#ror2-feedback-and-ideas

1 messages · Page 29 of 1

hardy pumice
#

!feedback
Queen's Gland is quite a useful item for the first few stages, but it quickly becomes utterly useless. The guards die very quickly and deal mediocre damage past stage 3 even on only rainstorm.
Either having stacks of Queen's Gland increase the beetle guard's stats or having the guards inherit the player's items would help bring it in line with the strength of other yellow rarity items.

forest cedar
#

!feedback
The void takes too long. I enjoy the concept, but I hate adding another twenty minutes to my run. I'd much rather the void actually feel dangerous and more aggressive rather than time consuming. Please make the teleporter charge faster or something.

gritty haven
#

!feedback
similar to how Ceremonial Daggers are banned from appearing on scavengers, ban the Unstable Tesla Coil from appearing in the Void, as it isn't fun to have to abandon the Void Fields on the last gate because enemies can near-instantly kill you
(Edit:typo)

hexed epoch
#

!feedback

Now, I don't have the pc version, so I don't know if this is a thing yet, or if it is planned or not, but it'd be cool if you could get new skins for the characters when beating Mithrix on Monsoon. Sure the current skins are mastery already, but they could be called mastery plus, or because you are pretty much killing a god, they could be deity skins. I think it'd be a cool addition. Keep up the great work Hopoo. I patiently and happily await the console update.

little barn
#

!feedback about the main menu again: it feels a bit sluggish every time I load a new layer/screen. It seem the menu is loading the next screen which creates a micro freeze. You can feel it and see it when moving the mouse.

dapper hull
#

!feedback Focused convergence should have the same effect on the void fields

dapper abyss
#

!feedback in the 5te stage the bosses are 75% magma worm, 24% champions as bosses, 1% Solos Unit. It would be cool to have another boss in the 5te stage like the Ancient Wisp, magma worm comes too often in in the game.

velvet scaffold
#

!feedback

This gets asked for a lot, but, since it hasn't been implemented ill post again.

Could we please have a way to disable the colour filters? Abyssal depths with the magma worm filter is genuinely painful to look at, and a horrible oversight.

formal fossil
#

!feedback
To make further loops more rewarding, make successfully ending the run (either through obliteration, Twister Scavenger or King Mithrix) give 5 more Lunar Coins for each loop

harsh torrent
#

!feedback
Mithrix stealing a Shaped Glass should instantly kill him in his fourth stage; This would be the easiest rework.

stoic grove
#

!feedback right now there are some equipment items in the game not worth picking up that need a buff. These are the : The Backup, Crowdfunder, Radar Scanner, Blast shower, Volcanic Egg, Sawmerang. Find a way to make them usable please

cursive isle
#

!feedback

While I love the Admiral skin for Captain I think he needs some details to make up for the lack of contrast especially on the back of the model. To stick with the theme I'd give his seams a blue color and maybe also put a golden symbol on the shoulder patches (which of course would also be framed in blue around the edges).

safe prairie
#

!feedback
Allow Lunar Golems to use their unavailable Lunar Shell ability. They don’t do much other than absorb damage, and you may as well capitalize on their powerhouse capabilities. It would just be a cool extra thing they can do.

vital pike
#

!feedback

Last boss' last stage needs some work. I know it has been adressed in the last dev thoughts, but I can't stress enough how punishing it is. With a good build you either oneshot the last stage or die, there is nothing in between.

carmine raft
#

!feedback

How do you feel about giving some items a little bigger amount of sounds? This question was born in discussion of "What will be if Ukulele will play a few sounds of a sick ukulele solo on every activation, like that one in "The Rain, previously known as Purple" on Sky meadows or that end-stage sountrack?"

unreal parrot
#

!feedback
The return of Time Keeper's Secret would be nice, have it trigger when OSP is used

trim axle
#

!feedback

Reconnecting should be an option. Rejoin old sessions. Etc.

proven verge
#

!feedback

Merc. needs some rework.
Like the stopping when hitting an enemy with their dash and especially the unlock-criteria for his second ult

(Relying a lot on luck and even if you get a lucky map, it's still frustrating to try so many times just to get hit by rng.)

dim hamlet
#

!feedback
During the final rush to safety after the final boss, have the moon slowly break down instead of just the big explosions we have now. The arena can fall down at the beginning with only the path back to the ship not being tainted with rubble, and then both Lunar/Soup island can fall into the endless abyss. This adds a lot more tension and the sense of urgency and would be really cool to see.

little barn
#

!feedback it's probably not a priority but mod support is becoming more of a demand as the game progresses, since a lot of the subjective issues people have will already have been fixed by the community and much more
please try to push this up in the to-do list, as a steam workshop support will allow a lot more replay value for long-term players such as myself

eternal haven
#

!feedback move ||mithrix's|| monster log to the back of the boss monster logs, it's just in the middle of the regular enemies which seems like a weird place for a monster log of the final boss

little barn
#

!feedback Please put Monsoon 2.0 (The console trailer theme) in game somewhere, it's way too good to just be a trailer theme.

verbal summit
#

!feedback
When stunned, brass contraptions should drop their projectiles and greater wisps should wield greatly reduced accuracy.

glass notch
#

!feedback The twisted scavengers occupy an awkward spot in the game now that there is a true final boss. Why fight them when you can fight ||Mithrix||, especially since you need to get beads of fealty to even access them. I think it would be cool if, instead of ending the game when you beat A Moment, Whole, you'd be sent back back into the main loop, and then if you decide to go to the moon some new thing would happen, ||maybe the ghosts of Providence's Wyrms (two magma worms with the Happiest Mask effect) could spawn and help you at some point in the Mithrix fight, or maybe the ending cutscene would be changed to add some new bit of lore.||

spiral salmon
#

!feedback As much as everyone is complaining about the final phase of the final boss, I think he needs a better way to deal with aerial opponents. His running m1 attack curves up to hit them, but not in any way that allows him to consistently land all the attacks. My thought is to maybe make him do a spin attack akin to Merc's with his hammer if he's in the air.

arctic kraken
#

!feedback add a quick play option again please its a pain finding a rando lobby with the new systm

merry lance
#

!feedback A way to get rid of tonic afflictions. Probably spawns in lunar bazar and costs items.

rough quartz
#

!feedback
Artificer Suggestion: Rather than sprint canceling the Flamethrower Special Skill entirely, she could instead shift to fire the attack behind her while sprinting, giving her a temporary speed boost, and shift to normal forward fire when walking again.
(Also, tick rate really should scale with attack speed, btw.)

Edit: I realize it would be much cleaner to shift the flames to her jetpack in this scenario.

pearl fjord
#

!feedback Making artificer just a teeny tiny bit faster would make the character way more fun to play. I have had so many cheap deaths with her simply because of how slow she is

slim talon
#

!feedback
I feel that limiting the amount of items Mithrix can steal from the player by how much damage you do to him during the charge up he does would make sense rather than only allowing items returning to you based on damage done purely after he steals the items

north loom
tough pendant
#

!feedback Acrid Alternate Special Idea

An alternate special for Acrid that is similar to his Caustic Sludge from the first game. To put it simply, Acrid places poison pools when he moves for a short duration.

Why?
It would provide a few alternate ways to play. It could also have some other effects, such as the pools slowing enemies to allow for kiting a bit better. However, I just wanted to suggest the basis for the ability, I think the specifics could be left to the devs' discretion.

pearl violet
#

!feedback a quick restart button to prismatic trials would be awesome

unreal parrot
#

!feedback as engineer, interact with a low health turret/drone to repair it, with a medium to small cooldown

valid ermine
#

!feedback I think the ability to have your drones shoot the enemy that you have pinged would make drones far more worth to pick up. Pinging teammates could make your healing drones/emergency drones follow them around like a gnarled woodsprite!

obtuse dagger
#

!feedback Acrid is extremely under powered, his slam is a death sentence every time you use it on a boss, he needs new skills, his poison infilction does little to nothing on boss enemies.

junior flint
#

!feedback let us sort by lobby/running game so we don't spend an hour looking for an open lobby and only finding running games

cedar hamlet
#

!feedback Leave the Captain's kit disabled during Hidden Realms. Everyone's complaining about this, but for a character with 4500% damage on their secondary, higher dps at close range with their primary than any of the melee characters, healing in their kit, and free legendary chest hacking, AND free projectile interception, the absolute least you can do is take away half his kit.

abstract panther
#

!feedback

  1. make it so that the royal capacitor does not kill the merchant in the blue portal (I often collect shells and he automatically kills him when entering the merchant, very unpleasant. You must either give the opportunity to throw the item for a while, or so that it does not attack the merchant)
  2. Please add regular and rare pearls in team mode (artifact)
  3. Replace the buff on a rare pearl (running speed - it can harm and is not always useful) together with it you can put a rollback of abilities, an additional jump but not running speed.
rough quartz
#

!feedback
Engineer suggestion: Pressure Mines and Spider Mines have far too much overlap in function, with the latter being a general upgrade in most respects.

Perhaps make Spider Mines the default Secondary Skill and replace Pressure Mines with a totally different alternative.

west vessel
#

!feedback
Item Idea: Loghran's Bellows (Legendary)
Using your Special Ability damages and knocks away all enemies within 15m (+5) for 300% damage.

tired briar
#

!feedback Ion Surge is a cool alternative to Artificer's Flame Thrower, but the utility would be much better if the skill had innate backwards momvent (so you jump up and back instead of straight up) and had some sort of auto-hover. This helps Artificer escape the situation while also being able to attack enemies, instead of struggling to aim down at them, and open up some vertical movement. The auto-hover would also help with that.

arctic kraken
#

!feedback add a tier system to equipment because some equipment allows for super easy early game such as prion cannon, royal capasitor ect but others give less maby make a rare and common tier for equipment???

verbal summit
#

!feedback
Captain's Orbital Supply beacons should be retrievable, becoming more damaged on each drop. [Interact, beacon launches back into orbit]

  • On each retrieval reduce the effectiveness of the health beacon.
  • The hacking beacon should instead have a cap to price reduction. (eg. 5000 gold(scaling) to 'spend' per stage) - Or simply breaking on first drop.
  • Shock beacon taser timers will be increased on each drop.
  • Resupply ?

Not being able to use an ability in succession leaves a bad taste in my mouth, making Cap feel less varied in options and making Orbitals far more situational than they need to be.

novel rampart
#

!feedback I feel like Acrid's and Queen's poison puddles could look juuuust a little bit more different

feral pumice
#

!feedback Add an option to clear all 'new' tagged items in logbook to avoid needing to open each one by one

desert notch
#

!feedback Captain's beacons (with the potential exception of the hacking beacons because that might be unbalanced) should break down after a minute, allowing them to be recast in a different area.

dull stratus
#

!feedback might already be said, but make the escape key back out of the command artifact menu instead of pull up the pause menu?

novel rampart
#

!feedback and speaking of acrid, let Ravenous Bite be used mid-leap, since giving up the spit makes it really tough for acrid to deal with flying enemies compared to other meeles (you either have to use Epidemic or land right on top of the flying enemy), especially considering that he doesn't have Loader's pylon/Merc's vertical mobility

little lava
#

!feedback Item idea

Object: Bloodied moneybag
Rarity: Red
Name: Return to Spender
Description: Randomly send all money you receive from a kill flying towards another enemy, If killed you will earn 3x more money than normal.

(EX: Kill+Money projectile+Kill+ MOOR MONY)

Edit: I had a better name for this

mint kernel
#

!feedback Add skins for completing Eclipse 8

pine zodiac
#

!feedback buff artificer

halcyon hornet
#

!feedback
A Bank and a Snipers quest

Now the tunnel that you enter to get in the bazar is bigger and there is a tunnel on the Right side that goes down in spiral, and takes you to a door closed by a wall of crystals, this wall of crystal have a lot of health and regen, once you destroy them they are gone forever, and behind them is the bank.

In the Cristal scavenger bank, there is 3 scavengers, one bigger with half of his head consumed by crystals, and other 2 little ones.
-Interacting with one of the 2 little scavenger it would open a interface similar to the scrapper, once you select one of the items, the little scavenger would take them and hide on a hole in the wall (they only take white, green and yellow items).
-Interacting with the Cristal Scavenger, she will demand 1 lunar coin for each item hidden, and it would kick the wall to make the little scavengers give the items back, you can have 3 items stored.

In the way down to the Cristal Scavenger, you can find the Sniper fixing his drone, you can give him 5 green scraps to help him, and after that he will show images of a temple in the desert at the end of the aqueduct and images of 3 other characters, after that he will not appear in the bazar anymore.
In the desert, if you try to get up in the aqueduct, you will be able to keep going forward (If you already have fixed the sniper drone), until you get into a temple door, with the sniper waiting you there, interacting with the sniper, he will open the door and in there would have a elevator, interacting with the elevator you would be teleported to a hidden area, the clay temple, in you would receive a quest to Kill the old Snipers crew that now have been corrupted by the dark liquid and the sniper would help you in the process.
After killing the crew, the sniper will go to a open area with a spaceship, he will start to fix the ship and then you 2 are gone, unlocking the sniper.

So he left, with a task uncompleted, but with a friend by his side...

uncut chasm
#

!feedback turn desk plant into a green and make there be a chance of it of appearing on kill, like 10% chance or whatever

crude scarab
#

!feedback Eclipse 8 should give your nametag in multiplayer games a little icon next to it, nothing that adds an achievement/obligation to finish it, more just a little trophy that acts as a merit of honor.

formal fossil
#

!feedback
SPOILERS FOR THE LAST STAGE

Decrease the number of items King Mithrix can steal during his last phase for each monster killed in the last stage, before the boss fight. Therefore, the player will have the option of making the last phase easier and there will be a reason to fight the monsters as they are almost meaningless right now.

little lava
#

!feedback Item idea

Object: Gold Curved Knife
Rarity: Red
Name: Rapacious Razor
Description: The more money you have the more damage close-ranged attacks will do.

stray wyvern
#

||!feedback||

Wicked Ring
Wicked Ring is an item from ROR1, I think it would be nice if tweaked. It would still be a red item.

"" Critical Strikes deal 100%(+50% per stack) more damage ""

pure island
#

!feedback Having double nail gun on Mul-T puts one on each arm with a slight damage debuff

rain lance
#

!feedback
Re-name the Mastery skins to Monsoon. While being able to get the skins with artifacts on makes sense, the addition of items such as forgive me please the game is trivially easy with command to the point you can AFK the last 3 stages and final boss. "Mastery" could be used for Eclipse victories, due to it demanding a high skill level with the individual characters.

pine zodiac
#

!feedback artifact of drizle aloud you to play on monsoon and unlock skin but with the challenge of drizle

stoic grove
#

!feedback lunar item idea: Radioactive Crystal Constantly take damage (Around 5-10) per tick, and nearby enemies take around 5 times the damage, scaling the closer you get to them, but getting closer also intensifies the damage you take, up to double. Picking up more increases radius and damage

slim talon
#

!feedback
Mithrix should have a special death animation that leaves only his head/helmet behind. As it is his body dissolves which is somewhat incongruous with what is shown in the ending cutscene

manic roost
#

!feedback
Void Fields should have the same lower grav that the moon does, to help it feel like a unique stage rather.

pine zodiac
#

!idea
replace mthrax with provedence

zealous needle
#

please

little barn
#

!feedback If it does not already, Focused Convergence should also affect the vents of Void Field, making them smaller but faster charging.

Would certainly help it be less arduous.

trim star
#

!feedback It's no lie that it can get a little annoying to watch from a spectator's POV after dying to see your comrades either win and suck up all those items or fight an obviously losing battle against that Malachite Elder Lemurian Horde of Many.
So I had an idea for a new shrine with this in mind, called the Shrine of Martyrs. It would be a guaranteed one-per-level single use shrine shaped like an angel(or one of the planet gods), and it would only spawn in multiplayer games. What the shrine would do is that the player who uses it dies instantly, but all players who already died revive at the shrine just as it happens.
This could add a really impactful choice to the last surviving player in a multiplayer game. They can either try to solo the boss and get all those tasty greens/yellows, or they can give up themselves and their pick at the loot to resurrect their comrades for the possible guarantee of advancing to the next level should they not be confident in their ability to solo the teleporter event.

hexed epoch
#

!feedback

I have an item idea; an abacus. I call it the Galactic abacus, and it would be a lunar item. It's ability would be that critical strikes would give a 1/4 chance to add, subtract, divide or multiply an attacks damage as it hits, by a certain amount. It would give a passive 2% critical strike chance, and would have it's damage influence percentages, both positive and negative, increased by 2% per stack. It's an incomplete idea, and an essay to read, but I hope my dps gambling device is influential.

oblique mason
#

!idea
An alternate Primary for Captain. It replaces his shotgun with a rifle. Fires one bullet normally, charging it builds up volley of multiple bullets. This would improve his long range combat but reduce his short range combat.

balmy oracle
#

!feedback A lunar item that splits one shot into (insert shot amount) but making the damage 1/(shot amount) of the normal

severe bay
#

!feedback Can we get a new post 1.0 update forecast roadmap for new updates, similar to the early access update schedule. Nobody has a clue on how much Hopoo will be supporting Risk of Rain 2 from now on and it would be great to know what we can expect from them in the future.

crude scarab
#

!feedback Final boss spoilers: ||After a lot of thinking and a week's worth of failed attempts to beat the boss on monsoon, I want to say that it's genuinely unfun to fight the boss on the final phase fairly

Knowing what happens at the end basically makes you feel like you have to physically restrain yourself from getting anything that could be considered fun or useful (proc items, and so forth), and rely on basic stat changers.

I don't really know what could be done to make this phase enjoyable without gutting it, but I feel like it's the only real way to make the rest of the game not feel like a chore to play.

I feel like the core problem around it is that in the final phase, the boss is just too 'cheap' and slow. His attacks are a non-telegraphed spray attack that makes you wish you didn't pick up that random tri-tip dagger, and a pulse that does a crazy amount of damage that makes items like the bands feel like game-losses. Not only that but there are other items that genuinely just make the fight impossible or incredibly hard to telegraph, such as the tesla coil.||

robust spear
#

!feedback Make it so that the void cell vents bubbles in the void fields provide a regen buff before being opened so that we can skip that 2 minutes of dead waiting.

grim moth
#

!feedback: make it so that when you hold scrap, the game prioritizes spawning at least one printer of it's rarity next map. i've scrapped red items only to wait time and again for the next map to never spawn a printer for it.

gilded zinc
#

!feedback
Artifact idea: Artifact of chance
Each floor uses random artifacts

gleaming glade
#

!feedback Change the way Lens-Maker Glasses work. Currently there is no benefit to stacking them beyond 100% (unless I missed something?). I propose two changes are made. First, make it have logarithmic growth like teddy bears so that we can never reach 100% crit. Second, give it a stacking effect which gives you a growing crit MULTIPLIER instead. Crits could start out dealing 100% more damage and each Glasses increases this by 5%. So if you have 10 glasses, your crits deal 2.5x damage. If you have 25 glasses, they deal 3.25x damage, etc.

golden ruin
#

!feedback Please stop resetting the character to Commando between games. Thank you for fun times 🙂

hexed mauve
#

!feedback Similar to what @crude scarab suggested, I think Eclipse runs should be shown on the Steam status similar to regular runs, including the level of Eclipse we are on (1-8). Currently when in an Eclipse run nothing is shown on your status, just that you are playing RoR2. This way we could have some unspoken competition between friends, which I think is a good motivator to keep trying.

...And also so we can flex on our friends a bit if we choose to play Eclipse. 😉

elfin shoal
#

!feedback The current implementation of One-Shot Protection (as described by 1.0 patch notes) will not behave predictably for players. OSP will currently save you from taking extremely high burst damage in one frame, and from taking damage for the next 0.1s when this occurs. Thus, if you are hit by e.g. a projectile shotgun attack over the course of 2 frames instead of in 1, you may still die or be saved based on a single frame difference, e.g. (https://www.reddit.com/r/ror2/comments/i9lr1w/i_thought_the_new_one_shot_protection_was/)
In addition, the order in which you take damage over two frames can determine life or death:
Frame 1: 100% HP damage, Frame 2: 50% HP damage -> You live
Frame 1: 50% HP damage, Frame 2: 100% HP damage -> You die
The difference between these two scenarios is not perceptible to the player, but gives vastly different results. Even if it were perceptible, this interaction is unintuitive. Given that OSP information is now present in the UI and no longer 'hidden', I believe predictable behaviour should be prioritized.

This can be improved in one of a few ways. One option would be to treat OSP as a time-decaying buff. OSP in this case acts as a buff which simply prevents your HP from dropping below 10%. So long as your HP is above 90% of maximum the buff remains active, and its effects linger for 0.1s (or possibly less) after this condition is no longer met. This solves any issues with multi-frame hits, and is very straightforward.

wicked oriole
#

!feedback add back the "Quick match" option to match you with lobbies that has not started yet.

fierce geode
#

!feedback
add a boss and make its title "The one who asked"

whole niche
#

!feedback

Anti-Focus Crystal (working title)

Are you tired of loaders and mercenaries bullying you? - screaming at you if you pick up any focus crystal even though by late game we're all neck-deep in angry lizard people and screaming hot balls of gas in the air?

Well introducing, the anti-focus crystal, delivered as the direct competitor to the focus crystal. No more shall your chain-attack builds or ranged hits, or amazing fade-aways be in vain. Who needs to focus on what they are doing when they should be entitled to a power boost while running away, speed is power right?

What it provides:
Idea Variation A:
You will receive increased a 5% (%2.5 extra per stack) who do-not appear on screen within a 30m radius (+5m per stack)

Idea Variation B:
You will receive increased a 5% (%2.5 extra per stack) who do-not appear on screen.

Idea Variation C:
You will receive increased a 5% (%2.5 extra per stack) who are outside of a 30m radius of the player.

safe prairie
#

!feedback
Commando Phase Round: 300% -> 400% damage

Why?
I personally believe every item should be useful to some degree with Commando’s base skill set, seeing as he is intended to be the jack of all trades character. This buff would allow bands to proc off Phase Round, as well as offer some reason to take it over Phase Blast.

rigid slate
#

!feedback Change Ethereal's unlock requirement. As is, it's:

  • Needlessly unfair and time-consuming, as it relies on being lucky with a good seed, and if you get a bad seed? Have fun waiting 72 hours for a chance to get a good one
  • The only survivor ability in the game that requires Prismatic Trials, which sticks out like a sore thumb
    A possible replacement is "go two subsequent stages without Merc's health dropping below 50%" or something similar. Really, anything's probably better than the current one.
hollow basin
#

!feedback The % heal buffs for Medkits and Monster Tooth have left other heal items like Fresh Meat and Cautious slug behind. To remedy this, consider buffing Slug to also passively heal you for 0.5% (+0.5% per stack) of your max health per second (~20 seconds to full health) and let 🥩 regenerate you for 2% (+2% per stack) of your max hp on kill. (Numbers just rough suggestions)

harsh ore
#

!feedback
Final boss spoilers
||I feel like Mithrax just taking your items, and not using them at all would be a decently fair fight. Players will still have to rely on their skills with a bare survivor, and the game won't punish you for picking up really good items. Maybe buff a few bits and make him immortal whilst he's taking your things.||

worn vapor
#

!feedback
it could be really great if there was a way of saying simple things really fast like "good job", "thanks", "go", "defend", "help", etc...
With a wheel of actions for example

mint mirage
#

!feedback
It would be great to have an artifact that makes it so all teammates share items and less chests will spawn in

hexed epoch
#

!feedback

Beetle Queen, while a relatively easy fight, is not fun for me to fight cuz of how easy she is. The only attacks I see her use are the Larva with their aoe debuff, and the penta-shot acid spray. My suggestions for fixing this are; 1) Give her a little more health, so she poses a long term threat, 2) Give her a new attack, like a melee swipe from her front arms that does a base of maybe 45 damage, or how about a screech when she's at less than 20% health which summons her royal army of beetles and beetle guards, and gives a debuff that remains until she is killed, 3) Try adding a more powerful variant, so that there is some tension as you wait for either one to reveal herself. The alternate variant could be a flying one that has an attack that rains acid in an aoe under her, and drops an alternative Queen Beetle themed item, so that it's a trade off for having to face either variant. I wish I could shorten these down, I hate making lengthy things for others to read... I hope my idea inspires you all.

heady oar
#

!feedback

Differentiate player malachite spikes made from wake of vultures or the malachite elite aspect from monster malachite spikes so you know which are safe and which will hurt you in the heat of battle. Maybe make them a different shade of green or a different color entirely. This would be similar to how friendly beetle guards are a different shade than enemy ones.

wicked oak
#

!feedback !idea

I love huntress, but I wish there was a new primary attack for her, to make you aim your attacks yourself, with the trade off of having more range.

could have travel time and maybe some light drop off to balance having that range as well. Also I think this should have a slightly lower ROF than the default primary, with you holding down fire to charge the shot and releasing to shoot, taking a tad longer than the default but having that added bonus of being able to choose when to release that shot.

as I said before, I love huntress, but I feel too limited to only playing close range with her, since the primary attack and glaive both have that close range lock on.

also, I'd love a new secondary for huntress, while the glaive is cool it sucks that it's the only option, the only idea I have though is basically just something similar to commandos' secondary, but you'd probably want something more original I guess.
(I'd still would be ok with that though, since it would make playing huntress faster, since you wouldn't have to stop shooting to throw a glaive)
(also sorry for the long post)

EDIT: you could also call this new primary simply "longbow" as the other 2 are basically just short bows

severe bay
#

!feedback At the moment the story of Risk of Rain 2 does not provide any details to why the player needs to hunt down Mithrix . The games story should be updated to implement a motive to why the player needs to defeat Mithrix along with bringing important lore about Mithrix to the forefront of the game for people who have never played any of the Risk of Rain games before.

mellow pelican
#

!feedback Mithrix should be invincible while he's yoinking your items. Being able to just one shot his final phase makes him feel like a pushover, we should have to ACTUALLY fight his final phase; as it's definitely the most challenging, interesting and fun if you let him yoink all your items before killing him.

wicked oak
#

!feedback
you should be able to "inspect" your buffs and debuffs, just like how when you go into the item menu in game and hover over an item you have to see what it does, you should be able to do the same with buffs.
(especially since there are new icons appearing now with the update)

vivid shuttle
#

!feedback
Add Large Categorized chests (Healing, Damage, Utility)

bronze spindle
#

!feedback
Just thought about new shift for artificer.
How about a big blast, that you can charge to build up damage and radius.
It can also knock up small enemies, so you can do a combo with other abilities.

little barn
#

!feedback

Why do the prismatic trials differ on console too?

keen horizon
#

!feedback artifact idea

Artifact of Scrap
~ increased printer spawn rate
~ all items spawn as scrap

modest grail
#

!feedback
After the the 1.0 changes made to mercenary (most of which i loved btw) mercenary hangs in the air really well, often too well.
Simply repeating the combo m1-m1-m1-m2 will keep you airborne forever (with either m2), even on things like beetles and lemurians.
This makes dodging really hard to do, you simply cant jump to dodge without stopping your damage cycle, and whirlwind cannot be used to dodge because that only works when on the ground.
To fix this, i would suggest a change to the m1 so that it only propels mercenary up when he hit airborne enemies, instead of all enemies, in order to stop the indefinite hovering-at-head-height that he does currently.

candid dove
#

!feedback
Ideas for a few alt Captain skills:

Morning star: Fires a beam from the UES Safe Travels that deals continuous damage in a radius. ((think huntress r or alt rex m2, but a big orbital death ray))

Beacon: Care Package
Drops a beacon that summons 3 chests (healing, damage, utility). Must be purchased after landing.
((was thinking of a stand-in for the captains brooch as a beacon))

Beacon: Amp
Drops a beacon that increases the fire rate, damage, and skill recharge rate of any player standing in the zone.

hexed topaz
#

!feedback Make drones teleport to you when they are too far away. They tend to get stuck on terrain or aren’t fast enough to catch up with players who be smhooving

barren copper
#

!feedback a rare stage which can either randomly occur at any point of a run, or has a small chance to be purchased from the newt shop, that has every enemy spawned in that stage as a specific elite (can either be all malachite, blazing, overloading, celestine, or glacial) and once the stage is completed then the player(s) will have an option to become that elite by it being dropped after the teleporter boss is defeated

ripe cliff
#

!feedback Add Eclipse difficulties in multi-player. No need to have it count as clearing Eclipse mode, just make it so that players can play together on their highest unlocked Eclipse difficulty for fun.

reef blaze
#

!feedback

Either allow Captain to use his skills in Hidden Realms or give him alternate ones when he is in them. It's an unfair nerf. The lore justification doen't make sense given that his orbital bombs/drops go through surfaces. And many other 'unrealistic' interactions.

compact path
#

!feedback Given that everyone disliked @pine zodiac's suggestion to make skins unlockable on drizzle mode, why are they still available to unlock with artifacts on? Monsoon with command, swarms and sacrifice is easier than any drizzle difficulty run I've ever done.

Would love to see some skin/item/ability unlocks reserved for completing the game without artifacts or having command disable unlocks. I really want to put more time into the game unlocking everything but there's absolutely no incentive for me to play it without those artifacts on, which I find kills build variety and leads to every run feeling identical and almost un-losable.

vague maple
#

@ripe cliff

little barn
#

!feedback
Not really a game but a poll idea
Make a poll where you can vote for your favorite update, I wanna see the communities opinion on what update was the best

royal pine
#

!feedback
Stop the game from locking your cursor down in the opening cutscene. There are many times where I'm doing something else while opening the game and it takes control of my mouse even though it's not focused.

carmine raft
#

!feedback

I definitely dont like that Artificer still dont have an alternative utility, so here is my question - how community feel about a new utility like an ion explosion pulling every enemy in one place and stunning them? With this Artificer's alt secondary will probably be much more efficient, so as his ion bomb

near sable
#

!feedback
Lategame enemy damage is oppressive - it isn't anxiety inducing like other roguelike games, it's just disappointing. Defensive options are also way too polarizing - after several stages, they either become way too weak (repulsion armor plate, energy shield) or literally make you invulnerable (Tougher Times). Once you get 50 teddy bears, you can't be hit anymore. But that's not fun. That invalidates all lifesteal items, all health items, etc.

Maybe player health just doesn't scale with levels quickly enough compared to enemy damage? Because that would help energy shields be a bit more useful. Then what about armor plates? They're somewhat decent early game but almost completely useless later on unless you stack a shit ton of them. The brooches also rely on you killing enemies first to get any barrier.

The game is definitely lacking useful defensive options that doesn't just auto win you the game. I want moments where "oh shit, I got hit, I should try to heal/lifesteal/etc." not "oh I got hit, I guess my entire fucking run is over." The shield item would honestly be great if it worked all the time instead of only sprinting, and gave you much lower armor.

I wholly feel like your defensive items should not be completely invalidated late game.

Oneshot protection is important for squishy classes like the mage and huntress to be able to build full glass cannon and be allowed one small mistake. But fighter classes like the Merc shouldn't (and can't) rely on OSP. I think the game would definitely welcome more useful defensive items that are more consistent than armorpads and teddybears, potentially along with nerfing the damage scaling of enemies.

