#ror2-feedback-and-ideas

1 messages · Page 28 of 1

rigid slate
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!feedback Make it so that you can realign the Primordial Teleporter as many times as you want as long as a teleporter event is not active. The prongs are rather close to the centerpiece, and it's easy to accidentally hit E on them instead and ruin an otherwise game-beating run

boreal oak
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!feedback
mostly about last boss
||for the last boss have them teleport say beetle guards to you so they aren't a complete waste as they can't pathfind to it||
||The last boss arena has a blindspot for the boss of the supports as if you walk up them the boss seems incapable of getting to you
Boss has no real anti air so the artificer can pretty much float forever and just not have to deal with 90% of the boss||
also something non boss related first time ive seen this in a multiplayer session but a beetle guard picked up a log entry

dense flume
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!feedback Currently if a Void Reaver (#1) explodes and catches another Void Reaver (#2) in its death bubble, Void Reaver #2 still has its own death bubble, but there is no animation or graphic or anything for it. Meaning if #1 kills #2 there is an invisible death bubble that will still insta kill anything inside. I would prefer the death bubble to at least be visible HuntressDoubleThumbsUp

solar leaf
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!feedback || Now tbh with you i personally have no problem with the captain being handicap when in hidden realms but to please the lore and players. I say disable the ult BUT make the shift available and instead of calling air support make it so captains prosthetic arm has a mortar simlar to this regular shift but make it less powerful then his normal shift but make it so the mortar is more quicker.|| ima just put spoilers so new players dont get spoiled.

round jetty
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!feedback Pinging an enemy makes companions like turrets target them

chilly crag
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!feedback Bring back the tough times from ROR1 (it reduced damage taken by 14%)some way or another, in late game you're either at full hp or with negative -1427 health. It isn't fun having a god run and obliterating everything just for a blazing greater wisp silently spawn from behind you and shoot you, putting you from max hp and barrier to negative in one singular attack. I think a percent based damage reduction item would make the moments when you die actually feel like your fault because you didn't react to a chunk of your health being wiped out.

stray wyvern
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!feedback ||please make mired urn not kill allies, or not even suck allies at all. either. please.||

stoic grove
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!feedback there's an interaction between Wax Quail and the H34D-S3T legendary that makes it so when you are running up a slope and jump at the same time, you go skyrocketing. I dont know if this needs to be removed or not because it helps the headset achieve good damage

forest stirrup
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!feedback the game pauses when the player opens up the artifact of command item menu in singleplayer

obsidian oracle
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!feedback ||Make the primordial teleporter start in a half-aligned state the first time players interact with it, forcing them to acknowledge the rings and learn that they can realign to the planet. Before being properly aligned, the teleporter is not usable.||

hollow basin
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!feedback

After the end of the run, if we die, our dead character with all their items should be on the main menu. If we escape, our character should be there with all their items alive doing their character select pose, and if we obliterate, there should be no character but an obelisk where we’d be.

This would give a major since of accomplishment for completing a run or obliterating, and a reminder of who we were and what we had when we died.

rigid slate
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!feedback Re: Primordial Teleporter discourse

How about this fellers: the teleporter has two buttons on opposite sides, one with hologram of moon, one with planet. New players will naturally be inclined to try both

plain fable
#

!feedback
captains hack support should hack in a sphere, sometimes it places on weird angles and doesn't hack things that are next to it

cyan plover
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!feedback After playing the new Merc changes on Monsoon, I'm torn.

On the one hand, his damage output potential in using the alternate Ult is much better than before and there's a more arguable use case for it. But on the other hand... the changes to his auto not being bufferable in dash, the scaling on auto 3, and the lowered HP pool + HP regen has made him feel very unviable even before looping if you do not get into a powerful run.

And the benefit of alternate Ult is weighed against having less mobility as well as no more invulnerability. And given how Shift dash doesn't have iframes during start-up so you can die before you get into contact with the enemy you're stunning... It feels like they wanted to push people into a specific way to play. But, that way is almost unviable in attempting to fight the final boss. It's nice in loops though.

chrome sundial
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!feedback
Man, I just want the last to pieces of the heretic, along with the ability to unlock the heretic as a survivor when you collect all four pieces in a single run, possibly even then removing the heretical items from the item pool. So that when you have already unlocked the character as a playable survivor you can no longer get her items, well, at least maybe when you're playing as her, so maybe when doing multiplayer other people can still unlock the survivor when they open lunar chests

safe prairie
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!feedback
When initiating the Primordial Teleporter, change the interaction dialogue from “Activate teleporter” to “Confirm destination”.

Interacting with the walls isn’t totally obvious if you don’t know you can do it. While this wouldn’t singlehandedly solve the issue, it would help a little, as well as add some nice flavor to the event.

heady shale
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!feedback Huntress has a typo in her logbook entry (she held her breathe)

chilly crag
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!feedback Change Forgive Me Please's model on the character to match the character you're using.
eg. Captain now carries a voodoo doll of himself on the back instead of commando

north apex
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!feedback
Whats yalls opinion on Looping vs Moon stage?

IMO, They need to change this, so that new players just dont go to the final boss with a ♥♥♥♥ loadout. They need new players to learn to build their stuff first, unlock stuff, and FIND the final boss (activate the alignment).

Similar to how you had to find the beads and find 'a moment whole'.

Right now new players are going straight to the moon stage.. complaining they can't jump far enough, dying, and thinking thats the whole game and literally the last level. I have 170 hours, but to a new player.. they aren't aware of the secrets/clover/hidden realms.. and now some of them might not even be aware (or even the POINT) of looping.

Portal should be set up to loop.. and you should have to 'find a button' or something to align it up to the moon (final boss)

eager cloud
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!feedback I know alot of people see Mythrix's third stage as an incentive not to get good items, but I've found that getting ALOT of strong items will allow you to kill him before he can take them all

astral cypress
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!feedback Make so that you can choose the destination of the primordial teleporter after you active it, just like it was in RoR 1. In later stages there is so much going on, that stopping to allign the portal with the planet/moon gets complicated.

stark path
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!feedback
I am in the middle of a break from an hour long run. I stopped because at a certain point my left wrist starts to hurt from constantly pressing keys and dodging. I probably wont be back to finish the run until a lot later, once I let my wrist rest up. So it would be really nice if there was a save feature.

It doesn't have to save the entire game state right then and there, it just has to keep all of my items and the difficulty timer, then spawn me at the start of the last stage I didn't finish. That way I can take a break for a while without leaving the game open.

stoic grove
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!feedback equipment idea: proc all of your items. 20 second cooldown

brittle pollen
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!feedback Add a toggle flight feature for Artificer so I don't hurt my wrist over how much I glide with her.

hollow cipher
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!feedback ||The final boss has a couple big issues, one being his lack of anti-air attacks and the other being the controversial third phase. For the first issue, give him a kind of gravity based attack where if the player is above a certain height he pulls you down with a surge of gravity that will deal fall damage if you hit the ground too hard. This would enable him to bring down survivors that are out of range of his hammer while not using hit-scan or homing attacks that just feel a little cheap; it would also enable the player to prevent fall damage by using an ability to prevent the damage, similar to preventing long falls normally.||
||The other issue is a bit more complicated, as there needs to be a balance between theme of the fight and game balance. If instead of wearing the items he steals, he creates orbs the circle the arena holding the items that the player could destroy, it would allow for skillful players to choose which items they need to get back as soon as possible to continue the fight. To combat the higher damage growth of players during this phase, the boss would get more aggressive/desperate as you destroy more bubbles. This increases player agency in the final stage while not removing the idea entirely.||

cedar hamlet
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!feedback New item to celebrate early access Golem's retirement:
Hard Hat (Green Rarity Item)
Take 5%(+5 per stack) reduced damage from projectiles (NOT lasers!!)
"Good thing I had a helmet on!"

obsidian oracle
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!feedback ||An option in the options menu to set the default primordial teleporter location, 'unlocked' after having reached the moon or looped at least once.||

idle stratus
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!feedback Artificer's M1 should have its internal cooldown removed as well when you pick up Purity. Make the dream a reality!

warm wave
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!feedback Add an overloading equivalent to the Molten Perforator. Boss tier item that would drop from overloading worm.

pine gale
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!feedback new equipment: Cash grab - double your gold gains from every enemy killed during a 15 second time window. Cooldown: 90 seconds.

oak seal
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!feedback make interstellar desk plant a green item.

placid quail
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!feedback make esc close out of command menu

urban zenith
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!feedback Captain's projectile destroyer is kinda busted. With drones, you take out all the pulse things from alloy worship unit. Wandering vagrant is helpless. Even a beetle guard's slam is negated. Maybe find a way to specify what projectile is? Or maybe filter out certain projectiles?

south gust
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!feedback
Merc's new expose passive is very good early game and helps put merc where the devs seem to want him.

Unfortunately by late game things become such a mess that merc basically just becomes his prepatch self again, not to mention that it's hard to actually tell which part of the combo you're on.

maybe add some sort of incentive for finishing the combo that mostly helps in late game (higher or guaranteed crit chance on the last hit, several stacks of bleed on last hit, etc)

and also a QoL change that shows what stage of the combo you're on, preferably toggleable for players who can keep track. maybe it's next to mercs crosshair?

lime rivet
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!feedback
Issue: I'm finding it very frustrating to join a new game in the game browser despite having the 'Show started games' option unchecked. I keep joining games that i thought were not started yet, but were actually in progress and only as a spectator.

Solution: Have the 'Show started games' option actually filter out games in progress or allow a person to join the game upon teleporting to the next level.

balmy thistle
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!feedback

Regarding the recent development thoughts, specifically on the topic of the final boss, ||I think one sollution to make the players less anxious about having good items in the final fight would be for Mithrix to scatter them around the map instead of sucking them for himself. That way, the player still gets to experience the "oh shit" moment, but at the same time they don't need to fear that they're about to be hit with a brilliant behemoth explosion all the while the boss has 50 tougher times. The arena is large enough that collecting everything back up wouldn't be an easy matter, and perhaps the items could rain back down over time instead of all at once.||

frail geyser
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!feedback If you level up from the teleporter giving you exp from your money, a Warbanner should drop on the next stage instead of the stage you're leaving.

viral narwhal
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!feedback If an ability has both a cooldown and can also be tied to attack speed (I.E scrap launcher and artificer's primary), the minimum cooldown for those abilities should be small enough to maximize the current attack speed of the player.

severe ore
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!feedback grey dios in a scrapper makes the scrapper stuck because it cant shoot out anything

fringe goblet
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!feedback Mult-T´s scrap launcher projectiles sometimes just bounce off the lesser wisps and almost all of the time from the ice variants making it frustrating to use against them

slate hull
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!feedback Let players press [ESC] to close the Scrapper menu

little barn
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||!feedback For Captain, instead of having the Beacon: Resupply, it instead spawns a beacon that releases a drone every minute. The released drone depends on what the other beacon you have equipped is. The ability could be called Beacon: Mechanisms
Beacon: Healing spawns a Emergency Drone that automatically dies after 30 seconds.
Beacon: Shocking spawns a Gunner Drone that will fly in to enemies and explode, stunning all enemies hit by the explosion. Stun duration scales with the amount of Stun Grenades you have.
Beacon: Mechanisms spawns a TC-280 Prototype that lasts for 10 seconds. At 10 seconds, the TC-280 Prototype, and any existing beacons explode, dealing 750% damage.
Beacon: Hacking summons a Gunner Turret that replaces beacons that you've set down. The Gunner Turrets deal 300% of the Captain's damage, and lasts until the end of the stage. If the turret is destroyed before the end of the stage, then the enemy that kills it, as long as the enemy is not a boss or elite, will instantly be leeched of all of it's health, and given to the nearest non-turret ally.||

lilac crag
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!feedback Captain is busted right now

white perch
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!feedback please make the new clay dunestrider boss item not suck health from teammates. My group just doesn't pick them up unless there's a scrapper. Please stick to putting negative effects on lunar items

wicked spoke
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!feedback it would be cool if the Captain's shotgun gained more shots as he gained attack speed instead of charging up faster, so that the Captain feels good to play even at extremely high attack speed values

stray gust
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!feedback Please make the last stage more meaningful. It has no items and you dont even need to kill any enemies besides the boss if you have some movespeed.Maybe add a shredder there as well to avoid losing with your own items in the last phase of boss fight.

obsidian oracle
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!feedback Let Captain's hacking beacon hack 3D printers, maybe change it so you get a command popup and switch it to any item in the appropriate tier, or at least randomize the product item.

winter pendant
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!feedback While Mercenary's new Expose mechanic indeed does allow for more invincibility frames with cooldown reduction on Eviscerate, the drastic nerf to Mercenary's baseline life regen makes early stages immensely difficult staying alive solo without a good healing item early on, which is hard to guarantee. A good change would be to revert Mercenary's baseline life regen back to 2.5, but keep the lowered scaling so that it will remain less powerful in the late-game.

plucky fern
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!feedback All enemies should have a chance at spawning with Dissonance on. Not just a random handful

Also I'm not sure if they're in the Dissonance pool but if they aren't I'd love if the new Lunar enemies were added to it

north onyx
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!feedback having to spam M1 with captain to make use of attack speed is awful. Replace the taser with the ability to shoot a high damage slug shot that slows enemies on hit. Remove charging from his M1 and make holding the attack key fire constantly.

tulip moth
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!feedback implement cross-progression/cross-save between PC and Nintendo Switch. It's tempting to get ROR2 on Switch but since none of my progress transfers over it just seems like a doubling waste of time. Cross-progression for PC/Switch.

young crane
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!feedback ||Unless a technically gamebreaking glitch occurs with Mithrix's fight or Commencement (softlock island, or other things that might prevent progression entirely), I suggest that the two remain entirely unchanged for several days. People will complain, and are complaining, but I feel it's important to let that run its course for a time. This community has proved itself faithful and extraordinarily resourceful, and that isn't gonna change just cuz the final segment is a bit controversial to many. I know you guys aren't the type to jump the gun, this is just a friendly reminder that all feedback is good feedback. Godspeed, Hopoo.||

dim hamlet
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!feedback
Change to Captain Zap-Beacon

When called down, emits a large shockwave that shocks all enemies. Afterwards, nearby monster deaths charge up the beacon, and when fully charged, emits the same large shockwave again. Enemies that are shocked by Captain when the blast emits take double damage.

narrow cedar
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!feedback
During the Mithrix boss fight, Mithrix needs better lines and shit talk. If I were banished to the moon by my brother, I would use all of that freed up time to brainstorm better one liners than ”Pray.”

Edit: He talks so elegantly in the log books, why not in the boss battle?

little barn
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||!feedback||

Captain has no movement abilities, so he needs to be swift and precise in the execution of his skills.

There's 2 main flaws that hinder him in this currently:
-Ability interaction with sprint mechanics is clunky/awkward (a result of sprint mechanics in general being clunky and awkward)
&
-Not enough visual communication of relevant information while in combat

Shotgun (M1)
In combat I usually can't hear the "chk chk" reload sound to tell me I can fire again so I end up spamming M1 as fast as my finger can click as a result.
A small visual indicator that his shotgun is ready to fire again would remedy this - little shotgun shell shape below the cursor or something.
It would have to also appear while sprinting since you can charge and fire while sprinting.

Note: Since we use his M1 so frequently, he would feel a lot smoother if his M1 didn't break sprint at all. Feels pretty clunky to fire a fully charged shot while sprinting, but then have the proceeding shot break sprint.

Probe (Shift)
You know how Huntress' Ballista changes the cursor to show the 3 charges of Ballista that are available to fire. Do the same thing here.

Beacon (R)
Hacking Beacon:
When at a distance, it can be difficult to discern whether a beacon you're about to place contains a chest within its radius or not. I often find I misplaced the beacon by a couple feet when doing this.
When placing a hacking beacon, there should be a numerical indicator of how many chests are within its radius, so the player can swiftly and accurately hack the chests they want.

vivid heath
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!feedback
Have the rain in the final level become more intense depending on the difficulty selected (Drizzle, Rainstorm or Monsoon, not the scaling difficulty)

dull dragon
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!feedback large scale multiplayer is really difficult not because of optimisation or anything, but because every time someone leaves, joins or votes for a new artifact/difficulty it resets the ready up count making it near impossible to actually start the game, especially with trolls

tepid harbor
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!feedback Add an option in settings where you can toggle off seeing items on your character. I think this is just a QoL idea bc personally I really like how some of the survivors look without items.

meager sapphire
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!feedback The first line of the intro cinematic ends with "... this exact coordinate." This is grammatically incorrect, and should be replaced with "... these exact coordinates."

still dirge
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!feedback
Make primordial appear only after first loop

fair crystal
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!feedback the new use item that gives frenzy to you and your allies is unusable on captain. Me and my friend both tried it and the item just doesn't go off when the user is captain

north apex
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Feedback - Accidentally proceeding to the last level instead of wanting to loop is a problem

dull dragon
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in addition to dread's feedback, the same equipment also does not work with equipment drones

little ferry
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!feedback Add a sound when you splash into water, for example in The Gold Coast!

random pagoda
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!feedback For captain, the amount of orbital strikes you can summon with your shift should scale with the amount of microbots you own.

tepid harbor
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!feedback On the Captain, when you get squid polyp, the squid turrets should get the microbots as well.

verbal summit
#

!feedback
Artificer's hover is very useful but unbearably slow. Considering she is constantly hovering at any moment, it seems appropriate that sprinting when hover gliding would ignite her ENV suit booster increasing her speed while in the air.

harsh stag
#

!feedback
Fade the colour of chests, barrels, multi-shops etc to grey after they've been opened to help identify them from a distance and avoid confusion.

vague schooner
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!feedback
About the final boss fight. I absolutely love the fact that during one phase you lose your items. I don't think that should be changed. However, as many others have expressed, him stealing them can be a bit harsh. It can end the run instantly depending on what items you had. So, as he is the King of Nothing, isn't it more appropriate that he "deletes" the items instead? He doesn't get them, you don't, there's still an awesome phase to test your skill, everything else such as slowly getting the items back can work as usual, this will just stop the problem of potentially being obliterated instantly due to having a powerful build.
I don't want this unique part of the boss fight to be completely removed. I think it's great overall.

Edit: As a side note, if I had to choose between changing this boss fight or not, I think I'd lean towards not. Since the game has mutiple ways to end a run, it gives the players another decision: "Can I beat the game, or do I obliterate?".
(Dying, quiting, and for some braggers, crashing the game, are other ways one could decide to end a run as well haha).

vivid heath
#

!feedback
Make Captain's microbots a selectable passive (Similar to Acrid's Poison/blight) this could fix issues relating to it being an item and also adds the option to completely swap it out with something else in the future.

verbal summit
#

!feedback
Artificer's Snap Freeze could do with an additional function (perhaps an alternate) that would single it onto one enemy, paralysing them for an extended period of time. This extra feature working on bosses would really make it desirable.

steep current
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!feedback Chests and especially 3d printers should not throw your item off the map (Y)

flat monolith
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!feedback
due to the most recent change to all movement abilities not cancelling sprint now, they all have a MUCH farther travel distance, and most of the time it doesn't feel right nor intended in any way. the best example here is Acrid that can just outright jump half of the map without any items, making it annoying to use the leap late game due to the extreme velocity of the jump.

clever moon
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!feedback
Occasionally, a Brass Contraption will spawn with its visuals bugged, spinning wildly instead of doing its normal animations.
I propose that this be left in intentionally, as it's rather hilarious and does no harm.

harsh geyser
#

!feedback

Color coded scrap counter above the players money to keep track of scrap easier

pearl estuary
#

!feedback drones that have the ability to move should TP near the player if they drift too far, which is especially important with how they support the captain

velvet ginkgo
#

!feedback Let Mithrix wear all the items he steals like the survivors

strange shadow
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!feedback Mithrax' last phase difficulty level seems a little cheesy - he should simply steal your items rather than actually using them. doesn't feel very fair when my 3 hour run is ended by being bled to death from 1 of his darts..

viral aspen
#

!feedback
I would personally love it if the scrappers were different color or had something to indicate that it's there. Some maps blend it in too well and with how small it is I am sure I have skipped a few when I needed them most.

lost python
#

!feedback

After choosing your character, it should bring you to a shop on the spaceship that would allow you to spend lunar coins to get some upgrades, not lunar items. Something like "Explosion Damage +, Extra Health, Extra Crit Damage" which would make the game a bit more progressive.

spice ferry
#

!feedback

When playing captain and going to the lunar shop causes his airstrike and support pods to be disabled, this goes for when you head down into the null portal as well. Found this frustrating when i was doing a run as captain and found out i couldn't use half his kit in the void.

verbal summit
#

!feedback
Captain's Vulcan
I love it dearly. I'm seeing some complaints on the inability to fire it automatically when it has a higher fire rate, which should be addressed, however rather than changing it outright perhaps adding a bind (/alternate?) which changes its firing mode from charge to auto would be beneficial.

lapis kindle
#

!feedback
Give Artificer the ability to maneuver while hovering after using a booster or getting propelled by something (e.g golem laser) instead of being locked to the direction you were launched or when using a booster followed by Ion Surge (currently you can't move in any direction and just have to fall down).

steady wing
#

!feedback I just want to say I actually enjoy playing with the Captain, I think his shotgun is pretty unique as a really high damage attack compared to the other characters and it's cool to use when charged up, especially after you get some more attack speed. Others have mentioned changes that would probably be helpful to the taser and his other attacks where he calls down items as well. I'm sure there are changes and adjustments that can help him be even better in some ways yet I really like his play style now and his character design/concept are cool.

stray wyvern
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!feedback give captain some minor skills or something for when he goes into other dimensions. as a bonus, let them be also alternate skills so we can use them everywhere if we so choose.

little barn
#

!feedback make the captains hacking beacon not automatically pick from a choice chest, instead just reduce the cost to zero and let you pick. basically lost a run because of this

verbal summit
#

!feedback
Captain's Power Tazer Suggestions:
Hold to charge brittle ricochet round. The longer the charge, the more targets hit.
Charged stuns make targets 'brittle' buffing the damage received of orbital probe for stun duration.
Charged rounds can stun bosses with reduced ricochet.

-The bounce mechanic is neat, but far too unpredictable.

rare glen
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!feedback shrine of woods should change used dios into a new item called chewtoy which would be a roughed up looking dio with stuffing falling out the description could be the dog or cat got it or something dunno what it could do but would be a cool easter egg type thing

flat monolith
#

!feedback
PLEASE fix the stage 5 boss song not being Antarctic Oscillation anymore, as it now is just a random boss song from any other level.

graceful ether
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!feedback Due to the nature of sacrifice, there are a lot of scrappers and printers spawning relative to normal runs. While certainly artifacts aren't meant to be a balance standard, I would argue that this interferes with the overall identity of the artifact.

Sacrifice is about: "All your items come from enemies" and the various dynamics that result.

Right now it sorta feels like it has a secondary identity of "You have a lot more impact on what items you get"

Secondary identities are fine of course, but I think that there is already an artifact that totally covers that area (command) and having this overlap is fairly strange.

wet plank
#

!feedback

Could we make it so that Captain's beacons have some form of scaling?

Example - Healing Beacons radius could increase, by a small amount but an amount at the very least.

solemn sapphire
#

!feedback

Change the two bands to activate lower then 400% damage. Some characters are unable to hit that threshold with their kits.

green totem
#

!feedback

Make Mini Mushrooms make a sound when they fire at you.

I've died countless times cuz of a sneak attack fireball to my face and then lingering on the ground.

feral dock
#

!feedback the "show started games" feature just doesn't work. It still shows started game even with the option unchecked.

untold agate
#

!feedback

Really a minor detail really (and can be added to more characters)

Can the captain release like a cartridge/shell out of his gun when he shoots? I love the way his gun sounds with that oomph of power, I feel like a cartridge would be a sick little addition.

boreal crag
#

!feedback
'Forgive me please' equipment is way too powerful in its current version. It allows for some sick and rather easy to pull off "game plays itself" combos.
'BIG SUCC gland' has extremaly unhealthy synergy with engineers turrets and razorwire making loop of damage that triggers every tick, insta-killing anything in razorwires range.
Some changes to those new items are really needed.

reef blaze
#

!feedback Mult-T's Rebar change is a welcome one. Nevertheless, it still feels underwhelming compared to Nailgun and rockets. Its DPS output cannot compare to Nailgun with procs or to a rocket barrage of 360x4 dmg + 90x4 AOE.

Some (subjective) suggestions for improvement:

a) Raise damage
and/or
b) Add some unique effect to the attack. For example:
- Huge knockback. It would make sense given the nature of the attack.
- Make each consecutive attack received more damaging than the previous one. "Deepening the wounds"
- Attacks nail mobs to surfaces and to each other, á la Sentient Hook but in a line and up to a limited number of
monsters. This would require some knockback to be effective.
I hope these are useful ideas. I think MUL-T has potential to become a better character and I would like to see some love for him.

midnight bramble
#

!feedback
Make Squid Polyps last longer
They're adorable, and it makes me sad when they go away so soon :(

maiden kernel
#

!feedback
Steam Trading Cards for RoR2 so we can have some cool badges and profile backgrounds. Thanks 🙂

tribal river
#

!feedback Please change the Drone AI don't let them just wander off make them stay near the Player. It gets really annoying if you have a lone drone some where on an adventure and the Boss is chasing it + all you healing drones chasing that lone drone leaving you alone . . . rooBlank

severe bay
#

!feedback Add a new trial named "Trail of Deliquesce" which is a set of bosses in a Bulwark's Ambry style arena. The way you get to the trial is by accessing a orange portal within Bazaar Between Time. This portal will teleport the player to the boss arena. The "Trial of Deliquesce" is summed up as a boss rush where the player will need to defeat three "Special Bosses" similar to the Alloy Worship Unit and Twisted Scavanger. These bosses will be given a set of items. The first boss will gain 5 of one Common Item, the second will gain 5 of one Common Item and 3 Uncommon Items and the last will gain every previous item as well as one Legendary Item. This is basically the same system as Void Fields item distribution to regular monsters, except this trial uses it for the bosses. The player will be able to leave the trial anytime by activiting a orange portal which will send the player to the next stage similar to the Void Fields exit portal. By exiting the trial early, the player will not gain any rewards other then the rewards collected from defeating one or two of the bosses. After defeating the first boss the player will be rewarded with a Common Item, after defeating the second boss the player will be rewarded with a Uncommon Item. If the player succeeds at defeating all three bosses then they will be rewarded with a Legendary Item. The reason I feel this trial needs to be implemented into the game is because it is another way to aquire Legendary Items other then entering Void Fields. This new trial also supports different builds in the game since Void Fields encourages a proc chain build whereas this trial supports a heavy hitting build that is focused on specific enemies. These type of builds are more popular now due to the final boss being implemented into the game. This means that this new variation of Void Fields will ensure that different types of builds can aquire Legendary Items. The imaged attached is a rough mockup.

daring spire
#

!feedback
Make it so the Captains beacons have weight so they can activate the pressure plates on the Desert stage.

earnest laurel
#

!feedback
This is a pretty old one, but I'm bringing it back up now that I know item synergy is actually a thing for Lunars.

Make it so that damage to shields does not count as damage to Brittle Crown. This indirectly buffs shields (which are pretty weak compared to healing rn) and makes a bad item decent.

raven shell
#

!feedback
Seeing how Infusion has a set amount of use, it would be nice to separate out the depleted ones just like how a used DIO unstacks from the normal ones.
It's mainly just a quality of life change that will be misused with the scrapper, but I believe it feels more "right" seeing how DIO already works.

midnight kettle
#

!feedback
an artifact that makes items shareable between ALL allies. like drones, beetle guards and also allied players.
(i know this doesn't sound balanced but hoope them self said they don't care about balance when it comes to artifacts.
and i also know that there is a mod for that but not everybody want to mod the games and also consoles.... can they even mod the game?)

simple frigate
#

!feedback It is no secret that Risk of Rain 2, while being quite good at handling hundreds of actions per second (or even fraction of srcond), still has its limits. The game crashes late into the run are a common case, be it on weak or strong devices.
But, today's suggestion is not about trying to optimize that even further, it's about making this a "proper ending", sorta. The player's power is so off limits that the entire planet collapses with them.
So, the idea itself: detect when the crash happens, and upon game opening, show last registered stats (whatever player had at last teleportation, or as detailed as performance load will allow) in a form of end screen, with possibly some jokes too. That way, if the run ends abruptly, it won't be as sore and even may become entertaining.

crisp silo
#

!feedback
Given I play on 60fps the new OSP works like this:

Scenario 1: I have 100 hp, get hit on frame 1 for 95 and on frame 2 for 10. I survive.

Scenario 2: I have 100 hp, get hit on frame 1 for 95 and on frame 6 for 10. I survive.

Scenario 3: I have 100 hp, get hit on frame 1 for 10 and on frame 2 for 95. I die.

Scenario 1 and 2 OSP saves me, even tho I take the same damage in all 3 and Scenario 2 is much less of a one shot than 3

Make OSP not just have a 0.1s grace Period after it activates but make it calculate with all damage after a hit takes you below 90% health (for 0.1s)

green totem
#

!feedback

Nerf the damage of elite brass contraptions by a bit.

Recently i've gotten more and more elite brass contaptions in my runs, which i tought were no problem. Then later when i was in abyssal depths at stage 4 (12min in the run) i got 2 elite brass contraptions and other enemies. I accedentally get hit by one of the elite (frost) brass contraptions spikeballs, and 80% of my health was gone and i died. If i get hit by all 3 spikeballs, i get why i would deserve to be dead, or even 2, but one spike ball and i can't recover without stupid high regen, is kinda annoying.

static hawk
#

!feedback at least remove the slow on allies for mired urn. The damage is tricky, but the slow can be deadly.
The tar on enemies is very useful though.

nova wolf
#

!feedback Make Acrid's blight stack like the new bleed, would make it more viable.

jade needle
#

!feedback : Have players respawn for each phase of Mithrix as dying early in the combat and sitting around watching your teammates play for a long, long time is boring. Increase Mithrix's difficulty based on number of players to compensate though so the overall difficulty is the same.

stone charm
#

!feedback MY issues with current Captain kit. After hours of time with him, I've come to realize the reason he feels off for me is how it seems almost like he has only 2 skills. His gun, and his Orbital probe. You either use your beacons on chests (if you have that Alt) or you just save it for the biggest baddy to drop some damage on then you go back to having just those 2 damage based skills again. Its a fairly boring loop.

Gun wise, I wish there was something to adjust his pellet drop off damage (earlier suggested a sweet spot that ONLY removes drop off range). This comes around to drop off being awkward. Only a few weapons are affected by the system, and even Rex's doesn't have drop off which has 3 burst rounds.

The Tazer is too weak, as it stands it does low damage, stuns until enough damage is done....Then you run into the like 10 enemy types just immune to it like every boss, Greater wisps, and a few others I forget off the top of my head. Personally with how ingrained the shot-gun is to Captain I would love if this changed to loading special ammo into your gun.

The Beacons are an awesome idea, but in the wrong place. This feels like something more fitting for a Use item. I imagine it as a radio kit. It has 2 charges you call it in and randomly get a beacon. This makes it so its use could be damage, dropping on baddies. Risking a chest opening, or wanting heals. (I'd remove the stun beacon)

Themeatically the void thing is cool, but ACTUALLY physically losing your skills is boring. That needs to go IMO.

cosmic patrol
#

!feedback make items that fall off the stage teleport to the nearest ledge

echo girder
#

!feedback getting yeeted by another enemy into a void reaver's implosion is not fun you should have the right to f around for however much time you want after playing over 2h and attaining near invincibility. seems like being careful isnt always enough in these kinds of situations.
could it be possible to have them remove 99% hp instead of just instant death? even 150% would be less of a problem since with barrier you can have up to 200%.
edit: it's fine i was expecting dislikes, that was just me posting while being frustrated

fresh cypress
#

!feedback
More metagaming mechanics to get (near)infinite progression, something like profile levels in wich uses your level upon finishing a run (death, obliteratio or last boss) as xp, levels unlock the modifiers used on prismatic trials (maybe bought using lunar coins to use on that run), or any other thing like the custom skin idea mentioned far back on #top-feedback-archive

odd zenith
#

!feedback
Make Captain's supply beacons push buttons (if it hasn't already been addressed here)

stoic grove
#

!feedback Right now the H34Ds3T is not very good, and almost doesnt feel like a red item. A buff i suggest to it is to make movement speed also effect and increase the slam, because i did a testing run on drizzle, went to Aurelionite's realm with Command, Swarm, and Sacrifice, while having the headset. I climbed up about 4 of the rings that appear in the center of the map, then jumped off and did the slam. Those rings, at 4 of them, are the height of most maps. When i hit the ground, i didnt even kill a stone golem, nor did i reach the max damage. Please fix, maybe remove falloff too, because for all the work it takes its pretty poor dmg

dusky swift
#

!feedback Please, please, please improve the pathing AI of drones, and scale their movement speed with their owner's movement speed. I am so sick and tired of drones getting stuck on things and never being able to get to where I am. Maybe teleport them to their owner if they get too far away?

honest island
#

!feedback add an audio option to mute or lower the activation sounds of equipment

vivid hornet
#

!feedback please give artificer the ability to toggle her hovering passive.

olive widget
#

!feedback (part 1: general beacon buffs)
I really like the captain and the concept behind him, but I think his beacons need some tweaking.

First off, instead of making each beacon a "one and done" drop per stage, it would feel much better if dropping a new beacon disabled an already existing beacon of the same type. That way accidentally deploying a beacon won't screw you over for the rest of the stage, and you can reposition if your chosen placement isn't working out. You could make the beacon deployment time slightly longer to compensate for being able to put down new ones. Also I think slightly increasing the beacon radius would help keep the player from being immediately forced out of the beacon once enemies start showing up.

Secondly, the beacons themselves do need a bit of tweaking. Maybe you could let the captain passively gain up to 4 more microbots the longer he stays within any of the beacons? It would be a nice way to reward the player for effective use and placement of his beacons. Leaving the beacon’s radius would cause the extra microbots to lose “charge” over time until they eventually deactivate (similar to how Squid Polyps lose health until they die).

lone void
#

!feedback
let me start with sorry if my grammer is bad, i have dyslexia, so pleaase be patient with me.
after playing this game for about 200 hours, and most of those being on mercenery, I do not understand the needless and illogical nerfs that have been done to him, the removal of his ability to weave the primary in with his abilities is a blatent nerf with no upside.

the new passive is alright on it's own. exposing an enemy for one hit can be good. emphesis on CAN. Throw a commando or something simular into the fray and now you can never, ever get a buffed hit of due to mercenerys terrible attackspeed and the fact allies can use the buff, this from what i can tell wastes the cooldown reduction and leaves you standing there with no dmg, due to the dmg nerf.

Add to this the fact you have no health combined with having to get your three hit combo off is a receipe for getting one shot (the one shot protection does not work consistantly and even if it does after a patch. the devs have said themselvs that they do not want us to "abuse" one shot protection)

Oh and did i mention that fighting the final boss with him becomes a drag due to you having to rely only on dashes and eviserate for damage du to the boss having exsessive amount of health and Merc having virtually no damage. oh and removing my items when you are a melee character with no base healing does not lend itself to having a fun, challanging fight.

But let's say the devs doesn't want to revert any of the changes. that's fine. but at least change him so his kit makes sense and actually let's me play the game how I want. pre 1.0 he was an amazingly fun character who have fantastic flow. you actually felt like a sapce ninja. the "flow-chart" is the term you should use for the new iteration: do thee basic attacks. how you don't get punched inthe time it takes to get them out. uppercut/spin/dash, repeate. press R if something scary happens.

in closing, please just let us have fun with your good designs.

midnight bramble
#

!feedback
I've made this suggestion before, and it got 42 upvotes on it, but it's now lost in chat history, four months ago. It's now got 46 upvotes, but idk if it's going to count towards #top-feedback-archive because it's such an old suggestion. So I'm going to copy-paste it here so more people can see it again :)

One of my favourite parts about Risk of rain 1 was the statistics menu. Being able to see a clear graph showing your most and least played survivors across all your runs, as well as personal bests made it easier to see which survivors i've been neglecting, and gives a sense of personal accomplishment and competition with yourself, and also comparing with friends.
I recognize that the logbook has some of those statistics available for individual things, i.e. items showing how many your highest stack was, but it's not as obvious to some, it's easy to forget about, and it's harder to compare things when you have to keep swapping between tabs :)

Basically my suggestion is to bring back the statistics menu from the first game, big ol' pie chart and all! :)

jade ember
#

!feedback Despite being an update that increases the frequency of all printers, Cleansing Pools still feel strangely uncommon.

remote mango
#

!feedback The lunar chimera (wisp) enemies feel really overtuned. Their giant energy ball does something like 700 damage (~40 min monsoon), shoots faster than any other projectile in the game, and homes in on you. Then their machine gun attack chews through your health really fast and has perfect accuaracy from across the boss arena. Meanwhile, the other chimera hits once every minutes and it does almost no damage. It just seems hard to do anything about the wisps attacks

candid grove
#

!feedback
hey here's an idea for the captain
when he's out of pylons or in the secret realms he gets some weaker on hand weapons or ability's
like if he's in a secrets realm his 3rd ability replaced with a heavy shot
maybe as well you have to unlock them as alts but you just have them in secrets realms if you've unlocked them
just so you can work with more of your kit

vale rivet
#

!feedback
The captains M2 has had a lot of criticism and i can see why, its only real use its preventing high threat targets from using their attacks or stunning enemies to use your shift more effectively however this is very limited after 2-3 stages due to the amount of enemies that will be spawning, i have two suggestions to make captains secondary a bit better:

  1. if on hit it stunned all enemies in an area around the impact then it would be more viable in the later stages against the vast hordes of enemies and could be used to stun weak enemies to combat larger threats (especially useful for when fighting the teleporter event when using one of his healing beacons as often smaller enemies like beetles or lemurians can quickly overwhelm you and force you to take your attention off of the biggest threats).
  2. if hitting a shocked enemy DIDN'T cancel the enemy from being shocked (and the shock had a small duration to balance it) then you could use this to prevent large threat targets from using their attacks while still dealing damage to them.
rich flicker
#

!FeedbackHall of Victories that allow you to see a still shot of your victory runs to look at the stats and the cosmetics of all the items you had

fading narwhal
#

!feedback
Regarding the final boss, the last stage where ||he takes your items away|| feels like kind of a crapshoot a lot of the time, low mobility characters will have a very rough time with the orb move and I've had the boss spawn the orbs underneath me multiple times, shooting me down to one shot health instantly. Also, if not ||given back any good items|| it feels like your encouraged to avoid certain items and not to collect a large variety and go for stacking instead, which is very difficult when not using command

wind lynx
#

!feedback Hall of Victories that allow you to see a still shot of your victory runs to look at the stats and the cosmetics of all the items you had
credit @rich flicker

civic swan
#

!feedback Achievement Idea for Captain.
Title: Never off the radar
Complete x amount of stages/Beat the game without ever losing connection to the UES Safe Travels.
This means limiting yourself to not having the Bazaar available to you or obliterating yourself.
This could be put towards unlocking a different Shift ability for Captain or maybe an item unlock.

chilly rock
#

!feedback cooldowns of abilities should be displayed in loadout so its easy to compare things like tactical dive and tactical slide cooldowns and such

vague hearth
#

||!feedback||
In the final boss battle, turn off difficulty scaling; in multiplayer, if your friends die it’s almost guaranteed that you will lose because he scales health faster than you can damage him. This would give surviving members a fleeting chance to win, without it being impossible.

crude shell
#

!feedback while it makes perfect sense from a story perspective forcing the captain to go to hidden realms for the challenge only to cripple him there makes little to no sense gameplay wise, I think the best implementation is to allow his abilities to be used anywhere regardless of lore because it’s not fun the way it stands

humble mason
#

!feedback Apologies if this has been suggested before.

