes active such as the air or character sparking with electricity.
Also consider increasing the time tesla is inactive.

serene solstice
#

!feedback
This is a very general thing, but when (if?) new characters are being conceptualized, I'm interested in a bit more variance in terms of character lore. As it stands, Acrid's origins and motivations are the most unique, and that's mostly only due to happenstance of him being from the first game. For the most part, everybody else is just "space marine sent down to investigate the Contact Light." Stuff like the Paladin idea from the character poll would make the cast so much more diverse and interesting.

cinder steppe
#

!feedback
I think the reason that people dislike the final boss is the he takes your items. Other than that he is a fun and very good fight.

The problem with taking away items is that when you get to the boss you can't do anything your skills deal no damage and you are slow everything like that also his attacks instantly kill you I have had many fights where one of his balls just hit me then bam dead. The problem is that in this game items are everything there is no permanent progression outside of the items because leveling is so badly scaled. If you fix the leveling issues or maybe you can buy something that protects your items from being sucked away by him that would allow this fight to be more fun.
It is artificial difficulty and not fun.

random pagoda
#

!feedback All the information logs should be done for the true release. There's alot of things that still lack lore, such as a few of the characters, some items, alot of the monsters and some environments. While that is a heavy load on the writers, it is incredibly disappointing to obtain a log of a thing and open it up only to be greeted with nothing.

smoky willow
#

!feedback (final boss stuff)

||so i think the final boss is really cool, i like how he's much more of an aggressive, rushdown type of enemy, but that big aspect that makes the dude so hard can basically be avoided by getting high ground with characters like loader and artificer, making the boss sorta anti-climactic. maybe he could have a special move that heavily damages people that are high in the air if they linger that high up for too long so the fight can be more close to the ground, since that's when the fight is the most intense, and fun. Or he could have an attack that shoots a projectile that chases down the player if they keep running away. Basically just a new ability for him that forces the player to play more close-quarters since that's the highlight of the boss. ||

idle rover
#

!feedback lower the knockback on captain's shotgun lmao

flint schooner
#

!feedback

  1. QOL stuff:
  • Multi Nailgun M1 feels great! The issue, when player presses M2, M1 stops shooting but DOES NOT shoot the 12 shotgun nails (from the 1.0 update). Suggestion: Make Multi-T fire the shotgun nails if player cancels M1 with M2

  • Issue: Acrid's Alternate M2 cancels M1 sequence (Vicious wounds 1,2,3) Suggestion: Have Acrid's M1 continue its sequence after canceling it with alternative M2.

  1. Commencement: It is pure hell to traverse this map with no mobility. I barely escaped the final boss with 30 seconds to spare with 1 goat hoof and 2 strides of heresy with Mult-T. How are other survivors capable of escaping?

The boss: It's really difficult to beat this boss as a melee character. Multiple runs as Acrid yielded one shot bursts from his hammer. Not sure what I can do.

twilit dirge
#

!feedback

||The final area has a nasty problem of the one island where you can choose other items has a large amount of characters not being able to get back to the main area and unless the item spawns give you mobility upgrades you are just out of luck and just have a dead run||

dark isle
#

!feedback

Artificer , Engineer and Captain :
The slow, but equally enraged.
Drawing comparisons between the slowest classes

Face it, these characters are slow.

The difference between the Captain and the two previous ( Engineer and Artificer ), however, is that they can hold their ground in different ways. Engineer can place his turrets down, and shield himself or release missile salvos to take out big targets like Elder Lemaurians. Artificer has good air control thanks to her jetpack and can burst down enemies before they reach her. However, these characters both have glaring weaknesses; Engineer is totally grounded, so any ground enemies will destroy him, and Artificer is safest in the air, where Wisps can swat her like a fly.

However, Captain has weaknesses on BOTH fronts. He has NO defense against aerial enemies (seriously, a shotgun and a taser?) in the lategame, and HAS to fully charge his shotgun (which can take too long, as burst firing/rapid firing is more efficient to kill crowds of enemies but MUCH less accurate.), and don't get me STARTED on his orbital strike (which is HELL to target enemies with when they're aerial unless it's a Greater Wisp or a Vagrant.)

Not to mention, Engineer 's turrets are on a COOLDOWN. He can MOBILIZE his troop of sentries to a new location, and Artificer can float off of high points to maintain a high ground and land with her allies to regroup. Captain has exactly 2 areas he can REALLY play around depending on your beacon choice, 3 of 4 of the beacon choices being offensive, and require you to stay around to be efficient!

Please, give Captain something-- ANYTHING to help him hold his own.

gilded zinc
#

!feedback
If the captain has a radar scanner, he has the opportunity to contact with UES and use abilities that are not available in hidden realms (his special and utility)Scanner

safe prairie
#

!feedback
h3ad-5t v2 are a much more interesting item now that they scale better and increase the impact size drastically.

I think it would be really neat if when you activate it while close to its maximum values, the game’s sounds (gameplay and music) muffled before the impact. It would add an amazing dramatic effect to the item.

thick fox
#

!feedback

Remove beads of fealty from the lunar pod drop pool on the final stage.

wanton haven
#

!feedback
I do genuinely like each individual part to this update however considering this is the “final” update that turns the game into 1.0 status, it felt overall a bit lacking as a send off to complete the game.

plush raft
#

!feedback
once i was playing multiplaye, and we activated the teleporter, it didnt teleport us, luckily we were on stage 4 but for people on later runs that must be quite gamebreaking.

solid ridge
#

!feedback
Regarding Final Boss:

  • ||Fight & Music is good, however, a suggestion is that maybe instead of removing your items, he just copies everything the players have equiped.
    This might go against lore, and it may have already been tested, but currently it can feel a bit horrible to know it can be a 50/50 on either killing him before he gets everything, or having to slowly wittle him down to get items back.
    (Note: I don't think the fight is bad though, just an alternate version that could exist)||
  • ||Some people have also said it, but I'll restate it, he needs more anti-air attacks, or a "pull" such as the Dunestriders.||
  • ||Maybe a way to go and directly fight him either with or without items, or have him spawn in if the Artifact Dissonance is enabled.
    Just a way to mess around and fight him (wouldn't count for getting the Captain, unless only available after beating him once)||
granite ibex
#

!feedback
When in menu's, specifically things like the logbook on the main menu, I would like to use the ESC key to be able to navigate back to the previous screen. I play on low DPI, and that makes the back button quite of a hassle to reach.

rotund flume
#

!feedback Artificer's Ice Spear and Ice Wall do not always freeze enemies. If this is intended, it shouldn't be.

steady wing
#

!feedback

When I was playing the final boss I noticed that Engineers' turrets would not target the boss when he's in the center section, if I place the turrets out of harms way up on the columns/platforms above. This is totally inconsistent with the rest of the game where you can place them super high and they still target what's below. Can we either fix this or rework the stage so there's some kind of explanation visually for why they refuse to target? Thank you!

wise adder
#

!feedback
Make the in-game time go to hours after it hits the 1-hour mark, instead of continually increasing in minutes.

steep rover
#

!feedback
Traveling in the final boss area can be quite difficult and sometimes impossible if you don't have the right movement items, not to mention if you go to the one island with the green and red trade printers you can get softlocked and unable to get back to the main path, To solve this the islands that appear in the Obliteration obelisk place should be added as a way to get back

velvet path
#

!feedback Using Merc's Rising Thunder while falling / looking straight down should be a Helm Breaker instead. Call it Falling Storm or something.

carmine tulip
#

!feedback

I'm new, so I don't know if this has been said, but I found the menu to start the game in multiplayer unintuitive.

It's a bit confusing to have to click "create multiplayer" to start the game.

Maybe have it on the default screen where it can be seen? It probably could go over the multiplayer option buttons or be on the right side.

echo gyro
#

!feedback
As it stands, i probably won't be fighting Mithrix again. I've unlocked captain already, so I don't think going through the pain of having an all round great run to be crushed by Mithrix's abilities to say "no" and take away all movement, damage, and utility I have. Certain items are just too strong, he has way too much HP to deal with in his item steal phase, and thoroughly discourages looping. I really don't like having to restrict what fun I have playing the game by not picking certain items/not looping because of the final boss.

wise sable
#

!feedback
I love the idea of Captain using his ship for his abilities. I feel a neat detail to add would be his ship actually existing in the skybox, if you were to look up. Whether it was just when Captain was on stage, or just whenever, just something to make the UES Safe Travels feel more present would be welcome.

alpine bluff
#

!feedback captain's skin is basically one color, I think it would be a lot better if his prosthetic was a dark colour, in his base skin it's a nice contrast between his coat and his prosthetic, why not get that in the skin as well?

celest comet
#

!feedback
To align the teleporter to the moon, you have to "buy" the Sky Meadows stage from the Bazzar between Worlds. Otherwise it loops as normal

wild linden
#

!feedback
Make the mired urn a lunar item or have it do no damage to friendly players. It doesn't fit in the current yellow bracket as it has a giant downside, which no other yellow item has. If you get it randomly in multiplayer, then it can completely ruin a good run with friends as you can accidentally pick it up and have the run be over.

heady delta
#

!feedback Artificer's Ice Spear and Ice Wall do not always freeze enemies. If this is intended, it shouldn't be.
@rotund flume !feedback

ionic kettle
#

!feedback
When I first read the patch notes for 1.0 and saw that Artificer's Nano Bomb "now has slight gravity", I completely misunderstood it. Instead of being a lobbed projectile, I thought it would act like a mini black hole and pull enemies in towards it, which got me super excited.

So, I suggest Nano Bomb at max charge would act as a very short duration black hole upon detonating, pulling everything around it (that survives) in towards the core projectile. This would also make it synergize better with the Plasma Bolt and all in all be a very cool and unique attack.

woven tartan
#

!feedback
I found fighting the final boss to be really enjoyable, but unfortunately it’s kinda ruined by the final dash back to the teleporter. Unlike enemies or bosses where you can use skill and knowledge to outplay them, when it comes to travelling back through the stage on a timer you’re completely at the mercy of your items and if not given the opportunity to choose which you get, it might be completely impossible to beat. I like the fact that he keeps attacking and spawns in high level enemies because the challenge is fun, but you can’t even enjoy it because you just have to hold shift and w or else you stand no chance of making it. I’d prefer to just ditch the time altogether, but I know it serves a purpose in keeping the player urgent so maybe just allow the player some extra time to make the run doable.

bronze falcon
#

!feedback
Does anyone else feel like the captain's utility and special moves should be swapped? His utility is pretty similar to huntress' ballista special, while his special literally calls in beacons designed with utility in mind.

That being said, I dont know if hardlight afterburner would be worse or even better after swapping them lol.

steady wing
#

!feedback

When I was playing the final boss I noticed that Engineers' turrets would not target the boss when he's in the center section, if I place the turrets out of harms way up on the columns/platforms above. This is totally inconsistent with the rest of the game where you can place them super high and they still target what's below. Can we either fix this or rework the stage so there's some kind of explanation visually for why they refuse to target? Thank you!
@steady wing

!feedback

reef blaze
#

!feedback

Some ideas for Captain

1- Remember HAN-D's drones? How about implementing something similar as an Alternate Skill? It would make sense making the Capn even more Drones-related.
2- Tazer is a pretty underwhelming skill, but some simple tweaks would improve it:
a) Reduce the cooldown to 1 or 2 seconds. Given that mobs awake when receiving damage it wouldn't be broken (come on, be realistic: once you reach certain point in a run everything is receiving damage continuously)
AND/OR
b) Make it able to pierce through a number of enemies once bounced, so it becomes a Crowd Control skill.
3 - Equipment Beacon is good if you play alone, but 3 equipment charges for a 4 player team feels pretty useless.
Suggestions:
c) Scale number of charges in proportion to the number of players (e.g 2+Number of players)
d) Scrap the charges idea completely, a give the Beacon an aura which speeds up cooldown while inside it.

bronze falcon
#

!feedback
Does anyone else feel like the captain's utility and special moves should be swapped? His utility is pretty similar to huntress' ballista special, while his special literally calls in beacons designed with utility in mind.

That being said, I dont know if hardlight afterburner would be worse or even better after swapping them lol.
@bronze falcon

!feedback

dusky sluice
#

!feedback frenzy is kinda broken when you can stack it 5 times

tired socket
#

!feedback Please add a global cooldown to soulbound catalyst to prevent forgive me please from destroying your game if you have both gesture of the drowned and soulbound catalyst. Kinda sucks when you somehow start throwing out 20 voodoo dolls in one moment and destroy an amazing run.

dusk pebble
#

!feedback

I think a nice quality of life change would be to swap the destination of the Primordial Teleporter in Sky Meadows when you first spawn in. Have the teleporter face the planet at first, and give the option to go to the moon instead of having to switch the destination if you don't want to fight the final boss. Right now, ||Mithrix|| seems more optional than just continuing the run normally and looping, so I think it should be the second option for the Primordial Teleporter.

reef blaze
#

!feedback

Ideas for Captain 2

In my opinion, giving more weight to a Drones-focused would make him more unique and make sense flair-wise.

a) Make drones bought by him scale better somehow. When you buy drones you are losing money for items, so there shoould be further benefits for him buying them.
b) Give him some way of controlling drones behaviour, like focusing some enemy or healing some ally. This way Drones would have further utility when under his control. And, come on, he is the Bossman!
c)I suggested a HAN-D-like skill for him in the previous post: https://discordapp.com/channels/417739215355510784/559901472339525644/743416023759454240

surreal mica
#

!feedback
honestly some sort of 'trophy' system for competing in trials and completing eclipse runs would be really cool.
it would give them (mostly trials id imagine) a needed purpose.
Trophies could be spent on lunar coins, special survivor skins, maybe some derpy enemy skins for a funny change

hexed topaz
#

!feedback

I honestly think that the final boss is painfully unfun solely do to the last phase. Everything before that is honestly a blast, but the last phase is genuinely SOOOO bad. It essentially forces you to pick a character that can move fast enough to avoid the attacks while having no items, avoid items like Tesla coil that make it so you can’t even stand near him or other items that just make him too overbearing to deal with, and if you decide to loop he will be even more powerful than you due to you having nothing other than your levels to scale you up. I honestly think everything about the item stealing mechanic is horribly flawed and it would be much better off if it was gone and instead the first few phases were actually harder by giving the boss more tools to not get cheesed by very high up players and such. Alternatively you could make the process of getting your items back MUCH faster. Like every other time you hit him you should be getting something. That would admittedly be a much easier change compared to adding more attacks and such but ya know.

Also please remove the cuck island lol. I’ve never been trapped there but that’s unfortunate for the people who have been.

wary zinc
#

!feedback

Make Captain's beacons activate a pressure plate in Abandoned Aquaduct

limber coyote
#

!feedback

Give Captain's Hacking beacon unlimited range, but decrease the hacking speed the further the interactable is (inverse linear or even inverse square of the distance to the beacon)

solemn stirrup
#

!feedback
Spoilers for the final boss' last phase.
||The first time I thought Mithrax I was playing a weird huntress run on command and thought the final phase felt fun because I didn't realise he gained the effects of my items because huntress was mobile enough as a baseline and I didn't pick anything up that completely ruined the game so I didn't notice it. The fight felt awesome because I thought he also had nothing (being the king of nothing and all) and made the final phase almost feel like a last ditch effort of him to reduce you both to nothing. However as many people pointed out that doesn't happen in most runs, and instead he ruins your run because of item / character choices without much counterplay.||
||I think it would be cooler and more fitting if he simply took your items from you without gaining their effects so that you wouldn't have to avoid certain items. It would make the fight feel more fitting for the king of nothing as nothing but your character and his exist, you have no items, he lost most of his abilities like usual. (You could even have him lower your level and the timer and difficulty level as his health goes down to truly give that feeling of reducing everything to nothing.)||
||(You would probably still need to give all the items back afterwards for the moon run though)||

spring dune
#

!feedback
While I like the theme of Captain, I feel the need of small tweeks towards his skillsets.
Captain's special should be remaked for a longer cooldown and infinite use skill. Only letting two uses per stage restricts the player's use of the skill, giving a dull experience. Another way of tweaking the special would be supplying the captain with special allies or drones, making him more interesting.
Also, his utility orbital strike is not bery inspiring. How about reducing the damage, but putting the enemies in stasis or such? Orbital strike is pretty much just a stronger rex m2.

verbal summit
#

!feedback
The Captain's Tazer. Two suggestions.
Allow it to stun or at very least slow/confuse bosses and larger enemies and their attacks.
Allow us to charge it like the the Vulcan. The longer it charges, the more enemies it'll ricochet between.
Thank you for coming to my Acrid talk.

earnest ether
#

!feedback The new bleed stacking changes allow you to kill most bosses in the early game, on monsoon, dramatically faster, only needing 2-3 daggers to do so for classes like Commando, for example.

I personally doubt bringing down Clay Dunestriders or Stone Titans in <10 seconds as someone like Commando was intended (in the past, those were the hardest bosses for him early on), and suddenly, the difficulty of playing this class has lowered a ton, making early bosses feel unchallenging. The late-game bosses also are susceptible to this due to how easy it has become to stack x100> bleeds on them - even shielded scavengers' defense can be completely bypassed extremely quickly.

I suggest either bringing down the proc chances of daggers to compensate for the new stacking mechanic, or lowering the lifetime of a single stack so that it forces you to use up your skills and take risks to actually keep those stacks going, as right now, it diminishes the value of all other white items due to it's huge value for DPS, even over build-amplifying things like lens-maker glasses, making other options seem worthless.

desert hornet
#

!feedback
The Engineer has no alternate primary, which is strange as Thermal Harpoons probably should be. That aside, his grenades are good DPS wise but cant hit anything at long range. Because of this, i like the thought that his alternate weapon should also be specialized, but impractical at short range rather than long range. I'm going to suggest the best option for this would be a charge up laser with excellent range and very good single target DPS, but also a long charge time, much like the Spartan Laser from Halo.