Late game, getting hit should be a sizeable threat that can be scaled down to be more manageable with the right defensive items. Getting hit should not be invalidating all the defenses you've accrued in a single hit to death.

gentle tiger
#

!feedback Mithrix needs an improvement to his AI in regards to the ramps, as it stands right now you can stand on the sides of the ramp and cheese him easily while he attacks the ground under you.

main bone
#

!feedback

When the Captain picks up the Wax Quail, it is not perched on his shoulder. This is a game-breaking bug that needs to be fixed immediately.

little barn
#

!feedback
In the void realm, when you fall off the map, it should spawn you next to the cell vent instead of in the suffocation area.

wise jasper
#

!feedback Today I encountered the Scavenger Kidkip the Gentle and tried to defeat him. The problem was, despite me having a Preon accumulator with 2 charges and kinda decent damage for the run (I was artificer), I couldn't beat the boss, but not because I couldn't evade his attacks, but because he regenerated faster than I could deplete his HP bar, making him unkillable. I think the boss should be rebalanced for being killable without having to surpass certain ammount of DPS, maybe making his regeneration cooldown in relation with your overall damage or some other way.

hollow basin
#

!feedback Nerf the health of parents a bit. Elite parents on the first loop are massive bullet sponges that feel even more tanky than the stage’s boss on Sky Meadows

dense flume
#

!feedback

Add the feature to freelook with the alt key

cursive isle
#

!feedback

After dying in an Eclipse run you should be put back into the starting screen instead of the character select or if put back to the character select the last played character should be automatically selected.

This way people don't have to click 3 times and go through 2 screens to start the next attempt.

hollow brook
#

!feedback

It would seem the captain's doppelganger isnt doubled up when Swarms is enabled. Also, there is no "big" health bar; just the normal one on top of his head. I figure it's probably just an oversight given that the Captain is the first survivor to release after the Artifact update, but I would appreciate a fix for it soon 🙂

worn mirage
#

!feedback
Acrid - Utility - Charging or alternative
Request
The ability to charge Acrids utility, or perhaps an alternative utility focused on mobility that is chargeable, the longer you charge it the longer the jump.

Current state
At the moment it's possible to get a longer leap by jumping before and utilizing that momentum for leaping but it would feel nice to have a chargeable leap where you spend some time to conduct a long leap.

Animation
The possible charging animation could be a tensing motion where Acrid gets down on all four and progressively brace itself until the player releases the button which in turn causes Acrid to leap in chosen angle.

Alternatives
An alternative version of utility could be a multi-staged leap where the utility starts with three charges and each charge used consecutively will increase in speed and therefore also distance. Similar to the triple-jump in Super Mario 64 but with more focus on horizontal distance rather than vertical.

earnest kayak
#

!feedback
In the void realm, when you fall off the map, it should spawn you next to the cell vent instead of in the suffocation area.

made by @little barn

blazing tulip
#

!feedback

Don't have Acrid's primary affected by slopes.
As is, you can't stand on a Wandering Vagrant and hit it with the primary, and it's likely the same deal with other bosses that can be stood on.

pale meadow
#

!feedback
just if there are any upcoming alt skins..i would like to suggest making some extra touches not only just recolors..like the ones that mecenary and engineer got

little barn
#

!feedback consider making the malachite debuff a % decrease that stacks rather than an instant lose all your healing, and stronger attacks apply more stacks. that way malachite wisps can be balanced to not hitscan you and make all your healing items redundant unless you can instantly kill them.

sour fog
#

!feedback
not sure if someone had a similar idea but oh well
Artefact of Distraction: Spectators can spawn as elites

hollow basin
#

||!feedback||
Acrid alt Special Idea:
Venomous Quill

Fire a quill that pierces through enemies for 600% damage. Deals 300% bonus damage for each debuff the enemy has. Regenerative.

While lacking in AoE capabilities, once you get some affliction items and Death Mark, Acrid gains the option for devastating single target damage to afflicted enemies.

worn vapor
#

!feedback
Bring back the fast matchmaking options! Little options to choose:
-Difficulty
-Artifacts : Yes/No
-Accept mods: Yes/No
And you are matched automatically with other players with compatible games. No need to scroll and try every lobby if the game is compatible or already started.

novel rampart
#

!feedback PLEASE do something to make bite acrid usable against flying enemies, holy shit. Mithrix's second phase feels impossible because you have no way to actually reach the flying chimeras except weaksauce Epidemic damage, no other melee in the game gets THIS fucked against anything that flies

carmine bane
#

!feedback Give "defensive microbots" to the logbook automatically upon playing captain for the first time. I have a 100% complete logbook, and I cant get microbots to be registered.
EDIT: By using the artifact of vengence you can get the item to drop and be added, but this just seems like a bypass to an oversight.

distant sierra
#

!feedback Went back to ROR1 today... I feel like after playing that again the final stage in ROR1 offers so much more. It is not just a slow crawl to the boss fight but one of the most intractable levels in the game. The final boss is fantastic in ROR2 although the stage he is on ruins the pace of the game.

The final level in ROR2 has so much empty space that could lend itself well to a more engaging journey to the boss arena. Even in the first area where you spawn has so much potential but right now it is just an empty room and hall that wastes time and has 0 monsters to fight.

little lava
#

!feedback Return Golden gun

torn bramble
#

!feedback

Monsters shouldn't be able to target you in the pod.

spark drift
#

!feedback
Add the player model to the 'End Game' screen with all of the items attached, so you can zoom and pan around it like in the Logbook. It's fun to see all the stuff you picked up stuck all over you.

sour fog
#

!feedback If we do get more items based on the Heresy lunar items (Hungering Gaze and Shadowfade), an achievement should be awarded to the player and unlock a new character that uses the Heresy items

open tartan
#

!feedback
The changes to Mercenary are having the opposite effect on gameplay than the stated intent. Merc is now more limited than ever, turning from a flying ability-weaving combo master into a sword-spamming robot with less survivability to back up the less-mobile playstyle. Instead of reverting or buffing Merc, I think this 3-part change to Expose can make his mechanics a lot more fun.

  1. Warrior’s Waltz: Move Expose from the 3rd Laser Sword to the 2nd.
    Lower iteration time indirectly gives Merc some of his vital mobility back, but more importantly gives him an intuitive rhythm; the combo's 3rd attack is the big hit, regardless of the ability. You can return to the days of Laser Sword 3 dealing more damage, 1-2-Whirlwind, or more quickly weave sword strikes between Blinding Assault dashes.

  2. Different Swordstrokes: The ability that triggers Expose does not get the cooldown reduction, but the CDR affects an active Blinding Assault's next cooldown.
    This doesn't alter his current gameplay of 1-2-3-Ability if you like it, but prevents change #1 from being a buff and is vital to keeping Merc’s gameplay interesting. Do you use Laser Sword 3 to recover all abilities? 1-2-Whirlwind to deal more damage while recovering mobility? 1-2-Assault-Whirlwind to maximize damage? Every Expose can be a meaningful choice, using different strategies to prioritize different elements of Merc’s kit.

  3. Set & Spike: Have the Expose debuff affect the one who applied it, not triggered it (Merc always gets the cooldown reduction).
    Instead of Merc’s kit being hijacked by teammates, he can set up enemies for punishment while allies follow through. With change #2, Merc excels at coordinated attacks, because allies give the CDR to all his abilities.

sacred helm
#

!feedback
Your items are displayed on the pause menu in singleplayer and you can mouseover them for their current effect with their current number of stacks

strong spruce
#

||!feedback||
Change to Huntress’s Arrow Rain
Change Huntress’s arrow rain from a small orb of damage to a vertical cylinder shape. The cylinder would have infinite vertical height (to simulate arrows falling from the sky) and it would always be completely vertical. All other aspects of the ability would stay the same. This would make the ability make more sense and buff it to compete better with ballista, which is currently the better option by far.

hollow basin
#

!feedback Allow dead allies to take control of friendly minions (drones, gunner turrets, Beetle Guard, etc.) to allow them to interact with the game while spectating.

dim jewel
#

!feedback Potential change to mithrix's final phase: give the items he steals from you to a shadow copy, similar to that of Providence. To beat the phase you have to kill mithrix, not the copy. This way you don't have to get up close or pop out of cover to damage an enemy that can one shot you, and can instead focus on killing a weaker enemy while evading the one with all of your items.

little barn
#

!feedback

To make the final boss reasonable and not have people avoid good items, make it so any kind of damage on him gives back items (drones, other abilities, equipment,...)

#

!feedback

I know in each character's log you can see how many times you've played them and their % but I think it'd be a nice touch to have a pie chart with that information from all survivors at once, like the pie chart in the achievements and statistics menu of ROR1

grave quail
#

!feedback improve map generation and teleporter locations to avoid unreachable items and bosses

gloomy elk
#

!feedback give a clear shadow to the Wandering Vagrant's nova so that you can more easily tell whether you're in the blast zone or not

safe folio
#

!feedback

While running command artifact, all items dropped that are only one possible item (elite items, artifact keys, halcyorn seed) will drop as an item and not a command essence

barren prairie
#

!feedback

Allow Captain beacons to push the abandoned aqueduct pressure plates to open the kjaro and runald doors

bright flame
#

!feedback
Being able to play Eclipse with friends has been mentioned a few times but unlike some other suggestions, I think you absolutely should be able to make progress through your Eclipse levels in multiplayer. If there's a concern about people being unfairly carried through this mode, perhaps making Artifact of Death mandatory for Eclipse runs could help alleviate that concern.

gleaming garnet
#

has anyo0ne noticed bosses are bugging out more often after 1.0?

strong spruce
noble terrace
#

hear me out.... ||Tf2 ROR2 engineer ||

white aspen
#

!feedback

Please get rid of the "yeah lemme just take ur focus away from u while game is loading" because it bugs my mouse and I can't use it till I alt and tab to the game to then be able to alt and tab to other app/program i had opened, it is quite mildly infuriating yknow

raven pasture
#

!feedback
I feel like the captain's hacking tool could do with a bit more functions, but then again, maybe the kit overall could use some work. I thought of using the hacking tool to activate newt altars from afar or opening lunar pods with it, but alas, that's not a feature. It's only for things that work with normal currency.

As it stands, it's always gonna be used for either the big drone, the guaranteed gold chests or rarely, the big chests if no drone or gold chests are around. I do like the possible utility of it for activating the golden shrines or the like, but if it could do more things to other structures, it'd be cool.

I do understand that focusing solely on the hacking tool is a mistake, so maybe something to make the other tools more interesting or better would be nice, but I don't really have any ideas for those.

(oh and being able to use them in hidden realms would be nice, other people have better suggestions for that though)

torn bramble
#

!feedback

One shot protection feels the same or worse than before the update. Frequently I still die in a single instant despite having enough HP. I think the time window of it being active should be larger.

hollow basin
#

||!feedback||

Problem: Each of Captain's beacons fall off in use severely late-game.

Solution: Each beacon when interacted with can activate powerful but limited use effects that would prove useful at any point in the run.

Healing Beacon - Emits a large healing nova like the Lepton Daisy, healing for 50% of max hp. One time use.

Shocking Beacon - Releases a large shockwave, shocking and crippling all enemies within a wide radius. One time use.

Resupply Beacon - The base of this beacon acts as a 3d printer for a random green item. Breaks after 3 uses.

Hacking Beacon - The base of this beacon acts as an item scrapper. Breaks after 3 uses.

earnest laurel
#

!feedback

Everyone else is proposing how to make Captain's beacons better. Here's my two cents.

Make them like Engi's turrets. Call down a second one of beacon B, the first shuts down and the second arrives.
60 second cooldown.

wet thunder
#

!feedback

Add a guaranteed cleansing pool to scorched acres so people actually have a reason to go there.

elder wadi
#

!feedback

Please add the option to make Artificer's hover toggle instead of hold on PC. It exists on the Switch version, but not on PC. It is currently really difficult to play as artificer on PC with a gamepad because looking around while hovering is hard.

warm scaffold
#

!feedback in the second stage of eclipse, and probably the ones after too, in the void fields it is not shown that the radius is halved, but the cell stops charging when you leave the "invisible" radius, even if you are still in the visible one and not taking damage

timber blade
#

!feedback I would love if you added emotes into the game for the characters to do to interact with others in the game, such as /dance, /wave, or other emotes that could go off different emotions (I also think it would be cute if your drones, beetle guards, or the Newt could respond to these)

raven pasture
#

!feedback
The plasma bolts for artificer should have a bigger hitbox, to more push the whole "reliability and hitting things over damage" aspect of them. The aoe increase is already very good, but if they had a bigger hitbox, it would make hitting flying enemies like wisps easier and more reliable.

nimble kettle
#

!feedback
Scavenger yellow item. There is a 1% chance it replaces one of the items from the Scavenger backpack (so there is about 10% chance of getting one from the backpack)
Bundle of tqwibs
Item looks like a few tqwibs tied together with a rope.
It gives 10% chance (+10% per stack) on hit to fire 6 tqwibs from hit enemy. Tqwibs explode on contact with terrain or enemy dealing 100% damage. They have proc coefficient of 1 and proc on death items when exploding.

stoic grove
#

!feedback can we get some easier to understand item readings? Right now hovering over a stacked item allows you to see the effect, not the radius, dmg, chance, etc per stack or how many it has now. Due to this, there are mods in place to make this happen but i think it would be a QOL feature, so we dont have to calculate things in order to know how they work and how much they benefit the player.

green vault
#

!feedback I don't know how it happened, but while I was playing Acrid, I leaped into the final boss arena and got stuck in the barrier that spawns when you enter. This is a super stupid way to end a run, you know? Make sure to spawn the barrier when everyone is further in front of where it spawns. I figured out how it get unstuck, though! I cranked up my graphic settings all the way up and took a screenshot. This lagged my game and popped me out into the boss. Fix this, please! (This is the screenshot I took to get unstuck, it made me land and it shot me out into the arena.)

bleak garnet
#

It would be cool if Eclipse could be multiplayer

warm scaffold
#

!feedback when you use the wings (with fuel cells) while a wing is still active, you can't fly anymore, basically losing that one ult. Also i thing it would be a major quality of live improvement if you could rise in altitude by pressing space instead of having to look up and pressing W, that is kind of a struggle

livid blaze
#

!feedback

The elite equipment should not take up a normal equipment slot. At the current state, elite equipment is extremely rare. Now elite equipment may not be very good right now, but if you find one, it is so rare that you really don't want to leave it behind, however, it is much worse than other equipment you can take. Elite equipment should have their own slot dedicated to elite equipment. So, you can still have a regular/lunar equipment, along with an elite equipment. There should only be one elite slot to prevent players from being multiple elites at once. Also, there should be some minor changes to elite equipment's effects. For example, the glacial equipment's explosion should not happen when you die, it should happen when you take heavy damage, also, only enemies should be affected by it. Also, the celestine equipment's invisible effect should be changed too. When you, your allies, or your turrets turn invisible, you should receive less enemy aggro. I also think that each elite equipment should grant a minor base damage and maximum health buff to the player.

meager sapphire
#

!feedback Can we get the option to disable the distortion from the spinel tonic? It causes some serious motion sickness at high movement speeds, which the item itself grants.

dusky siren
#

!feedback Please make the green elite enemies that spawn late game make more then one tone of weird scream. It could be cool and way less annoying.

little barn
#

!feedback
Elite equipment should do something when you press q but have a super high cooldown. With flame elite it would do a fire nova from you igniting all nearby enemies, for glacial it should do the ice explosion instead of the explosion when you die, with the cloak one it should cause any enemies within the cloak field to target you (thus giving allies the chance to assist) ect. This I feel would make them more viable as at the moment they aren't worth losing an equipment over but are rare enough that you dont wana leave them behind

fallow patrol
#

!feedback can we have Bow Master Huntress back? Its when you take visions of heresy you get a bunch of ballista shots. This is the same as Carpet Bomb Capitan where you get a bunch of orbital strikes with visons of heresy.

daring spire
#

!feedback

Change phase 4 in some way, it is the most anti-fun thing in the game.

Being punished for having good items feels really not good.

open tartan
#

!feedback
Captain’s Resupply Beacon suffers two problems:

  1. Its limited uses. Unlike Healing or Shock, it gives no lasting benefit for standing by your Captain. Giving your team a limited supply of something would be fine as a beginning-of-stage “It’s dangerous to go alone; take this” buff, but it only works if you've already been fighting.

  2. Its disproportionate effect. Like Bandoleer before it, this ability has drastically different power based on what you’re using, encouraging the team to collect high-power, long-cooldown equipment instead of supporting your teammates’ unique playstyles.

    Solution: Have Resupply Beacon charge equipment in pulses. For example, every 6s, it reduces the cooldowns of allies’ equipment by 6s. This effect could be large, but with falloff, so allies further away get 1s-2s (8%-17% cooldown reduction). A set amount of time is equally useful for all equipment, and a large radius helping over time means it can be useful outside the teleporter event.

stray wyvern
#

!feedback In the intro, the scene where Captain is looking out at the planet, have his head move up a bit when he speaks. It's not a lot, and if it's way more trouble than it's worth then don't bother, but I think it would be really cool and add to anotherwise roughly static image.

flint crescent
#

!feedback a white item that increases damage against flying enemies (maybe +15% per stack, similar to focus crystal)

plain flame
#

!feedback
I think at least one way to make the fourth phase for Mithrix nicer would be to make the rate at which you get items back faster.
In my experience it seems so little as to be totally inconsequential. By making the rate faster it would still allow the interesting concept of him taking your items, which is really thematic, but wouldn't feel so harshly punishing.

raven pasture
#

!feedback
The walking turrets for engineer need a few buffs to be a better option. Currently, they don't sprint, so they will usually be miles away from you due to being slow. Their targeting sucks, meaning that there could be an enemy literally firing at you and they won't notice for a while.

Their damage and firerate are alright, as is the slow debuff, but they really should "sprint" at all times to keep up with you and use items such as the energy drink, along with increasing their targeting range and overall improving targeting and AI for them.

(Adding to that after witnessing it ingame, their pathfinding needs work too. Like in the abyssal depths, if you place one up on the platforms or the like, they won't move at all, they don't know how to get to you.)

copper crater
#

!feedback
Hear me out, but what if there were Mimics? Something we could potentially tie into the lore, such as the planet camouflaging, and present a RISK later in a run to grabbing items? Im not sure how to go about it, but i think Mimics presenting some sort of challenge would be cool

royal raft
#

!feedback

The Pearl and Irradiant Pearl can be obtained at a Cleansing Pool by trading in lunar items, and scale defensive stats substantially. Lunar pods give a [1/3] chance to drop a defensive item. So Lunar items do not provide consistent opportunities for defense; whereas, cleansing pools provide opportunities to the player for consistent defenses. Considering the increase in spawn chance of printers, it would be synergistic with the current encouraged-playstyle to have more opportunities for recycling-interactives, such as the Cleansing Pool. The current spawn rate of the Cleansing Pool is low [~12%] and can only spawn in three stages. If the spawn rate adjusted to [20-50%], then there would be more incentive to use lunar items and then offer an effective way to scale health late game.
glossy plover
#

!feedback With the sprint, could it be possible to implement a true toggle sprint where it would not be cancelled by looking too far to the right or using something like loaders grapple or any of the movement abilities and instead it just stops giving the sprinting affect and when you meet the requirements to sprint again you continue to do so. Not sure if this would work I just find that it can get frustrating to continually keep reactivating it (especially when going for a "speedrun" with a character like loader whenever I do anything that isn't look forward). It could maybe just be a setting that you can decide to turn on.

mellow nexus
#

!feedback
Give the Overloading Worm its own Boss item, or at least make it not drop Molten Preforator. Not only because it makes no sense (Why can the electric worm drop a fire-based item?), but also because it feels really bad to do a Mountain Shrine or two, fight the most dangerous teleport boss in the game, and just get a bunch of Preforators.

unkempt light
#

!feedback add an item similar to the beads of fealty that drops at the end of the void fields (maybe a key of some kind), if you are caught in a void reaver's death attack with this item instead of ending your run you are transported to the end of time for an alternate final boss and ending.

frozen sun
#

!feedback
Captain is severely hindered by being in the void fields or bulwark's ambry. Make it so you throw a small bomb for the utility and a single use on his 4th ability (canonically carrying it on his back or something)

dim hamlet
#

!feedback
Allow Scrappers to burn Lunar Items, but grant nothing in return. This way, you can either wait for a cleansing pool to get a Pearl or maybe a Irrediant Pearl, or throw it away for nothing in return if it is hurting more than it helps.

open tartan
#

!feedback
Make conversion interactables, like Cleansing Pool and Scrapper, more consistent. You never need more than one of each type per stage (wasting interactable spawn credits), and the number of players doesn't affect the usefulness of that type spawning (either everyone has access or no one does).
Remove Cleansing Pool and Scrapper from the normal interactables director, and give them each a static % chance to spawn on the stages they can (maybe a chance for a second Scrapper, since it shouldn't be as hard to find as a lockbox). This will stop the Pool drought in singleplayer, stop 10 Scrappers from spawning in multiplayer, and make these utilities more reliable overall.

obsidian oracle
#

!feedback Make Wake of Vultures a boss item for horde of many.

rancid kindle
#

!feedback

I turned my graphics all the way down, and while most characters look the same, Rex’s plant has a very cool bioluminescent glow. Not sure why this is but I really like it.

Currently there is not much in the game for skins other than obliteration, It would be cool to see something unique like this (for other characters too) be obtainable in the future

raven pasture
#

!feedback
The final boss hurting itself currently serves almost no purpose. Whenever he does it, it will not give you any items back whatsoever and in turn, might activate some items that make him even harder to deal with, eg. medkit. Making it so that when he hurts himself, he'll give you items back would be nice, and make the fight better because the rate at which you get items back is entirely luck based and also slow as hell, you'll sooner kill him entirely than get all your items back during the fight.

reef blaze
#

!feedback

Captain's Alternate Skill

Designate Target

Captain marks an enemy, making all damage received have a raised critical chance for some seconds. In addition, all allied minions focus the target.

ivory thorn
#

!feedback

Give backup magazine cooldown reduction properties just like Fuel Cell, so they make a fun parallelism, and so that the item is more useful on survivors who find the extra charges useless (such as engineer)

modest sage
#

!feedback

Add another ability option for captain's M1 that allows him to propel himself by shooting off of the ground. In return, you could lower the shotgun's base damage by some percentage you deem fair.

This would help give players the option between mobility vs. damage.

fathom hazel
#

!feedback
In the void fields, items that reduce the player's cooldowns have no effect on monsters. When these items are integrated with enemies, it can make for an un-interesting void fields.
My suggestion would be that Whenever one of these items are introduced into the cell, it would reduce the time between the enemy's attacks by 20%
This doesn't directly increase attack speed, but it would make the enemies attack more, generally making the game feel a bit faster.

(Examples of the items are; Backup mag, Alien head, Hardlight afterburner, etc)

winter pendant
#

!feedback
Imma propose one simple thing which would help mercenary feel a lot better to play:
Revert base life regen from 1 back to 2.5.

dense widget
#

!feedback
While captain's drones get his microbots, I feel like his passive would be massively improved if they also got his hat.

fluid haven
#

!feedback

Jus an idea but I think there should be a thing where if you kill newt, he drops something rare, like an irradiant pearl, and all lunar coins purchases in bizarre are either cheaper or free. You will also be unable to come back to the bizarre after this event.

sleek owl
#

!feedback

Commando's Phase Round is extremely underpowered when compared to Phase Blast.
Piercing and range just don't really help you, definitely not enough to justify 300% damage vs a total of 1600% against a single target.
You would need to line up 5 targets just to break even, and most of those are unlikely to even be high value targets worth the abilities CD.

Phase Round should be buffed to at least 400% damage so it can proc Kjaro's/Runald's Band.
Honestly though I feel somewhere in the range of 800% would be more appropriate, which would mean lining up 2 enemies to break even, and 3+ to make a profit when compared to the damage offered by Phase Blast.

fleet cave
#

!feedback
Fresh Meat should provide 2 hp/s per stack, per kill. Currently, kills simply refresh the duration; 2 hp/s, even with a large number of stacks.
This would extend the effectiveness for this item in the late game from "nearly worthless" to a somewhat decent alternative to items like Leeching Seed and Harvester's Scythe; while not stepping too far out of it's white-rarity strength as an item.

proud brook
#

!feedback
Change "Mired Urn" so that it either doesn't target ally players or at least doesn't inflict the Slow on allies. As of right now, players only grab Mired Urn in multiplayer to troll, as some people will leave/quit/stop playing/ avoid them at all cost if someone grabs the item. It is a Boss Item, so why does it feel like a punishment for having a teammate with it?

fervent oyster
#

!feedback

when you get wake of vultures malachite buff, the spikes you drop should be pink instead of green to indicate that they're safe for you and your allies

solar vale
#

!feedback
Hat of providence; Equipment. Targets an enemy like the royal capacitor, instantly recruits them when activated applying a special effect so you can delineate them. Costs a gold fee and has a variable cooldown based on the targets hp and type, however enemies recruited this way are part of the party till death and will follow through teleporters and benefit from party heals.

formal fossil
#

!feedback
New artifact idea

**Artifact of Royale: ** When you are outside of the Teleporter Zone during the Teleporter Event, you take high amount of damage (20% of max health per second) each second.
There may be a 2 second timer before the damage kicks in to prevent frustrating situations that we are knocked off of the zone
The trial for this artifact could include some "teleporter zones" that we have to stay in unless we have the artifact key.

junior nova
#

!feedback
Artifact of swarms shouldn't duplicate ||Mithrix|| it feels a little weird to be fighting two because unlike other monsters, he's a major lore character. It's like if you fought two providences in RoR 1, it would make no sense

raven jacinth
#

||!feedback||
When putting a no rarity item (i.e used Dios) into a scrapper, the scrapper should visibly break and smoke.

hollow basin
#

||!feedback||
White Item Idea:
Feathered Plume

Gain a temporary 10% speed boost shortly after taking damage. This boost can stack up to 3 times (+3 per stack).

||Great for helping you get out of really sticky situations when taking heavy damage, and best combined with being set on fire, taking Hellfire, or being Rex.||

"Speed is war"

pale meadow
#

!feedback please change the ethereal challenge for mercenary...it is literally impossible with all the artifacts

little barn
#

!feedback perhaps a fun little achievement for getting to the secret ||frog||(not a joke)

flat hinge
#

!feedback

Make a darker commando skin similar to his ror1 appearance

crimson breach
#

Please we need a quick join like the beginning. The actual system it's so weird 🙏

white current
#

!feedback
Add a skin for every survivor that gives them the "umbra" effect, after killing their clone (more than once? Past a certain stage?). I was using mods to spawn in unobtainable items, and one applied the umbral effect to whoever I was. It was sick as hell, so it'd be nice to be able to swap to it at will (although, remove the purple screen effect when the skin is used, unlike when you pick up the umbra item in-game).

amber stag
#

!feedback Buff MUL-T’s Rebar Puncher with a bleed effect so it can one-shot lemurians and beetles in the first stage

whole niche
#

!feedback

A very small tweak can fix the "Orbital Probe" ability of the Captain and add a lot of personality to his character.

Solution: Make the Captain's Microbot unique - give him a hat like the captain - make the current microbot appearance exclusive to the ones that get added to the droids to show that the Captain's little guy is unique.

His personal little Microbot would work exactly like it does now, every thing would work the same.

But when he uses "Orbital Probe" it wouldn't come from his ship but it would come from his little personal buddy who is old (like the Captain) but can summon up strength sometimes to volley some lasers when ordered instead of just passively protecting the Captain.

The "Captain's Microbot" would stop in it's tracks and volley the barrage just like how it works now but be temporarily unavailable while volleying or shooting the barrage.

This would:
1. Fix the whole "he can't fire barrages from his ship to another dimension" dilemma

2. Add personality and character to The Captain, making him a retired rough and tough guy but still kinda a softy to robots where he has his own long-lasting one and gives every droid he encounters their own.

3. Tons of cute fan art of the Captain and his lil Microbot Buddy - once again adding spice to the character but something more wholesome than 𝒽𝓊𝓃𝓉𝓇𝑒𝓈𝓈 𝓉𝒽𝒾𝒸𝒸 𝓉𝒽𝒾𝑔𝒽𝓈- you know?

Concept Art for visualization:

stray wyvern
#

||!feedback||

Energy Drink Change

"Sprint speed is improved by 30% (+30% per stack)"

sharp flower
#

!feedback

We need more related enemies for the "family" events that only have one monster. For Parents, the obvious choices are the Children and the Grandparents. For Mini Mushrums, I personally want a Mega Mushrum boss, just a giant horrifying mushroom monster of some kind.

pale meadow
#

!feedback
When a family event, blue/celestial portal, even the speech boss...are supposed to happen..its really hard to notice them in the chat..sometimes the chat doesn’t even appear when those things happen and you dont know what is happening especially with the boss speech...so maybe consider making it appear somewhere else? Or fix how they appear in the chat

velvet ginkgo
#

!feedback
Is it just me or is it kinda weird that it’s a rescue mission, and yet we don’t see or know anything about what happened to the RoR1 survivor? I propose that we see him somewhere, maybe ||Mithrix|| brought down the contact light or something, and we see the survivors corpse on the moon.

coarse gale
#

!feedback There should be an indicator for the charging radius of the void cells in eclipse 3+, here it looks like I'm inside the radius of the cell but it isn't charging and is flashing red

near nebula
#

!feedback

I just spent the last two days on a six hour drizzle run to get at least one irradiant pearl. It took six hours to get one irradiant pearl. I understand that they're supposed to be rare and powerful and whatever but it's just, I wanted the log and I logged on at 10pm yesterday thinking it would take maybe a few hours but not six hours split between two days. I eventually found four from one pool after cleansing nearly 300 lunar items. Even if you dont increase the drop rate please increase the rate at which cleansing pools spawn because i had about 7 or 8 straight loops going to wetland, then scorched, then siren's looking for cleansing pools and out of the 75 stages i went through i only found 3. Like, that's crazy, and for just the log too. I just don't think a reasonable player who wants full completion of the game should have to do a 3 to 6 hour run to get one (stats based off of a run from @jade ember which took three hours and mine taking six). Along with the fact that this consumed nearly 1,200 lunar to give me the best odds of finding a cleansing pool and having ample amounts of lunar items to throw in it, and with the extreme rarity that your probability lines up perfectly, no sane player would get a lunar pearl in a reasonable run. And what's worse, the pearls didnt add anything to my run, by this point I only saw scavengers when I used the teleporter, enemies stopped spawning entirely, and all the scavengers would die before my aurelionite would even spawn. Please just for the love of god at least make cleansing pools way more common or likely. At least I have every item log tho.

||Thank you though, for when I went to fight mithrix with his negative 2 billion health, the last thing i got from him after he stole my items, was my 4 irradiant pearls. ||

turbid gazelle
#

!feedback
From a lore perspective, it would be cool if you brought a Halcyon Seed to the final boss fight, it will summon Aurelionite to fight with you.

silk mason
#

Elite equipment should give a static stat increase to all stats while held of something like 10% or 15%. They are a cool random drop but are not really as strong as most equipment combos as they are right now.

placid bronze
#

!feedback
A lunar item which makes every teleporter start off with 1 mountain shrine, could maybe be obtained by defeating a tp boss with a mountain shrine while taking no damage
Not sure if this would be op tho lmao

crude scarab
#

!feedback
Soft spoilers for ror1 and 2:
||This is mostly just a random idea that occured in my head, what if instead of fighting the scavengers in A Moment, Whole, you fought Providence or whoever the heretic was? It would be really cool as a hidden, situational boss that could act as a parallel to fighting Mithrix in a way.||

vocal rivet
#

!feedback
I think alternate abilities need to be rebalanced. I think having more options to play every character how you want should be somewhat similarly powered. I understand in cases like Acrids Poison and Blight there isnt really a way to make blight as powerful as it isnt percentage health damage, but i think it would be cool if every alternate was powerful enough to be viable. Take Mercenaries Slicing Winds for instance, this is by far, the hardest ability unlock in the entire game, and yet it is probably the absolute worst alternate ability in the entire game, offering no real difference or advantage from his default besides missing out on the invincibility frames that make the character viable to begin with.

hollow geode
#

!feedback
Esc to quick cancel command/scrapper UIs

What's that? Dying because you can't find the item you're trying to scrap? Just press escape then-
wait that pauses the game. you're dead now, have a nice day.

daring violet
#

!feedback
Have Kjaro and Runalds bands not activate from preon accumulator tendrils or artificer's nano bomb tendrils. It's frustrating when you try to nuke a boss with one of these attacks but then a smaller enemy gets hit by a tendril, activating the bands and wasting a lot of damage that could've gone towards annihilating the boss.

zinc rapids
#

!feedback as mentioned above. And as I just died to this. Please make it so when you are in a scrapper/command menu you can press esc to leave it quickly

uncut granite
#

🙏

!feedback as mentioned above. And as I just died to this. Please make it so when you are in a scrapper/command menu you can press esc to leave it quickly
@zinc rapids

velvet ginkgo
#

rip DYNO

grand dragon
#

!feedback
Could the Super Massive Leech like turn red or wiggle violently when it's active as a better indicator?

hollow geode
#

!feedback get a better bot

analog ice
#

!feedback I fell we should get skins of all the characters with their helmets off and for the robots to see them in the reverse as in robot space suits or something along the lines of that and we abosulotuley need a frog acrid skin

little barn
#

!feedback mired urn should be a lunar item as it saps allies, drones and turrets. Either it should remain the same and be a lunar item or it should stay a boss item and only affect enemies

hollow geode
#

!feedback
Esc to quick cancel command/scrapper UIs

What's that? Dying because you can't find the item you're trying to scrap? Just press escape then-
wait that pauses the game. you're dead now, have a nice day.

livid blaze
#

!feedback

Scavenger boss item. Something along the lines of "Every 5 minutes you get a random item or equipment"

crude brook
#

!feedback - This suggestion was made by someone else; I'm just spreading the word!
There’s an utter lack of skins for survivors. However, there are 5 additional skins, each respectively locked behind holding one of the Elite's Aspects. So, how about making these Elite skins be actual unlockables.
To unlock them, you either obliterate or beat the game while holding an Aspect, unlocking said Aspect's skin for everyone/that survivor. In addition, Aspects should probably be made more available for completion’s sake.
Source: https://www.reddit.com/r/riskofrain/comments/ib5tmq/elite_equipment_skins/

zinc rapids
#

!feedback

I have a few ideas ima post

  1. Less slow mode here please. I understand it's to keep spam down but when you play for 8 hours straight then come to post the 5 or so ideas you have it takes ages. Maybe 10 mins?