I don’t know what the consensus really is on Captain’s m2, but I feel disappointed with it.

I feel as though a fun change to it would be to either make an alt skill, or add this effect onto the base: “Marks any target hit by this, making any drones and turrets you own target it for the duration.”

Just thought it may be nice since he already has some drone synergy.

eternal haven
#

!feedback I assume this has been asked before but it would be nice to be able to use the escape key in the menus instead of having to click the back button every time

fringe hemlock
#

!feedback
Could we get a basic item-sort, just as a quality of life thing? Just to order the top bar a bit and make inventory checking less confusing. Something like: All the gear auto-aligns by rank from white-green-yellow-red or something like that? Apologies if this was suggested before.

slim prawn
#

!feedback One of the main reasons to do multiple loops is to further build your character to become an even stronger powerhouse with more items and more chances to manipulate those items into the things you want. The issue here is that this only makes the final boss harder for you once he takes them (unless you cheese the fight which I tend to do in the current state to avoid getting one shot after putting in that time to not leave a sour mark on an otherwise fun run) when your loops should be giving you at the very least an edge to hold out against him.

An idea that could remedy this while leaving the final phase's main idea in tact would be to give some sort incentive during that last phase for every extra loop you did. Maybe you can keep a single stack of items for an extra loop, maybe a buff, perhaps further weaken the boss in his already weakened state giving the impression that the extra loops gave you the power to hit him far harder than if you hadn't.

Just about anything to reflect the time spent on extra loops in the final phase would be appreciated.

frail panther
#

!feedback Beetle guard allies from queen's gland get stuck in the spawn room on the final stage. Usually not a big deal but when you get 8 beetle glands from shrines of the mountain it's quite detrimental. Drones also tend to get stuck or "lost" in parts of the final stage as well. Edit: maybe having all allies teleport to you once you reach the final boss could help alleviate this?

vestal apex
#

!feedback When playing Acrid on the Moon stage I find myself leaping though all the enemies when trying to engage them, especially the flying ones. When playing a melee build this can makes things difficult. Though I understand how enlarging the enemy hitbox would make it much harder to use the leap as an escape tool. But maybe enlarge the hitbox only when the player is also holding the M1 when leaping so the games know you're using it as an engage. Because right now the most viable option seems to be waiting for my poison to ever so slowly chip them down. Thank you

civic swan
#

!feedback Artifact addition
Artifact of Champion
Mountain shrines scales with loop or per level stage and are forced upon.

Ex: Level 1 starts with 1 forced-activated Mountain Shrine, Level 2 starts with 2 force-activated Mountain Shrines, etc.

Or

Ex: Loop 1 (Stages 1-5) Has 1 Mountain shrine always active. Loop 2 (6-10) has 2 Mountain shrines always active, etc.

obtuse thistle
#

!feedback I had an idea of a sandbox mode, maybe make it to where you can throw on command and buy as many item of each tier as you want, spawn in monsters and test out builds. Unlock criteria could be unlocking every item or completing the game with monsoon with each character.

spare pilot
#

!feedback I personally am really missing the Antarctic Oscillation boss music from its previous location in Sky Meadows. Haven't heard it anywhere since 1.0. Unsure if this was intended or not, but I'd love for it to return, it was a very welcome surprise with that update.

final marten
#

!feedback first off love the new boss! i think Beads of Fealty should do something when Mithrix takes them. What i have no idea. but it would add another use to them other than, a moment whole and cleansing pools.

royal badger
#

!feedback Make Bug Reports moderated so formats are enforced to remove one man spam and ppl trolling eachother.

buoyant loom
#

!feedback An extra game mode, where you pick 1 white item, 1 green item, 1 red item and 1 yellow item, and 1 blue item at the start of the run. Those are the only items that spawn in the run, when you open a chest. Equipment is the only thing that changes.
You could call it hailstorm.

dark isle
#

!feedback
Tonic : Addicted

Can we maybe get a cleansing altar of some kind that clears Tonic Affliction; only when dealing with Tonic Affliction? Taking Spinel Tonic is always one of those "if you're taking this item you gotta deal with it bro" things, but unlike other lunar items, tonic can permanently damage your run. Having some kind of altar or cleansing pool that destroys the tonic in exchange for clearing your afflictions would be nice.

gleaming hatch
#

!feedback
Add achievements and rewards of completing eclipse mode

tribal walrus
#

!feedback my adjustments for the captain
his M1 needs to be nerfed slightly imo, maybe less proc chance or less dmg. it kinda carries the character rn.
also maybe imliment a system so the tighter the shotgun spread the less dmg falloff. that way you actually have a reason to use it long range rather than just shotgun spamming everything
M2 needs a complete rework, its so bad imo that its only use is stunning enemies for the orbital probe, either make the shock last longer or make it do dmg over time or something. also make it work on more monsters.
CTRL needs a buff as well, either more damage or more area or quicker firing time, i know its meant to be good against stationarry targets, but if the target moves at all it misses entirley
R ... this needs buffed massively, after the first few stages its practically worthless to have healing, and the equipment recharge is negated by items such as fuel cells.
also all the beacons need a range buff, they dont cover hardly enough area at all.
Make the healing beacon scale more with the player, at the first stage, have it equal in healing to like 1-2 bungus, second stage have it equal to 2-4, 3rd stage 4-6, etc.
shocking beacon is pretty good imo, but it needs a larger range, being able to completely immobilize a group of enemies is great, except that u cant really funnel them into such a small area effectively.
equipment beacon... i havent really used this one much but i feel the charges should have a recharge, so it can be used more than 3 times. u just end up having to wait longer
Hacking beacon.. its a good concept, except that it can only be used once per stage, if you were able to like put 2-3 down using a single slot that would be alot better imo, but maybe not. this one is good already, so i think the only thing it needs is a range buff.
I like this update so far and i find the captain a fun character to play, if not slightly whacked with his abilities
im running out of characters so ill post my last note here soon

copper pendant
#

!feedback make the wake of vultures, when killing overloading mobs, not be less than worthless as it just makes you lose your one-shot protection and makes you more vulnerable

uneven badger
#

!feedback when using happiest mask and killing a malachite, make it so the malachite animations from the ghost are ghost coloured as well as to not confuse the player into thinking that they are gonna die

midnight bramble
#

!feedback
Make Sacrifice's loot drop rate scale with enemy difficulty. If you play with the Honor artifact, you get way less enemies spawn, and despite them all being elites, the drops don't even have a higher drop chance to balance it out.

Likewise, it doesn't scale up with Swarm either. More enemies doesn't mean more drops, but if there's less enemies at a higher tier, there's less drops.

earnest finch
#

!feedback A few changes to make Frost Relic FrostRelic more worthy as a Red item:

-Increase its maximum range to something similar to Hellfire Tincture (or even larger)

-Have kills at the max size “refresh” the timer before the aura starts to shrink

dark isle
#

!feedback

pet_beetle : Fashionista : Part 1

EVERYONE wants more cosmetics. Just look at them! Everyone. I think if characters don't get more skins, some people might go absolutely nuts. For this reason, I'm going to provide potential challenges for characters (that everyone can achieve, not just the sweaty players) or milestones that would be nice:

(Designs are totally me rambling; it's mostly the challenges I want people to comment on. For that reason, the "palette" section will be in spoilers.)
(If this gets enough positive feedback, I will make the other two parts respectively.)
(None of these are difficulty-required.)

Commando : Genocidal
Skin Name: Corruptant
||Palette: Perhaps an ugly, grey colour scheme; lots of fleshy tones. Maybe an exposed arm looking akin to Acrid and a cracked visor.||
Unlock Challenge: As Commando, kill every enemy on every floor you explore in a single run.
||"...and so he left, with everything but his humanity."||

Huntress : Hungry
Skin Name: Soulless
||Palette: A black and empty design; her eyes likely the same piercing glow of Mithrix or Alloy Worship Unit- with scales similarly to the squares you break up into when you teleport. (Maybe even a trail of said particles when you run instead of that scarf.)||
Unlock Challenge: As Huntress, kill ||Mithrix|| and then allow yourself to die during the ||Escape the moon|| sequence.
||"...and so she left, her soul still remaining on the planet."||

MULT : Low Battery
Skin Name: Recharged
||Palette: A more gleeful colour scheme for Mul-T; lots of bright colours, like white and pale pink. Maybe some of that signature equipment Orange.||
Unlock Challenge: As MUL-T, carry at least one of every Equipment at any given point in a run.
||"...and so he left, ready to recharge."||

plain hemlock
#

!feedback

Glass Artifact just should change HP bar color like in original Risk of Rain instead of just "cutting" it like Glass or Tonic lunar items

rigid slate
#

!feedback As a merc main, I don't mind the new M1 as much as some others, but the health nerf is really really bad. What brings me to say this is that trying to fight the final boss, even on its first phase, basically becomes "avoid all damage or die" anytime the game scales to 2 players, even on Drizzle. This issue extends to other areas in lategame MP as well, and while I understand that Merc is a glass cannon with a lot of iframes, he doesn't do enough damage to justify that kind of nerf at all

radiant reef
#

!feedback since most mobs' abilities are coded as skills a character can use, would it be an interesting survivor idea to have an ability to use enemies skills against them by stealing them or copying the whole mob onto yourself?

hybrid meadow
#

!feedback
We need a way to revive allies, because it sucks to die in the start of a level and wait, but it needs a major downside. Corpses, or some kind of 'essence' should drop where the player died, and people should be able to deposit money into the essence to pool toward a very large cost, on par with the cost of a legendary chest. This would force the team to to waste time and money on their friend, making them choose between quickly gearing up and leaving, or bringing a player back and letting the difficulty raise.

Letting people deposit money in sections allows players to split the cost, instead of tanking one persons gold reserves.

oblique sentinel
#

!feedback
Simple interaction change, make equipment drone with a gnarled woodsprite automatically target the lowest health player / ally at every interval that it can use it

harsh yacht
#

!feedback
Mithrix might be more fun for people if say he stole 5 items at a time, when you get him down to 80% he sends out a Shockwave stunning everything for 2 or 3 seconds sending your items back and he steals 5 new ones. Repeat at 60% 40% and 20%. It would slow down the fight a bit and make the players feel not completely helpless in the last phase

static hawk
#

!feedback small thing, but the inside of mired urn (visible in the log books) is tan like cermaic instead of dark like tar,

warm scaffold
#

!feedback Players can join running games, but only to spectate. I don't know why this is possible, but fair enough.
My wish would be, that since it is probably difficult to add someone with fair items into a run, that if one of the previous players leave, the newly joined could replace the old player, so he would at least have some items, or even be on par depending on when the other player left. Maybe one could make some adjustments to bring the new player up to speed.

TL;DR: Allow new joined players in matches to replace leavers

dark isle
#

!feedback

Runalds_Band Kjaros_Band | Cooling off the Firestorm

Gonna keep this one short and simple, but consider:

Brainstalks affecting the cooldowns of these two. (Setting their cooldowns to 1 second as long as Brainstalks is active.)

edgy palm
#

!feedback
Final Stage/Boss Spoilers: ||I'd love if the final stage leaned more into the idea of the item stealing mechanic, while remaining true to the design philosophy of RoR1. The idea is that Mithrix has been stealing items inside chests from the planet. You find all sorts of chests embedded into the ground on the moon. Some torn into from the side or whatever, and TONS accessible to players who wait and grind. You can give Mithrix some starting items like Scavengers and have them steal fewer items from you during the fight. This would allow players to continue fleshing-out their build while having to manage the risk-reward of the increasing difficulty.||

TL;DR: ||put chests in the final stage. Give Mithrix items to start with so they don't need to steal as many from players. Make these believable by embedding chests that have been smashed and torn into throughout the level, as if Mithrix was sucking themup to the moon and breaking into them.||

midnight bramble
#

!feedback

!feedback A few changes to make Frost Relic FrostRelic more worthy as a Red item:

-Increase its maximum range to something similar to Hellfire Tincture (or even larger)

-Have kills at the max size “refresh” the timer before the aura starts to shrink

To piggyback off @earnest finch, I don't think the Frost Relic should have a max range, much like the chargefield generator in the first game. It was great fun letting that build up.
I do think that it should be balanced differently if that was the case, and I fully trust the devs to be able to do that.
Alternatively, add in the Chargefield Generator in RoR2 :)

rich ruin
#

!feedback The mired urn, While neat in theory feels awful in practice. yesterday My teammate technically killed me with it around stage 4-5 in an otherwise excellent run for the both of us. not only is the slow itself potentially a death sentence in such a high paced game where speed is everything, the damage can (and did) Break your one shot protection. This in turn forces you to play farther apart, and hurts the teamwork aspect of a co-op multiplayer game because getting too close to someone with stacked urns, or one with enough damage can end the run. It really just needs to be looked at again completely.

safe prairie
#

!feedback
Have taser deal additional damage to shields.

floral elk
#

!feedback the survivor select menu has enter open chat and also select whatever button your hovering over. multiple times have i left a lobby because i wanted to chat and accidentally hovered over the exit button.

stray wyvern
#

!feedback have a guarenteed scrapper on ||commencement|| along with a surplus of 3d printers and/or cauldrons. The final level of the first game was a great place to finalize a run and this could help with some final touches to a build in preparation for the boss.

south gust
#

!feedback
allow us to skip the intro cutscene with 1 button press rather than having to wait for the prompt.
Preferably an option to disable it altogether (either in the menu or a launch option)

latent isle
#

!feedback
Please make the mired urn not kill allies... it's neat thematically because the clay dunestrider's ability kills its allies, but it's so miserable in multiplayer. If I want to hit my allies I'll turn on artifact of chaos, but otherwise please don't make me kill my teammates.

pale meadow
#

!feedback
just an edit on the moon stage..can you remove those platforms in the place of the encounter of the last boss? people can literally stand on them and the boss wont even get close to them..and thats kinda bad since it will remove the challenge of defeating the boss.

shy relic
#

!feedback
Change mercenary's blade colour for his 2nd skin
(Red would look awesome)

mortal linden
#

!feedback Add the option to hide the items you collected, so that they don’t show up on your survivor. (You can turn this on or off and if others have it off they can still see your items)

elfin cipher
#

!feedback you should be able to use Captain's special abilities and orbital strike in the Gilded Coast

zenith falcon
#

!feedback So, in the notes you said you wanted to try to make the final boss 3rd stage more fine-tuned. and people have been saying that the stage feels empty compared to ROR1 final stage. (Spoilers talk about final boss).

So, what if you added a lunar trinket unique to the final stage that you need to fight a mini boss or do a challenge to get, ||and when held weekens the holder or hinders the holder in someway.||

That way when the final boss ||takes all your items. It hurts him.|| In the log for the Aurelionite, it talks about how the Aurelionite was Providence's failure (At least that is what I feel from the log). ||What if Mithrix made a lunar item that he was so ashamed of that he tried to hide it under lock and key. And then when he takes all your items he could say something like "Where...WHERE DID YOU GET THIS!?"|| ||this would expand on Mithrix personality from the Lunar Chimera logs,|| make the final stage feel fuller, and make the 3rd stage of his fight easier.

little barn
#

!feedback the Forgive Me Please item breaks sometimes and becomes unusable. I think it happens when the item gets thrown into the chasms and other places that teleport the player

static hawk
#

!feedback while perhaps changing the way mithrix interacts with ||stolen items|| is easier, another option may be to tune his attacks so they aren't nigh undodgeable on half the roster without kiting him around a pillar. I like the Oh Crap moment and the sort of desperate struggle after you're both exhausted type feel the phase has but, yeah, it could use some changes.

violet aurora
#

!feedback try playtesting the next update

mild tangle
#

!feedback A feedback soundeffect when selecting a blue portal

heavy glen
#

!feedback Make it so that Golden Chests don't vary so wildly with shaders. If one spawns in the current Titanic Plains, it appears solid white and looks like a visual artifact rather than a very very lucky find.

raven shell
#

!feedback
When we play as Captain it can be hard to remember what skill is placed on which mouse button. I would love for the indicators to be marked with whatever skill you have chosen.

Edit for clarification: (this has 24 likes before editing, don't hate me)
There are symbols shown on screen in the bottom right, but it feels really unintuitive to look down there when I'm actively trying to place my one time use skills. My quick draft show the info where I expected it to be shown; on the banner made exclusively for placing the beacons.

tiny orchid
#

!feedback
Make rusted keys better when stacking with the following:
5 plus keys highlights Lock Box slightly
10 plus keys major highlight
15 plus keys floating arrow
etc

plucky fern
#

!feedback Just gathering up a bunch of Cosmetic Additions everyones asking for and mostly agreeing upon

  • Commando needs a Character Select animation/sound
  • Mercs sword should be red with Mastery skin
  • Acrids Albino eyes should still glow (purple?)
  • REX's Mastery vines should be a different color

Edit: Tone down the amount of white on Captains mastery just a bit

One I haven't seen as often but I personally liked: Huntress Mastery should have a hood or a detail along those lines

zenith falcon
#

!feedback
We need a way to revive allies, because it sucks to die in the start of a level and wait, but it needs a major downside. Corpses, or some kind of 'essence' should drop where the player died, and people should be able to deposit money into the essence to pool toward a very large cost, on par with the cost of a legendary chest. This would force the team to to waste time and money on their friend, making them choose between quickly gearing up and leaving, or bringing a player back and letting the difficulty raise.

Letting people deposit money in sections allows players to split the cost, instead of tanking one persons gold reserves.
@hybrid meadow

!feedback to expand on this, this would expand on which of the captain orbital beacons to use take and when to use them. Do you take the hacking beacons? Do you use the hacking beacons on chests or save it to revive an ally if they go down? or do you take healing beacons so maybe they never go down in the first place?

fresh cypress
#

!feedback
Fix the controller bug where the game either doesn't receive inputs or receive them wrong, getting an "unknown" where control labels should be, and needing to disable the controller on the device manager

little barn
#

!feedback There could be a brief look at the cargo ship from risk of rain 1 broken to parts and the providences cape inside the ship in the outro of risk of rain 2

strange geyser
#

!feedback Make pressing escape on the scrapper menu close the scrapper menu instead of opening the normal escape/pause menu

timber snow
#

!feedback Trying to use Hover while aiming and shooting as Artificer is way more difficult than it needs to be if you're using a controller/playing on console. We need a better way to use Hover on controller. An idea: If you tap jump, you normal jump. If you hold down Jump, Hover engages. Tap Jump again in midair to disengage it. Pressing and holding Jump again in hover will do a midair jump into a Hover if a midair jump is available via Hopoo feather. Essentially this would make Hover a toggle rather than a hold for controller users. This would need to be a gameplay option/toggle so the regular method is still available for those who prefer it.

stoic grove
#

!feedback can we have rusted key be buffed some more? Right now with things like Artifact of command, its pointless to have it, its a must-scrap, and i think the loot per stack from the chest should increase more by each key. There was already a suggestion to increase the visibility of that chest as well, and that would help too. It's just in an awful spot now, borderline pointless to pick up

inner grotto
#

!idea Hi - a real quality of life upgrade would be to put a link to the log book that you can use while in a lobby. In the lobby waiting and chatting is exactly when you want to check a item or monster. Thanks for the great game!

atomic quest
#

!feedback
|| add a unique death message when dying to mithrix rather than him just saying something in the game chat ||

limpid blaze
#

!feedback Make TC280 re-purchesable. Specifically I want to kill one of the TC280 in the final escape scene and re-buy it with Captain because I've spammed Rallypoint Delta for two days and I'm sick of RNG locking me out of his coolest skill.

slender oyster
#

!feedback
on the left alt, you can assign behavior modes for all turrets and drones (attack, guard or wait)

static hawk
#

!feedback small thing, but the inside of mired urn (visible in the log books) is tan like cermaic instead of dark like tar,

hollow ferry
#

!feedback
Can you patch the prismatic challenge and mulT unlock bugs on console already? It’s been like 2 fucking months.

bright egret
#

!feedback
The ability to select a default character for runs or modes, and the addition of a restart button or feature for runs.

dark isle
#

!feedback

Artificer : Chilled.

In Command, if Artificer gets enough Purity/Alien head, she can literally just completely stunlock Mithrix with her SHIFT. Seriously LMAO

Kinda funny. But also kinda completely broken (makes the final boss look like a joke by floating over him and permafreezing him.)

stoic grove
#

!feedback green item idea: Drones and turrets gain +25% (+25% per stack) damage and health Unlock challenge: Buy 5 companions on the same stage (Idk just ignore that if its a bad idea, focus on the item) The reason behind this idea is pretty obvious, and maybe increase the variety in drones and turrets? Right now we dont have any turret variants and some ideas like Mortar Turrets or Tesla turrets are cool ideas but idk about that really

eager flume
#

!feedback More survivor skins! :)

glossy mason
#

!feedback
Stage 20 god run, final boss one shots me on the third part of the boss fight...change that already

tender yarrow
#

Engi should have some way of base mobility, even if it's obscure

neon coyote
#

!feedback
Suggestions to improve on Captain's Special
||Firstly, It should be reworked where if you can still only call down a certain amount of beacons, you get to choose what the beacons you call down are from the ones you have selected, like if you have heal and shock selected you could call down two heals, two shocks, or a heal and shock.

Secondly, some of his beacons could use a buff.

Shocking - Too small of a radius to be helpful much late game and worthless vs fliers. Increase the size of the radius, but to compensate make it fire off slower since it'll be hitting more enemies with the larger radius.

Healing - The best beacon at the moment, just a free healing area that can't be removed. But, the radius should be increased a bit since in late-game you want to be moving around much more to avoid attacks, so this beacon becomes worse due to it's small radius.

Resupply - Fairly decent, but it easily becomes worthless once you get items such as gesture of the drowned and fuel cells. To improve on it, make it so that characters in the radius have their equipment or possibly abilities recharge faster, along with the three free charges it already has, this would also encourage the idea of him being more support and team oriented.

Hacking - This one falls off the most late-game. It's extremely useful early game and with hacking the legendary chest, but once you get into late-game it becomes worthless as you already get money fairly easily. On top of that, wasting this "permanent beacon" on just a chest or shrine of chance to get some common items faster instead of just killing enemies isn't much of a benefit. To improve it's viability so it always gives you a benefit, when it's placed down it spawns a drone or two for you to keep, could be a random drone or maybe just a gunner or healing drone. This would also lean a bit more to the drone synergy Captain somewhat has.||

little barn
#

!feedback
Display more information on item tooltip, maybe this can be toggled in options if devs feel its too much info?
Its hard to do builds if you dont know how a good a item is, yes i have a chance to get health when killing a mob, but whats the % of chance, and % of health restored?

uneven badger
#

!feedback
more secrets on stages, not all of them have to be insane secrets or something that unlocks an item or a guaranteed newt altar, but just something neat or funny like the comedy island meme

hexed portal
#

!feedback
||as it is now, Captain's mastery skin is incredibly underwhelming. Beating the game/monolothing on monsoon is no small feat, and the reward for that is just a white recolor. I'd really like to see this skin touched up a bit/made a bit more unique. When I was working towards it, I was hoping to see something like a pirate captain skin, or something completely unique. Huntress' mastery skin is also plain white, so I was expecting something different.||

delicate thorn
#

!feedback
a pretty small thing, but the captains supply drop should work for pushing down the buttons for the door in the desert

buoyant wigeon
#

!feedback Maybe make Captain's resupply beacon refill its consumable equipment charges over time?

white aurora
#

Why have it even be a radius when chests are barely ever even close enough for this to happen? Whenever I see two interactibles together it's usually a barrel and something else...

heavy glen
#

!feedback make it so that players cannot be targeted or damaged during their spawning animation. Lots of videos of fire beetles and Stone Golems killing Acrid before he has a chance to get up.

steady delta
#

!feedback
more secrets on stages, not all of them have to be insane secrets or something that unlocks an item or a guaranteed newt altar, but just something neat or funny like the comedy island meme
@uneven badger

!feedback I would specifically like to see the grooving Stone Golems on the last stage again. I enjoyed headbanging with my Golem bros.
Edit to expand idea: (9 likes at time of edit) I also think it would be a nice detail if every character reacted to the Easter egg in a different way when close enough to hear the music. i.e. The Commando could tap his foot to the rhythm of the song, and Acrid could tilt his head in confusion. I think this would be a charming way to deepen the characters a little bit more.

pale meadow
#

!feedback
more reaction with the environment :
what i mean by that is : look at the abandoned aqueduct..it got those tar barrels that might be used greatly if you shoot them at the correct time on enemies..or might slow you down if you are not careful...
this will make each environment more unique.. and not just "reskins" of maps with a different teleporter location..
also maybe add more of those exploding barrels around the rally's delta?

still dirge
#

!feedback
Make the "Power Taser" do more damage to enemies with each ricochet

uneven badger
#

!feedback for the final phase of the final boss
a way to balance would be to keep him taking your items, but instead of letting him use them and one shot you, just have him hold it. keeps the whole "oh crap" moment that you wanted which is a good idea and it gets rid of the "better scrap this item to make sure he doesnt one shot me" and "oh shit he used my item and now im dead in one shot"

little barn
#

!feedback

Glacial, Malachite and Celestine Worm bosses when?

boreal lake
#

!feedback consuming expose as mercenary should also restore a double jump.

static hawk
#

!feedback

!idea Hi - a real quality of life upgrade would be to put a link to the log book that you can use while in a lobby. In the lobby waiting and chatting is exactly when you want to check a item or monster. Thanks for the great game!
@inner grotto

viral narwhal
#

Lunar Hammer: Deal 500%(+500% per stack) more damage, +10%(+10% per stack) that a non-lunar item/equipment is removed from your character when you hit an enemy (Luck-Driven).
Deal More damage, but only lunar items like you now

neon coyote
#

!feedback

Lunar Hammer: Deal 500%(+500% per stack) more damage, +10%(+10% per stack) that a non-lunar item/equipment is removed from your character when you hit an enemy (Luck-Driven).
Deal More damage, but only lunar items like you now
for @viral narwhal

tacit hinge
#

!feedback Frost Relic should work with Forgive Me Please

onyx burrow
#

!feedback
While full melee Acrid is much closer to viability, you are still discouraged from any CQC past stage 7. This could be mitigated by 2 things:

  1. Allow Regenerate to be consistently stacked from using Regenerative abilities in quick succession by slightly increasing stack duration/somehow tying it to attack speed (as in 3rd swipe ->Bite or (no more than) two consecutive Bites if you have Backup Mag);
  2. Make Regenerate clear certain debuffs (such as Celestine/ Glacial slow or 1 stack of it, if stackable like Bleed/On Fire) once in n seconds. Since you can't abuse Bites due to cooldown and Malachite prevents healing, this doesn't make Acrid broken, but gives him more options before bailing out.
plucky fern
#

!feedback Now that Shocking is its own separate debuff can we make Artis Ion attacks shock instead of stun? Not a huge change but it just makes sense

hollow basin
#

!feedback

Captain’s Resupply beacon gets replaced by Fuel_Cell and GestureOfTheDrowned fairly early on, so upon landing, the Resupply beacon should also spawn a few drones, randomly chosen between gunner, missile, and healing drones.

These drones follow Captain closely, but at the end of the level, they self destruct and do not come to the next.

potent osprey
#

!feedback Force drones to come to the place you tagged, they sometimes get stuck especially in the last stage causing them to not help you

static hawk
#

!feedback. I like the limeted beacons for claptain on paper but they definitely need some kind of buff to be worth it.
Also it would be very cool to somehow be able to build him to get many more beacons than he is normally supposed to have access to.

gloomy wigeon
#

!feedback Internal render resolution override. This game runs well enough on my computer that I'd want to render it at higher-than-native resolution to improve details and reduce jaggies. Additionally, some of my friends would love the improved performance from rendering the game at lower resolution, but without the UI getting near unusable, especially the items. The range of 50% to 200% is common, but an ever wider range would be very welcome!

static hawk
#

!feedback
Artifacts that makes items come in stacks.
Make it work with evolution/any time enemies obtain items aswell me.

mild tangle
#

!feedback Add some "optional missions" like in RoR1 on the moon level!

lilac zodiac
#

!feedback Make the bot automatically add more rooms when all the rooms are full, and remove rooms when they are empty.

junior nova
#

!feedback
The captain's microbots are in the logbook, but to my understanding there is no way to get them to register since you can't pick them up.

median marten
#

!feedback
Make the different elite appearances unlockable skins, I got Ifrit's Distinction on captain and it's so cool.
You can get rid of the effects but keep the horns, please.

wild galleon
#

!feedback
maybe make Captains passive not an item and instead make it more like loaders passive, this would solve issues with the item such as infinite red scrap and having logbook difficulties. It would also remove the illusion of being able to find the item in chest spawns.

little barn
#

!feedback Alternate Phase 4 for Final Boss: ||Instead of having him use your items against you, he scatters them across the arena since he doesn't need the "false strength" either. He remains slowed because it took a lot of energy to remove your items or something like that. So it gives the feel of regaining the strength you've accumulated over the run while having to fend off someone who will stop at no cost to see you dead and give the player the choice of forgoing the items to fight him with abilities only. This would stop people from having to worry about skipping certain items over the duration of the run while still keeping that "oh crap" moment. Maybe return any ungathered items back to the player or leave them on the ground so the player has to decide between the items to fend of the void reavers or just making the sprint for the vessel||

quick rain
#

!feedback Using a Blue Portal after a teleporter event with a Primordial Teleporter aligned to the moon brings you to the first stage, instead of Commencement. Commencement isn't a hidden realm so you should be taken there instead.

floral prism
#

There should be light ambient rain that turned in to a storm as the difficulty increases

hoary berry
#

put !feedback infront of your message

plain fable
#

!feedback going back from the prismatic trials menu should put you in the alternate game modes menu instead of the main menu

weak sparrow
#

!feedback Captain's Obital Supply Beacon as of right now feels like it pointless as it becomes a "Hold it for teleporter" thing. I think it should work like the original Effigy of Grief, send it out you can pick it up/destroy then have it go on a long cooldown.

west rampart
#

!feedback Mired Urn shouldn’t hurt your team without the artifact on. Or make it a lunar item i dont think it makes sense that one items value is based on if your playing with other people

sharp flower
#

!feedback Ghor talking about possessing monsters earlier today made me want to suggest, why not make a new Survivor that can take control of non-boss monsters? I'm not entirely sure of the mechanics or other skills, but the basic idea sounds really interesting to me at least.

blazing obsidian
#

!feedback
When killed by the moon explosion change the "killed by mythrix" to something cooler like "Killed by the moon of Petrichor V" on the end screen

shy wedge
#

!feedback
Give survivors special mastery skins once a player has completed Eclipse 8 with the survivor they beat it with

feral dock
#

!feedback I find captain's orbital probes scaling with stacks of vision of heresy interesting, but it might be too overpowered. One vision boosts it up to 12 strikes. Maybe make it 1/4 of now so that 1 vision will give 3 charges?

tough pendant
#

!feedback Captain Taser Changes

Give it Slight Homing after Ricocheting
Essentially, when you ricochet the taser, it scans in a cone in the directions it's about to go. If it finds an enemy within that cone, it travels towards that enemy. Right now, ricocheting the taser can make it very difficult to hit enemies. This change would make ricochet trickshots easier.

Give it a Benefit from Ricocheting
A benefit I though of is that for each ricochet, the shock spreads to one more nearby enemy. This change would allow you to shock an enemy to prevent it from dealing a powerful attack in a pinch, or ricochet it multiple times to try to shock a whole group.

tl;dr Provide benefits from ricocheting.

hard jay
#

!feedback Remove the drone limit

gilded harness
#

!feedback Please let us use the Esc button to go back in the menus everywhere, it's annoying to have to click on the Back button continuously when you could just press Esc to go back like... every other PC game in existence? I like reading the lore in the Logbook after unlocking items but this is annoying as hell and makes no sense whatsoever.

dark isle
#

!feedback

Captain : Enigmatic Shock

The Shock beacon is just straight weak; I pose an alternative.

Electrifying Beacon:

  • All allies within the Electrifying Beacon's radius receive the Electrified buff.
    )) Electrified: Attacks have a chance to apply shocking equal to 15% + your current stun chance modifier.
simple void
#

!feedback

A alternative secondary for the captain.
The same as the normal one but doesn’t damage them and it ricochets between enemies

stray wyvern
#

!feedback ||Now that we have an incentive to grab drones through the new character Captain,|| I think it's about time that drones get a buff.

Drone AI should:
-follow closely to you
-listen to player pings (this can be removed in multiplayer if need be)
-hover around player closely when stationed

Drones should be buffed as well, I propose that they scale with a character's stats so that they can keep up in the later ends of a run. Scaling with movement would allow them to keep up, scaling with attack would have them hit harder, etc. This would incentivize drones a little more. Levelling up can update their stats; sort of like how if engineer picks up an item after putting down a turret, leveling up a drone would be like that turret getting the item except for stats. Or you could remove leveling entirely from drones.

Drones shouldn't be a game changing choice, but they should be just a bit better in my opinion.

hollow basin
#

!feedback ||Since there is some serious lore and beef between Mithrix and Aurelionite, allow us to somehow summon Aurelionite during the final boss battle if we have the Halcyon Seed, or allow it to have some impact on the final battle like the gauss cannon and Providence||

plain fable
#

!feedback eclipse should remember your last played character

night sluice
#

!feedback Huntress tracking should prioritize bosses and bigger enemies

balmy sorrel
#

!feedback
Captain's Special feels more like a "Utility" type of ability, and his Utility feels more like a "Special" type of ability especially for how much damage it does. While there are arguments to be made about how either of these abilities could receive quality of life changes, I think that they would make more sense if they were switched.
TL;DR: Make the Beacon his Utility, and the Aerial Bombardment his Special.

timber snow
#

!feedback
I take back what I said about the last boss' final phase being fine:
||He just took four Genesis Loops from us on a dual Loader run. Guess how that ended. I think items that are too good for him, like those, just shouldn't proc. Let him steal them for the oh shit moment, but don't let him actually
use things that can give him an instant win. ||

wheat blaze
#

!feedback
a "Mechanical Shrine" that you can choose an item/stack of items to sacrifice to
this item now appears on all drones (does not affect engi turrets) for the run, would help drones actually be useful lategame, make balance adjustments to this idea as needed

tough pendant
#

!feedback Captain Special Changes

Allow Captain to get Drones Over Time when he Runs out of Beacons
I see a passive skill replacing the slot for each beacon, where every minute, you get a drone charge that you can use to summon a drone instead of a beacon. Perhaps it could be a Strike Drone that last until the end of the stage. Since it would be counted as a passive skill, it wouldn't be affected by items or cooldown reduction. Would also work in Hidden Realms.

tl;dr Give a reason to place each beacon sooner, and also give an ability that can be used in the Hidden Realms.

EDIT: Clarified, included that it would work in Hidden Realms. I will repeat, this is not an alt ability, it works with his current special.

little barn
#

!feedback it's great that you made the magma worm more aggressive, it's working as intended
however, at least in my experience, he now spawns directly underneath you very frequently leading to a lot of unforeseeable damage or death

dark isle
#

!feedback

Artificer : Cold as Ice

Artificer's current shift is in a really good spot; cooldown feels alright and being able to freeze big baddies is always great. (Especially bisons, eugh.) But I feel like her lacking an alt-shift is just... bizarre?

I propose: Artificer's alt-shift being a localized Frost Nova, centered on herself.
This way, Artificer gets to zone enemies off of herself that are already on her, rather than immobilizing approaching enemies; and since it's a proximity attack, would be a decent tradeoff for the ability to freeze flying enemies like Wisps and Contraptions much more consistently.

Frost Nova:
Freezing. Artificer charges and then releases her charge, freezing all enemies around her for ??-??% damage.

tired briar
#

!feedback Artificer's Ion Surge is actually a cool ability, but the problem is that it messes up the flow of battle. Instead of having her jump straight-up, how about have her jump up and backwards at a 45-degree angle. This would retain her escape option, while also giving her a decent chance at aiming and shooting.

static hawk
#

!feedback another idea I really like on paper is the consistent behavior of items across players and enemies, but it has consistently led to balance problems.
I would suggest very carefully examining how a player can deal with items on monsters.
I would like to keep this consistency, so im in favor of adding things like obvious visual effects to problematic items such as medkit and tesla, as well as possibly ways to obtain things like anti heal or CC immunity more easily similiar to a pvp game. Some kind of broad nerf to the effect of items on enemies may also work
but is less apealling at least to me.

bold token
#

reposting here to add ideas at the end: I want to adress the WHOLE "player agency" debate in a completly diffrent way, I am not agreeing with people beeing mad at character changes, and neither the reddit guy or the bad final stage or bugs...
To me this whole player agency update INGAME was a HUGE failure and mistake.. and thats because it just made it SUPER lame, easy, and boring..
the scrapper was a TERRIBLE idea, and coupled with EVERY MAP, ALWAYS, spawning AT LEAST 3-10 (YES WE HAD 10!) item traders made it so that basically EVERY run I play I have the EXACT same items after 30 minutes because I can just build my own build not even using command.. and I think this, for a roguelike, is a TERRIBLE choice!

when we encountered a crit trader, and attackspeed trader, a teddy trader, or a fungi trader on an engi run in the past, we were HYPED dude! it always was such an amazing feeling! and now?? we got a crit trader a attackpeed trader and a teddy trade ALL on the same floor every 3-5 maps or so..

this is what made this update so terrible largely.. as much as I dislike RNG and love to have control over my build.. the game just presenting it to me on a silver palte every single run is just boring.. my last 12 runs all felt the same, and I haven't lost a single one no matter how much you raise eclipse.. so basically all I would suggest is reducing spawn rates of traders by a lot, like a lot a lot again, and then also reduce scrapper spawnrate by a lot too maybe like 1 every 4 stages, and at max 0-2 traders per stage. with 2 beeing the very lucky end

velvet scaffold
#

!feedback is a command

reposting here to add ideas at the end: I want to adress the WHOLE "player agency" debate in a completly diffrent way, I am not agreeing with people beeing mad at character changes, and neither the reddit guy or the bad final stage or bugs...
To me this whole player agency update INGAME was a HUGE failure and mistake.. and thats because it just made it SUPER lame, easy, and boring..
the scrapper was a TERRIBLE idea, and coupled with EVERY MAP, ALWAYS, spawning AT LEAST 3-10 (YES WE HAD 10!) item traders made it so that basically EVERY run I play I have the EXACT same items after 30 minutes because I can just build my own build not even using command.. and I think this, for a roguelike, is a TERRIBLE choice!

when we encountered a crit trader, and attackspeed trader, a teddy trader, or a fungi trader on an engi run in the past, we were HYPED dude! it always was such an amazing feeling! and now?? we got a crit trader a attackpeed trader and a teddy trade ALL on the same floor every 3-5 maps or so..

this is what made this update so terrible largely.. as much as I dislike RNG and love to have control over my build.. the game just presenting it to me on a silver palte every single run is just boring.. my last 12 runs all felt the same, and I haven't lost a single one no matter how much you raise eclipse.. so basically all I would suggest is reducing spawn rates of traders by a lot, like a lot a lot again, and then also reduce scrapper spawnrate by a lot too maybe like 1 every 4 stages, and at max 0-2 traders per stage. with 2 beeing the very lucky end
@bold token

patent widget
#

!feedback One shot protection does not protect against effects over time such as fire, resulting in still getting "one shot" by things, to keep the spirit of these effects over time but reduce how annoying it is to get one shot I'd recommend this-

If the game detects DOT stacks gained within 0.2 seconds that is lethal then reduce damage of those stacks
It would leave you at one health, that way you'll survive but still be at risk. If you get another stack of DOT then it would result in death, or if you take damage but remain alive during the DOT it would still result in death.