An alternate idea to fill the same role would be some sort of stationary, very low RoF weapon. Something along the lines of an anti tank rifle or somesuch, which would also have the same aspect of higher damage and range at the cost of being screwed at close range, but worse so since you couldn't fire when moving, though presumably no charge up at least.

whole matrix
#

!feedback

Add Geysers to the side islands on the moon stage, so low mobility characters don't get soft-locked on them

buoyant wigeon
#

!feedback When Captain launches his orbital strike directly on an enemy, can it be made so that the strike location attaches to the enemy instead of remaining stationary mid-air when the enemy moves?

velvet path
#

!feedback when highlighting an item in the logbook it should show what the item does on the right without having to click on it and going to the page once it is unlocked. Showing the unlock conditions for an item already unlocked / nothing is a massive waste of space.

lost python
#

!feedback

A third skin that you would get from escaping the moon after defeating the final boss on monsoon difficulty.

hazy iron
#

!feedback
While it makes thematic sense that Captain's Orbital Probe and Orbital Supply Beacon are not available in special areas, it does make using him in them a real pain. It severely limits your options, stripping Captain off his support role and removing his strongest attack. It would be more fun if they were usable.

boreal crag
#

!feedback - lobby sucks. I love the idea, truly, but this thing need plenty more love:

  • PING stat doesn't show - which means we are still joining games with random pings
  • You cannot join active games (which beats the whole purpose of lobby). You have to wait untill they finish a match.
  • You can't remove matches with certain artifacts from showing in the lobby (everyone spams AoCommand and it's boring after a while)
  • Would be nice if we had "join any game" option just like in the old system untill lobby will be polished enough.
junior hull
#

!feedback
At the moment, the elite aspect drops are pretty bad compared to literally any other equipment, so why not make them worth their rarity and give the player passive buffs when they're held.

Tier 1 elite aspects all buff your hp and damage by 25%
-Ifrit's Distinction (Blazing) on-top of it's normal effects, while held could give the player a passive 35% resistance to fire-based attacks as well as immunity to afterburn and has a small chance to cause a fire explosion on kill similar to gasoline, but stronger.
-Her Biting Embrace (Glacial) on-top of it's normal effects, while held should give the player immunity to slow-down effects, slow enemy move and attack speed on hit as well as a small chance to cause ice explosions on kill freezing nearby non-boss mobs.
-Silence Between Two Strikes (Overloading) on-top of it's normal effects, shields will now also be affected by healing items, shields recharge 25% faster and if active grant immunity to most lingering negative effects.

Tier 2 elite aspects all buff your hp and damage by 40%
-N'kuhana's Retort (Malachite) on-top of it's normal effects, grants immunity to the malachite effect, dealing heavy damage to an enemy already affected by malachite will heal you 15% of your base hp, killed enemies have a small chance to spawn malachite bombs.
-Spectral Circlet (Celestine) on-top of it's normal effects, will slow enemies movement and attack speeds severely while inside the invisibility aura, friendlies will never be targeted while inside your aura even if they are attacking, friendlies will also slowly heal while inside your aura.

Keep in mind that these are just examples of changes that could fit a buff for them.

lilac crag
#

!feedback
Have a "verbose" option to show specific numbers for items. For example:
Super Massive Leech: "Heal for a percentage of the damage you deal. Lasts for 8 seconds." >>>> "Heal for 20% of the damage you deal. Lasts for 8 seconds".

grim hamlet
#

!Feedback bring a option for controller users can have the old analog arrow to navigate the menus, it's a lot better than the actual controls, lost count how much time i exited lobby by accident trying to select a character.

(i have to play with a controller cause my inflamed tendons can't hold much with keyboard and mouse controls unfortunally)

dusky cape
#

!feedback
Captain Suggestion:
Scale knockback down the longer his primary is charged. Kinda sucks to be sniping a jelly only to have it yeeted across the map

solemn stirrup
#

!feedback
Maybe the enemies in the final zone should drop movement items like red whip, goat's hoof, energy drink, hopoo feather, etc... Because the biggest problem with that zone is that it feels way too long, slow and softlocks you when you don't have mobility. Also it kind of feels like Mithrax is impossible to beat for a lot of characters without mobility items. Small spoilers about the fight ahead ||(For example the artificer has so low horizontal movement that he just kind of falls over and dies when Mithrax starts using his lasers, and I don't want to imagine what the captain and engineer must be facing.) It would also allow most characters to beat the moon run at the end, and would make fighting enemies on the way back less of a time waste.||

unreal wolf
#

!feedback
Final Boss spoiler:
||Drastically nerf Mithrix during his final phase. Concept wise, its a cool idea, sucking all your items to use them against you, and having to attack him to gain them again is a neat way to finish a final boss

In execution however, its far too overtuned in its current state. What looks like a neat gimmick phase turns into the hardest challenge compared to anything else in the game. When i die during the first phases, i can understand. Not every run is a success, and sometimes you just don't have luck finding the right items for the right time. But when i die to a single stack of bleed from a needle i weren't able to avoid due to them getting my movement and attack speed, that's straight up unfair.

He needs a drastic damage nerf, im talking like, 1 base damage. And if you think that's going to far, remember that scavenger, the enemy known to being able to end a strong run, has a base damage of 4, and you have all of your items to burst them down. Here, not only does Mithrix gain the effects of all of your items, but you're left with nothing, no healing, mobility, or anything to speed up getting your items. To counter balance this, he should be given armor as hes taking your items, because so far, its the only way some people have been able to beat this guy.

I really wanna like the boss, and with some changes, it could be a fun way to end off a run. But as it stands right now, it feels like a giant road block you cant win against 90% of the time.||

storm smelt
#

!feedback
I'm just throwing this out, but what about making it so that when items drop in multiplayer they're is one unique one for each person.
Example you're playing with a friend online and one of them opens a chest and out comes a common item for you, however they get an uncommon item instead.
This will help keep the item count equal between players and if they die the other player/players aren't benefiting from having one less person for that stage.
I'm not sure about this but, it'll also mean that the people who collect the luck item will be rewarded with their effort however their teammates won't unless they have their own luck items.
Again, I'm just throwing this out

hazy iron
#

!feedback
Add in "Press E to pickup items" setting(that you can turn ON or OFF) for multiplayer games. That would prevent so many accidents making people upset.

earnest widget
#

!feedback
Add unique death lines when you die to Mithrix.
Lines such as "they will surely feast on your flesh" dont fit there.

dusky cape
#

!feedback
Captain suggestion:
His R feels underwhelming right now, especially because it's the only R in the game that has limited uses per stage. When I first read his description, I 100% expected those skills to be limited duration AoE buffs.

Idea: Move the strikes and beacons onto the same skill (M1 = strike, M2 = beacon one, and skill button = beacon 2) and give Cap a new Shift or R. This also has the added benefit of being able to cancel a beacon drop by just ordering strikes instead.

little barn
#

!feedback
toggable auto-sprint, literaly no reason not to sprint in ROR games, while those that do not like it can sprint normaly with a key
Some Survivors cannot shoot and run, so when you shoot you would start moving normally, for classes that cannot.

feral night
#

!feedback
Separate elite drop equipment into two tiers for the command artifact; one tier being for lower tier elites (blazing, glacial, and overloading) and the other being for higher tier elites (malachite and celestine.)
This would allow players to choose between the equipment when it drops with command on (currently it is dropped as a command item with only one option.)

chrome geyser
#

!feedback
put a scrapper in the bazaar between time. make it so that at least 50% of the interactables in a level give items. having levels filled with printers, shrines of blood/combat and money barrels really sucks.

icy apex
#

!feedback
Have the orbs fired by ||Mithrix's final phase|| scale with your max health directly (deals 40% of max health etc.) instead of from difficulty. That, or make them significantly easier to dodge. It really sucks to lose an entire run on the final boss because you ||lost all of your defensive items||.

thorn current
#

!feedback
Captain's Shift alt:
Seeing we can't use the oribital abilities in void and artifact '''boss'' area, maybe add an alternative ability on that slot which allows captain that shoots a single (or two. Amount, dmg and reload is debatable depending on how good it is ofc.) Flak round straight from his bionic arm. the upside on this is the fact that he isnt limited to solely using primary and M2 to fight off anything when in void (area to unlock acrid). Making it a straight fast traveling shot that explodes on impact instead of an anchored hit that ends up in one to 3 orbital strinkes.
((edit on typo's))

onyx fable
#

!feedback
Commando Grenade skill ability should be able to explode on impact rather than bounce off of enemies

uneven badger
#

!feedback gorag's opus literally just doesnt work with captain, dont know about other survivors but it just doesnt activate but still activates the sound so with gesture it just blasts it

orchid marten
#

!feedback
Place a jump pad onto the "island" with the conversion vats during the final stage for characters with less mobility (i.e. Engineer or Captain)

little barn
#

!feedback
Change the cursor of abilities that charge (Like Engie's basic or Loader's second special) to a diffrent color/icon when fully charged.
Ideally also add a way to revert it if somehow someone wants it to be like it is now.

vernal maple
#

!feedback
A proposed change to Captain's R. Instead of placing down two beacons permanently, have only one beacon that lasts for about 20 seconds with a long cooldown (maybe 40 seconds, similarly to engineer's turrets). If using an item like brainstalks or bandolier to reset the cooldown, then two beacons can be placed down. You can still pick from each of the four ability types for it

serene solstice
#

!feedback
In general, since launch, one of the clunkiest-feeling features has been sprinting while charging an ability. You're allowed to sprint while charging Engineer M1, Captain M1, Loader Shift, Artificer M2, etc., but starting to charge them causes you to stop sprinting. This means hitting the sprint key constantly just to keep the movement speed you want.
Please change this. It has always felt really annoying.

hexed topaz
#

!feedback

Scrappers are awesome because they add more player agency to the game. Unfortunately, that agency never presents itself if the scrapper never spawns on any maps. How about guaranteeing at least scrapper per level? That particular interactable is so much more important than all the drones and stuff taking up those precious spawn credits

lyric kettle
#

!feedback
Forgive Me Please should NOT proc Soulbound Catalyst, nor should it drop lunar coins. Forgive me Please with ||one soulbound catalyst, ceremonial daggers, some lensmakers glasses, a shatterspleen, and a few fuel cells|| can insta-kill the final boss during his last phase, making running a Command artifact an EASY win on any difficulty as Captain with Hacking. perhaps limit the total amount of dolls, or have it not proc the catalyst

stoic grove
#

!feedback Fix mithrix's slam attack hitbox, so far i was playing mercenary, saw it, double jumped, and got one shotted down to -600 hp when i had a full 1000 hp, even tho i was a decent distance above it. Fix pls

woven lynx
#

!feedback hide a small sign somewhere on the island that reads "welcome to comedy island"

prisma harness
#

!feedback

The engineer has some problems in the ||4th phase of Mithrix||

#1 is that when ||Mithrix steals all your items, the turrets that are currently alive keep their items.||

#2 is that ||if the turrets are the ones who deal damage to Mithrix and not you, you do not get the items back.||

These could both be adressed by making it so ||he steals the items from your turrets too (but doesn't get the items from them himself of course), and when you or the turrets deal enough damage to him, you and your turrets get the items.||

little barn
#

!feedback

Remove/reduce gravity from Charge Nano-Bomb.

rare glen
#

!feedback the nerfs to mercenary ultimately make him less fun to play he was not broken before or overpowered and im fine to try to make him a little more skilled based but he was nerfed and made worse and less fun in literally everyway it would be great if we can just have old stats i get wanting him to be higher difficulty but its not worth sacrificing the fun of the character

rich pumice
#

!feedback Captains alt main should be a minigun

earnest laurel
#

!feedback Captains alt main should be a minigun
@rich pumice

mystic sedge
#

!feedback The Captain is very fun, and I love how his primary fire doubles as two weapons, but that functionality causes some RSI-like symptoms for me when things get hectic (and they always do). Similarly, I find his Secondary Fire to be somewhat underwhelming on its own. Which is why I propose to move the Sniper function to M2 where charging it up triggers the tazer, and M1 is auto-fire.

livid radish
#

!feedback ||4th phase of Mithix: I haven't gotten to test this extensively yet, but when he took all of my items, it seemed to be that I was unable to get them back because dealing damage to shields (of which he had just acquired about 40,000 HP's worth from my Personal Shield Generators) doesn't count as damaging health, therefore you have to get rid of all of the shield health before getting your items returned, and with his disproportionately enormous health pool and the player's drastically reduced strength, this seems borderline impossible.||

frank junco
#

!feedback
Can you please do something about the Captian's beacons? Making them only usable twice in a level just leads to setting them up at the teleporter event every stage. Please give them cooldowns. To balance this out just make them weaker, destructable, or something else.

stray wyvern
#

!feedback maybe lunar cauldrons in the bazaar should behave like they did before 1.0 (random items), since they can be really powerful.

hollow ferry
#

!Feedback
Give mulT an alternate secondary that does damage instead of stunning. Would be kinda epic.

thick lark
#

!feedback
Mired urn is honestly a run ender in some situations. This wouldn't be a problem if you had some control over it but when a teammate doesn't care about its implications it is infuriating

upbeat sparrow
#

!feedback
I like the idea of losing your items at the last phase of the final boss, but it feels like after he takes my items the fight becomes impossible. The only way I've killed the boss so far is while he's still taking my items, after that it feels too hard.

pure oriole
#

!feedback
Add some reference to the phrase “comedy island” somewhere in the game, to pay homage to the best softlock of all time.

sharp pond
#

!feedback
captains beacons are quite annoying to deal with. Maybe if you can pick up the beacons and place them somewhere else and make it a little weaker could bring more variety to rest of the stage, intead of mainly placing them on the teleporter event

hollow basin
#

||!feedback||

Captain Secondary Alt Idea:
Emergency Flare

Fire a flare which explodes on contact like a firework for 400% damage in a 6 meter radius. Enemies hit by the flare suffer the Weakened status effect.

||Weakened is a passive that Rex can apply, which reduces enemy damage and movement by 40% and armor by 30. Additionally this does 400% damage because that is now a very important threshold to proc bands.||

elfin cipher
#

!feedback for what it's worth, the mercenary has always been my favorite character. i feel like the Exposed mechanic is really cool, but the lack of health regen now hurts him a good bit, especially on Monsoon. on the first stage now, my first priority is always getting some form of healing, and if i can't i feel like i might as well restart. i dont think near-zeroing his regen was the best way to go about it - making him frailer and less able to spam his iframes in order to do damage already did enough

minor sable
#

||!feedback||

Add a setting in the game to skip the opening cutscene entirely when launching the game. It takes a bit longer to load and sometimes I want to get straight to playing. Also add an option in the settings to play the opening cutscene without re-launching the game.

eager nexus
#

!feedback

the last phase of the final boss becomes impossible when you have genesis loop.

harsh geyser
#

!feedback

Captain changes/optimizations

Passive: I feel like the passive is underwhelming tbh and would work much better if it would also apply nanobots on allies or allied drones. Other wise an idea would be removing the drone nanobots and just giving himself and allies nanobots that maybe stack?