  2. Scrappers/command menus maybe add a toggle pause the game that you can add before starting the game in solo for these. And / or make it so esc closes that menu quickly

  3. A way to boost mb1 damage. A item that scales its base damage or gives it crit damage. Currently its laughable how bad it is late game. Bleed dealing 70000 a tick. Missiles killing everything in sight. Dont get me started on shatterspleen. But your mb1? 300 damage.. on crit...

  4. More skins. Even simple recolors. Like if you get 70% of all the different items in a single run. Or make it to wave 10/20/30 or even off yourself at the obelisk. I'd love a sky blue commando for example.

  5. A buff to support items. Like warbanner. Maybe have one you can place anytime anywhere once per stage. Or scale the attack speed or even give a bonus on hit effect. Currently its weak even in multi player. And I'd love to see a class that's more focused on making the team stronger. Without being completely useless. Maybe gains stats for how many buff you giving out or even how much more damage the team is doing

  6. Percent damage resistance . We have flat. And that's good early and against many hits of small damage like golem lasers. But as the game goes on this is laughably insignificant. A item that gives a percent resistance would be weak early but scales later into the game maybe a good idea. Choices are good. Pick between being tanker now or later

  7. A item that makes mb1 pierce through enemies at like 50% damage each one (first takes 100% damage. Second takes 50%. Third takes 25% ect) could be interesting with it stacking makes the numbers fall slower

stray wyvern
#

||!feedback||

how the parts of the mithrix track loop can be a bit awkward, it loops the beginning of the transition every time which i think should only play once and then have a loop without that bit in it. this can be VERY apparent in phase 2.

rain lance
#

!feedback
Higher game difficulty should make Equipment box spawns rarer.
Equipment is one of the strongest things in the game right now, period. It is also one of the quickest and easiest ways to cheese the game with an OP, auto-use equipment based run, with the addition of FMP being able to make the game quite literally AFKable.
The idea is to make equipment abuse harder to get until later into the game, as getting something strong such as Royal capacitor, Disposable Rocket launcher and FMP on floor 1 can make life overwhelmingly easy.
This will also make Command runs a little less powerful without fully restricting players, as getting an Equipment item to break the game demands a Luna item or a decent amount of skill to reach the 3rd/5th stages (where equipment shops are often found) without dying, even with command (while also letting people who just wanna make meme builds have full equipment access on lower difficulties!).

tawdry cliff
#

!feedback
Please let the captain use his skills in the hidden realms. Lore should not impact gameplay that significantly

royal sapphire
#

!feedback
Can we make the drones and turrets and such that you can get follow the player a bit better? More specifically referencing the final level, where they often get stuck in the starting room and are useless in the final fight, which is especially difficult if you're playing the Captain and utilizing his defense microbots
EDIT: Or just have them TP to the boss area during the cutscene

little barn
#

!feedback
Make buyable turrets walk around the player once bought, similar to engi's mobile turrets. Atm the stationary ones are useless and not worth the money

near sable
#

!feedback
Pinging an allied unit should, instead of saying "[Playername] wants to attack Healing Drone" it should say "[Playername] wants to defend/protect Healing Drone."

It should work with players too, for example: "Eizen wants to defend Huntress."

tired briar
#

!feedback
We've talked a lot about customizing looks, so maybe this was mentioned before. You can view your character model and be able to see how they look with each and every item as long as you have picked it up at least once. Additionally, you can "turn items off or on". If an item is turned off, you can pick it up, but it won't appear on the model. Items that are on will appear once picked up. This will give us some cool looks while not being too heavy on the process.

rotund flume
#

!feedback getting thrown into the air by magma worm or off the stage and dying because of it is super feels bad and I really hope this isn't a glitch from the physics being messed up because of the movement skill change, and if it is intentional that he can just yeet you off the stage then I would suggest that his force/momentum be decreased a lot.

teal gulch
#

!feedback Commando's grenade has always seemed like the lesser option compared to Suppressive Fire due to it's lack of consistent and reliable damage. However, with the changes to the bands, the grenade's damage potential has skyrocketed because the center of the explosion does enough damage to proc the band's effects. This doesn't quite fix the issue that the grenade's mechanics aren't as useful as they could be, especially against flying enemies. I think it would be cool if, instead of instantly throwing the grenade when activating it, the player could "cook" the grenade before throwing it by holding the button down longer. That way the grenade's explosion can be timed exactly when you want it, thus being a better source of band procs and it can be used to take out airborne targets

somber crypt
#

!feedback Increase the pylon limit on loader to like 10 since making a build to spawn one pylon a second to find out you can only have 3 out is sad.

dense stream
#

!feedback
Give aspects active abilities, in addition to their passive bonuses.

wide creek
#

!feedback
You can avoid almost every attack of the final boss by standing in the platforms at the side, those should be removed or changed in some way players cannot abuse this strategy

Also I come with an idea, Challenges, (along with some more steam achievements). Something similar to The binding of Isaac Rebirth challenges, this is a run where the player must play with certain rules

I.E. Only beign able to pick 1 gray, 1 green,1 red and 1 active item and beat the boss.

Or playing only as X caracter with locked loadout and specific items (Lets say 1 gesture of the drowned and glowing meteor +1 gesture every stage and no active item spawing)

I think this could be a lot of fun also giving players more stuff to do in the game, trying new unknown combos and going out of the "comfort zone" etc

little barn
#

!feedback
Please make teleporter easier to find on Scorched acres.
The entire map is the same orange color as the particles, and the platforms are the same grey as the TP itself.
The varying elevations and tendency for the teleporter to hide in tight nooks exacerbates this issue.

It's the only stage in which I can spend a solid 2-3 minutes simply trying to spot the teleporter.

wraith anchor
#

!feedback
Harvesters Scythe to be a bit more Viable for crit build healing. Instead of a flat rate of healing, make the initial drop percentage based, and then consecutive stacks add flat healing. example:

Scythe is 2% +4 (+4 per stack)

That way, Scythe will always feel viable regardless of how many stacks you have of it.

(As it stands right now, it's just 8hp +4 per stack flat)

atomic quest
#

!feedback
|| Make mithrix immune to artificers freeze debuff. I think disabling his movements and giving him an execute threshold makes the fight really easy. And hes a boss, it would only make sense for him to be immune to it. ||

harsh torrent
#

!feedback
The version of "a glacier eventually farts" used in-game has Herzog's quotes removed.- This is a mistake, not a bug.
Honestly the "philosophical" speaking sort of fits the situation; risk of rain and it's story in general, and is generally also a strong message about life.
It's a mistake to have it without the speach. Some people might not like it initially, but it grows on everyone.

frozen burrow
#

!feedback
Gives us the option to go to the final level in each stage post loop like in RoR 1, kinda sucks to want to do 1-2 more stages before going to the final boss only to see that you have to weather an entire loop instead.

prime basin
#

Penis an

tender raptor
#

!feedback more of an idea for if they decided to add chef in the future. How about replacing the oil slick move with a panini press that squeezes all of the enemies together so they line up so the boomerang cleavers feel more viable of a weapon in 3D. Also this would help with items like the saw blade. Just an idea but I thought it fit the theme of the character pretty swell-ly

robust spear
#

!feedback Captain is a pretty sick character but 1 of his core mechanics has a pretty big problem. Electricution, it's pretty lacking. It's only able to be applied in 2 ways (his M2 and a varient of his R), so you'd think be a pretty valuable mechanic. Well for 1, his M2 feels near worthless. It does so little damage and only really hits 1 target, and the effect gets totally negated by any sort of damage, so after the second stage it feels like I could go totally without it. At most you could like up a shot with his LSHIFT, but that shouldn't be the entire value of a whole entire skill. It really is probably one of the most worthless, and unsatisfying skills in the game if you really think about it. His R version of the skill has somewhat more value, in that the beacon itself does a fair deal of damage and is pretty good at crowd controlling smaller enemies like beetles, lumarians, and wisps, but crowd controlling those types of enemies has never been a major issue in Risk of Rain 2 (aside from maybe wisps but his R won't solve that). It seems A LOT less useful though when you realize it doesn't effect larger enemies like Parents and Greater wisps (and also bosses but that seems relatively more balanced). Overall, both of these skills but MAINLY his M2 seem pretty pathetic.

How could you fix this? There are a fair deal of ways you could buff the mechanic. And frankly it should be buffed in at least a couple ways as well. You could make it so that them taking damage doesn't cancel the effect as well as possibly doing rapid but low damage over time. You could make it so that if also effects large enemies. You could make it so that the effect bounces of enemies and applies to more than one similar to how ukelele works, though this would more be something applie to his M2 as that doesn't seem to useful for an AOE ability. There are really many of ways to make this useful.

Also like others have said please let him use his last 2 abilities in other dimensions! Fun>Lore.

brittle pollen
#

!feedback It is absolutely crazy on the Mercenary: Ethereal challenge is still a thing. Don't be afraid to make challenges less stupid if it is for the greater good. I would say change it so it isn't reliant on the RNG prismatic trials which may, theoretically, for months be impossible for this challenge.

harsh torrent
#

!feedback
I strongly, strongly doubt that anything in RoR1 cannot be properly translated as-was in RoR1 to RoR2.
If you're so sure about this; then why deny us the possibility?
All I'm asking is the possibility to test and check some of the more "problematic" ports of RoR1 abilities and content to see for ourselves.
Hopoo thought RoR2 would not work in 3D, yet here we are.
I am 100% certain it is the same case and people are too focused on what is a matter of perspective
If you're not afraid of being proven wrong, then why shut down any possibility of it instead of both parties saying "okay, fine, but let's see how it works out, maybe we're wrong about it."

It took me approx 20 seconds to do this mockup of the acid trail of Caustic Sludge in 3d. That's a ramp up to a higher level. Enemys are forced to walk on this ramp to get to you. This is a chokepoint. They have no choice. There are other ramps, but they too are chokepoints. Imagine sky meadow or abyssal depths and that's the most likely place a 3D Acid-Trail would work out best; as they are full of ramps, winding paths, chokepoints and narrow platforms; all of which work in Caustic Sludge's favor; and likely to the favor of "hurr durr it's not 2d it wouldn't work" doubters who want to shut such things down without even checking out the possibility.

course this is just going to get downvoted into oblivion so why bother?

honest sparrow
#

!feedback
Character idea:
Guardian
Normal attack: use ahand gun use a hand gun with 12 bullets dealing 100* base damage

Special attack: "shield of the protector" thow a shield that bounces around monsters stunning them for a short time

Utility: "crystal pride" summon a pillar that agros all near by monsters and boosts attack speed lasts for 30 sec has a 40 sec cool
down

Ultimate ability:" agrovating presence" activate his sheled causing all monster to agro to him wall geting a speed and dps boost

Passive. "Gardian houner". If a attack his if his utility and ultimate if active. Have a 35* chance to black the attack

How to get. Find him within a fracture

Look. I don't have 1 yet

(Ps sorry for bad English)

eager dagger
#

!feedback
make player characters immune to crowbar effects. ive recently discovered they are a HUGE contributor to a problem with the difficulty of the final boss

little barn
#

!feedback I'm aware this idea will take a lot of additions but I'd like to throw it out there anyway to see what the community thinks.

Currently the Newt is just atmospheric, it would be a really interesting dynamic to have him actually be a trader where you give him an item (similar to the scrapper), in return he would give you a Lunar variant of the item with a unique benefit/drawback.

e.g: in return for trading the Newt 'Tougher Times' he would give you back 'Rougher Times'.

hushed musk
#

!feedback
The final stage of the end game boss fight can feel pretty impossible on some characters. Using Acrid's poison, I got mithrix down to about 3500 health, at which point I could no longer poison for some reason. Still had absolutely zero items. Items should be given back based on total damage, not from single hits. Some characters really struggle to get large hits without going melee and dying.

stray wyvern
#

||!feedback||

Themed Updates

The early access updates for ROR2 were great and were themed with a stage or two, usually a new system, new items, a survivor usually, skills, etc.

What I'm proposing is doing themed updates based on those types of content I just listed above. Instead of adding a bit of everything, just make updates of One thing, and flesh it out completely. Maybe there could be a survivor update that adds 2 new characters (similar to ror1), full new characters with full kits and everything. Or maybe an alt skills update, dedicated to balancing all skills and adding a ton of new ones. Stage update, adding alt stage variants and maybe even new stage types altogether.

This kind of update philosophy is a bit more relaxing and less all over the place, and it should bring out much more completed and polished content from the get-go since it's focused on one specific thing.

little barn
#

!feedback More newt and newt related mechanics.

wind galleon
#

!feedback

Let us toggle artificiers jetpack on and off, my thumb is sore from holding it all game

harsh torrent
#

!feedback
You know that character idea that was stated to be from the planet and "worshipped" the survivors?

Make it a Scavenger. It's a clear-cut and logical idea considering both the scavengers and the players hoard items. scavenger

"Bobbу:
That's my feedback, the hunger for more items makes you forget who you are, and eventually you are just wandering around taking items from other players"

cinder bison
#

!feedback

The last boss should not be able to be cheesed so easily while he's still stealing your items.
You should be able to deal some damage to him while he's still stealing your items but just straight up killing him while he's doing that feels like it was unintended.

strange cradle
#

!feedback

We should have a nintendo news channel created for those who don't know where to go for update notes

cold ore
daring violet
#

!feedback
Have Kjaro and Runalds bands not activate from preon accumulator tendrils or artificer's nano bomb tendrils. It's frustrating when you try to nuke a boss with one of these attacks but then a smaller enemy gets hit by a tendril, activating the bands and wasting a lot of damage that could've gone towards annihilating the boss.

meager sapphire
#

!feedback
Provide a graphical option to disable the filters from Brainstalks and Spinel tonic, for accessibility reasons. I suffer from vertigo, and late game is rough enough already. It would be nice to see.

muted berry
#

!feedback

Don't know if this has gotten suggested before but you should be able to drop/give items in co-op and/or bring back the option of item sharing from RoR1.

Most of the time when you are playing with people and they die they won't be able to truly get reintegrated back into the game. Good ways to counter this would be bringing back the "item sharing" feature from RoR1 or to simply be able to drop items to make item sharing easier.

It would also help when playing with hoarding randos, you can just go to a lobby that has the item sharing enabled.

harsh torrent
#

!feedback
RoR and it's story and characters are fairly unique, and I figure a full-feature animation of some sort about it ontop of the games would be beneficial. One of the many unique elements is us, the player characters, the survivors. Many people don't seem to care too much for RoR's story; but those who have dug in realize just how goddamn sad it is and how relevant it is to today; even though most of it is kept vague and out of the player's way, which serves great for gameplay. **Unlike in many other games, our characters are actually remorseful; They go insane and stuff all sorts of mutating objects into their body just to survive. But the entire time; they're actually outright sad about having to murder everything in their path. They don't WANT to, They HAVE to. And that's some goddamn character right there if I've seen it.

"And so he left, with everything but his humanity..."
"And so he left, with terrible power in trembling hands"
"And so she left, her soul still remaining on the planet."
"And so they left, body wracked and spasming with unbearable agony."**

Honestly. Deserves at least a joint nomination for "best storytelling" in conjunction with RoR1- because it's so meaningful but also not in the player's way; But anybody who reads it generally feels, "Aw, shit. Really? I just feel terrible now. 😢 ", Even the music tells a story

Hell, this alone is a catch for it.
"Two brother alien gods.
Torn apart through differences.
A death-world for a hoarder obsessed with protecting doomed species.
A company ravaging the planet of it's resources.
Survivors forced to commit unwilling genocide of an entire planet and made to mutilate and mutate themselves just to live.
Are we so different?"

It's never made clear who actually dies and when, and who survives; but we see them have mental breakdowns throughout.
"And so the audience left, searching for meaning in our meaningless reality of life...
Risk of Rain...
...Risk of (bearing other's) Pain."

dreamy tendon
#

!feedback please give Commando his invulnerable roll back

little barn
#

!feedback
twiddling your thumbs in the artefact reliquary watching your drones die and not being able to do a single thing about it because nothing is spawning is not good

harsh torrent
#

!feedback
Add a random philosophical quote to the startup which fits the game's overall theme. Commencement's song name is a reference to this:
“ I thought of a world without memory, without time; I considered the possibility of a language that ignored nouns, a language of impersonal verbs and indeclinable epithets. This is how the days died and the years died, but something similar to happiness happened one morning. It rained, with powerful slowness. ” - quote from Jorge Luis Borges, Argentine poet and short story writer. Translated from Spanish to English

limpid blaze
#

!feedback Would be nice for squids to increase in health as you stack them. They can still die at the same rate (although cool if they didn't), it's more about surviving against enemies.

lone patrol
#

!feedback Captains M2 is lacking, like a lot of others have said.
My main gripe is that there is currently no incentive to Bank/Bounce shots.
My suggestion is to allow the Shot to bounce infinitely on terrain (expiring after a period of time) and explode in a small AoE after it has been bounced, stunning a larger area. Potentially even allow the shot to deal more damage for each consecutive bounce on terrain.

blissful blaze
#

!feedback
lunar item that increases your damage based on your movespeed, but increases the damage you take if you get hit

granite ibex
#

!feedback
Allow using esc for screens like the scrapper, command artifact selection etc. And also implement esc on the various menus on the main menu to go back one screen.

shell solstice
#

!feedback
lunar item idea:
Name: 2 way mirror
Description: 10%(more or less) of your incoming damage is reflected back onto the user, however 10% of your damage in reflected back onto you.

little barn
#

!feedback the fall damage and respawn placement on the moon is incredibly frustrating.
Just lost a run that was bound for victory because I had to jump off of Comedy Island and the fall damage put me low, then the respawn location put me right next to a lunar chimera who blasted me and instantly killed me, I didn't have a chance to react because of where it put me.

#

!feedback
Revisit one of the twisted scavengers: Kipkip the Gentle. While the healing item changes are good, they make this particular boss almost unkillable. On drizzle mode, it took me 10+ minutes and over 800+ stacks of bleed to out-damage his healing. Some changes and tune-ups are gonna be needed as stacking that much bleed shouldn't be the way to kill something.

lament garnet
#

!feedback
It'd be cool if some items gave extra visual effects, such as fungi popping mushrooms out of the ground, or hoppo feather giving like a very short transparent wing flap, etc, maybe have a graphic option to turn down such effects.
Definitely not necessary, just a cool idea.

vapid raven
#

!feedback rings should be back to what they were before, either that or CD cut in half and damage tweaked down aswell, when i play commando with default loadout i have literally no means to proc rings as they are right now, unless it will proc off other items or effects, and that is a bad thing, overall having another cooldown, however potent, is making those items worse than before, after all on most characters you WILL have to spam your damage abilities and the ones triggering rings effect too

little barn
#

!feedback
There should be an "deal damage" healing item that benefits survivors that scale poorly with attack speed like Artificer, Loader and Acrid.
Most healing items heal you for a flat amount per hit (Harvester's scythe, leeching seed) which don't work great for them, this means their best options are stacking items that make them tankier, which works, but means once they drop below OSP its much harder to get back there.

harsh torrent
#

!feedback
Umbras can now potentially be controlled by other players on their own loops; PVP in this game would be crazy
Hope you enjoy being invaded.

viscid silo
#

!feedback
lunar item idea:
Name: 2 way mirror
Description: 10%(more or less) of your incoming damage is reflected back onto the user, however 10% of your damage in reflected back onto you.
@shell solstice instead maybe an item that reflect flat damage (legendary item instead of lunar and the dmg reflect per stack is not very high so enemies wont one shot them selves)

white tartan
#

!feedback LoL best shit ever mithrix with full crit and like 40 molten perforators just watched a single shot kill like 4 or 5 people on a 16 person game. MonsoonSaiyan

opal vigil
#

!feedback
Make Right clicking close the Command artifact menu, there really needs to be some panic button exit for this as a few times I thought I had 1 second to pick an item and out of nowhere a blazing stone titan spawns right behind me, my default button is Right click and then Escape, which pauses my game and I have to hit MORE buttons to exit the menu, along with pinpoint clicking the cancel button.

formal fossil
#

!feedback

New Lunar Item: Renewt Shape: In each stage, the drop of 2 small chests will be changed with 1 (+1 per stack) Lunar Coin.

I feel like there should be more ways to make Lunar Coins since gaining 5 (or 15 with by defeating the Scavenger) per successful run feels quite slow. The aim of this item is to make you able to farm Lunar Coins with a drawback of loosing 2 items per stage.

candid dove
#

!feedback
Rework Mithrix's 4th phase so that instead of stealing items from you, he gathers them all and destroys them permanently, forcing you to fight him one on one with no trinkets or baubles to get in the way. A true honorable duel to the death. This of course would require the escape sequence to be a bit redesigned and the timer extended so that low mobility characters like engineer or captain still have a fighting chance to make it off the moon. If permanent destruction seems a bit harsh, you could just have him give all your items back after you kill him.

little barn
#

!feedback add words such as ě,š,č,ř,ž,ů because i wanted to make a czech translation but these words are replaced with ? so please can you add those

fiery widget
#

!feedback
Artifacts should either lock achievements altogether, or at least disable afk farming using the void with artifact of sacrifice. While it doesn't directly impact anyone but themselves what's the point in locking skins behind monsoon when you can just afk farm 1000 items and then go kill Mithrix instantly before you even hit 10 minutes

gilded zinc
#

!feedback
When the enemy has a large number of debuffs, then one of them, which has a four-digit number (3025 of bleeding in the picture) is not displayed quite correctly.

sour hollow
#

A Moment, Fractured really needs to have its teleport boundaries reduced, or you can fit in a sandwich break if god forbid you suck at platforming

sick aspen
#

!feedback a colour saturation slider for environments, enemies, and players, game doesn't feel bleak like ror1 and i miss that

limpid blaze
#

!feedback
Flip the challenges/rewards for Ethereal and Mercenary Mastery.

  • Mastery mirrors the way you unlock merc, the same way Huntress' special challenge mirrors her unlock
  • Cool, unique skill won't be locked behind a challenge that many simply find clashing with the rest of Risk of Rain 2 and aren't interested in. If the reward was cosmetic there would be considerably less sour grapes around it
  • Doing a no hit challenge is more conclusive proof of mastery than ye olde obliteration run
  • Would be a cute little detail highlighting Merc as the sweaty nerd class
buoyant wigeon
#

!feedback An idea I had for a buff to Captain's M2:
If the shock debuff is ended by you dealing damage, an electric pulse similar to Captain's Shock Beacon will be released from the enemy, damaging other nearby enemies.

brazen comet
#

A Moment, Fractured really needs to have its teleport boundaries reduced, or you can fit in a sandwich break if god forbid you suck at platforming
@sour hollow !feedback

velvet ginkgo
#

!feedback
Instead of flipping the unlocks for Merc Mastery and Ethereal, make ethereal into a second skin unlock and have a new unlock for slicing winds. To make it fair to people who did the old ethereal challenge, they would get the skin without having to do it again, and they also wouldn’t have to do the new challenge for slicing winds.

Edit: forgot to mention that this would also keep the Mastery unlocks more consistent than in the other feedback

ruby socket
#

!feedback
In multiplayer players fight over who gets which item and that results in all players being collectively weaker than 1 player who would have gotten all the items. To fix this issue and make this game a good multiplayer experience while keeping the fantastic single player experience I would suggest to have 1 inventory per party that is shared across all players. This would also complement joining into a game afterwards and lessen the impact of dying in a hard fight and being completely useless due to a lack of items in all further stages. Also on kill effects should trigger for all players (things like shield or health on kill)

lament garnet
#

!feedback
Lunar Item; Beggers Wallet
Gain 50% less gold but keep gold between stages

livid blaze
#

!feedback

Horde of many boss item. I don’t know what it will do, just there needs to be a horde of many boss item

dreamy owl
#

!feedback

I had a dream last night about risk of rain 2 where they added a thing called tributes that let you pick huge downsides for a single stage that later rewards you with a decent quality of items or something like a money multiplier. Tho the downsides in my brain weren’t told to you directly it was a vague name on an alter you can go to beteeen levels like the shop. The names were stuff like Tribute of Acceleration, Tribute of Abundance, Tribute of Haste, Tribute of Disaster, and Tribute of Limitations. they all did stuff that made it a great deal harder to play the game like speed up time, added one multiplier’s worth of enemies, give the enemies additional mobility, made it so the meteorite is constantly firing for the duration of the level or purposely limit yourself from receiving items better then whites.
And it only appears after the second or third loop.

steep trout
#

!feedback
Rework idea for Captain M2 ability: the shock will be able to cancel any attacks, including attacks from bosses (such as Stone Giant's laser, Vagrant's explosion, Dunestrider's leeching ability, etc). However, it does not stun the enemies/bosses for longer than 0.2 secs. It would be designed to solely cancel attacks. This would make the ability unique compared to other abilities and items as in its current form, it feels like a stun grenade but with a longer stun. It could also have a longer cooldown so the ability would not be "spam-able".

west canyon
#

!feedback Acrid should get a new M1 with only one swing and an effect, like regen or dealing all poison damage immediately(an older idea from top feedback). The three hit combo can end up killing weaker enemies before the regen hits, and stronger ones will stomp you past stage 4

little barn
#

!feedback
So currently I see no real reason to pick Shield over regular Health. Health has many things to help you keep it up, and are the better solution when it comes to survivability. As such, I feel like there should be Shield related items, to make Shield Generators better, and trascendence an item you may want to find in your runs. That or Health related items (such as being 50% health grants extra damage, for instance), so that you get the extra benefit from having many Shield gens, or a single Trascendence. This is just a general idea, and really I've got not that many ideas on how to implement it properly, but I feel like it'd be a fun/interesting idea, to give more options aside from Health being the better solution most of the time.

safe quail
#

!feedback
Add a bit more lore after you complete game. This "And he left blah-blah-blah" look intersting , but i'd like to see messages like "And he left, he was "blah-blah", he was blah blah, and after leave the planet became blah-blah".

covert solar
#

Xiaz
Artifact
Summons the Glacial Stone Titan every 90 mins
@little barn don't forget to add !feedback later😊

raven pasture
#

!feedback
Make Acrid's blight work in a similar way to current bleed, where stacking blight will refresh the duration of all blights. Alternatively make blight have a chance to proc items. Currently blight is usually inferior to poison, the ability to finish off enemies is an upside but it's not a very big upside.

vague maple
#

!feedback
Drones should always remain within a certain radius of the player, or remain at a fixed position relative to the player (like equipments, but farther away). If they're forced to be near you then you can better drag them out of danger and point them at the right things to kill.

little barn
#

!feedback
New Artifacts: XIAZ and CHALLENGE
XIAZ Summons the Glacial Stone Titan every 90mins
CHALLENGE Enemies deal 2x damage and your character health is lowered by 2x

fervent oyster
#

!feedback

make bandolier pickup fully reload visions of heresy. the cooldown on visions of heresy is 2 sec per stack, and bandolier pickup only gives one bullet, which resets the full cooldown if fired. If you have 6 visions of heresy, your M1 cooldown is 12 seconds, and bandolier will keep giving you just 1 of your 72 bullets, and restarting a 12 second cooldown when fired

white tartan
#

!feedback
Release bandit

fleet moat
#

!feedback
Drones need to have better scaling. At the current moment, they are pretty decent in the early game but their damage and health just doesn't keep up with the scaling of difficulty. By the time you get to stage 4 the drones basically tickle enemies.

Also, the captain's defensive microbots needs a little rework on some projectiles. Most of them make sense, but that tiny little guy being able to destroy Alloy Worship Unit jump pads or ||the blue flame pillars when you're escaping the moon?|| That seems a little strange to me.

cinder steppe
#

!feedback
When you as captain place down the Hacking Beacon it should highlight what item it would unlock this works twofold: 1 it allows you to see if the tower is within range and 2 it shows you which item from a Multishop you would end up getting.

winter pendant
#

!feedback A few items in the game only increase their % chance to occur when stacking many of them, with mainly lens maker's glasses and sticky bomb coming to mind. This means that these items will eventually reach a hard cap to how many will be effective to stack. A good way to address this and make these items scale past their current cap would be to make going above a 100% proc chance of the effect to instead increase the damage of the effect by the % proc chance which would be wasted.

As an example, sticky bomb has a 5% chance to occur per sticky bomb, and deals 180% damage.
Having 20 sticky bombs will give you a 100% chance to apply a sticky bomb for 180% damage.
Having 21 sticky bombs will give you a 100% chance to apply a sticky bomb for 185% damage.
Having 30 sticky bombs will give you a 100% chance to apply a sticky bomb for 230% damage.