These protections of course would not occur if the user has no one shot protection (Glass, or low hp)

For an example to be more clear- if you get hit by a flaming brass contraption the single hit would reduce your health to (to throw a number out there) 15 health and assume that the resulting DOT would be -4 hp a tick for about eight ticks that would result in your death, however since you were full hp before the game reduces that damage to be 1.75 damage per tick, and after eight ticks it would result in the user having one hp after the DOT
However say during the DOT a simple flaming Lemurian managed to get a hit in, resulting in a double stack of flame after you were already hit by the previous DOT, then one shot protection would be disabled and the DOT would be lethal.

Thank you for coming to my TEDtalk
I have died several times to a single hit and it has made me.... Disappointed to lose such a long run in just one hit, it makes me scared to not have a Dio's best friend on me at all times.

fickle belfry
#

!feedback I think the problem with the last phase of the final boss is ||that he's scaling on 2 vectors. There's the normal enemy difficulty scaling, which you would usually counteract by gathering more items and becoming more powerful. Then the boss just takes those items as well, so the longer you go in the game, you're doing nothing but making the boss stronger, while you gain nothing for that part of the fight.

I think the last phase should get very little if any bonus from the difficulty scaling, and only get the effects of your items.||

little barn
#

!feedback add a color wheel so we can change the primary colors of the skins so we can have more choice for our character

placid gyro
#

!feedback make captains primary charge when not firing, imo it's more fun to rhythmically snipe afar enemy or hold your mouse for constant fire, and not having to spam leftclick

vivid relic
#

One Game discussion channel should be spoilers allowed and spoilers denied

neon coyote
#

!feedback Fix the double rebar exploit by having rebar's natural firing delay persist between swapping instead of being reset

nova kiln
#

!feedback what if whenever the Captain placed a beacon, all of his drone and turret allies are teleported to the beacons general area. Add a little bit more drone/turret synergy and make up for the occasional odd oathfinding.

dreamy kelp
#

!feedback Possibly allowing for player to scrap higher level scrap to get more of a lower level scrap. An example is if you have 1 green scrap you can scrap that in a scrapper to get 3 common scrap, another example is if you have 1 legendary scrap you can scrap it for 5 green scrap. The numbers I chose were just to match the trade in item values but could be less.

pale minnow
#

!feedback
We all agree waiting in the void for our health to slooowly fill up without healing items is awful. Let's fix that and make the game a much more enjoyable experience for everyone. When the cell is activated, refill the players health. This keeps the flow of the game smooth still and not have to just wait 5 hours while we sit on our phone or read a book.

restive citrus
#

!feedback perhaps make it so the Mired Urn doesn't leech off other players? Having it leech off drones and whatnot is fine, but in Multiplayer it occasionally feels more like a Lunar item than a boss item, with everyone getting constantly slowed down at tele.

hollow basin
#

||!feedback||

Boss Spoilers

||To help Mithrix deal with flying opponents, give him a gravity well move where he dramatically increases gravity for a few seconds, slamming all airborne characters down to the ground, dealing a bit of fall damage, and making it difficult to fly or become airborne until the effect wears off.||

tough pendant
#

!feedback Shatterspleen Change

Change Shatterspleen to not be based on critical hits. I feel that the more we design items to work with criticals, the more reliant people will get on criticals. So perhaps change it to something else, maybe you have a 20% chance to inflict the bleed when inflicting a debuff? Anything would work. The main point here is that Shatterspleen should activate on something besides critical hits.

spring dune
#

!feedback
Captain's R is good, but too situational. All you do is press two buttons per stage when you arrive at the teleporter. I suggest to change captain's R so that it can be used multiple times, and each use resets the position of the beacon so that captain can't stack his beacons at the same place. By doing so, his R can be used in multiple situations across the map. For example, your team is being horded by swarms. The captain can use a shock beacon right away for massive crowd control. I feel that restricting the use of beacons to only two is a waste of potential for this character.

mystic plover
#

!feedback It would be really cool to see some community events like "Get blank imp kills as a community" to unlock skins or other abilities... or just some more skins. Honestly community and game wide events would be really cool in general.

tired briar
#

!feedback a lot's been said about waiting for the teleporter to fully charge, so how's this for a happy-middle: the less enemies there are on the map, the quicker it charges. This incentivizes the player to keep fighting enemies, while also making the procedure quick, but not so quick it becomes too easy.

dawn cliff
#

!feedback
Also spoilers for the final boss

||Currently mithrix can be cheesed to some extent if you can keep yourself in the air for a while. I think that his first phase should be left alone and the third phase where he comes to fight you again after you kill the lunar chimeras should be where he gets some new moves that he can use as an anti air tool. This would give players that "oh shit he can do that?" moment and force them to devise a new strategy. Of course these moves can't be too strong or unavoidable but still make them a threat enough to where staying in the air constantly becomes a dangerous choice. His slam attacks having the pillar of fire effect is a good start but I think more could be done to help with it.||

hardy geyser
#

!feedback REX’s ability Seed Barrage causes an excessive amount of screen flashes from taking damage. Over a long run causes a headache.

north apex
#

!feedback
Sky Meadow Portal Default should be LOOPING.
Right now new players are going straight to the moon stage.. complaining they can't jump far enough, dying, and thinking thats the whole game and literally the last level. I have 170 hours, but to a new player.. they aren't aware of the secrets/clover/hidden realms.. and now some of them might not even be aware (or even the POINT) of looping.

The Sky Meadow portal prongs need to be changed too. It needs to be default set up to loop.. and there needs to be a computer next to it, that changes toe coordinace to the moon so it's more obvious that it can be interacted with.

I have 170 hours, and what kept me playing was all the secrets. FINDING OUT that there was a way to beat the game. FINDING OUT there was a void portal, or a momentwhole portal, or a hidden bizarre or FINDING OUT there were clovers. If I was just teleported to the boss.. I probaby wouldnt of even cared to find more

Portal should be set up to loop.. and you should have to 'find a button' or something to align it up to the moon (final boss)

sage matrix
#

!feedback

The lemurian bands cooldown can be reset by blast shower, but this is the shot at being good it deserves, please don't crush my boys dreams.

fickle folio
#

!feedback
Mired urn should not have the drawback of targeting allied characters, as it is not a lunar item, and drawbacks are their gig.

tired briar
#

!feedback For Captain's Beacon, can the UI show me what type I'mchoosing after pressing the button? Feels like a memory test when I change them around.

alpine valley
#

!feedback When you only have 1 equipment as MUL-T and swap to the slot without an equipment, no icon is displayed showing the fact that you have an equipment in the first place, nor what that equipment in the other slot is. Meanwhile, when you have 2 equipment, you see a small icon displaying what is in the other slot. It'd be nice to have this consistent between having 1 vs 2 pieces of equipment to show that smaller icon.

viscid creek
#

!feedback just nerfing the damage on the last phase of the last boss would make it feel much less frustrating, it's just infuriating when you get oneshoted.

also, i don't think he shouldn't scale with your item. the idea of a "naked" fight is not bad in itself, but the idea of being punished because you played well feel bad.

on a last not, he should give you back in priority red item, and item you had a lot of stack all of this at a much faster rate.

hybrid meadow
#

!feedback Change the final boss last phase to have planned counterplay. Spawn in White, Green, Red, etc 'things' of some sort you can shoot. Make the player choose between trying to damage the boss, or trying to damage the items to get their stuff back little by little. Red ones are harder to get back then green, etc.

Make it based on total damage too, to be more consistent then the "well hit him hard but sometimes just no you don't get items" system we have now.

stray wyvern
#

!feedback update to mastery skins: Obliterate on Monsoon without dying.

quaint parcel
#

!feedback update visuals to the "Forgive me please" equipment to mirror which survivor threw it instead of just the commando skin.

heavy axle
#

!feedback mithrix shouldn't be able to make use of brilliant behemoth, and instead willtake the item but it won't be used

static hawk
#

!feedback if mithrix final stage does get nerfed, please make him immune during the ||item stealing||

tired briar
#

!feedback Don't know how everyone feels about this, but fighting enemies with 5 Tougher Times in the Void Realms isn't fun, it's just tedious. Having half your shots become pointless lengthens the encounter and not in an interesting way. Perhaps they can be tuned down to 3 Tougher Times?

limpid blaze
#

!feedback Alternative fix for void fields heal wait: Disable the player's passive heal while in the fields. This should help make the void a scary a place players wouldn't want to enter unprepared.

Cautious slug would work as normal.

little barn
#

!feedback

Separate character model changing skins from alternate color pallets. This way you can make very simple color pallets - possibly as a reward from Prismatics or Eclipse - and separate that small-ish workload from the edited models.

verbal idol
#

!feedback allow red scrap be used to buy red items in the bizaar / moon

pine orchid
#

One shot protection does not protect against effects over time such as fire, resulting in still getting "one shot" by things, to keep the spirit of these effects over time but reduce how annoying it is to get one shot I'd recommend this-

If the game detects DOT stacks gained within 0.2 seconds that is lethal then reduce damage of those stacks
It would leave you at one health, that way you'll survive but still be at risk. If you get another stack of DOT then it would result in death, or if you take damage but remain alive during the DOT it would still result in death.

These protections of course would not occur if the user has no one shot protection (Glass, or low hp)

For an example to be more clear- if you get hit by a flaming brass contraption the single hit would reduce your health to (to throw a number out there) 15 health and assume that the resulting DOT would be -4 hp a tick for about eight ticks that would result in your death, however since you were full hp before the game reduces that damage to be 1.75 damage per tick, and after eight ticks it would result in the user having one hp after the DOT
However say during the DOT a simple flaming Lemurian managed to get a hit in, resulting in a double stack of flame after you were already hit by the previous DOT, then one shot protection would be disabled and the DOT would be lethal.

Thank you for coming to my TEDtalk
I have died several times to a single hit and it has made me.... Disappointed to lose such a long run in just one hit, it makes me scared to not have a Dio's best friend on me at all times.
@patent widget I like how I presented this as feedback and everyone hated it but yours has been well received. This discord is populated by silly little men.

hazy tundra
#

!feedback When fighting the final boss, ||losing my items is one thing but having them all be used against me|| feels like the game is punishing me for making good item choices as I get oneshot by a superpowered boss that I literally cannot do a single thing to counterplay against unless I ||just stack shaped glass to intentionally ruin the boss for taking my items|| which honestly feels cheap and stupid. I hate this final phase so much, it completely ruins the fun of the fight when the only reliable strategy or counterplay is just cheesing the boss

abstract sequoia
#

!feedback can we get custom Keybinds for each survivor? so I could have my Loader keys different from my Rex binds without having to change them every time I switch

viral narwhal
#

!feedback Spoilers for final boss: ||Make mithrix immune to damage when he steals your items, but make it so he doesnt use any. Keep him wearing it though so when he taunts in chat its still consistant, but make it a 1v1 no items final destination, fox only.||

safe prairie
#

!feedback
Give Effigy of Grief a visual indicator in the same sense as Ice Wall. It tends to be a bit annoying to place at times.

dense flume
#

Captain's defensive microbots currently zap away the beetle guards long range earthquake attack... I wouldn't really consider that attack a projectile, the bot shouldn't be able to deflect it. !feedback
ty judgemint

uneven badger
#

!feedback

Captain's defensive microbots currently zap away the beetle guards long range earthquake attack... I wouldn't really consider that attack a projectile, the bot shouldn't be able to deflect it. !feedback
@dense flume

fair radish
#

!feedback give commando the simple passive of ‘invulnerability for 1/1.5 seconds when using utility’ so his shift has some added survivability besides just repositioning a short distance away on a single axis. As every other survivors shift brings a lot more utility to the table, and this change wouldn’t impact his core gameplay that much, besides giving the ability to do clutch saves.

shell solstice
#

!feedback can the frost relic be activated by forgive me please?

stoic grove
#

!feedback can osp be frame based? Right now there are certain attacks that break osp but are basically singular attacks, as well as osp is pretty bad as of now, and maybe a 1-2 frame osp window would be nice to prevent one shots effectively

little barn
#

!feedback
If captain taps his M2 (Taser), it should only stun a single enemy.
If he, however, charges it (scaling with AS), it should be able to bounce between nearby enemies like Huntress' chakram, stunning each enemy hit.

static hawk
#

!feedback please add some kind of drone or ally item. We are this close to having a ally build with captain

livid widget
#

!feedback You and I are both aware that the only difficulty available to the player is the early game, where they either get a bunch of good items or get screwed over so hard they question their sexuality. That's usually not a problem for characters who can kite, but that becomes an issue for melee ones, especially Mercenary. Damage, not issue. It never has been and it never will be, but survivability is what made him worth of R34 artists' time. Not anymore. Either lower his damage and revert the survivability changes or add a shirtless skin

dark isle
#

!feedback

👁️ Give us a hotkey that flips our view backwards (like in most racing games) so we don't get assassin gimped by Elders.

sour lynx
#

!feedback

I believe the Phase 4 of mithrix currently is underthought for certain characters, completely busted for a certain pink lizard, and just generally unfun. The meta shouldn't be "kill him before items are taken", considering phase 4's entire point is to have the items taken. I believe a better adjustment could be Phase 4 being a timed event where you have to play a game of keep away to receive items back. It keeps in that "oh shit!!" moment where he takes all of your things, and instead of creating a completely unbalanced experience that controls how much fun you're having in your run through stages 1-5 (or 1-12 if you loop for him), you receive an experience that taps into the movement portion of the game, which is just as important as the combat. By playing a game of keep away during this hectic section, slowly having your items trickle back to you would make it possible for characters like Acrid or Captain to have a chance to actually clear Mithrix on monsoon. Would love to see phase 4 adjusted because the first 3 are (IMO) perfect and really capture the feel of the game, and having that one phase of the fight completely dictate how you build your character up to it, only to make his power level rise terrifyingly against yours to result in being OKO'd everytime makes for a frustrating experience and something that honestly is making me just not even want to bother with his stage at all.

regal hare
#

!feedback There are 2 items in game which replace your skills with another. It would be cool, if there will be the 3rd item that makes same( may be replace your secondary) and if you have each of these item your survivor will transform into a new character and his last ability will change too.

mellow swallow
#

!feedback make boss harder on multiplayer but you can respawn at least on third phase.

little barn
#

!feedback It'd be nice if Mithrix still counted as a "teleporter event" for the sake of items.
It'd be cool to have Aurelion come in and back you up.

static hawk
#

!feedback perhaps change mired urn to still effect allies, just not players? This would make for an interesting synergy/penalty with beetle, mask and other ally items and keeps the theme of the item instead of being a solo only or troll item. ||Honestly the dynamic of playing keep away with the player that has urn is kind of funny but i can see that getting old quick and it just turning into a dead drop 90% of the time||

covert tide
#

!feedback i am willing to buy r2r steam trading cards so i can have an r2r badge in my steam profile.

weak sparrow
#

!feedback Final teleporter is very unintuitive. I had to look up how to loop, because I couldn't figure it out. I was just like "Oh I'll just press the center thing like you do all game" not "Oh I'll press this random piece on the outside of it"

left meadow
#

!feedback Having read the recent Dev Thoughts, I don't know how you expected anything else from the final boss. ||The most important thing for power in RoR has always been the items, so an enemy that steals all of them is obviously going to be the most difficult in the game. Imagine fighting one of the Lunar Scavs at minute 1. That's Mithrix Phase 4.||
||How do we resolve this? Make him take only half your items initially, and make him invulnerable for the entire duration of the theft. Currently the only way to kill him is to destroy him entirely before he even takes the first one.||

gaunt wing
#

!feedback
Absolutely love the final stage, the new mobs, and the new final boss. One thing that I would really like to see is a small tweak to the four-legged Lunar Chimera. I think it could stand to shoot it's projectiles more frequently. Compared to the flying Lunar Chimera, the four-legged one rarely poses a threat. They act more like passive bullet sponges during the final fight. Its projectiles are slow and heavily telegraphed; and considering that the Lunar Chimera can't spawn outside of the final stage without an artifact, this projectile attack can only really synergize with the flying Chimera.

dawn cliff
#

!feedback
Allow for the captain to rocket jump from his orbital strike utility if it hits the ground near him while he's in the air. Of course fall damage would still be a thing to account for but even just that mobility would definitely help him out a bit.

stray wyvern
#

!feedback

||How do we resolve this? Make him take only half your items initially, and make him invulnerable for the entire duration of the theft. Currently the only way to kill him is to destroy him entirely before he even takes the first one.||

||this, but have both his attacks and your attacks steal items back from eachother (your attacks steal items from him, his steal items from us) , granting a more "tug of war" type phase. it would also be nice if his damage and proc rates were tweaked because tesla coil.||

prisma harness
#

!feedback

If the price of drones scales with difficulty, why doesn't the strength scale as well? it would make them way more viable late game without a complete rework

severe peak
#

!feedback

Sorry if this was posted before. I didn't see it anywhere. All I want from this game is to be able to go "back" in the main menus by pressing the "escape" key on my keyboard. Instead of clicking "back" with my mouse.

compact path
#

!feedback Add some kind of internal cooldown to clay templars' firing animation so if you interrupt then with a stun they have to wait a few seconds before they can spool up again. This will reward players for saving their stun abilities for the right moment to counter an otherwise very punishing (and arguably overpowered) enemy.

This issue is most apparent when stunning them with the captain's shock, where some form of damage proc from items is almost guaranteed to end the stun early and they are able to instantly start firing again, which punishes the player for trying to stop the enemy, rather than rewarding them for smart play

pure marsh
#

!feedback. Monsoon Final boss is too hard. Third phase taking all your items then getting one shot every time is not fair. runs with no loops lose and runs with multiple loops fail as well. boss needs some kind of nerf, taking all your items makes you useless that far into the game.

dawn cliff
#

!feedback
This one is mainly just a visual one but I think that it would still be a nice visual for players to have.
In the character select screen when looking at skills, they have key words that are explained elsewhere such as agile, stunning, etc.
I think another one that could be added is Galloping Charge which basically states that this skill will still charge up while sprinting. This would be applied to things like loaders charge gauntlet, captain's shotgun m1, engineer's m1 grenade thing, and probably some others I might be missing

near nebula
#

!feedback
Keep the prismatic death% maybe just make another tab you know?

lament wyvern
#

!feedback
Captain with the Visions of Heresy item is broken due to orbital stike has 3 charges that each deal 1500% damage but with Visions of Heresy the orbital cannon also gets 12 charges

green pebble
#

!feedback (final boss/stage minor spoilers)
||please PLEASE reduce the force on the Chimera Wisp templar attack - it's simply way too much. I've already been effectively "stunlocked" TWICE by multiple Chimera Wisps shooting me at once, suspending me in the air, and preventing me from moving, with nothing I could do about it as classes that have no built-in mobility. Even in situations where this specific thing isnt happening, it simply feels like too much force and is more annoying to fight against than anything else.||

slim talon
#

!feedback
While it's ultimately minor, the fact that there are still a fair amount of log entries missing from the 1.0 release is very disheartening. All I can say is that I hope you are able to finish them soon, but not having them all finished for 1.0 makes the game still feel like it is ultimately unfinished. I am worrying that you are using the ability to update post launch as too much of a crutch. The entries should not have been left unfinished before claiming a 1.0 (as in FINISHED) release.

still gyro
#

!feedback
Just a thought I had when I beat the final boss on a monsoon run with swarms. I feel like it would be cool to have a little Easter Egg in the post battle scene with ||Mithrix's head if there were two of them because of swarms.||

dusty flame
#

!feedback I have an idea for mithrixs 4th phase that will make it less frustrating while still having that oh crap moment. Basically he takes all your items, but instead of continously attacking you, he rather charges up a humongous last effort attack (like the thing the wandering vagrant does). You have about a minute to kill him before he does it. But to make it so it's not just a minute of mindless shooting, there will also be low leveled lunar enemies that spawn. Also like in the actual fight you can gain items back by attacking him.

copper pendant
#

!final boss + tesla coil = ridiculous, must be changed.

wild galleon
#

!feedback

!final boss + tesla coil = ridiculous, must be changed.

brisk slate
#

!feedback I have some feedback specifically about the final boss phase. Taking your items AND using them just feels too bad/strong, especially if he's not intended to be the hardest phase. I love the "oh crap" moment when he steals your items but it just feels bad when your good build you used to reach the final phase with over the course of the game is used to kill you sometimes immediately. Getting hit by one of the small projectiles and bleeding out because you had 12 tri tips makes it feel like your punished for having a good build.
On my last run there was a scrapper and Tougher Times printer right before him and I got excited, but then realized i would just be giving the boss near immunity for that last phase and decided against it. I don't think the boss should make players consider not grabbing really good items just because it makes that last phase so difficult. I think him taking your items but not using them against you would preserve the oh crap moment while making the fight more fair/cinematic as its you and the boss at your weakest for the last fight.

rose bloom
#

!feedback
extremely disappointed that ceremonial daggers with 32 crowbars does not proc runalds, yet shatterspleen's explosion does... Runalds/Kjaros bands need to be more consistent in what procs it. (Also before you ask, yes i have runalds buff up, im running a command run with blast shower constantly making sure its up)

gray shard
#

!feedback Misc. for Captain, Beacon: Banner. Deploys a Beacon which functions as banner (same radius as other the beacons).

timber snow
#

!feedback Regarding the last boss, again.

|| A lot of people say the best solution would be to let him take your items, but he doesn't get to use his items against you. I honestly think this would be the best solution, as it doesn't overly punish you for making a good build. That said, if this was the solution used, he should be invincible during the item steal so you can't just cheese him down. ||

brittle pollen
#

!feedback I think the shock beacon is overall too weak. Maybe buff it's radius so that bigger enemies have a higher chance of getting stunned, and it could be used more effectively in more open areas. On top of that, if you are concerned with the UI for the beacon being misleading, maybe put two sizes at once, each a different color, to incidicate the different ranges of the beacons equipped. (Or a mix of colors of the same sized beacons)

lavish flame
#

!feedback Eclipse runs with friends would be a lot of fun!

vapid raven
#

!feedback Artificier's primary should have its cooldown partially refunded upon hitting enemy, its velocity increased, and plasma bolt have bigger explosion radius. Charged nano-bomb should have gravity removed, both secondaries its charge time increased by about 15%. Flamethrower should have bigger radius and width and have at least some scaling with attack speed, whether it shortens the channel time or makes it tick faster. Surge should be better damage-wise, sending sparks from the point of lift-off, and maybe returning to you.

safe prairie
#

!feedback
Bit of a nitpick, but I feel REX should be referred to as “They” in their end quote instead of “It”, seeing as they are composed of both a plant and a robot that work together symbiotically.

teal swan
#

!feedback instead of Cap losing half his kit when entering another dimension out of ship range

how about just giving him supremely weaker versions of his moves

like shift would be a stun grenade that does 500% and stuns whenever hes out of ship range

the beacons could be replaced with drones that do the same actions the beacons did but weaker
like shock drone would have a smaller radius
heal drone would heal 5% of the hp
hack drone would cut the prices in half instead of making them zero
Resupply drone only would have 2 charges

still dirge
#

!feedback
Make lunar chimeras spawn in the world as rare as voidreavers or more uncommon
(Maybe make them spawn in the world only if You beat the game once? Dunno.)

near nebula
#

!feedback
Idk if this is just a me thing yall have probably had better experiences but I just hopped into a few games full of League level toxicity. Maybe a chat filter that could be activated or a way to mute players would be nice since sometimes you get 10-30 minutes into a run before that first slur comes out because you took a chest or something

gentle tiger
#

!feedback It would be nice to have a gamemode where in the lobby each player gets to vote/pick 1 artifact for the run without other players seeing it (maby even don't show them in game). For example it would lead to games where 1 picked artifact, another took nemesis another took death etc... Basically it would make games with surprise conditions, like ARAM is in League.

marsh jacinth
#

!feedback you know the song where the guitar goes WAH WYEEEEEEEEEE WHAAAAAAAAAAAAA I think I would like more of that in the game thank you

autumn bramble
#

!feedback in the last stage can he take the spindle tonic debuff away too? it makes it impossible

vapid raven
#

!feedback Mercenary's exposed and CDR from primary is a good buff, but slicing off regen was too harsh. Returning it to 50% of its previous value wouldnt break the game, but would certainly help. Acrid's regen off melee abilities and primary should be replaced with shield similar to loader with % of damage converted to shield, albeit with lesser duration, so you would have to leap from enemy to enemy on acrid in order to both benefit from your damage and to stay alive.

dire galleon
#

!feedback i would like twisted scavenger to have a logbook entry, perhaps a different one for each of the 4 twisted scavengers, but also make the logbook drop rate higher then 3 as there's 4 you'd need to get

alpine nymph
#

!feedback There is no reason to fight enemies on the moon, since there aren't any chests, right now it's better to just rush to the boss. I don't think chests and regular items would thematically fit the moon, so it would be interesting to see lunar chimeras drop lunar items. Not a guaranteed drop ofc, just like on sacrifice.

nova radish
#

!feedback absolutely loved the mithrix mechanics. Really looking forward for you guys to add more boss fights with great mechanics. whatever lore comes will be bonus!

limpid blaze
#

!feedback Phase round 300% => 350%. Makes it only one focus crystal away from proccing bands where you currently need 3.

gloomy night
#

!feedback been playing for a long time now and something that still bothers me is when i have wake of vultures and get the malachite ability. The amount of times i have ran into a enemy malachite green spike patch because i thought it was my own malachite spike in the hectic fighting around the teleporter getting me killed. I feel there should be a different colour to know which one is yours (purple or red maybe?). Have had no complaints for 1.0 great update so far!

craggy dove
#

!feedback make Mithrix scatter the players items around the arena in the last stage. This would fix the problem with people feeling the need to avoid items (as he won't use them) while still maintaining that "oh shit" moment and causing extra chaos in multiplayer because everyones items are mixed up. I feel like this would also fit better with Mithrix mocking the players for needing those items (currently he mocks the players for using items while he's the one with items, it makes no sense). And of course make him invulnerable while he's scattering the items, right now you can just skip the 4th stage by killing him while he's taking your items.

velvet path
#

!feedback Mithrix highlights how the other game bosses are not really bosses but rather just Large enemies. Would be nice if the prior bosses could be given a slight overhaul, would make them feel more imposing while also helping players get ready for the Mithrix encounter instead of getting chucked in the deep end.

Some ideas -

  • Magma Worms could rise up very high into the air, aim directly towards the player and come crashing down. They could circle around in the sky raining down fireballs for awhile.

  • Dunestriders could roam around a bit more, run up and stick to the side of walls.

  • Stone Titan's could attempt to grab the player and fling them around, or walk forwards stomping the ground to reposition.

  • Wandering Vagrant could try going melee to slap the player away with it's arms.

brittle anchor
#

!feedback it should not say "Killed by: the Planet" when you beat the game.

solar leaf
#

!feedback Another spoilers for anyone who hasnt beat the game. I did a quick edit/thought and had a better idea||I think after you kill Mithrix the timer for moon self destruction is WAY too generous regardless of what difficulty. I say make the amount of time depend on the difficulty. So for example 1:00 or 1:30(on monsoon) 2:00(rainstorm) and 2:30(on drizzle)||

glacial schooner
#

!feedback Have the Twisted Scavengers count for Acrids challenge or let the player know that they don't count

ruby shuttle
#

!feedback Killing the boss should fill up >25% of the teleporters charge. Nuking a boss early/mid in the playthrough and having to wait 80%+ is boring.

reef blaze
#

!feedback

Hacking Beacon change

Instead of an aura, Beacon Change contains a limited number of Hacking Drones which, on use, accompany the user in the form of an unique item like Defensive Microbots. When the player has one of this drones, the next Chest/Drone/Turret (not Altars) he activates will start to be hacked by the drone, reducing its cost over time. Once used, he drone is spent and removed from inventory.
In my opinion, it...
-...would make the Beacon more consistently useful
-...would be easily balanceable changing the number of drones per beacon.
-...makes sense thematically.

I know some might suggest the drones given by the Beacon become an Equipment of sorts, but losing your Orange temporarily each time you want to hack something would be extremely annoying (even dangerous).

bold token
#

!feedback I want to adress the WHOLE "player agency" debate in a completly diffrent way, I am not agreeing with people beeing mad at character changes, and neither the reddit guy or the bad final stage or bugs...
To me this whole player agency update INGAME was a HUGE failure and mistake.. and thats because it just made it SUPER lame, easy, and boring..
the scrapper was a TERRIBLE idea, and coupled with EVERY MAP, ALWAYS, spawning AT LEAST 3-10 (YES WE HAD 10!) item traders made it so that basically EVERY run I play I have the EXACT same items after 30 minutes because I can just build my own build not even using command.. and I think this, for a roguelike, is a TERRIBLE choice!

when we encountered a crit trader, and attackspeed trader, a teddy trader, or a fungi trader on an engi run in the past, we were HYPED dude! it always was such an amazing feeling! and now?? we got a crit trader a attackpeed trader and a teddy trade ALL on the same floor every 3-5 maps or so..

this is what made this update so terrible largely.. as much as I dislike RNG and love to have control over my build.. the game just presenting it to me on a silver palte every single run is just boring.. my last 12 runs all felt the same, and I haven't lost a single one no matter how much you raise eclipse.. so basically all I would suggest is reducing spawn rates of traders by a lot, like a lot a lot again, and then also reduce scrapper spawnrate by a lot too maybe like 1 every 4 stages, and at max 0-2 traders per stage. with 2 beeing the very lucky end

polar tinsel
#

!feedback Since Captain has basically no movement, I think that the shotgun should act like rex's e and push you back a bit

past edge
#

!feedback Enemies on the moon should drop lunar coins instead of normal gold.

reef blaze
#

!feedback

I like scrappers and the idea behind them. But I feel they they abound too much for a game that it's supposed to have a good deal of randomness. I understand that, maybe, you are letting them spawn so much for people to use them and try the new features, but if they remain as usual as they are now... well, they won't be consistent with the premise of the game.

There are some easy fixes for this, in whichever combination you consider appropriate:

a) Reduce their spawning chance.
b) Add a cooldown. Once used, the scrapper cannot be used again for X seconds.
c) Limited uses. After some uses, the scrapper breaks and becomes unusable.

small vine
#

!feedback if you cheeese him on the platforms for too long, Mithrix should summon a wisp lunar chimera and Chase you down while riding it

velvet path
#

!feedback The risk/reward of the scrap mechanic doesn't work when scrappers spawn with printers, you just clear the level then dump all your unwanted items for a stack of items you want without any downside.

Scrappers should not appear or appear MUCH less frequently on levels that have a printer.

stuck olive
#

!feedback Make Captain's secondary have no proc-coefficient since even a bleed proc can cancel the stun OR make DOTs not cancel the stun.

pale meadow
#

!feedback
now with artifacts being also being applied to prismatic trials..i guess its almost impossible to complete mercenary's alt skill challenge without getting hit..maybe complete trial without getting below 75% hp or 50% hp is better..

knotty chasm
#

!feedback

I like many of the changes that MUL-T received. However, I still have issues with MUL-T's primary weapons: the nail gun is SO much more consistent AND powerful AND versatile than any other weapon.

For a start: PLEASE buff the damage of the rebar launcher. If it's going to fire this slowly, it better be able to one-shot Beetles and Lemurians at Level 1 from a vast distance. As it is, a single shot only NEARLY kills such weak enemies and only one-shots Wisps. I need to fire twice, and the time it takes me to shoot four shots just to kill two weak enemies means I'm probably getting close to them enough to use the vastly superior nail gun. Please modify the damage output of the rebar launcher so it can reliably fulfill its purpose as a sniping weapon.

cyan roost
#

!feedback the captain definitely needs a way to recover his beacons. give it like a 300 second cooldown and have the previous ones expire after new ones are placed. spending too much time in one stage is already a death sentence, so balancing around cooldowns seems fine to me

quasi edge
#

!feedback

Less feedback and more of an idea. I've been having a lot of fun runs with friends but it takes us a while to ramp up to where we all want to be. There are mods for this but I dont really want to risk corrupting the game files or breaking the game and not knowing how to fix it, maybe implement the item sharing as a selectable mechanic or even an artifact? I think that would be cool.

pale meadow
#

!feedback nerf those platforms in the boss fight arena...you can literally avoid almost every hard attack especially the "rotating triangles" in his 3rd phase..either remove them or make those attacks reachable there

terse meteor
#

!feedback Gnarled Woodsprite should work like other 'drone' entities, so that Captain can use it to grant Defensive Microbots to targeted allies. This would further enable a more 'support' playstyle that he already excels in.

umbral crescent
#

!feedback The final boss is fun on ranged characters but is legitimately a chore to fight on melee characters unless you can oneshot him. The fight needs to have something changed to make it more fun for melee characters

shy turtle
#

!feedback

With the rework to Bands, there is an opportunity to make Commando's default M2 "Phase Rounds" more appealing. I suggest buffing its damage to 400% dmg, so that it can proc the bands. The cooldown of the ability could be tweaked if necessary.

This change makes choosing between Phase Rounds and Phase Blast a meaningful decision: Phase Rounds provides consistency and convenience, while Phase Blast provides higher damage potential but with a toll on your item build. If you want to utilize the bands with Phase Blast you'll have to use it alongside the frag grenade or look for specific items/equipment that can proc the bands (this is the current Commando playstyle, since Phase Blast is vastly superior to the default counterpart). (edit: typo)

limpid blaze
#

!feedback Blast shower could trigger synergy with some more items. Proccing medkit, activating cautious slug, red whip, maybe fire a blast of razorwire for the hell of it. Would make a fun synergy item like Forgive Me.

Cooldown could be increased to compensate.

edgy abyss
#

!feedback Huntress needs some sort of invincibility frames for after you perform a Blink. the amount of times I've used it to try and avoid an attack, only to get sniped the very moment i exit the dash and have my runs ended is infuriating.

static hawk
#

!feedback

Blast shower could trigger synergy with some more items. Proccing medkit, activating cautious slug, red whip, maybe fire a blast of razorwire for the hell of it. Would make a fun synergy item like Forgive Me.

Cooldown could be increased to compensate.
@limpid blaze ||bot broke||

cyan roost
#

!feedback i think the tc-280, and only the tc-280, should inherit your items like a turret does. it still doesn't seem worth the money even with cap's microbots. obviously the stats would need to be rebalanced to account for that if so

dull swallow
#

!feedback just as @lavish flame said. I would personally like it if it was capped at the lowest player level, aka if you have level 3 eclipse and your friend is level 2, you are kept at level 2 and can progress further.

wild galleon
#

!feedback

!feedback i think the tc-280, and only the tc-280, should inherit your items like a turret does. it still doesn't seem worth the money even with cap's microbots. obviously the stats would need to be rebalanced to account for that if so
@cyan roost bot broke again

olive widget
#

!feedback (part 2: specific beacon changes)
Some ideas I had for buffs/changes to captains beacons.

Healing Beacon: I would recommend either bumping the healing up a bit to 12-13% or giving it the ability to inherit bustling fungus.

Shock Beacon: Give it the ability to inherit and use your items, like engineer’s turrets. Being able to proc item effects would make this beacon much better at crowd control than it currently is. The goal of this is to make the beacon capable of softening up swarms of enemies so the players can finish them off.

Armor Beacon: Beacon that grants bonus 200 armor (66% dmg reduction) to Captain or any allies standing in its radius. This would replace the “hacking” beacon. Being able to open chests and use shrines for free is a nice concept and kinda funny, but it’s only really useful on the first couple stages and completely unnecessary past that. I feel like gaining extra armor instead would be a much more consistently useful benefit.

Supercharger Beacon: Beacon that grants Captain or any allies in its radius a 30% increase to damage and attack speed, and a 30% decrease to all cooldowns. This would replace the “equipment” beacon. Fuel cells already do what the equipment beacon does without requiring you to run to a specific part of the map in order to benefit from them, and they reduce equipment cooldown as well. I feel like the proposed change would be much more consistently useful and much less redundant than the equipment beacon.

vivid hornet
#

!feedback artificer toggle for passive please

coral hawk
#

!feedback I think you shouldn't take damage when in the command essence screen. I just had my best run and I was picking an item when a Void Reaver died near me and ended my run.

stray notch
#

One message removed from a suspended account.

rigid slate
#

!feedback Make it so that if all players pause in MP, the game stops like in singleplayer

gilded zinc
#

!feedback
Now on the moon it makes no sense to kill lunar chimeras, but you can add a separate zone in which you need to open doors and kill enemies (as in risk of rain), the risk of being killed by waves of enemies and increasing time will be encouraged by chests (or something else). This will make the final location more interesting and thanks to this it will make sense to kill lunar chimeras at the beginning of the location in order to get money for a couple of chests drizzle_hmm

restive citrus
#

!feedback alright, this is an extremely important suggestion, so hear me out here.
Allow us to pet REX after we rescue him in Abyssal Depths.
Now look, I would've suggested that we should be allowed to pet Acrid - but he's nowhere to be found after the Void Fields are completed. Maybe he could be trapped in a cage near the exit portal and be released after you've finished, but that's not what's in the game at the moment. What is in the game, though, is REX sitting around in Abyssal Depths after you rescue him. He doesn't beam up to the ship or anything - he just, sits there. Almost like he's waiting for something. Something like... pats.
We need something to pet in this game, and honestly? Our little symbiotic Hydroponics Unit and Cabbage deserves all the love he can get after being thrown overboard for just doing his job

stuck olive
#

!feedback
Mithrix would still take your items however, he wouldn't use them, it would solve the "I don't quite wanna fight this guy with a tesla coil" and still keep that "oh crap" moment y'all mentioned in the latest dev thoughts.
I reckon you guys should compensate for this "nerf" with new abilities for his last, stomping phase.

tough pendant
#

!feedback Scrapper/Printer Change

Have the spawn weight of Scrappers/Printers reduce when there are more players or playing with Sacrifice to mantain a similar amount of them as when on Singleplayer with no artifacts.

Why?
When more of either of these interactables spawn, they get much stronger. This change would be to keep their strength around the same as it is in Singleplayer, because their strength already scales itself in being able to be used multiple times in Multiplayer.

open tartan
#

!feedback
Cool flavor idea: When ||Mithrix takes your items, have him fail to take yellow items,|| and Halcyon Seed activates. Why? Because its lore is begging for it.


You have created the first being of this world which threatens us. We cannot keep it here. Attempting to destroy it will risk its retaliation... I will prepare one of the vaults for it to be sealed away, while it is still young and naive.

What a foolish mistake you have made, brother.```
    The inhabitants of the world below rebelling against the ||King of Nothing||. Epic.
dim hamlet
#

!feedback
Details to the Void Fields
Have the portal to the Void Fields be guarded by 2 Lunar Chimera's (the flying ones). It is clear that [Mr. Final Boss] does not want you to enter said place. To compensate, widen the area around the portal a bit or spawn them far apart.

In addition, add some broken/killed Chimera's inside the void, and do not allow Chimera's to spawn in the void at all (if it is possible at the moment).

Furthermore, once the Void has been completed, have Acrid sleep next to the teleporter. You can't interact with him (because disturbing his sleep would be very rude), but it's a nice touch.