Special: I honestly think the health and shock beacon are waaaay under performing
For health I think it'd be good to increase it's radius or maybe boost the healing
For shock I feel like it should do damage cuz while it works as a zoning tool teleporters are rarely ever set up in a narrow path situation

old rock
#

!feedback The captain is currently unable to use the frenzy drums equipment, please fix at some point.

chrome geyser
#

!feedback

Quite surprised that the Squid Turrets didnt get reworked or at least buffed. The most useless item in the game right now by a fair bit (other than maybe the desk plant). Every time I get one I feel like I didn't get an item at all. Rusted Keys while never the item you want to get are actually uselful and its effect is okay for a white, Squiddy bois are just a bad meme.

dark isle
#

!feedback

Remove the fucking ability to die AFTER HAVING KILLED MITHRIX. Thank you. ❤️

rare glen
#

!feedback more scrapper, printer and lunar coin spawns

little barn
#

!feedback the final area feels sort of underwhelming, it's very empty and the only road being a straight line to the final boss is sort of, meh? I get that it's supposed to make the escape easier but it feels like there could have been so much more done with sideroutes like on contact light for chests or boss help same with how the place seems to have nothing going on, it's just a bridge and a shrine, the lack of enemies on rainstorm is also very strange, I fought about 6 getting to Mithrix and at the point of the run they all died instantly

tepid umbra
#

!feedback

When viewing the Overview of a character, it should coincide with the skill loadout currently equipped instead of just the default vanilla loadout

sly mirage
#

!feedback Final boss spoilers ||I feel like the final boss could probably use some level of predictability on his attacks in the final phase, right now with how they home in on you, you're kinda screwed no matter what you do considering you have no mobility items. The only solution I've found is to burst him down before he steals your items, kinda exemplary of the issue if the only way to deal with it is to avoid it entirely||
||I don't want the item stealing mechanic removed as it's really cool, but characters lack of ability to evade his lasers without items makes that part painful||

south crag
#

!feedback Apply the sprint-on-mobility skill changes to Loader's grapple fist, or at minimum don't interrupt sprint

eager cloud
#

!feedback Wisp attacks should be negated by the Captain's microbots, since they should be projectiles

tender hedge
#

!feedback if a developer reads this thanks for all your hard work. i really enjoyed the final boss and cool design choices with it hope you are all ok see you soon and remember stay strong survivors

brittle pollen
#

!feedback About Captain's ship-attached abilities, what if some mini version of the ship or something flew in with the survivors the portal? And off in the distance it can provide the same abilities as the ship? Kinda like how in Pikmin 2 only a part of the ship came along with you in dungeons so you could still deposit scrap and stuff.

deft mason
#

!feedback mire pot isnt a lunar item, and yet 90% of the time when i pick it up on engineer im just draining my turrets and theyre draining me, slowing all of us and effectively doing nothing else. It shouldnt affect our allies even if it does mimic the bosses behavior.

obsidian oracle
#

!feedback ||Beating the game displays you as having died to the planet on the victory screen.||

red zenith
#

!feedback I want a legitimate option that lets me ride on the TC380 prototype. It's huge, let me ride it. Please.

formal fossil
#

!feedback
SPOILERS FOR THE FINAL BOSS!!
The idea of final boss stealing items in the last stage is cool, but in terms of gameplay, it basically means you need to avoid many items if you want to survive, which is obviously not that cool. So, my idea to change the last stage of the fight is to make the boss steal the items, but he doesn't get their effects. The items are just basically taken away. This way, our builds will not backfire.

dry bloom
#

!feedback Although I personally like how Captain is, the issue of half his skillset being removed in certain stages is something that should be changed. I suggest a secondary 'For Emergencies' skillset that doesn't deviate from Captains design of zoning enemies and helping allies. Some ideas for such skills could be:
-A bright Flare gun that attracts and burns enemies that come near it.
-Some sort of whistle to buff nearby allies with attack speed.
-A miniature flashing pylon (Like the ones around the map Rallypoint Delta) That gives mild buffs or attract enemies.
-A medkit that you can throw onto players to heal them.
(Note:although more than 2 skills where suggested here, these are just suggestions/examples for what could be done.)

late wigeon
#

!feedback Remove "Horde of Many" teleporter boss spawns outside of artifact of kin

fickle flint
#

!feedback give more support for console. many players are only console players and simply releasing 1.0 with no console support seems unfair. its understandable that you can't work on both platforms at the same time, and that it was mainly pc on steam, but releasing both the update, patch notes, and a hotfix with no mention of the word frankly sucks.
you could either

  1. release 1.0 on both platforms. this is not optimal, just a perfect world situation.
  2. give seperate release dates. making console versions is a whole other ballpark opposed to pc, so this would be a good option. i.e pc(now) xbox(x.x.xx) ps4(x.x.xx) switch(x.x.xx)
  3. give status updates on more than just the current state. this could not only apply to platform updates, but game updates as well to give more closure on the hotfix.
earnest widget
#

!feedback
Mired Urn shouldnt be able to kill allies,the slow should also be less on allies.

vernal coyote
#

!feedback Captain's passive microbes are alright but a little overtuned. With a few attack speed items he gets hit by virtually no projectiles (instant ones like wisp shots not included), and usually the few that make it through end up missing. I wouldn't remove the passive, but rework it:

  • Microbes is still the passive but the ability to get rid of projectiles is called Point Defense. The item that grants this ability would also be removed
  • Every 3 hits against enemies, gain one stack of Point Defense. Each "hit" has an internal cooldown roughly equivalent to OSP (so around .1s or so), and all abilities can generate stacks of point defense.
  • One stack of Point Defense will remove one incoming projectile.
  • Drones passively generate Point Defense stacks over time.

The intention is to nerf the scaling power of Microbes by not directly scaling with attack speed but rather scaling with the player engaging enemies and damaging them, rewarding aggressive Captains with more defense against projectiles.

rare glen
#

!feedback communism artifact splits money between all players and share suite its a mod that makes any item picked up be given to all players would be fun to have in base game as an artifact

dark isle
#

!feedback

commandosweat : Last Corridor
WARNING: Spoilers.

So, in the last stretch of the game after beating Mithrix, you have to run BACKWARD through the entire corridor that you walked to get there. While this is a cool concept in theory (Metroid!) I think it could have been done CLOSER to it's peers that have had a similar concept. Personally, instead of running such a tedious and gross path backwards, I feel like it would have been more fun to run a completely DIFFERENT path that appears soon after Mithrix's death; or perhaps a ruined path back towards the dropship that saves you. (Think like, crumbling bridge, holes in it; path is broken in such a way that going through it backwards is easier than it was going through it forwards.)

This would make sense thematically (the place is falling apart before it completely vaporizes into nothing), and would probably make the entire last stage feel a little less rushed.

hollow basin
#

!feedback If a void reaver gets killed by another void reaver, that 2nd void reavers bubble doesn't show up graphically but it still takes you to helljail.

deft mason
#

!feedback idea for a lunar item

Static Momentum/Momentous Stillness

Benefit: you are always counted as sprinting
Drawback: you cannot sprint

lets characters who dont or cant take advantage of sprinting while fighting utilize items like rose buckler and energy drinks, and lets engineers turrets do the same, but slows exploration time and makes it harder to dodge

warm robin
#

!feedback not sure if its intentional, but when you on the road to the final boss there is a section you can hop off the road and go buy gear, however, you cannot get back unless your character is set up for long jumps/flying. For example, my engineer needed 4 feathers in order to get back to the road. Anyone else have this issue? Could use a launchpad in that area.

wind flicker
#

!feedback

Make the Captain's supply drops apply pressure to the gate's pressure plates.

green walrus
#

!feedback
Not sure if this was intentional or not, but the addition of the Unstable Tesla Coil to the cell vents has once again just added a fair probability on the last wave that your run is most likely over. I thought it was removed the first time because of this? Think maybe that item could be taken back out since you're forced to guard a relatively small area, making survival against it near impossible depending on what enemies are set to spawn.

snow skiff
#

!feedback
do something like in ROR1 with the primordial teleportal in ROR2, where to choose your destination, there were two different button prompts in the same spot. currently, players go straight to the primordial teleporter's center, and miss the option for realignment. by putting the alignment option in the center rather than the prongs, users can't miss the option to align/loop. you can use the "use" key to activate the teleporter, and use an alternative use key to align it.

vivid vector
#

!feedback Eclipse multiplayer

uneven badger
#

!feedback the ability to change the direction of the primordial teleporter after charging, i dont think moving the prongs would make the teleporter lose its charge or anything so it seems just inconvenient to not be able to change your mind

little barn
#

!feedback
Make the first stage enemy spawns faster, since a good chunk of the first stage will be you waiting for money for items.

candid herald
#

!feedback
WARNING: FINAL BOSS SPOILER

Just read the blog post today, what stuck out to me most was frustration about the final phase of the boss fight. I would like to say that, as an engineer main, the last phase is irrelevant. The boss doesn't take items from turrets, and in all of my runs(that have been able to get to the boss) so far, the turrets have killed him before he finishes taking my items.

fallow mason
#

!feedback
Captain's things that he summons should push down the pressure plates in the abandoned aqueduct

uncut chasm
#

!feedback, captians m2 is absolutely useless past 3rd stage ||cause by then we everyone should at least have a bleed item|| so buff it in a way to make it actually worth using then, maybe nerf some of other abilities to compensate

marble ibex
#

!feedback
Sometimes, my mobility items combined with my haste to keep my run going make me accidentally trigger the teleporter to the boss stage instead of continuing my run. I suggest either making the teleporter function like ROR1's teleporter and having the player choose between two button presses or have another teleporter at the spawn of the boss stage to let you continue your run.

gritty haven
#

!feedback
kjaro's and runald's bands should activate upon dealing 400% damage in a single frame, as currently many survivors don't have abilities that deal 400% damage in a single hit

meager gorge
#

!feedback Final boss spoilers

||You guys should really probably make the fact that Mithrix hurts himself during the third phase more prominent and an actual core mechanic of the fight. The biggest deal for the third phase being tough isn't the fact that it's unfair (although it is because of hard-hitting blossom circuitous bullets that roundabout back to where they were usually, but this is only a problem for people who melee which you should address) but that it's not actually illustrated well on what you're supposed to do (which is play very passively and wait for him to kill himself). I've only came to realize it well after like four battles on my own after winning in a co-op lobby by playing aggressively and somehow not dying, but I'm shared in this sentiment by most everyone I talk to about the third phase not even knowing that this is an element to the battle.

What's more important to hurting this is that some items actually obfuscate this as well. If there's self-healing properties like medkit and corpsebloom, then any damage dealt to him is usually healed up pretty prominently, which only serves to make confusions deepen and hurt the engagement. Not only that, but gaining your items back is seemingly tied to his HP, which is great for thematic approach, but terrible in execution for the reasons outlined above. What ends up happening is that players don't even sometimes get their items back or are stuck in a loop where they need to be aggressive, which is punished by that same blossom bullet pattern that's emitted from the boss. It isn't hard to dodge the projectiles from the boss, but the circle bullets are another problem entirely, and because of their elongated vertical hitbox, even a well-timed jump will punish the player when having circle patterns for bullets is a very harsh thing to keep track of trajectory wise, even in situations where you have a clear overview of the pathing.

A few small changes to third phase would really go a long way.||

late wigeon
#

!feedback Okay so removing "Horde of Many" spawns entirely seems to be a bit too extreme, but how about increasing the cost for them to spawn so that players will (on average) not see them until at least the second loop of a run

lone marten
#

!feedback The Captain's M2 is pretty underwhelming, especially because the shock beacon can do its job. I propose that the tazer bounces to nearby enemies on hit, sort of like a chain lightning. (thanks to @vernal coyote for throwing this idea out there)

stray wyvern
#

!feedback make captain's m2 do damage over the entire shock time and make it proc for ever tick of damage (make it's coefficient less than 1 probably, and have the ticks be a little slower than others like bleed). this will make his m2 atleast a little more viable past the first few stages

hollow basin
#

!feedback Make Captain’s Defensive Microbots have a number of red dots surrounding the model to show how many projectile disables it has stored up

rose lotus
#

!feedback Final boss Spoiler
||Have the final phase of Mithrix instead give him a barrier scaled in HP to the number of items he steals. Have all the items return to us by damaging said barrier. This way he cannot gain back the HP (outside of Aegis and healing) and we will earn back our items to finish him off in a more satisfying way. Also some items probably need a balance check on him, Tesla coil for example.||

astral quest
#

!feedback some of the things that count as projectiles are ridiculous. Some examples are when a solus control unit uses it's special attack that flings you 100 feet in the air and captain's drone zaps that away, but when it uses its basic attack and his drone just says no that seems a bit reversed

deft mason
#

!feedback new skins, perhaps linked to eclipse (though i know you said nothing would be unlocked with it so maybe something else) themed on Mithrix/Providence.

Ill admit I thought of this idea because I want an engineer skin with Temple Guards as walking turrets, but a Providence Mercenary would also be cool and im sure cool designs could be made around their themes for the other characters as well.

hoary marsh
#

!feedback || I'm gonna start this off by saying that i do not have a problem with Mithrix being as hard as it is (although i can't imagine playing as a meelee character against him) . My main issue with the boss stage is the map . It takes aproximately 3-4 minutes to get to the boss stage without speed items and they are the most boring 3-4 minutes that you can ever play . It makes me not want to come to the boss at all ; not to mention the lack of jumpers on the cauldron island and the lunar pods island. ||
|| My suggestion is to change the spawn completely by spawning in the arena of the boss with 2 branching paths for the cauldrons and lunar pods items. If you do it like this you can still keep the part where you have to run for your life to the ship and not waste time trying to walk around and parkour through the map ||

dark isle
#

!feedback

Captain : In Due Time

A buff to Captain's base movement speed would be nice. He doesn't feel very much tankier than Commando or Huntress but boy does he just feel slower in general. You telling me this big, tall guy can't carry his own weight as fast as Commando can? Come on. Dude might be retired but he must have prosthetic legs or some shit (mentions him having more than one prosthetic in his lore snippet.)

Captain : Rendezvous

Maybe to compensate for his poor mobility we can get a "Rendezvous" beacon. Something that increases your movement speed either within the zone, or perhaps towards said zone. (while moving towards the general direction of the beacon recieve a movement buff, or place a beacon that works similarly to Warbanner )

fleet scroll
#

!feedback
The scavenger with the new medkit is plain impossible to out-damage at times, healing 11-12k per heal at loop 1

feral night
#

!feedback
Add a way to disable drones after being purchased as they can interfere with completing challenges (e.g. killing hermit crabs when you are trying to get gesture of the drowned.)

real cairn
#

!feedback
New "aggressive" magma and overloading worms for some reason love to spawn right underneath the player,what can lead to unavoidable damage

late mountain
#

!feedback having half your abilities disabled on captain because of hidden realms is a crappy design, at least let us have the orbital probe

pallid reef
#

!feedback
I understand the thought behind the escape sequence but there just isn't enough tension for it to feel threatening and not be a brief jog back to the escape pod.

I'd like it so that if we have to backtrack across the bridge make it actually feel like the moon is about to be destroyed. Have portions of the bridge fall and debris appear, glowing meteorite like effects hit the ground and have the Zenith Chimera's spawn and have the escape timer increase to compensate the needed effort to get to the end.

astral cypress
#

!feedback Fix the huge fps drops, please, it never happened before the 1.0 update. And it's my crappy pc ins't the only one experiencing it, people with far better set ups are having issues too. For me, it makes the game unplayable

velvet path
#

!feedback Mithrix needs some anti air. The boss atm goes complete derp and just stands there getting shot at once you are a certain distance above him.

unkempt depot
west rampart
#

!feedback Captains b skin is a let down

patent widget
#

!feedback When selecting an item for pickup it should display the tooltip for the item, however it should only do this if you have already picked up the item before hand in order to keep the discovery aspect of the game. The tooltip shown should just be a little small tooltip shown under the pickup key. This would be useful for beginners and veterans alike, so people don't have to look on the wiki each time they want to remember how a certain item works before picking it up. This would also greatly enhance multiplayer as you can't pause to look things up in multiplayer.

Edit: There would be an option to disable this in the settings if people didn't like the small popup.

lavish spruce
#

!feedback The sword on the oni skin for mercenary should be red instead of blue to fit the color scheme

upper patrol
#

!feedback
Can we please get item descriptions in the selection menu for the Artifact of Choice? I can’t quite remember the uses of each item unless I select it and grab it. This would be very helpful in selections of items for builds

spring violet
#

!feedback When selecting "Singleplayer" in the main menu and moving to character select, the music playing switches to the Dehydrated version of the main menu theme. I'm not sure if this was intentional or not, but the Dehydrated version should mainly just be for the logbook, and the normal main menu theme should still play in the character selection.

Not a big deal, it just triggers me personally lol

hollow basin
#

!feedback The new scrap system is awesome but Red printers are so rare that’s it’s nearly impossible to use them. Please consider making Red printers more common or perhaps add a guaranteed one near the artifact teleporter on Sky Meadows.

rich ruin
#

!feedback One shot protection still feels like... Well it's not protecting me from being one-shot, anything that inflicts burning, or bleeding, all of Mithrix' attacks, and elder lemurians shotgun fireballs at close range all still seem to be able to kill you instantly. I've played ~20 hours in the last couple days and nearly every death has still been from full to zero with no chance to respond.

north stump
#

!feedback Some buffs to captain's kit would be nice as his utility and ult are disabled in some realms. I realize that lore wise this makes perfect sense, but it gets really frustrating trying to clear the void or gold realm with only your m1 and m2. Utility does way too much dmg to miss out on, and the m2 is only useful for single target dps, leaving captain vulnerable with only his m1 for dmg and his low mobility makes it worse.

spare night
#

!feedback for our lovely Captain, when putting down a beacon, it should show the symbols for the type of beacon so I don’t have to remember which one is which in the loadout.
Also, with an Xbox controller on PC, when putting down a beacon, the indicator for LT is on the right side, and the indicator for RT is on the left... this should be reversed

drowsy raft
#

!feedback As a solution to dying through OSP, make it so Blazing and other DoT from enemies only inflicts a DoT.
Getting hit by a blazing enemy and then immediately losing the last of your health from the same attack is an incredibly infuriating way to end your run

velvet path
#

!feedback To balance the final Mithrix phase regardless of the players build - ||Have him steal exactly half of the players items. If he hits the player he steals more. Turns the fight from a game of "don't have this item or get wrecked" that's unfun because you got no items into a Mirror Match Tug of War where he has all the same shit you do. Alternatively he doesn't steal anything, he just copies all the players items and damaging him destroys them.||

vital belfry
#

!feedback Oh wow, since I am a Switch player and haven’t gotten 1.0 update yet, I’ve seen lots of people on here disappointed by how easy the moon level is and I searched up a video and oh boy does it look easy.