At 1 lens maker's glasses, you have a 11% (with base crit chance) chance to deal 2x damage.
At 9 lens maker's glasses, you have a 91% chance to deal 2x damage.
At 10 lens maker's glasses, you have a 100% chance to deal 2.01x damage.
At 11 lens maker's glasses, you have a 100% chance to deal 2.11x damage.
At 15 lens maker's glasses, you have a 100% chance to deal 2.51x damage.

jagged flume
#

!feedback Something about OneshotProtection isnt working. I have seen multiple times where it didnt proc AND just lost a monsoon run to Mithrix's Hammerslam due to it oneshoting me rather than leaving me at 1hp/10hp

edgy breach
#

!feedback Mithrix shouldn't be able to take the items of dead players, much like how artifact of vengeance doesn't spawn players who are dead. This just makes it much harder for those still alive.

narrow epoch
#

!feedback
unprogrammed cauldrons
add a chance for newt shop or moon cauldrons to spawn without an output item
activating it brings up a menu like command/scrapper asking for an offering
you can select a red or green item (possibly limited by cauldron colour?)
the item goes into the cauldron and is destroyed, but becomes the cauldron output, so you can make more
(red is obviously a lategame thing, but green one would be useful by the second or third stage, also gives
a means of obtaining more of captains bots)

dusty zealot
#

!feedback
Queen's gland should allow engineer turrets so summon regular beetles (not guards). While not very practical it would be pretty cute and would make the subpar item a little better.

versed sandal
#

!feedback I’d love to see a bunch of completely ridiculous artifacts added (some of them can disable the challenge completion things)
Artifact of disobedience - you can only see the item’s rarity before you pick it up
Ultimate artifact of metamorphasis - you turn into a random survivor after each stage
Ultimate artifact of the swarm - 8x enemies, x.25 damage and x.125 hp
Ultimate artifact of enigma - equipment also switches once a minute and Cooldown is reset
Ultimate artifact of command - might be too op, probably shouldn’t be added
Artifact of dishonor - no elite spawns
Ultimate artifact of honor - only boss spawns
Ultimate artifact of dissonance - enemies don’t spawn in groups either, you just get a bunch of random different enemies at the same time

There might be some more crazy artifacts that could be added too.
Also just restating - I KNOW SOME ARE BROKEN AND OP THEY DONT HAVE TO GIVE ACHIEVEMENT PROGRESS

north cargo
#

!feedback An option for the mercenary prismatic that reset and relunch the trials if you take any damage that cancel the challange.

white silo
#

!feedback have less delay between clicking and shooting captain's tazer

primal tusk
#

!feedback Give us the ability to hold M2 for captain's tazer, and show some sort of laser pointer when doing so. That way, we can see where the shot will end up when you bounce it

eager wyvern
#

!feedback
make the portals in the wetlands aspect map spawn farther from the walls, so bosses don't spawn over the wall. That way players can charge the teleporter while fighting the boss like normal, instead of chasing the boss, killing it, then going back to charge the portal. (just a quality of life change)

dim hamlet
#

!feedback
Have Mithrix turn into this monstrosity when the player has the Beads of Fealty and he is able to absorb it. This would add an extra, 'true' final form to our favorite Lunar Man.

When defeated, he will grant the player 20 lunar coins, and afterwards the Moon explodes like normal.

sharp nebula
#

!feedback once you align the teleporter on stage 5 to the planet can we keep it aligned after that until we decide if we want to goto the lunar area

tribal walrus
#

!feedback Please remove Brass Contraptions from the horde of many monster pool. 95% of my runs end on Stage 5 due to either blazing or overloading brass contraptions, which have zero counterplay and can't all be visible at the same time. If this happened once every, say, 10 or 15 runs, then it'd be just annoying. But the fact that it consistently happens in 8 out of 10 runs turns the game into a bullet hell where you can't see the bullets coming until they've already killed you.

tired briar
#

!feedback I don't like Commando's mechanic where his shots do more damage the closer you are, it's counter-intuitive for a ranged survivor. Option 1) His attacks do more damage the further you are. This, along with the lower accuracy from afar, will make players try to find a "sweet spot" of distance from his enemies, so there's some decision making during the fight. Option 2) make his attacks do more damage at a certain range, not beyond. This will force a the sweet spot mechanic.

robust axle
#

!feedback An option to automatically skip the intro cutscene

safe prairie
#

!feedback
Stunning brass contraptions should cancel their attack like other enemies.

little lava
#

!feedback RCXD swarm as a utility for mult or a use item

unreal parrot
#

!feedback make attack speed items increase artificer's primary cooldown speed, or maybe her primary's charges

carmine raft
#

!feedback like @unreal parrot 's one
How about increasing some controversial stats of survivors (like range of Huntress' primary, which is kinda small, and charges of Artificer's primary) with level? Like making Huntress shoot +2 meters per level or adding 1 more charge for Atificer per 3 or 4 levels

velvet path
#

!feedback Have Arti's Nanobomb gravity scale with the size of the bomb. Small bombs fly further, fully charged ones fall faster.

radiant ore
#

!feedback A new Item, don't have a name for it yet: I would say its uncommon, it gives you a further pickuprange, so you can pick up the healing from Monstertooth, the gold from Ghor's Tome, Ammo Boxes from Bandolier and Items. I first thought of a magnet-like item, tho it could also be a Grab-arm-thingy. ^^

cold hollow
#

!feedback
why the FUCK does the wax quail not ride on the captains shoulder 0/10 (jk jk)

verbal summit
#

!feedback
The return of Loader's triple-prompt Knuckleboom!

  • an additional move set when combined with the Charge Gauntlet.

Following Charge Gauntlet :
M1 x 1 : Grind Kick /Air Kick | Skid the ground (or remain airborne) collectively piercing enemies with an extended kick.
M1 x 2 : Jump Uppercut /Air Uppercut | Leap into the air knocking any nearby enemies skyward (while remaining within avid punching distance).
M1 x 3 : Tremor Slam | End the combo with a gauntlet slam to the ground, pounding the lifted enemies into the dirt.

(Here's a bonus suggestion for the Air Kick. Reduced piercing travel distance in exchange for a wider ranged attack, the roundhouse kick.)

flat hinge
#

!feedback

Add playable enemies with skills and stuff

unreal parrot
#

!feedback the ability to apply the same of certain artifacts multiple times i.e. swarm x2 would be quadruple the enemies but 25% max health

mellow bridge
#

!feedback i feel like the armor Mithrix gets during and after his jump attack is kinda purposeless

frigid hill
#

!feedback
An option to sort the items by rarity instead of the first item you got to the newest.
Basicly just a way to sort the items in any way so it is better organized to make it easier to see what items you do and dont have.

noble shore
#

!feedback Mithrix Void Loop!
After killing mithrix, the player can loop the game!

All stages would have the skybox & foggy visual effects of the void fields!

All enemies spawn with a random item, which stacks with each loaded stage!

The player loses 3 items for every minute spent in the void loop, and upon teleporter activation!

Each lost item converts into a level-up, and you lunar items are the last to go!

One random ability is lost & replaced with a permenant Heretic ability on every stage jump, until all 4 of your abilities & utility are replaced by stage 5.

Return to a shattered, void-consumed moon on stage 6!

Don the crown.

Deny the void.

Become the King of Nothing.

EDIT: And each stage boss is a fellow survivor/s with random items! None may survive!

verbal summit
#

@noble shore
!feedback Mithrix Void Loop!
After killing mithrix, the player can loop the game!

All stages would have the skybox & foggy visual effects of the void fields!

All enemies spawn with a random item, which stacks with each loaded stage!

The player loses 3 items for every minute spent in the void loop, and upon teleporter activation!

Each lost item converts into a level-up, and you lunar items are the last to go!

One random ability is lost & replaced with a permenant Heretic ability on every stage jump, until all 4 of your abilities & utility are replaced by stage 5.

Return to a shattered, void-consumed moon on stage 6!

Don the crown.

Deny the void.

Become the King of Nothing.

And each stage boss is a fellow survivor/s with random items! None may survive!

raven shell
#

!feedback
I recently played a run with Captain where I managed to win the game. The escape was stressful since I did not have a single speed item and had to rely on base movement and good jumps, with no movement utilities to help me. I was skeptical, but I ignored every enemy, and my microbots dealt with the Nullifier Artillery from the Void Reavers. I tried to take the shortest way possible, purposefully running on the rails and cutting corners wherever I could. Clock kept ticking down, the whiteout graced my eyes, and I finished the game with only 1.5 sec left on the clock.

It's not often that a player gets to the end without a single movement item, so I would say that the 4 minute timer seems to be a pretty good mark. I have to say that this would not have worked if I was placed closer to the center of the boss arena, but I won't complain since I had nothing.

No changes needed here imo, and you need some good feedback as well between all the other comments ❤️

wheat lion
#

!feedback

Make Shrine of Order ignore scrap items when selecting which item to change all items into

hybrid idol
#

!feedback
I had a funny thought, since equipment drones are a thing wouldn't that make it also possible to put the same kinda code on the engineer turrets to enable them to use equipment? Surely it is not the best idea but I thought it would make turrets a bit funnier to use considering what equipment exists.

balmy sorrel
#

!feedback
Artifact of Size

All enemy characters are doubled in size.
(Just for fun. They don't all have to game changing)

somber grove
#

!feedback
Something i've noticed in the lunar bazaar is that when you buy an item, it adds a blank line of text to the chat window for no reason. It'd be nice if this would be fixed, but I wouldn't say it's too high priority

past edge
#

!feedback
Make elite equipment grant the stat bonuses a monster would get by being elite. (or maybe partial stat bonuses if it would be too OP)

Currently the elite equipment are only picked up if there's no better equipments available. Which is kinda sad, considering how rare these items drop.

hollow brook
#

!feedback I think the Meander effect in prismatic trials (stages progress in a random order) would make for an epic artifact. Imagine spawning in cloud meadow and traveling to the moon from scorched acres as an example. Call it the Artifact of Adventure and put its code in an existing/upcoming map and I think the player base would have a great time 🙂 the bulwark ambry trial would basically have no modifier but that’s the only downside I can think of.

quiet cosmos
#

!feedback
Add Mod Support for console DrizzleLove

rough quartz
#

!feedback Overloading Bosses (esp Horde of Many) should have a reduced percentage of their health as shields or an increased recharge delay. It often feels like it takes forever to do any kind of lasting damage to them and progress on the fight can get quickly wiped out.

white tartan
#

!feedback
Artifact of indifference
Items are shared amongst all players but chest spawns and sacrifice item drop rates are cut to 25% of current value or for instance a 16 person game the value would be 6.25%(I believe). The only items not being shared obviously equipment.

thin pecan
#

!feedback make commandos grenade explode on impact with an enemy. Right now its kind of useless against flying enemies such as vagrants or wisps, which is a problem considering it is one of the only moves in his kit that can proc runalds and kjaros bands

onyx burrow
#

!feedback

Can Radar Tower's weight(a chance for the object to spawn in a stage) be increased at least a little bit?
I am starting to get a distinct feeling that my kids are going to be playing HL3 before I find Environment logs for Scorched Acres and Sky Meadows.

orchid maple
#

!feedback The old matchmaking system should be put back into the game, with no artifacts enabled. Then you could choose between getting a relatively quick, standard game and joining/starting a custom game.

earnest finch
#

!feedback Radar Scanner Scanner Rework:

Cloaked chests are extremely under-utilized mechanic, and by improving their reliability, Radar Scanner's ability to find them would buff the item itself. Thus, I propose these changes to both:

  • Each stage has a 100% chance to have a cloaked chest
  • Cloaked chests have the same loot as large chests (20% red item, 80% green item)
  • Radar Scanner shows unique icons for all interactables, including Rusted Lockboxes, Drones, Cloaked Chests, etc.

Not only would these changes improve it's existing functionality greatly, but also give it the ability to reliably access Cloaked Chests to extra loot each stage (similar to Rusted Key Rusted_Key , albeit more powerful due to using an equipment slot.) These changes would give it enough utility to hopefully have a genuine niche compared to other equipment.

copper crater
#

!feedback
While plenty of people have unlocked Mercs alt by taking no damage during a prismatic trial, maybe trim it to not falling below 90% or 95%, to make the achievement a tad easier to unlock for completionists

zenith falcon
#

!feedback ROR1 has some great and fun items like Arms Race, Hyper-Threader, Captain's Brooch. But one item I would L.O.V.E to see come back is the Ancient Scepter. For anyone that did not play ROR1 this item would upgrade your 4th ability, and it did not stack. This item is the one item I most want to see come to ROR2.

It could upgrade Commando's suppressive fire shoot 2x bullets.
Make it so Captain can call a supply drop once per stage that drops one item per player.
Make it so Huntress arrow rain has a larger area.

And so much more! this is the one item i want to see the most!

elder wadi
#

!feedback
After charging the Primordial Teleporter, give the player the option to go to the final stage or restart the loop, like in RoR1. Currently you need to take a portal out of Sky Meadow in order to restart the loop.

rough quartz
#

!feedback
In addition to the ping icons for Chests, Items and the Teleporter - maybe add unique ping icons for:
-Scrapper/Printers (Recycle symbol?)
-Shrines/Newt Altars (small shrine icon?)
-Barrels
-Lunar Buds

This would aid in multiplayer communication and reduce confusion/dependency on reading the chatbar

safe prairie
#

!feedback
Celestine Elites: Slow on hit -> Cripple on hit

Why?
I think Celestines are in a bit of a weird spot. They’ve never filled me with that same feeling of dread that Malachites give because honestly Celestines don’t really DO anything. They turn enemies into SpOoOkY ghosts but I find that when Celestines begin spawning, this is mostly negligible since invisible enemies will die from some sort of AoE anyway. My goal with this change is to make them just a little bit more of a priority in battle, like Malachites are.

solar vale
#

!feedback
Artifact of Empowering: Every time an item is picked up on a level it is added to the teleporter event boss.

crystal basalt
#

!feedback Can't tell if bug or feature, but if you have scrap and use an item trading cauldron, it can overwrite the entire purchase with scrap that doesn't exist. Example: I had one green scrap and several green items and went to the bazaar, traded in at the red cauldron, instead of trading 5 greens the game took my green scrap plus four green scrap from thin air. While I appreciate the effectively free rare item this feels unintentional.

languid delta
#

!feedback

I need a newt to be playable. I love seeing the newty boi at the shop and I think a newt character with a lunar style risk/reward theme for abilities would be super fun.

cerulean tinsel
#

!feedback
Rework Directive: Drill (Rex’s Alternate Secondary Skill) immensely.

Currently, you have no reason to run Directive: Drill over Seed Barrage. Rex’s primary and special both heal, supporting the high, precise damage at the cost of health that Rex has with Seed Barrage. Directive: Disperse makes sense as it’s meant to be a utility skill and not really damaging, so the trade off makes sense there. Drill replaces Rex’s primary damage with a incredibly weak ability that, while it does do 450% damage for free (theoretically making it better than See Barrage), it does it randomly over a large area, over time, with a large cooldown. It’s much better in every situation to take the instantaneous burst of damage that has an insane recharge rate.

My suggested rework would be to make it so if you’re below 50% hp, you deal the 450% damage every second over the entire area.

This would relate back to how you unlock the ability (staying below 50% hp) and give it a bit of risk and reward that Rex’s entire character is based on. It would also allow Directive: Drill to more easily compete with the incredibly powerful Seed Barrage.

Granted, this does not have to be the solution. Any rework to Directive: Drill which could change it to more easily compete with Seed Barrage would be good.

vapid raven
#

!feedback I think that combination of cooldown reduction in-between arti skills would be very nice. Say, certain "magic schools" reducing the cooldown of other abilities. After using the ability of different elements you reduce the cooldowns of other elemental abilities. For example when ice walled enemies are hit by the fire blast the fire blast CD is being refunded within a certain window. Or if you recently nano-bombed enemies and then wash them with flamethrower - flamethrower CD is reduced.

livid shale
#

!feedback
Make it so Happy Mask ghosts can't hurt you without Chaos. I've stopped building it because my own Void Reaver ghosts have been killing me with their death explosion.

raw temple
#

!feedback
A lot of people, myself included, are hoping to see more Lunar Heretic items in the future. The common expectation is to lead into some sort of mid-game character transformation. I fully support this, but also present an alternative idea—

Should Mithrix absorb all the Heretic items during his final phase there should be a new branching phase as a result. It would allow for another ending apart from Obliteration, and could even act as an extra challenge to aim for.

Also new lore which is always good.

thorn nebula
#

!feedback Acrid's corrosive spit and epidemic lack the 'Agile' tag, since you can cast them while running

little barn
#

!feedback Make an achievement: Beat the game with all artifacts on.

next hearth
#

!feedback All stages should have alternate layouts, barring the hidden realms + Commencement and maybe Sky Meadow. The first stage has 4 possible layouts compared to the rest having 2, and it feels unfinished.

stray void
#

Can we please get the option to turn off visuals for gold it legit crashed my game at like stage 19 right before I could get the achievement

sullen iris
#

!feedback Captain shouldn't lose half of his kit during trans dimensional trips because his secondary is used as a set-up for his orbital strike. Losing the orbital strike means that the stun is virtually useless (at least whenever I play captain I rarely ever find situations to use the taser) and he basically only has one way of dealing direct damage that isn't procing or equipment.

vague hamlet
#

!feedback
Final boss spoilers:
||You cannot receive Scrap from the boss in the final phase (unless Scrap is all he has left)||

vapid raven
#

!feedback Reduce the cooldown of Blink by 1 second to match the cooldown of Phase Blink.

floral ice
#

!feedback I really like the idea of focused convergence, and it can be useful for really long runs, and especially when grinding for certain achievements and logs. Despite this even with three stacks eventually it feels a bit underwhelming, and trying to hurry through stages really late into runs just feels tedious. I think a cool idea to fix this would be add some slight scaling of the teleporter time based on movement speed, so being faster makes it charge quicker as well. This makes sense thematically with the items design, as being faster makes it more difficult to stay within the smaller zone, but also increases the charge speed.

little barn
#

!feedback
i have some feedback on dissonance, it feels like it adds a HUGE amount of difficulty by spawning a bunch of blazing stone titan bosses or greater wisps/elder lumerians stage one, i know thats kinda the point of it, but what if for the first stage or so it had a lesser chance to spawn elders or greaters/other hard enemies for itemless survivors? a group of us tried to like dissonance today but it proved to be too hard to use

idle hamlet
#

!feedback
Artifact modifiers: Can change various parameters like Sacrifice's drop chance, swarm spawn rate, blacklist items with Evolution/command, change HP values and OSP for Glass, Honor HP values, Spite damage, and so on. This will allow for a ton of custom lobbies and increase replayability for the game. Could also just have a general menu to increase/decrease spawn rate and item drop chance to increase or decrease the challenge when you feel like you've mastered monsoon and are feeling masochistic. This way instead of downloading mods that have the potential to be outdated/broken from an update, it's a feature directly in the game and you no longer have to worry about version mismatches or anything else. Paul has said something about wanting something like this in the game, so lets show him the community would like it too.

still heron
#

!feedback captain with brilliant behemoth is overwhelmingly deafening, maybe turn down the explosion noise or only play it once instead of for every pellet

little barn
#

!feedback
Workshop support with servers you join that are tagged as modded in the server browser auto subscribing to the required mods (with option to enable/disable auto sub/downloading) so we can get mods streamlined and kick off stuff like modded characters, maps, and items for a more varied experience. Auto mod download support even without workshop support would be nice as well.

sweet dew
#

!feedback
Mobile turrets should inherit and be able to use equipment.
Just slap the equipment drone AI onto the turret ai. Then let the turrets factor in any gestures or fuel cells present in their inventory.

sour cargo
#

!feedback
acrid's utility deal more dmg the further it travels

limpid blaze
#

!feedback A control option that makes your shot always fire in the direction you're aiming rather than it trying to guess the target you're aiming at

little barn
#

!feedback

I feel artificer is almost there as a playable character, However I believe she needs a little bit more. I think if her attacks grew in damage the further they travelled she would be much more viable due to her "Death from Above" play style. I also feel that her M1 attack should be able to charge on click+hold for a slightly hire damage attack that lights the area on fire for a duration which rapidly stacks fire tick damage but does no damage itself.

cloud lagoon
#

!feedback

increase the spawn rate of combat shrines in the first loop (3 stages) to offset the chance of a frugal director giving a 1 minute drought of mobs

limpid blaze
#

!feedback An alternative to a control option is to make specifically Phase Round, Rebar, and Nano-Spear always fire in the direction you're aiming, similar to how some other skills are treated. I've never had Blinding Assault launch me upwards, but Phase Round, Rebar, and Nano-Spear will veer off course basically every time I actually line enemies up.

little barn
#

!feedback

An alternative multiplayer gamemode with an emphasis on PvP

#

!feedback
I have 2 ideas/changes I'd like to mention.

First; make the Leaching seeds heal 1% of your max health instead of a flat 1 health. It will help the item scale way better than it does, and I feel it needs to at least RIVAL the Scythes healing

Second; Make the Transcendence reduce the "time until regen" timer for shields by either 2 or 3 seconds. The whole 7 seconds between taking damage and healing it makes it a turn off when I'm trying to do a serious run. MOST times you take damage, there is another mob ready to attack, or the mob that damaged you is ready to attack again.

rocky heart
#

!feedback @lavish vessel. Stop being a freaking bald bastard and make some Acrid plushies

little barn
#

!feedback
”The Commando is the jack of all trades character that is reliable in all situations of the game.”

`For the new player experience, Commando doesn’t serve as a jack-of-all-trades character. Although undoubtedly the most simplistic survivor, he doesn’t excel in all situations as the game suggests. Without being too reductive, there are two main combat situations: A cluster of threats and a single major threat. Commando’s base kit does not subsist of “Burst” and “Aoe” damage for these instances; instead, his entire base kit consists of mobility and “rate of fire” at close-range from fire spread and damage fall-off, (which is doable albeit difficult.) In contrast, the huntress has innate access to “Aoe”, “rate of fire”, no damage fall-off, and mobility.

If a close-range “rate of fire” survivor sounds familiar, then thank Captain. Captain’s Vulcan shotgun alone does 55% more damage than Commando’s entire base kit (9% less with phase blast). To emphasize, an ability on a support character outclasses and nearly matches a survivor. The problem isn’t that Captain is grossly overpowered, it’s that Commando is grossly underpowered in terms of both gameplay options and damage output.`

Testing: Commando v. Captain
9-second trial at point blank for ideal damage and accuracy

Captain:

Primary: [8*120% per second * 9s = 8,640%]

[960% per second]

Commando:

Primary: [5*90% per second * 9s = 4050%]
+
Secondary: [8*200 per 3 seconds * 9s (or 300% per 3 seconds) = 4,800% ( or 900%)]
+
Special: [600% per 9s seconds * 9s = 600%]
=
[9,450% (or 5,550%)]

[1050% per second (or 617% per second)]
little barn
#

!feedback an equipment item that lets us proc effects that activate on using an interractable, like polyp and fireworks

onyx ledge
#

!feedback change Captain's 4th ability so he can choose if he wants too use both charges on the same type of pylon or use them for 2 different pylons. (I know it is possible to set both pylons too 1 type at the start of the game but this change would make Captain more flexible)

solemn radish
#

!feedback This might be kinda OP, but what about prototype drone from Delta being able to inherit player's items at the moment of activation? It also could spawn somewhere else, for example Siren's Call.

tough pendant
#

!feedback Overloading Elite Changes

Make the Bombs Not Stick to the Player
The bombs sticking just makes this elite another "You got hit, now take some extra damage" enemy, just like the Blazing elite. Making the bombs not stick would mean that instead of getting hit by the bombs because you were hit by the elite, you get hit by the bombs because you moved where the elite just shot.

Increase the Bomb Blast Radius
This is to counteract the previous change. Now, you have to make sure not to go where an Overloading elite just shot, because there will be a medium sized explosion where they just shot.

Why?
To help differ Overloading elites from Blazing elites a bit more.

EDIT: Clarified.

rotund gale
#

!feedback Separate LFG channel for SEA players

EU and NA players easily out number SEA players and trying to find any SEA lobbies in the LFG group is really hard. I have to dig into to find lobbies between multiple EA & NA lobbies every time and by the time the lobby is already closed. There is considerable amount of players and it would be really helpful, if there was a separate channel so we could interact with others easily.

sour cargo
#

!feedback
a tar related character

tender pollen
#

!feedback Adding more customization to characters feels amazing in the game and it would be cool to see more of that for characters like engineer, command, ect.

You could never go wrong with adding more to an already awesome game :>

dark isle
#

!feedback

Captain : Teleport.

After having played through Risk of Rain (not Risk of Rain 2), I've come to the conclusion that there is ABSOLUTELY NO reason the Safe Travels SHOULDN'T follow Captain into the void and Bazaar. There was a dispute when the idea of Captain having Teleportation technology was brought up, but there is no logical explanation for the Safe Travels to NOT have teleporter tech of some kind, as in the cargo hold of none other than the UES Contact Light, in the Risk of Rain opening sequence, we are shown none other than what looks like a Teleporter in some kind of movement apparatus (something you'd put a car on to prop it up and more easily move it around for maintenence.)

I conclude my case.

gentle spade
#

!feedback Teleporter particles should be both orange AND blue in each level, for clarity no matter the background (especially the planetary/lunar teleporter)

nova kiln
#

!feedback
Shields, they are nice but lacking any real advantage over just healing. So hear are some thoughts.

  1. Make shields no longer counted in the health total. This would preserve you one shot hit protection a little bit longer, make crowbars a strong item against overloading enemies, and make them feel like their own thing.
  2. Make characters with shield immune to de-buffs. That would make it feel like they are protecting you.
  3. Perhaps an armor buff as long are you have active shields?
little barn
#

!feedback

Idea,
Timed chest in a later stage that contains an artifact, could tie in with the cargo being scattered all over the planet, this one being a high priority classified chest.

or possibly have it be a quest like the unlock for Rex? finding a keycard at a level prior to open it but also within a certain timeframe

hollow kernel
#

!feedback

The final chase scene on the moon feels like a bit of a missed opportunity. Running with a timer isn't too exciting if there aren't things to slow you down. I think the solution is to put more time on the clock, and put more obstacles in the way

Perhaps the void reavers could put up barriers trying to detain you and force you to kill them before you can proceed. Or force you to destroy whatever they're using to generate the barrier while they attack.

This would make their appearance at the end of the game more significant while also making the escape scene more intense by giving the player something that takes skill to do quickly, whereas running straight there doesn't take much.

There are a few obstacles in place now but nothing that really holds you up for long. They mainly feel more like a distraction than an obstacle, which is a shame because I love the void reavers and their lore!

Edited to clarify I dont think the final chase should be harder than it currently is, just more engaging.

vapid raven
#

!feedback remove the falloff of nano-bomb from arty and increase the velocity of fire flame bolt, she already struggle with flying enemies, no need to make it even harder

sour cargo
#

!feedback
lens maker survivor

frozen glen
#

!feedback when in single player have the ability to see the log book in the pause menu because if your a new to the game aka me, i need a bit more description for the items

nova kiln
#

!feedback what if the Captain could overcharge his beacons by shooting them with his m2, powering up their effects for a short time.

safe prairie
#

!feedback
Give Hungering Gaze a unique crosshair, at least when idle/using M1.

vapid raven
#

!feedback Improve the velocity of engie's grenades. Relying solely on turrets to do the job is the lessening of mentioned player agency.

past edge
#

!feedback
An item (might be a missile, laser, anything) that procs ON FOLLOWER HIT (drones, squid polyps, etc) with a small proc coefficient that lets this item proc other items.

Another option would be to have an item which will fire a missile or a laser or something from each of your followers ON YOUR HIT (imagine an ATG missile but a missile wil fire from each of your followers)

Either of these options would make followers scale better into the lategame, as each follower would increase the amount of your procs, and making being a lategame swarm queen be a viable strategy.

dim hamlet
#

!feedback
New Lunar Item: Broken Crossbow
Reduce all ability cooldowns by 50% [+50%], but gain a 25% [+25%] chance to have an ability locked for 150% of its original cooldown after using it.

queen basin
#

!feedback
The flying rocks in the Sky Meadow can launch brass contraptions out-of-bounds, which can end runs if they end up as a teleporter swarm and get thrown too far for chosen characters to hit

fluid thunder
#

!feedback
Altering the aspect items (aspect of fire, etc) to be items rather than equipment and possibly lowering their stats if need be. Currently there isn't much reason to pick them up even though they're 1 in 4000

vapid raven
#

!feedback Turn commando's suppresive fire into firing his secondary twice. It fits the theme and name of ability. CD should remain unchanged, he already does struggle with making it.

inland jolt
#

!feedback
Make artificer's secondary skills be able to be held while fully charged, similar to loader's charged gauntlet skill. My current problem with her secondary is that it's at times very hard to use because it automatically releases once fully charged and while carrying back up magazines, you often accidentally fire another one in succession but with less than a 3rd of the full charge.

swift talon
#

!feedback Alternate Mul-T Special ,where you can choose between primary weapon and equipment or change it like the standard special but instead you have both primary and secondary weapon but no equipment slot ,the only problem I see would be with the rebar since you need to press and let go to fire it when you would combine it with something like the nailgun

fiery widget
#

!feedback
give us an option to toggle whether charged up abilities can be held indefinitely or release on reaching max (cpt m1, arty m2, loader charge, etc.) as well as instant cast for other abilities (rex m2 in late) mainly to not get carpal tunnel in lategame from mashing buttons

stoic nacelle
#

!feedback captain kit alternate shift: Send out a flare that calls an airstrike, repeatedly striking the ground with randomly positioned orbital probes. Makes it a quicker move for area control.

carmine raft
#

!feedback, a big one, it was born in a discussion - a Realm, its Teleporter, its Boss and his Yellow Item
-Realm
An asteroid belt with zero gravity, where every survivor gets a jetpack which is controlled with only forward-backward-left-right and mouse, to feel free to move in any direction. The only things that can affect movement exept for the jetpack are movement abilities, like Ion Surge, Tactical slide, Acrid's ¿jump?, etc. It may be look like Sky meadows, but the background will be gigantic planet, on which we often play, the Petrichor's Moon, and billions of stars.
-Teleporter
I see it like an ancient part of a ship, much alike the ship on Siren's Call or that artifact one on Sky meadows. There is a good example of what i mean - that strange piece glowing in dark purple, that was added to Siren's call
-Boss
I think it might be a big chunk of spaceship/whole spaceship (may be actually a mining one, for example), stuck in asteroid belt. In that case it wont be an enemy, but a part of location.
By now, there are only 2 possibilities to fight bosses. You can either
-Just punch it/shoot it/blow it up - or anything physical possible
-Activate something on stage to do the first thing - like Aureolionite or Alloy Worship unit.
That is the closest what i think of. On the stage, when we activate the teleporter back to planet (it also might be on that ship btw), will spawn a couple of defence beacons that will mark every player nearby so the ship's cannon can aim and shoot a deadly laser on that spot. Players need to destroy all beacons to stop the defence protocol and open the portal
-Item
The ship's cannon is in your control, so i think about something like "Portable Active Defence Beacon". It fires a laser from space when a teleport event starts, to damage the boss/all bosses/every stage of a boss, that spawn for one fourth, or, whatever will be more balanced. I think that's good, especially because it can make the final battle a little easier

orchid prairie
#

!feedback Some sort of visual indicator for the Crowbar would be nice. Maybe just a line in their HP bar to indicate that they're still above 90%?

civic jolt
#

!feedback Artifact that let's you play the game in first person.

strong spruce
#

||!feedback||
Lunar Item:
Derelict Satellite
All items picked up turn to scrap, increases base damage per scrap. Higher rarity scrap give more damage. Stacks of this lunar item slightly increase damage increase per scrap.

nocturne otter
#

!feedback
What you think about change the Purity
“Reduce your skill cooldowns by 2 seconds. You are unlucky.”
to
“Reduce your skill cooldowns by 2 seconds. Increase equipment cooldown additional by 10”
additional > that mean it could be reduced by Fuel Cell or **Gesture of the Drowned **

atomic sand
#

!feedback
In the character select screen, certain properties in skills receive a little explanation when you hover over said skill.
When hovering over Acrid's secondary (Neurotoxin or Ravenous Bite), make it so that the poison explanation changes to an explanation for blight when blight is equipped.

jade ember
#

!feedback We all know Gesture of the Drowned is busted. Yadda yadda, rarely an actual downside, too easy to get, whatever. However, as someone who used to stack endless amounts of Rapid Mitoses in RoR 1 and then be frustrated by needing to mash the equipment button, the QoL of auto equip activation is massively appreciated. What if Gesture's effect was given to a red item (with the addition of being able to toggle auto activation so it doesn't bone you with Recycler), and something else was done with Gesture? The current effect is powerful enough to be a red, and it'd allow an actual downside to be given to Gesture without upsetting people who like the auto activation.

west nexus
#

!feedback add host migration feature. Tired of pissy host quitting the game early or late game play. Soo devs pleas add host migration pleas!!

lost crown
#

!feedback

Just thought of a survivor concept that I found interesting, probably fits more to my own taste though.