Lastly, the final red item you obtain in the void becomes Corrupted. This item now gains double its effect (damage for Tesla Coil, heal of Desk Plant etc.) against Void Reavers, Lunar Chimera's and [Mr. Final Boss]. Any further stacks of this item also become Corrupted.

fiery bobcat
#

I think engineer needs a slight buff to healing, maybe an item that shares 10% of healing between all allies, not sure how it would scale though.

pine oxide
#

!feedback
If an Item falls off the map, have it reappear like the Survivors do.

coral hawk
#

!feedback

(Repost because bot)
I think you shouldn't take damage when in the command essence screen. I just had my best run and I was picking an item when a Void Reaver died near me and ended my run.

feral night
#

!feedback
Lunar pods should be able to spawn with sacrifice on, as enemies do not drop lunar items

tough pendant
#

!feedback Captain Passive Change

Change Captain's passive to be an actual passive, not an item.

Why?
I think it's cool that the devs had one of the passives be that you start with an item, and it also makes sense because this item is the Solus Control Unit item. However, there are too many unprecedented things that can happen because his passive is an item, such as turning it into Scrap and getting it back the next stage, or ||Mithrix stealing it and using it against you||. It would probably be better to kill all these birds with one stone and turn his passive into just a passive to fix all of these problems.

dense stream
#

!feedback
Since Mul-T crashes from orbit without taking damage in transport mode, make its shift skill to grant immunity to fall damage.

hardy pumice
steep plover
#

!feedback
dumb idea but could we get a feature where we can customize the item placements on the character models

shell inlet
#

!feedback when you’re in the scrap menu selecting which items to scrap, make it so escape exits the selection menu instead of opening the game menu, I have this trouble when I need to quickly get out of the scrap menu to avoid dying.

potent palm
#

!feedback Something I noticed when looking over Commando's kit was when you hover over suppressive fire it blurs his visor. I know it may seem very minor but I think it is necessary to point out to the devs since it is an easy fix.

gloomy crown
#

!feedback Can a setting be implemented to skip the opening cinematic by default? Seems counterintuitive to have a button to skip it once it plays, but not a setting to bypass its loading entirely.

languid delta
#

!feedback

Just a couple of things.

  1. Mithrix
    Give Mithrix invincibility in the brief time before he starts the SUCC attack to steal your items bc currently everytime I fight him I kill him before he can start the succ and end the fight prematurely.

  2. Captain
    Please give Captain a better secondary skill because the taser is just bad. Also it would be cool if you could make his ult better because currently I rarely use it as I don't find it to be worth it most of the time. Also please stop his M1 from cancelling sprint.

obsidian oracle
whole niche
#

!feedback
Lunar item (for pro/con trade-off) that increases gravity and succeedingly reduces bounce/being slingshotted by a Greater Wisp explosion - however it gives you armor or health trade off.

Call it "Tidelocked" or something like that.

jade ember
#

!feedback I waited nearly 3 hours for an Irradiant Pearl, picking up equips dropped from enemies and cycling between them until they became Lunar. Between the about 13% chance for a Cleansing Pool to spawn on a select few stages, the potentially massive Lunar Coin cost to put Lunars in or guarantee the stages Pools appear in, and the 4% chance for an Irradiant Pearl to even appear once those conditions are met, this is what I had to resort to in order to get its log entry. Please, increase the Irradiant Pearl chance, add somewhere with a guaranteed Pool, do something that wouldn't make people resort to doing this.

stray wyvern
#

!feedback logbooks for the artifacts. even if it is just a little bit of info, origins of where they came from would be really cool.

dense stream
#

!feedback I waited nearly 3 hours for an Irradiant Pearl, picking up equips dropped from enemies and cycling between them until they became Lunar. Between the about 13% chance for a Cleansing Pool to spawn on a select few stages, the potentially massive Lunar Coin cost to put Lunars in or guarantee the stages Pools appear in, and the 4% chance for an Irradiant Pearl to even appear once those conditions are met, this is what I had to resort to in order to get its log entry. Please, increase the Irradiant Pearl chance, add somewhere with a guaranteed Pool, do something that wouldn't make people resort to doing this.
@jade ember maybe increasing the chance to appear a Cleansing Pool with the number of lunar items you have?

viral aspen
#

!feedback
I have three ideas for new items:
Common: An item for debuff reduction. It would start at about 20% and scale up maybe 5% or 10% per item. It could also scale sort of like tougher times so it'd never be 100%. It's mostly a way for people that absolutely hate being on fire, slowed or frozen to combat it a little bit.
Legendary: It will allow you to become invincible for 1 second after "One Shot Protection" procs. This would give someone another sort of second chance and give them time to try and retreat to safety.
Equipment: It turns you into a statue similar to how Tanooki Mario from Super Mario Bros 3 can become a statue. You aren't able to move, but you would lose agro and become invincible for 2 or 3 seconds. While similar to foreign fruit, it could get you out of a situation where there's a big attack incoming and you feel that it'd more than likely one shot you.
The main idea behind these items is because the only attack negating items I have seen are Repulsion Armor Plate, Tougher Times, Rose Buckler, and the Jade Elephant, making the only true consistent source of damage negation Repulsion Armor Plate.

limpid blaze
#

!feedback There should be two tri-tip daggers just handed to you for free before you fight mithrix in case you didn't find the mandatory two tri-tip daggers needed to kill him in under 20 minutes.

(Tone down Mithrix health a bit and maybe put a cap on bleed stacks)

late cape
#

!feedback Mercenary is a really cool concept, however like huntress he is very item hungry. For some one like him to be item hungry makes sense but the overall playability for him is low. Dealing with airborne units and ground at the same time can be very frustrating especially early game. May I reccomend a passive for him to have a Red Item spawn (Like Captain) That allows him to have a chance, at whatever percent seems good to you, to use his sword to reflect projectiles? I also think a swordsman such as Mercenary having the double jump is nice, but would also work with wall climbing for the mobility aspect. Thank you for your time 🙂

blazing wasp
#

!feedback
Captain is bad, and my expectations for it were high.
To me, his only memorable move is his M1, which is sad because the moves of other survivors are unique, and show how the character plays. His main gimmick being to be able to request down supply drops that have a variety of alternate skills is underwhelming, since it is only usable twice in a single stage.

The fact that his Special and Utility are disabled in Hidden Realms is also a bad feature, since it only leaves the player with a taser and a charge blast, causing the player to be underpowered and purely undermining the support-type character they are. I talked with a friend about our expectations for Captain, and we both agreed that we were disappointed with the outcome.

Captain was a very forgettable character for me, unlike other characters who showed that their moves implied what their type was. Captain's special signified that he was a support class, but the move itself is extremely weak; you can only use his Hacking Supply Drop in VERY specific locations. His Resupply Drop was also confusing, as there is no point to get it if you can just get Fuel Cells/Gesture of The Drowned/Soulbound Catalyst later on in the game.
Examples

  • Huntress's Special skill signified how she can deal a lot of damage, but she also has to jump back to safety due to her fragileness.
  • Commando's Special skill had shown that he is a jack-of-all-trades character that can stun enemies, whilst dealing damage by shooting them.
  • Loader's Utility skill signified that she is a heavy hitting character that is slow, but gets extremely powerful in late-game. This also works with her M2, giving her even more mobility.
  • Artificer's ALT Special granted her great use of her Passive skill, turning her into a class that can deal heavy damage from the skies, also causing freezing/burning/shocking effects.

I hope this feedback helps you. Thanks for reading.

heavy glen
#

!feedback instead of pretending Captain has a smooth continuum of firing accuracy, find a different method of switching between his three accuracy levels that doesn't involve developing arthritis. Maybe just have it develop accuracy over time between shots, scaling with attack speed, so that if you want to be a sniper you can just start firing at a rhythm.

little barn
#

!feedback
couple of ideas I have:
--A Lunar Item that prevents you from being moved by external effects once every few seconds (+1 charge per stack), but reduces your movement speed by a stacking percentage.
--Rust Monsters that turn off equipment on hit. Likely on the same tier as Malachite and Celestine enemies.

dense stream
#

!feedback
Hitting a poisoned enemy with Acrid's third attack makes it blast, dealing extra damage and applying poison to a large area (more incentive to the melee part of this pj).

tough pendant
#

!feedback Captain Passive Change

Make the Deletion of Projectiles More Logical
This item shouldn't be deleting AWU circles. It also shouldn't be deleting spore clouds that are already on the ground. Set a whitelist for projectiles that this item can delete, because some of the things that it can delete just don't make sense.

Make it not scale with Attack Speed
This mechanic is crazy. Get a ton of attack speed, and projectiles just cease to exist. I don't understand why this is in the game, getting attack speed shouldn't increase the rate at which this item deletes projectiles.

Make it act like a Regular Item
If you get rid of it, it's gone. No more infinite red scrap, just one. However, you can now get this item from chests and of the like. It's an item, so it should act like one.

Why?
This is an alternate solution to fixing Captain's passive. The other one I suggested was to make it an actual passive without the item, but I rather like that the devs have a passive that's an item.

hollow basin
#

||!feedback||

Captain Alt Utility Idea:
Salamander Strike

Call in a napalm carpet bombing, dealing 1000% impact damage and 800% damage per second to enemies within its radius, repeatedly igniting them. The flames dissipate after 7 seconds.

(These numbers are just a rough suggestion. This is meant to do less burst damage than the orbital proxy but more overall damage to slow or immobilized enemies locked within its radius.)

shell solstice
#

!feedback although I like the rework of the bands, It makes it feel like the only reason to attack a powerful enemy is if they are charged. in order to change that debuff the bands damage (not sure by how much) and increase other damage items or just base damage a little.

pale minnow
#

!feedback
Have the description for Captain’s beacons display how much damage they do as well. The fact that they even do damage is never really clear until you do it on accident.

neon coyote
#

!feedback For Captain's passive:
-Decrease the rate it shoots down projectiles at base. (It shoots things down too fast to make you immortal early game to projectiles)
-Make it not scale with attack speed and instead have it so you earn more over time, like every couple levels or based on your character's level. (So it scales into late-game where there will be more enemies shooting you)
-Have it not delete certain projectiles that don't make sense such as beetle's quakes and Solus's shots.
-Make it not an item that can be scrapped and so ||Mithrix|| can't steal them and abuse them vs you.

fading parcel
#

!feedback instead of pretending Captain has a smooth continuum of firing accuracy, find a different method of switching between his three accuracy levels that doesn't involve developing arthritis. Maybe just have it develop accuracy over time between shots, scaling with attack speed, so that if you want to be a sniper you can just start firing at a rhythm.
@heavy glen Specifically, have the primary automatically focus while not sprinting. It will function more or less the same, but easier both to use and on your trigger finger with the new option for an automatic shotgun

fervent fox
#

!feedback merchandise
I really love ror and i wanted to support by buying products. I tried searching the internet for some sort of merch made by gearbox or hopoo and didn't find a lot. I think it might be a great idea to sell merch to spread the word of ror, and also to gain profits

plucky fern
#

!feedback Make Captains Microbots a full on passive that he gains over time somehow

This could potentially give a chance to give him different bot passives. Like ones that provide buffs or shoot enemies or something

tired briar
#

!feedback Jade Elephant seems like a cool idea, but I'd also like if activation made you aggro the enemies around you. This will mostly affect multi-player and giving it to equipment drones, giving it better use.

safe prairie
#

!feedback
Volcanic Egg should reflect in the logbook that if you hit enemies while in the draconic fireball form, the flight time gets extended.

ionic sonnet
#

!feedback
--Problem--
The changes to Artificer's Nano-Bomb is not universally appreciated. There are varying opinions on it, some loving and others hating the change. The skill has been a staple of Artificer's early access launch, and some are going to sorely miss it. More than that, Artificer has difficulty dealing with aerial enemies, and this change has made that worse for at least some people like myself.

--Solution--
Originally I made a feedback suggesting removing the gravity. However, after talking to people who disagreed, it seems some really like the feeling of the changes. It also really seems like the way people who like this change uses the skill, and at least myself, is a bit different. It's also worth noting, that for some the feeling of the skill on a psychological level has improved.

So instead, given the significance of Artificer's secondary to her kit, I would like to see a new alternative for her secondary. A fireball that is a bit of a larger projectile than Nano-Bomb that travels quickly (a bit slower than Nano-Spear I'd imagine), and explodes in a similar radius and for similar damage to pre-1.0 Nano-Bomb, that ignites enemies like Flame Bolt. Name could be something like Nano-Cannon.

deep abyss
#

!feedback Maybe an alternative gamemode where 2 friends on steam or other services could duel with one of them spawning enemies and the other acting as a normal survivor with custom settings like the rate the spawner is able to get a currency to spawn enemies or can enable double boss or something.

timber snow
#

!feedback The changes to Kjaro and Runald's Bands really hurts their viability on a lot of characters. Commando alone has a hell of a time managing to use the things now. To that end, a suggestion on how to make them a bit better.

Instead of having to do %400 damage in a single hit? Make it %400 in a burst. IE, if you do %400 damage over a reasonable time window to a single target, the bands proc. This would allow characters who lack a single hit burst attack (Like Commando) to make better use of the Bands.

glass notch
#

!feedback ||Mithrix's fourth stage really needs a rework. It's OK on drizzle, but on higher difficulty levels a single hit from his needle gun can one shot(crit+bleed+stickys+AtG) and without any items you can't deal much damage back, making the fight a drawn out chore for ranged characters and nearly impossible for melee. It's by far the hardest fight in the entire game, and right now the only reliable way to beat it is to burst him down with active items while he's stealing your items, which itself feels a little cheap since it skips the part where you actually fight against all the items you've collected. ||
||
I'd suggest reducing Mithrix's damage scaling for his final phase, increasing the speed and consistency at which you take your items back, and changing his behavior so that he has a bit of a visible charge up on his needle barrage and either shoots in a tighter spread or maintains fire in a single direction, to give melee character (or ranged characters who want to be a bit more aggressive) a chance to get in close and dodge.||

fading parcel
#

!feedback

This was just based on what I gathered at first, I've been made aware that the damage is actually bugged and the first strike deals the stated damage and the second and third shots do not. Disregard this.

Some people have found the Captain's Orbital Probe actually does 500%, and this is only partly true.
It actually has a sweet spot dead-center in the AoE, indicated by the drop point. That deals the stated 1500%.
However, this isn't made very obvious to the player and it's too small to reliably land due to the skill's targeting, you have to be very deliberate where you aim on the target to have a high chance at landing this.
1. The description should be clarified as such: "Each probe deals 500% damage, or 3x damage in the center of the impact."
2. The sweet spot's size should be increased, by about a whole in-game meter so it won't be a stroke of luck to do full damage.

rare glen
#

!feedback an item that ups accuracy e.g if you are playing mult your nail gun gets more on point to the cursor or if your playing captain your shotgun becomes more zoned in by a bit

stone charm
#

!feedback The Bands issue.
Currently with the bands only activating off of 400%+ attacks means players have far less choice in their load outs. You're either punished for not having / not taking skills with 400%+ damage attached, or you have to find gear that scales high enough to activate.

Currently I feel like the Bands, with a timer should simply activate on your first hit while the timer is off cool down. The damage staying based off the Hit-value encouraging you to still hit with your hardest thing when you can, but I would really like to use my various skills without sources of power swaying my usage.

final marten
#

!feedback I have had certain starts where I have had 3 chests 4 3D printers and no scrapers making my start a pain. and most of those printers have the same items. so two suggestions Lessen the amount of 3D printers that can spawn. and make it so one can not spawn with an item if another already has that item.

twin aspen
#

!suggestion
You can make a trainning mode to try different builds and scales.

umbral crescent
#

!feedback Captain not being able to use his shift and R in hidden realms makes him pretty useless and unplayable when trying to unlock acrid and artifacts

wind lynx
#

!suggestion
You can make a trainning mode to try different builds and scales.
@twin aspen
shit hit enter too early can someone else do it

dim hamlet
#

!feedback
New Lunar Equipment: Void-Bound Chain

Effect: Place down a Voidstone Pole at your feet and bind yourself to it. If you move outside of the Pole's radius, you constantly take damage which becomes greater the longer you stay bound to the chain. Radius is about the size of a Convergence Teleporter
While connected to the pole, you gain +50% damage, attack- and movement speed. You can pick up the pole after it being active for at least 10 seconds.

Note:
Gesture of the Drowned will both automatically place and free yourself.

split zealot
#

!feedback we need more lore about the Violet Heights elderly home

native meadow
#

!feedback please please please please fix the wisps already, I'm trying very hard not to curse because they're just the single most annoying, fun killing, worthless enemies I've ever seen in a video. Hitscan, near-perfect tracking, and a shotgun of 3 shots? My last 5 bloody runs have been ended by ONE wisp from out of sight. The single one I miss keeps killing me, every. Single. BLOODY. TIME!!! FIX THEM ALREADY PLEASE!!

urban tiger
#

!feedback can you change the targetting of the magma worm on purchased gunner turrets, the amount of time since the patch dropped that ive activated the teleporter only to have my magma worm boss go to the other end of the map where I can't hit it because i had a turret there carried over from a previous map which the worm wants to murder, so i need to either leave the teleport to go and kill it, wasting time, or wait for it to kill the turret and hopefully come back in range

hollow geode
#

!feedback
||Give Mithrix a disabled item pool||

||Everyone's complaining about being one shot by Mithrix's item steal phase, and saying it discourages good builds. This could likely be prevented the same way OP Scavenger builds were prevented: A no pickup pool. I'm not saying he shouldnt steal them, he absolutely still should, he just shouldnt be able to utilize them.||

fading parcel
#

!feedback
Captain's shock, or particularly his tazer ends up with limited use since it's canceled by stun immunity, and the tazer's single target use doesn't mesh well with this.
So, here's an idea to improve shock;

Damage threshold raised to 20% hp to make unintentional breaks from allies or general chaos less common
Shock is now a debuff that, for it's duration;

  1. Stuns as normal, if applicable.
  2. Reduces move speed by 90%, practically immobilizing.
  3. Reduces attack speed by 50%.
    Basically, you still can't stun stun half of your main targets, but giving it a strong debuff it can apply in the same stead of a stun will make it useful against all of it's targets.
bronze galleon
#

!feedback
This mostly has to do with Captain's beacons, specifically Resupply and Hacking (The ones I personally feel are weakest). I think that resupply should, instead of offering you three charges for use items, should reduce the cooldown of your use items by, say, 25% (And maybe regular skills by 10%. Don't know about the balance for those numbers, they're mostly just examples), and it stacks if you have multiple beacons down.

Additionally, it might be nice to allow the player to reclaim a beacon, allowing it to be put somewhere else, with a cooldown between reclaiming it and dropping it again.

Shocking beacon might be made better by adding some amount of damage to it.

I also feel the Tazer is kind of weak, but a lot of other people already have ideas for how to fix that, and I don't have any.

formal fossil
#

!feedback
Make the enemies in the last stage (except the ones that spawn during the boss fight) drop guaranteed Lunar Coins so that fighting them will not be totally pointless

little barn
#

!feedback currently there is little motive to actually fight the final boss rather than obliterate once you have captain, since there is little reward in comparison.
i'd like to see some lunar items that are maybe exclusive to the moons lunar pods that change up the boss fight for different rewards.

tired briar
#

!feedback
Jade Elephant seems like a cool idea, but I'd also like if activation made you aggro the enemies around you. This will mostly affect multi-player and giving it to equipment drones, giving it better use.

young prairie
#

!feedback The last boss is... well, to put things plain, it's plain bullshit. I don't mind a boss being difficult as long as it makes sense within the perspective of gameplay. This one isn't. The whole core of the game revolves around gathering of items and getting stronger though them, and the last boss feels like it's a punishment for playing alongside the core idea of the game. What's the point of having any good item if it means that you effectively prevents you from completing the game? What's the point in trying to get optimal items for your character if it just means you will get fucked over by trying to play well? I understand that you guys wanted to make this fight feel special and have that -and I quote - 'oh crap moment' - but you simply went too far. You tried to make that moment too memorable, as if you were making a story-driven cinematic single player game, whereas such a design simple does not fit into the game you made. I'm not saying "you can't do that", I'm saying "what's the point in doing that?" - for the most part, what you achieved is frustrating a huge part of your playerbase, and made it so that suddenly the player, instead of playing alongside the core mechanics of the game, has to play against them.

loud rock
#

!feedback
A green item that gives the player additional damage and/or attack speed that scales with the player's movement speed that benefits players who stack items such as energy drink and paul's goat hoof.

tepid harbor
#

!feedback Add a setting where you can toggle item visibility on your characters. I really like the characters without any items on them. Edit at 4 likes: reworded for clarity

winter berry
#

!feedback. Wisps are a first loop enemy for almost every stage, some characters like a melee acrid, a merc without the uppercut, anyone. They can get oneshot, make it so captain can block some, they don't snipe us and please for the love of god take them out of the void realm pool and put in dunestriders so we do not die cuz a wisp got 5 soldier syringes and 5 goat hooves

old rock
#

!feedback have the artificer's be affected by Nanobomb's knockback force. This gives her mobility at the ||risk|| of being up close and personal if she wants to use it for damage at the same time.

uneven badger
#

!feedback

the captain's special is a nice idea but can be buffed (in other ways than just making it so you can use more than two per stage)

  • the healing circle needs to be bigger as the characters need to move to not get hit, but to compensate you can lower the healing rate ie 7% of max instead of 10%
  • the shock should go off more often in a larger radius to actually hold down an area, as the current radius is the size of the teleporter itself, which does not help very much except for putting it inside of your healing circle for a safe space
  • the equipment beacon should keep its current use but also give the effect of lowering the cool down for equipment to around 1.5-2 gestures
  • the hacking circle should have its radius enlarged as there are very few moments where two or more interactables are that close to eachother
night gale
#

!feedback

I think captains secondary should have a larger AOE, because as of now it is practically useless late game. It being able to stun a larger area would help with crowd control and make it a worthwhile secondary.

young prairie
#

!feedback
Mithrix should be at least somewhat adjusted, so as not to just straight up punish the player for having good items/a good build; my idea would be to have him take items over time (eg. have him take 10 items upfront, and then 1 item every few seconds). Moreover, you could also have him be unable to use some items (akin to how Scavengers are unable to use some items) so that he isn't absolutely broken.

umbral crescent
#

!feedback Mithrix's final phase is fundamentally flawed, if you cant kill him before he steals your items you pretty much lose. What makes it unfair is that he uses your items and is at full power while you have nothing. Instead he should suck away your items but have him also be comparable in power to you, as well as not using the items himself. Him using the items can make him actually unkillable if you have certain builds and it ruins the entire fight being one shot because youre playing artificer or captain and have no mobility

velvet ginkgo
#

!feedback give Artificer’s electric/plasma moves the shocking effect and maybe have an item that lets you proc shocks cause why not

astral cypress
#

!feedback ||It would be interesting if Mythrix scattered your items around the arena or even destroyed some of them instead of stealing it all for himself. If that happened, you wouldn't have to worry to burst him before he steals everything, or to worry about which itens not pick up during your run||

nimble elk
#

!feedback
Mercenary's changes since the 1.0 update has been a little frustrating for some people and didn't quite meet the dev's expectation, so I came out with some idea in hope of making him a bit easier but also can be poweful with some "high risk high reward playstyle"

Here is my ideas and thoughts after couple of hours playing merc in eclipse:
Blinding assault:
Add 1 more second window to use the ability again after striking an enemy before going straight to cooldown (making it easier to aply another Exposed debuff on enemy before dashing again)

Extend the hitbox longer in front of the character and make the pause after hitting an enemy slightly longer (so it is possible to hit an enemy and cancel mid-ability with Whirlwind or Rising Thunder instead of yeeting myself into space)

Allow the Exposed debuff to reduce the ability cooldown time more than 1 second during the activation of each charge (I'm not sure if it is intentional or a bug, but everytime I proc more than one Exposed it only reduce the Blinding assault cd by 1, while other abilities recieve the corresponding cd reduction)

Exposed debuff:
Change the damage bonus from additional +350% damage to additional 300% "total damage" (making the damage output from higher damage based but higher risk abilities like Whirlwind and Rising Thunder have higher damage bonus while the lower damage based ranged or i-frame abilities like Slicing winds and Evicerate get lower damage bonus)

Slicing winds:
allow Laser sword (M1) cancel the animation after firing (not sure if it was intentional but only m1 can't cansel the animation, but other abilities can, the animation is so long)

Scale with attack speed (sorry I just want to see this happen)

south gust
#

!feedback Final boss spoilers
||The music for phases 2 and 3 of mithrix loop really poorly, as they (I assume) use the same sound clip that phase 1 uses, which causes an awkward cut||

loud rock
#

!feedback
It would be nice if there was some kind of unlockable such as a skin that would incentivise the player to try and defeat the final boss with characters they might've never played until now.
Edit: Didn't specify new skins that would be exclusive to the boss fight.

jade ember
#

!feedback Beads of Fealty is now worse than just killing the final boss for Lunar Coins, being only 2 Coins more profitable (12 vs 10, and that's assuming Command or getting it from first Bazaar) as well as taking an extra 3 stages longer. A way to fix this could be to let them stack, giving additional Lunar Coins but spawning a stronger Twisted Scavenger.

zinc cairn
#

!feedback Regarding Captain's Taser, I think a good buff might be to rework it into behaving like an inverse vulcan with multiple stunning pellets(A tap is pin point accurate and a charged shot is about as accurate his shotgun). I think it would give him more CC options in the proper heat of combat without having to immediately fall back to the shock trap which is exceptionally costly given the restrictions on the special.

desert notch
#

!feedback
Artificer's electric moves all seem to be based around utility: Plasma Bolt and Nano Bomb for AoE and Ion Surge for movement. However, the utility Plasma Bolt provides in its extra AoE still feels underwhelming compared to the option of using Flame Bolt. The best ways I can think to fix this would be to either add a short stunning effect to the attack or slightly increasing its proc coefficient so it can activate more items

hollow hill
#

!feedback Final Result Screen Spoiler
||When beating the final boss, the results screen says that the player was killed by the planet. Since the player didn't die, I'm not sure that it should say that. In enter the gungeon, when a character finishes their run, it shows what you were killed by, just like in this game. When a character finishes a run, it keeps the same layout, but says "Killed by: Nobody, Great Job!" I think that RoR2 could do something similar, and it wouldn't take too much effort on the part of the devs.||

fading parcel
#

!feedback
For the Captain's beacons, the nature of a stage limit just discourages players from using them anywhere but near the teleporter.
Here's a suggestion to change this;

Instead of a strict limit of 2, beacons now have a 2 minute cooldown for each
These cooldowns, however, are uniquely effected by cooldown negation;
Effects that reset cooldowns (except stage transition of course) only cut the current time remaining by 5%-10%
Effects that remove cooldowns (i.e. brainstalks) simply speed these up by +50%
Straight reduction functions as normal
Only one of each chosen beacon can be active at a time
This would allow Captains much more flexibility, and encourage/allow them to use the beacons proactively outside of the teleporter.
This would also somewhat improve the hacking and resupply beacons

plucky fern
#

!feedback Small detail but somewhere on the end screen show how many lunar coins we picked up that run

static hawk
#

!feedback giving mythrix a special attack that knocks items out of you sonic style, which you both then could pick up could be a cool alternative to the final phase.

tired briar
#

!feedback Captain's 3rd ability has a pretty small radius. Couple that with the delay of the attack and you can find yourself missing many times, especially against moving enemies such as lemurians. Increasing the radius would help reduce the need to pin-point and predict where mobs will be.

zenith falcon
#

!feedback I know this is a bit overused but how about something like a 16-32 player battle royal? You got drop pods, you got the shield from the void jail you can use as a ring, you got chest that can be placed around the map with some drones. Really all that needs to be made is a map and bing bong boom you got a battle royal!

vale anvil
#

!feedback Add host migration

terse quiver
#

!feedback When will keyboard registration issues be fixed?

eternal haven
#

I don't know if others feel this, but I feel like the scaling with sky meadows just feels off. It feels like such a huge jump from either stage 4 variant and once i pass it, it feels like the looped stage 1 is ten times easier than sky meadows. i don't know if a solution might be to give the sky meadows director less credits or give the looped stage 1 director more but it might help with the scaling of the game. if this is intentional, then i am ok with it but if it isn't it would be nice to have fixed

timber snow
#

!feedback Can we have it so that if you map a skill to the same key/button used for a UI interaction like confirm/cancel, it doesn't immediately use that skill when you press the key/button in a UI? Example: I map Special to my controller's A button when playing as Artificer. This means my Special is used any time I pick an item in the scrapper/command menu with Command Relic.

true sky
#

!feedback Can we have LFG EU/NA/SEA/ME categorized channels , so it's easy to catch up on some players of the region or talk to them or just a server role tag.

shrewd idol
#

!feedback With the new "alternate gamemodes" tab would it be possible to have a wave based tower defense like mode?

upper gate
#

!feedback Get rid of the fourth phase of Mythrix, I was on a monsoon god run with my friend and Mythrix wasn't a problem until he took all of our items and we died. this game isnt supposed to be Dark Souls

serene solstice
#

!feedback
Please greatly reduce the slowmode in this channel, at least for a little while. Since the update came out, people have a lot of opinions on every little new thing, and it becomes a bit tedious to wait 30 minutes just so you can post your second piece of feedback. People are now just posting multiple ideas in the same message to save time, which makes voting on them much harder.

vestal atlas
#

!feedback There's some kind of glitch with Mercenary where if you slash the corpse of a Bronzegong, you'll repeatedly slash it over and over, during which you're unable to move or do anything, effectively softlocking the game until you either quit out or something kills you. I've had this happen a few times while playing with a friend, so I don't think this is a fluke. Please address this in the next hotfix. Thanks.

tired briar
#

!feedback There are interesting "item quests" in this game but unfortunately they aren't repeatable. An example is Kjaro's and Runald's bands. They take enough time and planning for it to be a reward without being too easy. Currently the only item quest that's repeatable is the Preon Accumalator. I'd love to see more of this.

safe prairie
#

!feedback
Captain’s Shock Beacon is a really cool concept, but I feel it’s radius is just a little bit too small to feel particularly effective.

I don’t think it needs a HUGE buff, just a couple meters or so.

zinc cairn
#

!feedback Regarding Captain's Special Orbital Supply Beacon, it would be nice to tap the same button again to cancel the ability. Its more intuitive than trying to find a bad spot for the Beacon to cancel the act of calling it down. [Edit: Specifically the targeting portion of the ability before the beacon is sent on it’s way.]

little barn
#

!feedback
For a fast paced action game, currently 3d printers and scrappers take far too long, leave you vulnerable, and kind of ruin the pacing sometimes. It takes almost 30 seconds of running in circles to print 10 items.
A solution would be to add a hotkey to 'mark for exchange' the last item you picked up (or the option to do so in the tab overlay). When you then go a scrapper or printer and press that key rather than the interact key, it exchanges all items marked.

winter trellis
#

!feedback a green item that shortens the time of a debuff by x% of time? I think late game it would be very useful because the debuff that stops you from healing (I don't remember the name) could end up being a death sentence because of how many bullets are flying around. I think it should be green because white would be too common, and legendary too rare.

hoary laurel
#

!feedback
In my opinion for this kind of game the levels should be randomized and not a linear line of areas and after that a boss fight. Make it random like in the early access version and the boss fight should also be at random something similar to the celestial portal

simple frigate
#

!feedback Milky Chrysalis rework is awesome: now it gives you serious mobility boost to utilize, and actually feels like flying
One thing that may require adjustment is that when duration runs out, you are essentially locked in gliding animation. Let us land faster upon an input, as often getting stuck mid-air and slowly falling is not an optimal situation.

worn wind
#

So do you guys have a plan for supporting this games continued updates and development from a funding standpoint, and if so is there a way for the community to help with that.

While I dont particularly love games as a service, this game has a 1 time fee which may not continue to pay the bills for the devs and company involved.

So what is your plan moving forward with monetarily supporting a game requiring continued development meaning continued work from devs, without an added cost.

Or will DLC post 1.0 have a pricepoint?

molten elk
#

!feedback

So do you guys have a plan for supporting this games continued updates and development from a funding standpoint, and if so is there a way for the community to help with that.

While I dont particularly love games as a service, this game has a 1 time fee which may not continue to pay the bills for the devs and company involved.

So what is your plan moving forward with monetarily supporting a game requiring continued development meaning continued work from devs, without an added cost.

Or will DLC post 1.0 have a pricepoint?
@worn wind

pearl narwhal
#

!feedback
a possible hidden final phase that would require the player to face the end boss with all of the skill-replacing lunar items equipped if the missing ones for the secondary and special skill were to be added in a later update

woven kite
#

!feedback
For the Artifact of Command (where you choose your items) - it would be cool if there was a "?" choice that would give you a random item, I know the whole point of the artifact is to choose your items but out of the 99 items you choose, maybe there's that one item you want randomized, it doesn't affect the game at all but it would still be a neat thing to add

jovial crystal
#

!feedback
make /dance real

zealous elk
#

!feedback Make Acrids Poison Alternative passive work like the new bleed mechanic

grand dragon
#

!feedback
Something should happen from stacking beads of fealty, like adding +2 to how many lunars drop for each one

leaden nimbus
#

!feedback
Something should happen from stacking beads of fealty, like adding +2 to how many lunars drop for each one
@grand dragon there's no point since you only get a profit from lunar pods that way and that would be too rare to be useful

prisma harness
#

!feedback

Add a super secret easter egg to Comedy Island, where if you stand there for a while* or jump off a certain number of times, could be anything really, you get a logbook entry for Comedy Island.

Those who stay there long enough can hear the echoed laughter of souls trapped for all enternity

errant schooner
#

!feedback
A easier way to get elite items, for how rare they are they are suprisingly bad. Half of them could honestly be lunar items or something cool like that.

white tartan
#

!feedback
Artifact of lunacy
All enemies and player models have dance animations while attacking and moving and don't stop till they drop.

night sluice
#

!feedback Huntress and Royal Capacitor tracking prioritizes the enemy closest to the crosshair

raven hedge
#

!feedback I'm glad that you guys acknowledged the boss pretty much going against the very notion of getting stronger in the game. HOWEVER, that is still the case even with the countless exception cases for items. Considering you also said the last phase is not supposed to be the hardest, why can't he just take away your items and you BOTH fight at minimum power, so it is the last stand round it should be?

long zenith
#

!feedback
Huntress's Laser Glaive skill should have its description reworded. Since skill damage is stated in terms of percent, when it says

bounces up to 6 times for 250% damage. Damage increases by 10% per bounce.
It is unclear whether you mean the damage increases by *1.1 or +10 (percent). Since Laser Glaive can activate Kjaro's, I assume it scales *1.1 per bounce, because otherwise its max damage would be under 400%.

I suggest rewording it to something along the lines of

bounces up to 6 times for 250% damage. Damage multiplied by x1.1 per bounce
so that it is more clear the bounces don't make the damage go from 250 -> 260 -> 270 -> etc.

granite ruin
#

!feedback The option to skip the intro automatically upon launching the game and go straight to the menu similar to how it was when the game was in early access. Also, sorry if it has been suggested a million times.

robust spear
#

!feedback Remove Horde of Many

raven flame
#

!feedback

Knight/Templar/Guardian type character based around playing with friends and beikg a tank/suppory.

Has a large two handed sword with a tame attackspeed and a deployable-esk shield similar to reinhardt from Overwatch.

Passive - 5-15% damage reduction, possibly an aura for teleporter events?

First ability - Shoulder check. Very short warn up before charging forward dealing damage and stunning.

Shift/2nd Ability - Deploy shield for a duration in front of him blocking projectiles and enemy movement. Can be cancelled with sprint or attacking. Can jump.

R/3rd Ability - Something like judgement or a blessing. Slam their sword down dealing a good amount of damage and buffing attack speed + damage for a short duration.

OR

Bless urself and and allys with regen and shielding.

OR

Execute low health bosses/enemies.

Might be better as a mod but something to encourage team play woupd be nice.

Maybe an aura item for damage or defense.

astral cypress
#

!feedback Allow us to stun Brass Contraptions while they are spawning their attacks. You only know they are about to attack when the balls are spawning. Dodging from 2-3 Brass Contraptions ain't much trouble, the problem comes when there are a lot of them like you have in Horde of Many. Obviously you should priotize to just run when they spawn, but it feels kinda harsh that getting hit twice could be enough to just end your run

left tendon
#

!feedback

The server searching is a little bit suboptimal at the moment. Its much appreciated you can now search for lobby options but it also comes with some downsides wich could probably be fixed:

  • Add the option to only search for matches wich are in character select. Often you join a lobby only to realize they just started stage 1 while you were loading in.
    Furthermore all the active "in game" lobbies clutter the select screen so it sometimes gets hard to find an actual game.

  • Add quickplay. It is much harder and takes too long to just find a game quickly to jump in. How about to add asimple quick play like early acces had. Maybe with a selection of wich difficulty you wanna spawn in, no artifacts, and your good to go. Nice and easy way to just play multiplayer wihtout tedious searching

  • The "sort by IP" seems bugged. It only shows IP for dedicated servers for lobbys (wich make up for most of the available games) theres a consitently N/A with a very few exeptions, wich makes it impossible to really earch for an optimal connection.

  • We recently encountered a problem where a player disconected shortly (like a few seconds) but it instantly killed and deleted his character. Maybe make a "memorize" option to make the palyer able to atleast respawn in the next stage with their character when they reconnect to the lobby after leaving/disconnecting.

tawny crypt
#

!feedback

This has probably already been suggested before, but make Antarctic Oscillation play somewhere in-game again! It's kinda lame it doesn't play during the Sky Meadow teleporter event anymore, either make it happen there again, or give it a new purpose, like making it the ||Twisted Scavenger|| battle theme or something. It's too good to go unused!

granite siren
#

!feedback why not have mercenary's old M1 as an alt loadout ability

mellow bridge
#

!feedback the new boss items are fantastic but that just makes me hate horde of many even more because it takes away a chance at those boss items

tough pendant
#

!feedback Luck Change

Have luck not affect enemy drops such as Artifact Keys, Logbooks, and Elite Aspects. The reason being that right now, if you get a Purity, you're practically unable to get any of these things. Which can be especially bad when it comes to Artifact Keys. Plus, it would be a change to make these drops a bit more consistent with how Sacrifice works.

EDIT: Clarified

cerulean shore
#

!feedback In the most recent hotfix it was made so that Forgive Me Please had a limit of 3 being out at once, which was a good change as it prevented crashes with Soulbound Catalyst and Gesture of the Drowned. However now when thrown off the edge, it still counts towards that three limit meaning you can't throw anymore, even when the current one out expires. Please make it so that when a doll is thrown off the edge it lets you throw out another one.

faint quiver
#

!feedback Either add vsync option to consoles or change target res for xbox one x as framerate constantly fluctuates between 30 and 60 due to vsync and has for months now.

modest trail
#

!feedback Allowing continue option after the mitirx boss.

rare glen
#

!feedback there should be more randomization to map layout it would greatly increase replay value if the game had some random elements to the map past the interactables an such sort of im not sure how this could be done as it would require building a good 3d terrain generator and such but i suggest some terrain be randomly generated and some be hand made or a bunch of hand made segments that are randomised for each stage it could be a third stage variant for each environment so the usual maps can still stay in

chilly crag
#

!feedback There should be a way to continuously use Captain's M1 without spam clicking, currently if you want to shoot quickly you have to spam click which is very tedious and starts to hurt after a few minutes of repeated shooting.

tough pendant
#

!feedback Final Boss Final Phase Change

||Have it so that when the final boss transitions into his final boss, he puts your minions into a stasis of sorts. Your turrets, drones, and of the like would be frozen without being able to act, including Engineer Turrets. You could still place down new turrets as Engineer, but they wouldn't have any items but the ones you get back. Drones frozen while playing as the Captain would still be able to use the microbots, but they wouldn't be able to move or attack themselves.||

||Why?||
||To fix Engineer Turret cheese, first of all. Secondly, to make it more of a one-on-one battle for the final boss so that you can both prove your worth instead of you proving your drone's worth.||

long epoch
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!feedback I know it's part of the identity of the game, but i wuold suggest an option that allows to "hide" the items from your character model. I really like the character style and sometimes i just wuold like to enjoy the beautiful models you guys made 🙂 (even after 100+ minutes of run)

EDIT: Grammar.

gilded zinc
#

!feedback
Small rewards after completing Eclips, then there will be more motivation to go through Eclips

cerulean thistle
#

!feedback
I would love a pause vote so that you can pause a game while playing online(with friends or strangers). I think it would be useful for longer runs or if u need to go for a small amount of time.
The focus is on the votes, maybe with 2 players all should agree but after that the majority of players.

hollow basin
#

!feedback

MUL-T Secondary Alt Idea MULT
Relay Drone

Fires a homing drone that seeks out enemies to explode upon for 400% damage. Regenerative on hit (causes you to heal for 10% of your max health).