To change that, what if the moon had several teleporter like places, where you have to activate the teleporter like statue, and you would have to fight a couple bosses and you would have defeat a couple of statues worth of bosses to be able to access to last boss so the moon doesn’t feel empty. This would be like the final boss battles before fighting the last boss. Maybe each statue spawns many of one type of boss so in all, all statues would be all the bosses

green totem
#

!feedback decrease *power of horde of many and making them not being able to spawn second stage
(Using artifact of Sacrifice not anything else)
*wasn't there before but it phrases better that way

harsh ore
#

!feedback On the final stage with Vengeance activated, all Umbra's will spawn on a random player. Have them spawn near the final boss arena, to stop an unavoidable insta-gimp.

vast hollow
#

!feedback I know the developers, hopoo games are a small team, but one suggestion I can strongly give to help Devs earn a living for their team is to monetize their game in a way without destroying the game with p2w elements is to release unique and cool skins for a price, hell I'll pay 20 dollars or more for a cool looking skin for my favourite survivors what do you think??

narrow coral
#

!feedback FINAL BOSS SPOILERS

||Mithrix is too cheesable at the current moment, the ramps and platforms completely negate every mechanic in the boss fight except him running up there himself and attacking you, which would be fine but it's so easy to make him fall off and then his ai can't figure out how to attack you while you can just peek over the edge and attack him for free. The adds he summons in phase 2 and 3 of the fight don't fix the issue as the ground ones get stuck underneath and the flying ones have too little hp to be any real threat. When he steals your items you can continue to use the same strategy and it works even better because he's so slow in the last phase. Currently he's only a threat to melee survivors. I think making the wedge attack hit the top of the platform will fix this by encouraging players to get off the platforms in that phase of the fight at least.||

honest island
#

!feedback make Scrappers spawn even with the Command Artifact active.
That way we can fix mistakes like accidentally picking the wrong item, or picking up an item meant for someone else.

covert marlin
#

!feedback allow the captain's beacons to push the buttons down on abandoned aqueduct

glad ledge
#

!feedback Look into possibly further pushing the Melee Acrid playstyle with an alt special. Right now it still feels like there's very little synergy between his high damage melee moves with health regen and his poisonous, attrition based DoT ranged moves. An alt special would cater to making both full melee and more diverse hybrid melee/ranged mix and match builds more consistent and customizable.

One Idea: "Toxic Frenzy".
Gain 50% / 100% of your current Health (after Items) and enter Frenzy (Same as Pauldron and Opus) for 10 Seconds, during which all nearby enemies are automatically Poisoned (ala a gooey tesla coil).

A temporary boost to max health can promote Acrid being played as "The Health Tank Character", and synergizes with his new regen kit since a doubling of max health would also double his regen as a side effect. It's not even bad for ranged use either as the frenzy state still affects stuff like Visions and extra movement and health just ups overall survivability and can act as a emergency escape / close range suppression tool for ranged hybrid builds.

dark isle
#

!feedback

commandosweat : The Doll of Death
(Forgive Me Please - an Honest Opinion and Criticism.)

Pros and Cons: The good and bad synergies that might or might not need changes.


Monster_Tooth - Excellent Synergy. Can basically make yourself a walking healing vendor with enough of them; plus free defense from melee enemies with other items.
Topaz_Brooch - Good Synergy. Basically a free shield toy that you can pop down to repeatedly proc a localized burst healing on yourself; definitely one of the stronger synergies.
Gasoline - Okay Synergy. The burning damage is great but this is only really going to make an impact on your run if you get at least 3-4 to be really burning up enemies.
🥩 - Bad Synergy. Repeatedly resetting your healing with Meat just isn't worth it; though the synergy is nice nonetheless.

🟢
willowisp - AMAZING Synergy. Free AOE nuke. No complaints here, either.
Bandolier - Similar Synergy to Monster_Tooth. Except, you can reset your abilities now, too.
Ghors_Tome - Good Synergy. Free money outlet is nice.
Infusion - SILLY, but an honestly good synergy regardless. Quickstacking this item is a HUGE plus, despite it being a bit off.

🔴
CeremonialDagger - AMAZING Synergy. Repeatedly procing this item is NUTS.
FrostRelic - Same as above, except more situational. DISGUSTINGLY good synergies with Mercenary, Loader, Acrid and Captain.
🥏 - Resonance disc pairs almost TOO well with this item; charging it quickly makes for an amazing way to nuke bosses.
Soulbound_Catalyst - Self-explanatory.

🟣
Sacrifice - Untested

Verdict: Increase the cooldown. Item's straight BUSTED.

feral copper
#

!feedback

The Captain not being able to use half of his abilities in secret stages is cool, since he's not in-contact with the ship in orbit and losing connection means no calling for support, but, when you're at the Gilded Coast, you are still on the planet, yet you are still disconnected. I feel like this is a bit unfair for this stage in particular.

And if you say "Well, what if you're on the other side of the planet?", I shall direct your attention to Abyssal Depths, which is entirely underground >:c

hearty raft
#

!feedback Make it so that Acrid leap doesn't force landing which blocks the usage of quail or feathers. If he does not land from the leap there would be no acid puddle as a balance. The current behavior makes it hard to dodge Mithrix's fire line attack in phase 3 with it especially when he blinks right next to you and use it immediately, coupled with the low gravity making you stuck in air longer than you wanted.

rich ruin
#

!feedback As a solution to the lack of red (and yellow) printers, maybe the fountains in bazaar beyond time could have an option to accept a single scrap of the same tier as opposed to several random items of a lower one.

patent widget
#

!feedback Have the ability for the Captain to call his ship to certain areas in order to reactivate his abilities (The call ship ability would replace the disabled abilities till the ship arrived)

static hawk
#

!feedback add a chance for printers (maybe slightly more likely to be of higher tier) and scrappers to appear in the bazar.

spare dragon
#

!feedback This may be a personal gripe. The Little disciple noise is extremely loud and frequently goes off. Maybe make it quieter or give an option to lower the volume of certain sounds such as this.

boreal lake
#

!feedback if Merc consumes exposed debuffs while he still has access to his 2nd or 3rd charge of dash, store cooldown reduction and apply it when the dash cooldown actually starts.

green totem
#

!feedback
(Yes i am re-suggesting this, i phrased it wrong)
I got 2 overloading elder lemururians on stage 2, a stage where elder lemurians shouldn't even spawn. And the artifact in the picture is sacrifice, nothing else.
I would have been able to beat them, if they were normal or perhaps frost. But having overloading before u can reliably get a single legendary, is quite bs.
My suggestion is to make them not able to be overloading at such an early stage, they could be frost, but not something which requires your full attention, so they don't regenerate health, when you can't give them your full attention, cuz then you would die from all the other enemies in the game.

rare glen
#

!feedback each character should have a default skin default reskin alt skin and alt reskin when i say alt i mean skins like engis commandos and mercenarys ones that arent just reskins but unique versions

eager plume
#

!feedback More damaging items need to be added again, when I say damaging items I mean damage over time or instant damage. The changes to Runald's/kjaro's bands make them a less than reliable source of damage, and since the white items of the game aren't too impactful, it makes sense to add some more on hit damage items to balance out how many utility items are now in the game. Some examples would be MTG MK2, toxic worm, and a new one for common.

lament pier
#

!feedback hello! please make blight work like bleed! the stacks fall off and are therefore extremely weak because they cannot be stacked beyond a point that anywhere near matches poison most of the time! acrid

coral forge
#

!feedback
My favorite character to play in RoR2 is our space alien doggo, Acrid. I just wanted to throw out an idea I had that I think would be simple yet effective way to improve his gameplay would be swapping his recently added bite ability on the secondary row, and move it to his primary attack row. I think one of acrids biggest weakness is just being naturally melee with very few ways of getting damage on flying enemies. I think the bite is very fun to play with but having to sacrifice one of his stronger ranged abilities for it is a bit brutal. I think his bite would feel better as another primary attack. This change would, in my opinion, greatly improve how acrid feels through out all runs.

lucid portal
#

!feedback How about a mechanic like in Enter the Gungeon where after every certain event (Ex the teleporter completion) you have a chance to save and quit so people with tight time schedules can do an achievement like the long road without having to have extreme luck (since that can be a long achievement)

small elm
#

!feedback
Just a quick bit of info to fix. Captain's passive item doesn't show up in logbook because you don't pick it up

sharp flower
#

!feedback FINAL BOSS SPOILERS AHEAD

After reading the dev thoughts today and seeing how you guys are currently looking at Phase 3 of the final boss, I personally think that he should steal your items, but not be able to use them, or at least specific items should be unusable by Mithrix. The idea of making phase 3 this "oh crap" moment where Mithrix shows you just how weak you truly are ("FALSE STRENGTH.") is awesome on paper, but at the same time, the way the boss currently is absolutely does punish you for having a strong run. If you have a run where you can tear through Mithrix's first two stages, his third stage now has a run where he can tear through you, and that will never feel good.

spare lodge
#

!feedback the shotgun on the captain seems satisfying, I like it alot. More "shotgun characters" would be cool as we have multiple chars with rapid fire guns. ||If you bring back the enforcer enforcer maybe give him a " doom-esque double barrel shotgun.||

deft mason
#

!feedback if bleeds mechanics are going to stay as they are (and i think they should because theyre way more fun like this) then tri-tip has to become a green. 7 white items is way too easy for the amount of power you get. Its not quite Sticky Stacking levels of power, but at least Sticky Stacking required more items to start getting really strong.

remote jolt
#

!feedback When selecting a character commando is the only character that doesnt have a select sound

white tartan
#

!feedback not sure if this is even a issue, haven't play tested the boss enough to make an accurate assessment. Make dio's Dio the only item the boss cannot steal. If this is already done my apologies. Would be a save for alot of people's complaints of getting 1 shot by the boss during item steal phase.

rare rain
#

!feedback items that fall off the map still don't spawn on nearest land... come ooon 😛

slim prawn
#

!feedback Artifact Reliquary key drops seem to scale with luck, this means with purity the only way to escape is to feed kills to bought drones or those summoned with the Back-up.

zealous needle
#

!feedback A lot of items clip through captain and its sad because he looks really cool, this hotfix actually made the clipping less bad but i still see a lot, that would be something that I'd really love to see fixed

static hawk
#

!feedback boss spoiler ||limit how many items of each tier mithrix can be affected by at a time and then have damaging him grant the items he is currently affected by. Meaning he cycles through your items without ever becoming too powerfull||

dark isle
#

!feedback

Command | The Spontaneous

When I'm playing Command runs, I often find myself getting so powerful that I don't even know what items I want anymore.

Can we get a big "random" button in the bottom of the Command menu, so we can let RNG decide what items we get from time to time? Would be a fun addition!

upper patrol
#

!feedback
Can we please get item descriptions in the selection menu for the Artifact of Command? It’s hard to remember the uses of each item unless I select it and grab it. This would be very helpful in selections of items for builds

plucky fern
#

!feedback Random little idea I had.
I dont have a problem with the new portal looping mechanic but alot of players can easily miss it.

What about some sort of cave painting style graphic in the Bazaar or Artifact Lab in Sky Meadows showing that you can interact with the Teleporter to loop? Its not terribly obvious and in your face but most players would probably come across it

bright basin
#

!feedback Make Captain's orbital bombardment "upload" targeting data to the ship, allowing him to recharge his special after x amount of hits. As it stands now, his kit is literally just left-click simulator.

wind kettle
#

!feedback Mithrix' final stage is bs. He either dies before I notice, or he one shots me, but I'm not sure how to fix that. And the nerf to forgive me please seems to have been a bit of an over-reaction. Perhaps instead of limiting it to three at a time, it's limited to the number of fuel cells you have? It just seems to me like a lot of the people complaining about forgive me please's power level were using it with the command artifact, but insane luck in a normal, non-command run shouldn't be punished for that. Also, forgive me please isn't triggering frost relic for me at all. Was that intended, or is it a bug? Anyway, thanks for an amazing game! Keep up the good work. ^^

teal swan
#

!feedback maybe add an ability to Cap that is basically a spot teleport to where hes looking? this would replace the Shift air strike, cuz rn captain is a more vulnerable and way slower engineer

edgy heron
#

!feedback Mithrix fight is a gem and honestly super fun with a learning curve for the love of all DONT nerf him and keep that last phase its awesome. Just give the lad some ranged attacks so he is less vertically challenged and yall made one hell of an awesome fight.

haughty herald
#

!feedback
I bet this has been mentioned already, but if Captain takes Strides of Heresy he still can't use it in the hidden realms; it's still locked because he doesn't have any cell service. This doesn't make sense thematically or gameplay-wise.
It makes sense how he can't use his normal utility in the hidden realms, but why do I need ship support to use this nifty space gear I found on-planet? The utility lock should be removed if I take Strides of Heresy

obsidian shadow
#

!feedback
Maybe Rebar Puncher on MUL-T should recharge faster, right now it's twice as fast to swap weapons to shoot again than waiting for it to recharge

muted cape
#

!feedback I don't know if this has been posted yet but can we get ESCAPE to quit the current window?
In the main screen it would simply go back to the previous screen
In game it would close open menus like item picking for scrapper or artifact
If no window is open behave normally (open pause menu)

weak cloud
#

I must say i played risk of rain 1 and it was a great game but this ror2 is a improvement in every way the release had some hickups with comedy island but after the bugfix the boss fight was tough and everything i expected and i would have a hard time beating him without using the command artifact

peak fable
#

!feedback
Acrid seems to be in a kind of weird spot, and I can never figure out quite how to build them. In order to give Acrid a little more direction in terms of playstyle, I want to suggest the following changes:

  • Give Epidemic the ability to also transfer conditions (bleed, burning, etc) to other monsters that it spreads to. This would make conditions more effective on Acrid builds.
  • Give the Blight variant the ability to proc conditions and/or crit.
hoary berry
#

!feedback Engineers turrets should gain Captains passive. They are turrets afterall

wanton venture
#

!feedback List of known issues:

  • Projectile-based attacks, such as Artificer's m1, Acrid's basic m2 and Captain's taser ofeten bounce off enemies without dealing damage
  • "Killed by" element is present in the final screen of a victorious run
  • Artificer's alternative R sends player to space with just a few goat hoofs
  • A typo in Huntress' log
  • Occasional clipping through floor and under the map when using Mercenary's m3
  • The rock in which the teleporter room is placed in the final level has no collision, resulting in falling and seeing through walls
  • Final boss can be easily cheesed either by having aerial mobility or by staying on one of the platforms
  • Captain can't use Gorag's Opus
  • Captain receive 12 uses of shift when picking up Visions of Heresy, glitch stacks (previous Ballista glitch)
  • Captain's every use of shift deals 500% dmg rather than 1500% as in its description
  • Captain shoots himself with his m1 and m2 when Artifact of Chaos is enabled
  • Captain's beacons don't activate pressure pads on Abandoned Aqueduct
  • Goat hoof doesn't remove Captain's leg, instead it is clipped on his leg, barbed wire also clips through his arm
  • Captain's R doesn't show beacon types in the center of screen, it is shown only on abilities bar
  • Captain's shocking beacon doesn't have a ring indicating its range of effect upon placing
  • Captain's alternate skin' back is just white, while his basic skin has much more colours. Also it is the whitest white, to the point it hurts to look
  • Scrappers, considered "rare" in one of dev thoughts appear every 2-3 stages on singleplayer and almost every stage on 2-player multi
static hawk
#

!feedback
Heres another suggestion for alt captain abilities when he loses access to the UES: have his micro bot perform an over the shoulder laser attack for his utility. If fleshed out to an unlockable ability, each micro bot on each of his drones could also fire to the targeted location. This would make an ability that is initially weaker than the orbital strike, but potentially much stronger if you can maintain a high drone count.

tepid umbra
#

!feedback

H3AD-5T v2 should also have an icon indicating whether it's slam is up or not, much like how the Bands are now and the new(?) Warbanner buff indicator on the character model

main silo
#

!feedback
Visions of heresy give captain more orbital strikes, just like how it used to do the same for Huntress' ballista.

velvet path
#

!feedback Alternate Primary for Loader Suggestion - a 1-2 Punch at long range using the Tethers (like Dhalsim from Street Fighter). Deals increased damage based on distance from Loader.

silent quail
#

!feedback boss spoiler
||So reading the hotfix post, it seems the attention to the final phase has been made. I'll say for the few times I've planned to do the boss fight, trying to speed run the stages before it feels like the best option. I wanted to give some thoughts on how I think it could be changed as I really love the difference in playstyle the boss fight is. That being said:
Outside of the final phase
-The four platforms in the arena can be used to cheese most of the fight. There is obviously an intent for strategic dynamics, but the way Mithrix fights usually ends up with him falling down and being confused. Making the platforms wider for Mithrix's teleport attack or tweaking the AI so that attack is performed better/not performed would keep the fight feeling varied without changing too much.
For the final phase
-It does feel really punishing to have good items. I don't think the solution is to remove the stealing mechanic entirely.
-Change it so that he takes a set number of items (determined by total difficulty, amounts of different rarities in players' inventories, amounts of lunar items, priorities on certain items like fuel cells). Items are given back at a certain health threshold, where he then takes another group of items. Example of item groups: damage, defense, speed, or removing fuel cells, afterburner, healing, etc.
-Or, he can mimic the entirety of a player's inventory (copying our design) with some scaling mechanic to the item effects he then gets (either greater or lesser scaling, not sure)
-This idea could be much and I'm not entirely sure about it, but having Mithrix sit in some bubble, like the one at the start of the fight, where he hastily designs copies of himself with the items of the players. Since the copies are rushed and Mithrix isn't a creator, they have imperfections in how the walk, fight, etc. Each one could carry a "key" that breaks that bubble, similar to Bulwarks Ambry. The bubble could create AOE/projectile attacks.||

slate mountain
#

!feedback
I have noticed that while playing mercenary that eviscerate can target allies (other players and drones)
I'm unsure if this is intentional or not, or if this should be a bug report either.

hot palm
#

!feedback
Make the Scrapper menu have the same length as the item display at the top of the screen does. It would make it easier to quickly find the item you want to scrap.

gritty rampart
#

!feedback
The item please forgive me, needs to not give free lunar coins. I did an aoe run on command, and got some fuel cells, the soul bound catalyst, and some gesture of the drowned. my game never crashed, it just dropped my frames to single digits, and then i forced it to close, and opened up another one the lunar coins are still going up, and my frames are still in the single digits.

dark isle
#

!feedback

Artificer | The Neglected

Very simple suggestion: make Charged Nano Bomb and Plasma Bolt both apply Shocking, and remove the stun from Nano Bomb.
Would understand if this is a bad suggestion though LOL.

pale minnow
#

!feedback
During the final stage, the difficulty scaling should be disabled. The stage is massive, and can make runs that are falling behind on movement, die right there due to scaling. Not only that, runs that are just mediocre, because lets face it, not every run is great, can also just fall behind due to not being able to output a ton of damage and leading to the enemies and boss just becoming a slog to complete.