Lancer
Primary: Stabs twice with lance and does a slash dealing extra damage on the third. Good range with the stabs.
Secondary: Shield Toss, throw buckler shield dealing damage and stunning enemy before landing on the ground. Picking up shield grants temporary barriers/Resistance
Utility: Lance Charge, Rush forwards with lance, piercing through enemies and dealing damage pushing them to the side a bit.
Special: Lance Throw, throw an explosive lance that pierces through 2 enemies and exploding upon a third or if it hits terrain. Good for dealing with crowds.

rare pivot
#

!feedback Mythrix character.
Passive : his utililty skill grants him a lunar power (LP) which gives him a boosted skill
M1 : Hammer : Very slow attack speed (engi's full grenade launch) but hits like a truck. One LP = more powerful hammer attack and two LP makes him spawn a pillar of energy where the hammer strucks
M2 : Moon blaster : Uses his little blue projectiles, works like visions of heresy but with on hit damage, not explosions. One LP = more projectiles and Two LP = Each shot has a guaranteed proc of one of your items
Utility : Dash : He dashes on a short distance and grants him a LP and armor, he starts with 2 charges of this skill
Ultimate : Moon Jump : Doomfist's ult from overwatch and gives him armor upon landing. 1LP and he creates a shockwave, 2LP and he creates the projectiles he uses in phase 4

gaunt frigate
#

!feedback alternative game mode for multiplayer
what does the alternative mode entail: a multiplayer only game mode where you are with 5 players 1 player is the end boss of the game in the arena, and the others are survivors with semi random item pool the survivors win if they can beat the other player in a mode that does simulate the 4 phases of mithrax fight, to make sure the mithrix player is not overpowered cause having the abilities of mithrax is super op, make them deal less damage. To prevent players from being op, semi random items like only limited mobility and heal items to make it harder to dodge the player that is mithrax abilities.
why?: Cause it could be a very fun game mode for multiplayer if balanced well.

ashen current
#

!feedback New MUL-T Rebar Puncher doesn't feel good to me. Maybe give us the option to revert/switch back to held? The action of clicking tends to mess with my aim vs just letting go of the button.

quiet parrot
#

!feedback monkey character

zealous ember
#

!feedback
Add an exploration mode where you can access any map and explore it without enemies spawning while listening to the soundtrack

eager lava
#

!feedback
Would be cool if there was an additional artifact code inside Mithrax's hammer that is viewable in the Commencement Log entry.

Artifact of Detonation/Sequence/Wrath (Name not set yet, obviously :P)
The artifact unlocked could cause lines of lunar flames to appear (like the ones that appear in the final boss aftermath) on all stages during the run, damaging all characters hit.

Symbol: A Cracked Moon with the Core exposed.

urban zenith
#

!feedback bring OSP back for glass curse. i understand it's lame to cheese the system, but what's more lame is getting merc-ed three runs in a row because the primary spawn was wisps

rough quartz
#

!feedback
Huntress should be able to sprint omnidirectionally - ie any direction including sideways and backwards.

While this character is in a good place balance-wise, one of her primary defining features is Strafe - the ability to shoot while sprinting. However this limits her to charging at enemies and circle strafing. The ability to backpedal and sidestrafe and maintain her full speed would help highlight her as the most mobile/dodgy character and doesn't amount to a huge buff but should hopefully make the her gameplay feel a bit more streamlined.

boreal lake
#

!feedback
Mercenary's whirlwind should deal 2x25% but the last hit applies expose.
This would keep it's "total damage" the same, but increase its utility compared to rising thunder.
There is a potential concern of backup mag spam making this too powerful. But since whirlwind doesn't give i-frames and locks into a fairly long animation until you can get 2nd-3rd loop levels of attack speed, I don't think it's too much a problem.

warm scaffold
#

!feedback allow us to cancel placing a turret with engineer by sprinting, the same way we cancel captains beacons

earnest finch
#

!feedback When starting the final boss fight on the moon, have all allied drones, turrets, or Queens_Gland Beetle Guards be teleported to the boss arena, so they can be where they are needed the most and not stuck on the other side of the map.

carmine raft
#

!feedback
A strange one, but can work
A "Nuke" - red item, that pops out with the escape pod (and only there, so you can't choose it with the command artifact, like Captain's microbot), like that fuel cell that activates REX, but doesn't take the equipment slot;
-Can spawn only after completing the game for the first time;
-It explodes if you get hit by any debuff (not including the fire/ice band one or any, that can be put by player's items and the Tonic debuff (seriously, that would be awful));
-When ||Mithrix|| steals it from you, he loses a half of his maximum health (yes, he must die if he has less)
-I think that actually might be a lunar item, because it is a bet all-in, but that actually means that can possibly be bought from Bazaar right before the Sky meadows stage, but whatever community chooses
-It actually a stupid idea, so i dont mind any critics

fluid haven
#

!feedback
Just an idea for Mercenary’s alt Utility. Let me know what you think!

Shadow’s Reflection (not a great name I know):
On use, Blocks incoming damage for about 2 seconds and reflects 300% base damage plus 60% of the damage blocked back in a ranged attack (maybe a sword thrust with some range). Has a proc coefficient of 1.5

I’m not good at all the balancing, but my main goal here is to provide a different ability to allow for a slightly different play style for merc. I can change to balance accordingly (and it’ll actually help with those pesky wisps lol). 👍

tough pendant
#

!feedback Huntress Passive

Give Huntress a passive that's for her auto-aim. This would help explain to new players how her auto-aim works. It would also open up possibilities for alternate targetting, such as a longer range auto-aim that doesn't target enemies near you.

winter pendant
#

!feedback Grasp of Heresy
Replaces rmb ability. Mark an enemy and stun them for 4 seconds. Other enemies within a somewhat large radius are pulled towards the marked enemy, and after the 4 seconds expire the marked enemy explodes, dealing a large amount of damage to the marked enemy and nearby enemies. If the marked enemy dies early, they explode upon death. 12 second cooldown.

livid radish
#

!feedback I've been playing a bit with Acrid to check out the new changes to his melee kit, and I realized that several bosses actually don't have hit detection for his leap. Against Overlord, Vagrant, and Dunestrider, I've found myself able to point myself in their direction and use my leap to both close distance and land some damage on them, but against Beetle Queen and Stone Titan, I tried leaping onto them multiple times, and Acrid just flew through them like they weren't there, making it really difficult to 'stick' to them, as melee acrid wants to do. Even basic enemies like wisps will stop and trigger the 'impact' effect if you hit them directly on your trajectory, but SOME bosses just... don't.
I've only tested this with his base leap ability and not his alt one, so I don't know if it's a problem with both.

runic canyon
#

!feedback currently, scrapping a spent Dio's will break the scrapper (I think it has something to do with it not having a listed rarity). As a both a bug fix and a nice touch of flair, scrapping a spent Dio's should produce a Tougher Time. Dio's is a plush, and Tougher Times is a dilapidated plush.

Edit: I logged the issue in the bugs channel as well

sharp flower
#

!feedback

I'd like to suggest making Mercenary's Whirlwind, Rising Thunder, and Slicing Winds all count as sprinting skills. It's really confusing having to hit the sprint key to resprint after only his secondary and Slicing Winds if you use that. I keep accidentally unsprinting after my Blinding Assaults because of it.

idle hamlet
#

!feedback
Acrid should be able to use his secondary and special skill while in the middle of his utility. That way you can fling yourself in the air while surrounded by wisps/golems/lemurians and aim down to use your M2/R to poison a group. There's been many times where I'm just waiting for Acrid to land in a group of enemies or that I accidently flung myself and can't do anything until I land. I think this would increase the skill cap with Acrid and allow you to pull off crazy maneuvers.

plain perch
#

!feedback
The REX Fuel Cell/Container/Whatever has a lot of potential but is very underused. I think it could be a neat equipment item, so here’s my idea: using the fuel thingie on a drone will purchase that drone for free, with a 60 second cool down. Obviously it wouldn’t be able to open chests, but instead is a fun little item you can get right off the bat.

winter pendant
#

!feedback Thoughts of Heresy
Replaces R ability. Place down a circle at the targeted area for 6 seconds (with a radius similar to Huntress's base R). Enemies can enter the circle, but cannot exit the circle unless they are normally immune to stun effects. Enemies within the circle will become hostile and attack each other. The circle itself will explode upon expiring, dealing a moderate amount of damage to all enemies inside. 14 second cooldown.

spare dragon
#

!feedback
For dumbdumbs like me who forget to realign the teleporter, maybe make a portal back to the planet if you mess up the alignment

velvet path
#

!feedback an option for advanced skill descriptions to display more detail such as Proc-coefficient and cooldown. (or just have them display this by default as it's important info).

magic fable
#

!feedback The armor buff from Rose Buckler should show up above your healthbar like most other buffs/debuffs do. In the 1.0 update a lot of the abilities were changed to count as sprinting while in use, it would be good to have a clear visual indicator for when we do and don't have the rose buckler buff during those abilities.

hollow basin
#

||!feedback||
Mercenary Alt Utility Idea:
Fierce Riposte

Raise your sword and block all incoming damage for 2 seconds. After this duration, release a blade of wind which pierces through enemies for 400% base damage +10x of all damage blocked during this duration. Has a long cooldown.

While this forces Mercenary to give up the mobility of Blinding Assault, this gives him heavy ranged damage for his ranged loadout while also allowing him some temporary invulnerability in case he doesn't pick Eviscerate. This is a high skill ability, as players who mistime the block or put themselves in dangerous situations may find little chance to escape. For a damage reference, friendly Happiest Mask allies do 15x the damage of their enemy counterparts.

robust spear
#

!feedback I just want a random survivor button for god's sake.

raven pasture
#

!feedback
Have a button where you can look behind you easily, either a seperate view entirely, or just a quickturn button.

cold ocean
#

!feedback option to make chests disappear from the map after being opened

obsidian oracle
#

!feedback Make Predatory Instincts the Captain's beard. It would stop obscuring his fancy Captain hat, and also give him a beard.

little barn
#

!feedback Add a Mul-T shift which turns him into a plane, tradeoff is it provides a lower damage resist

silver saddle
#

!Feedback
Please consider beefing up the on-hit melee sound-effects. Mercenary has a decent on-hit slash noise but hitting someone with Loader or Acrid so far sounds like a soft “plap” instead of a satisfying meaty THWACK or KRISHH, respectively. Check out fighting games for some inspiration! 🙂

https://youtu.be/sDwT__SdhYI
From 0:45 to 0:49 are some good examples

SSBM sound effects for my content creators out there!
Download Link: https://www.mediafire.com/folder/8pccx55m2jn3d/basesounds_

► My Let's Play Channel! : http://goo.gl/DnjBX6
∆ My Twitter! : http://goo.gl/1X7hti
►Like Me on Facebook! : http://goo.gl/pH2PCA
► FOLLOW me on I...

▶ Play video
exotic siren
#

!Feedback
With the changes made to mobility abilities not cancelling sprinting when used, I think it would also be useful to make it so the saw blade alternate primary on mul-t also does not interrupt sprinting, since you are already sprint while you are using it.

hexed topaz
#

!feedback When a player gets the item that turns them into an elite, why not give them the big stat boost that elites get? The item is so rare that having a potentially broken effect wouldn't be much of an issue since its not really a consistent way to win every run. I have like 700 hours or something and have only seen like 7 of them. Let me have a crazy broken run once every 100 hours

Edit: To clarify, I am referring to the elite affix equipment item that rarely drops whenever you kill an elite. I am not talking about the wake of vultures. Wake of Vultures is great as it.

rough quartz
#

!feedback
For the Mithrix boss fight, the battle could be made more dynamic by having the layout of the stage change periodically throughout the fight instead of only once or twice.

This could be accomplished by switching in and out which pillars are raised and which are lowered, adjusting every time the boss performs his big ground pound attack and would force players to constantly move and change cover, rather than staying atop a pillar in an attempt to cheese the fight.

Likewise the final phase could have the remaining pillars gradually decay over the course of the fight, ending with a completely empty arena. Again this would make the phase more dynamic, forcing the player to seek new cover until there's none left (roughly by the time they should be finishing the fight) - this is primarily to reduce cheesing and to make the phase a little more cinematic/flavorful.

plain bluff
#

!feedback Make it so OSP removes projectiles attached to you. With an overloading Brass Contraption for example, OSP might save you from the initial hit but the sticky explosives Overloading enemies leave behind will kill you anyway

royal moon
#

!feedback
Make squid polyps, beetle guards, and ghosts from the happiest mask have microbots when the Captain uses those items. This would make captain have a little more options than just the drones so stacking of squid polyps, mask, etc would allow for more interesting builds whereas most other characters don't always rely on these items.

fresh valley
#

!feedback Give Squid polyps legs and let them follow you, similar to Engineers alt turrets. It wouldn't be much but it's better than leaving turrets in areas of the map that you're not going to return to.

mellow bridge
#

!feedback
in multiplayer you should be able to disable artifacts if you vote against it (net 0 votes or under)

carmine raft
#

!feedback
If there will be more Heretic items in the future, i think that there also could be a portal on the Moon, leading to -something- like a heretic cult or a somewhat of a machine of ressurection (that consumes dio's best friend, haha)(no) or a robo-shell
--- whatever, there, in that Heretic Hidden Realm, you can ressurect the Heretic and
-Fight her to get an achievement (if there will be one)
-Fight her for a special item for the next upcoming battle with Petrichor V
-Im not a big lore dealer, but, if Heretic doesnt like the King of Nothing, to summon her to battle

And yes, im really not interested in getting lore of RoR2 from internet, so i can really be dumb in those questions

velvet scaffold
jade creek
#

There should be a shrine that spawns a new enemy that gains items every stage and drops a random boss item

little barn
#

!feedback
Make a survivor that is Mithrix's brother (referenced in his log). He's be a more defensive character (which is the polar opposite of the aggressive Mithrix), like Engi, but WAY more player engagement

Primary - a low damage, fast moving "pulse" that has a slowing affect (that slows animations UNLIKE A CERTAIN BAUBLE) and speeds up allies movement and attack speed hit by it (can also go through walls)

Secondary - A large prismatic shield that no enemies or projectiles (including allies) can pass through, unless it can pass through walls like his primary and the commando phase shot. (this does NOT affect Line of Sight for survivors like Rex and his seed barrage)

Utility - Damage reduction aura for you and allies, simple as that

Special - A wall of fire (simmilar to Mithrix's) that applies a "Lunar Fire" debuff that that deals more damage than burn and removes any base armor the enemy might have

Passive - Gravity is lower for him, so he jumps higher, falls slower, and takes less fall damage. (Always applied, whether it is helpful or annoying)

I really love the idea of the brother that Mithrix tormented (see Mithrix's log for a convoluted example) finally get his revenge and MAYBE wear the crown for himself, making him The King of Nothing, now a benevolent ruler. (I don't know if you already have plans for the brother, BUT if you don't, this would be a fun new character especially for multiplayer)

barren scarab
#

!feedback

Create the opposite of a Focus Crystal which penalizes close range combat but gives an overall damage buff. Perhaps just slighly more than breaking even for non-command users

upper echo
#

!feedback

Merc's left hand wrist is uhm....

just look where the cursor is and you will understand

rare root
#

!feedback

Currently, Captain has too much power in his M1 (shotgun) and not enough power in his other abilities, anyone who has played him by now probably knows this. This makes it feel like all captain is doing is M1 lategame and even beacons become useless then. Captain's M1 needs a nerf and that power needs to be shifted (buffed) to other abilities.

vivid shuttle
#

!feedback - Spoilers for Final Boss
||A lot of people get frustrated at the rate that Mithrix gives your items back, you can get like 142 items and by the time you actually kill Mithrix he only gives like 3 of them back and THEN you get your other 139 items at the moment you kill him. It shouldn't give items back stack by stack either. A way it could work is for every 1/n (n being the number of items you have) of Mithrix's health you take away you'll get 1 item back (i.e. if you had exactly 100 items and Mithrix takes them, and Mithrix is currently at 47% of his total health, then you should have gotten 53 of your items back)||

formal fossil
#

!feedback

Artifact of Prophecy Upon activating the teleporter, choose which boss you will be fighting.

gaunt frigate
#

!feedback

artifact of the mountaineers (name is work in progress): a new artifact that makes every teleporter in the game have 1 challenge of the mountain on it active. But it also removes any shrines of mountains that could have spawned naturally.

solemn stirrup
#

!feedback Mul-t's shift doesn't increase the rate at which tracking wisps fire, despite saying that it increases your movement speed by 220%, and tracking wisps fire rate being based on your movement speed. I haven't tested this out with other temporary movement speed buffs. I don't know if this is intentional or not, but I do think that Mul-t shift should increase the firerate of tracking wisp.

graceful marsh
#

!feedback I wish theres a mode where we can go straight to the final boss so we can learn how to play against him without having to lose 30 minutes into a run everytime.

pine zodiac
#

!feedback with monster tooth new buff its too powerful and should be a legendary but i am willing to compromise and be ok if it becomes a green

obsidian oracle
#

!feedback Give commando a "no damage falloff" passive, or even another passive and just remove falloff from him innately.

trim star
#

!feedback Replace Horde of Many with Ifrit

lone schooner
#

Make an item called Mobius Strip, I dunno what it do but it cool

winter berry
#

!feedback

make the dunestruder able to jump to easy to cheese by arti

pine zodiac
#

!feedback enable collision on chest, printers etc.

vapid raven
#

!feedback change energy drink to monster zero

little barn
#

!feedback

Trading Station interactable

A device that can be activated by two players at the same time, bringing up a menu similar to the Scrapper. Each player chooses an item to give away, and the Trading Station takes those items and gives them directly to the other player. Perhaps can also have a confirmation menu so players can decline the trade if they choose to.

#

!feedback
Have Aurelionite show up in the final boss fight if the player has a Halcyon Seed, would give more value to taking gold portals and would tie in really well lore wise ||since Mithrix was so scared Aurelionite would rise up against him and Providence. I feel it would be best if Aurelionite either disappears after the big succ and is never loyal to Mithrax, or to really make the gold portal rewarding he should stay and fight with you even after losing all your items||

pine zodiac
#

!feedback merge the thiccify mod with base game

crisp gulch
#

!feedback
make it so if you have 2 sawblades equipped as MUL-T, both of his arms have sawblades at the same time, making double sawblades viable, absolutely terrifying, and really fun

lament monolith
#

!feedback
So, I played Mul-T with rebar puncher on both slots and by holding retool and m1 you can shoot quite fast for a 600% damaging attack that pierces through enemies and is probably the move with the best accuracy in the game. That mechanic is cool and requires too have rebar on BOTH slots but I think it is a bit too powerful so I don't think removing it is necessary while this is quite fun and still tricky to play has u have to time your shots, jump and toggle sprint to avoid danger (the tp event is the hardest part).
This brings me to the idea to give Mul-T a cooler gameplay and overall capacity.
Using Retool should give a buff or transition your M1 into combos depending of your loadouts combination.
For exemple when you would attack with Power-Saw and Rebar Puncher, using Retool WHILE ATTACKING could throw a saw damaging things on its way.
Another exemple with Auto-Nailgun and Rebar Puncher, using Retool while attacking could throw 12 Nails with Rebar's Precision.
And so on.
(BTW having the same M1 on both slots should be a combo too.)

fleet cave
#

!feedback
Blazing elites are feeling just a tad strong at the moment. After Celestine and Malachites got a well-deserved nerf, Blazing enemies have filled their spot. Especially being part of the more common set of elites, the amount of damage some enemies get from the Blazing elite status is very high. Alloy Vultures, Imps, Elder Lemurians, Brass Contraptions, and Mushrums in particular become a larger threat than most boss encounters.

unreal parrot
#

!feedback when survivors other than mercenary get a hopoo feather, give them their own unique double jump animation i.e. artificer/commando/engineer use their jetpack when using hopoo feather, loader does a mid-air punch, etc. its all purely cosmetic of course, but it'l look nice and add some charm to individual survivors

neon moon
#

!feedback add a mithrix-esque character as playable. RMB: hammer creates a shockwave on the ground, sends enemies up, in the air it'd send enemies downward since it swings that way. R: homing projectiles. Shift: Bring up an aiming reticle like huntress' R except you teleport there and slam down onto the ground like in the fight.

harsh torrent
#

!Feedback
Players on Monsoon should be subtly encouraged to grab Shaped Glass; or at least do practice runs with the Glass artifact; When Mithrix sucks the Shaped Glass away; he cripples himself severely and you get the items back quicker due to a smaller health pool

Keep in mind; This is not "Cheesing"- Rather, this is intended design; Mithrix takes and obtains the properties of any item you give them; This includes Shaped glass. Seeing as his fourth phase will kill you instantly even without the item steal; this is only a benefit to you if he poisons himself with Shaped Glass. Maybe even include a line when he sucks it.

relevant video for funny memes https://youtu.be/beFUMWxyoHg?t=356

If you haven't heard of it yet, be sure to check out Madness: Project Nexus 2!
http://projectnexus2.com/

Music track available at: http://cheshyre.bandcamp.com/track/10-mc10 .

▶ Play video
rough quartz
#

!feedback
rather than unlocking randomly, the logbook for the final boss should unlock automatically after clearing the game with every character as a milestone reward
(players should not have to grind the final boss)

vapid raven
#

!feedback Improve strafe' proc chance by 200% when it crits, so there is a difference between two primaries for huntress - with strafe you get consistent procs, with flurry you prioritize raw damage.

hexed topaz
#

!feedback lets get an artifact that just randomly selects any of the 11 stages (including the distant roost and titanic plains variants) for some extra variety in runs!

rough seal
#

!feedback Please make it so Mercenary's R (Eviscerate) doesn't target non-monsters. It is really annoying when I end up dying because my R just happened to target a drone, an ally, or a Beetle Guard, which causes it to not hit any monsters. This has been in the game for several patches now, and it still isn't fixed.

unreal parrot
#

!feedback change the color of player/teammate's electric nova to be some other color rather than blue so we can differentiate more easily between the boss's nova and our nova

plain tulip
#

!feedback Allow users to 'right-click' on a username in a multiplayer lobby to view their steam profile. (Allowing for easier additions to friendslists)

severe tree
#

!feedback a scavanger plush

winter berry
#

!feedback

What the hell guys, effigy sucks and it has no good effect, give it one

latent isle
#

!feedback I've always thought the "remove horde of many" complaints were kind of exaggerated and extremist... but horde of many is so wildly unbalanced compared to every other teleporter encounter it's just not fun... Getting a horde of many blazing elder lemurians or brass contraptions is just a death sentence, and hordes of many in general feel SO much harder than a normal boss fight... given the choice between two magma worms or 6 blazing elder lemurians I know which one I'd take...

compared to a traditional boss, horde of many is harder to hit (because the hitboxes are smaller), harder to kill (because burst damage is ineffective), deals more damage (because there are four to six times the number of enemies), and covers significantly more space (because there are more hurtboxes to look out for).

some enemies aren't too bad - greater wisps are most fair in my mind because they're large and telegraph their attacks strongly - and if you get a melee enemy then the teleporter is free. But a horde of elder lemurians or brass contraptions will end your run right then and there... it's just really disheartening.

whole niche
#

!feedback

A special ending for beating the game (Mithrix) as Commando after 20 stage loops, ala "incorruptible, must not pick up lunar items/use the bazaar/pick up lunar coins"

vague sundial
#

!feedback
An item that gives you "chance to inflict knockback" and the more you stack the greater the knockback. Would probably be a red item because stacking too many would be super OP

median marten
#

!feedback
Let us access the logbook from the pause menu.

harsh torrent
#

!feedback
If we're not making the Paladin into a Scavenger (the most clear-cut and logical choice for a planet inhabitant that might worship the survivors); we should still have a playable Scavenger character.
https://www.youtube.com/watch?v=AACf9FNCQFg
Vote "no entry" if you'd rather see a "summon" item which gives you a Dwarf Scavenger pet which occasionally drops items for you after X kills; flat. It should have a chance to drop reds; but the Scavenger-Pet item itself shouldn't be super-hard/super rare to find. Maybe a blue because it's greedy for items too? (theoretically you could just feed your pet scavenger every item and let it go on a rampage, but it will always offer up an item to you if it already has that item, so the player will never be fully behind, You can "mark" items that you want your scavenger to take even if you don't have it/it already has that item; TL;DR: the scavenger always prefers to have a flat stack of at least one kind of each item; unless it has no new options- (which is to say, it will always favor picking up an item it does not have over one it does, whatever gives it a 'hoarding' mentality feeling to the players without really getting in their way, but still being a minor nuisance if it's a blue; and will generally make sure that if it has more items than the player that it will offer them up; as they sort of need the player around for them to survive)
One possible "attach point" for the Scavenger whenever it's not active, is for Acrid to grab it loosely with his mouth; It obviously has no neck; but It would be carrying it by the scruff of it if they had one; similar to how a cat carries a kitten, otherwise it's loosely hanging off the character like a backpack and occasionally blinking and "twisting" it's body inquisitively as if tilting it's head.
There's already a mod, but it's very unpolished and incomplete.

risk of rain gaming does gamer again

-- Twitter--: https://twitter.com/RedRiotRoss
-- Twitch--: https://www.twitch.tv/redriotross
-- Discord--: https://discord.gg/redriot

muisc:
distance - white lightning returns
candy mountain - kirby super star
lovely planet 2 apr...

▶ Play video
sullen iris
#

!feedback
Buff drones to maybe inherit a random amount of items or let them have scaling HP because as it stands, drones are so weak that they get destroyed late and since captain’s passive is all about drones, his passive actually gets weaker in the end game when all your drones are down

vague hamlet
#

!feedback
Ravenous Bite: When enemies are at low HP (eligible for 3x damage boost), they will be "marked" on the player's screen by highlighting them in a faint red tint.
This effect is not a debuff and will only be seen by players who are using Acrid with Ravenous Bite equipped.

lament monolith
#

!feedback there is a bug with Eclypse level 2, when you are in the void the cell's area is still the same and you're safe from void's damage as in a normal run BUT the charging area is actually reduced by 50% (you can't see it)

craggy flax
#

!Feedback So MUL-T does as of yet have an alternative ultimate ability [R], so I came up with this. (sorry this is so long)

REINTEGRATE

Like Retool, Reintegrate switches MUL-Ts primary attack, but istead of switching between two equipments, it would consume drones and turrets and convert them to items unique to MUL-T. In practice:

Clicking [R] swithces the M1 attack, but HOLDING it switches the equipment slot (Q by default) to Reintegrator, which automatically targets activated drones, similar to Recycler. When a drone is reintegrated, Reintegrator is put on hold for the rest of the stage. The effect that is granted is unique to each drone.

Gunner Drone: Integrate the small propeller and light gun to slightly increase your movement and attack speed. (visually a propeller on MUL-Ts head)

Gunner Turret: Integrate the rapidly spinning turret to increase your attack speed and lessen the spread of your nails(if you have nailgun) (Visually a gatling gun on MUL-Ts left hand.

Healing Drone: Integrate the regenerative capabilities to increase your max hp and give yourself regeneration, also heal your allies by shooting at them (visually a healing drone welded onto MUL-Ts chest.)

Missile Drone: Integrate the awesome firepower to your Scrap Launcher and Blast Canisters, which now include homing rockets. (visually a missile pod on MUL-T right hand

Emergency Drone: idea pending, perhaps a cooldown reduction.

Incineration Drone: Integrate the flammable properties to grant your attacks a change to be on fire/Convert Nailgun to Rivet Gun, increasing its damage and giving the rivets a change to ignite enemies.

TC-280 Prototype: Integrate the wings of this drone to upgrade your Transport mode to Express mode. Transport Mode now flies. (visually the wings of the TC-280 welded onto MUL-T shoulders, folded unless in use.

stable spruce
#

!feedback Give Acrid Invincibility on spawning until he is able to be controlled by the player. I had multiple sessions (by myself and with friends) where I am playing Acrid and I spawn in the map with a fire elite either right on top of me or near me. Before I can control him the elite moves on top of me and I die.

balmy oracle
#

!feedback maybe (if paladin is implemented) his gun could be automatic, and fire two shots, perhaps applying weaken, but be slower to fire, so holding it down makes it go shot shot shot shot

proven vine
#

!feedback Change the ratios of vanilla huntress and commando to allow them to trigger bands with their kits.

harsh torrent
#

!feedback
I don't care who, but, space-flails. Because spike-balls on chains are an amusing weapon for a character.

fickle flint
#

!feedback MUL-T alternate special idea
special: Automated Misc. Turret
spawn a (stationary) turret with decent/high health that uses your misc weapon. you are not allowed to place another turret while the first turret is active or until you interact with it to gain your misc weapon and erase the turret. if the turret dies, you have to pick up your weapon. the cool down happens when the turret dies, but you are unable to place a turret until you pick up your misc again.

challenge: MUL-T: All I Need!
reach and complete the 4th teleporter without using your misc weapon.

winter berry
#

!feedback

MERC SKIN IDEA
Pharoh
Unlock by getting frozen Mid right click

he would have a Khopesh and he would be covered in gold

solemn sail
#

!feedback

Would be cool if, after unlocking rex, the player had the option to "re-unlock" him on subsequent runs, effectively giving the player a unique robotic ally. Could work as a friendly AI using rex's toolkit, could work as an extra life if the player dies prematurely, or it could give the player an item for their trouble.

harsh torrent
#

!Feedback
Love it or hate it, whoever decided mithrix should steal your items (a good mechanic in requiring of some tweaks, the most simple being increasing the rate of which items are given back and little more for starters), deseves a "Evil Asshole Genius" trophy/line in the credis. Glass

sleek owl
#

!feedback
Make Acrid's Blight reset the duration of all existing stacks of Blight whenever a new one is applied.

obtuse dagger
#

!feedback the urn is a stupid item and I hate getting trolled with it

distant tusk
#

!feedback Scorched Acres and Siren's Call should have their own unique background tracks.

winter trellis
#

!feedback In the 5th stage with the teleporter to the final boss, the teleporter should be default set to NOT take you to the final boss. New players will be unknowingly bringing their journey to an end, potentially multiple times before realizing what's going on.

harsh torrent
#

!feedback Players with a Mired Urn should have an icon of it above their heads; This way, allies will know to avoid them, or, take their own mired urns so as to back-feed off of eachother's health and regeneration.