These are a modified version of HAN-D’s offensive healing drones from the original Risk of Rain which would offer MUL-T a light healing option and consistent a way to proc bands if he doesn’t bring the Rebar Puncher.

young jasper
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!feedback
I think you should go through with redesigning the final boss's 4th phase. Or at the very least make it so that if he steals Beads of Fealty from you he is severely punished for it. I don't understand how the playtesters never ran into the same frustrations with him that everyone else is.

faint widget
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you should make it so when your playing multiplayer the person with more items gets more/harder enemys so that the player with less items can actually play the game

blazing tulip
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!feedback
make a rule so that people aren't allowed to repost their own feedback/ideas if the bot already recognized it

vocal flower
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you should make it so when your playing multiplayer the person with more items gets more/harder enemys so that the player with less items can actually play the game
@faint widget !feedback next time

graceful mortar
#

!feedback Repulsion Armor Plate works well against DoTs, but there's really no option for reducing damage from large attacks. Tougher Times outright stops the damage from occurring, but one hit getting through could result in the end of your run. RAP falls off in effectiveness far too quickly and can't compete with TT as a survivability item (5 TT vs. 5 RAP is a laughable comparison). Even stacking 20+ RAP on a Monsoon run (using Command) resulted in me dying in about three hits on Stage 5 at 17 minutes. It feels like there should be a way to feel tanky in this game that doesn't rely on random chance but still leaves you feeling a little vulnerable. Right now it feels like the only way to stay alive is to avoid damage altogether or increase your maxHP and maintain a huge Barrier.

My suggestion to fix this would be to add a new item that gives you %damage reduction (DR) the higher your health% is. This along with OSP would make you feel fairly unstoppable while your HP is full, but once it starts dipping down, the DR becomes less effective.

An item like this would make healing items feel essential to pick up as well, because starting fights at high HP and staying at high HP would be the best way to maintain high DR.

An alternative would be to make it a lunar item that gives DR at high life and increases damage taken at low life.

pure oriole
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!feedback
Spoilers for final stage
||I love the rain on the final level but there’s just not enough. I think that there should be a massive storm looming over the final arena, and as you approach it, you enter more and more intense areas of the rain until the final fight takes place in a torrent of rain with thunder in the final stages.||

toxic oxide
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!feedback
Have bought turrets teleport to the teleporter fight, similar to how warbanner pops when using the teleporter.

sharp flower
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!feedback

It'd be nice if Mercenary's M2 was counted as him sprinting just so that we can always be sprinting as him instead of having to mash Shift after every Whirlwind or Rising Thunder. With the current changes to Blinding Assault and Eviscerate counting as sprinting moves, it's very confusing and I keep accidentally unsprinting out of those moves now.

misty fossil
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!feedback
End boss should have interactable object that can help in the fight (like in the end fight on Ror 1). Maybe something that ennemy drop in phase 2, that would help for phase 4.

lethal cargo
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!feedback Survivor issue
The survivor doesnt fart, make the survivor fart periodically

iron mulch
#

!feedback
allow you to change the destination of the primordial teleporter after you have started the event.

astral cypress
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!feedback
Make Mithrix larger since he feels kind of small. Also his attacks should scale with the size increase, except for ground shockwave thing, and the circle flame thing. Just feels a bit tiny for how he's meant to be super powerful. Like why is he smaller than an imp overlord, and why are the golems he spawns like the same size as him. I can barely see him when he spawns more than 5 golems, and when he spawned like 30 I couldn't see him at all. I think it would also be a good idea to reduce damage slightly for all his attacks because of how they will be larger. Just kind of lame that he can 1 shot you 90% of the time, yet has 4 stages, and even takes your items. Idk it's not a bad fight it's just that it should feel more epic and grand or something.
!feedback for @somber crypt

west canyon
#

!feedback after the beacons are placed, give Captain the ability to use his special to release a stunning shock nova around each beacon with a cooldown. if this ability is used with the shock beacon the nova deals decent damage.

soft onyx
#

!Feedback Please allow the ESC key to exit menus. Thanks!

soft glade
#

!feedback make it so the artifact of dissonance allows Void Reavers and Scavenger to spawn first loop. I want chaos, darnit!

spice crane
#

!feedback a way more easy to use runald and kjaro with commando

blazing tulip
#

!feedback
Mithrix's final phase is either very fast, by bursting him with damage all at once, removing the whole point of the phase, or very tedious, by having to just chip his hp off slowly and without much thought. Additionally, the phase becomes so much harder in longer runs, as he steals your items for himself, and the natural difficulty progression outscales your leveling early on into looping.

To solve this, I suggest that, first off, Mithrix should be invincible while taking your items, to give the phase more meaning, so that he can't be killed or heavily damaged to the point that you have most your items back. The shock factor is a huge part of the fight, so it should mean something.
Secondly, he should delete your items. Being able to use them against you, especially things like the Unstable Tesla Coil, makes the fight very unfun and sometimes impossible.
Finally, he should be nearly or fully invincible for most of the phase. Make the player feel useless, as the quote says. Force them to just dodge and wait for a glimmer of hope. For a minute and a half, at least. After that, however, reinforcements arrive. I found it weird that the drones just stay by the dropship the whole time, so why not bring them to the fight? Mithrix, by this point, also should get some sort of debuff that allows you to deal good damage to him, no matter how much the difficulty has scaled. I believe that, by making the fight a timer based thing (as are the teleporter events, which are a huge part of the game), the phase can be much more climactic and fair.

Oh, and nerf platform camping. Maybe allow him to pierce walls with a new attack or have the ground projectiles climb up, I don't know.

civic swan
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!feedback Captain's Beacon utility.
If captain uses 2 of the same beacons, instead of having 2 separate beacons, have it be a more powerful version of the beacon than if the 2 were combined.
Ex: While having 2 Healing beacons equipped, you can only fire 1 beacon but it will heal 25% max hp per second instead of 10% and the radius is larger.
Shock - Bigger radius, shocks more frequently or shock now permanently stuns enemies without having the 10% damage ruin their stun and/or deals damage.
Resupply - Have more uses in its charge and/or be able to recharge faster.
Hacking - Bigger hack radius, hacks faster, maybe be allowed to hack the teleporter to force portals or speed up portal charging.

violet fulcrum
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!feedback

i keep seeing the “make captains microbots a boss item from the solus control unit” stuff and it makes no sense to me

it’s a core part of his character, i mean it’s like taking Loaders m1 passive (hitting enemies grants a small temporary shield) and making it an item as well

here are some alternative ideas:

  • just don’t make it an item, because i agree the whole scrapping it thing is a bit op
  • give it it’s on rarity, that way scrapping it would just give you worthless scrap
  • make it so can’t be scrapped, like equipments

i just think taking something character specific and making it an item is a horrible idea

oblique ledge
#

!feedback

i keep seeing the “make captains microbots a boss item from the solus control unit” stuff and it makes no sense to me

it’s a core part of his character, i mean it’s like taking Loaders m1 passive (hitting enemies grants a small temporary shield) and making it an item as well

here are some alternative ideas:

  • just don’t make it an item, because i agree the whole scrapping it thing is a bit op
  • give it it’s on rarity, that way scrapping it would just give you worthless scrap
  • make it so can’t be scrapped, like equipments

i just think taking something character specific and making it an item is a horrible idea
!feedback for @violet fulcrum since theirs didn't work

glacial dirge
#

!feedback doing a run with captian and made it to the gold portal stage. I'm using the artifact of sacrifice and I noticed that chests still spawn on this stage

median yoke
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!feedback drizzle_hmm Easy mode too easy, Normal mode too hard for a middle-of-the-road between Drizzle and Monsoon. Strangely felt more balanced to expectations at start of Early access. Depends on character choice, admittedly - Commando and Huntress on normal difficulty is a desperate fight for your life from around the 2 minute mark Rainstorm

hollow basin
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!feedback You should be able to interact with Captain’s healing beacon on the ground once every 30 seconds for a Lepton Daisy-like massive heal AoE.

||This would help compensate for its overall lackluster healing without making the healing rate too strong.||

patent sierra
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!feedback Apologies if this isn't on-topic, but I'm hoping it is considering it's directly related to the game: offer a 24-bit version of the OST on bandcamp. The early access OST had always been in 24-bit, but the final release is suddenly only 16-bit.

vestal atlas
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!feedback I feel like the Mercenary nerfs were too harsh. People will say "It's not a nerf, it's a rework" but from what I've experienced, 'rework' is just devspeak for 'hard nerf'.

The stat nerfs kills him. Literally. He was already a fairly challenging and rewarding character to play, but now, because he can barely take a hit, he's just about impossible to play, and I've got 200 hours of playtime, with Mercenary being my most picked character. I've had Monsoon runs with other characters that didn't come to be as challenging as playing post-launch Merc on just Rainstorm. His Shift cooldown is longer, making dealing with airborne enemies even more frustrating, and he's way more M1-dependent because of the Expose debuff. Fighting enemies is ironically even more flow-charty than before, since his new combo, especially against bigger enemies/bosses is:

M1 > M1 > M1 > M2, with the occassional R to dodge attacks (unless you use the alternative skill, but hardly anyone uses that.)

If I could change anything, I'd revert the HP/Regen nerfs, and revert the nerf to his Shift. I honestly don't mind the changes to M1, since it's actually a fun combo to pull of while in mid-air, but the stat nerfs are just about damning. I haven't had a single successful Mercenary run since launch, which makes me sad, because he's my favorite character and I've had so much fun playing him, but now it feels less like 'challenging fun' and more of just 'sadistic pain', which is kinda what the game is about, but still.

echo hemlock
#

Anyway we can get Ancient Scepter ?

blazing tulip
west canyon
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!feedback an alt secondary skill for Captain, a tractor beam from the UES Safe Travels that violently pushes enemies downward instead of pulling them up. While it can damage airborne enemies(or even kill by shoving them into death pits) the main use is to stop targets from being knocked around by the shotgun and prep them for orbital probe hits

little barn
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!feedback while in his R, Mercenary's recast timer (time before he can no longer recast his shift) should be paused, allowing you to use your R in between dashes instead of having to use all 3 before pressing R or lose the remaining casts.

somber crypt
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!feedback Mythrix playable character, beat the game on monsoon under x time. Attacks similar to the boss, ult definitely has to be the ground slam shockeave, with the variant being the fire lines n stuff. I doubt I'm the only one who wants to be funny blue hammer man.

static hawk
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!feedback allow caps m2 to bounce off of enemies the same way it bounces off of the ground so you can pinball it to stun multiple targets. Also make the stun damage break more generous or remove it entirely.

little barn
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!feedback When the bug of duplicating scrap using cauldrons is fixed, I hope that you can still use (the correct amount) of scrap for cauldrons, and that it isn't changed so cauldrons do not prioritise scrap.

tough pendant
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!feedback ||Lunar Chimera (Golem-Type) Change||

||I feel like there was a missed oppurtunity where the four-legged chimeras have twin exausts and are built for speed. I was sort of expecting there to be an attack where they fire just from their exhausts for an extended period of time, causing them to move faster and possibly deal damage to anything in their way. I feel like this would help them match the power of the Wisp-Type Chimeras, as the wisp ones have two attacks instead of one, while this one only has a single attack.||

little barn
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!feedback Make Printers faster with scrap

I love the addition of scrap but printing it takes like 15 minutes late game and just adding like a little popup with "How much scrap would u like to use?" would really speed everything up

loud roost
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!feedback it would be really nice if pressing escape could close you out of item selection menus (etc.) while playing.

mint kernel
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!feedback On Eclipse 3 fall damage is doubled and kills you, at the end of the game you have to jump down from the boss arena. If you do not have a hopoo feather or an ability of some kind you can die from the fall.

little barn
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!feedback

please remove the effect of purity from the artifact keys. with 2 purity, i couldn't get a single key to drop in 20 minutes time. i don't really want to be softlocked, so please either add a method of leaving the stage before you finish killing the artifact, or remove purity's effects on the artifact keys

gilded zinc
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!feedback
New hidden realm: The circle of greed (must be difficult)

To get there, you need to fill in the donation machines (which will be at some locations), after the completion of the floor, a portal will open and you will be taken to this location. The location is an arena in which you need to hold out a certain number of waves (I think 10 waves will be enough). With each wave, the number of enemies will increase, before the 5th wave there will be a pause and players will be able to restore health, spend the accumulated money. Starting from wave 5, bosses will appear and after the completion of wave 10, the gates to the final boss of the location will open (I did not think of a boss, but it will be someone like Mithrix, it will also have several phases, it will be possible to set traps). After defeating the boss, you get a huge amount of money and a lot of chests, after which you can go to the next floor.

This will add a new, as difficult boss as Mithrix to the game, and also allow players to test their strength and receive the corresponding rewardMonsoon

shell inlet
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!feedback Captain’s taser debuff should make it so the target will receive extra damage from the next attack. Right now it feels really weak.

tepid harbor
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!feedback Add a "run history" tab, so we can look back on all of our great (and terrible) runs.

late stirrup
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!feedback Final Boss Spoiler ||For the fourth phase of the mithrix boss fight, I think instead of taking your items, he should break down and the player would have to kill him when he is not really fighting back, to more emphasize the player intrusion on the planet. Also the final phase could be brought back in eclipse difficulty levels for those player who enjoy having their items taken away||

slim timber
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!feedback While I personally love the final boss, I agree that the final level could use some big changes. It feels too uniform, and the fact that you can get through most of it by running in a straight line makes the detonation sequence feel unexciting.

I would suggest adding more obstacles and debris, some variance in elevation, and partially broken sections of the path (taking care to avoid tight platforming sections however, as they can feel pretty frustrating for low mobility characters). Maybe even incorporate some of those wild twisting spaghetti-like formations that appear in the scenery into the level itself to bridge the gap between some sections such as the islands? It feels awkward having to throw yourself off the map to return to the main path.

hallow star
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!feedback add a way to get the logbook entry for Captain's Probe. Currently no way (that I know of) to obtain the entry.

wispy vault
#

!feedback Update Flamethrower's ingame description to be more accurate; it deals 2200% damage, not 1700%.

dense wigeon
#

!feedback
Have a random character option when in pre-game.

toxic oxide
#

!feedback Alternate Captain M1 - (insert animal name) Railgun: Fires a single slug that deals (percent) damage but holding M1 increases the damage significantly

little barn
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!feedback I know its been like this since release, but drones can often be really hard to see because their grey colour blends in with a lot of terrain.

zinc cairn
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!feedback Another Alternate Special for Captain/possible replacement for Resupply Beacon which I am not a personal fan of: Redeployment Beacon. After the beacon arrives, all of Captain's drones and turrets are moved to the area around the beacon at full health and some sort of buff in damage or rate of fire for a period of time after redeployment. It adds to Captain's flavor of purchasing drones whenever possible and gives more value to turrets which feel like a waste of resources.

ruby ledge
#

!feedback

On the game summary screen at the end of runs, don't include the "Killed By: The Planet" text and icon if the player beats the final boss, I'd like to see it changed to something more accurate and fitting. ||For 2 primary reasons. The first is of course you didn't die, you beat the game, and the second is you're no longer even on the planet, you're on the planet's moon.||

tame vapor
#

!feedback you know i was about to say this, exce lol but yeah instead of killed by planet, maybe say escaped?

latent root
#

!feedback
Changes for the final level (spoilers)

/spoiler The map would get divided into different sections of “rooms” with chests and enemies that spawn (lunar chimeras most likely). Each room would have a “gate” that costs a certain amount of money to open. This gives you a reason to fight the chimeras instead of just ignoring them and gives us more options, do we rush Mithrix or do we get more items by opening chests and multishops? There could even be side “rooms” with more multishops to choose specific items that you’re missing in your build, or they could have printers and scrappers. The final “room” before you fight the actual boss could have the cauldrons that the island previously known as softlock island now has. Then you could finally fight Mithrix himself. For his last stage it seems to me the easiest fix would be to let him steal your items but not use them, or let him use certain items as actual attacks (would be much more difficult to do though). Instead of running back to the dropship for the escape, which gets boring or might literally not be do-able if you don’t have enough mobility, have players survive in the arena while enemies spawn, the blue explosions happen and while the map itself breaks down. When you’ve survived long enough the dropship and the TC-280’s would arrive and you could escape.

real rover
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!feedback This is definitely asking for a lot, but I think it'd be really cool to have 3 different final bosses, and the one you face is randomly generated. Its pretty standard for rogue likes to do this, and It would certainly add a lot to the game. Maybe the bosses are on some kind of lunar council and you get one of them randomly. Each of them could have their own "oh crap" moment, because the current boss' is great, but it shouldn't be something you go through every run. Currently, flying is really really effective against the boss, and I feel like its just a matter of time before people find the most optimal cheese for the boss fight. Most of his attacks are just one-shots, and thats makes a lot of items not matter.

Items like ones that interact with elites are useless. Maybe theres a boss that summons enemies and can cast a spell that makes them gain elite status unless you burst the ally or kill her faster.If they are already elite, they go malachite or whatnot.

Gold and chest items are also useless. Maybe theres a banker boss that has tons of chests or things to open and interact with.

I think it would add a lot to the game.

Also, you could have some mechanic (Maybe on scorched acres hint hint) that would allow you to learn what boss awaits you on the moon. and you can prepare accordingly.

neon coyote
#

!feedback
Suggestion to buff Commando's Roll
At the moment between roll and slide, slide is objectively better, being more of an upgrade than an alternate ability.
Slide is better cause you can shoot during it and while in the air it can be used as a minor extra jump. The only benefit roll has is.. you can roll a little further in the air, that's it.
To better differentiate between them, buff roll by giving it invulnerability frames while you roll, this way it is a more defensive option while slide is more offensive. It would also fit the idea of commando being a more beginner-friendly character by giving the dodge roll some invulnerability frames.

oblique jungle
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!feedback Please I am begging. Allow use to bind "hold to sprint" instead of toggle. Or make it so sprinting is the default and walking can be binded. Or remove walking from this game altogether. What use does it have anyway ?

little barn
#

!feedback Starting off all (or simply more than 1) of the characters with parts of their passive as an item, the same way Captain's operates. In a push for more player agency, this would allow players to sacrifice parts of their kit early on to play the game their own way and open new avenues of risk/reward. Items could be scrapped or stacked by way of Shrine of Order & Vengeance Artifact.

Commando could maybe get a passive with a low barrier to entry, like a small movement speed buff after the use of Tactical Dive (this might compliment Commando as an introductory character by providing low risk).

Additionally, passive items would have lower priority to be scrapped so that you don't risk losing them late into the run if you decide to keep them alongside your other Legendary items. That, or they could have their own rarity. Just spitballin'.

oblique sentinel
#

!feedback achievement for picking up 57 57 leaf clovers (in total, outside of command)

cyan roost
#

!feedback an equipment item that shoots out scrap, with each tier doing more damage

past isle
#

!feedback

Fresh of beating the boss, so spoilers for that as this is what its about.

I personally didn't find the final boss that fun to fight at all, and it's 100% to do with the last phase of the fight. I can understand the high damage of the bosses moves, as you can specifically gear to mitigate or dodge those attacks, so I'm happy with the first 3 phases of the fight.

However, removing ALL your items and leaving you to fight with no items is zero fun. You can't dodge the ball attacks on half of the characters, and if you have any of the rings on your person when they're stolen, you just insta die when the balls hit you.

In addition, it takes fucking forever with zero items. A suggestion to help mitigate this, is if he took half your items randomly. Then at least there's still an element of chance and you can have a more interesting battle than as if you're at square one.

gentle tiger
#

!feedback RoR2 Merch, specifically plushies of survivors and monsters, and most importantly engineer's homing mines.

ionic kettle
#

!feedback

Add a grind.

This might seem odd, but I think the longevity of the game would be much improved if there was some kind of numerical or mechanical long-term grind to reward the player. As strange as it seems, for many players even a fun and satisfying game like this can end up a bit stale if there's no "reason" to play it apart from your own gameplay satisfaction. In addition, there is currently no reason whatsoever (beyond, again, personal satisfaction) to do a long run of the game once you have unlocked the relevant achievements.

I would personally love if there was a kind of third currency you could slowly accumulate over time, with higher yields from higher difficulties and longer runs. This could be used for small mechanical improvements to your characters (a talent tree or similar, nothing absolutely game-breaking), cosmetics, stage variants, what have you. I'm sure the developers are better than me at coming up with something that hits the right balance between feeling worthwhile without feeling imposing and mandatory.

(I'm not sure if it's kosher to refer to other games, but other games with similarly randomly generated replayable content like Diablo 3 and Dead Cells are very successful with their grind systems to incentivise further playthroughs once the main game is "unlocked")

knotty chasm
winter pendant
#

!feedback Add a "vote pause" feature to the menu screen in multiplayer. When one player clicks this button, all currently living players will receive a prompt on their screen notifying them that a player has requested a pause. If all currently living players accept the prompt, the game will pause. Unpausing follows a similar system to the "Ready" button in the multiplayer lobby, where the first currently living player requesting to resume the game will cause a 60 second timer to begin, and the game will instantly resume if all players request to resume the game.

dim hamlet
#

!feedback
Please give Newt and the Twisted Scavengers a lorebook (TS's lorebook is gained by killing it, and Newt's can be bought for 10 lunar coins once Artificer has been freed.) and give an entry to the Void Fields, Bazaar Between Time and A Moment: Whole. Us lore fanatics barely know anything about these places and characters, especially Newt and what he is doing.

neon coyote
#

!feedback
To address ||Mithrix||'s final phase, ||the idea and thematics of him taking all your items at the end is a great touch. However it can be very punishing and unnecessarily difficult if the player has extremely good items or an amazing run. So to alleviate that but keep the idea and theme of the phase I suggest this:
-Have him still take the player's items but not gain any benefits from them. This way the final phase can tuned to be perfectly balanced and challenging yet still beatable for every character with no items. This way it can be a difficult and unique fight without having the player punished for getting good items or having a great run. This will also keep the theme of him stripping you of all your "toys" so you are both on an even playing field.
-Increase the amount of time he is invulnerable while taking your items until he takes them all, that way he can't be killed before he finishes taking them away.
-Give him some way of dealing with players who fly high into the sky or jump atop his pillars so the boss can't be cheesed so easily.||

alpine nymph
#

!feedback Squid Poglyp should inherit Defensive Microbots. It looks like a turret, it behaves like a turret, so why can't it have Microbots like a turret? If it could get Microbots from Captain, it'll have at least some purpose beyond going into the nearest scrapper

open tartan
#

!feedback
Problem: Captain's Vulcan Shotgun is horrible on players' finger.
Solution: Give Captain the Rebar treatment; switch the firing lag to endlag. As normal, accuracy would increase over time, just without holding the button. This wouldn't allow the player to do anything more or less than they already can mechanically, it just reduces finger strain.
Bonus: With this change, holding the button could auto-fire (at minimum accuracy) to further reduce finger strain.

little barn
#

!feedback add a second skin to each survivor, one for beating the boss on monsoon the other for obliterating at the obelisk

limpid blaze
#

!feedback After 10 minutes in a level, the UES Safe Travels will finish scanning your environment and point out the teleporter. This makes no difference to most players but will alleviate frustration for new players and probably avoid you a few steam refunds.

urban ibex
#

!feedback
Add a vote to end the run or kill yourself where all players have to vote yes to do so (if you are stuck in an area with no way to exit or die and still want to see your stats)

winter pendant
#

!feedback As some people may know, random lunar coin drop chances decrease each time a lunar coin successfully drops. I believe that the inverse of this should occur towards the Elite Equipments, which currently have such low drop chances that I'm certain that most people won't know what I'm talking about.
How I believe this should work is that the initial drop chance for ALL elite equipments will remain at their current 0.05% drop chance, but now every elite of any type killed will increase the drop chance of all elite essences by 0.005%, up to a maximum of a 2% drop chance, requiring 390 elite kills to reach the maximum chance.

static hawk
#

!feedback ballista shot made everyone forget arrow rain still needs a buff.
More aoe would help it contrast with ballista and a cylindrical hitbox that lets it flying enemies would be much appreciated .

stuck olive
open tartan
#

!feedback
Make elite aspects the yellow boss item for Horde of Many.

An idea of how they might stack (please vote separately): https://discordapp.com/channels/417739215355510784/559901472339525644/640775285989441545
little barn
#

!feedback
Add LAN support.

limpid blaze
#

!feedback On subsequent loops, replace timed chests with a TC-280

proud junco
#

!feedback

Allow engineer to choose and deploy turrets like how captain choose and deploy his R ability (R+M1/M2)

distant junco
#

!feedback remove ||mithrix's|| artificial damage caps, if I do enough damage to one shot him, he should die.

hearty elk
#

!feedback make the scrapper a artifact... or... make a artifact of no scrapers. I personally miss the mini lottery I had with the 3d printer. not sure about you.

little barn
#

!feedback colourblindness options for teleporter particles. Red-green colorblind people literally cannot see the red dots

velvet ginkgo
#

!feedback what if there was an “early access” artifact, where it allows people to experience things from earlier versions of the game? Like the OP sticky bombs, the old versions of the bands, unfrozen void fields, cOmedy island, etc. If you feel like it this could be a cool addition, but I’m not completely sure if this is a great idea

dim hamlet
#

!feedback
New Lunar Equipment: Shards of Precipitation

Effect: When activated, spawn an Umbra at the teleporter. This Umbra can target and be targeted by any source, meaning it will fight whatever is dealing the most damage to it. Kills on monsters will rack up gold, exp and on-kill effects for the player. The Umbra disappears after 60 seconds of being active or after being killed by either a player or monster. If killed, drops a random item in its possession.

Brother, your blade speaks of no volume. No counterbalance. Very inefficient.
...
They are safe. We gave them safety. No further need to fight or meddle.

do you not feel? we must save them from everything. no harm, ever. even if i cannot fight, my shadows will.

static hawk
#

!feedback
Add a way to return to the multiplayer lobby without killing yourselves or exiting to the menu

viscid copper
#

!feedback

Can we please fix magma (and ESPECIALLY overloading) worms from spawning under your feet?

stoic grove
#

!feedback new purchaseable idea: Companion kit Costs about as much as a big chest, and when purchased, a random companion will spawn, (Incinerator drone, Gunner drone, Turret) will spawn. Excludes TC-280 Prototypes

restive citrus
#

!feedback I'm not sure how difficult this would be to implement, but I think it's a neat idea:
Have the Void Reavers and Chimeras attack each other during the Commencement escape sequence.
The way I see it, the Void Reavers aren't doing this to imprison the survivor, but rather Mithrix; so it'd make sense for Mithrix and the Chimeras to have fought the Reavers in the past. It also sorta feels like you're caught in the crossfire of it all; so I think it'd make sense for the two enemies to attack each other while you just make a run for it.

tepid narwhal
#

!feedback
Revert the 10% scaling speed, the game wasn't easy before and this change just makes the game less skill intensive and more luck based.

limpid blaze
#

!feedback Sticky bomb feels a bit neglected. It could be cool to make them mini bands.

  • Triggers on 300%, so Phase Round procs it
  • 10s cooldown (-15% per stack like fuel cells)
  • 1 charge (+1 charge per stack)
delicate pewter
#

idea for Supply Beacon Alt.

tough pendant
#

!feedback

I know this is sort of off-topic from what is happening right now, but I'd like to talk about the Spearman character concept. If you don't know what it is, look in #survivor-poll-overview.

I feel like nobody liked the spearman concept simply because they didn't think it would be very satisfying to hit the strong part of the spear, at least I didn't. So here's my proposed change: Have it be a whip, not a spear.

I was playing Dead Cells the other day, and I was loving the weapon Valmont's Whip. It's weak along the length of the whip, but at the very end, it's insanely strong, stunning enemies, slowing time for a bit to accentuate you hit the sweetspot, and giving off an extra sound to show that you hit it as well. It was a very satisfying weapon to use, and it had a high reward for hitting that small sweetspot. Which is why I suggest that, considering a Spearman of sorts gets in, they should use a whip. Whips are simply more satisfying than Spears.

Now, this suggestion isn't for the Spearman to get in, just that in the case that they do, they should use a whip. Vote on that, not for the Spearman to get in.

somber crypt
#

!feedback make used chests/terminals/one use anythings that cant be bought again since you already bought it explode. i dont want to run to a chest thinking its there when it was opened 5 minutes ago at the start of the stage. would just be nice to reduce the clutter of chests that do nothing.

solemn stirrup
#

!feedback Maybe the timer should be frozen in the final level. The lead up to the boss is really long and can cause the difficulty to increase one or two times by the time you reach the final boss, making him a lot more lethal than he should be, and because this is happening in a zone where you can't get items and hardly get levels this makes the fight a lot tougher than it should be for many characters. This also makes it feel even worse for low mobility characters, and if the final boss fight is taking a while it just gets worse because the difficulty keeps on increasing and he becomes harder and harder until he eventually one shots you and ends your run.

dreamy marsh
#

I’m sure it’s been talked about before but I think it needs to be addressed, mercenary ethereal is too dependent on luck for a good seed. This current seed is all elites and even with artifact of command it just takes the fire elite to be in proximity of you to instantly have to restart. I feel 90 to 95% health is more fair or make it a stage that you can loop too with a certain build like huntress. That requires planning and skill, the luck element of the current challenge is to high.

wind lynx
#

!feedback

I’m sure it’s been talked about before but I think it needs to be addressed, mercenary ethereal is too dependent on luck for a good seed. This current seed is all elites and even with artifact of command it just takes the fire elite to be in proximity of you to instantly have to restart. I feel 90 to 95% health is more fair or make it a stage that you can loop too with a certain build like huntress. That requires planning and skill, the luck element of the current challenge is to high.
@dreamy marsh

little barn
#

!feedback from my experience heavy enemies can feel like a real slog to fight, especially on stage 5 because they take up the majority of the spawn pool.
i think it would be healthy to add an item that increases damage to enemies depending on how much higher their health is in comparison to yours.

bold parcel
#

!feedback
I think fall damage should not be applied if you accidentally get launched into the sky. It feels unfair to get bit by a magma worm and launched out of bounds and that leaving you with one HP and the burn instantly killing you.

static hawk
#

!feedback an artifact that makes special interactables less common (makes them cost more for the director to place?)
For people that feel that scrappers and printers are too powerfull or dislike the new sacrafice interaction.

little barn
#

!feedback Captain's gameplay design is unnecessarily gimmicky, which is a bad thing

  1. Passive being an item inaccessible by others is counterintuitive and doesn't really mean anything beside three things - you can get it on other characters via metamorphosis artifact (which is definitely not intentional), you can get rid of it in favor of scrap or a different red item, you can pass it to the final boss and make your life 69 millions times more terrible

  2. the fact that you can't use shift or R in certain locations makes him a left click simulator since his right click's only viable use is to interrupt stone golems' attacks (or maybe some other enemies, but generally it's just stone golems). I get the logic - his ship can't reach the hidden realms and whatever, but how come he can drop his shift and R in tunnels and caves? So logic doesn't really check out and it makes his gameplay into a boring and mundane left click simulator in the hidden realms

  3. His R is cool in theory, gimmicky and not quite useful in practice. I was disappointed when I have unlocked his alternative R's. Yet, I don't hate that ability. I think I would've enjoyed it much more if it wasn't unavailable in the hidden realms

  4. Gimmick-ness of his left click ruins Gorag's Opus - the item is completely unusable, literally (hopefully a bug?) and when you are unfortunate enough to pick up that item with a Gesture of the Drowned, you will be forced to turn off the game audio in hopes to save your eardrums

  5. Gimmick-ness of his shift makes it so you can't even use strides of heresy in certain locations, which makes no sense

  6. Gimmicky R design, combined with not terribly useful right click renders many of the CDR items useless.

In theory,** it's a very cool character**, in practice it felt more like "wow we gotta make something cool and unique for the release character, so let's add in a bunch of gimmicks to excite players for the first 5 minutes of the match"

tough pendant
#

!feedback Items that Should be Changed

Unstable Tesla Coil
Possible Changes:

  • Increase the downtime betwen activations.
  • Reduce it's field to not be a complete sphere, perhaps only allow it to hit things in front of you.
  • Don't allow it to hit through terrain.

Tougher Times

  • Reduce the soft cap to 50% chance.

Shatterspleen

  • Make its proc not be crit-related.

EDIT: Added the last one on Tesla Coil

verbal summit
#

!feedback
Equipment Idea : Roosting Huckmite
In summary, on use, place the Huckmite which will grow from baby form to adult while burrowing into the ground. Use it again and you'll be transported near instantly back to the Huckmite as it grabs you with its arms and drags you beneath the surface as you reemerge back where it burrowed.
This will then complete the equipment activation allowing you to use it again.

I've linked some rough sketches explaining it further and showing some concepts of its design.

Picture this, you place it at the teleporter following the TP event as you hunt down the remaining chests to quickly then return.
Picture this, on defeating the end boss, Mithrix, you cunningly dropped your Huckmite back at spawn to safely return without a scratch following the ||Moon Detonation||
Picture this, you chuck your Huckmite into a safe location and later, while swarmed and in a panic, call it to drag you back to safety.
Huckmite is your friend. You love Huckmite.

magic lark
#

When engineer changes turrets it shows in the select screen but when you change mul-t's primary weapon it still stays on the nailgun. is there anyway we can get his gun to switch in the select screen like how the turrets do?

rich flicker
#

!feedback

Monster teeth home in like Infusion and in RoR. Or make a "grab area" which scales up with either move speed or the item.

As they are now, Monster Teeth is kind of a fodder item for anyone not melee because you usually kite monsters and would have to wrap around back for it, but by the time that happens the orbs despawn. It is less like Monster teeth from the first one, but more of Meat Chunks.

spiral storm
#

!feedback
red. merc. sword.

frank plinth
#

I'm not sure if this was suggested before but it would be a really good QoL change to make the item scraps easily noticeable if you had any, like maybe appear as if they were the first item you got or the most recent ones, possibly even have their own section in the inventory/unique hud for them? Sometimes I lose where my scraps are in longer runs.
@fierce geode use !feedback next time

languid lynx
#

!feedback I definitely think the primordial teleporter at Sky Meadow should be aligned with the planet by default, not by the moon. I didn't even know you could change the alignment for a while.

pure oriole
#

Make Ion Surge and Ion Bomb Shock instead of Stun
!feedback

brittle pollen
#

!feedback another idea for Captain. I think he is pretty good right now, but unbalanced.

I think his microbot is a bit on the strong side and has some weird quirks that shouldn't exist. For example, I don't think that it should be able to be scrapped for a red each single stage. Also, I think the default laser speed for it should be a little lower (maybe 0.6-0.7 instead of 0.5).

Idk if his shotgun is too good or perfect, but I do think his taser and beacons are lacking. Maybe you can adjust it to either to have a larger area of effect or to stun enemies until 20% hp is lost (and if it is considered too powerful with his bouncing, remove the bouncing then).

His orbital bombs seem perfect.

His hacking beacons are perfect. Yes, they may only be good early game, but the advantage they give you for late game is huge. I think the other three beacons need an adjustments. For healing and shocking, I think their radius needs to be amped up a bit. I think the healing value should be left the same to prevent abuse, but in its current size, it simple loses value late game while not offering that much early game. His resupply beacon may need some changing. Maybe the charges on it can recharge over time or something? Also, his beacons and orbital should be accessible somehow in realms (even if it is a mini ship or something providing the stuff instead)

pale meadow
#

!feedback
everyone seems to not like the tazer gun of captain..
so here is an idea of a buff :
the tazer gun shot can bounce up to 4 times on surfaces, each bounce grants it +50% or +100% increase in damage..so basically if it bounces up to 4 times i would do like 500% damage
if it bounces 4 times and hits no enemy the shot just disappears
also balance the proc chance if needed

dark isle
#

!feedback

Make log books auto-pickup instead of having to collect them. Got Mithrix's, or a Lunar Chimera's- not sure but I'd had neither at the time. When I went to inevitably pick it up, Mithrix decided just then was to blink on top of me and kill me out of falling damage. Very cool hopoo.

atomic trout
#

!feedback
Enemies could take bonus damage (e.g. +150%) if the player breaks them out of shock early. This might improve captain's m2 and then there would be a choice - dealing more damage vs longer crowd control.

earnest finch
#

!feedback
Defiant Gouge currently doesn't have a stacking effect listed in the logbook, so if one exists it should be listed. If it has no stacking effect, then make each stack increase the number of credits that can be used to spawn enemies when interacting with a shrine.

manic saffron
#

!feedback Revert mul-t changes. For one, player stops shooting nail-gun when target is dead, so it doesn't matter that there are 12 more nails now going off, the 6 on start were more beneficial. Second, his rebar either needs to be reverted or given an unskippable by brainstalks/alien head/purity 1-2 second cooldown since now he is the best burst damage character in the game, even surpasing loader with that 600% dmg penetrating R switch spam. Character could not even be more braindead than that.

slim prawn
#

!feedback

The option to rebind keys on a per character basis or to save keybind profiles would be greatly appreciated, I find that for certain characters, specifically artificer and certain commando/huntress builds, I'm constantly rebinding my keys.

In singleplayer if I forget to do this it's a restart but in multiplayer I'm just dead weight so a way to make the change automatic such as by character, or making the settings take a couple seconds to change such as with keybind profiles so I can change them on the fly would be greatly appreciated. (Of course if it's by character make it optional so it doesn't annoy players who want the same binds account wide.)

west vapor
#

!feedback

(Minor QoL) Make Newt Shrines/Gold Altars accessible after the event.

It feels arbitrary to me that they cant be accessed after like item boxes. I understand the idea of not wanting to let players circumvent the risk involved with having to wager a permanent resource on a fight they cant be sure of winning, but this is only really an element for new players with lunar shrines, and only when they have few coins on hand. For these players I think wasting a minute or two hoofing it back to the shrine after the fight is a fair risk/reward exchange for the security of not losing a coin, if they want to do that. For even marginally experienced players with coins on hand who arent afraid of any particular teleporter event, this whole element of risk reward and wagering precious resources disappears and it's just a binary "did anyone come across a shrine y/n", and when you're in that mindset it's frustrating to be prevented from activating a teleporter when you find one during cleanup. In the case of Gold Altars, using the event to farm for them not only feels like it should be valid but like it should be the intended mechanic. Since neither of them actually change the teleporter event in any way, theres not really actual risk involved in doing them beyond just what you need to do to progress in the game anyway, so theres no reason they couldnt or shouldnt be treated the same way as item boxes.

crude scarab
#

!feedback

Make tesla coil telegraphable from afar, give enemies a visible electric aura or something of the sorts.

wispy garden
#

!feedback

Have MUL-T's nailgun fire the 12 nails after using retool
right now if you use retool while holding m1 you don't get the 12 nails making you have to let go of m1 then use retool

(sorry for my bad English if there is any)

open tartan
#

!feedback
Item options in the logbook once you unlock the log.