If a player with a mediocre run is able to overcome this, they should feel rewarded, not like they just waded though quicksand with chances of recovery slowly slipping away.

dusky cape
#

!feedback

Tiny detail, but: removed the "Killed by" section of the Game Over screen if you do beat the final boss (unless there's something you're not telling us Hopoo 👀)

vagrant creek
#

!feedback I like captain quite a bit bit but his primary can start to strain after a bit. Some sort of autofire option might be nice, perhaps release to narrow spread? Apologies if its been mentioned before

dusky valley
#

!feedback
Change engy harpoons from utility to primary. Two reasons, 1: The dome shield is a big part of engy, an alt to it should be defensive, mobility, or some other utility. 2: Primary is pretty bad, and harpoons would behave like artificer fireball ammo based m1 wise.

little barn
#

!feedback Artifact of Mimicry (could be hidden in the final stage or the final titles - there's some sort of code in there already)
Reads as follows: Minions get copies of your items

Basically makes it so all of the minions gain copies of the items of their owner. Beetles, drones, turrets, squids, etc.

plucky fern
#

!feedback Have Newt Altars (and maybe Gilded Beacons?) Count as shrines for the Gouge lunar item

Love the item btw

eternal haven
#

!feedback transfer the hosting to another player if the host disconnects so that it the host leaves it doesn't end every person's run

crystal herald
#

!feedback when terminals spawn like this the item you buy just fall off the map (the right one)

tired briar
#

!feedback Blast Shower seems like a cool and unique idea for an equipment slot, yet I I still find it unlikely I'll pick it up. I think item could use a buff. For example, it could also heal you for an amount lower than the foreign fruit, or it could keep you immune from status effects for a time, or if you use it and it removes a negative status you get a buff like frenzy. Any of these would increase the value of the item and make players more likely to consider it.

static hawk
#

feedback add a lunar soup for yellow items that either has a chance to replace the existing ones or simply appear in the baazar. I'd see it accepting a few less greens than the red cauldron or something.
With the addition of so many extra boss items it would be cool to actually have a chance of stacking them, printers usually just being a trade with how few of the items you often obtain.

zealous needle
#

!feedback, just wanna make a nice quick positive feedback, i think mithrix is a really well designed and balanced boss honestly, definitly doesnt need a nerf, if he had a nerf it'd be a bit too easy. I also wanna say, I personally love captains alt skin, and would be very sad if it was changed from just being blindingly white light, that may sound sarcastic but it really isnt i love how it looks

worthy kelp
#

!feedback while i myself havent experienced anything like this, ive heard mithrixes last phase has just caused tons of one shots and unfair instakills. i havent had this happen to me but maybe a good fix would be that, while he does take the items, maybe he doesnt have their abilities? he could just have them in like a bubble or something, and the rest of the phase could proceed the same

dark isle
#

!feedback

pet_beetle : Gravity Well

I often find myself sick of flying enemies not getting hit by my attacks that are normally triggered on the ground- from Captain 's orbital strike to much of my burst on characters like Engineer or Artificer or even Huntress's arrow rain. It'd be nice to get an item, be it an equipment or not, that either upon activation or on hit has a chance to send enemies like Wisps or Greater Wisps tumbling to the ground at a speed similar to the active effect of Headstompers.

maiden frost
#

!feedback In regards to the mithrix fight and the reveal in dev notes #17 about the (possible) nerf to his final phase, I wanted to make a suggestion about keeping the "oh crap" moment in his fight in different difficulty levels. Maybe in monsoon mode, you can keep the fight the way it is now, and in drizzle and rainstorm, you tone down the numbers/functionality of the phases to where you want them. I feel as though completely eliminating that moment for anyone who picks up the game after this initial release is a bit unfair, as he is a really cool bossfight.

rare root
#

!feedback make Artificers ENV Suit (the jetpack jump) a toggle instead of holding it. This would allow more intuitive gameplay in general on her, holding a key for an hour is not that fun.

glad quartz
#

!feedback Add an uppercut type melee attack to Mithrix to help with how strong vertical mobility is for players in the fight. It's very easy to dodge everything in the fight by just staying above Mithrix and this would add some more challenge to phases 1 and 2

sturdy raft
#

!feedback

A unique survivor skin for when you reach Eclipse Level 8.

Why?

Obtaining eclipse level 8 is much harder than anything else in the game; It shows that you truly know how to play a survivor.

For those unaware, Eclipse is a new gamemode/difficulty that was added in the 1.0 update, which you can access with the "Alternate Game Modes" button. It adds modifiers to make the game harder on a certain character each time you beat it, and each time you beat it with that character it increases your "Eclipse Level."

TLDR: In order to get eclipse level 8, you need to beat the game without artifacts eight times, and seven of those are harder than monsoon. Eclipse level 8 is hilariously difficult, and you deserve a skin for beating it.
https://i.gyazo.com/844c4f2b1648d855631de90bc529d2b9.png

drowsy plank
#

!feedback Shield builds still feel underhwelming as a build option - I was wondering if something that influences a shields behavior would elevate it enough to be a viable pick - lets say a repulsor plate that only applies to shields and takes off x or x%-damage from elemental attacks and DoT's ( and then change the original plate into affection ONLY melee/physical strikes and bleeds on HP like brass contraption strikes)

That way you would force the player to choose between two benefits (shield focus with elemtal resistance or HP focus with physical resistance) wich would help creating archetypes within the meta with tangible benefits

this would help scaling shields into late game where there is ridiculous elite presence and elemental variants - making the recharge delay less critically gimping and still threatening K.O.'s by "normal" monsters

building early shields would make the early game harder but the lategame smoother where the normal physical repulsor falls off later with its flat damage reduction

tough pendant
#

!feedback Final Boss Final Phase Changes (Revised)

||Change How He Steals Items||
||Have him siphon items away from you at a constant rate instead of take them all at once.||

||Change His Attack Patterns||
||He could keep some of his attacks from the third phase, but have them go slower and have a higher endlag so that you can punish the attack better. His current attacks should also be a bit more dangerous with my other proposed changes, and he should move faster as well.||

||A New Attack||
||Give him a new attack where he steals a good chunk of your items. He would start off the phase with this attack, so as to completely surprise players and not have him start off gimped.||

||Change How You Get Back Items||
||Make getting back your items a bit more reliable, and also base it on total damage. For example, dealing 100% base damage gives you 1 credit, and every few seconds, credits are spent to get items back from the boss.||

||Give Him A Shield To Start||
||This would be a different type of shield, one that gives him armor instead of being the blue type of shield. When dealing damage to him, you also damage the shield, making it give less armor to him.||

||Change The Feel||
||The hardest part about balancing a boss is making it feel like it's actively doing what it can to kill you without being to difficult to beat. Mithrix should feel like he's always trying to kill you, and the final phase kind of takes away from that. Make him feel more active while he's walking around, whether it be a light growing around him to show that he's charging an attack or him constantly walking towards you looking menacing.||

||Change How Items Are Lost And Regained||
||You should get items and lose them in a percentage-based manner. This is to make it so that having a lot of items doesn't make them hard to get back or lose.||

Feedback is appreciated. Repost because I messed up the command.

tl;dr ||Make Mithrix feel more dangerous.||

crisp gulch
#

!feedback
change the Mired Urn to either not damage teammates or change it to be a lunar item, it’s annoying for a non-lunar item to have such a bad effect for your teammates.

scenic basalt
#

!feedback
it feels really awful to lose two of your abilities while you are in the null portal as captain. There really is no good balance related reason as to why the devs chose to handicap the captain in this way.

lucid portal
#

!feedback have it so that when a teammate dies you can pick up their items, i could see there being a duplication bug with engi though so maybe a modifier like command and metamorphis

frozen pier
#

!feedback put some type of pausing system in multiplayer. It sucks to be on a good run only to lose because one of my teammates or I had to get up to do something.

remote cove
#

!feedback Please change the way One Shot Protection works with the Personal Shield Generator!! Right now the shield isn't counted as your health but still takes away your OSP, and it doesn't make any sense since the shield won't recover while you're fighting. I'm literally not picking up the item right now because I get one shotted all the time

cedar hamlet
#

!feedback PLEASE place more large rocks/ring fragments/miscellaneous cover on the Golden Shores. Low mobility characters like Artificer and Rex CANNOT get to safety while activating beacons.

balmy swan
#

!feedback Change the Mercenary: Ethereal challenge.
Seriously, this challenge is way too RNG-dependent in a mode with fixed outcomes. You basically have to wait for the perfect seed, and pray that you're lucky enough to complete it before the seed changes to one that makes the challenge impossible.
I propose that the challenge be changed to not going below 50% health rather than 100% health. That way, the challenge is still challenging without being impossible unless you get a perfect storm of a seed.

fathom atlas
#

!feedback wild idea, but what if Captains ship probes not only did damage, but could be used to boost yourself into the air with knockback, similar to a rocket jump? Probably not a popular idea but I think it'd be interesting. (referring to the shift ability)

swift heron
#

!feedback Allow Captain's Defensive Microbots to apply to Engineer's turrets. It would give the pair a nice synergy with one another, and seems odd that all other turrets and drones benefit from that, but not the Engi's.

little barn
#

!feedback Artifact of Unity (could be hidden in the final stage or the final titles - there's some sort of code in there already)
Reads as follows: All items are shared

All players share the items. No more falling back when one of the teammates dies or heated arguments over who gets what (might make gameplay better or worse lol). Perhaps, not the items should be shared, but rather their effects, so if someone dies - everyone loses the effects of the items that the deceased player had possessed until they respawn

regal thicket
#

!feedback when activating the teleporter on stage 5, the Artifact teleporter should be disabled. This adds a Real cool choice on stage 5:

  1. take the normal teleporter for one guaranteed Green/yellow item, or take the Artifact teleporter and Do a command challenge to get some specific (but Not guaranteed) items. This is an actual meaningfull decision. Right now there is no reason Not to activate the normal teleporter first (and get the green/yellow item) and then Just do the command challenge anyways
old canyon
#

Discord is only letting me post this as a text file. I had a lot to say. Wall of Text warning.

static hawk
#

!feedback ||repost forgot the !|| add a lunar soup for yellow items that either has a chance to replace the existing ones or simply appear in the bazaar. I'd see it accepting a few less greens than the red cauldron or something.

hollow brook
karmic otter
#

!feedback Captain's M2 ( Taser )

I've seen alot of requests to change or modify his taser to be more useful. I agree with this but I think this should be done while also introducing a alternate skill.
I'll start with his current shock taser.

The bouncing mechanic is something I believe should be utilized for more than just a small amount of extra distance.
What if on bouncing off of a surface it gained extra radius for the shock debuff? That would give it more use when dealing with crowds. It could also have further benefits for bouncing multiple times. (Lets say +1m per bounce, up to 3 times)
If you've noticed it has a small explosion when it expires or hits something so thats where this idea came from.

Now onto the concept for the alternate Taser. Instead of shocking it would do a decent amount of damage. (Like 150%-250%) And continuing with the bounce mechanic, did more damage per bounce. (Lets say somewhere in the ballpark of 25%-50%)
I think it should also have a longer maximum travel distance to pair with this for really cool shots.

-END THOUGHTS-

I believe giving taser a benefit to bouncing while adding another skill would make his shock taser better in more situations while giving people who don't bother with shock the option to get some damage.

lusty lantern
#

!feedback Mithrix Level Redesign
Right now, there is a LOT of complaints and issues with the Moon level. People saying that its a very long, boring, sluggish corridor with optional monsters to fight. I wanted to share my idea for a redesign, make it something similar to Contact Light from RoR1. In the logbook, there are many entries with both items, and enviorments metioning how Mithrix and Providence had talked about these "Gates" or "Entrances" that they created, something that was impossible to pass. Similar to how Contact Light from RoR1 had checkpoints that you had to pass through before reaching the Final Boss, make it so that the Moon level spawns copious amounts of monsters to fight in order to break through a gate, or a puzzle that needs to be solved. Add some sorta tension, or final preparation for the players before the reach him! Make it really feel like how tense the Contact Light was on RoR1!

tired briar
#

!feedback I think it would be nice if Captain had a passive that it so drones are more likely to spawn when he's chosen.

calm sleet
#

!feedback I feel like the Happiest Mask should have some interaction with Forgive Me Please. Cloned dolls could have some lowered default stats.

slow nimbus
#

!feedback I believe the main problem with the last boss is that his attacks are homing while you have no way to defend yourself, in a game where you rely on items so much it is already a humongous disadvantage being left with none but what really kills runs is having no way to avoid his attacks

glass notch
#

!feedback as a cool way to spice up the final stage of the final boss, ||it would be cool if some alters (like the ones on gilded coast) would spawn that, when activated spawn friendly enemies that attack Mithrix instead of the player. If you also increase the rate at which Mithrix gives you back items, this would give melee characters a chance to get some of their items back without risking being one-shot. It would also make sense lore wise, since Mithrix seems like a real jerk compared to Providence, and I'm sure the lemurians probably have beef with him or something. It'd also be a cool reversal of roles, since now the Boss is the one with all the items, and you're the one spawning enemies. If the final stage is supposed to be an 'oh crap' moment, this would help maintain its spectacle even after you've beat the game a few times.||

zenith slate
#

@glass notch !feedback Another idea that can go with that is ||If you have a Halcyon Seed, Aurelionite can be summoned for the final boss fight to help as well. Would be pretty fitting not just for gameplay reasons but story wise as well. Mithrix abandoned Aurelionite and locked it away, fearing it would 'betray him'||

native meadow
#

!feedback with the voodoo doll thing added (I think it's called stop hurting me?) I had an idea for a different equipment, one that sets down something like one of the basic barrels so you can always have an interactable available for stuff like fireworks and the little turret

steep falcon
#

!feedback change the artificers alt R to a utility skill with no damage and lower travel distance. That would make the changes to the nano-bomb play a bit better without sacrificing a major source of damage from her kit.

glad quartz
#

!feedback Bring back Captain's Brooch! It was an equipment from ror1 that spawned a small chest that had cost scaling based on the level

wind flicker
#

!feedback Make the Brilliant Behemoth "replace" the Captain's rifle arm (in the same way that Paul's Goat Hoof "replaces" a survivor's leg). Makes more sense that way than if it were just on the Captain's back.

bitter salmon
#

!feedback Fix the Captain simply not being able to use Gorag's Opus, as it will not activate for this character unless you have GestureOfTheDrowned

simple badge
#

!feedback Commando: Phase round 300% -> 400%.

Starting with a way to proc bands would be the buff that the ability needs to meaningfully compete with the shotgun.

little barn
#

!feedback Visually the last area needs something more, it's a completely white void, where outside of the bridge you walk across and the boss arena, there's nothing at all too see.

Would it be too much to ask to see some terrain in the distance, or see some more structures floating about?

carmine ridge
#

!feedback I would love to see an artifact like "Origin" from ror 1 that you unlock by beating the game with all other artifacts active.

fathom atlas
#

!feedback I think the final level should have rain. A monsoon, if you will.

plucky fern
#

!feedback Please add Fuel Array and Elite Aspects into logbook. It keeps me awake at night

mellow bridge
#

!feedback make Mithrix take time to 'integrate' the items he stole like in void fields to make the final phase fairer at the start

stray wyvern
#

!feedback PLEASE fix the foot clipping for almost all characters. Even captain I think has it and he came out like 2 days ago

stoic grove
#

!feedback: Blast shower buff: It's name has "Blast" in it, but no offense. Why not have it deal massive knockback near you as well? This could be a really good equipment for characters that get easily overwhelmed, and it would be a true "Remove all nearby danger" kind of equipment. But make Vagrants immune to the knockback so they dont get cheesed

old canyon
#

!feedback

From my previous feedback given, I wanted to isolate

Beacon

I feel like Beacon needs a rework. I don't think it should be limited to 2 uses.
The effects of the becon aren't so insane that they should only be put down twice, other than Healing.

Even then, if Engineer can get enough mushrooms then he has the same effect anyway. Maybe give the cooldown time for them the same thing as Engineer's turrets, and just have the healing scale. Maybe then the other options would be nice.

Maybe make it so only ONE Beacon could be put down at a time, with the Engi turret cooldown, and then I would need to swap between BIG JUMP /flying, or healing. [See Examples below.]

There are ways to ensure it's not overpowered, fun, and engaging!

As it stands, you're basically forced to choose two healing Beacons, and then place them at the teleporter. This is not fun. The other beacons aren't interesting or useful enough to know that out of my two uses, that I would lose healing if I don't choose two healing Beacons.

If beacons could be placed more often I feel like there should be more utility. This could be like giving Captain kits that resemble other characters.

Examples:

"Beacon: Gravity - Create a small location of antigravity that provides lateral movement within the boundaries of the beacon." It would be like the ability to fly up and down.

Or even a toned down version "Beacon: Air Vent - Within the boundaries of this beacon you are launched up into the air" as though it gives you a big jump.