Also give urns "smart" behavior: if it means that you would not currently overpower their inherent (wasted?) regen, then drain from that person unless they have recently been critically damaged.; otherwise, refrain from draining when it would otherwise lead to the death of that person

Also definitely classify as a blue.

urban zenith
#

!feedback

Captain having a base stun attack is good and useful, but it's very underwhelming right now. It needs some umph. I think this can be solved with a slight AOE buff, a smidge of damage, and possibly (if it feels weak after that) a 1 second shaved from the cooldown.

This would carve the secondary a space as a viable, reliable move, but still keep it balanced

magic wagon
#

!feedback the game looks way too clean, needs to be like 80% more filthy, the lack of grime makes it feel so generic visually compared to the first game

waxen mortar
#

!feedback We need fix for items spawning out of chests and printers that are close to the map. Seeing red items falling out of the map is just painful and frustrating. Even more so, cleansing pools, especially on Siren's Call like to spawn at the very edge too. Wouldn't it be possible to force spawn of the item on the closest texture to it?

fierce matrix
#

!feedback
The situation regarding mired urn is similar to how wake of vultures used to work. As a general rule of thumb, a player should never have to think twice about picking up a non-lunar item. All regular items in the game should either be beneficial or useless, but never detrimental to any given build. Mired Urn not only siphons health from your allies, it also applies the "tar" debuff which reduces their mobility and subsequently makes them vulnerable to actual enemies. This can be run-ending in multiplayer, and also mess with builds involving drones or engineer turrets in general. As someone who regularly plays with 3 other friends, we've made it a house rule to either immediately scrap mired urn or avoid it entirely due to its effect on allies. That's how much of a liability it is.

I think that the obvious solution is to simply prevent mired urn from latching onto allies, but that would admittedly take away from the item's aesthetic. Instead, perhaps the urn could provide some kind of buff to allies to compensate for the leeched health and mobility. For example, an ally affected by urn could be given barrier generation for the duration, or benefit from the host's damage reduction items (tougher times, bronze shield, etc) as well as their own.

little barn
#

!feedback
If this has been mentioned then forgive me but is steam workshop integration for mods going to be a thing in the future? It should be

tribal silo
#

!feedback ||Make mithrix only steal half your items, this will make the final phase more dynamic, as you will need to work with what you have and be wary of what he has||

little barn
#

!feedback Taking the fuel array should confer some benefit after unlocking REX, right now its only usage is unlocking REX, and after that you have no reason to pick it up except for a challenge, which I think is missed potential.

To add, there are reasons to repeat other unlock methods for other survivors, void fields is good for gaining items and alloy worship unit is a guaranteed red per person, but there is no benefit to repeating REX' unlock method.

vague hamlet
#

!feedback
Be able to redirect the Primordial Teleporter's location even after completing the Teleporter event.

little barn
#

!feedback
Personally I'd adjust the changes to H3AD-5T v2 to make it do significantly increased damage when landing directly on top of an enemy, or work as a ground pound pushing enemies you land on into the ground with a great amount of force to do damage- rather than just giving it a bunch of numbers.
H3AD-5T v2 getting attention was nice, but it still feels a little like its falsely representing itself considering if you try to land on top of an enemy you slide right off 90% of the time, which is weird since it's head-stompers not ground-stompers.

rustic ravine
#

!feedback

Now this is usually a risky idea for most games but I feel like this would do more good than bad. A votekick feature would be nice for the greedy and asinine players that take all and leave none, harass players and just cause a bunch of unnecessary arguments because they get a kick out of it.

lament monolith
#

!feedback
I know that this has already been suggested plenty of time but please make an host migration feature...
When the 3 people with you dies and you rush the tp, manage to beat the bosses as fast as possible take the items just in front of the tp and the host leaves, it feels so frustrating :/
And this is just an exemple !
When you're the host and you have to quit, this is likely the same, you're ruining other people's experience.

tough pendant
#

!feedback Spinel Tonic Changes

Apply the Cooldown After the Effect Ends
No more perma-tonic builds, sorry. Although I think perma-tonic builds are cool conceptually, you only need one Gesture and three of any combination of Gestures or Fuel Cells to reach that point. Because of how easy this strategy is to reach, it's quite overpowered. With this change, you'd still get less downtime than uptime if you have the same combination of Fuel Cells and Gestures.

Provide a Way to Get Rid of Afflictions
Besides the Scrapper, of course. I don't see why they can take afflictions. I think that a reasonable way to get rid of an affliction would be to not get an affliction for so many stages. This way, using the Tonic again would be a risky maneuver, because you might get another affliction, making you have to wait more just to get rid of a single one. But you might have to, it becomes a question of whether you're willing to take the risk.

Why?
First off, perma-tonic builds are too good, and not very hard to achieve. The first change would give you a second of weakness if you decide to go that route, while the second change wouldn't affect them in their current state but make it not as efficient to use. Secondly, so that using Tonic isn't as punishing if you use it sparingly, such as when you get it for Enigma or you don't pick up Gesture.

rich coral
#

!feedback

Please give merc the ability to either aim his sword slashes while he is in the air, or make it easier to actually hit wisps with the m1, right now it's very cool that they added a mechanic that lets you float when hitting a flying enemy, but i find that hitting small floating enemies almost impossible due to the attack being mostly horizontal.

dawn roost
#

!feedback

Allow logbook menu viewing from the character selection screen

pulsar spire
#

!feedback There is a 9 shape code in the end credits scene which doesn't seem to correspond to an artifact/work at the input location. It'd be really cool if it had been an easter egg code, or a new artifact. That's the suggestion I have, make it a neat easter egg.

limpid blaze
#

!feedback Sacrifice runs counter to the concept of prismatic trials. Trials are fixed for all players, so why will the first two enemies sometimes drop two items in a row, but in other runs there are no items dropped in five minutes?

Either remove Sacrifice from trials or make drops consistent.

jaunty adder
#

!feedback Monster teeth should show up around Acrids mouth instead of on his head! They're teeth, not a crown!

fiery widget
#

!feedback
In the void fully heal all players in the small area around the next activatable beacon.

  • No time runs in the void, so you could wait for your basic health reg however long you want at the small area
  • Players would still have to be able to reach the next beacon without dying
sacred helm
#

!feedback stop letting items pop out of terminals and 3D printers off the stage

vivid shuttle
#

!feedback
Just some wacky idea but it’d be neat if as a little reference during the 4th phase of the boss that if you have the items, mithrix should let you keep one of each Goat_Hoof Hopoo_Feather and Ghors_Tome just as a neat little nod to the devs and for the 1 hopoo feather which gives a largely needed help

cunning pewter
#

!feedback I'm not sure if this has been suggested before but some way to control how many items you put into the scrapper, there are cases like when you have more than 10 stacks of crit glasses and want to get rid of the extras, or if you want to scrap all chronobaubles except for one for death mark

winter pendant
#

!feedback New Mercenary Special (shift): Projected Blade
14 second cooldown, begins after ability ends - cooldown can be reduced by Expose while ability is active

The Mercenary dashes forwards as a projected hologram, dealing 350% damage and leaving his (invulnerable) physical body behind for 6 seconds. While projected, all damage dealt is increased by 40% and all damage received is reduced by 40%, but all damage will be buffered. When the projection ends, all buffered damage will instantly be dealt to their respective targets at their increased/reduced amounts and the Mercenary will return to his physical body. Can be cancelled early by recasting the ability.

Simplified Description for In-Game
Dash forward as a projected hologram for 350% damage and leave your body behind for 6 seconds. While projected, you deal 40% increased damage and receive 40% reduced damage, but all damage is buffered. When the projection expires, all buffered damage is instantly dealt to respective targets.

reef blaze
#

!feedback

Artifact of Asceticism

Only white items. Disable green, red and boss items. Disable all chests, printers and multishops other than normal ones, and they only give white items. Disable green and red item soups wherever they are (no spoilers). Lunars remain as they entail a drawback. Equipment is not affected. In case there's any other way of obtaining items (via other artifacts, special mobs or Hidden realms), they only spawn of white rarity.

atomic trout
#

!feedback

Shatterspleen could be given a passive +5% crit, maybe its area of effect damage could then be reduced to counteract this buff

maiden stirrup
#

!feedback

I feel like Engineer has some problems with his turrets and primary so I have two overhaul/alternative ability ideas:

1. Engie's turrets

It would be phenomenal if the turrets could be instructed to target bosses or certain enemies with the ping system. I feel like this would help Engineer have a better ability to focus in his fire and take care of the bigger threats first. Of course you could also apply this to gunner drones and turrets.

2. His primary

If there's one thing I dislike about Engi it's his primary. He has plenty of ground level defence and relying purely on harpoons and the turrets to dispatch aerial units has been annoying without a decent primary. I'd suggest something like a flak cannon that could pepper the sky, allowing for a less gravity orientated primary that hurts walking enemies.

strange lion
#

!feedback

  1. I like the idea of the introduction cutscene of the game and it makes sense in a way. But I think that introduction would be better served as part of the character select screen. Imagine the same intro but when it shows the commando it lets you choose which character you are going to launch down to the planet. Then you could add a launch sequence that shows the pod entering the atmosphere and landing at the starting location.

  2. artifact of sharing.

One of the funnest and most game breaking mods is the sharing mod that lets players share items upon pickup. It would be cool if there was an artifact that fulfilled that purpose while being better balanced than the actual sharing mod.

lofty gazelle
#

!feedback

New artifact: artifact of camaraderie

All characters have 1 shared healthpool equivalent to the health of every survivor, and any damage taken/healed by any survivor is given to everyone.

Does not apply to deployables, drones, summons from items such as titanic knurl.

Curses only effect the person who picks it up, everyone else still has 1 shot protection and the regular health that wouldve existed before glass shard was given to them. ( arti of glass still reduces everyones hp , like normal )

velvet ginkgo
#

!feedback give us OSP while in menus like scrapper and command so we don’t die but still have an “oh crap” moment

dry salmon
#

!feedback Hordes of many are much, much harder than actual bosses, Blazing Elder Lemurian HOM is essentially synonymous with end of your run, (even more so if you play as a melee character) toning them down would be more than welcome.

polar zephyr
#

!feedback Put bridges between the islands in moon for low mobility characters, this is specially needed in first loop where you may not have many mobility items

little barn
#

!feedback Make lesser wisps shoot a type of lemurian fireball with low AOE, keep the laser to indicate they are there, in return they could have buffed hp and faster attacks

warm scaffold
#

!feedback When the enemys get dio's bear in the void cells, they respawn after finishing the last cell.

reef blaze
#

!feedback

Sacrificing yourself to the Obelisk is much more rewarding than finishing the game once you get the Captain and the achievements. It's even easier in order to get survivor skins while getting lunar coins for the trouble.

Finishing the game 'as intended' should get you some reward worthy of beating the final boss.

Suggestions:

  • Unique challenges for beating the game with each survivor, with their corresponding unlockables (skins, items, skills.... you name it)
  • A good number of Lunar Coins (would make sense given the nature of the Final Stage)
tough pendant
#

!feedback

Make it so that fall damage is disabled on the moon.

glass imp
#

!feedback

Equipping Acrid's bite should adjust his armor and HP values to compensate for the switch from ranged hybrid to pure melee.

queen vale
#

!feedback

Add an Umbrella item of Use item Lunar rarity. The intended effect would to pause the difficulty progression of the stage you are currently on for the remainder of the stage, however the side effect is that all cash gains and drop rates if you use sacrifice are reduced by a certain percentage (something large, like 70% or higher). Difficulty would resume as if you ended the stage where you paused it. Cooldown would be unique; 2 stages not including Bazaar Between Time and perhaps ||Bulwark's Ambry ||

The reason why this item exist because one would use an umbrella to avoid the risk of rain. But you cannot enjoy the rain against your skin/suit/robotic or plant like appendages while using an umbrella. In a matter of speaking, the effects of this item can be absolutely anything. I just felt something like this should exist as a nod to the title of the game.

hot barn
#

!feedback

When I open the first game and go to start a run, it defaults to whichever Survivor, difficulty, and Artifacts I was using last time I played the game. Could this sort of feature be implemented in RoR2? For example, I expect a lot of people usually play on the same, non-Rainstorm difficulty, and it would be nice to only have to set that once rather than every time I open the game.

Also, could we have a similar feature regarding the Primordial Teleporter? For example, the game could remember that "last stage 10, this player aligned the teleporter to the planet", and have the teleporter start like that on stage 10 in the next run.

fallen crater
#

!feedback Brilliant Behemoth should entirely replace Captain's hand-shotgun on pick-up. It fits perfectly.

reef blaze
#

!feedback

Challenge: Fate [name is just an idea]

Beat the game on Monsoon, without using Artifacts, Lunar Items or Printers and without visiting Hidden Realms.

glass imp
#

!feedback
The following items should be blacklisted from ||Mithrix||, because they make his fight so nearly impossible that it precludes their inclusion in the run:

  • Any form of bleed
  • Tesla Coil
  • N'kuhana's Opinion
  • ATG Missile Launcher Mk. 1
  • Brilliant Behemoth
  • Defensive Microbots
fathom hazel
#

!feedback Since chronobauble is considered a secondary item, a nice buff to introduce more unqiue builds would be to add this tooltip;
Slowed enemies take 10% (+10% per stack) more damage)

This would introduce more build paths without changing the core concept of the item being a helpful secondary item.

dim hamlet
#

!feedback
If you are killed by a Void Reaver's explosion and you have not touched the void yet, have yourself be taken to the void fields instead. However, if you wish to escape, you must complete the cell vents, and no items will be gained.

jaunty vessel
#

!feedback
The ** Crowdfunder ** is an equipment that is easily outclassed by other damage equipment such as the Disposable Missile Launcher, Sawmerang and Royal Capacitor.

I am not seeking to buff the item directly but instead to change how it operates dynamically to introduce it to unique build options.
Instead of having the CrowdFunder shooting a fixed amount of damage and money per bullet (static), have it shoot a percentage of the current money you have per bullet instead, with the damage amount being increased/decreased depending the money spent.

This would introduce some interesting build options and motivate players to adapt to a new playstyle. For example:

  • It would give a reason to stack Ghor's Tome past the point of which you have too much money to spend on crates.
  • It would give a perfectly valid and strong reason to use Brittle Crown (normally an unpopular item).
  • It would motivate players to stack the lunar item defiant gouge so you can build up and enhance your crowdfunder for upcoming bossfights.
glass imp
#

!feedback
Equipping Acrid's bite should adjust his HP and armor values substantially to account for the change in playstyle. (This is being reposted because the first post did not register with the bot.)

buoyant loom
#

!feedback
I have attempted an expirement where I picked up only rusty keys for the first few stages, using command.
It seems like this effects the rarity of drops from big chests. After picking up 15+ keys I ended up getting 4 red items out of 4 big chests.
I appreciate this, but it seems like a big/unintended effect.

glass imp
#

!feedback

Shields should have no interaction with one-shot protection unless the shields are a certain threshhold of the player's max HP, so that way there is no punishment for picking up personal shield generators and etc.

ebon gazelle
#

I'm using google translator. Please ignore the translation errors.

I have some suggestions

First, balance the items. There are items that are weak, especially some healing ones that we always end up recycling. (I'm not considering the Sacrifice artifact)

Another balance that I think is necessary is in the skills of the characters. Several skills are bad when compared to others. Example: Hunter's first skill, no one uses it, because the second is much better.

I now have two suggestions.

The first is in a more elaborate way of Ranked. Not only in custom mode, but also in traditional mode. We want to compete with other players!

The second is about Skins. We want skill skins too! (In addition to more skins on the characters, of course haha)

That's it for now, let me get back to the game before it rains. haha

jaunty vessel
#

use feedback with an ! @ebon gazelle

warm scaffold
#

!feedback since one could forget to realign the premordial teleporter, give us an "out" to return to the planet instead of facing the boss, like we have one before obliterating.

verbal summit
#

!feedback
Early-game is pretty slow (and arguably mid-game). This would be fine if it weren't for the dozens of hours I've spent hanging around areas waiting for enemies to spawn so that I can get on with my build. Seeing as not everyone agrees with this 'rush' playstyle, I'd like to suggest a new lethal game difficulty.
Say, Lethal Monsoon. The mode wouldn't increase total difficulty scaling as much as it'd only increase enemy spawn rates and spawn counts. Additionally, a slight increase in loot % spawn chance would certainly help balance this mode.
In ROR1, it was easy to get swarmed by enemies and if the player wasn't attentive enough to this, they could easily be overwhelmed. This is less of an issue in ROR2 with three dimensions.

So, new difficulty.
+% Enemy spawn rate
+% Enemy spawn count
(Unnecessarily)+% Interactable spawn rate

-(40%) Player health regeneration
+(50%) / +30% Difficulty scaling
(Current Monsoon)

ebon gazelle
#

!feedback

I'm using google translator. Please ignore the translation errors.

I have some suggestions

First, balance the items. There are items that are weak, especially some healing ones that we always end up recycling. (I'm not considering the Sacrifice artifact)

Another balance that I think is necessary is in the skills of the characters. Several skills are bad when compared to others. Example: Hunter's first skill, no one uses it, because the second is much better.

I now have two suggestions.

The first is in a more elaborate way of Ranked. Not only in custom mode, but also in traditional mode. We want to compete with other players!

The second is about Skins. We want skill skins too! (In addition to more skins on the characters, of course haha)

Music. In a future DLC, perhaps, adding new songs to be unlocked.

Mark. Leave the ping signal (mark) indefinitely, or, until another mark is made

That's it for now, let me get back to the game before it rains. haha

boreal lake
#

!feedback
The H3AD-5T V2 cooldown should be a debuff that gets cleared with blast shower.

zealous cobalt
#

!feedback
An item that augment the range of pickup items like : golden nuggets, health orbs, Ammo box of bandolier, etc etc ...
Each stack of this item could augment the pickup range.

sour cargo
#

!feedback
an artifact that lets you play with a random boss (but not the same size alot smaller)

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 a consistent a way to proc bands if he doesn’t bring the Rebar Puncher, in exchange for losing the stun and AoE of Blast Canister.

glass imp
#

!feedback

Artificer's 1 should reload in totality like Scrap Launcher, instead of one by one, even if their damage must be reduced (although I don't think it should be.) If not that, something should be done to alleviate the fact that you spend a lot of time waiting for your fireballs to recharge early into the game as Artificer, as in a lot of situations your other skills are unwieldy or impractical to use against individual enemies, especially when you are using Ion Surge.

vivid shuttle
#

!feedback
To add some lore and some actual support during Mihrix's 4th phase, it'd be cool to take advantage of the fact that all you now have is your equipment. Before the fight begins and when you spawn on the Moon, you should get Dialouge from the Captain (or anyone else on the Safe Travels) that says, "We just received your coordinates, we're on our way." This can A; provide lore, B; put the player in the mindset that reinforcements or something are coming, and C; set up a way that you can receive support during Mithrix's 4th Phase
When Mithrix takes all of your items and leaves you with your equipment 1 to 3 Resupply Beacons could appear around the arena, and a message in the chat from Captain that says, "Hope this can help!" (or something along those lines)
After you finally kill Mithrix, Captain can say, "We're here! Sending down a dropship, get out of there!"

tired briar
#

!feedback I'm not sure how the community feels about this, but I hate the squid turrets. I'm not talking about their function or effectiveness as I'm sure there are other members much more capable of discussing that than I. I'm talking about their look and design. They look ugly. So ugly. It just feels odd having organic turrets. I hate the look so much that I don't want to unlock them on this profile. Is it possible to redesign them or maybe give us another skin to choose?

quick narwhal
#

!feedback

You should be able to to cancel your ready button in multiplayer.

winter pendant
#

!feedback New Mercenary Utility (shift): Phase Dash
Cooldown: 6 seconds
Dash in the target direction (roughly 1.5x the distance of Blinding Assault) dealing 500% damage and briefly stunning all enemies hit. After a 2 second delay, a hologram follows the exact path the dash took, dealing 200% damage, briefly stunning all enemies hit and applying Expose.

glass imp
#

!feedback
The Newt Altar should not be interactable while a blue orb is already on the stage.

open tartan
#

!feedback
In a Captain Solo run that became unwinnable because Kipkip spawned, I noticed that any time I killed a Beetle Guard it would create a Monster Tooth orb that could be picked up by either me (who didn't have any Monster Teeth) or Kipkip.
MT triggering like this is a bug, but it highlighted yet another of the myriad issues with loot drops: If monsters with items can pick up loot from allied deaths, items like MT become more harmful than helpful as mobs of enemies gobble up their own loot.

Loot drops should not be able to be picked up by allies of the thing that died.
storm grail
#

!feedback
Something that I think would add neat visual dynamics would be day and night/different weather conditions for each stage! For example, in a run I could spawn in on a nighttime Titanic Plains, then from there move to a mid-afternoon, stormy Abandoned aqueduct...

This would provide a better understanding for the players of how the weather and celestial bodies around this planet works, but also just add something to break up the mundane between seeing rhe same stages over and over.

charred ermine
#

!feedback
This idea was inspired by @harsh torrent
I really liked the scavenger item as an idea and wanted to expand on it, you could have a boss tier item called Scavengers Pouch and it could be a little pouch on your survivor that would occasionally drop items, stacking it could raise the chance of higher tier items dropping or just the drop rate in general. Another idea could be a new lunar item called Twisted Whistle and it could either summon a small Twisted scavenger as an ally that would pick up items that he would keep untill death and use, the drawback would be that he has a chance to take your items as well. The other thing the Twisted Whistle could do is just have a little scavenger on your back and do the same thing as the Scavengers Pouch, drop items for the player but have a chance to take the players items to, maybe it could drop lunar items as well? Stacking it would just increase the rate at which it drops and consumes items, it should be affected by clover and purity.

raven pasture
#

!feedback
The final level should have a few equipment boxes spread about. I feel like they would be fine since they don't make you stronger per say, but give you a few choices on whether to change your current equipment or not.

hollow basin
#

||!feedback||
Artificer Passive Buff:
ENV Field

Half of all your hp is converted into shields. Kills replenish 5% of your shields.

||This would help Arti with her sustainability problems and her general lack of benefit from most healing items by making her receive extra benefit from shields, and would supplement her hit-and-run playstyle by giving her a reliable shield that she could recharge when out of the fray.||

little barn
#

!feedback Gesture of the Drowned needs to be either reworked or given a true detriment. Blue items are typically characterized by a benefit that is evened out with a detriment making blue items only really exist to give players more agency by allowing them to choose their playstyles. However, Gesture's automatic activation is almost always beneficial, making Gesture have no real detriment. This makes it an automatic pick up on sight, which makes it overpowered and stray too far from the design philosophy of the other blue items.

Gesture's current state has 2 other major negative implications for the game outside of this.

  1. It makes runs significantly more RNG based. Gesture only giving you benefits is similar to how a white/green/red item works despite being a blue item. The problem with this is that lunar pods and the bazaar exist which give you a random selection of blue items. Considering that most blue items are a zero net benefit/detriment and Gesture is only benefits, this essentially makes it RNG wether or not you're going to receive a beneficial item from the lunar pods or the bazaar. This is only made worse by how absurdly good an item Gesture is.

  2. It makes lunar coins feel more like a "permanent progression" mechanic rather than something that simply allows you to customize your runs more. Gesture is so good that it feels like I'm paying lunar coins for getting a green/red item, and that to me is permanent progression because your lunar coins stay with you throughout runs. The RNG caused by Gesture only worsens this issue, as the more lunar pods and bazaars you can open up, the more chances you have of getting a beneficial item so the more blue coins the better.

I am personally of the opinion that these negative impacts on the game as a result of Gesture of the Drowned's current state were unintended by the RoR2 dev team. A rework or a "true" detriment to Gesture of the Drowned should address these issues.

dim hamlet
#

!feedback
Return of Ancient Scepter

Commando R: Dual-wield guns for double shots. Stuns bosses
Commando AltR: Damage fall-off reduced to 0%. Can hold up to 4 instead of 2.

Huntress R: Radius +50%. Enemies have reduced armor when hit
Huntress AltR: +1 shot. Bullets pierce enemies, dealing 75% of the initial hit

Engineer R: Turret limit +1. When 2+ turrets are active, allies gain 50% attack speed. Turret range +25%
Engineer AltR: Turret limit +1. Turrets permanently sprint. Targets take more damage the longer they are targeted. Turret range +25%

Mul-T: Retool continues fire for 1 second. Retooling grants 100% attack speed and 50% damage for 2 seconds

Artificer R: Gain a burning aura around yourself. Range +50%.
Artificer AltR: Blast’s radius scales with movement speed. Draws in nearby enemies. Hovering speed +50%.

Mercenary R: Expose reduces cooldown by 2 seconds. Duration +1 second. Gain 30% attack speed after attack finishes
Mercenary AltR: Fire a whirlwind that draws in enemies. Stops on bosses or terrain. Radius of damage +25%

REX: Health cast reduced to 0. Rooted enemies take continuous damage. Applies Weaken

Loader: Pylon can charged up by Loader killing nearby foes. No longer has a target limit

Acrid: Poison bounce range +50%. Inflicts both poison and blight. Poisoned foes have -15 armor

Captain: Beacons become stronger:
Heal: +10% max hp heal, Range +50%
Shock: Stuns everthing, Range +200%
Resupply: +1 refresh, explodes for 2000% on depletion
Hacking: Range +50%, Hack speed +50%

vague hamlet
#

!feedback
Void Fields: When in an active Cell Vent, kills will speed up the charge time.

Progress gained from kills is based off enemy type. (i.e. weak mobs = 0.3%, heavy mobs = 1.0%, boss mobs = 2.0%)

golden juniper
#

!feedback

REX's 4th skill tangling growth emits a very shrill and high pitched whine (audio) that is uncomfortable. If it could be changed to something similar but less hard on the ears I would be happy. I'm not sure if it's a bug but it is present in my game for the duration of the ability and goes away after.

formal fossil
#

!feedback

Make an achievement for beating the game under 15 minutes, called "And so they left, just after arriving"

warm scaffold
#

!feedback I have currently played until eclipse 4, i don't know what the other 4 nerfs are, but 1,2,4 seem rather lacking. 4: 40% more speed for the enemys sounds especially terrifiying against mithrix, however during regular gameplay this does not sound like that big of a threat, to be fair i haven't played with it yet.
1: -50% ally health at the beginning of a stage, which will just regenerate is surely meant to be just a inconvenience since it is the first mode of eclipse, but as i said, it is not more than that and i could just play normal monsoon.
2: Half the Teleporter Radius, also is not much of a issue. If you are strong enough to deal with the boss, you can do so in half the radius just as well.

3: The real challange. 100% more fall damage and make it lethal, this basically doesn't allow the void cells to be accessed without the helps of strides of heresy, a hopoo feather, the head stomper or some ultimate that can negate the fall damage for the impact.
I am playing as Engineer, which is why this is the biggest challange for me now, but imagine i would be playing artificer, huntress, mercenary, acrid, commando, rex or loader. Engineer, Captain and Mul-T are the only ones that cannot counter this just from their regular moveset, meaning that even this is really just stressful for 3/10

I just feel like Eclipse should over all be a Challange, like it was intended, obviously it can't be impossible, but the nerfs 1-4 at least seem like a rather easily countered inconvenience, and that only if played with a few specific survivors.

TL;DR The Eclipse nerfs 1-4 are mostly a annoyance more than adding a real challange. Almost all survivors counter a complete level (3) just by their normal kit having a mobility skill that negates fall damage. I would wish them to be more generally "threatening", or at least spread the threat more evenly

languid delta
#

!feedback

Alternate utility skill for Merc

Crescent Blade

You dash towards an enemy, and upon making contact, quickly circle around behind them and deliver a wide slash for 200% damage and apply expose.

I think this would make a good alternate skill for Merc. You wouldn't be able to chain it like Blinding Assault, so it would have reduced range, but would still provide some of the extra movement that Merc players like, and by having the same damage and applying expose, the damage will still be roughly the same as the 3 hit blinding assault combo, but added to your next attack.

glass imp
#

!feedback

Acrid's bite provides a substantial armor buff that lasts, at default, 4 seconds. This allows Acrid to both hit and run, or chain bites in order to stay in the fight, gaining both healing and armor to compensate for the severe disadvantage of melee play.

karmic edge
#

!feedback please revert the Milky Chrysalis changes? I don't know why it needed to be even harder to use. it used to be my favorite Engineer equip, but if I can't aim/shoot down and strafe at the same time it is actively detrimental.

mellow bridge
#

!feedback
show skill cooldowns on loadout screen

willow orbit
#

!feedback
New Artifacts: Artifact of Dissolution - at the start of every stage the director picks a selection of items (could be displayed under the item inventory) and only this set will drop. It could use a minimum set of rarities e.g. 4 white, 3 green, 1 red and 1 yellow

Artifact of Expansion - as difficulty increases, so does the pool of items starting with the selection available on a fresh account and randomly expanding to the others you've unlocked with each mark on the bar, perhaps unlocking different tiers/more items with every few "ticks" on the bar.

tbh I just want more artifacts ❤️

boreal lake
#

!feedback
% health healing should be based on hp+shields.

merry lance
#

!feedback Shatterspleen should give 10% crit chance for its first stack, so it isn't useless if you don't have a crit glass.

golden juniper
#

!feedback

in some levels in the game such as siren's call (don't know if it still happens on siren's call) and bulwarks ambry: shrines and chests can spawn very close to the edge of the map or a big hole and face it. Then I buy an item and it falls off the map. It doesn't seem intentional and isn't helpful to the player. I would suggest making the shrines face inwards or [have each interactable guarantee the item falls on solid ground] if they are on the outskirts of any map at the very least so items are safe on the ground.

lapis karma
#

!feedback
Let us choose if we want a depressing or normal Titanic Plains visual design, or at least make the "weather" there random each time you are there.

gilded trout
#

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

barren crown
#

!feedback
its annoying when the host disconnects and ends a run. perhaps add host migration?

junior nova
#

!feedback
Make it so when your frost relic is at max size, kills refresh the duration instead of doing nothing

tidal bough
#

!feedback
On console Artificer has access to a toggle option for the hover jets. PC Artificer is missing this option.
Please add this option on PC because it is impossible to play a hover Artificer with controller without it.

pine gale
#

!feedback please make artificers m1 and R scale with attack speed by making her m1’s cooldown copy her attack speed increase (so 100% attack speed means a halved cooldown) and her r simply gain more hits with more attack speed like commandos r ability. I don’t understand how it’s ok to have a character that is unable to increase their raw dps. I really want to play artificer more but she needs some form of scaling to compete in the late game.

willow agate
#

!feedback

allow player to put custom skins on survivors and their weapons and share them via steam workshop for PC

reef blaze
#

!feedback I agree with Elite Aspects being a rare item, but not to the point I have not seen them more than 6 or 7 times in almost 400 hours of playing.

Please, raise their drop chance. they are very fun to play with some characters.

slim talon
#

!feedback
Unless already implemented, I think that the lunar Chimaera should have a chance to show up when using the dissonance (enemy pools are randomized) artifact. Perhaps only on dissonance loops. I find the lunar chimaera enemies genuinely cool looking and it's a shame they can only show up on commencement which is more of a faux stage.

winter pendant
#

!feedback New White Item: Angering Armband
Gain 15% (+15% per stack) movement speed and 20% (+20% per stack) attack speed for 3 seconds after taking damage.