Example boxes are for various suggestions posted here: Blacklisting items from the drop pool (as if you hadn't completed the relevant challenge), hiding items on your survivor (should probably have a "Hide All" option in the logbook), and more detailed text boxes when you pick an item up (like current total effect from stacks).
south gust
#

!feedback

New Engi Turret variant: Anti-Air Missile Launcher
Fires 4x150% damage missiles similar to ATG missiles but slower
Fires a volley once every 5 seconds (affected by attack speed)
Missiles do increased damage (possibly crits, or just higher damage) to air enemies.

maiden kernel
#

!feedback
Can we get Steam Trading Cards to have some cool profile badges and backgrounds? Thanks 🙂

fierce geode
#

!feedback
I'm not sure if this was suggested before but it would be a really good QoL change to make the item scraps easily noticeable if you had any, like maybe appear as if they were the first item you got or the most recent ones, possibly even have their own section in the inventory/unique hud for them

fresh seal
#

!feedback
Have died multiple times on stage 5 to magma worm bosses spawning right below me, causing me to just take massive damage before I can even react since they spawn instantly, knocking me off stage while taking massive burn damage so I just instantly die. Feel like the magma worms should have a set spawn distance from the player so they don't have the chance to insta burst and knock people off stage

chilly wraith
#

!feedback
Tablets that you have entered the code for should change appearance in some way to let you know that you already entered that code. I've unlocked 50% of artifacts in the Hidden Realms update, and now coming back to the game I have no idea what tablets are entered and what aren't and I'd rather look it up than bother figuring it out or taking IRL notes.

unkempt iron
#

!feedback
idea for a new boss being Provindice's corpse being brought back to life by the UEF and a new survivor that is a local of the planet having to work with the crew of the Safe Travels to stop the UEF

trim solstice
#

!feedback
A sort of "special" item rarity akin to the keycards in ror1 for both the artifact key and captain's microbots. If this were to happen it can open up for scrappers and overgrown printers to spawn in the reliquary since the key is no longer classified a "boss item". With captain's microbots, since it isn't available through chests to stack I do not think theres a need for it to be classified as a legendary. This will also prevent the legendary scrap abuse (unless it is intended to have the option to print out the microbots for something else permanently which is also fine since microbots is a good portion of captains power)

graceful rose
#

!feedback
A current total (or individual rarities) item count/number would be helpful for balancing teams in multiplayer

west canyon
#

!feedback the impact between a microbot laser and a projectile could use some visual flourish, it looks strange how projectiles seem to vanish in thin air

silent herald
#

!feedback
Change the visual effect of frost relic similar to the war banner

cinder steppe
#

!feedback
I love Merc's expose mechanic I'm having a blast with it. A little audio cue for when you proc the expose and get the cooldown reduction would be some lovely feedback in the heat of the action.

(An example from some character that Mercenary players may or may not know hehe)

split ledge
#

!feedback

What if Captain got more beacons type than 4?

All ideas can be balanced.

Shield beacon: drops a beacon, that give you Shield in % from your max health (in beacon area ofc) and decrease time to regenerate Shield in ~3.5 sec away from the battle OR this beacon uses bubble Shield (like engineer), that lasts ~5 sec and recharging for ~5 sec

Cannon beacon: drops a beacon, that shoot like mortar from ror1 (or crabs in ror2) and can proc on-hit & on-death items

Fire beacon: drops a beacon, that blast fire around (like wisp or gasolin)

Thanks for reading and sorry for my eng

zealous needle
#

!feedback literally just an option to turn off seeing cosmetics, or better yet turn off certain cosmetics but also be able to turn on specific ones

tepid harbor
#

!feedback On the Wetland Aspect map, make chest/drone spawns appear out of the water. Sometimes you won't even see them because they're fully submerged.

analog condor
#

!feedback
Give the captain's hacking beacon a slightly larger radius.
Right now the chance that you'll actually find 3 chest together to be able to use it to it's full extent isnt that common, so itll probably just be used on a shrine or a big chest. Increasing the radius would only make it more useful and wouldnt open up any exploits, as it already has a set max amount of uses.

cold ore
#

!feedback Being able to exit out of menus such as the scrapper menu with ESC. Currently it opens the option menu and it's really bad.

stuck meadow
#

!feedback
Regarding the final boss in multiplayer, ||when Mithrix steals Captain's Defensive Microbots it's able to completely negate certain attacks from non-Captain characters.

This makes him almost impossible to fight as certain characters, especially if Captain is already dead since you can only steal back your own items. For example, Loader's conduit will be immediately deleted before it fires anything off, making the attack entirely useless.

Some solutions to this would be:

  1. Allow characters to steal back items that belong to dead players
  2. Prevent Mithrix from being able to steal items from players that died before phase 4 was reached
  3. Change how Defensive Microbots interact with certain player character attacks (e.g. prevent Loader's conduit from being neutralized)
  4. Prevent Mithrix from being able to steal Defensive Microbots (either from just dead Captains or otherwise)||
errant cairn
#

!feedback i feel like you should be able to fire the stun while sprinting on Captain
you dont have base armor and no mobility ability
and the slowdown from stopping sprinting makes it so that golems and other mobs can get a free hit if you press it at an unfortunate time

little barn
#

!feedback
Captain's Hacking Beacon doesn't always get the item you want from a tri-shop. It sometimes skips the item closest to the beacon to get one of the others and you end up with the wrong item.
Make it so it just sets the cost of the tri-shop's items to $0 and then you can manually buy the right item yourself for $0.

chilly crag
#

!feedback Add an always sprinting option (except when your sprint is forcibly cancelled by the use of skills), so we don't have to press ctrl every time we stop attacking

zealous terrace
#

!feedback allow to set maxplayers from local lobby without dedicated server

sharp flower
#

!feedback

The twisted scavenger fight probably needs a rework. As of right now, if you take a character who can shoot the scavenger from very far away, like Commando, Captain, or MUL-T, you can cheese the fight by staying far back and shooting at the scavenger, and it will never attack you back as long as you don't get near it.

latent root
#

!feedback Completely different Captain special suggestion, ''Captain's orders'', which would be a screen that pops up (similar to Engi's harpoon targeting screen) in which you could call down special drones that are on a long cooldown and give said drones orders by pinging stuff with the orders screen open. Normal, purchasable drones would no longer have defensive microbots, but the summonable drones would. These drones would be permanent until death and teleport with you through stages. Ideas for drones are a Support Drone that could heal up to 2-3 targets at a time, a combat drone that alternates between firing missiles and bullets (like the missile and gunner drone respectively), and possibly a hacking drone that can make purchasables cheaper every 1 minute or so? Not sure about the types of drones, but i feel like this would be a more interesting playstyle than just spam m1 and get attackspeed, with the occasional utility ability being used.

fossil cargo
#

!feedback Captain's pylons should have the ability to push down the Aqueduct buttons!!

cold ore
#

!feedback Small QoL: Make it so mobility abilities such as commando slide or huntress blink get you sprinting if they're on cooldown

plucky sparrow
#

!feedback Add the ability to pin uncompleted challenges to view during gameplay by holding TAB

split ledge
#

!feedback

Making captain m2 useful - can stun enemies like acrid r, but locked on 3 - 6 targets

blazing tulip
#

!feedback Add the ability to pin uncompleted challenges to view during gameplay by holding TAB
@plucky sparrow !feedback bug lmao

winter pendant
#

!feedback Captain's m2 can now stun multiple targets, and will now auto-target the nearest enemy units after its first impact (including terrain impacts), up to a maximum of 4 bounces, increasing with attack speed. In addition, Captain's m2's 10% of the target's maximum health threshold will no longer be broken by any damage-over-time effects.

hot barn
#

!feedback

The changes to Tri-Tip Dagger and the Bands feel way too strong.

I just played a game in which I had 2 Kjaro's, one Runald's, and a Capacitor by stage 4. I was able to one-shot the boss and also an elite Elder Lemurian, as well as all of the Lunar Chimeras that spawned on stage 6 until Mithrix stole the items and one-shot me. On my main, Artificer, one Kjaro's used to deal roughly 330% damage per second with its 8% chance to trigger on any hit. Now, with the buffs to it and to her Nano-Bomb, it does 6000% damage every 10 seconds, which is twice the old DPS and is a controllable burst rather than random. They were already strong items; now they're just broken on anyone with any burst or with a Capacitor or Preon.

Also, I haven't used that much of the new Tri-Tip, but the one time I had 4 daggers it was not hard to get up to 150 bleed stacks, which seems a bit much.

timber snow
#

!feedback This is admittedly inspired by a mod, but I think it's a neat idea that could warrant looking into:

Add a new, special chest to the Hidden Bazaar that can only be opened with the Fuel Array. The longer you wait to open it (IE, going to the bazaar and opening the chest at a later stage) the better the item(s) you would get. IE, if you hold onto the cell until stage 4-5, it would be a guaranteed legendary. Using it any time before then would be a very low chance for a legendary, and a very high chance for an Uncommon. This would give the fuel array an additional use beyond just unlocking REX and would provide a way to get a guaranteed legendary if you're willing to sacrifice your equipment slot and safety for a portion of a run. In further loops, the chest could yield multiple legendaries as a reward for holding onto the Fuel Array even longer.

EDIT: Should probably be multiple chests, so that if multiple people bring Fuel Arrays in co-op, they can each get something out of it. Same rules would still apply though: The longer you wait to open it (IE, the more stages you play with a Fuel Array), the better the loot, with at least one guaranteed legendary at stage 4-5, and multiple legendaries on higher loops.

zinc rapids
#

!feedback a save system .a auto One where the player cant use so hopefully they cant abuse it. Basically if you need to step away from a 5 hour long run or let some one else use the computer. Maybe even help roll you back a little if you get bugged out where the data is deleted soon as you die

young jasper
#

!feedback Acrid's M2 spit feels really puny and pathetic and utterly unsatisfying to use. You should really give it a bit more oomph. I think it wouldn't hurt to buff it a bit either maybe give it an explosive aoe or more damage, cause as it stands he's basically just an R button.

pure oriole
#

!feedback
Idk how much work this would be but an in game, vanilla, mod loader. Just download the mods you want, put them in the mod loader folder, and enable them in game.

onyx burrow
#

!feedback
Final stage light spoilers

||I was surprised to see absolutely no interaction/easter egg regarding Mithrix taking his Brittle Crown back if a player has it. Considering that he is King of Nothing, you could easily make a nod to Metallica's song (even though I already feel this stage/fight was heavily inspired by it). Unique dialogue, lunar item locked behind an achievement, maybe?

Where's your Crown, King of Nothing?
Take <his> crown away from <him>. Again.||

flint grail
#

!feedback Have a button to the left of the dice that makes it so that all artifacts are cleared (since its annoying to deselect multiple after a roll)

winter pendant
#

!feedback On the Sky Meadow map, make hordes of many spawn less often (yes overloading brass contraption, that means you) and add Grovetender to Sky Meadow's boss pool.

I've done a LOT of first loop runs since 1.0 released, and I almost always expect to see a horde of many on stage 5, which by far is the most intimidating threat for me on the first loop. This is purely because most of the enemies in Sky Meadow are EXTREMELY dangerous as elites, easily getting you killed if you make one slip. The fact that seeing a non-horde of many on stage 5 is an actual surprise is kind of sad.
Out of all my runs I could probably count the amount of Grovetenders I've seen on one hand, and I've done a lot more runs than all of my appendages combined. Having Grovetender in Sky Meadow's boss pool could hopefully give this poor guy some more time in the spotlight.

zinc rapids
#

!feedback a item that raises base attack damage. Even if it's only if it's only like by 5 like the damage reduction armor. Possibly common tier

candid grove
#

!feedback
just an idea
for psg make it go over your health and not affected osp
in general i feel like this would be good but if you do this you could also add some other items that use shields because they would be useful and not destroy osp
also this would make mithrix a bit more fair if you have psg's

molten elk
#

!feedback
MUL-T's Kit
The change Hopoo made to the nailgun feels so much worse that before even if it is "more powerful." The intended way to use MUL-T is to rapidly switch weapons or even double up for more consistent damage. but switching while firing with the nailgun, is detrimental.

So I say we revert it or make it so switching from the nailgun "finishes" it so we still get the blast.

teal rune
#

!feedback

I love the idea of the captain. Being able to call in support from the UES Safe Travels is a super cool idea that I would love to see explored more, and he easily has my favorite character concept.

That said, half of his kit currently feels pretty lacking.
Taser

  • Rapidly loses its usefulness after the first few levels, once you are having to face multiple large threats and are less able to avoid damaging specific enemies
  • While again theoretically cool, it feels near impossible to really use the bounce to intentionally target an important enemy
  • Seemingly does not actually work on some enemies, like Parents. This may be a glitch

Beacons

  • Only giving us 2 per level makes it feel like the beacons should be ultra-powerful, the kind of ability that can easily turn the tide of battle or save your life in a pinch, but they currently just feel weak
  • Unfortunately for as cool a concept as they are, none of the beacon variants feel that interesting or unique

Again, love love love the concept behind the captain, but his actual abilities feel weak and not creative enought to live up to the promise of his concept

teal rune
#

!feedback

A lore-friendly fix for the captain losing half his kit on some stages

To the lore, add a handful of previous UES ships that have mysteriously gone missing throughout the years, with the idea being that they somehow ended up in the Void Fields, Gilded Coast, and Bulwark's Ambry (and possibly the Bazaar), respectively. Upon entering those stages, the captain automatically makes contact with these ships, or their onboard AI, or whatever, and they provide him with his abilities instead of the UES Safe Travels.

Put some message in chat so that the player knows their orbital strikes are coming from somewhere new, like:

Error: Connection lost with the UES Safe Travels. Attempting to reconnect...
Scanning...
Scanning...
Scanning...

UES ship detected!

Verifying credentials...

Connection established with the UES Dangerous Travels!

The captain is no longer neutered on special stages, AND we get some cool lore out of the deal.

mellow bridge
#

!feedback stone golems may rarely spawn with a construction hat

naive remnant
#

!feedback
Make mired urn not kill teammates and drones.
It is pretty detrimental to slow your teammates and steal their health.
And it can definitely be used to troll.

mortal linden
#

!feedback
Add a feature that allows you to use your mouse’s scroll wheel to scroll up and down in chat

vivid hedge
#

!feedback
Artifact idea: Animation.
Printers, Shrines, and Chests, are randomly selected to be Mimics. Elites can spawn this way. Defeating these enemies require use of the object. Paying for the Chest mimic to "kill" it and open it, using the Printer, Offering to the shrine mimic roots it, full use of the Shrine mimic kills it. Two teleporters spawn in every level. One's the real teleporter, the other is a powerful Mimic boss or weaponized structure. If the Mimic teleporter fully charges before it's killed it calls a Lunar bombardment that damages everything in Teleporter charge range.

maiden pine
#

!feedback
||The Halcyon seed should summon Aurelionite during phase 2 (and maybe 3?) of the fight against Mithrix to help deal with the Chimera, and then disappear after the phase is done (or, if he does stick around to phase 3, he disappears when the seed is taken from the player in phase 4).||

gentle spade
#

!feedback Titanic Knurl should give % regen and HP bonus, going with the other buffed healing items. Fresh Meat should also be % based as it is VERY low right now.

sleek yew
#

!feedback I'd just like to say, Devs, you have made a wonderful game, it amazingly fun to play, thank you for doing such a good job HuntressDoubleThumbsUp

last pendant
#

!feedback
The Forgive Me Please equipment dolls can be thrown off a cliff and never de-spawn during the stage. Since you can't throw out a new one until you have less than 3 out, you can no longer use the item. This can be devastating if you are building your build around that item.

blazing tulip
#

!feedback
Allow Mithrix and the Lunar Chimeras to be forced Elite via Artifact of Honor.

white tartan
#

!feedback
Make in game creation of multi-player games capable of being set to up to 16 players.

languid tree
#

!feedback
Add an artifact that (In multiplayer) makes the amount of chests that spawns the same as singleplayer but all players share items.

hybrid meadow
#

!feedback
Forgive me please may work better as a single activation of your on kill effect, centered on your character, instead of a doll spamming them. Limiting to three dolls out just feels strange, since nothing else really acts like that. You can still rate-limit how many you can activate at once centered on your character, but it may just end up being more fun if you are lucky enough to get a gesture or fuel cells.

Cooldown time may need adjustment to compensate for single use, instead of 8

keen horizon
#

!feedback
buff acrid's blight in the same way bleed was changed

feral night
#

!feedback
Allow for killing a twisted scavenger with Acrid to complete his bad medicine challenge

winter pendant
#

!feedback Lower the amount of damage Brass Contraptions (or more specifically their elite variants) deal with each of their three shots. While the triple attack is somewhat simple to dodge, elite Brass Contraptions start to build up over time on stages 5 and up due to their high health pool in the mid-game, and constant barrages of Brass Contraption attacks makes it easy to accidentally make a slip and get one-shot.

solar vale
#

!feedback
The engineers carbonizer turrets are actually a direct downgrade from basic turrets because of how their AI works. They threaten a smaller radius around themselves and won't move to defend themselves or attack enemies, even when attacked themselves! They'd be much better and more viable, both generally and as alternatives if they weren't tethered to the engineer unless they had no other targets to kill and instead actively sought out enemies.

chilly crag
#

!feedback A non-stacking poison variant for Acrid that deals little damage, but can proc items.

tulip zephyr
#

!feedback a couple weird ideas for artifacts.
Artifact of Charity.
Instead of dropping gold when they die, enemies make a small AoE around them that subtracts the gold drop from nearby chests. When it reaches $0, you can open it.
Artifact of Cleansing.
Using the teleporter automatically activates a Glowing Meteorite
Artifact of Aristocracy.
Cosmetic artifact, makes all creatures look fancy. Top hat, monocle, etc.

cloud crag
#

!feedback for an alternate use for captain's secondary: (hits enter like a dummy instead of shift+enter)
To help/assist with the captain's lack of mobility--when in close proximity of drones he can use his secondary to grab onto drones and can ride/guide them while still able to use his other skills. Of course the drawbacks come from drone to drone; mainly referring to the type of drone (Some drones faster like strike and rocket/slower like equip and emergency/bigger like TC-280/smaller like healing and gunner), either you bought or other players bought. Sacrificing the ability to use the secondary and when used he lets go actively. has like a 10 second use.

vivid hedge
#

!feedback
For Prismatic Trials, add a "reset run" button in the pause menu that restarts the run with the same character and skills equipped to get back into it quicker without having to load the main menu, then load character select and pick the character and skills then load the trial.

sick cobalt
#

!feedback
People have been editing their game files to change the names of items and enemies (on top of other things), and this would make a pretty good feature in game for people who don’t know how to edit files and for console users who simply can’t edit said files. How it’s actually implemented would be up to the devs but putting it into the logbook would make it easily accessible

severe bay
#

!feedback Can we get different variants of the 6th stage since I feel as though the game needs more rogue-like elements. Not knowing what will happen next is what makes Risk of Rain special and unique compared to other games. These variants for the 6th stage could be as simple as having a new color pallet for the stage or changing the skybox (e.g. Make the skybox space themed with a black and white color pallet with stars and more planets in the background or adding a stormy skybox with more rain and a thunder storm along with grey clouds.) Larger variants would further expand the end game experience with different layouts and possibly a different arena to fight Mithrix in.

tough pendant
#

!feedback MUL-T Rebar Puncher Change

Give MUL-T's Rebar attack an unskippable delay after using it. It wouldn't have to last as long as the entire end-animation, but it wouldn't be skippable by anything, including switching your weapons. However, there would be a bit of animation at the end where you can't use the Rebar itself, but you can use any other ability. This would allow players to still cancel some end-delay by using another ability.

Why?
Currently, MUL-T's best strategy is to go double Rebar and just switch between them after every use. This would nerf that strategy by preventing you from switching directly afterwards. However, it would still reward players for using a skill during the end-delay after using Rebar by allowing you to skip some of the animation, but not all of it.

mellow bridge
#

!feedback captain shift and r should be switched, right now his shift is all damage and r is all utility

magic lark
#

!feedback

Make Mul-t's different weapons show on him during the select screen like how engineers different turrets and mines show when selected

winter pendant
#

!feedback Mercenary's Slicing Winds currently has a smaller trigger radius upon shooting than after it triggers, making it very difficult to land against most flying units. A nice change to Slicing Winds would be to change its trigger radius to its actual extended radius it has after it triggers, allowing it to hit flying units much easier without actually making much of an impact against ground units.

lofty gazelle
#

!feedback

I feel captains AOE for his healing station is very limited, especially when engineers re-useable deployables can inifnitely scale bustling fungus, and are re-useable. Sure you have to earn the fungus, but when the engineer inevitably does in multiplayer ( other players skipping it so engi gets that big heal stack ) it turns captains heal station into a pretty pointless item, maybe have its radius scale with the captains level? Since its once per stage.

static hawk
#

!feedback if ancient scepter is ever introduced, have it make captains beacons into a cooldown skill for shenanigans with cooldown reduction items.

sacred hornet
#

!feedback If you set the teleporter to align with the planet on stage five, it should default to aligning with the planet for the rest of the run. This will prevent people from unintentionally ending their run when they're in it for the long haul.

gilded zinc
#

!feedback
The new shock effect is almost the same as the stun, except in time. The shock effect should be improved so that it can shock ALL enemies. This will make Captain's M2 and Shock beacon more useful than they are now.

compact onyx
#

!feedback
Here's just a bit of an idea for an item
A lunar item/equipment that "replaces" the player's equipment (slot) with a "fifth ability" (Most likely a piece of equipment acting as one, that cannot be dropped).
This new "ability" could be unique to each character, and act as a successor to the original Risk of Rain's Ancient Scepter, it could alternatively act as an additional piece to the Heresy set, or it could just be a unique lunar item, with its own unique benefits and drawbacks.
Its drawbacks could be just limited to it "permanently" (or at lest, until they use a cleansing pool) occupying the player's equipment slot, or alternatively, the skill it provides could have some form of drawback itself.
I do not have any ideas for what sort of skill(s) this could provide, but I thought I'd mention the concept itself, as I believe it could be rather unique.

slim talon
#

!feedback
This is general feedback for the final act and not really anything for a specific idea. When I first got to the final level, I was rendered genuinely speechless. Being transported to a calm pool of water inside of a massive room with a singular exit while the amazingly composed "…con lentitud poderosa" plays in the background. The level continues this theme, taking you through an empty, desolate plane of strangely constructed pillars and buildings that evoke... well it evokes something, sadness, longing, and it does it well. The enemies exist but besides being tanky they are easily outrun and avoided, adding to the already good atmosphere.

This is the end of our journey. Everything in the level tells me this. Unfortunately, there is a big problem. I have no idea why this is the end.

In the first game, risk of rain 1, the final act is very obvious. You reach the crash site of your ship and are going to fight the guy who crashed you. The cutscene makes it simple even if you have not read the lore.

The same thing... cannot be said for risk of rain 2. If you have not read the lore entries, the entire final act is nonsensical beyond simply following the logic of "fight until off the planet". I have no idea who Mithrix is or why he is impeding us from leaving the planet. I assume it is explained in the lore entries but... As the player was easily able to get the gist of the story through the intro cutscenes in RoR1, I find it odd that reading the log entries is required to get the full "oomph" of the mithrix fight.

Alongside that, the final level not much of a proper level, more of a resting spot between Sky Meadow and the Mithrix fight. And Sky meadow has one of the most relaxing tracks in the game, it certainly doesn't have the same feel as the UES crash site in the last game.

In RoR1 the final level felt like the planet was throwing every good and bad thing at you that it could, so many enemies but plenty of items. RoR2's last levels are... not this

tough pendant
#

!feedback

Give the players a reason to beat the game in a lore sense. Why can't they just take off on the UES:ST and leave the area alone? That's a question I would like answered.

tawny eagle
#

!feedback

Captain's Orbital beacons have significant power discrepancies. A rebalance of Captain's beacons should be implemented.

The balancing issues are as follows:

  1. Hacking beacon is S+ tier with its ability to allow the player to reliably snowball into a god run.
  2. Healing beacon is S tier with its strong heal but small area of effect.
  3. Resupply Beacon is D tier with its extremely unreliable early game presence, and is only useful in very specific circumstances.
  4. Shocking beacon is F tier with its small area of effect and absence of impact during boss battles.

Suggestions:

  1. Hacking beacon should have it's range slightly reduced.
  2. Healing beacon should have it's range increased, and it's heal decreased.
  3. Resupply beacon should automatically consume a charge if an active item is used while within range, without needing to be activated. Active items used while within range of Resupply beacon should gain 15% reduced cooldown regardless of whether or not Resupply beacon has any remaining charges. Resupply beacon should recharge scaling with the owners active item cooldown reduction.
  4. Shocking beacon should have its range increased. Shocking beacon should apply a small amount of damage to all enemies within range on each electrocution. Shocking beacon's stun duration should be reduced. Shocking beacon should apply a movement speed slow and an attack speed slow to all enemies including bosses within range. Shocking beacon should apply a movement speed and attack speed buff to allies within range.

Reasoning:

  1. Hacking beacon's ability to unlock 2-3 chests is too strong.
  2. Healing beacon is too potent yet also too restricting.
  3. Resupply beacon needs to be more versatile before it can be chosen over Hacking or Healing. It's use in early game prion or capacitor barrages is its only use.
  4. Shocking beacon provides no benefit. An overhaul that converts it to a combat zone is required before it is viable. There is a lack of damage focused beacons.
crude scarab
#

!feedback Your drones should teleport to you on the final boss, at the very least the gunner turrets.

tough pendant
#

!feedback Captain Beacon Change

Give each of the beacons a secondary function that can be activated from the beacon menu once placed. If these secondary functions had to charge up over time, that would be great. It would give you a reward for placing beacons earlier on in the level instead of at the very end.

tulip zephyr
#

!feedback more weird artifacts
Artifact of Conquest
Severely reduce XP gains but also grant a free level up upon completing a stage
Artifact of Evacuation
Makes the teleporter charge instantly but all creatures in the teleporter area go to the next stage with you
Artifact of Defibrillation
All creatures (including you) can only be killed through a crit, otherwise you stay at 1 hp.

violet fulcrum
#

!feedback

give captain “pocket” abilities for his shift and r when in the realms

what i mean:

Orbital Strike - gives captain bombs that he can throw down and that explode after a short timer

Healing Beacon - Throws down a pocket beacon, a circular piece of tech, that expands into a small healing area. it can be picked up and replaced

Shock Beacon - same as above, throws down a pocket beacon that expands into a small shocking area that can be picked up and replaced

Resupply Beacon - instantly recharges equipment, doesn’t throw down a pocket beacon, it acts sort of like a battery pack captain holds, can be used only twice

Hacking Beacon - throws out a pocket beacon that unlocks any chest in a small radius, can only be used twice

this will allow captain some sort of shift and r while in the realms while also keeping with the lore of the game.

full blaze
#

If captain cancels his orbital strike without using any shots it shouldn't go on cooldown

woeful tangle
#

!feedback
Mithrix shouldn't be freezable by Artificer, similar to portal bosses. I played a run with a friend today, and he just spammed the wall and mouse2 resetting his attack patterns causing him not to ever go to the middle. Add that with him executing Mithrix at almost 40k hp it made the fight very unfun.

lilac copper
#

Add a stat tracker, showing how many times you've completed the game with each survivor please! 🙂

static hawk
#

!feedback would be nice to see more support for shield items.
rough ideas:
||they should also add a small amount of shields so they aren't useless on their own||

item that grants Increased damage while shields are recharging

item that grants a increased movement speed while shield is full or empty

Item that has a chance to stun attackers while you have shield

lofty basin
#

!feedback When you switch the teleporter between moon/continue loop modes on the 5th stage, switch the particles between blue/red as well.

unreal scaffold
#

!feedback Change MULTI's nailgun to not cancel bustling fungus when you let go off the attack button. (It cancels due to the knockback effect of the nailgun moving you a tiny bit).

median echo
#

A Scoreboard showing kills and all that good stuff would be cool to see how many things you killed. ❤️

blazing tulip
#

!feedback
Allow the Artifact of Metamorphosis to change your survivor between Mithrix phases.

cyan roost
#

!feedback if a hit that procs exposed kills an enemy, it should give the cooldown reduction like normal. merc has trouble managing cooldowns against smaller targets now since they die too quickly

limpid blaze
#

!feedback When joining my friend's game through steam, the game should skip the splash screen and the intro cutscene

median echo
#

!feedback A Scoreboard showing kills and all that good stuff would be cool to see how many things you killed. ❤️

little barn
#

!feedback due to how situational a lot of the beacons are, I think that Captain should just have access to all of them at once, and choose which he uses when he places them.
You press R, and then another key to place a beacon
LMB: Healing
RMB: Stunning
Shift: Resupply
R: Hacking

surreal pewter
#

!feedback make aspects rare item drops and not equipments 😔

empty lagoon
#

!feedback
scrapping a used Dio's best friend break the machine

desert notch
#

!feedback
Slightly increase the Cast Nano-Spear's charge speed to help it stand out more as a focused single-target alternative to the bomb. I know the freeze effect does this to some degree already, but the fact that its already available from the wall which you're required to have as Artificer takes away it's uniqueness.

unkempt patio
#

!feedback
Make fire dot no longer stack please

brazen elk
#

!feedback increase the amount of particles the teleporter emits over time for newer players to find it

dim bough
#

!feedback 1 achievement away from full completion and I've just got to say you guys did a phenomenal job with RoR2 from the first E.A. release up to 1.0. every patch has been a super fun time sink, I look forward to new content releases and projects you guys come out with in the future. Keep up the great work!

little barn
#

If captain cancels his orbital strike without using any shots it shouldn't go on cooldown
@full blaze !feedback

patent sierra
#

!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. However, Shadowplay does not play nicely with this at all, making my recordings flicker my desktop background randomly (took me two whole days of trouble shooting and experimenting with different nVidia drivers to come to this conclusion). 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?

torpid cove
#

!feedback
For the final stage in a multiplayer game, when at least one person is in the boss area add a "Ready" button that teleports every player into the area because it ruins the game and we had to just leave when our host was AFK in the starting area. The ready button should be a majority vote (3 votes in a 4 player should trigger the teleport or at least add a timer just like in the survivor choosing screen).

naive cypress
#

!feedback I think that Captain’s passive should be on Engineer, and Captain should get a passive that uses the ship or buffs teammates in multiplayer. Currently, Engineer is the minion character with his turrets but Captain (who has no synergy with drones outside of maybe hacking the TC-280) has the passive that buffs drones. This change would better support Engineer’s role as the minion character and the captains role as the spaceship guy (or the leader I guess)

silver saddle
#

!feedback

An optional quick-turnaround (180°) input on consoles would be lovely.

Possible input ideas:
L3+R3
Left Stick Down + Sprint
D-Pad Up
Bindable to a face button such as A / Circle
Other ideas?

timber blade
#

!feedback I don't know if this counts for the feedback section, but I would love if Providence was a playable Survivor in RoR2. I always thought Providence was a very interesting character and after reading some of the logbooks that discuss the relationship between them and Mithrix (like Brittle Crown, Purity, and Mithrix himself) I think it would be incredible playing as him fighting the final boss

turbid pendant
#

!feedback

(This is for the discord) we should make Switch Xbox Play Station and PC tags or specific VC areas

cloud crag
#

!feedback
Captain's hacking beacon gives one free item from a 3D printer.

limpid blaze
#

!feedback Squids should proc on-kill effects when dying off, giving them much needed item synergy to stay relevant

gentle tiger
#

!feedback Captain's Hack should highlight the things in range while placing it. Way too often have I placed a beacon from far away where it looks like it will affect something only to find it's out of range when I get nearer, or tried to hack a couple of items at different heights only to find that it didn't affect one of them. I can't be the only one, and while it's obviously player error, a glowing outline on the things it will affect will help reduce theese situations.

tribal silo
#

!feedback i know its nothing mechanical (and probably not at the forefront of everyone's thoughts) and just an idea, but what if instead of a black screen with the sentence of what the survivor is going to do, how about we get a background art detailing the ending sentence? i feel it would add more conclusion and satisfaction to the end of a run, actually seeing your survivor do what they set out to do whether it was intentional or not.

near quartz
#

!feedback

Change the Killed by: The Planet on the victory screen to instead say Killed by: Nothing

raven jacinth
#

!feedback
Make the victory end screen special in comparison to the rest.

grand wigeon
#

!feedback
Lower the bands' required damage to like 300% or something. As it stands Commando can't do ANYTHING with it unless he hits a direct grenade, so having these items on him is a literal dead weight.

winter pendant
#

!feedback Make the Stone Titan laser attack more consistent. Currently, it will LOCK-ON to the target if they are beyond melee range, absolutely undodgable no matter the target's move speed, only being able to dodge it through breaking line of sight. If the target is within melee range, it will instead not be a complete lock-on, and will actually be possible to outrun through movement speed alone.

It would feel a lot better for gameplay if the Stone Titan's laser attack consistently used its melee "variant", as it has TWO ways to counterplay it rather than just one. The laser beam is still lethal if the target does not have a large amount of mobility, however it will add an occasional extra way to escape this death beam.

ionic kettle
#

!feedback

Add items to incentivize melee play.

At the moment, melee options on characters who aren't Mercenary/Loader feel like all the risk and no reward compared to ranged. I feel that this is because all offensive items (but one, which still isn't melee specific) work regardless of range. Since the later half of runs revolves entirely around item procs and not your base kit, melee has no advantage whatsoever, and is likely to get you killed very fast.

I understand that items purely active for melee attacks would become "dead weight" for ranged characters, so perhaps they could be coded to work at melee range instead of triggered specifically by melee attacks.

These items could have brand new effects, or simlply have similar effects as already existing items but perhaps have higher numerical values/proc rates to make up for the increased risk in proccing them.

tl/dr: Give me some incentive to go up and saw at the ankles of a murderous dragon-toad instead of shooting it from half the map away.

elfin abyss
#

!feedback
So I was about to beat Mithrix on Monsoon for the first time, with the Loader. I had a Tesla Coil and a Chronobauble, (among other things), which he stole on his last phase. Now, Loader NEEDS to get up close to deal damage, specially in this last phase with no items. I was hiding behind a pillar waiting for him to close in on me to start hitting him. However, as soon as he got close, the Tesla Coil activated on him, hitting me through the pillar, slowing me down making it really hard to escape, and killing me. This means that I only have a window of 8 seconds between each Tesla Coil activation to get close, hit him, and escape beyond the item's range. Pretty impossible.

Later on I had another run where I had a Tesla Coil again, with Loader again, and I ended up scrapping it in the last level because I knew what was going to happen if I kept it and he stole it again. I think this shouldn't be the point of the run, to scrap your items so that he doesn't kill you with them.

My suggestion is, if possible, to disable the proc on Tesla Coil while Mithrix is holding it, because otherwise it is pretty much impossible to kill him with a melee character.

warm path
#

!feedback give engineer a movement ability alternate or melee lol

zealous needle
#

!feedback movement alt ability, for captain, or just make it so he can rocket jump with his orbital strikes that'd be fuckin cool

slim timber
#

!feedback Make the hermit crabs emit light for a split second whenever they use their attack, to make them just a little bit more noticable when you're actively looking out for them.

copper sable
#

!feedback Add boxing gloves from RoR1 :D

river reef
#

!feedback Apply the bleed buffs to Acrid's blight as well. Being able to refresh current blight stacks would help tremendously to make it worth picking.

plain perch
#

!feedback the whole idea of Skins in Ror2 is very underused: currently we have a mastery skin for every survivor, and that’s it. So I had an idea: why not add skins that reward experimenting with new game modes/ mechanics? For example, every survivor could have a “prismatic” skin awarded for completing a prismatic trial. The same could be done for eclipse. This would encourage more people to try out these modes. There could also be exclusive survivor-linked skins, rewarded for various challenges completed by those survivors. For example, REX gets an exclusive skin by picking up at least one of each healing item in a single run, or mul-t picking up some number of fuel cells, or Acrid with some number of lunars at once, etc.

left meadow
#

!feedback
Scaling should stop in the final level. You can't gain any more items, and it feels pretty cheap for the boss to just scale-heal through your damage, especially if the run hasn't been kind to you with damage items. There should be more viable strategies for defeating the final boss than "1-shot him every phase".

ionic kettle
#

!feedback

Alternative solution to the melee improvement suggestion (link below post):

Make attacks flagged as melee (Mul-T's Saw, Acrid's primary/bite, etc) have a numerical advantage when it comes to proccing items. For example, increase their damage by 30% (e.g. Ukulele), increase their chance increase (e.g. Lens-Maker's Glasses), or add two stacks instead of one of a debuff (e.g. Tri-Tip Dagger). This wouldn't require adding more items (thus avoiding item bloat/removing risk of dead weight items on ranged), and would not change the gameplay of ranged attacks at all while still helping melee.

Original suggestion: https://discordapp.com/channels/417739215355510784/559901472339525644/744825563050541068

crisp gulch
#

!feedback
add the unused dialogue to the Newt that you can find in the messages.txt language file, they add a lot to his character and are just generally pretty neat

zealous needle
#

!feedback some sort of lunar based survivor, i know this is a stupid suggestion, i have no idea how it would work but some sort of character who either somehow benefits more from lunar items or starts with some wierd buffs/debuffs, im really grasping at straws but i really wish there was some sort of little creature of like a lunar species like newt you could play as

dark wasp
#

!feedback Changing the teleporter on stage 5 should set the default teleporter mode for each loop in that run. I think the default teleporter mode being set to the final boss is fine, but if I want to take a run as far as I can, I don't want to have to worry about forgetting to realign the teleporter every loop (speaking from a frustrating experience trying to unlock one of Commando's alternate abilities). Another idea could be to have a setting somewhere to change the default teleporter mode for every run.

gilded zinc
#

!feedback
Changing skins for characters.
Now most skins just change / swap colors, but there are also more elaborate skins (for example Mercenary and Engineer). I would like all skins to be so elaborate and to change something more than color

hollow geyser
#

!feedback
Is is just me or is there a grammatical error in the Captain's log

winter pendant
#

!feedback Random change with no reason to it other than to look cool

||After killing Mithrix and the moon explosion timer begins, the game timer at the top right starts decaying backwards so that it would line up at 0 seconds right as the moon explosion timer reaches 0 seconds.||

feral hamlet
#

!feedback
Me and the RoR Subreddit would really like to see a Construction Golem Item!
R.I.P. Con Golem 2019-2020

flat turtle
#

!feedback add a save run function similar to the binding of isaac rebirth for those who run out of time mid run

reef blaze
#

!feedback

Final boss attacks go through objects in the arena. This renders any possible cover useless, making the fight even harder.

hardy pumice
#

!feedback
I've got a few things to say about Mithrix, but let's start here.
Being unable to tell how far behind you Mithrix is without turning yourself around really sucks. To find out you have to stop sprinting and that can often lead to getting hit and getting hit by Mithrix often means you're just dead. Something I've wanted for a while is something like in GTAV, a press-and-hold button to look behind you while still sprinting forward or maybe something like looking around while holding a button down like in Rust.

native bolt
#

!feedback ||When playing as an Artificer with a Captain in the party, the final phase of Mithrix shuts down Artificer's ability to really contribute. Microbots should either be unremovable or an innate ability rather than item.||

gentle tiger
#

!feedback Mithrix's spinning star attack (the one where he spins purple lines around him) feels like a lottery. It moves too fast for the player to react, and as far as I know there is no safe area on the arena, so you're essentially crossing your fingers and praying. It feels like an ability that can't be played around. I'd sugest somehow make a way for the player to feel like there's a "correct way" to play against it. Maby something like a safe spot near the center of the arena so it forces you to stay close to him. Whatever way to make it feel less random.

winter pendant
#

!feedback To continue what the previous post says, make the spinning beam attacks FOUR TIMES as wide, but THREE TIMES as slow spinning around. The direction is still random. This would allow players to counterplay this attack a lot more, a lot less RNG-reliant

open tartan
#

!feedback
Beacon: Teleport (Captain Special)

  • Passive: The UES Safe Travels can teleport beacons while out of direct contact, but they do no damage this way. (Only changes how they arrive in hidden realms.)
  • Active: Sends a beacon to both target location and your location, each doing half damage before unfolding into a platform. On use, teleports the user to the other platform.
    This gives Captain a mobility option that is also a support ability, focusing more on strategic efficiency than combat. This ability on its own isn't great since it only connects two points on a map, but giving a lore explanation to use it and one other beacon in the Void/Gilded Coast is kinda neat.
fading narwhal
#

!feedback
The last phase of Mithrix seems to discourage players from running certain builds
I was playing captain on rainstorm with a friend, 60 minutes in and we got to mithrix, my build among other things included a nkhunas, a rejuv rack, and a much of medkits/slugs/fresh meat (was a really good run)
the first 3 phases were difficult but doable and are legitimately super fun, but when I got to the last stage I started bursting Mithrix as hard as I could while he was taking the items. As soon as he aquired them all I shot him with my utility, and due to the medkits he healed 68k health, and shot 5 nhkuna skulls at me, which instantly killed me seconds into the final phase. I feel discourged now from ever picking up those items again if I'm planning to fight Mithrix, despite them being really good together, for this reason.

zinc rapids
#

!feedback crit feels weak unless you get shatterspleen. And then its amazingly good. I've not been able to reliably get shatterspleen. So Ill suggest 3 things. One or the other would be fine I'm sure

A item that gives base damage. Be it 5 like the damage reduction armor or maybe even 10.