Once that lets you run faster, one that makes you jump, one that makes you fly temporarily, one that BEEFS up your taser maybe and makes it an actual damaging attack. These beacon ideas don't need to specifically be chosen, but things along this idea I feel are important if the Beacon wasn't limited.

I hope the idea of this concept is coming through well, because I feel that Beacon needs to be more usable, and interesting.

brave path
#

!feedback retry button

hollow basin
#

||!feedback||

Captain Alternate Primary Idea:
Furnace Double Barrel

Fire two shotgun blasts in rapid succession for 5x120% damage twice (10x120% total). Instead of narrowing the pellet spread, charging the double barrel causes you to shoot two slugs, which after a set distance split up into the original shotgun blasts.

The longer you charge the primary, the further these slugs travel before splitting up. Timing theses is critical, as if the slug impacts an enemy before splitting up it does significantly less damage than the final shotgun blast. Illustration Included.

||For this weapon you gain a bit of extra total damage but in exchange have a more difficult charged ranged option. Think of Roadhog's secondary from Overwatch.||

dense flume
#

!feedback another artifact tablet on the moon level to unlock a new artifact would be pretty neat

little barn
#

!feedback I don't think the item absorption stage in the final boss fight should be removed, in fact I think he needs to be invincible when he's absorbing as killing him right then and there isn't very satisfying, but the final stage needs something. And since he is so beefed up by the end, there should be interactable weapons that spawn in or something, akin to the providence fight, just some form of making that stage feel challenging but fair. Maybe something that opens him up to damage by stunning him, or just a straight up m1 and m2 replacer, say for example a lunar themed gun with a limited m2 shield, or maybe just a gauss cannon you interact with and has a cool down. I don't have solid ideas for that yet. While he's absorbing it could give you a chance to reposition to the said weapons that come in. And he needs a way to deal with aerial players, he feels quite easy when you get a couple hopoo feathers. I was thinking a more deliberate ranged attack.

fleet moat
#

!feedback
The buff to acrid is great, really helps the melee build. However, he is ultimately screwed late game due to everything getting rid of your health in a matter of frames. I have some ideas for an alternate special and some minor tweaks to his passive to make him slightly more tanky:

+Make his blight stacks work like bleeds. This will make it super powerful against single targets with the melee build (Ravenous Bite)

+For a secondary special attack, instead of epidemic the skill would be "Primal Instinct". It is a buff that lasts for 10 seconds that gives him +50 armor, makes all his m1 attacks apply blight/poison, and increases his attack and movement speed by 30%.

+Add on to his passive with a new passive ability called "Carnage". Each enemy you kill gives acrid 1 passive armor, up to a max of 150.
I feel these changes will increase acrids over all tanky ness and strength. Thank you for reading and if you have feedback please dm me. :)```
worldly pond
#

!feedback just something small but it would be nice to get a reward for completing the game and getting 100% (achievements, items, characters with their skins and alt abilities, etc) but make the reward worth it like maybe a gold skin for everyone that gets adapts to the level youre on so the starting levels they are gold, level two in the swamp it has a water like look or in the desert it has a tar like look, in level 3 in the snow level it could either look like snow or ice and in the scorched acers it kidda looks like a wisp (green or red fire coming from your character), level 4 in the lava zone could give you an imp like style like red flares coming from your character then in the sirens call it could look like the worship unit (or a vulture, who knows) then in the sky meadow it'll have a parent look to it (in hidden areas you have unique looks like the moon makes you red and black like the last boss in ror1, the bazaar makes you look like the newt, the void makes you look like the galaxy like purple and blacks in the mix and in the gilded coast you have a more vibrant gold look) just and idea thats all

lucid portal
#

!feedback right now if you go through a blue portal on stage 5 you get put into the second loop instead of going to boss no matter what

dull swallow
#

!feedback
I really love the idea of the new survivor, great job! However i would like something changed with Captain's Shift. He doesn't really have an R the can be used to deal with anything other than the bosses and therefor there is a lot of struggle with flying enemies as his shotgun isn't ideal against flying enemies at range(can still hit, but the spread makes it difficult, even when charged.) my proposed change would maybe make it easier to target flying enemies(Maybe remove the recoil of his ability) and perhaps make the AOE a little bigger to enable him to actually hit certain enemies such as elite lesser wisps(it takes ages).

hidden plank
#

!feedback I think it could be cool to instead of starting by immediately dropping, having you actually browse the ship, so you can test your skills as characters, have target dummies, select your artifacts from a physical model, and when you're ready to drop, go to the escape pod.

trim breach
#

!feedback If the sniper is added, use the sniper mod as a basis for their abilities

hoary estuary
#

!feedback As there is a Molten Perforator for the magma worm, why not a Overloading Perforator for the Overloading worm? Instead of magma balls it would shoot out lightning balls or lightning stikes

little barn
#

!feedback There should be a key word, like Exposed, or Heavy, that says that an attack has high enough damage to proc Runald's and Kjaro's bands.

velvet ginkgo
#

!idea Mercenary should be the only one that can actually activate the exposed status effect. Or if an ally can, they should have to do something like at least 300% damage. Or maybe 500. Often the exposed effect is wasted on like, a gunner drone doing 23 damage or something dumb like that.
@shrewd shell it’s !feedback

rare glen
#

!feedback shrine of woods should revive your dio into chewtoy which is a roughed up looking dio that works like a better tougher times or something description could be something like the cat got it

umbral hatch
#

!feedback you should put a statue of the engineer on "Softlock Island" as a memento to engineers lost

little barn
#

!feedback since risk of rain 2 is a rougelite where characters come with attacks as opposed to picking up weapons, you can't really help the fact that your damage falls off way too hard. base stat scaling is absolutely miserable and there is little to no way to enjoy late game without the same old crit + oh-hit build. if your base damage not only scaled with level but with number of items you have or something like that, that would make bad rng still playable AND open up more build options than just "no clover? death"

#

!feedback

Change the Stone Titan lasorbeam so it doesn't perfectly lock onto you no matter how fast you're moving.

||I'm kinda mad that were at 1.0 and the stone titan boss can still perfectly lock onto you with his lasor potentially ending a run. I found a clover on the first stage, got launched into the air by one and its perfect tracking and aim got me killed without me being able to do anything.||

soft glade
#

!feedback

Get some royalty-free clown music and have it play on loop real quietly on Comedy Island. Just like super subtle. A clown's whisper

upbeat belfry
#

!feedback Non english speaker but isnt it "breath" instead of "breathe" here?

nimble kettle
#

!feedback
|| The 4th stage of the final boss feels kinda unfair because it punishes you for having good items. The item stealing concept is cool but make it so that he can't use them ||

hushed lava
#

!feedback Please improve the matchmaking system to allow all players to have a better experience connecting to and playing with other people. The current system still shows games in progress even when you have it deselected.

coarse gale
#

Need to add an attack that can hit people on top of the pillars for mithrix, way too easy to cheese with the milky chrysalis

little barn
#

!feedback

Player test servers.

With the release of 1.0 and the addition of the Alternate Gamemodes tab, this is the perfect opportunity to introduce a mode which allows players to test upcoming features in a beta fashion. Not only would this give a better idea of when an update is ready for release, but it would also help stamp out the QA testing issue that was present with 1.0 - specifically the Lonely Island softlock and Captain’s Visions Of Heresy bug which is incredibly similar, if not identical to Huntress’ VoH Ballista. Obviously this would slow down development slightly, as you would have more feedback coming in, but I personally believe that this community has show that we’re willing to be patient for content drops.

Important note: If a PTR system is implemented, do not have all items unlocked immediately. This would discourage playing the main game for some.

soft sun
#

!feedback

I have been playing the 1.0 update, and while it has been extremely fun, I have been thinking about it. Inadvertently speaking, by adding a final boss to the game, a certain item got nerfed because of its sole usage

Beads of Fealty.

Because so many people are going to the boss instead of the Celestial stage, this means that Beads of Fealty will be almost unused, or a waste if you die during the boss fight. So instead, what if using the Beads caused the final boss to gain strength, or possibly another form? This was you can still get the bang for your lunar buck and possibly have an even greater challenge for players

real cypress
#

!feedback
I'm still holding out hope for some sort of Heresy Character, that would require you to get 4 heresy pieces in a single run to unlock. We have 2 already, and I'm curious what a full character would do.

floral ice
#

!feedback if you die to the final boss's 4th phase it should show your items that you had previously

echo girder
#

!feedback The Captain's primary weapon the Vulcan Shotgun is probably one of the coolest and fun to use weapon at low levels, and might still be one of the strongest primary weapons later in the game if you don't mind giving yourself carpal tunnel after reaching a high fire rate.
I would like to suggest adding alternate fire buttons to make it fully auto, one that just shoots as fast as possible and one that waits for the full charge-up for maximum accuracy.
Either that or have the captain's attack speed turned into damage % for his primary instead.
(Playing the captain became quite painful for my hand after a 1h run due to too much clicking)

solar cape
#

!feedback Disregarding gameplay, the final area and boss are disappointing to me.

In RoR1, the final boss is introduced in the intro cutscene, and while the final stage was still a little surprising to me|| (I didn’t expect there to be anything left of the contact light)||, it is clearly recognizable once you get there. You have a clear objective: kill the guy that wrecked your ship, escape the planet. Simple, but builds anticipation towards the final boss. Even without reading any logs, the story is clear.

In RoR2, the intro makes you expect a rescue mission of some kind, and does not even give a hint about the final area/boss.
Reaching the final stage for the first time didn’t fill me with excitement, it just confused me: Why would a contact light survivor be here, out of all places? The reason you’re there is partially explained in the captain’s log, but it is only obtained after the final boss. The game does build up to something ||moon||-related through special ||lunar|| items, but, to me at least, it is still unclear how most of those would be related to the main story.

There is also a lack of anticipation towards the RoR2 final boss: while the logs give a very good amount of background story to him, you likely don’t know much/any of it the first time you reach him, partially because you are not guaranteed to have all logs mentioning him, partially because he is only mentioned by name in his own log, partially because you still need to piece the story together from those logs. This makes him very disappointing story-wise: the story is there, but you might not know any of it.

In short: RoR2 has a good story, but not literally all of it should be hidden in logs. Intro cutscene gives you a fake objective and builds no anticipation to final area or boss. These things make the story disappointing.

sudden plover
#

!feedback
since quickplay is gone, have the game browser have an icon on games that haven't started and are currently in the character/artifact phase.

velvet ginkgo
#

!feedback is it supposed to say 20,00 credits in the huntress log

tulip ridge
#

!feedback A drone that collects items(items being Ghor's Tome nuggets, bandoliers, monster tooth orbs, Desk Plants, etc.) on the ground.

lucid portal
#

!feedback a engineer passive where he can upgrade drones and turrets with scrap depending on what drone/turret it is

tired briar
#

!feedback I don't know how others feel, but I prefer if my doppelganger didn't die simply by falling off the stage. Let them take damage, but allow them to respawn.

nova kiln
#

!feedback
I am loving the Captain. I am having issues, but loving him none the less. Here are some ideas I had:

Beacon: Resupply - This beacon feels the weakest to me having only 3 charges so here are two alternate ways it could work.
1. Only has 2 charges but the charges re-charge overtime. This could scale with attack speed making it stronger in the long run.
2. Allies in its area have their current equipment cooldowns reduced second by second overtime. Could also scale with attack speed.

Taser - As many have said, it does feel a little lackluster. So here are some thoughts.
1. Give it a greater proc chance. This would turn it into a strong way to get effects off on a target.
2. Increase its damage for every time it bounces off a surface.
3. Give it a second de-buff the increases the next instance of damage they take by a percentage. (like Mercenary's expose de-buff)

silent lake
#

!feedback
maybe captain could have a grenade or another ability in place of is shift for the maps where he can't have access to the ship. A grenade seems good to me because he could have it on his belt and just throw it when he can't access ship

zealous needle
#

!feedback PLEASE, MAKE IT SO YOU SPAWN IN THE CELL IN THE VOID FEILDS IF YOU FALL, I jumped off as a joke with my friends since we have an engi with some fungus so i woulda been able to heal instantly, but it respawned me outside of the cell which sucked

solemn stump
#

!feedback Separate the ArtIfact of Command into 2 different artifacts: Artifact of Major Command (Functions the same as the current one) and Artifact of Minor Command where you can choose between a limited selection of random items of the same tier(e.g. 6 common, 6 uncommon, 3 rare, 2 Boss, 3 Lunar Passive 2 Lunar Equipment, 4 Equipment). Right now Command feels like a cheat (which was probably the intent) and it would be cool to have at least some control over the items i get without it feeling like i'm cheesing the game.

cedar hamlet
#

!feedback Change the Mired Urn to drain health from all Non-survivors in combat. Drones, turrets, ghosts, etc still get drained from, but it's less toxic this way

jade ember
#

!feedback +1 Luck from a single 57 Leaf Clover can be a massive power spike. Given Purity's constant downside of -1 Luck potentially resulting in the direct opposite effect, I think it should be still be 2 second CD reduction per additional stack since multiple effectively makes it impossible to crit or proc chance based items unless it's a 100% chance.

lunar cliff
#

!feedback Please make the drones and turrets teleport into the final boss arena. I love using them, but some of them don't understand how to go through the stage (TC Prototype in particular) or are left behind because they are too slow (Incinerator).

quick sierra
#

!feedback Mercenary basic attacks slightly shift screen perspective each swing. Not an issue until you've got so much attack speed that the whole screen is a constant blur

pine orchid
#

!feedback Revert the 10% increased difficulty scaling across all modes.

severe ore
#

!feedback ||make the final boss scale with your items, speed defense offense etc, in categories to avoid the funny 'you got procced on and now you die'||

little barn
#

!feedback please make the wake of vultures a white rarity item already

hollow basin
#

!feedback

With the release of the excellent new boss items, it's very clear that the oldest ones (Queen's Gland & Titanic Knurl) are far worse than the new ones released. I'd suggest buffing these two items to make them up to par with the others, and I've listed a few ideas below:

Queen's Gland: The friendly Beetle Guard is only a brief distraction, so perhaps the beetle guard could spawn a little fly around them every 5 seconds that dies rapidly and activates your on kill effects (like a much weaker but passive Forgive Me Please).

Titanic Knurl: Like many other healing items in the 1.0 update, the hp boost this gives should be % based, like +15% max hp and +50% regen speed.

viral narwhal
#

!feedback Final stage spoilers: ||I like the idea of mithrix's abandoned life be fitting with his character, but I can see why people are so frustrated with the lack of enemies in the stage. How about a compromise of both of these ideas. Make enemies spawn in large amounts at the start, and gradually get wilted down to no enemies nearing the islands and the arena. This would show off how mithrix really is the king of nothing, while also allowing for some added enemy flair toward the beginning of the stage.||

little barn
#

!feedback I don't think the item absorption stage in the final boss fight should be removed, in fact I think he needs to be invincible when he's absorbing as killing him right then and there isn't very satisfying, but the final stage needs something. And since he is so beefed up by the end, there should be interactable weapons that spawn in or something, akin to the providence fight, just some form of making that stage feel challenging but fair. Maybe something that opens him up to damage by stunning him, or just a straight up m1 and m2 replacer, say for example a lunar themed gun with a limited m2 shield, or maybe just a gauss cannon you interact with and has a cool down. I don't have solid ideas for that yet. While he's absorbing it could give you a chance to reposition to the said weapons that come in. And he needs a way to deal with aerial players, he feels quite easy when you get a couple hopoo feathers. I was thinking a more deliberate ranged attack.

tropic herald
#

!feedback Make it so the Artifact Key drop chance doesn't scale with luck. In singleplayer with 4 Purity the drop chance is so low you're softlocked.

obsidian oracle
#

!feedback Make squid turrets not decay over time. Their DPS is already really low and they don't have that much life, so them dying after about thirty seconds just feels like a final kick in the teeth.

random pagoda
#

!feedback Charging Captain's M1 should reduce fall-off damage.

mint pier
#

!feedback please make something that on last stage prototype drone will not get stuck or beetle guards will somehow get to the fight please really!

plucky light
#

!feedback
This is at least 8 elder lumerians spawning as the boss, on level 1, after less than 2 minutes.
Even if you excuse it by saying that I had swarm and dissonance on, I don't think 4 of them is anywhere near reasonable.
I don't think it's even possible to survive.

green walrus
#

!feedback Figure I'll just toss this idea here. The last boss currently seems to have an issue of sudden death when you get to his 4th phase. Requiring either cheesing or going for a near instant kill to skip entirely, which feels like it defeats the purpose of the fight.