For reference, Paul's Goat Hoof grants 14% per stack and Soldier's Syringe grants 15% per stack

dapper hull
#

!feedback make the color pallets you get from equipping an elite aspect a full on skin, some of them look really cool and the files are already in the game

full skiff
#

!feedback If HAN-D is ever implemented, his hammer R's can work like Mithrix's area of effect attacks within a shorter range, at least enough to nab at some wisps... I love the robot Janitor...

novel rampart
#

!feedback Let Captain sprint while targeting his orbital strikes, having your mobility reduced for essentially no reason could be a difference between life and death

analog scarab
#

!feedback make skins determine the color of the players abilities. ex: merc’s alt skin is red, but his attacks stay blue. make it so that his attacks would turn red when that skin is equipped

hot elk
#

!feedback

I think that Commencement needs to have either some more platforms on the lower levels of the path, some jump pads that send you back up or a combination of both. If you play a lower mobility character it doesn’t feel very good to get hung up on on the support beams below the main level and have your only respite to be jumping off and respawning above somewhere.

hallow ginkgo
#

!feedback
change the color of either equipment or the color of legendary items while using the artifact of command since both the orange and the red command essence look the same people usually just assume its equipment and dont even bother with it

tepid umbra
#

!feedback

Have the ability to save and quit a run, but incur a scaling difficulty upon returning

signal ridge
#

!feedback I have and artifact idea. The Artifact of Moon(working title) where it just rains down the glowing meteorites constantly. And you find it in obviously in Commencement probably where the lore book is.

simple sorrel
#

!feedback

Add a scrapper to comedy island so you can get rid of things like Tesla Coil before Mithrix, as you can get unlucky and find no scrappers on Sky Meadow
Also since the cauldron bug with scrap is fixed, it would be useful for those as well

rustic nest
#

!feedback Make attack speed scale Engineer's pressure mines activation time, it always feels like a rare chance they fully activate before an enemy triggers them

ionic kettle
#

!feedback

Give us a way to lower loot RNG without completely removing it (with Command). Basically with full item availability, the game can become EXCEEDINGLY frustrating to play if you're having back luck. When every green is Razorwire, every red is H3AD and potted plants and the only thing you can bind your Q to is a radar, it kind of sucks the joy out of your session.

The only solution currently is Command, but that in turn removes much of the nature of the core roguelite experience (risking the game becoming stale since you'll run the same build every time without variety), and can also mean unwelcome micromanagement.

An optional way to toggle which items can spawn would let us remove the things we REALLY don't want to currently see, while still keeping all the benefits of randomized gameplay. If it's an optional setting (or artefact) people who dislike the idea can simply not use it (so please don't downvote this just because you personally wouldn't use the feature).

raven shell
#

!feedback
When using a Shrine of Order, it's possible to get a scrap as the chosen item. I know the shrine is not a reasonable thing to use in the first place, but this bricks the character even more than it should do and it feels unfair.
Please remove the scrap from the item pool when choosing what item to gain.

lime basalt
#

!feedback
Items that fall out of the map are teleported to the cliff nearest to where they fell

spring violet
#

!feedback
Now that we have "Shocking" as a debuff, I personally think Artificer's Ion Surge should instead shock the enemies hit instead of stunning them. Could be interesting to combo Ion Surge with a Nano-Bomb

Edit: It also just makes more flippin' sense

rigid slate
#

!feedback Please make it more obvious that Captain's attack speed affects the Microbot recharge, at least on his Skills page. As is, you can only find out by checking the TAB menu during gameplay, and if players don't use that menu, then they'll most likely scrap their attack speed items without a thought since it is otherwise pretty useless for Captain

rotund flume
#

!feedback Especially given the fact that most, if not all, of the end credits character lines, "And so [they] left," are more positive in this game, I think the desaturation that happened to the color palette this patch should be rolled back. I feel like they should lean into the lighter, happier tone in this game as compared to the first so it has its own identity.

proven verge
#

!feedback Make Mithrix unable to smash / attack during (/ the second after finishing his) blinking.
(In stage 2 of the fight I think).

junior nova
#

!feedback
Item idea: Repulsion Armor (Red)
Reduces all incoming damage by X% (10,20,whatever). Scales hyperbolically so each stack has lower effectiveness, like tougher times and old guillotine, so it never reaches 100%

royal moon
#

!feedback
I found that "Forgive Me Please" can end up generating way too many entities when equipped with many gestures/fuel cells, thus either crashing the game or lagging it to death simply because you can layout more dolls than you actually can handle, now i dont think it should be nerfed, having a on-the-go money generator, turret (tome and dagger) and a healing bag (topaz and monster tooth), can be kinda nice. But I do think a way to fix this should be to limit the amount of dolls that can be thrown out at a time, like one or two.

fathom isle
#

!feedback elemental damage functionality feels weird, shouldnt burn do more damage to glacials?

noble shore
dense stream
#

!feedback Give commando a "no damage falloff" passive, or even another passive and just remove falloff from him innately.
@obsidian oracle I think the best approach would be a new left-click attack, with an assault rifle, SMG or something like that. Maybe adding a reload mechanic to compensate.

verbal summit
#

!feedback
To make it clearer that you're being fried alive in corrosive Mini Mushrum acid, we need a few more visuals.
A heat haze would help show the distance it reaches from the ground.
Or perhaps making the player character meld slightly into the corroded ground (similarly to quick sand), adding some form of delay or drag to the character's movements.

dry salmon
#

!feedback blacklist some items from the void and mythrix fights, i am thinking particularly of dio's best friend and tesla coil, that are essentially nigh death sentences in both situation.

crude brook
glacial ingot
#

!idea implement an option where pressing escape closes the Artifact of Command Menu instead of having to click a close button

unborn rose
#

!idea implement an option where pressing escape closes the Artifact of Command Menu instead of having to click a close button
@glacial ingot !feedback

sand moss
#

!feedback
Item idea: pals pocket pack(yellow or red)

That would prevent the removal of 5% of your items during the final bosses 4th phase, with each stack of this item adding an additional 2% less items being removed and during normal boss battles would only give a small dmg buff or soemthing of that nature so it's not completely useless in obliteration runs

maiden stirrup
#

!feedback

I want skins for beating eclipse mode.

junior saddle
#

!feedback
Lunar item idea
A counterpart to the brittle crown.
Uses gold to prevent damage but you lose gold when you’re hit

still root
#

!feedback
Make a pc looking for group channel for both regions, EU and NA, that will make easier to get a partner

proper flume
#

!feedback
discord rich presence

frail vessel
#

!feedback add more types of elite enemies, maybe not these exactly but heres a few ideas: (lava; their attacks explode) (radiant; if they hit you, you are blinded for a short amount of time) (glass; less health, more damage) (luminite; if you get near them, your screen goes very dark everywhere except right next to the luminite elite, forcing you to get close) (foolish; takes damage over time, but if you shoot them at all they heal to full health. meaning you have to not attack them to kill them)

dark isle
#

!feedback

AtG_Missile : Lonely.

Give us ATG MK 2 back! ATG is nice on it's own, but I really do miss the triple-missile firing brother that was left to operate in Risky 1 alone.

little barn
#

!feedback There are, what I think, two bugs with captain that I've seen in 1 playthrough with playing them, 1, is that when doing the acrid event, you take no damage whatsoever from the environment, and two, when dying, it displays "Commando" and a white overtone to the loss screen. I don't know where to post this so I thought here would be best.

little lava
#

!feedback
item idea

Rarity: Utility
Name: Classified Intel
Description: Reveals the item rarities of the 5 closest chests in your area.
(Cooldown of 100s)

I did this before but i had something else at the description

vivid heath
#

!feedback would love to see more skins added for characters later down the line with varied methods of obtaining them. Would also be cool if there were skins that mimicked various enemies found in the game, like a Lemurian Acrid or Golem Loader, as a few examples

gleaming shore
#

!feedback
Change Interstellar Desk Plant healing zone shape into a long cylinder - this way the item will become more useful on later stages as it will be possible to gain the heal while moving in the air (with hopoo feathers and while playing artificer)

tame prism
#

!feedback Honestly, something is wrong with worms. For first, every biome where worm can appear as a boss - 99% chance I get them. Idk if it's only me, but I barely see other bosses on stage 4/5. For second, they became too aggressive - they can randomly push you half the arena, they can attack right after they went down, they can instakill you on teleport press - too much for a boss compared to other ones. Today I got worms attacking right after teleport start for three times, and it feels extremely unfun (see the clip example below)
https://clips.twitch.tv/StormyElatedTitanNononoCat

Twitch

Watch Kelin2025's clip titled "оверлоадинг"

▶ Play video
fervent kettle
merry lance
#

!feedback Move mythrix's monster log next to the rest of the bosses.

hot yew
#

!feedback Have "_______ of Heresy" items for the secondary and special slots, that way we have a full set, and also for the next suggestion I have.

feral night
#

!feedback
Add an option to allow pings to last indefinitely, to better allow pings to mark objects for later (such as marking a cloaked chest during a teleporter event to remember its location; by the time the event finishes the ping expires and you lose the chest)

astral iron
#

!feedback
Make the artifact in the credits make mythrix spawn if you take too long in a stage.

steady wing
#

!feedback Clay Dunestrider's healing still needs to be nerfed. When multiples of them spawn and/or you haven't eliminated every other enemy on the stage yet the fight can be a slog, especially in the early game.

hot yew
#

!feedback (This references my previous post, and also would require that to be implemented as well. That post was, in short, "Have '___ of Heresy' items for the secondary and special slots")

Have a new survivor named "The Heretic" that would have, by default, the heresy items, however in order to not have the character break with using lunar pools, it would probably be best if they couldn't use them (or some other workaround.)

You would unlock this character by holding all of the Heresy items at once. And it would be interesting if for their special ability if they either interreacted in some unique way with lunar items, or was a character that came with a big downside, much like lunar items.

sand moss
#

!feedback
Character idea: gol-m

This character would be a slow mid ranged damage sponge, with an appearance reminiscent of a stone golem mix with robot parts
He would have the highest hp pool of all characters, lowest speed and mobility and a low attack rate with medium high damage, and being a similar to acrid or a beetle gaurd in size

His base load out could include the m1 be a simple swing attack with one of his arms

His m2 could be a small shockwave attack that has him slam the ground hard

His shift could probably have all the benefits of mul-t's transport mode without the speed

His R ability could have him let out a signal or soemthing similar that causes all monsters to directly target him and maybe an unlockable r ability could do the exact opposite

He himself would mainly be good for not dying and taking one for the team, he could be unlocked by killing 50 stone golems in 1 run

swift grove
#

!feedback Not just 4 people in a PRIVATE game. That really sucks especially when alot of people wanna have fun in one game, And I would honestly hope its possible.
Another idea I have it to please buff mercenary and make him good again. The health Isnt AS bad, Because captain has that amount of health too, But also kinda unfair because he has a healing station. But it's the damage that's extremely bad. I know you were trying to make mercenary a hard character to play, But it just makes him bad. He can barely do ANY damage, And its really hard for me or others that mained him. I just started playing this game, And hes the only character I really like. His moves and style I like a lot, I know I'm not the only one who's said this.

unborn rose
#

!ideas Not just 4 people in a PRIVATE game. That really sucks especially when alot of people wanna have fun in one game, And I would honestly hope its possible.
Another idea I have it to please buff mercenary and make him good again. The health Isnt AS bad, Because captain has that amount of health too, But it's the damage that's extremely bad. I know you were trying to make mercenary a hard character to play, But it just makes him bad. He can barely do ANY damage, And its really hard for me or others that mained him. I just started playing this game, And hes the only character I really like. His moves and style I like a lot, I know I'm not the only one who's said this.
@swift grove !feedback, and read pins next time pls

deft patrol
#

!feedback
After the new engineer's spider mines were released, the normal mines were modified to get a "arming setup", and to deal just 300% before and 900% after fully armed. This modification was introduced so they wouldn't just be used as simple static grenades, which was now done better by the new, mobile, spider mines.

It was a good idea in principle, but the fact is that it's really hard to set the mines and wait for their setup time. If you drop them preemptively in an empty spot they will most likely never be triggered, and if you drop them in the heat of battle they will most likely explode before getting fully armed. This makes the spider mines the plain obvious choices in most situations and really undermines the strategic and territorial playstyle which is the focus of the default Engi kit.

I suggest the easy fix for this is just removing the possibility of the mines exploding before being fully armed altogether. This means the mines would only ever explode for their maximum power after a short delay, and would force the player to avoid spamming, think about where to set them up, and to think about a good spot to set a mine to explode after 2-3 seconds.
This also would enable some interesting interactions. Since mines stick on the players, they could also stick on enemies and explode after a while causing damage to a group of enemies if the engineer manages to kite the mob properly.
I'm well aware that always exploding for 900% damage and the current radius would make them a little too powerful, but even if the range and the power was reduced, it would still make an interesting choice between delayed (default M2) and instant (Alt M2) gratifications.

glass imp
#

!feedback
Presently, the game is somewhat biased against high, single-ticks of damage. Although the band changes substantially alleviated this problem, I think it's still kind of an issue, reflected in characters like Artificer and Mul-T with their rebar puncher. Is it possible to potentially introduce positive proc coefficients, i.e. higher than 1? This might help Artificer keep up with damage scaling with her abilities, and more notably a higher proc coefficient relative to its fire rate could even out the Rebar Puncher with Nailgun and make it more fun to use.

tired briar
#

!feedback when pausing the game it would be nice if I could see what items I have so far and be able to see what they do when I highlight them.

zinc rapids
#

!feedback

Been about 2 weeks since I've mentioned it. But a toggable damage counter on the side of your screen that will show the damage different attacks and items are doing. Toggable so people who dont want more screen clutter doesnt have to deal with it while letting the rest better test builds or item combos. Or just curious to see how much damage they really doing

Example

Mb1. 300
Bleed. 70000
Ukulele. 2000

solar vale
#

!feedback
Soldier syringes should increase the rate at which nano-bombs can zap surrounding enemies before they impact.

nova kiln
#

!feedback a lan multiplayer mode, for people to get together with when the internet is troublesome.

glass imp
#

!feedback
Artificer's Nano-bomb tendrils should be unable to proc bands. They tend to waste the band charges on lower-damage hits against enemies that aren't at the epicenter of your intended target.

raven jacinth
#

||!feedback||
Allow a base game option to play with more than 4 people.
Currently, you require TooManyFriends to play with 5 or more people, so it'd be nice to be able to do it in base game and not modded.

opaque saffron
#

!feedback
Artifact of Evolution should give items at an exponential rate. 1 item per stage in first loop, 3-5 in second loop, 7-10 in third and so on. Currently the artifact is only scary in the very beginning of the game, and when a few particularly strong items are chosen (tesla coil, teddy bears, atg, etc.). This would give stacking items more chance to stack, and give more chance to roll those strong items. This would also give a reason to use it as a difficulty increase past the first loop.

tough pendant
#

!feedback Armor Change

Show an indicator over your health bar of how much damage you would've taken if you didn't have armor.

Why?
So that you can see just how much armor helps, with examples being Jade Elephant and Rose Buckler.

wind lynx
#

!feedback
Elite aspects should make minions (Queens Gland, Aurelionite, maybe Drones?, etc) into the elite too, plus the stat boosts too maybe.

tough pendant
#

!feedback Item Idea

Green Item
Reduce the time until your shield recharges by X (+X per stack) seconds per hit. Gain Y% your max health in shield.

Simply put, hitting enemies would allow your shields to recharge sooner. The amount of time it would take off wouldn't be huge, but you have to realize that you're often hitting a lot of stuff.

Why?
Shields aren't in the best spot right now. The more shield items we add, the better they'll feel. This item specifically would reward you for staying in combat when your shield is low, supporting a bit more aggression in how you play.

Also, keep in mind that I have a Transcendence change I'd like to suggest soon. Because another thing that happens when we add more shield items is that shields get better, and having shields is no longer as big of a downside. So expect a Transcendence post within the next 24 hours to keep things balanced.

solar vale
#

!feedback A tweak for overall gameplay feel, basically enemies who aren't being actively looked at by the player should deliberately miss their first attacks and be both more inaccurate and less willing to attack you. The sound and visual cues are helpful but it doesn't change the fact that a lot of the enemies in the game spawn behind you all the time. Sometimes the consequences of this can be instantly fatal. The initial miss would give you a cue, helping your spatial awareness and the added inaccuracy and passivity would mean that you can focus on a boss or whatever a little more. Maybe lower or remove some of these features based on difficulty.

late pecan
#

!feedback

Commando's Frag Grenade special feels a little too situational, especially early game where crowds of enemies aren't as thick or prevalent. Making them stun and damage the first enemy they bounce off of could add some utility and personality to the skill, and grant them a slight parallel to his other special.

severe ore
#

!feedback a red item that allows everything you spawn to get 10% of your items per stack, not counting the blacklisted items, which it would be blacklisted itself, i loved warbanner gorags opus 5 beetle guard build but it could be so much more

gilded zinc
#

!feedback
The ability to choose a random character for the run

little barn
#

!feedback Instead of being just a single long bridge, the moon could consist of a variety of floating structures, each connected by jump vents.

Some vents might only open if you clear that structures enemies, leading to side areas with rewards. (Though the main path would always be open).

This would make the final level far more interractive, and give a potential reason to fight enemies as opposed to just rushing through.

merry lance
#

!feedback Not having bungus (bustling fungus) deactivate when bumped into by teammates.

wind lynx
#

!feedback Add an active item shop or two on the moon, seeing how you can already access some red, greens and lunars already, would also allow you to use money on the moon and salvage a short run where you didnt get any good active.
@dry salmon

pseudo tundra
#

!feedback Give enemies in later stages better aim, faster projectiles, and higher attack speed, but significantly lessen their rate of damage scaling so that you take damage more consistently, but dont die in 2 hits when you do.

robust ridge
#

!feedback Mithrix should be invincible in the introduction cutscene with him.

prime flower
#

!feedback add a green or red item that has something to do with minions? I feel like late game, your drones and beetle guards dont really scale, and adding an item that buffs them or changes them somehow would make buying every drone and printing queens glands a viable build.

white tartan
#

!feedback
Team deathmatch with a spin
Teams spawn on opposing sides of the stage each with a shrine and portal device at spawn. Objective is to activate the other teams shrine and make it back to your portal device to activate it, fight a boss, wait for portal%, and click the portal to win. Opposing team being in your red circle turns off portal % gain. Portal device can only be activated by someone who has activated the opposing teams shrine and has not died. Every minute the game continues items are dropped into the map at neutral locations. The more downvotes you give it the more likely it is to be a thing.

little barn
#

!feedback Any drones that get too far from you should warp to you, preventing them getting stuck on terrain.

This is most prominent on Commencement where your drones often do not leave spawn, vut can happen on some other levels like aqueduct

royal dove
#

!feedback I think more elites could be really fun (both tier 1 and tier 2), but maybe all/some of the new types be restricted to certain maps? for example a tar-esque elite for abandoned aqueduct which could slow you down and leave pools of slowing tar behind when it's hit, or a "lunar" elite for commencement, or a void elite ("Nullified" or something) for the void fields.

glass imp
#

!feedback Tesla coils should be blacklisted from the Void Cell item list.

tired briar
#

!feedback Clover seems like such a powerful item. No matter the character, if you have the command artifact choosing Clover is the smartest decision. I don't know how to fix this but I'd like to see this downplayed a bit.

severe ore
#

!feedback the boss items being more common is great, but what if it only applied to the first time it successfully dropped, because boss items tend to not stack as importantly as greens or even whites so getting 3 or 4 shrines of the mountain and dropping 80-100% of the boss item shouldnt be a thing when you couldve instead made the run boost real nicely for such a risk

maiden kernel
#

!feedback
Steam Trading Cards please. Thanks.

feral dock
#

!feedback
I don't really know why but the gold portal drop halcyon seed is too close to the portal. This makes it hard to get the item with command on.

obtuse dagger
#

!feedback would be cool to have a revive item, maybe red. Or a revive shrine for dead teammates so they'll stop quitting midway through a decent run.

nimble kettle
#

!feedback
New elite type, Heliodor elite. Tier 3 elite. Yellow in colour, they have a floating bright yellow orb above their head. Despite bring tier 3 elite they have the same about of health and damage as tier 2 elites because of their powerful effect. They create a spherical area of effect, similar to the one of Celestine elite but 2 times smaller in size. Inside this sphere any item caused effect (procs, an death effects, crit chance etc.) have a 50% chance of not working (bears: tougher times and Dio's best friend are immune to this effect as well as regeneration increasing items on player)
Aspect: Sun's Grace. Players creates similar aura that causes enemies caused effects (bleed, malachite poison etc.) not to work on allies 50% of the time

zealous elk
#

!feedback please change mired urn, my friend literally ended our run because his mired urn killed me, feels really really bad

tepid sigil
#

!feedback The commando's default shift is fairly useless in its current state other then to reset fall damage and go slightly faster in the very early game. It would be much more useful if it had some invincibility frames like in ror1, making it a defensive option compared to the tactical slide. At the moment the slide is almost a straight upgrade. I'd love to see the roll get some more love, or at least have any reason to use it over the slide.

Edit: To clarify why the roll is useless at the moment, the vast majority of attacks in the game have a sizeable hitbox that the roll simply won't get you out of safely. The only things that it'd get you out of the way of, such as lesser wisp fire and golem laser blasts, can be avoided by jumping or changing direction quickly, making the roll obsolete.

still dirge
#

!feedback
Hi. @crude brook already mentioned cool unreleased boss "Grandparent". I'm huge fan of whole idea and realisation of wisps in RoR and RoR2. So I want to ask you guys: Is Archaic and Ancient wisps will be released in future? They both are cool enemies and (imo) Archaic wisp is already almost in release state. It only needs some cool SFX and balance notes. I'm playing with "Archaic Wisps" mod made by Rein and it actually feels great.
Ancient wisp is another story. It has cool concept but with lack of development (no at all). I remember him from the first RoR and want to see him even more.

sour cargo
#

!feedback
more skins like the mercenary skin not colors and different skills effects

winter pendant
#

!feedback Update this gif on the Risk of Rain 2 Steam page. It's missing most of the survivors, so it may give some people the wrong idea that a lot of the classes advertised are a WIP.

glass imp
#

!feedback The pressure plates on Abandoned Aqueduct should be activatable without anything on the second plate solo. This could be achieved by giving them a timer on their 'pressed' state, perhaps a minute, allowing a solo player to find both plates, then hit the first plate and sprint over to the other plate and hit it as well.

harsh torrent
#

!feedback
Mithrix and Providence's story is ultimately really sad; and he doesn't seem to actually have a reason for hating the player this much. While Providence is unavoidably dead; maybe an alternate ending where Mithrix doesn't die and is made aware of his brother's passing might be of note, if you obliterate.
**"I felt sorry for them. They weren't able to feel as we were. They had no concept of soul or pity or remorse. It is by my sacrifice that I hope that this entity is able to become sympathetic. Maybe one day they shall understand; Maybe they'll rule over Petrichor V better than Providence ever did. A tale of two brothers, torn apart, should not end in a complete tragedy.

Finally. I will no longer have to butcher any more.
The perpetual agony of life comes to an end.
My final, eternal rest.
The True Respite of never having existed in the first place."**

glass imp
#

!feedback Getting Wetland Aspect always feels pretty bad, imo, both because Aqueduct is easier to navigate & clear out with greater contrast between chests and the rest of the environment as well as a more flat, less complex structure, and because Aqueduct has the Ancient Gate, whereas Wetland Aspect has no special benefit. Perhaps something could be done with the cave in which you initially unlock N'kuhana's Opinion?

elder field
#

!feedback I loved the first game and this is a great improvement to the first in many respects, in my opinion could use more items to increase damage and other items from risk of rain 1 I would love to see return. But I do have a few suggestions I would like to see, one of them being more multiplayer modes we have two unique modes for singleplayer, would like to see maybe a seperate pvp mode like a mod which existed before 1.0 had or allow doing challenge runs like eclipse with friends would be fun. Just feels like multiplayer has been neglected a little at this point, but other than this the game has been pretty solid

warm scaffold
#

!feedback I just had a Void that gave me 2 energy drinks, a goat hove, 2 feathers and a wax qail, and it gave me the idea of themed void cells. How about there is a certain chance that upon entering the void it could be a system like with chests. Mobility Void, Damage Void, and the drops will be of that nature. Maybe we could choose a void, like we can choose maps in some sense, or just leave it up to randomness, however i feel being able to choose what kind of item "buff" you want, could add some nice strategy and player agency to each run. A small way for us to counter the normal RNG of items and to counquer the weaknesses of our current build

onyx burrow
#

!feedback

Remove 1 rocket from Scrap Launcher, but increase its' damage to 400% so MUL-T can proc bands with anything other than Rebar Puncher

weak quail
#

!feedback
During a run we took a blue portal, and we spent 3 lunar coins on the dream pedestal, and it was supposed to take us to the gilded coast. we took a void portal, assuming that we would go void fields --> gilded coast --> stage 5, but it skipped the gilded coast. I think since we spent coins on the dream pedestal we should be able to go from void fields to gilded coast, then to stage 5

fiery widget
#

!feedback
Artifact that spawns stage variant selector from bazaar right at the teleporter with no cost, still has the option to randomize using the tp itself without any portal.

weak quail
#

!feedback
In order to make the squid polyp actually good, without making it red tier, would be giving it some of the players items. unlike the engineers turrets, it wouldn't get EVERY item, rather a percentage of them. if the polyp has a chance to gain 25% of the players items, i feel like it wouldn't be too overpowered, and it would scale SO MUCH BETTER. Currently, there is absolutely no reason to stack or even have a squid polyp, but i feel like this change could actually make it a decent item. It would still die slowly, and stacking it would just increase duration, it wouldn't increase chance to gain items. some items could also be excluded, like you could make it so that the polyp can only gain green or white items, no red, yellow, or blue. Even if this isn't how the polyp is changed, I think it either needs some kind of a buff or it should be removed or reduced to white.

scarlet remnant
#

!feedback
New artifact: big head mode

distant root
#

!feedback Let us cancel Captain's Ultimate, maybe by pressing R again.

novel rampart
#

!feedback make visions of heresy give a unique crosshair regardless of character, using gaze with engi's crosshair feels awkward asf

fleet zenith
#

!feedback The order in which the achievments are shown should not zig zag between the columns but instead descend one column at a time.

It would make it look more orderly and it becomes easier to group up the same kind of achievments together. It also makes more sense since when you browse between the pages of achievments you slide them to the left and right.

hollow basin
#

!feedback Allow Artificer’s primary to reload all 4 shots at once like MUL-T’s scrap launcher, to reduce the time waiting between throwing out damage, and to fit better with her ability rotation playstyle.

lean creek
#

!feedback
Making anew ability for Artificers Utility to make a small dome of fire that inflicts a burn on enemies that walk through it.
OR
Make a solid wall that blocks projectiles for only 5 seconds.

gilded zinc
#

!feedback
Concept of new items that increase the attack range, and maybe decrease (lunar items).

This is a new attack range mechanic that allows shooters to shoot further (Commando, MUL-T, Huntress, etc.), and melee characters to increase their hit range (Loader, Merc, Acrid, also possible for the MUL-T's saw).

This new mechanic will allow you to create new builds and diversify the gameplay, you can also come up with various items that affect this parameter

sage loom
#

!feedback
This is an equipment item
Tourge Explosive Explosion Device
Causes all enemies to EXPLODE VIOLENTLY

Unlocked via the EXPLOSIONS? challenge: carry 1 of each each explosive item (bundle of fireworks, sticky bomb, stun grenade, atg, wisp, brilliant behemoth) in 1 run

Notes: this would probably have a fairly long cooldown and deal some good damage, when not doing command I could see this being quite difficult to unlock as well.
Postnote: this may seem like a shitpost, but I honestly think this could be a good equipment with a bit of tweaking (even remove the tourge reference if you can't get gearbox to roll with it)

hot yew
#

!feedback Artificer's ion surge fells really out of place as an alt special move, and I'd much rather have it as an alt utility skill, where I think it would be more fitting. (Also not gonna lie, I don't like the ice wall, and do like both the flamethrower and nano-jump)

agile vault
#

!feedback + ideas! it took me 2 days to plan the ideas, and 1 day to make the concept art, unfortunately I don't have photoshop so I had to use paint, XD, there must be some spelling mistakes in the drawing, this is more because I am not fluent in English!!!, the way I did the enforcer is curious, the engineer would be his best friend and the bandit would be his worst friend.

misty heath
#

!Feedback + Ideas! I was thinking about audio, some of the audio is quite loud which is not an issue as I can turn it down. However when playing with the Artifact of Sacrifice it would be nice if we had an individual audio slider that let us turn up the sound for items dropping from enemies. That way I can turn the SFX down but have the item drop sound still be noticeable.

tropic wren
#

Somebody speak Russia?

hot yew
#

!feedback Have lunar seers (the things in the bazaar that let you pick your next destination) work after going through void fields.

simple frigate
#

!feedback
Let Captain purchase additional beacons

  • His ultimate ability becomes less straightforward to use, more strategies appear (may use 2 free beacons or order a few more)
  • More overall impact on gameplay, while also being spread out through level naturally, as you earn excess money
  • Since later stages feature more money, that also means scaling beacons!
    (might need to make the price exponentially growing to prevent beacon spam though)
  • The ordering process goes through the same keys as current activation, so captain is still limited to 2 beacon types selected before the run, need to be considerate about the choices
  • Shocking, Healing beacons would get more usage since their coverage will increase. Equipment beacon would provide more uses later in game.
  • Hacking beacon, on the other hand, will become less favorable option as the net positive value will decrease when purchasing beacons (however, some chest placements may still allow for a good deal)

Overall, this rework allows to invest more in the unique ability management of Captain's beacons and make his role more distinct

velvet path
#

!feedback Sky Meadow could do with a proper boss instead of 90% Magma Worm. Maybe commando missed one of the children and it's pissed?

dry rapids
#

!feedback spawn protection, got oneshot twice by stone golems prefiring during the spawn animation of acrid with glass artifact

crude brook
winter pendant
#

!feedback Some Shield Related Items

Green Item: Reflector Shield
Gain shields equal to 5% (+5% per stack) of your maximum health. When your shield is damaged, deal 200% (+100% per stack) damage back to the attacker.

Red Item: Shield Reactor
Gain shields equal to 30% (not increased by stacking) of your maximum health. Restore 5% (+5% per stack) of your maximum health as shields upon killing an enemy. Shields restored by kills will not exceed maximum shield limit.

hollow basin
#

!feedback Change shields to begin the recharging process once you have healed 15% of your max hp. This would allow shields to begin recharging soon after taking damage if you heal enough. Shields would become much more appealing to different builds and characters, and wouldn't affect shielded/overloading elites, as they rarely can heal themselves for this much.

turbid iris
#

!feedback Option for Artificer to toggle hover

dense orbit
#

!feedback I dont know what the plan is with any future bosses that may be added, but if there are would love to see a comeback from the rest of RoR1 bosses. Ifrit and Ancient Wisp were some of my favorite designed bosses in that game and it would be really cool to see them updated and given that 3D look. I don't know if Toxic Beast or the Cremator would translate well into the new game and for lore reasons i'd get Providence not being there, but I think it would be a really cool addition

hollow basin
#

!feedback
It's high time we got some buffs for Commando's Phase round. Here are a few options for buffs, any one or multiple of the buffs below could be used to make it better:

-Flat damage increase
-Increase damage for each enemy pierced
-Raise proc chance to 2.0
-Places Expose debuff on enemies
-Shatters enemy armor
-Increased projectile speed
-Has heavy knockback and stun

dim hamlet
#

!feedback
Melee Acrid_Meat changes:
M1: Deals 150%, 250% and 400% on the first, second and third hit respectively. This makes M1 cancel strats less optimal if you want full damage output, but still viable if you just want a few quick hits.