Or. A item that gives crit damage

Or. Any crit above 100% is changed into crit damage

This way crit can be ran as a viable damage source that isn't just shatterspleen (least on commando and mul-t)

trim beacon
#

!feedback
I don't know if it's only my bad luck but i think the singleplayer scrapper spawn rate is too low, I only find them once in 3 runs when I play by myself.

velvet scaffold
#

!feedback

Remember the last position the teleporter was aligned to.
It's seriously annoying to have to realign it every single time, eventually you forget and your run comes to a grinding halt because you forgot one time. Please let the game remember what position we set it to last run so it stays that way unless aligned otherwise.

please this is seriously annoying

open tartan
#

!feedback
Predatory Instincts Predatory_Instincts getting a shorter duration from low proc coefficient incentivizes primary-spamming. Even moderate crit chance means holding LMB to get as many proc-chains as possible is probably optimal, while low-coefficient attacks don't give enough time to use abilities while maintaining stacks.
Removing the reduced duration would go a long way in allowing players to benefit from the item without feeling locked into one ability, and making the item stand on its own more without high crit chance, without increasing its maximum power.

hollow brook
#

!feedback Everyone's saying that the "killed by the planet" text is incorrect for the Victory screen, but how about the Obelisk screen? The scoreboard says "fate unknown..." which implies that while you obliterated yourself from THIS existence, you could be somewhere else in some form. But then the game is like "lol no the planet killed you ecks dee"

hollow basin
#

!feedback Mithrix is a very cool character from a lore perspective, but doesn’t fully fit within a story perspective, as there’s no good reason why we go to the moon to fight him in the first place.

||Providence on the other hand is the last bulwark and defender of his people who we must kill to get by, and who we feel a deep regret for killing. Killing Mithrix on the other hand is generally a great thing to do with no downside for anyone.

Consider adding a bit of lore in the intro cutscene or elsewhere giving us to have to get to the moon or another a reason to stop him, or indicate somewhere that Mithrix is getting closer to achieving his goal of actually escaping the moon and raising hell.||

plucky fern
#

!feedback I know this has been suggested plenty of times but I still want to push this idea for how well it could turn out

An Umbra survivor that has a randomized skill set.

This would just simply be something really fun to mess around with or to challenge the player to adapt to a certain skill set or just present interesting combos that you never knew worked together.
To help with animations maybe it shifts to the correct characters Umbra with each skill.
The idea isnt entirely too far out there as we know Umbras exist that take on the appearance and skills of the survivors

stoic grove
#

!feedback can engineer have drones instead of turrets? just an idea, maybe they fire micro missiles or smth

rain lance
#

!feedback
Shield health should not be considered for OHK prevention.
Currently, personal shield generator is a death trap for new players who don't understand how OHK prevention works.
In the final boss where 1 hit death is super apparent, it can feel real bad that you still get one hit because your shield didn't regenerate, even though you have "Max HP" (and in some cases, double max HP with topaz) due to heal sources being unable to recharge 100 shield health.

pliant island
#

!feedback have captain's 2nd skill ||stun parents (and maybe greater wisps too) it's pretty annoying that you can't stun those 2 enemies especially for parents. I understand it doesn't stun bosses (even if it would be great if you could at least interrupt them with that skill) but it doesn't makes sense for me for the parents||

hollow basin
#

!feedback To pilot off of @teal rune's idea where UES ships have been marooned in the hidden realms, perhaps add some lore about Mithrix trying to lure in more ships to these areas and to the moon to either use it to escape or aid in his plans of getting more ships to steal teleporters and spread them through the galaxy just like the Contact Light.

lost python
#

!feedback

There should be an artifact that gives enemies all the same items as you do.
A name for this artifact could be: "Mirror Artifact", "Artifact of Duplication"

hallow ginkgo
#

!feedback

Mired urn should be turned into a lunar item since it has the negative effect of draining your friends until they die, or make it not target friends

wooden widget
#

!feedback
Mithrix shouldnt use your items
He should still steal your items, but he shouldnt use them. Make the final phase into a unique skill test tailored to each survivor by having mithrix tailoring his attacks according to the survivor hes aggro'd on.
as it is now, certain builds simply cannot kill mithrix, like, for instance, any run with transcendence.

this would make phase 4 less about not taking certain items that'd heck you to the moon and back and more a pure skill check, without any items to fall back on.

desert notch
#

!feedback
In regards to the final boss fight, ||have mithrix only steal 3 of your items at a time. After a minute, have him return to the center of the arena and discard the items before drawing three new ones, giving the player the opportunity to pick them back up.|| This would allow the novelty of the final stage to be kept intact while also reducing much of the player frustration surrounding it

near sable
#

!feedback

It is absolutely no fun how powerful he becomes from stealing your items. He even limps around implying that he's weak but this is actually the hardest part of the fight.

It seems like the developers didn't intend the final phase of Mithrix to be difficult, as insinuated by the wounded animations of Mithrix in phase 3, but not only is it the most difficult phase, it also is the most frustrating - it's no fun losing your items (and dying to them.)

If you want to keep the "weakened player vs weakened boss" gameplay mechanic, then have Mithrix just disable your items instead of having their effects applied to him. This seems to have meant to be the "wind down" phase from the first two tough and hard phases, here everything seems to be designed to give you a breather but it's not doing that, it just ends up being frustrating. I strongly suggest not having the stolen items affect Mithrix in any way.

I don't like having to sacrifice items that I want to use in my run just because Mithrix would be unfair with them.

dim hamlet
#

!feedback
New Loader Special
Effect: Slam down in a circled area in front of you. Enemies closer to the center take more damage. The further you fell down, the more damage it deals, meaning that you can use it as a quick combo extender or a big entrance. You can keep charging either Shift while slamming down, but not release it until the slam is complete.

What this ability means is that you can make a big entrance into, say a teleporter boss, but you lose out on the Pylon's utility for wisps and it's short stun.

limpid blaze
#

!feedback
The rate of getting back items in that fight is too greedy. I spent 20 minutes pelting the guy with engineer's grenade launcher and got 3 items during the whole thing. Could there be a safety net in there where the chance for getting stuff back increases over time?

tawdry osprey
#

!feedback
That could be nice to have an option to save your game (with an auto-save after having completed a teleport event for example), so you could just have a break without leaving your PC with the game launched, and come back when you want, start your game and continue your run.

little barn
#

!feedback
Artifact of Command and all Artifacts in general should either disable challenges from being achieved or make the artifacts much much harder to obtain.
Artifact of Command takes all the dev's decisions and designs about balancing over the years and throws them out the window.
If Artifacts aren't designed to be balanced then what about the challenges?

The challenges no longer are a matter of how one achieves them but when one achieves them.
All the challenges I unlocked turned to poop ever since I learned about Artifact of Command since another guy could just play with that artifact turned on and can achieve the same things that I BLED for with much much less effort or care.

There's countless ways to fix this and here's a couple:
-Artifacts disable challenges from being unlocked
-Rework the way some Artifacts are obtained, make it harder
-Remove Artifact of Command from the game or severely nerf it

still lion
#

!feedback Let Captain have some sort of toggle (but idk how he'd do it) to swap between Rapid-Fire M1 and the current (Charged) M1

devout creek
#

!feedback Using anything more than 2 Gestures of the Drowned causes your equipment to be locked and you can't use it manually nor does the Gesture of the Drowned activate it automatically, making your equipment unusable

final forum
#

!feedback i want to see MED-E, he is the robot in the medkit background, It would be a robot that uses alchemics and Healing spots, something like that

blazing obsidian
#

!feedback
Merc issue :

The change on merc overall is great, however there is a problem I would like to point out. To apply expose consistently players need atk speed, however atk speed will at the same time cripple them as it shortens the animation of the blinding assault and its travel time, reducing overall its effective range. Is this okay? I don't think so, the player shouldn't be punished for getting atk speed to use his character more.
Another issue is that the expose debuff can be consumed by ally attacks however they don't benefit from the damage boost and I couldn't tell whether it reduced mercenary's cooldowns or not. It doesn' reduce the ally's cooldowns for sure but this overall is an issue.
To sum things up, make it so the blinding assault range isn't affected by atk speed but only movement speed, and make it clearer how the expose debuff is supposed to behave with allied entities.

modest linden
#

!feedback
Ok, im sure people want an option to save their game. Like me, i would like a save option. Or auto save. Lets say that we have to get off in the middle of a great run, we dont want to leave the match but cant save this great run. (I've experienced this numeral times). So if you could, add a save please.

static hawk
#

!feedback
Would like to see more damage threshold proc items. ||though perhaps the mechanic should be changed slightly as to not be near useless on character's that cant proc them.||

Some rough ideas that are just to get you thinking:
|| x is just a place holder for whatever threshold would be appropriate||
||
Mortar tube
Hits that deal x or more damage also lob a mortar.

Heaven cracker
Hits that deal x or more damage also fire a piercing laser in front of you

Bone breaker
Hits that deal x also cause the target to rupture, dealing damage to enemies around them.

Soul ripper
Hits that deal x or more also summon a friendly wisp

Freeze dried leech
Hits that deal x or more also heal you for a portion of the damage done

||

mystic plover
#

!feedback

Can we have Mired Urn at least target co-op players LAST (or never)? I don't mind it draining HP from allies such as turrets and drones (since it works that way for Clay Derpstriders), but locking on to other players can feel like a pretty raw deal for them.

graceful dragon
#

!feedback WE need epic skins for those, who beat eclipse 8!!!!!!!!!!!!!!

restive citrus
#

!feedback Update the logbook images for A Moment, Whole and Titanic plains.
A Moment Whole, strangely, has an Obelisk which I'm quite sure is nowhere to be seen in the final game along with what appears to be a completely normal Scavenger rather than a Lunar one, and the Titanic Plains retains the more vibrant colour scheme like in previous updates. It'd be really nice if these were updated to match what's in-game right now.
Edit: Not pictured here, but I also just realized that Sky Meadow has the same issue, with it having the background from Artifacts 2.0 rather than the current one.

carmine raft
#

!feedback How about to make Scavenger a playable character? He already has his own unique item-showing system, the only thing needed is to mark abilities and make him not so sliiiidy (i mean it is the only problem with the community's modded one)

hollow basin
#

!feedback

Since there's a lot of requests for more skins, I'd like to throw in my Captain skin concept: Noble

(Forgive the beginner's photoshop)

desert notch
#

!feedback Allow Elite Aspects to drop from Lunar Pools. This would give players wanting to experiment with Aspects an easier way to obtain them without messing with the players trying to get an Irradiant Pearl too much

patent widget
#

!feedback There appears to be an attackspeed cap when it comes to Captain calling down his airstrikes, as you cannot call down the individual strikes as fast as you can click. This makes spamming that ability with afterburners not as efficient. Please fix this.

tough pendant
#

!feedback Captain Orbital Bombardment Change

Make it so that if you activate the ability with multiple charges (supposing you have a Hardlight Afterburner), you stack the amount of strikes you have instead of needing to expend all three strikes to press the utility button to expend more strikes.

Why?
A simple quality of life change, it would make it less complex to use all of your Orbital Bombardments at once.

limpid blaze
#

!feedback Snapfreeze should be able to freeze shut weigh down Aqueduct buttons. Bands are pretty important on her and she could really use a reliable way to get them.

violet fulcrum
#

!feedback

i’ve seen this a few times so imma post it too so the idea gets spread

give Engineer and alt special that are drones

to make these drones good and not crap have them stay near engineer

this would allow engineer to have a more offensive play style since he can move around and not have to worry about leaving his turrets behind since they stay right next to him (walking turrets often wander around and can’t keep up speed wise)

zealous needle
#

!feedback make artificers plasma bolts primarys explosion get bigger with damage

earnest finch
#

!feedback Bustling Fungus shrooms is widely known for being pretty much only good on Engineer Engineer , but this makes buffing it to be more useful for all other characters difficult without making Engineer too powerful. I think these are some changes that would have little impact to Engineer's overall viability with Fungus while making it a more exciting item for other survivors.

  • Reduce the delay for Bustling Fungus to activate from 2 seconds to 1 second (or possibly less). Standing still for 2 seconds as any survivor and being safe is extremely difficult. Lowering the time needed to activate makes the item more flexible and dynamic, allowing strategies such as quickly ducking behind cover to heal to be more viable.

  • Double the tick rate of the healing, but lower the heal per tick by half (overall Heal per second is unchanged). Another change that makes the item more flexible and easier to get off healing in tight scenarios.

quartz basin
#

!feedback add the commando outfit from the first game as an alternate skin. its a lot blockier than new commando, who has armor in different places and is overall more round looking. Old commando looks quite menacing, especially because of his unmoving visor, which is fitting for the guy who killed providence. I think it would be cool for all the players who beat the first game! https://i.imgur.com/fQJ5Wx0.png https://i.imgur.com/m7qnEm4.png

warm scaffold
#

!feedback i'm of course partial because i've just been trying to get a game together for the last 30 minutes and someone always leaves before the 3rd stage, so i feel like there should be some kind of penalty for doing so. For example, if you leave a match, you can't join another one for 5-10 minutes, like it is in most other games.

near quartz
#

!feedback

Oni skin's head crest is still invisible from behind, please fix this.

nova kiln
#

!feedback
A way to add more tactical thinking with the Captains beacons could be to make both beacons have both selected effects combined. If both selections are the same, then the beacons could become a stronger version.

Example: Say I chose healing and hacking. should I use both beacons to grab some free loot, or save one for healing in the boss fight?

grim moth
#

!feedback
for the sake of synergies, why not have Alien Head, Purity, Brainstalks, and other cooldown reducing items also affect the bands and future items with internal cooldowns with the same hardcap rules as actual abilities?

jaunty carbon
#

!feedback
Allow Captain to use Strides of Heresy in hidden realms, it currently does not function in levels where the normal utility skill is disabled.

limpid blaze
#

!feedback Would be great to know how many double jumps I currently have available.

fervent fox
#

!feedback merchandise
I really love ror and i wanted to support by buying products. I tried searching the internet for some sort of merch made by gearbox or hopoo and didn't find a lot. I think it might be a great idea to sell merch to spread the word of ror, and also to gain profits

verbal summit
#

!feedback
I got some beef.
Mithrix feels less like a final boss and more like a progressive boss. A mid-final boss you fight before the real end. Eclipse mode demonstrates what could become a 'true' playthrough with each subsequent loop showing progressively more chaotic and ruined stages leading up to a more grand and far more spectacular end fight until you fight a creature with the power equivalent to the planet itself.
This is what I like to picture when pondering the true end game of Risk of Rain 2.

Obviously there are many concerns with the scale of such a concept, including not only the time it'd take to play through 4-5 consecutive playthroughs though, likely broken into save states of sorts held by this 'narrative' gamemode, but of course the development time it'd take for Hopoo Games to produce such a massive mode.
I still however believe that this could truly bring a sense of achievement to the game allowing players to go as far as saying they 'completed' a playthrough on their character, perhaps even with slightly varied content dependent on a character exploring lore and handling far deeper story telling than the game currently allows.

I love this game. I want to see it grow, and wherever the development team takes it, I'll still be playing.

trim bramble
#

!feedback
Make it so that Captain's utility can be cancelled with mouse 2 when in use.
Additionally, has 3 charges that all generate at once at the current skill cooldown time, similar to how the Imp's teleportation ability works. This would also make it stack better with hardlight afterburners by making it easier to use.

vernal coyote
#

!feedback Proposed changes to Captain's support beacons.

  • The healing beacon and shock beacon are decent but could use more range as the game goes on. Effective radius could scale with level or some stat.
  • Resupply beacon's 3 uses shared between all players in the lobby can feel underwhelming - instead, resupply beacons give 2 uses per player, and each player can consume these charges without affecting the other players.
  • Would be nice: give cap the ability to choose which beacon to deploy while already in game. Would add extra tactical decisionmaking that could be enjoyable
static hawk
#

!feedback
Consider increasing Please Forgive Me's cooldown by a large amount.
Also consider reworking Gesture of the Drowned.
Both of these items, and the powerful synergies they enable are fun, but are perhaps to easy to take advantage of in their current states.

hollow basin
#

||!feedback||

On the idea of RoR2 merch, I'd 100% buy physical versions of the little map cutouts in the environmental logs. They are so damn cool and would fit great on a desk or maybe in a snowglobe.

tough pendant
#

!feedback Freeze Keyword Change

Have it so that whenever the Freeze effect is applied, the Ice Slow (From Runald's Band or Ice Elites) is applied for the same duration as the freeze. Then, make ||Mithrix|| immune to being frozen, but not immune to the slow.

Why?
To make it so that you can't just remove 30% of ||Mithrix'|| HP for free as Artificer, but still get some benefit from using the ice abilities. Also, it gives Arti another debuff and makes freeze do something on enemies that can't be frozen.

sharp cape
#

!feedback
add a leaderboard already so we can see how our run on each class averages vs everyone else. It's fun and competitive pushing high monsoon and all but I want to know whos the best and how I am compared to them.

velvet ginkgo
#

!feedback Make some merch of items I want wearable lens makers glasses

timber blade
#

!feedback A plushie of the Beetle Guard

west canyon
#

!feedback Microbots are the best defensive item in the game, but they're a bit boring to use. My suggestion is that they lose effectiveness while the player is using non-sprinting abilities and increase effectiveness when walking. While undoubtedly a nerf, I think it would make players switch up their movements to take full advantage of the microbots. (and if they don't care they can always stack attack speed)

lunar cipher
#

!feedback The captains utility should have the same cooldown mechanic as the torpedoes for engineer. This makes it so the barage doesn't go on cooldown after sprinting by accident and it makes it so that you don't need to call all 3 strikes at the same time.

earnest laurel
#

!feedback possible final boss final phase change that would make the game more fun, maybe
|| make it so that in the final phase, Mithrax has an overhealth based on how many of what quality items he stole from you. Dealing damage to his overhealth gives you your items back, until you get all of them when you destroy the last of his overhealth. He otherwise does not benefit from your items. This way, good builds on survivors dont eff them over at the boss fight, but Mithrax is still benefitting from stealing them.||

hollow basin
#

!feedback Charge the teleporter around 10-20% when you kill the boss, to reduce the amount of sitting around and waiting.

dense orbit
#

!feedback I think that Captain's stun should count as a debuff to help a bit for death mark. It would add a bit to using his kit strategically, helping his shock beacon be a bit more worth it to bring and making his secondary a bit more useful, especially in times where you can't use his other abilities

severe ore
#

!feedback theres a text mod containing the Happiest Mask with the description of 'mother always said i should make friends' or something and its perfectly creepy with what the item does, when it's log is written it seems like a great starting point

nova kiln
#

!feedback
Instead of Gesture of the Drowned automatically activating your equipment all the time, change it to only activating when you take about ~10% of your health as damage.
Then it would feel more limiting to grab it but still beneficial.

spark egret
#

!feedback I believe that giving mercenary a 3burst shurakin alternate primary fire and change special attack to sum thing more suited to for mercenary such as a projectile reflect ability and yes I am aware this would make mercenary almost identical to genii from overwatch

tough pendant
#

!feedback Captain Vulcan Shotgun Changes

Reduce the Proc-Coefficient
A 0.75 proc-coefficient is really strong, especially with how many pellets this thing shoots.

Reduce the Base Amount of Pellets Shot
This is in light of the other change I'm about to suggest.

Have Attack Speed Increase the Amount of Bullets Shot, not the Charge Time
This is to make Attack Speed strain your fingers less when you get a ton of it and want to shoot as often as possible. Also, it would give more chances to proc, slightly alleviating the first change suggested.

Why?
First off, to reduce the strain of attack speed on your fingers when playing as him. Second, to make this attack less strong. This is the attack you're going to be using most of the time as Captain, similar to how you mostly use the Chargepunch as Loader. Both attacks are insanely powerful, which leads to 1-dimensional gameplay.

Also, these changes would open up opportunities for Captain's other abilities to get buffed because this ability wouldn't be so strong, the Taser being the main offender.

lyric hull
#

!feedback unlockable captain secondary: flare aoe marks enemies to take more damage for the first burst of damage (so like either a volley of shotgun pellets or a single orbital strike) as it’s an alternative to the stun since the stun makes it easier to apply damage the flare will make it so you can deal more damage

little barn
#

!feedback I would like to see some form of recognition for people who beat the game with all artifacts.

In the first Risk of Rain, you unlocked the Origin artifact by doing this. Maybe a 17th artifact can be added to the game?

dark isle
#

!feedback

Captain : Power Budget(LONG)

Honestly, the issues with Captain aren't even as they seem and the issue isn't as cut and dry as people say. He's not overpowered, nor is he overtuned. Removing certain aspects of his character isn't going to do anything; changing numbers or adding effects to his attacks won't fix that he's slow and sluggish compared to other characters.

What Captain's problem is lies within his power budget. See, characters in video games all have a power budget; a term that you'll find mostly applied in League of Legends, but absolutely viable here. Just look at Captain's kit and where all of his strength resides:

Passive - Defensive Microbots: VERY strong.
M1 - Vulcan Shotgun: VERY strong.
M2 - Power Tazer: Weak.
SHIFT - Orbital Probe: VERY strong.
R - Orbital Supply Beacon: MEDIUM strong.
Overall Movement Score: Weak

See? He gives the illusion of being overpowered or overtuned due to the fact that he has so many parts of him that are so strong; while people hyperfocus on this, though, they forget that parts of him are actually incredibly weak. If we attributed points to each of his traits, he'd probably not look balanced- but not because he's overpowered, because he actually suffers due to his budget being spent on all of his 3 abilities; when we look at a character like Huntress however, you'd see how she feels genuinely good; in hand is the fact that all of her abilities just feel right. The cooldowns are fair, each has a strong and weak application but can all be used to an efficacy that makes her a powerful class.

I feel like the solution to making Captain make EVERYONE happy is to shift his power budget into his weaker attributes. Take some of the sweetness away from M1, Shift and his Passive and pour that into his R and M2, whether it be new effects, alternatives, etc. More base HP to compensate for no mobility, etc.

dim hamlet
#

!feedback
Changes to every single of Captain beacons:

Heal: The main issue is how redundant the beacon becomes post first loop. The radius is simply too small to be effective because standing still outside of Engineer is asking to die.
Change: Increase the range slightly on kill and reduce it if Captain hasn't killed anything in the last few seconds (like Frost Relic.) This makes the beacon an agressive choice as it grants more safety the more risky you play.

Shock: By far the most useless beacon, simply because of how small it is and little damage/utility it brings to the table.
Change: Instead of a small, consistent shock, have it become a pseudo-Vagrant nova every 30 seconds. Instead of doing damage however, it applies Shocking to every single enemy (including bosses), with the stun lasting longer on smaller monsters. This makes the beacon much better for surviving the teleporter if you are having trouble keeping enemies in place.

Resupply: A free recharge on your equipment sounds nice, until you realise that in the early game, you don't really need it as enemies die quickly, and later on you will most likely have a Gesture with a Fuel Cell or two.
Change: Instead of getting an Equipment recharge, grants Equipment triple cooldown speed (so gain 3 seconds of cooldown instead of 1 second) while inside the beacon's radius. This pretty much ensures you at least get the same, and if you are able to play around the beacon well, maybe even more equipment uses. In addition, this also prevents the beacon from being redundant after using it three times, which is especially useless in multiplayer.

Hacking: Honestly the only consistent beacon. However, while it is good, it should allow a few minor QoL changes.
Change: Allow the beacon to hack Shrines of the Woods (functions the same as the hack of a Shrine of Chance (if not possible yet)) and Blood Shrines (gain a single use of the shrine without paying health).

half heart
#

!feedback

I'd really like the ability to save my runs. I play on the Switch and I find my runs going pretty long. It'd be nice to be able to save and quit so my wife can do something on the switch rather than me just hoping I'll eventually die and then pick it back up when I'm able to.

tacit lantern
#

!feedback New Elite Type Ideas

Tier 1 Elites:

  • Volatile: Orange color. Randomly launches a missile at a random location around the player, leaving a circular indicator where they will land.
  • Topaz: Light Green color. Gives enemies nearby a small barrier every 5 seconds, attacking them decreases barrier from all enemies.

Tier 2 Elites:

  • Titan: Gray color. Titan elites are much larger than their usual variant, are slow and don't deal very much damage. Empowers nearby enemies with a 30% damage reduction buff.

Reason: Enemy variety is sorely lacking and has been for a while, I think introducing new elites would help with this while not having to put in the time of designing entirely new enemies.

molten elk
#

!feedback
can we get a log entry for the shopkeep?
I would like some lore on them

we could put the lore for 'em on the beads or another lunar. or we could go the standard route of kill 'em. (not as enthused on that option as much) or something else.

nova kiln
#

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

To complete her elemental collection of skills.

supple crypt
#

!feedback
Artifact of ricochet
All projectiles including enemie projectiles will bounce of walls and floors 1 time

solemn stirrup
#

!feedback Maybe little disciple could fire a tracking wisp for every X units travelled, rather than firing it every X seconds based on your movement speed while sprinting. This would give it more synergy with other movement options like wax-quail and make it more interesting for characters like loader.

halcyon hornet
#

!feedback
Giving a buff on the engineer Lazer Crawler Buddies.
-Now this hability don't stack anymore.
-The LCB now can sprint when they aren't atack anyone and are far from the engineer.
-Now you can have up to 3 LCB at the same time.
I know that most of the people think that this skill only need a upgrade on the range of the LCB, but I would like a diferent thing than 2 moving turrets, so, this skill would now build up to 3 moving turrets, but you can't just put then at the same time, you would have to slowly build your little army of 1 more.

rigid slate
#

!feedback
Essence of the Moon God (Lunar Item)
Takes all of the PC's items and converts them into stat buffs, BUT no more items spawn. Looks like ||Mithrix's head/helmet||. Could also be tweaked into becoming an artifact to better accommodate MP

edgy juniper
#

!feedback
add workshop so people can make custom maps, items and enemies.

eager plume
#

!feedback New enemy variants based on not adding elite aspect increases: For example, a Melee variant of an Elder Lemurian, a Flamethrower using Wisp(either Greater or Lesser) that crawls on the ground with chains and fires a flamethrower from its mouth. Or a brass contraption that uses its spikeballs to smash things in front of it rather than shooting them away.

fathom atlas
#

!feedback Captain's R Skill allows you to place two additional beacons down if you die with dio's best friend. This ultimately destroys the whole "2 per level" thing about it.

toxic oxide
#

!feedback Spoilers for final level - ||Final level walkway feels too barren and with only a few enemies that are kinda tanky and screws over slower characters without movements speed for a long and boring walk - 1.~~ Make the moon have less gravity because moon so everyone can just hop along~~. 2. Make the chimeras weaker but add way more of them to make it feel like you're actually going through all the goons to get to the tough boss instead of just running past the slow guys. 3. (maybe) If possible, randomize the walkways/add some variations so each run to the ship feels different and not "oh here we go again" and have some chimeras scrambling around because the home they knew is being blown up (maybe). Edit: Instead of less gravity because moon, add some areas of gravity disturbance to act as jump pads for slower characters so faster characters that jump high dont suffer ||

hushed breach
#

!feedback Can we make it so that you can press esc to close the command popup when chosing and item? It would be faster to do this instead of only the back button. Especially when there areany monsters around you, sometimes you can't react in time to close it.

verbal summit
#

!feedback
Interstellar Desk Plant should absorb itself into any nearby IDPlants growing as it does into a larger single tree, soon bursting out of its pot. The more absorbed into the growing tree, the higher its range and the more HP it revitalizes. This is mainly to reduce screen clutter when wiping a stage of enemies, but this certainly adds a lot to the charm to the plant.

(Partially unrelated visualisation added after TOP feedback:
As of now, interstellar plants appear on kill, then disappear after x time.
If instead, you start growing it into a tree (by dropping multiple interstellars next to one another), the lifespan and healing range (+percent?) would extend the bigger it grows until it reaches its evolution cap into a fully formed tree.
Instead of a defined tree evolution cap, it'd just have a model evolution cap, so that multiple trees won't grow next to one another after reaching evolution cap, obscuring view.)

vocal flower
#

!feedback Lunar Item Idea:
I don't know what it would be called, but:
Enemies killed during the teleporter event add 1% charge to the teleporter. But, the teleporter charges 50% slower.
stacks linearly.

stray wyvern
#

||!feedback||

Changes to Rising Thunder

Rising thunder is already a decent sidegrade, but in attempts to give it some flare from whirlwind I have come up with some changes:

  • Using rising thunder should put you just under enemies if not equal level as them when using it on them. The point of this is to have rising thunder be much cleaner to use on smaller targets, beetles or lemurians, etc. (It would also be nice for rising thunder to not push you into fire from elites)

  • hitting smaller enemies (ones that can be shot in the air) with rising thunder will grant a hidden debuff called "stationed". Upon using this attack with your m1, both merc and the enemy will stay in the air for "x" amount of seconds. the point of this change is to give rising thunder a better incentive with the new expose debuff, and is admittedly a bit inspired by the DMC series.

-remove the ability to animation cancel blinding assault with rising thunder. This might be the most iffy change, but I think it's required so that whirlwind isn't turned into a loader grapple situation. whirlwind animation cancelling blinding assault should be it's own thing if these changes were added (unless it already works like that, in that case.. cool!)

overall I think these changes would make rising thunder more interesting without making it too weak or too strong. If you want you can even make "stationary" a keyword.

river reef
#

!feedback There are STILL shops and printers that can fling items off of cliffs, never to be seen again. Having the items simply respawn at the nearest cliff that they were launched off of would save a whole lot of headache.

sturdy sleet
#

!feedback have acrids new 'regen' from basic attacks and bite proc aegis

visual lark
#

!feedback Let us look at what items we've collected so far from the pause menu

clear meteor
#

!feedback option to turn off exp sound effects. We already can disable the visual, but hearing that tinkling sound super often late game can be annoying

merry lance
#

!feedback Have Artificer's utility work on players when the artifact of chaos is on.

little barn
#

!feedback make the chrono bauble slow down animation times and (maybe) projectile speeds fired by the slowed target

winter pendant
#

!feedback Suggestions to help make Mercenary more enjoyable to play

I've played 50+ hours of Mercenary on Monsoon since the 1.0 update on August 11 and have experimented with both Eviscerate and Slicing Winds. Mercenary almost feels like he's in a perfect place. However, there definitely are a few things which I always find as annoying, tedious, or otherwise bad for gameplay when I play Mercenary.

Ever since 1.0's hitpause change, Mercenary's Blinding Assault (shift) has felt very different to use. Before the hitpause changes, Blinding Assault felt a lot more smooth when travelling through large amounts of enemies. Now, it feels almost as if you're lagging when you dash through 8+ enemies.
While the increased hitpause on Blinding Assault does feel somewhat more satisfying and "chunky" to use, overall the previous and more smooth version of Blinding Assault felt better to use.

The next thing I want to address is how attack speed affects Mercenary. It is quite obvious that the devs want Mercenary to utilize attack speed a lot more now with the new Expose debuff on his attacks. While this does make attack speed a lot more powerful, this doesn't address the flaw which has affected Mercenary since the very beginning. Since attack speed increases the animation speed of all attacks, it results in an interesting interaction with Mercenary's Whirlwind (rmb) and Blinding Assault, where since their animations are technically faster, the total distance traversed by those abilities is reduced. This, for me and some other devoted Mercenary players, makes attack speed a lot less desireable, as even a single Soldier's Syringe can drastically reduce the distance on Blinding Assault.
What I would recommend to fix this and to make attack speed considerably more viable on Mercenary would be to make attack speed simply not affect the distance travelled by Mercenary's Whirlwind and Blinding Assault.

carmine forum
#

!feedback ideas for Captain alt weapons: 1)Auto shotgun-fast auto fire with reduced damage and without spread narrowing. 2) Blunderbuss- heavier shotgun with increased damage and spread, reduced reload and knockback so players can propel themselves kinda like rocket jumping.

limpid blaze
#

!feedback For one of Captain's specials, have a big carpet bombing air strike. Now that's a 1-per mission skill.

unreal parrot
#

!feedback A white item that provides a really fast regen boost at less than 25% health after not taking damage

inner quartz
#

!feedback

Rex needs an entire revisit to the way items appear on his model
They are brutally small and don't feel transformative to the character in any way similar to the other characters

carmine forum
#

!feedback Alternative M2 for Captain: Coordination marker- marks target for every ally(bots, turrets, beetle guards) and makes them attack only target until it's death. Turret attack only if target in range. No damage, ~10s cooldown.

warm path
#

!feedback Primary alternates to captain that replace his shotgun hand with various other weapons, such as a hook for a melee captain build]

floral stump
#

!feedback After the completion of a run, place the current model of the character(s) with all of the items they got in the run, and allow the player to free cam around their character model.
During a run it is difficult to focus on your character model due to trying to complete the game quickly, and this allows a player to properly see how their character or team's item combos look

gritty sapphire
#

!feedback
Polyp. It should be talked about. Theres plenty of ways to make something bad decently powerful. My suggestion would be to remove it showing up at chests, but instead grow up on enemy death, similar to desk plant (Possible synergy?) on a chance, which increases with stacks. Making it not only an item that isnt instantly scrapped, but also an item that could be potentially worth stacking?

dire galleon
#

!feedback if we're playing multiplayer games and someone is playing acrid, plase let us pet the other player and pet the poison pupper, he is good boi

slim talon
#

!feedback
There really isn't a "final level" of risk of rain 2 as it is right now. The moon/Commencement is wonderfully built (The music and atmosphere is A+++) but it's not really a... level, it's basically just a walk to the boss where the few enemies that exist can easily be ran past and exist more to have fun playing with the new enemies before they get spawned in the upcoming bossfight. It's more like a cooldown to help you destress and prepare for the boss.

Then, that would make sky meadow the true final stage before the boss, then. But that doesn't work well either. Sky meadow is arguably one of the more relaxing stages in the game. It's not a cakewalk and it has tough and tanky enemies but the music is relaxing and there's nothing that screams tension like in abyssal depths. So Commencement loses some of it's touch because there was no above average tension spike to drain the player of to better prep them for the boss.

In risk of rain 1 the final level was a chaotic affair where the player had to face waves of the toughest enemies while choosing how they should spend their normally limited amount of keycards to prepare themselves against providence. RoR2 lacks anything close to this. Arguably the closest stages would be Void fields and Ambry (perhaps both stage fives to a lesser extent) because they make you approach the game from a different, chaotic angle and offer a nice risk vs reward that is somewhat separate from the main risks of the game. Both Sky meadow and Commencement (sans boss) lack anything that makes the player really approach the game in a different way than how the player would approach, say, looping back to stage one.

Ultimately I feel like sky meadows isn't able to hold the wait of being both the penultimate and final stage of the game. This is disappointing because void fields and ambry seemed like they were headed in the right direction of RoR1's great final stage.

chilly crag
#

!feedback Ancient Scepter would be an insanely cool concept for this game. An unstackable item that upgrades your special ability would be incredibly unique, and opens up alot of possiblities, especially with the system of loadouts in this game.

glossy gale
#

!feedback A lunar item that makes it so you take 0 damage, but none of your abilities/attacks do damage either

brave heron
#

!feedback A discord channel for people to vent about being caught off guard by the last bosses cheeky surprise tactic.

little barn
#

!feedback scatter the 79 failed REX units around the maps (probably just 1 or 2, but it would be cool to see the lore's/logbook's impact the world we play in)

(plz shorten the Slowmode clock to 15 min or something)

late stirrup
#

!feedback
Idea to change how the fourth phase final boss ||gives items back. Either make it so repulsion armor plate doesn't effect the boss, (Like tougher times or razorwire) or have it be that items are given back with procs, regardless of damage done, so that the boss is never so resistant to damage that you can't hurt him enough to get your items back. Every characters abilities are already balanced to proc at about the same rate with no items, so that wouldn't really give any characters an advantage, and it would help low damage characters deal with their powerful builds||

chilly crag
#

!feedback A fix so you don't have to spam click when using the Vulcan Shotgun. Captain's M1 charges automatically when not being used, like how rebar works right now. Holding M1 will autofire the shotgun without charging it.

sleek birch
#

!feeback
The way the runald and kjaro bands are now are missing a bit imo. I personally preferred how they worked before but I also do see the value in how they work now, having a guaranteed proc on a heavy hit is really nice. However having a cooldown for 10 whole seconds feels pretty bad. They deal more damage now but i feel that they are actually weaker in that they've become extremely niche and situational. They are straight up are worse on some characters now, limiting it to 400% damage or more means that you cant proc it on lower damage abilities. If im on a character that cant proc it easily then its likely that it will just proc off of a missle or something that will target any enemy in my vicinity instead of what im targeting. Then on top you have to wait 10 secs to proc it again. Sorry for the rambling, but my suggestion is to strike a balance between the new and old versions of the bands. How would this be done? Have 2 versions of the band procs. One version that's low damage (maybe even lower damage than the old version) that procs like how they used to with no cooldown, and another version that is the current system where it will proc and be bigger and badder on 400% damage hits and have the 10 second cooldown. We were already severely missing on hit items and effects and changing the bands made this deficiency even worse imo, with this new system i suggested you would strike a nice balance, allowing players to get their guaranteed high damage procs when the condition of 400% damage is met that has a 10 sec cooldown, while still letting characters who dont have many 400% damage methods actually see the bands activate, albeit a weaker, smaller aoe and everything proc, but a proc nonetheless with no cooldown like how it used to work although now procing in the downtime of when the super high damage version is on cooldown.

halcyon hornet
#

!feedback
Engineer mini rework
(New weapon) Thermo seeker missile: function like the artificer basic attack, but don't burn people, can stack up to 6 missiles, and seek a enemy once it gets near for 120% Damage.

(Reworked secondary) Pressure Mines: now, once explode, deal 400% damage to every enemy nearby, but fragment in 4 mini bombs that each deal 100% damage each.