So instead, why not just make it so when he enters 4th phase he weakens you down by stripping items, but you know... doesn't immediately use a large portion of them becoming able to one shot you out of nowhere? If he's near dying and this is like a last breath fight. Make it so you're both in a desperate struggle slugging it out?

stoic grove
#

!feedback the "Show started games" filter in the lobby joining menu doesnt work please fix

lost ember
#

!feedback I think dying to the twisted scavenger should still count as an obliteration for the purposes of progress. Very frustrating having come that far and then because Kipkip was outhealing any damage I could do, I ended up not getting the mastery achievement even though I got there

round wave
#

!feedback

Let us view unlocked skins in the survivor logbook entries. Also, the ability to cycle through elite variations of enemies would be fantastic.

solemn helm
#

!feedback gorags opus seems to just not work on captain, trying to activate it just makes a weird noise, god forbid you have a gesture of the drowned

delicate wave
#

!feedback Alternate barriers (Shift abilities) for Artificer could be stuff like a fire wall that does constant damage to enemies standing it, and a Shock Barrier, which stuns enemies like the ice wall, but while it doesn't freeze them and allows you to execute them, keeps them stunned for the duration of the barrier and the prongs don't disappear immediately.

sly vector
#

!feedback possibly adding a lunar scrapper in the Bazaar that would have a chance of giving you 0-2 pieces of scrap? I feel like it would be a good risk/reward if there wasn't a scrapper on the level prior and would actually incentivize people to use the cauldrons

tawny pebble
#

!feedback
Allow Captain to use his Shift and R on Void Fields/Gold portal. I get how it makes sense from a lore perspective, but then shouldn't Rex's R die In Abyssal Depths? Abilities interacting with stages isn't across the board and is a pointless nerf.

wise sable
#

!feedback
The new boss items are great, shatterspleen and molten perforator are kind of bonkers; Getting them is still just slightly too uncommon, though. Really easy fix to make them a little more reliable to build around getting them is to just make it so Shrine of the Mountain always guarantees one of the items is the boss item. You still need the shrine to spawn, and the boss to be the right one, but at least it puts a small bit of control into your hands on getting that coveted spleen.

vale wing
#

!feedback
||For the last phase of the Mithrix, I like the idea of the boss stealing items and having to rely on your skills and wits to fight him; however, I feel that Mithrix's last phase attacks could be reworked to reflect a more skilled based battle.
Currently, characters that fight close quarters, can get shot up pretty easily by Mithrix while dodging the electric orbs. And quickly taking out Mithrix before he can steal all of the player's items kind of removes the challenge of a 4th phase. As an example, perhaps Mithrix could use attacks similar to the Void and Blue Walls you avoid during the Escape Sequence? Both of those attacks give players the opportunity to react to them while focusing on attacking Mithrix. ||

hollow basin
#

||!feedback||
Final Boss Spoilers & Balance Suggestion:

||A lot of people have been complaining about how the boss can become extremely unfair with certain item combinations, so instead of removing his ability to take items or anything like that, perhaps the best solution would be to give the boss -1 luck, so that he can still use and benefit from items, but the chance you get screwed by a lucky proc going off is much lower.

Additionally, lore-wise he is not the luckiest guy so it'd fit pretty well thematically.||

obsidian oracle
#

!feedback Per final boss fight: ||Prevent Mithrix from benefitting from your items. He takes all of your items and you two fight as if neither of you had items; I feel as if this is more thematically appropriate for the "King of Nothing," and it minimizes frustration with having to deliberately throw your build so Mithrix is beatable. To compensate, his overall damage and moveset could be made more difficult such that it depends on player skill instead of item cheese. Additionally, make him immune to damage during the item stealing portion of his fourth phase so that players will actually have to fight him in this state.||

prime fjord
#

!feedback for da prismatic trials the time crystals should be given a countdown before they explode so that melee characters have a chance to get away before it kills them

little barn
#

!feedback
Steam Workshop, like mods already exist, just make it more official, would be really nice 😄

trim breach
#

!feedback A revolver where you reload individual rounds should be an alternate primary for the captain

empty lagoon
#

!feedback
Mercenary utilities skill now stagger when going through multiple enemies. This get really annoying in the late game and feel slow. Please revert it to the old patch.

Really minor. The audio of Captain's charging M1 sound like you're squeezing a plastic/rubber gun. The shooting and reloading sound are fine but the charging sound really squeaky.

sullen arrow
#

!feedback, Multi seems overturned due to a bug now, using 2 rebar and holding R and left click gives you commando fire rate on 600% damage not sure if this is intentional

flat hinge
#

!feedback

Make huntress thicker

fathom atlas
#

!feedback Is it me, or are there A LOT more fire elite lesser wisps now?

feral night
#

!feedback
Add an artifact that spawns time crystals that need to be destroyed like those in the prismatic trials.

viral narwhal
#

!feedback If you grind a dio's best friend, you should get a consumed dio along with the scrap

storm root
#

!feedback

give the item forgive me please a few more activations than 3, makes it feel super underwhelming when you get a godly synergy with it like soulbound catalyst and fuel cells, hell, even 7-9 being a max would feel more fun

burnt ginkgo
#

!feedback
Please change the timer when you kill the final boss in some way. I just had the unluckiest run in which I was playing Captain and managed to not get any mobility items AND I killed the final boss on the opposite side of where the map was. So even though kept sprinting the entire time I was just a few seconds short of escaping.

icy apex
#

!feedback
New bleed feels extremely strong, to a fault. I find myself trying as hard as I can every single run to max out my bleed and completely ignoring other aspects of my kit to do so, which feels like it goes against the idea of having lots of build variety with items. Bleed can out-dps most characters' kits, especially if they shoot a lot of projectiles like Commando/Mul-T/Captain. Some way to let slower firing characters better utilize bleed while faster firing characters don't get the same extreme benefit out of it would be interesting, like having bleed damage scale with the damage of whatever inflicted it. While I appreciate the (indirect) buff to Commando, this might not have been the right way to do it.

grand wigeon
#

!feedback
Artifacts filter on the server browser

uneven badger
#

!feedback have backup mags lower your secondary's cooldown by a little bit, like 1 second per 3 mags or something

fossil chasm
#

!feedback
I know this has been brought up a lot already, but id like to share my two cents on the final stage regardless:

||It kind of blows.
From a lore standpoint, it hits the nail on the head. Barren and empty, inhabited only by the chimeras that were built solely to kill. But the gameplay aspect of it doesn't come close. Its a 10 minute walk up to the boss arena, with enemies you have no reason to interact with, no means of acquiring extra loot like in ror1, or side objectives to complete. It's a slog, frankly.

My suggestion would be this: Have the path not be there when the players enter the stage until they complete a mini-objective, at which point a segment of it would rise up from below. These path segments would be randomized, meaning that every run has a different layout. Segments could also branch out in different directions, with some leading to dead ends or rejoining the main path at a later point.

Mini-objectives could include things like a short survival gauntlet and some basic puzzles to keep players on their toes while waiting for the next segment to rise. New enemies for some much needed variety as well as special moon-themed item chests would give players an incentive to deal with the amassing forces of Mithrix's war machines as they progress through the level. ||

glad surge
#

!feedback mired urn razorwire abuse is fun and all but the slowdown can be sort of griefy at times. however the slow is a balancing cost that makes free razorwire procs feel less abusive. reducing the range which it targets allies might be a good way to reduce frustration while leaving the avenue to use the urn in a cointeractive, cooperative way available

dim jewel
#

!feedback add a stacked debuff counter for Unstable Tesla Coil that represents its cooldown while it's inactive (like the cooldown counter for the bands).

wise sable
#

!feedback
The gravity on artificer's charged nano-bomb feels very bad. It falls very very fast, which just makes it exceptionally hard to aim. Toning it down would be nice, but either way, a circular marker like rex's right click showing where it's going to land would be MUCH appreciated.

jade ember
#

!feedback With Monster Tooth and Medkit getting further buffs, Fresh Meat feels significantly worse than it did before. I propose the heal duration from consecutive kills with it stack instead of overriding to make multikills not a waste when compared to Monster Tooth.

mortal linden
#

!feedback Make it so that you can drop items/equipment.

hollow basin
#

!feedback Fresh Meat should extend it’s heal duration with consecutive kills like the new bleed and also heal for 0.5% of your health per stack, since other healing items are also healing based off of a percent of max hp.

coral hawk
#

!feedback if you do make a new character in the future, and it's the chemist idea from #survivor-poll-overview, I'd think that they'd have four chemical mixtures that would be skills, and you would mix two to get a new skill set for five minutes or so, and the alt skills would be other compounds to mix.

sharp barn
viral narwhal
#

!feedback if you beat the game, change the main menu to mithrix's arena instead of the default planet

umbral rose
#

!feedback make the eclipse mode available for multiplayer sounds like a fun idea to go through with friends. (P.S. unsure if already mentioned)

south gust
#

!feedback Artificer's jump ability (Ion Surge) should have the way that speed effects it altered, as default jump height (standing still with no items) goes almost outside the teleporter zone (maybe 2 or so artificers high left between you and the top). Default sprint speed into a jump actually takes you outside the teleporter zone.
Later on, having even a couple speed increase items (sprint speed or regular speed increase) can skyrocket you ridiculously high, its very easy to hit to top of abyssal depths with only one jump.

dry walrus
#

!feedback Shields need some love. They act like extra health that can't be healed, but unlike barrier, which has multiple ways to be regained / refreshed in-combat, I find myself avoiding personal shield drops as a whole regardless of my build, let alone transcendence, and (from what I understand) it also hurts one shot protection which is semi-essential on longer runs. I propse having one-shot protection only value in health, and not include shield. Or have an item like Aegis which turns excess healing into shield by a % value.

plucky fern
#

!feedback Please make Stun and Shock work properly on all enemies (besides bosses)

Some enemies like golems this works great on
Some enemies like brass contraptions the stun doesnt work properly as it will still attack
Some enemies straight up can't be stunned

Edit: This would also be major indirect buff to Captains Taser which is in desperate need of any buff it can get

hollow basin
#

!feedback With the alternate game modes section, try making an experimental test mode where you make controversial and not well thought out balance changes to characters, items, abilities, and enemies to see how the community reacts.

Some wacky changes that you could gauge the community’s reaction on could include things like giving Commando’s Phase Round a lot more damage or exposing every enemy hit, giving Captain another charge on his beacons, and changing how the phases of the final boss could work.

severe bay
#

!feedback I have mentioned this before but I will keep pushing for it since I feel it is necessary for this type of game. After we get stage 6 fixes of coarse since that is priority, can we get different stage layouts for existing stages (e.g. stage 1 variations). Make it similar to how Distant Roost and Titanic Plains have two different variants of their stage layout but make it for the second and third loops stages such as Wetland Aspect and Rallypoint Delta. It will enhance the rouge-like experience and it won't require Hopoo to make entirely new assets but at the same time the stages will feel fresh again.

stark path
#

!feedback
After stepping on a geyser your momentum is locked in a direction and you cannot control it at all. This is a good system generally so you can have geysers launch you to specific places and have no fall damage, but if I us a movement ability (like huntresses teleport for example) I still have that locked momentum. I think as soon as you use a movement ability it should break the geyser's effect and allow you to fall normally.

flat hinge
#

!feedback

Reward the 10% of fastest players on prismatic trials. Even if its just an achievement on steam or something

icy plank
#

!feedback The Elite items like the silences between two strikes should have secret bosses that drop the item instead of praying or hoping for a drop for it this allows usage of the good ol ifrit boss! not only that it could also lead up to like nkuhana or lunar seller as a boss or something. also if chef ever makes it into the game add a feature where he could cook the raw meat into cooked meat :D

halcyon hornet
#

!feedback
I have a Idea for bringing the survivor from RoR1 Miner to the new game and since we already have 2 dash base characters, i tried to make something that we don't have, A Money Tank.
He would look like the first one but more bulky, maybe more robust?

Passive (Cristal Armor): he starts every map with a shield of 15% of his life, this shield wont recover.

Basic attack (Good Old Crusher): he attack slower than most of the melee but hit harder and has a bigger range than mercenary sword.

First skill (Trusty Tool): he throws a pickaxe that he keeps on his back, after some time the pickaxe will come back, and if there was any item on the way of the pickaxe she would bring back with her.
[Alternative (Dynamites)]

Shift skill (From Stars to the Ground): The miner will jump to a moderate amount of Hight and then going down and hitting the ground dealing extra damage based on the Hight of the fall.
[Alternative (Drill Charge)]

R skill (Scaling Investment): similar to the "Captain's Shift" the miner will mark a area and after some time a Drop pod will fall from the sky, dealing "a lot of damage" then the drop pod will become some kind of mining station, that will be composed of a wheel, a drill and a platform, the drill will start to produce money and from time to time, create a box of minerals on the platform, this box of minerals once picked by the miner will then give money and recharge his shield. (can only have 1 drill per area)
[Alternative (Giant Mining Laser of Death)]

languid smelt
#

!feedback make the environment diaramas a physical object you can buy and collect in real life. They're really cool and detailed, and I think they'd make a sick collector's object (repost cause it didn't work last time)

fathom oriole
#

!feedback
Make Artificer's glide toggle by double tapping jump or sprinting in the air. Its impossible to glide while using abilities on controller unless you bind jump to R3

quartz zinc
#

!feedback what if the final boss did percentages of your max health instead of just dealing massive amounts of damage? Like some of the attacks take half health, some take three quarters, so that it becomes more flexible.

gloomy parrot
#

!feedback
Parchment's Daily Item Ideas 4:
=Flux Weave Cape - Uncommon=
Store temporal flux, gaining 1 per second with a maximum of 5 (+3 per stack). Whenever you use a skill, spend as much flux as possible to reduce the skill's cooldown by 1 second per flux spent.

eager yarrow
#

!feedback Especially because you can sprint again after charging the shot, Captain gameplay feel would greatly improve with sprint & shoot capabilities! You can currently pseudo execute it with perfect sprint timing after every shot & it feels great. Possibly alternate fire if not added on to the current primary?

south gust
#

!feedback Final Boss Spoilers
||Mithrix should not be able to be frozen or snared, as it allows some builds (even in single player) to never have to even dead with the threat of being damaged.||

grand wigeon
#

!feedback
Make the Captain's shotgun work in a similar vein as MUL-T's railgun in terms of control. People complained about MUL-T's railgun being annoying to have to hold click and then release to fire, which was changed this update to auto charge. This was a great change and removes the stress on your fingers, so why repeat the same mistake on Captain? Alternatively you could make it so it's a toggle click, one to charge and one to fire. I feel like ANYTHING is better than the current control scheme.

inland bronze
#

!feedback Final boss spoilers. Apology for the text file, as the final suggestion was over 2000 characters and discord would not accept it.

minor night
#

!feedback
The final stage (Commencement) has a slight drizzle. Make the rain get stronger the higher the difficulty.

short parrot
#

!feedback
Boss fight spoilers.
||So I've heard that in the final boss fight, when he steals your items, you need to hit him to get the items back. Now the fight has obvious problems which I'm sure others have made you aware of, so I won't repeat although I do agree with almost all of them, but I have another point to make. Equipment damage doesn't count as hits towards the boss. I had a run where I had a missile launcher, as well as gestures and fuel cells. After a while I got enough to be firing off rockets constantly. I figured that since a Monsoon run with four players which we've gone through for a while would end up making the boss pretty much unbeatable, I'd stand on a pillar and let the missile chip away at his health until I get my items back.

As Loader I went up and stood there since moving close to the boss or actually trying to fight that would be oneshot suicide, letting missiles do the work and stack up damage, but I didn't get any of my items back even after probably a few dozen uses of the equipment before eventually dying from being tapped once by a projectile before DoT finished me off. One other player was alive at the time, and he had been getting items back for at least short moment before.

Also if you get disposable missile cooldowns low enough and have a gesture, it queues up the uses so even after your items are taken away it keeps firing missiles for a long time despite going on cooldown before you can start launching even more. That's how I had kept up the massive DPS. I know I had been dealing more damage than my friend from the after game report, but none of my items had ever returned to me.

Edit: Basically this is about the glitch that equipment damage doesn't count, I guess I did ramble on a bit. Also the missiles if that's a glitch.||

steady delta
#

!feedback Make it so that if a player presses escape while in the menu for the scrapper and/or the command artifact then they exit the menu, rather than bring up the pause screen. I personally don't mind having to click the 'Cancel' button, but my cousin found not being able to use escape a turnoff.

magic lion
#

!feedback

In regards to the Final Boss final phase.

||Instead of having all the items stack onto the boss, why not have him summon something to hold a certain amount of stolen items and have them distributed in that way.

Ex/ Summon over time 10 enemies holding anywhere from 3-5 items each. Summon them simultaneously or stagger it. Having the enemies drop the items when killed.

How to balance it is up in the air. Maybe have some of them be fragile? Maybe have the earlier ones carry less items or be scaled down with the later ones being more powerful with more items.

How about doing it for half the items and then have the second half of the items be on Mithrix. This way you can distribute things how you want. You can stagger it so that you can have some time to grab some of your items before the boss comes out of his pose.

Doing it in this way, players can pick up any item they want and not be too penalized by having to battle an overpowered item combination. Any wombo combos can be broken among multiple units making it more manageable.

Having multiple units means you can also decide base stats for said units and not have something like a Tesla Coil become a disaster.

You can even vary it up by having Mithrix summon dopplegangers of himself where the type summoned depends entirely on your items.

Ex/ Have different elemental themed Mithrix clones to hold the various elemental items.

Tesla Coil would summon a lightning clone that holds items of that element but also a certain number of your taken mobility items, making a super fast but super fragile enemy.

Aegis can summon a tanky clone holding the defensive items that require you to hit certain areas to cause extra damage where a full on frontal assault would tickle.

The point being, maybe instead of stacking it all on a single unit, maybe just break it up among multiple units and have the main boss carry the majority of pre-screened items.||

dark isle
#

!feedback

Transcendence : The Shielding

So, no matter what I try, I just can't get Transcendence to work against ||Mithrix.|| He just knocks you around too much and doesn't allow you to gain footing; and because you need to be able to heal (or sustain yourself in some way) against the ||Chimera||, the only REAL characters that can do it are Huntress and Engineer, whether it be mobility or shielding.

I pose two alternatives, or perhaps an additions to Shielding.

a) Skill Charge (Bias.)
Perhaps, with Transcendence, the time it takes to start regenerating shields can be lowered with Skill usage? Not only would that give it a little bit of an edge towards things like Harvesters_Scythe, Leeching_Seed and Infusion, as it would pose a decent replacement, but it would pose some serious incentive to get items like ||Purity||, Backup_Magazine, Bandolier and Alien Head on characters that would typically not use said items due to it just not fitting their itemization; the lower cooldowns allowing characters to regen Shielding ( Shield_Generator, Transcendence. ) I feel like all items should be interchangeable, and if I see an item like Brittle_Crown or Transcendence, I want to be able to want it JUST as much as Shaped_Glass or GestureOfTheDrowned. It just makes the game feel more fun; more fluid, knowing that builds can be so flexible.

b) Healing Reduction
A lame idea I know, but still worth mentioning (I personally am not a fan.) The simple concept of allowing healing; but only at 50% or even 25% effectiveness. I don't like this as much as the previous but it's worth putting out there.

That's all!

heavy glen
#

!feedback reminder to please make Elder Lemurians easier to hear, I just lost a good run because two of the motherfuckers ninja-spawned behind me and didn't even have the decency to chuck fireballs at me first

rose bloom
#

!feedback This forgive me please hotfix feels almost worse than having the combo crash you, not only is the limit so very small (3 dolls out at once, really?), the throwing out of the dolls is very buggy, and sometimes the dolls will just not send out at all until like ~10 seconds later. Even worse is this bug that you just physically cannot spawn anymore dolls in a certain stage (i've noticed it in sky meadows the most), if they go off the map, and then you're down the core of your build. The doll is one of my favorite items but it's just so obscenely bugged right now.

icy plank
#

!feedback bring back frenzied elite types from ror1 and add blighted too I would love to be suprised by a yellow lizardy boi or bettle boy teleport behind me and just rekt me like in ror1 ❤️

rocky peak
#

!feedback Children

kindred patrol
#

!feedback pinging an enemy causes allied AI to attack it

sacred perch
#

!feedback Artifact that lets you prevent certain items/equipment/pods from spawning in the game. Tired of team mates doing Gesture of drowned + capacitor build.

hexed terrace
#

!feedback Merc's expose buff is good for damage, bad for CD reduction. If you're in M1 range and something is on CD, you are out of position and likely to get clapped (quite literally, depending on enemy). It's also too hard to apply expose on single targets between blinding assault dashes for CD purposes, and blinding assault only offers a brief amount of iFrames. Incentivizing the M1 while taking away 20% HP + some regen is a kiss of death move.

Successfully proccing an expose should give Merc some form of survivability as a reward for putting yourself in harm's way long enough to do M1 combos. Otherwise, Expose has only become a reason to stack lots of attack speed and nothing more. A self buff that offers a shield, or +1 max shield per expose proc'd (1 per target), maybe some iframes or a large chunk of armor, etc etc etc.

earnest widget
#

!feedback
Each player should have a different ping color in multiplayer,and on singleplayer you should be able to edit it in settings.

stark path
#

!feedback
On most characters, Paul's Goat hoof replaces one of their legs below the knee. On Captain it appears like its rendering both his leg and the hoof simultaneously. It might be a bug on my end and its not huge, but it would be nice if the goat hoof replaced his leg like it does for the other characters.

grand wigeon
#

!feedback
Show connection (to host) in server browser for listen servers

tough pendant
#

!feedback Tesla Coil Nerf

Increase the amount of down time between activations on Tesla Coil. It's a pretty strong item, plus ||when Mithrix uses it, it can be difficult to avoid it.|| When we see that items are that good on enemies, it's probably best to nerf them. For a greater good.

visual talon
#

!feedback If Captain is in another realm maybe instead of his Shift and R being nothing maybe make it where his shift is replaced with another small laser like ability and his R could be 1 station since the ship has to warp it in instead of drop

verbal kettle
#

!feedback
Command artifact
Can we make it so we can still move while selecting our items in the RoR1 you could still still at least jump while picking your item's. right now we are just sitting ducks if you try and get a item.

ancient kelp
#

!feedback the noise mired urn makes is really annoying, it almost sounds like you're taking damage instead what you're actually doing (healing). change it to something more appropriate, please.

green totem
#

!feedback
Spoiler Warning for the new Class
|| Captains ability he earns from being in 10 different places in one run, is kinda underwhelming.
Not to shit on hopoo, i think they did a great job with Captain as a whole but this "station" refills your equipments cooldown 3 times, i can reduce my cooldown with fuelcells, that legendary and gestures of i wanted to, it seems like the ablity could do something more.
My suggestion is to make it either to make it reduce the cooldown of your abilites by a little when in a radius, or to help drones in some way too. It'd be cool imo to have an ability to help drones in some way, since captain already has stuff that has to do with drones.
Namely the challangewhere u repeair the drone at Delta, and his "signature item" which also hovers around drones making them more useful. ||

forest stirrup
#

!feedback add a quit to character select on the escape menu

hollow basin
#

!feedback Make Captain’s Resupply Beacon have some additional effect, like removing negative status effects within its radius like Blast Shower, or allows you to store an extra charge of your special ability within its radius.

dark isle
#

!feedback
pet_beetle : Restart

Give us a button to either restart our current run (not using the same seed, but automatically just start us into a new run with our same loadout/artifacts/character) in the ESC menu, and/or a hotkey that can be held down to automatically restart. (Similarly to how holding R in Binding of Isaac will automatically start you in a new run with a new seed, but as the same character.)

unkempt jetty
#

!feedback Unnerf the bands, I'll now try my best to avoid these garbage greens of all things, they do garbage damage with a relatively long cooldown, revert it BACK to the on hit proc it reveled at

stone charm
#

!feedback Give the Captain's gun a sweet spot. If you release on the sweet spot then the pellets have NO drop off value allowing players willing to time their shots to use it as a sniper proper.

low phoenix
#

!feedback Add a memorial shrine or Easter Egg in Comedy Island to remember all the lost souls who were trapped there.

hot sparrow
#

!feedback Once someone has completed the game, allow options to change the main menu music in the music section of extras. The music is a looping variant of any of the in-game music of your choice, I'd just really love to start the game up and hear "…con lentitud poderosa" every time.

soft mountain
#

!feedback
Add the ability to buyout unlock challenges with lunar coins. Certain challenges, such as those requiring playing monsoon or loop for an extended period can feel tedious and while they are a one and done thing the fact progression in the form of items is locked behind them isn't fun for players like myself who can't reasonably complete them on their own. With how easy save editing is having an in game option to skip troublesome challenges through a separate grind would be appreciated.

tough pendant
#

!feedback Final Stage Change

||When you're put on the timer to escape the stage, I think that is more of a "telling" rather than a "showing" way to show that you have to leave fast. I propose that the structures that you're on start breaking apart and falling into the abyss to "show" that you need to leave fast. It could also work in a segmented approach, where each area has its own breaking timer when you enter the area, so if you mess up in one area, it won't have as serious of a consequence if you can reach the next.||

oblique ledge
#

!feedback This has been mentioned before, but I feel it needs more attention. Captain literally cannot use Gorag's Opus. It's really frustrating, as I'd love to use that equipment on him, but I'm unable to activate it.

umbral narwhal
#

!feedback
Drop the Captains secondary, the taser, bump up the probes to fill the spot (weaken them a bit to feel a little more fitting for a secondary to like 800% or so), and give him either a mobility or buff Utility skill that. And as far as the lore vs gameplay issue, maybe make it so that the two Safe Travles skills only don't work in the Baazaar and Void realms (it is meant to be a challenge after all)

stoic grove
#

!feedback can we buff Resonance disc? its kinda slow in terms of charge up rate unless you have a godrun that kills everything quickly, maybe make it just "Every x kills (Maybe 15-30), get 5 charges of resonance disc, will randomly fire". And when it does, can it please pierce through objects and impact only the target?

vocal rapids
#

!feedback FFA loot in multiplayer feels terrible, some type of global loot would be amazing.

rustic nest
#

!feedback Give the Magma and Overloading Worms Animation in the logbooks.

robust flicker
#

!feedback Can we get a multiplayer option for eclipse? I was looking forward to playing a super challenging mode with my buddies, and i think it would be a nice addition.

little barn
static hawk
#

!feedback while shatterspleen is great, i think it homogenizes builds by tying crit and bleed together. I think it would be healthier as a bleed specific item.

winter jewel
#

!feedback Allow escape to close the command and scrapper menus so that when you're being attacked inside those menus you aren't dashing to pick an item out of sheer primal instinct. Also, you should allow this for the logbook so it's quicker to switch between logs.

slow imp
#

!feedback
I love the diversity of the captain, but he always feels like he's a step behind. Perhaps adding some offensive option to his passive microbot, like every 5 seconds have it shoot a laser to do damage as well as the blocking damage option. This would really up his capabilities because drones would inherit this and make a drone type style of play more rewarding. His M2 is useless I feel, I'd rather have the option of something else like temporarily having more microbots spawn (ties in to the passive buff) - Or better yet make it some sort of Inspire Ability or Overclock like Han-D which improves all his other skills (including his passive) temporarily - OR have it so he can summon drones that he already owns to him, in case you end up moving too fast for drones to keep up (which you often do). His utility rarely hits because things just move out of the way, maybe a faster shot down or a way to increase AOE. As for his special, I was SO hoping that one of the skill options would be to call down one of the AC-super drones. Which again would make a drone playstyle more rewarding. Given that its a limited use per level it seems fairly balanced.

honest island
#

!feedback similarly to rusted keys and strongboxes, have the presence of scrap in your inventory increase the chance of a colour appropriate printer showing up in the next stage.

covert sapphire
#

!Feedback Final boss spoilers

||Items should be given back in order of Boss/ Rare/ Lunar -> Green -> white

You should also get your largest stacks back first.||

blissful laurel
#

!feedback it feels severely difficult to proc the new bands if you’re items aren’t damaging enough, especially on characters like Commando who don’t have a 400% damage ability and rely on equipment or items to proc them. Until you get those items, they kinda just take up space. Maybe give them their proc chance back, but have them trigger automatically for more damage later on once you come online? Then they go on cooldown

rich sand
#

!Feedback not sure if something like this is in the game yet but the idea hit me and i wanted to share it, even though it would be development hell: What if there was an item that reverses the effects of specifically, lunar items. As an example, perhaps shaped glass halved your damage and instead doubled your health? maybe brittle crown could give you money when you take damage? I know its out there and a bit silly but it could lead to some interesting builds.

white tartan
#

!feedback
Nautical elites
Effect:
Gives a large aoe buff to movement speed
Applies wet status debuff giving electric type damage 100% increase in damage.
Or
Applies wet status debuff giving electric type damage armor piercing(ignores armor starts with health damage immediately). Feedback discussions?

analog scarab
#

!feedback ||i know you guys are going to change the final phase of mithrix, but you still want to keep the “oh crap” feel of the last phase.

i think what you had was good, but could be altered. perhaps instead of taking the form of the player (i.e. taking your items), he could take the form of something familiar to the player.

what do i mean by this? bosses. i think you should do something like delirium from issac. in a sense, taking the forms/attacks of previous bosses, but changing their look and making them more dangerous.

maybe i could go something like: mithrix instead of stealing your items, he could suddenly transform into a stone titan, and charge up and shoot a blue laser at you, which you would have to hide behind the pillars to avoid. then he would transform into an imp overlord, and teleport to you and attempt to melee you which you would have to dodge, etc.

once again, this is just a very rudimentary idea, but i think it would be cool to see.||

clever moon
#

!feedback
There's no keyword for Acrid's Blight alt- Without one, it's hard to tell exactly what it does differently from poison.

rose bloom
#

!feedback
Mired Urn says "In Combat", however the only time it ACTUALLY activates it when you use an ability, or your primary/alt fire. This should not be the trigger for Mired Urn to proc, it should proc when you're actually taking or dealing damage instead of this half-assed proc method.

analog condor
#

!feedback final character spoilers I think
for his ||beacon ability, if playing on controller then right trigger is on the left side of the screen and left trigger is on the right. Combined with the fact that theres no icon to tell you which is which, this makes it very frustrating and results in me just putting them both down at once ||

safe prairie
#

!feedback
The Runald/Kjarro “buff” should only show the respective portion of the icon if you only have one band, instead of a combination of the two.

When I only have Runald’s, I tend to get a little bit thrown off when I see a buff icon that represents both of them. You could change this by only having it be one color when you possess one band, or stylize the icon in a sort of yin-yang fashion.

remote bronze
#

!feedback
As of now, it seems like there are hardly any ways to directly mitigate damage in the game that aren't rather situational (Rose Buckler only works when sprinting, Jade Elephant is major mitigation but only works for 5 seconds, and Tonic can backfire unless you have the proper setup for it). As such, I think that having an item or two that permanently increases armor would be helpful. One example I could think of was changing Repulsion Armor Plating so that it actually increases your armor stat instead of reducing damage by a flat amount. If you keep it as a white item, making it only increase armor by one or two points seems fair, but you could also make it a green item and make it increase armor by 4 or 5 points. Hypothetically, you could also make Aegis increase armor as a secondary non-stacking effect, seeing as it is a big-ass shield.

dusty flame
#

!feedback acrid would be a lot more interesting if he could cancel his leaping animation and still keep the momentum from it.

timber snow
#

!feedback
My thoughts on the final level and boss.

Final level is really bad. I'm going to break down in detail what I didn't like
||-The first stretch is just a ton of nothing. Big empty room. Long empty hallways. At the very least, the first hallway should be shorter. A bit of downtime prior to the fun is one thing, but this is too much downtime. ||

||-The level's platforming segment design doesn't favor low mobility characters like MUL-T at all. Even though we have the hotfix to prevent soft locking, you still effectively have to take "fall out of the level damage" to get back INTO the level. On top of this, the escape is equally bad due to the fact if you don't have some kind of air mobility skill or multi-jump, the effort required to make it back across is almost not worth it. Instead you're better off jumping into the pit and praying you get warped to the other side of the chasm. As a MUL-T main, this area infuriates me Give us a way through for low mobility/jump characters at the very least. Like a pathway that's a longer way around, but still lets you make it to the escape in time, so MUL-T and Engineer aren't left feeling stuck. ||

||There's no items aside from the cauldrons and lunar buds. Honestly we should have something akin to the last area of RoR 1 again. Give us some optional (but doable, no bad platforming please) sections where you have to fight your way to extra loot, or things that might help against the final boss. As it is, it's just a straight run, some bad platforming, and a few enemies. On top of this, the lack of any chests means your fireworks are suddenly useless if you've been stockpiling those. ||

||Overall, same complaints as many. The level's too empty and has some questionable design choices that make certain classes very frustrating to use there. It needs a rework. ||

||Final boss has some issues. Some items are too dangerous to bring to him, like Genesis loop. Also can easily bypass OSP. ||

hexed fog
#

!feedback
An artifact to put each stage on a timer before the teleporter event automatically starts.
This will create more agency in each level and force the player into a faster pace.

winter jewel
#

!feedback
Add ally reviving functionality for Dio's Best Friend and allow the player to choose whether or not to use Dio's Best Friend upon dying themselves. You could maybe leave the player name marker when a player dies and simply have the person with Dio's walk up to their corpse and press the interact button. This way, for something like the final boss, multiplayer runs aren't put on halt just because one person died and has to watch the entire fight, or maybe someone is in danger and needs help from a certain ally and wants them back in the fight so the run doesn't end. As it stands, Dio's Best Friend only works to save a run in singleplayer if you happen to pick it up, and in multiplayer, so long as one person lives, using a Dio's is sometimes just a waste because the living player has it covered anyways. If Dio's were made into a reserve item you could use when it matters most rather than something you just have to hope to not die before X point with, it'd be a lot more worth picking up and would make multiplayer runs a lot more fun for someone who isn't doing quite as well. This would solve some of the complaints of people dying on the final stage and having to sit through a 15-20 minute sequence and not enjoy any of it, just because "oh that new enemy works that way?". And because it's still a legendary item, it can't be exploited to such a point where it completely breaks a run. You could even add a limit to reviving other players if it really becomes an issue and someone somehow manages to get tons of stacks of it.

clever moon
#

!feedback
The Beetle Queen's flying spawns don't seem to have a name when pinged- The message that shows up is just "(Player) wants to attack: ."

glass oak
#

!feedback
change the captain's animation of when he uses the ''Orbital Probe'' skill to one that he snaps his fingers on for every rocket he releases.

viral narwhal
#

!feedback I dont know if this is a bug or a balance decision, but scrapping items should cause fireworks to proc if you have any fireworks.

random pagoda
#

!feedback Bosses should have a naturally higher chance of dropping their log entries.

crisp shadow
#

!feedback Not sure if bug or not, but mobs cause a lot of frame rate issues for me. 2-3 is still stable with ~30 fps, but it can quickly tank to 10-15 fps when larger groups spawn in. Was also an issue that made the game unplayable in the previous release, although much better on official release. Can this please be looked into soon?

warm vale
#

!feedback
1.0 is great but I have a few issues with multiplayer.

-First-
I don't know why you did this, maybe there's a reason that I don't see but, adding back the quick play function. Browsing the servers isn't bad just sometimes I want to just join a game and play online without the hassle of server surfing (mostly because of the second point below).

-Second-
One thing that bothers me is whenever you join a game that has already started you can only spectate, even if the game is on the first stage. Most games I find on the server list have already started so %99 of my options are gone with only one server maybe two that haven't started yet and are on the character select screen. Perhaps one way this can be fixed is you can join the game and play if slots are available but once the server fills up you're limited to spectating.

Thanks!

fleet moat
#

!feedback
Please fix the scaling of drones. They are practically a waste of coins due to their terrible scaling. By the time you get to HAHAHA difficulty each drone does around 14-25 damage at BEST.