(New support) System Ascension: can be used in one of the engineer constructions to Upgrade into a evolved version, that is bigger, and stronger. (Gauss auto-turret, becomes Gauss termination-turret) (Carbonizer turret becomes Tesla incinerator)
you can have only one upgraded structure at time (no, this amount don't change with items), but this skill can be used in enemies to deal damage.

(Reworked special) TR58 Carbonizer Turret:
-now deals 130% damage.
-now has a run animation when is far away from the engineer and don't have a target, running the same speed as the engineer.
-now you can have up to 4 Carbonizers.
-No, this ability don't stack anymore. (it will take some time to have the max amount of Carbonizers)
-It may or may not have the max life reduced.

(New special) Mech: you enter in a mecha... needs further explanation? you can have only one per Area, once it dies, you are throw out with half of your life.
(Still need to think about what the mecha would change in the engineer abilities)

sharp flower
#

!feedback

What if tazed enemies could only break out of shock with direct damage dealt to them (as in, only direct damage by survivor abilities, and not procs)? You could keep the same damage threshold of 10% of their max health gone = they break free, but now this allows Captain to properly deal with the enemies around your stunned target without having to worry about your procced Wisps breaking your target free, and this still means that you can't just stunlock a dangerous target and make them a complete non-threat.

nova kiln
#

!feedback
Quality of life idea, don't have the lines around the Captains aiming circle reappear until he is ready to shoot again.

proper bobcat
#

!feedback
Give Squid Polyps the benefit of Defensive Microbots.

ivory thorn
#

!feedback

Allow dead players to respawn in multiplayer when all enemies have been cleared after the end of the teleporter event.

This allows people to make a trade-off between having allies fall further behind and wasting more time. Also helps lessen what is very painful right now.

raven jacinth
#

Dyno doesn't work right now if you guys couldn't tell.

frail dock
#

!feedback couple nights ago, i felt really inspired to write some feedback with my thoughts about the update. it turned out to be 4000+ words long where i largely talk about an issue in the update i haven't heard anyone bring up. this isn't some hate rant but rather my constructive criticism from my perspective as a veteran player. i would really appreciate people reading this since it took several hours

zealous needle
#

dyno is down stop making feedbacks

vital phoenix
#

shit

rotund flume
#

!feedback sometimes artificer's ice wall just sometimes doesn't freeze items and the glitch where engi cant move on siren's call is alive and well

unborn rose
#

OH my GOD

empty lagoon
#

!feedback
Right now, when you scrap a used Dio's best friend, it break the machine. Pls fix.

little barn
#

!feedback if all players in the lobby have beaten a certain level of eclipse, allow it to be played in multiplayer but not unlock future eclipse tiers in multi. just for people who want a challenge in multiplayer

limber chasm
#

If they aren't Working, then when would be a good time to post?

uneven galleon
#

!feedback the timer on getting back to the ship after Mithrix feels fine on every character except Engineer. Just beat the boss with him and realized as I was heading back that I wasn't going to make it in time, even with a (admittedly small) amount of speed items. Was a very frustrating experience.

little barn
#

!feedback
Like most roguelikes, I feel it'd be an incredible addition to the game if we could get seeded runs added to the game.

rough quartz
#

!feedback
There are just slightly too few mobility items at common, compared to how important they are to gameplay. At least one more would help reduce the ultra-premium Hooves/Sodas have (opinion).

Suggestion: A new white-tier mobility item to round out mobility options at common.

"Recluse's Scarf" (ref to the RoR1 item)
Effect: After using your Utility Skill, gain a Speed Boost for N seconds (+n per stack?).

Simple and interacts nicely with most characters' skillsets in a meaningful way.

empty terrace
#

@uneven galleon !feedback I haven't died to the moon timer as of yet. Is there a consolation prize, like an unlock/achievement? I feel the timer is a good length but is unexpected on the first run. The addition of a consolation prize might eliminate the feels bad moment of killing Mithrix but dying because your too slow. The prize should not be evergreen like coins, otherwise you incentivize losing.

tired briar
#

!feedback It would be cool if the bosses that show up as normal mobs later on had a small chance of dropping their boss item. Not guaranteed, but a little something.

paper merlin
#

!feedback
Allow Loader to complete "Swing By" by either beating the game or obliterating in 25 minutes or less. Obliterating was the only way to finish a run when the achievement was originally added, but with a normal final boss now in the game I don't really see a reason not to make this change.

acoustic ivy
#

!feedback
When choosing an item with the artifact of command active, you should get a little item description of said item when your mouse hovers over it.

leaden ridge
#

!feedback Add "random" as an option in the pre game lobby for selecting a character or even artifacts. It'd be a great way to make every run feel completely fresh.

little barn
#

!feedback Magma Worms spawning right below you in glass is instant death, no way to know it's gonna happen, maybe move them a bit farther?

foggy tusk
#

!feedback

Note that I'm coming from a single player perspective here.

Pretty sure similar feedback's already been said already but there feels like little reason to use Captain's M2. Breaking it down it:

-Has a notable windup time, rather than firing immediately like Acrid's M2.
-Has REALLY low damage, bringing wisps down to about half health when starting out
-Has a small AoE, enough to stun two enemies if their models are right next to each other.
-Has a small hitbox, missing enemies that are slightly offset your crosshair outright.
-Has a bonus for deflecting off of surfaces; refer to hitbox point.
-Has a cancel for M1's reload time; this is more relevant to M1 though as it has nothing to do with this skill's power

-Invokes a very long stun that lasts until the target takes a certain amount of damage, but the shock effect isn't universal (and cancels with DoTs).

I understand that the value of this skill comes from the crowd control it provides (and the M1 animation reset). However, a significant stun to one or two non-boss targets at a time isn't as enticing in a game where you regularly get hoarded. The lack of CC makes it nearly useless for bosses; the shot's startup time, low damage and small size make it feel incredibly limited in use.

Overall, it feels like M2 overvalues the stun it provides by being subpar in every other metric. However in general, the cons feel like they outweigh the pros to the point where it's personally more fun to ignore this skill in favor of M1's damage and knockback, ( or use it to cancel M1's reload, which, again, has more to do with M1 being able to be canceled than M2 being actually useful). On top of the fact that Capt's special is limited-use, and alternate realms remove half of his kit, M2 should at least have more general-purpose value imo, even if that'd mean nerfing its CC to do so.

worn fractal
#

!feedback Void Fields, while apparently given at least a couple teeth in this patch, still drags on way too long and is too much of a low-effort goodie bag. Maybe change it to just 5 vents, each adding both a new monster type and giving them a new item, and paying out 2 whites, 2 greens, and a red?

hollow nimbus
#

!feedback
Please Make sure that Antarctic Oscillation returns in the teleporter event on Sky Meadows in the next patch; I really miss that theme to separate from the rest of the stages, and without it it makes the stretch before the finale (or loop even) feel restricted in terms of the music.
I love Köppen As Fuck as much as the next guy, but hearing that 3-5 times in a run makes it feel like Chris got the shorthand on one of his previous works.

little barn
#

!feedback
Adding new skins for completing the final boss and making the current ones only accessible through obliteration would be cool.

vital phoenix
#

!feedback

Allow us to feed scrap back into a scrapper to get multiple scrap of a lower tier; for example putting in green scrap could give 2-3 white scrap.

wide prawn
#

!feedback
Make Lunar Scrap an item, actually give it a function unlike other scrap where for every other piece of scrap you gain stats based on item rarity. As a downside it encourages you to destroy other, better items in order to become a walking stat cannon.

honest prairie
#

!feedback
Recycler makes a command essence or scrap, reroll just isnt as fun.

sharp flower
#

!feedback

What if tazed enemies could only break out of shock with direct damage dealt to them (as in, only direct damage by survivor abilities, and not procs)? You could keep the same damage threshold of 10% of their max health gone = they break free, but now this allows Captain to properly deal with the enemies around your stunned target without having to worry about your procced Wisps breaking your target free, and this still means that you can't just stunlock a dangerous target and make them a complete non-threat.

(Copy-pasted from earlier when the bot was down)

barren crown
#

!feedback currently, captain has no movement ability. this makes it really hard to get to some newt alters, and others impossible unless you stack many hopoo feathers. what i suggest is giving him a alt for his second focused on movement. it could work like a mini, short range eccentric vase. a zipline perhaps?

rough quartz
#

!feedback
Suggested rework for Lunar Coins.
-Lunar Coins no longer carry over between runs.
-Lunar Buds appear more often and instead spawn a unique enemy that drops coin(s) when killed and rarely from normal enemies. (Think imp jars from RoR1.)
-Newt Altars are free to use, but require you have at least 1 Coin.
-All Lunar items in shops cost 1 Coin.
-Artificer cost adjusted accordingly.
-Obliterating primarily used for (future?) cosmetic unlocks and completionism, likewise for Twisted Scavengers.

Reasoning: Lunar Coins currently act as a cost to access features of the game, but that cost is circumvented by grinding (which is bad) and hacking the game (also bad), making said cost functionally pointless. With a real cost, Lunar Items/Seers gain more strategic depth since players now have to spend time and energy to gain their benefits each run, instead of being functionally “free”, when the cost isn't real. Additionally, Lunar coins as a reward for Obliterating feels pointless, especially since Twisted Scavenger costs coins to reach.

faint vessel
#

!feedback

linux and macOS port please...

wind galleon
#

!feedback
Allow captains resupply beacon to refill overtime. Only having three refills isn't even enough for a full team of 4

misty ledge
#

!feedback
Idea for the captain offworld shift and R.
Flaregun.
And a emergency healing station

hollow basin
#

||!feedback||
Like Void Reavers, allow Lunar Golems and Chimera to spawn semi-regularly after the first loop, crashing to the planet as they spawn like a glowing meteorite.

There is already an event where only Lunar Golems and Chimera will spawn in the regular world (The bulwark begin to falter), so it'd be cool to see these new enemies spawn on the planet for a bit more variety.

split ledge
#

!feedback

Integrate bosses:

Ancient Wisp (Banished and Chained)
Toxic Beast (Mother of Many)
And, perhaps, add magma location +
Cremator (Shielded Artillery)

from RoR1 into RoR2

obtuse dagger
#

!Feedback Acrid is useless against aerial enemies.

clever moon
#

!feedback
It can be kind of hard to notice the ||indicator to escape that shows up after beating the final boss. Some sort of animation or the like to make it more eye-catching when the escape sequence starts would be appreciated, dying in the escape sequence because you just don't know what to do is an extremely unsatisfying way to end your first run after beating the boss.||

hollow edge
#

!feedback Please make merch like plush toys or figures. you could do like Acrid plushes or a magma worm plush. There are so many opportunities

severe bay
#

!feedback Add a new hidden realm named "Trail of Deliquesce" which is a set of bosses, almost like a boss rush in an arena.

The way you get to the trial is by accessing a green portal within Bazaar Between Time. This portal will teleport the player to the boss arena.

The "Trial of Deliquesce" is summed up as a boss rush where the player will need to defeat three bosses that are given a random elite type. These bosses will be given a set of items just like the enemies in void fields.

The first boss will be given a 5 stack of one Common Item, the second will have a 5 stack one Common Item and the 5 stacked Uncommon Items. The last boss will have every previous item as well as one Legendary Item. This is basically the same system as Void Fields item distribution to regular monsters, except this trial uses it for the bosses. This could be more flexible with more bosses.

The player will be able to leave the trial anytime by activating a green portal which will send the player to the next stage similar to the Void Fields exit portal. This is done to give the player the option to leave if they feel their underpowered for a current boss.

After defeating the first boss the player will be rewarded with 3 Common Item, after defeating the second boss the player will be rewarded with 3 Uncommon Item. If the player succeeds at defeating all three bosses then they will be rewarded with a Legendary Item.

The reason I feel this trial needs to be implemented into the game is because it is another way to acquire Legendary Items other then entering Void Fields. This new trial also supports different builds in the game since Void Fields encourages a proc chain build whereas this trial supports a heavy hitting build that is focused on specific enemies. These type of builds are more popular now due to new final bosses being implemented into the game. This means that this new trial will ensure that different types of builds and playstyles can acquire Legendary Items.

vague hamlet
#

!feedback
Gunner Turrets should be stationed in the final boss' arena.

night lichen
#

!feedback A tooltip that describes the item you are hovering over when using the Artifact of Command to pick items

toxic oxide
#

!feedback Final boss spoilers - ||Instead of having Mithrix steal your items in the final phase, just have him take them away and put him on a level playing field. He's the king of nothing and you're playing in his court: His house, his rules. Damaging him should still let you get your items back so you get stronger whilst fighting him to make it more dynamic but let him get new moves as well. As well of course make him invincible during the succ so no burst strats and just gamer skill. Also have him take the tonic debuffs away and only give them back when you get your tonic because it also disincentivizes you taking the item (I haven't taken a tesla coil ever since he killed me with it). Sorry if this has already been suggested.||

harsh torrent
#

!feedback Final boss: ||Instead of removing the steal altogether, make it's 1.0 behavior a lobby option for RoR1 Masochists, and encourage players to grab a shaped glass||

terse field
#

!feedback when using controller its hard to hover as artificer because you have to hold jump and then cant move right stick to look around easily. maybe change the hover on artificer to be a toggle instead like double tapping jump?

white tartan
#

!feedback killing the newt shopkeep in bazaar faster than he can kick you out removes the shield behind the shopkeep revealing a portal to a newt level with a bunch of lunar coin, chests and a newt boss that unlocks newt skins after killing it.

eager dagger
#

!feedback
final boss spoilers
||make it so that getting to the outer most ring (or some designated "safe zone") of the battlefield prevents mithrix from stealing anymore things during the final phase. it still retains the "oh shit" feeling of the phase but allows the player to minimize the loss at the start of the phase in a way that rewards player agency||

zinc rapids
#

!feedback I believe a toggable tool tip to show your dps would be amazing. Example imagine this on the side of the screen

Mb1 800dps
Bleed 7000 dps
Sticky bombs 300 dps

dusty flame
#

!feedback I don't even know why this is a feature. Make it so when you ping something it stays. I hate when I ping a chest or something so I can come back to it later and then the ping disappears a minute later.

rose pendant
#

!feedback Adding in a tab into the main menu to view 5 recent match’s post game summaries. And maybe an option to favourite matches to be added into a seperate cache so they don’t disappear as you play more games

little barn
#

!feedback given that Mithrix was seemingly the one who created the lunar items, maybe for phase 4 instead of stealing your items, he starts making usage of the various lunar equipment out of desperation.

Calling down glowing meteorites, throwing effigies of grief out, and periodically drinking hellfire tinctures.

He already sort of makes use of visions of heresy with his spray of bullets attack.

oblique sentinel
#

!feedback more ranged attacks for mithrix so you cant just cheese him as artificer or by just camping away from the middle of the area

solemn radish
#

!feedback ||add some more attacks for Mithrix, for example his "wave" attack, but in the direction he's currently facing, or his "spinning star" attack, but only in front of him. He could also turn into other survivors (except player's survivor), use their attack and then turn back into Mithrix||

honest prairie
#

!feedback
Captain feels like a very powerful "tank." Low mobility, very powerful "auto", High spike damage ability, and AOE buff/debuff. The only part of his kit that seems low is his Tazer. You'd hope a low cooldown, low damage M2 would synergize with his kit right, like Acrid? Not really, as the duration and condition attached to the stun do not make the stun/orbit combo work at high levels. The beacons could be ridiculously op with the right equipment (3 preons is fun), but they are far too specialized and local to be used mid fight.

Alternate M2: Shoulder charge/dash. A simple lunge that pushes captain in the movement of WASD and knocks back enemies. Distance/knockback scales with movement speed.
Alternate Ability (unsure of replacement): Target Priority. An aoe that will cause all AI decisions to prioritize. This means: Drones, Ukelele leaps, ATG's. That sort of stuff. (Could be another beacon now that I'm thinking about it, but that flexibility of "painting" would be nice)

manic saffron
#

!feedback Fix non-hitscan projectiles bouncing off most of the time from enemies in multiplayer when not being the host, it wasn't a problem before this update.

vague hamlet
#

!feedback
Purchasing an item from a Multi-shop Terminal will select the item you currently have pinged in the multi-shop. This featured can be toggled in the Settings.

velvet ginkgo
#

!feedback
okok hear me out
What if you could spend money on Captains beacons to increase their radius? It would make them scale because the later your run goes, the more money you get, and it would be more interesting than just increasing the base radius. For resupply beacon, maybe you could buy extra charges

gentle tiger
#

!feedback whenever 2 of the same band were to spawn on multishop have them be different.

pale meadow
#

!feedback
Maybe after stage 15 or maybe even an artifact or something that will allow mixed bosses to spawn in the teleporter..it would be cool to face 2 different bosses with different attacks and stuff in the same time

hard panther
#

!feedback
Completing a Prismatic Trial without taking ANY damage as Mercenary is absurdly hard and feels reliant on what the current Prismatic Trial is

muted pagoda
#

!feedback
Currently due to the changes on MUL-T's Rebar Puncher, the cooldown without stacking massive amounts of Syringes is substantially longer than re-tooling twice.

Example: MUL-T fires their Rebar Puncher. It hits. It goes on cooldown for 1.8 seconds. Rebar Puncher is ready to fire again.

Example 2: MUL-T fires their Rebar Puncher. It misses because they're bad at videogames. It goes on cooldown for 1.8 seconds. MUL-T retools to Power Saw, which immediately starts the Retool cooldown (0.5 seconds) and takes an animation time of 0.4 seconds. After the animation is over, there is a 0.1 second delay before Retool can be used again. Retool is then used again to switch back to Rebar Puncher, which takes 0.4 seconds of animation time.

Example 3: MUL-T fires their Rebar Puncher. It hits. It goes on cooldown for 1.8 seconds. MUL-T retools to another Rebar Puncher, which immediately starts the Retool cooldown (0.5 seconds) and takes an animation time of 0.4 seconds. They fire again. The process takes 0.5 seconds total between each shot.

In Example 2, the total Cooldown of quick-switching to the Rebar Puncher instead of waiting for the cooldown is half of what it would normally be. In Example 3, the total Cooldown of quick-switching to the other Rebar Puncher is slightly more than a quarter of its normal cooldown time.

Is this intended, and if so, is there a way to make players aware of this tech in MUL-T's survivor overview screen? While Example 3 seems like an interesting way to just use the Rebar Puncher (sacrificing a second weapon for a much shorter cooldown), Example 2 makes the Cooldown for the base Rebar Puncher (even with a second weapon) defunct until players get a substantial amount of syringes.

Make players aware of this tech with the Rebar Puncher in the Overview section, or potentially tweak the Rebar Puncher to have its cooldown still be active while retooled and not in use.

lost python
#

!feedback

An Artifact that would make all projectiles (Enemies and Players) Have a random effect (Poison, Bleed...)

Possible names: Artifact of Contamination, Artifact of Effect

native bolt
#

!feedback Make MUL-T "scrap launcher" no longer have a 1.5 second cooldown after firing your 4 shots. I'd love to use it, but any other MUL-T weapon feels significantly stronger at all points of the game unless you have double scrap and retool every 4 shots. Maybe make the base fire rate slower or tweak the damage if this change is made.

ember jewel
#

!feedback

Stage 20 unlocks clover and is also a requirement to unlock for a commando variant skill, it's a stage most people won't get to but if they do their build/itens are really strong.

My idea is to make a harder fight against Mithrix on stage 20 and beyond. not just more HP or more damage, but with different boss moves that counter every cheese strategies characters can do on the boss.

mystic sedge
#

!feedback Allow the option to have custom keybinds per class like in Overwatch. I like to, for instance, switch R with M2 with MUL-T but not for other heroes, and changing keybinds every time I want to play as someone else is bothersome.

distant bluff
#

!Feedback I think the stage 5 tele should start pointing to the planet, and not the moon to avoid confusing new players. Ive seen multiple new users confused when i mention a second loop, obliterating and such, and annoyed the game only lasts for 5 stages.
Perhaps it is pointing to the planet by default on stage 5, but stage 10 onwards it starts against the moon. The dial should still be able to be swapped manually however

modest trail
#

!feedback Allow artifacts that increase difficulty in Eclipse mode (eg: the monstergainitem artifact) imo this will make the game progressively hard and be more challenging. Perfect for Ror2's masochist fanbase.

winter pendant
#

!feedback Final Boss Hardmode Easter Egg - Potential Spoilers Below
||If the player activates the Primordial Teleporter while it is aligned with the moon and a Blue Orb is present, entering the Blue Portal will allow for a secret encounter with Mithrix. The Bazaar Between Time will appear as normal, however the portal to the Void Fields will be replaced with a Lunar Portal which will bring the player to a variant of the Commencement stage, where the rain will be much heavier and the Mithrix fight will be more difficult. At the start of the fight he will curse all players, removing 10% of their maximum health (which would remove OSP if it hasn't been removed already). Throughout the entire fight, Mithrix will now steal a random item from all players for every 20% of his maximum health removed. Mithrix in phase 1 will now use the empowered hammer slam from phase 3 which creates the pillar and the frontal cone shockwave. Mithrix will also use the spinning star attack from phase 3 in phase 1. In phase 3, Mithrix's hammer slam ability will now create a full circular shockwave instead of a frontal cone shockwave, and his spinning star attack's beams will be triple their original width. Maybe the devs could add some special lore after defeating Mithrix in hardmode. Upon completing the entire fight, the players will unlock the lunar item Eyes of the Reshaper.

Eyes of the Reshaper
At the start of every new stage, a random item will be taken from the holder's item pool reshaped into a large sum of experience, scaling depending on the item's rarity.||

eternal dome
#

!feedback create new skins for each survivor, unlocked by defeating mithrix on monsoon

golden meadow
#

!feedback make RoR 2 work with Geforce Now as currently the game gets pretty choppy on later levels for me.

lime basalt
#

!feedback
Why does the Captain come down in an escape pod?
I think he should be dropped off in some kind of small spacecraft.

junior nova
#

!feedback
Scrapping a used Dio's best friend causes the scrapper to try and scrap it indefinitely, blocking access to it (Maybe just remove the option to scrap a used Dio's)

livid shale
#

!feedback
Sniper
The Captain and MulT one-shot builds aren't filling the Sniper shaped hole in my heart

modest venture
#

!feedback
What if Acrid's blight acted like the new bleed? Because in it's current state there isn't much of a reason to pick it over poison even though it does kill enemies.

hollow basin
prisma flume
#

!feedback In order to reward avoiding damage, regardless of what ridiculous armor you may have accumulated:
Altars that open up after the teleporter is unlocked, but only if you did not "take" your health worth of damage through the zone. (this should ignore shields etc obviously)
To keep with the theme, these altars could be themed after avoiding or dealing damage only, completely ignoring any shield or health increasing items.

The idea is to, instead of lessening the value of items, reward skill. I had the idea because of discussions about lessening certain shield effects, which I am opposed to.
If I earn a shield, I want to have that shield.
Otherwise we risk going the skyrim route of leveling enemies and making every way of progress just a flashier way of interacting with equal or more dangerous enemies. This is not what It was in ROR1 and I dearly hope it does not happen in ROR2.

amber lark
#

!feedback add a new artifact called "artifact of blindness" in which the map is covered in fog that restricts your vision and you can only see in a range of about 30m or more

split fjord
#

!feedback please add the Quickplay feature again. It's so much harder now, to find a full match, and before the servers were added, it was easier to find a match that didn't have a bunch of items restricted, and sometimes i could negotiate with the other players, on what artifacts we should use. Now, i cannot simply do this, and to join a pre-made lobby and then ask for rule changes, would be very rude and selfish of me. Making a lobby on my own leads to waiting far longer too...
[Besides, i like the option to join some people, but not be tied down with a "reputation", and by that, i mean when you join a team in a game, and you develop a reputation that then returns later and follows you. For Quickplay, it lets me join, play, leave, and hopefully not get any "reputation" tagged on me in the process of gameplay.]

little barn
#

!feedback
This may be a big reach, but any chance for community translations? i have a few friends that would like to play it but they don't speak English, i would be down to make an translation patch, and many others.
Alternatively meybe giving that to a company that translates? there ain't THAT much text in the game 🥰

woven isle
#

!feedback Captain is just a shotgun version of MegaMan. Change my mind

hollow basin
#

||!feedback||

Mercenary Alt Utility Idea:
Fierce Riposte

Raise your blade and block all incoming damage for 2 seconds. After this duration, release a blade of wind which pierces through enemies for 500% base damage +10x of all damage blocked during this duration. Has a long cooldown.

This will give Mercenary another tool for his ranged loadout options while also allowing him some temporary invulnerability in case he doesn't pick Eviscerate. For a damage reference, friendly Happiest Mask allies do 15x the damage of their enemy counterparts.

raven pasture
#

!feedback
The final area's flying enemies are a pain in the ass and have a very high potential to instakill you. The machine gun attack is already annoying and can sometimes knock you back and damage you to an unreasonable degree, but that's still not the worst.

The worst is their secondary attack, the ball that moves very fast and homes in to you slightly, and the damage it does for it's speed and homing is insane, it almost feels like you'll get killed by the flying enemies before the final boss. The ground enemies meanwhile are a joke, more of a bulletsponge.

I feel that the enemies in the final area should be taken another look at, they feel a bit too spongy and the air enemies are frustrating to deal with and can kill you very quickly, not to mention the boss can spawn them in at the later phases.

jade ember
#

!feedback The distance on Acrid's utility should be toned down a bit. Due to the global utility change, getting a decent amount of move speed now turns you into a living cannonball and it feels very difficult to hit foes with it at times.

meager gorge
#

!feedback
Make Mercenary's Expose reward Mercenary with cooldown reduction after someone else hits the enemy tagged by it or make Mercenary the only one who can interact with Expose itself.

Mercenary's kit already has a heavy variance away from being friendly towards multiplayer play because of it's one goal of commitment. Missing a Blinding Assault because someone managed to kill an enemy of choice while you're in the heat of the engagement punishes you enough, but people essentially dogpiling on an enemy (IE the boss) means that you're a Mercenary that has one extra second to his Blinding Assault.

Even if it's meant to punish Mercenary players for choosing the same target as someone else, that inherently goes against the very principles of multiplayer play and just makes things even more awkward than they already are. There shouldn't be an insistence towards playing on the outskirts for "one of the highest skill-cap survivors in the game" as you stated - that's not fun for anyone involved.

Having tags directly contribute to Merc's cooldown reduction would do nothing but help him more and even put his Expose into even more of a supportive role than it already is. If anything, this would raise the skill ceiling of Mercenary since it directly encourages understanding the principles of crowd engagements in tandem with other people as well as cooldown management to efficiently get the most bang for your buck while pushing the offensive with everyone else. Not only that, but it would also alleviate Mercenary a bit by raising the skill floor as well - letting some Mercenaries that don't have a good idea of how to get in there or even just Mercenaries playing passively because it's too dangerous to engage still give something to the table.

hollow nimbus
#

!feedback
When hovering over restrictions on certain items and whatnot on the lobby details tab, please let the text box for the information on said restricted items appear on the topmost layer of the screen; right now the text box to tell what the item is/was if it's locked and what the info is is behind the lobby details box, so you can't figure out what it's describing.

halcyon hornet
#

!feedback
(reposting with some changes since the bot has stop working when I have posted earlier)

Engineer mini rework

(New weapon) Thermo seeker missile: function like the artificer basic attack, but don't burn people, can stack up to 6 missiles, and seek a enemy once it gets near for 120% Damage.

(New weapon) SP Grenade launcher classic: Stack up to 2 times, shot 4 grenades without having to charge the shot, each bomb deals 130% damage.

(Reworked secondary) Pressure Mines: now, once explode, deal 400% damage to every enemy nearby, but fragment in 4 mini bombs that each deal 100% damage each.

(New support) System Ascension: can be used in one of the engineer constructions to Upgrade into a evolved version, that is bigger, and stronger. (Gauss auto-turret, becomes Gauss termination-turret) (Carbonizer turret becomes Tesla incinerator)
you can have only one upgraded structure at time (no, this amount don't change with items), but this skill can be used in enemies to deal damage.

(Reworked special) TR58 Carbonizer Turret:
-now deals 180% damage.
-now has a run animation when is far away from the engineer and don't have a target, running the same speed as the engineer.
-now you can have up to 3 Carbonizers.
-No, this ability don't stack anymore. (it will take some time to have the max amount of Carbonizers)
-They search for enemies farther away (but will try to get back if they go too far).
-They will jump trying to hit a flying enemy.

(New special) Mech: you enter in a mecha... needs further explanation? you can have only one per Area, once it dies, you are throw out with half of your life.
-your basic attack becomes a minigun.
-your second becomes piercing bean.
-he can hoover for a little bit.
-his shift remains the same.

gilded zinc
#

!feedback
Artifact Idea: April Fool's Day
All item pools are shuffled. For example, after clearing a floor, you can get a white, lunar or red item, and not green or yellow, as usual (of course, the drop chances will be balanced) and so on, I think it will be fun

harsh stag
#

!feedback
Just had an absolute blast with the new H3AD-5T v2 buffs. Leaping (as Acrid) into the sky with 3 of 'em and slamming down to see that massive AoE explosion and damage was incredibly fun. I love how the only red item I actively avoid picking up is now one of my all time favourites.

There's an issue though; height limits. Hitting a trigger at the top of some levels and being teleported back onto the ground... well... that wasn't fun. Siren's Call in particular has quite a low 'ceiling'. The final boss area suffers the same flaw, though the ceiling there is physical, so you at least aren't teleported back to the ground. The rest of the moon, like most other levels, didn't seem to have a height limit, and that's where the H3AD-5T v2 really shined.

Can the ceiling on Siren's Call and the final boss arena (as well as other levels) be looked into and possibly raised up?

woeful iris
#

!feedback
let my man MUL-T jump while he's in his cart form, i don't think it will be overpowered at all and it'll help with his mobility

dense flume
#

!feedback Just a QoL: add a sound, like a click, when you open a container, because its hard to tell if you actually opened the container or not unless you have fireworks, which could lead to lost time, or just a distraction. Right now the container just slowly opens, silently.

harsh torrent
#

!feedback
Whilst probably not the most effective, especially in the new 3d environs, with maybe the exception of areas with rough/rapid terrain changes, I, a RoR1 Acrid primary, definitely miss his characteristic Caustic Sludge capability; which in RoR1 usually had him referred to as "The Holdout" due to excelling at hit-and-run attacks and basically being able to carry entire armies indefinitely in the proper hands.
I would very much appreciate this returning for RoR2 at some point provided survivors get more loadout options.
It likely would not be the most practical, but somebody no doubt would find a good use for it.
So, More RoR1 ports in general? The RoR1 areas don't suddenly stop existing now that Providence is dead; and making them chock-full of battle scars would make them feel old, but new again.
Characters too. Acrid was my main, but Chef is just silly goofy fun in design terms.

also a RoR1 general channel set wouldn't be too bad.
the controls are kind of janky but it's still a great game.
I know it will never be updated again, but it makes me curious as to how REX would have been in RoR 1.

verbal summit
#

!feedback
When Engineer's Turrets get Queen's Gland, they should get mini Beetle Guards. (Beetle Troopers?)

silent herald
#

!feedback
Commando's frag grenade should explode on contact. Currently it feels useless whenever you try to use it against flying enemies or Mithrix.

desert hornet
#

!feedback
Character suggestion: TC-280
Literally just a playable, and slightly expanded upon version of the TC-280 Prototype drone.
Skill wise, it would have a fairly basic machine gun for a primary attack, i'm thinking more DPS than MUL-T but can overheat. (Possible alternate: Autocannon, better damage and splash, no overheat, but less RoF)
Missiles for a secondary, with the same sort of lock on as huntress, but a charge up to fire multiple at a single target like thermal harpoons.
Utility skill would be either a temporary shield or several seconds of point defense, much like the microbots.
Special skill would be a choice between a powerful but slow charge up laser, or a large dropped bomb, large splash damage, but much harder to use effectively.

The elephant in the room is that it could fly, but not much more than Artificer with ion surge. That said, that's how this character would play, much like Artificer but with more of a focus on range and sustained damage, and far more tanky. Which gives me another idea, large health pool, but slow healing. Not hugely so, but seems fitting for a drone. Intended play style is to be sorta long range support DPS, being a quite literal gunship.

This idea originated as a mod suggestion since it could be added without having to model and animate stuff, but i like the idea enough to post it here too, along with the thought that an unlock for actually using drones effectively would be nice. Maybe as an unlock for beating a level without firing a shot yourself? Maybe for some huge amount of minion damage in a run? Something like that.

hallow ginkgo
#

!feedback
Let us scale the difficulty to how many players we want, in the same way that multitudes(mod) works. if I wanna play solo but make it feel like it's 4 player difficulty I should have the option to do that.

Also a second feedback would be to make mithrix a potential boss for regular teleporter events after stage 20 or 25 so there's some challenge in bosses

verbal summit
#

!feedback
If one of my Engineer turrets die, don't kill the living one when i spawn another.

little barn
#

!feedback
Some ideas for passives for (the few) characters that don't have them:

Commando: Adrenaline Rush
The Commando gains bonus attack speed for each ability of his that is on cooldown.

Huntress: 8-Way Run
The Huntress can sprint in any direction, even backwards.

Engineer: Lifetime Warranty
Purchased drones and turrets that break can be repaired by the Engineer for their base cost rather than an increased cost.

raven pasture
#

!feedback
The second phase of the boss should not have any enemies besides the boss. The whole clockwise cutting attack becomes awful the moment there's an enemy nearby who also has the potential to instakill you, meaning you don't have much room to dodge. Once again I'll also reiterate that the enemies have too much health in my opinion.

hollow basin
#

!feedback Add moon themed chests on Commencement to give us a reason to fight the lunar enemies.

little barn
#

!feedback remove ethereal challenge from the game

#

!feedback New Mul-T Utility Idea:

Mul-T-Tasking

Activating this replaces Mul-t's current secondary with his second primary. If both primaries are the same, they fire by using primary fire. If the second weapon is different, it takes over the secondary ability button.

dense flume
#

!feedback I’m seeing lots of players saying that Command basically trivializes the game, and there’s no reason not to take it to get certain unlocks besides the honor system. Don’t get me wrong I love Command, my favorite artifact, but maybe we can make a second option, where instead of having every item to choose from it gives you a random selection of 5 or 6? While still keeping the classic command an option of course, maybe behind a separate menu/achievement?
Edit: ok. Hint taken lmao

shell nebula
#

!feedback an Artifact that alternates which artifacts are activated during a stage, so in stage 1 you could get command and honor but on stage 2 you get glass and the friendly fire one.

harsh torrent
#

!feedback
I have presented three rough concepts for characters. What I'm interested in is what one of these characters is most viable/you would like to see of my concepts that would work best in-game, We can decide which concept we want to work together on to polish as a community and make a potential character:

-Gladiator: An absolute beefcake, this madlad came to the planet to do one thing only; fight for his life. With a Minigun on one arm and a Flail on the other, this bad boy is often the last to the fight- But is usually the last one standing. Just don't get surrounded. You're slow and huge- Bigger than Acrid, actually. (approx stone golem size), Visually speaking, his armor is rusty, but with golden trim. His equipment is obviously horrifically obsolete visually; but to our standard it would look very advanced; It should look like our near-future; but their far-past. Potentially unlocked by looping multiple times in the same run.
"And so he left, to lick his wounds for another battle on Petrichor V"

-Ukelist: And his music was Electric; Generally involves stunlocks/chain-based attacks and various auras. Very "guitar" focused; Kills always leave behind electric spite balls which can cause ridiculous chain reactions. Unlocked by Looping whilst Glass, Chaos and Spite are active.
Basically a tribute to Chris Christodolou
"And so he left this universe behind, leaving only his music, which is, has, and always will be, Electric."

-Necromancer: Come on. This is just a throw-in pitch and a fun trope anyway. A class based around using corpses as a mechanic. Very much not fleshed out; but D2 and D3 prove just how ridiculously fun an army of the dead, curses, and exploding corpses can be.
"And so they left, Corrupted and gone mad from the powertrip."

raven pasture
#

!feedback
Mercenary's eviscrate replacement should not be locked behind something that difficult. It's even more frustrating since the attack you get from it is the exact sort of attack that would make the challenge less frustrating. Only skins and other more cosmetic "bragging" things should be locked behind difficult things like that.

carmine flax
#

!feedback can we please get pc and xbox cross play, this is my favourite game and i want to play with my console friends but i can't, so please can you add cross play eventually, Thanks!

warm scaffold
#

!feedback let us scroll up in ingame chat. With pings, item pick ups etc messages quickly get out of the little chat box and you miss maybe vital information.

hollow basin
#

!feedback Buff Beetle Queen by allowing the little grubs she shoots at you to follow and attack you like wisps (or Archer Bugs from RoR1).

sweet dust
#

!feedback
Simple buff for moving turrets for engineer, make it so that they follow you using your character's sprint speed NOT your basic movement speed

little barn
#

!feedback about the main menu: the esc key on the keyboard should let me go back to the previous screen automatically. Right now I am forced to select the 'back' button.

harsh torrent
#

!feedback
Okay, let's look at an individual case by case basis.
Do you enjoy Acrid's RoR1 Caustic Sludge be as an alternative to the Leap instead of being outright replaced by it, even if it isn't entirely that viable in 3D? (some madman will find a way, watch.)
I personally do. It fit the hit-and-run style more and any enemies chasing you were damaged further thus allowing an acrid to indirectly engage opponents that could not otherwise be safely attacked, and therefore made him invaluable for wars of attrition

It was an invaluable tool and used well, could allow an Acrid to practically hold out against monsters several times his capability, even after all his allies were dead.
It also just felt more satisfying than the leap, in my eyes.

dim jewel
#

!feedback Funny story, I hit a blazing greater wisp with mercenary's blinding assault and he got propelled out of the map in sky meadows. What is unfortunate is that he was part of a horde of many teleporter boss. I was lucky enough to have enough backup magazines that I could fly infinitely out of map bounds and reach the boss. Here is the clip of my sad, sad death: https://www.youtube.com/watch?v=5Y_8VMIywQU. I would suggest placing some sort of trigger that kills enemies if they go out of bounds.

white perch
#

!feedback I think it would be cool if the beads of fealty had an effect on the final boss. ||Maybe instead of or in addition to stealing your items in the final phase, Mithrix summons the spirit of Providence, the final boss from the first game, to fight along side him. If it was instead of stealing items, the health of both could be similar to other phases instead of the reduced health he has.||

distant root
#

!feedback Can we please rework Lunar items so that not 90% of them are unpickable trash?

somber otter
#

!feedback Reduce Mithrix's proc chance or make osp stop bleeding. I've had multiple runs ruined when he takes my relics (primarily tri-tip dagger) and if I get hit by a single one of his orbs I'll get osp but then immediately die to bleed. This has happened to me as engi, commando and the captain. It makes for a terrible unsatisfying run when everything is going incredibly well only to get effectively one shot.

raven dust
#

!feedback

Engineer's walking turrets should be considered always sprinting, so they can stack boomer juice and little disciples.

balmy vapor
#

!feedback It's really frustrating trying to get into a multiplayer game before it starts. I've gotten into the middle of a game a couple times, waiting to play when their run ends. Unfortunately after all that time, the room disconnects anyway, meaning I've wasted the entire wait. I honestly believe integrating a drop in multiplayer system would be simple and solve many problems with the current state of multiplayer rooms/lobbies. if by the start of a new stage you spawned with an average of the rest of the players items by rarity, I would be so much more inclined to play with strangers, I would actually get to play with a group of strangers! there's been games i would accidentally join partway in where i'd kill just to be a part of without any items to start out. I just don't see why I have to be so limited to the online games I could play. It's almost as if the quickplay we had before was better. almost...