Ravenous Bite (alt M2): Increase the bite's vertical range and allow it to be angled (mainly upwards and downwards). In addition, have Acrid gain increased armor when chomping on boss monsters (about 50 or so, this is 33.33% damage reduction) for 2.5 seconds.

Frienzied Leap (alt shift): Cut the damage down to 350% instead of 550%, but grant it Heavy (deal more damage the faster you move). This makes the leap a lot more deadly for jumping into a fight where you intend to kill some minor threats with the jump so you can focus on the big monsters. Right now, the leap fails to have a big impact later on outside of mobility.

plucky fern
#

!feedback Any sort of Boss Rush "Alternative Game Mode" would be fun

ionic kettle
#

!Feedback

In multiplayer lobbies, let us cancel our "Ready" until everybody has pressed it. As it is, one having pressed ready and a friend going "Oh hang on I need to check a thing first" leads to having to cancel out and disband the party instead of just unreadying again until everybody is set.

tough pendant
#

!feedback Transcendence Change

Have each stack of Transcendence increase the amount of time it takes for your shields to fully recharge. Not the time until they recharge, but the time they take to recharge.

Why?
I'm suggesting this change considering shields get more items. Currently, there's no downside to stacking Transcendence. This change would give it a downside. Also, please remember that this change is also suggested considering more shield items get added. I'm hoping that by adding more shield items, we can make shields feel better to have, which would make them stronger in the process. This change is to counteract that shields would then have upsides to health.

flat monolith
#

!feedback
i really like the difficulty Eclipse adds, but it can get overwhelming pretty quickly, and you can't go back to a previous eclipse level once finished. it would be great if i could just choose the difficulty between the ones i already unlocked

fickle elk
#

!feedback
As it is now Lepton Daisy is really bad. Every other Uncommon item at least has some sort of situational use, while the Daisy just does absolutely nothing. I feel like if instead of the healing wave being at set intervals - it could instead activate when a player within the Teleporter border drops below 50% Health. And the stacks would still only increase the amount of times it would activate. This would at least give it some sort of use, while not really changing the item at all. Just the parameters for when it activates.

little barn
#

!feedback
Is it possible to bring back time-freezing items like Timekeeper’s Secret from RoR1? Because now in RoR2 we have OSP so it would have greater value.

trim star
#

!feedback I'd really wanna see the UES Contact Light and the Providence boss fight remade in Risk of Rain 2.
It wouldn't have to break lore or continuity. It could be when you have a specific item or on stage 10, you get a message saying "An orb with strange power appears..." or something along those lines. After beating the teleporter boss, a red portal will pop up saying "A strange portal appears..." and take you to the UES Contact Light. The rest would be self explanatory.
I think it would be a cool little bit of legacy content to be able to fight RoR1's end boss in the 3rd dimension, and the perfect unlock method for a returning survivor if we do ever get another one added.

zinc patrol
#

!feedback Add a way to disable damage numbers popping up, usually in late game there will be too much numbers popping up which causes performance issues, big dmg to multiple targets makes like 10000 numbers pop up rapidly on your screen which affects performance quite well and also makes you not see anything and makes stuff feel just "stuffed and scuffed".

raven pasture
#

!feedback
Health scaling should be toned down, at the very least tone down the health scaling on the elites, even with the HP reduction, they get extremely tanky, same goes for the final boss and the enemies in the final stage. HP bloat just isn't that much fun to fight against.

heady oar
#

!feedback

Maybe add the ability for users to import/make their own custom crosshairs, or at least allow them to change the default color from white or add more options in game for alternative crosshairs. Sometimes white blends in too much with the background making it harder to aim with hitscan survivors.

sand moss
#

!feedback

Item idea: warm coals (blue)
Warm coals would reduce the time freeze debuff after a glacial explodes by .1 seconds up to 1 second, it will aslo reduce the ice slow down debuff effect by .1% for every stack

Downside: take more damage from all fire related debuffs

pseudo tundra
#

!feedback Let Mithrix jump a little if youre close to him when he does his hammer attack so that you cant just evade all his attacks in that phase by jumping a bit

fleet zenith
#

!feedback if a player leaves a multiplayer game then all stages that comes after the one that the player left should be adjusted to the current amount of players. If that player rejoins then all stages that comes after should again be adjusted to the current number of players.

shy granite
#

!feedback

Cosmetic change
Low priority

I always found it weird that the cursor on the final difficulty moved so slowly, making it seem like the laugh was ha... h...a....ha...ha. If the cursor could move quicker over the letters (and even quicker as time passed) it would seem a lot more fitting and add to the sinister connotation of the difficulty

fickle flint
#

!feedback new artifact: Artifact of Sanchem
enemy spawns are reduced/halved, but only champions spawn aka. elder lemuruan parents bosses void reavers scavengers etc

ebon gazelle
#

!feedback

I would like to suggest increasing the multi-critical factor in the game.

How would it work? Add a probability of critical damage being critical.

Example: 5% chance applied to the current critical chance of leaving a multi-critical attack. That is, assuming that the player currently has a 50% chance of causing a critical attack, he would have a 2.5% chance of causing a multi-critical attack (5% of 50%).

I suggest this because, taking out a single item that increases
% of damage caused at close range; there are no other ways to directly increase the character's damage (not to mention level up or items that offer a chance to drop a missile, fire or ice when attacking).

Ignore translation errors, I used Google Translate.

Hug to everyone

fiery prism
#

!feedback
Engineer turrets shouldn't be affected by spinel affliction. Just because I'm high on Nyquil doesn't mean they should be.

junior nova
#

!feedback
Commando Default shift change proposition:
Make commando immune while rolling and when it ends increase his attack speed for a bit, this would make it so combat roll and slide both have about the same ""damage output"" because you can shoot while sliding

finite ingot
#

!feedback

Would you like the idea of developing a survivor that 2 players can control at the same time?

inland nova
#

!feedback
Update console to have the new content

formal fossil
#

!feedback

New Equipement: **Parrying Dagger: ** Block the next damage you would take in the next 1 second, then deal 500% base damage to the attacker. (10 seconds cooldown)

untold shell
#

!feedback
Make 57 leaf clovers affect the shrine of chance

vague hamlet
#

!feedback
In the results screen, clarify if the enemy that killed you is an Elite.

south gust
#

!feedback

Unlike most of the feedback i've seen, I think that captain's tazer is good. however it still needs some work, so I have some suggestions
-make the stun a bit more consistent, right now some enemies (greater wisps come to mind) don't get stunned at all
-maybe let us charge the tazer similar to the shotgun, with higher charges doing more damage (up to 300%?) and a longer stun time. maybe max charge stun will even stagger a boss for 1/10 of a second?

Other than that, I think the tazer's viability is being kind of slept on, being able to on demand stop 5 stone golems from attacking with only a couple backup mags is pretty strong

inland nova
#

!feedback
Artifact which doubles enemy HP and triples gold obtained

analog swift
#

!feedback
So i did not know i had to interact with the portal FRAME to go into loop to skip the boss can we get the option to do it when going to the moon stage as well? (I only knew after googling which is not so great having to do). To keep people from getting Items from softlock island and leaving to loop make a force field that pops up as you leave the entrance.

serene solstice
#

!feedback

So i did not know i had to interact with the portal FRAME to go into loop to skip the boss can we get the option to do it when going to the moon stage as well? (I only knew after googling which is not so great having to do). To keep people from getting Items from softlock island and leaving to loop make a force field that pops up as you leave the entrance.
[reposted for @analog swift]

fallow patrol
#

!feedback Rex should have an alternate primary that instead of shooting, the cabbage on his head uses a sort of vine whip that does really high damage at the cost of like 5% health per whip. Lmk what you guys think

raw temple
#

!feedback
Give Captain a backup R ability when all beacons are deployed. It doesn't need to be remarkably good, but playing the game with [essentially] just your M1 & Shift is a bit lackluster.

carmine karma
#

!Idea Allow Eclips to be played in multiplayer taking the furthest players progress as the priority would be fun to play with your friends in such a cool mode!

inland nova
#

!feedback
Be able to see your highest score stats and other stats about your account

fickle flint
#

!feedback new Captain m2 idea: Onyx Shotgun
shoot a spread of 8x140% bullets. holding the button will increase crit chance, with a static aim bloom.
Challenge: 'Captain: Sniper Survivor'
complete a teleporter event and fully charge your weapon for every shot

junior nova
#

!Idea Allow Eclips to be played in multiplayer taking the furthest players progress as the priority would be fun to play with your friends in such a cool mode!
@carmine karma !feedback

turbid iris
#

!feedback Allow access to the final stage from each stage after first loop (like it was in Risk of Rain 1). Sometimes you don't feel like fighting final boss after only 5 stages, but doing 2 full loops could be more risky.

slim talon
#

!feedback
Give the captain's tazer a small amount of homing if you bounce it. I have no idea how you can aim a bounce unless you are aiming it at something massive like a boss (which is immune to tazer stun)

sage loom
#

!feedback
Artifact of travel
All teleporters will now take you to a random stage when using them. Say you are at titanic plains and activate the teleporter you can go to any main stage, abysal depths, distant roost, abandoned aqueduct, etc. All the hidden realms are not affected by this at all (as it could be quite annoying to get fucked over by this)

river anchor
#

!feedback IM sure this has been said before, but gorag opus and captain do not work at all currently Im in a MP run with a friend and picked up a gesture and an Opus and it basically sent so many feedback loops to the game that I started lagging server side to the point of not being able to do anything, Gorag and Captain are so insanely broken that it completely breaks the game

lean creek
#

!feedback
Having alternate abilities for the Artificer so that you can have a full loadout of one element from Fire, Ice and Electricity. (I know this will of course take a long time).

Theres already a fire and electric basic attack. An Ice basic attack could be something small like snow balls. Where each hit slows an enemy and stops them jumping.

Theres already an Ice and Electric Secondary. A fire secondary could be magma bomb that doesnt get thrown very far. Can be charged up to increase the explosion radius but its just an explosion with no extra effects.

Theres an Ice wall. And earlier in this chat I had an idea of creaeting a Fire dome that only gives 1 stage of burn. An electrical Utility could be a nova blast around her that stuns enemies briefly.

Theres already a fire and Electrical special. An ice special could be a Frost shock that freezes enemies in place for a at least 3 seconds. BUT they can still shoot any ranged abilities.

sweet bay
#

!feedback Add N'kuhana's Opinion to the blacklist for Mithrix phase 4. Otherwise I see no reason to pick up this item ever, since it's not very good usually, and yet you risk getting one shot by a 15k damage healing-skull when Mithrix medkits himself.

heady spade
#

!feedback
Make the aspects drop like boss items from a horde of many teleporter event. (They probably should also be buffed but that's a different point.) I feel like that makes sense as a way for them to drop.

pure marsh
#

!feedback 100% the game last night! looking forward to more content. new items, new survivors, new areas, new monsters. Keep up the good work hopoogames.

tacit lantern
#

!feedback
Bring back Magma Worms iconic dive attack, feels like he just slithers across and under the ground for his whole fight.

little lava
#

!feedback theres 9 more character slots in the select screen, so can we get another poll for a new survivor?

limpid blaze
#

!feedback I've seen a surprising amount of people confused by the wording of mastery challenge. Consider rewording to "On monsoon, beat the game or obliterate"

Currently there are people thinking you can beat the game on any difficulty or obliterate specifically on monsoon.

crude turtle
#

!feedback After a TON of hours playing my mercenary (my all time fav character and main) I've come to the conclusion that something needs to be done to buff his defense. Its nearly impossible to loop once on monsoon. I have the skills and I have managed to loop several times, but the mercenary just doesnt seem that stable anymore, and this does not have to do with the new ability and mechanic (which I love btw).

thorn nebula
#

!feedback You're aware contraptions' death models bug like this, right? They sort of stretch downwards to infinity

river anchor
#

!feedback Certain items are just not enjoyable to fight against Mithrax with, pretty much any run that has a red printer, or one where a survivor had a lot of healing and another had an N'kunahs opinion are pretty much impossible to win, I had a run where I got lucky as captain and found a red printer, I ended up getting 3 behemoths, my friends each took two, for the fight with Mithrax his crystals were exploding for roughly the same size as a Will-o-the wisp explosion, which stacked our 20something daggers instantly and killed two of us through a wall, which is an entire other issue, either way, the fact that Mithrax can abuse our items as well just leads to such an unfun fight in multiplayer that leads to death 9 times out of 10, this fight needs to be combed over in multiplayer, because currently as it stands stage 4 is nearly unwinnable with any group of players who have looped, or even had a decent run

polar isle
#

!feedback
arti's M2 should be changed to not autofire when fully charged, similar to captain's shotgun ability to be charged indefinitely. It feels really awkward to try and fully charge 1 shot, and then have a second shot come out if you have any back up mags.

sage loom
#

!feedback
This is an equipment item
Tourge Explosive Explosion Device
Causes all enemies seen on the screen to EXPLODE VIOLENTLY, dealing decent if not good damage on a long cooldown

Unlocked via the EXPLOSIONS? challenge: carry 1 of each each explosive item (bundle of fireworks, sticky bomb, stun grenade, atg, wisp, brilliant behemoth) in 1 run

Notes: this would probably have a fairly long cooldown and deal some good damage, when not doing command I could see this being quite difficult to unlock as well.
Postnote: this may seem like a shitpost, but I honestly think this could be a good equipment with a bit of tweaking (even remove the tourge reference if you can't get gearbox to roll with it)

modest linden
#

!feedback
I have an idea for a new elite. A poison one. Kinda like our poison doge. Except for every hit, it poisons you. And a name that i like, ravenous. Imagine it! "Ravenous stone titan". Im just saying, i like the idea

limpid blaze
#

!feedback Give 2-3 lunar coins for beating a given seed in prismatic trials the first time. Would be nice if trials had a pleasant casual mode rather than only being agony and endless restarts.

sharp barn
#

!feedback
Mithrix scales so well, even when you're op he still takes some time to kill. I wish teleport bosses would scale similarly but not be as strong as mithrix of course.

fervent kettle
#

!feedback

Add the child, Grandparent, Ancient Wisp, Archaic Wisp and Ifrit to the game

I feel like Ifrit was a very underrated boss, he couldn't do too much damage and was pretty easy to defeat, but if you got stuck between his walls with a bunch of enemies you'd be toast. I think with enough tweaks he could easily be a good boss to fight in ROR2.

MAYBE even add Ifrit as a secret boss in the Abyssal Depths map. And MAYBE add Ancient Wisp as a secret boss in Scorched Acres. I also feel like the Grandparent should have a high chance to spawn as a boss in Sky Meadows, or maybe give it it's own secret map or something of that sort.

stray wyvern
#

||!feedback||

tweak on #ror2-feedback-and-ideas message ;

Utility: place a device that will create a pillar of fire (or-something). does 1000% damage upon release and soes 400% damage for each additional hit. Does not inflict burn. Can store 2.

Special: Throw down a mini-beacon that grants an aura 50% smaller than the beacon one. all effects are twice as potent. Hacking and equipment can be changed to balance for this if need be.

ocean anchor
#

Put a "restart run" option in the pause menu to save time if you get bad monster/character for all artifact runs

distant prawn
#

!feedback Mithrix Changes: Mithrix is a very fun boss fight, but he really needs some reworks or changes to make his fight more fair and not cheeseable. For his first and second phases, as long as you have any jumps and can stay in the air (especially if you're Artificer), Mithrix will never hit you. I would either suggest giving him an attack that is similar to the golem's laser that will not miss unless you are on the ground, or giving him aerial mobility to chase you in the air. For his special ground attack in his 2nd phase, it can be completely avoided if you stand on one of the four sloped rocks, since this phase is meant to be the most exhilarating and intense, having Mithrix also cause an energy wall to damage you if you go into it (damage over time).
Now for the main problem, is Mithrix's third phase. I don't have a problem with him looting all your stuff, it definitely feels like an "oh shoot" moment. But the problem is that if you have any good proc items like Tri-Tip, Tesla Coil, Fire/Ice Bands, all it will take is one hit from Mithrix to end you. I would either make it so you gain your items back faster (as Captain, I fought him in the 3rd phase for at least 3-5 mins and got less than half my items back and got immediately killed by a Fire Band Proc.) Or change how his Needle Spray attack works. His Needle attack is far too difficult to dodge and it seems like it only takes one hit from it to proc everything and insta-kill you. It needs to be an attack that is readable and dodgeable. Most 3rd Phase battles come down to if you have weaker items and just have to pray you never get hit, or you have a long run where you have so many items that he dies before he can even take everything. I also recommend that you stop the timer once the final battle starts. It will make the fight feel even more impactful, and also not allow Mirthix to scale so quickly.

analog zephyr
#

Either luck should not affect artifact key spawns in the reliquary or there should be a way out of the reliquary without finishing it

I may have just accidentally soft locked a run

west canyon
#

!feedback a phase 4 redesign where he doesn't steal your items, but he takes no damage from your attacks as he's protected by a barrier. Once the barrier is destroyed he enters a weakened state, then you interact with him and give him items to drop his health. (healing items will only heal the barrier once he gets back up). He then gets back up with replenished barrier and a new attack, and the cycle repeats X times. Lore wise it makes sense that the king of nothing doesn't want your damn items and would actively be hurt by having them, and gameplay wise it allows players some agency with the build they want to take on the boss with, and allowing people to avoid intagibbing themselves.

opal vigil
#

!feedback Mil-T is great with the update, however he can be a bit broken in the early game as when you switch to rebar launcher its off cooldown and can be shot instantly and much faster by spam switching between his 2 main attacks. This is very obvious when you go Double rebar launcher and hold R to switch weapons as fast as you can and hold left click to shoot at least 4 shots a second.

little barn
#

!feedback
After finally getting a run that isn't just a case of oneshotting Mithrix, or being one-shot as soon as he steals my items, I realise that the final phase of the fight is just incredibly uninteractive.

The fight encourages you to sit behind a pillar taking potshots at the boss to either gain your items back, or to just slowly kill him. The boss hardly even reacts to this, meaning that the final phase turns into a game of peek-a-boo with mithrix where there's effectively no risk to you, as the pillar blocks his bullets, and you can easily jump over his energy balls.

The poor design of the final fight is masked by the fact that he often either one-shots you or you kill him during his stealing animation, which I don't think if a valid excuse for having the fight become uninteractive.

distant tusk
#

!feedback Killing all teleporter enemies should make them spawn faster and it tick faster.

little lava
#

!feedback

theres 9 more character slots in the select screen, so can we get another poll for a new survivor?

On this subject, if we do a poll can it be from our own character ideas?

safe prairie
#

!feedback
MUL-T Nailgun buff (kinda?)

Make the nail burst fire if you swap weapons while still firing nailgun. It currently only activates when you let go of M1, and would make sense to fire when swapping as well.

grave gale
#

!feedback
Crits are more likely and do more damage for both enemies and allies, and all enemies and allies have big heads.

abstract tapir
#

!feedback
New Item: The One Ring
Makes the bearer invisible to regular enemies, but still visible to elites, and takes double damage from elites. Also gives bearer small head

vague hamlet
#

!feedback
When holding an incomplete Infusion, gain a special buff that goes away after the Infusion is complete.

This buff does literally nothing.

modest linden
#

!feedback
Ok i doubt this will happen but i have a new character in mind that be good. Background: he was an acupuncturist looking for a new purpose.

Using his needles and oils, he can stun the enemy and can leave status effects. He can also launch a massive needle. If he does become a character heres what i think the move set would be. Primary: "flying needle" he launches tiny acupuncture needles. Secondary: "mega needle" he launches a much large needle. Utility: "self acupuncture" he relaxes his muscles, therefore being more agile. Special: "oil splash" he splashes oils on the enemies. Also sorry for making such a long idea

lament garnet
#

!feedback
After stealing your items, Mithrix should change from "King of nothing", to "King of everything".

velvet sun
#

!feedback Engineer Turrets should get the same effects from the Frost Relic

weary sigil
#

!feedback Acrid should get invincibility during the first 10 seconds of the run since he can still be attacked while he is spawning and can die easily

polar zephyr
#

!feedback Hordes of many are so much harder than any amount of bosses it's not even close they should get toned down a bit

stoic grove
#

!feedback Artifact concept: Artifact of Greed, take more damage with the more gold you get, but obtain 2x (or more) the gold

compact warren
#

!feedback
I feel like a simple option in settings to just delete all your progress, such as unlocked items, characters, monster logs, etc. would be nice, just for those who wanna try out a fresh start for whatever reason

fresh tangle
#

!feedback Please allow the escape key to exit out of the scrap menu before bringing up the System Menu. The panic of having to get out immediately as things spawn shouldn't come down to how quick you can click the close button

weary sigil
#

!feedback

Item idea: warm coals (blue)
Warm coals would reduce the time freeze debuff after a glacial explodes by .1 seconds up to 1 second, it will aslo reduce the ice slow down debuff effect by .1% for every stack

Downside: take more damage from all fire related debuffs
@sand moss
!feedback Reproposition
Item Idea: Warm Coals (Blue)
Warm Coals, negates effects from being frozen, but take 20% more damage from all fire sources
I like the idea but having to stack a fire related debuff to get a noticable change in freeze seems not worth it

vague hamlet
#

!feedback
In the final level's Cauldron island, give a small chance to spawn a Cauldron that exchanges one boss item for the price of two.

This gives the player a slightly higher chance of being able to use their Yellow Scrap, as Overgrown Printers spawn rate are relatively low.

eager plume
#

!feedback There should be multiple paths on the moon to get to Mithrix, considering that its the moon, where are ruins(and I do mean stable and unchanged by time ruins) with all of the lunar treasures? Additionally, if chests are on the planet, they could also be on the moon, on the UES Contact Light, there were a possibility of two legendary chests. There's also the possibility that the captain(or the ship itself) sent down more than just drones to help. The scale of Commencement is a downside when it isn't being filled by anything of value or importance, so, scaling it back a bit and adding more unique content is more fun.

opal vigil
#

!feedback Dont disable Scrappers when Command artifact is enabled, being able to choose or set aside scrap for the Lunar Shop Pools found on the moon would be super nice.

near steeple
#

!feedback Don't tie artifact key dropping to luck stat i have a purity and i've been stuck in here for the last 15 minutes and only one key has dropped.

vestal glacier
#

!feedback difficulty scaling shouldn't continue in the final stage. there's no chests to farm for, and the boss gets free scaling while you're running through the (mostly) empty level

sand moss
#

!feedback
Ok this one is a little bit of a stretch and would take a lot of work to implement if the devs liked it

Intercharacter abilities
This would be like in a run with a party some character does something and another character does another thing that does well with what the first person did it would do more damage or have it's own unique function

Some examples would be:
Mult using his transport mode and running into engi turrets would mount them on mult

Huntress uses her standard m1 in tangent with a fully charged captain m1 and it makes the captain's m1 act like 3 more fully charged srged shots come out doing a lot of damage

Loader jumps on mult as he uses his saw and it gives loaders next attack a bleed chance or something similar.

feral copper
#

!feedback

Maybe to spice up Captain's M2, you could make it so that using his M2 charges his next shot with a spread of bouncy tazer shots. Would be fun to use in closed spaces, and (probably) wouldn't interrupt the flow of his shotgun too badly

ivory gyro
#

!feedback

On Wetlands Aspect, when you're standing in water, when you look up to fire on a mob above you the camera goes into the water and makes it nearly impossible to make out what's actually happening. You get the water color covering things and it looks sickly. I suggest having the camera view clear when you're looking up to the point that the camera goes under water because of this. It's actually gotten me killed a couple times

little barn
#

!feedback

  1. Why are Prismatic Trials different on console than PC? I can understand for example some items being not available (due to patch differences), but primarily why are those four artifacts on all the time? This is equally baffling when for example the "50$" bonus is included in the start, but the only purchasable things are drones (which also have friendly fire turned on).

  2. Because of those four artifacts, Mercenary: Ethereal is unduly and disproportionately difficult for console players, to the point where it feels like console players are being punished for purchasing this version of the game. Please reconsider having those four artifacts on constantly.

warm scaffold
#

!feedback Now that the game is fully released, i find it kind of sad that it still happens regularly that no lunar altar spawns on Distant Roots.

brave hill
#

!feedback

Mithrix Phase 4:

I suggest that Mithrix only uses some of your stolen items (#based on difficulty) which is displayed onscreen to the player and cycles through them periodically, this way players can use their own knowledge of item interactions to determine when Mithrix is too great of a threat and should play defensively and hide, and when they have a window of opportunity to attack because Mithrix is using weaker items.

I was thinking something like cycles every 30 or so seconds, possibly where you can see the next item set coming up, I would also make it require a bit more damage to get items back from him. Also something like he uses 3 items on drizzle, 6 items on rainstorm and 10 on monsoon. All up this keeps the cool "oh shit" aspect of losing all your items while also making the fight more interactive and based upon player skill.

white tartan
#

!feedback
At some point in the future a workshop for skins, maps creation, and character creation that is tied to an overall community approval by votes before implementation or only allowed in an alternative mode that allows for custom skin/map/character play.

cursive root
#

!feedbak
Increase the director value of hordes of many (making them more expensive to spawn / spawn less often). The fact that you can reach stage 5 as fast as 10 minutes but still find a horde of many overloading brass contraptions is amazing.
Reposted for @Kaedin#4241

safe prairie
#

!feedback
Engineer Pressure Mine buff

Allow the charge time to scale with attack speed.

This would allow Pressure Mines to compete a little better with Spider Mines, especially later in the game where heavier enemy density makes charging the mines particularly difficult.

dawn hatch
#

!feedback

make the rain effects on the Mitgrix fight adapt to the difficulty, so like on drizzle the effect is much weaker than when you play on rainstorm.

past edge
#

!feedback
Monsters should keep their health percentage when levelling up (instead of current hp + hp gained by levelling up) so bosses don't look like they healed randomly in the middle of the fight.

little barn
#

!feedback
Add some kind of item, like League of Legends's "Death's Dance", especially effect of "hp losing". It's terrible when you got POWned by some enemy for example in the lategame, so why don't add this "chance of survival"? Item which will trasnform your entering damage in some kind of "bleeding", so you can't be oneshoted by some lemurian or imps, and have chance to heal yourself. Red rarity, or maybe blue with bad effect like "heal effects decreased while you hitted on 50%"

opal river
#

!feedback
Multiplayer experience with unstable internet: currently, if one person DC the others are kicked out and there are no (apparent) way of re-joining.
Consider including features like: online lobby/server, if host disconnects game ownership is transfered, possibility of rejoin, possibility of pause multiplayer game

white tartan
#

!feedback Put a lunar coin slot machine somewhere in the gilded coast or elsewhere that upon spending 1 lunar coins rolls slots that can provide teams with temporary 1 stage buffs of various kinds and possibly a lunar coin jackpot of some sort or nothing 😆 depends on the slots rolls. Would make "you dream of wealth" when you spend lunar to goto gilded coast make wayyyy more sense.

tender nexus
#

!feedback

Not sure if this has already been said but multiplayer eclipse when?

dim hamlet
#

!feedback
New Item: Submerged Harpoon
Rarity: Red
Effect: Deal up to 150% [+100%] more damage to low health enemies. Damage reaches max at 20% hp.

Day 3
Edible food is rare. All I was able to find in the cargo wreckage was some steel and a lighter. So, being the crafty person I am, I created myself a harpoon and salvaged some rope-like bark from nearby trees. All in the hopes I can fish up something.

Day 6
Man, this was probably the best decision ever! The crabs in the water are big, but also really slow and stupid, so reaping them apart is not that big of an issue. Their meat is quite tasty too, and from what my scanner drone told me, it is perfectly healthy to eat.

Day 13
These crabs just keep getting bigger and bigger. Before they were about the height of my legs, now they almost tower over me. As if someone in their hierarchy is commanding them to find out what killed their kin.

Wait, what is that shado-....

compact path
#

!feedback

Rework the mercenary eclipse achievement to be something more achievable, like completing a prismatic trial in a certain speed or without falling below 90%hp as the merc, at this point players are quite literally resorting to out of bounds glitches to complete it. It's frustrating, doesn't play to the game's strengths

The same can also be said for "the demons and the crabs" While this one isn't hard, it's fucking tedious and boring and I'm not sure who thought this would be a good idea but about halfway through I gave up and just edited the notepad document for the unlock. At this rate I'm going to do the same for the merc achievement

little barn
#

!feedback
Mercenary's Slicing Winds ability cancels the effect of Bustling Fungus despite you standing still.

flat hinge
#

!feedback

New survivor idea

Builder.

Builder is a low mobility, high damage survivor who can craft walls to block incoming projectiles

Primary: saw

Take out your saw and slice at your enemies for x% damage

Secondary: peirce

Take out your hammer and launch a Wooden steak that peirces your enemies heart dealing x% damage (inflicts bleeding)

Utility: Wood wall

Build a wooden wall that blocks projectiles (lasts for 10 seconds)

Special: Slam

Slam the ground with your mallet dealing x% damage (stuns on hit)

empty flax
#

leave the visions of heresy feature with captain

silk dawn
#

!feedback
Make a log build-in the menu where you can look on all opened items.
Because sometimes you think: "Hey, what does this thing do, again?" or "Uhh, wait, I never seen this one, am I?"

arctic bobcat
#

!feedback
Make personal shield generators not factored into one shot protection. Basically if you have shields and they go down you should still have one shot protection.

snow shell
#

!feedback
Give Captain a cap on his attack speed.
Instead of making his attacks faster, increasing attack speed grants Captain more pellets per shot.
This gives Captain the charge-to-snipe playstyle at all attack speeds, retains his DPS gain from attack speed, and reduce clicking to shoot.

clear falcon
#

!feedback

When triggering the cutscene at the start of the Mithrix fight, teleport all of the player's drones into the arena, scattered around. (Especially the TC-280. That thing can't navigate around the arches.)

silk dawn
#

!feedback
"Cough Cough" So, I made serious mistakes in description, and even not described Jam mechanic, this is why I re-uploading this.
New weapon for Commando: SMG20193-M1

Description: Automatic shoots incredible fast (15 bullets per second), every bullet deal 60% damage (Spread of bullets goes bigger and bigger every second, so at first second it's pretty low, when at second 4 it more looks like shotgun). When you stop shoot or after 4 seconds, it's Jam *

Jam: You can't shoot up to 3 seconds (Jam work when you stop shoot or after 4 seconds, scaling from 1/5 seconds up to 60/5*4 seconds, so from 0.2 up to 3 seconds. Every next seconds parameter multiplied by quantity of seconds, so 27/5*2 will be 2.7 seconds break, or 46/5*4 will be 2.3 seconds break so you can do some sort of "hacks" with timing)

P.S. all stats can be changed for balance

thorny condor
#

!feedback

QoL HUD part 1:
I don't like checking screen corners all the time.
Add the ability timers/bars/info around the crosshair. Maybe HP too. E.g. see the crosshair in Half-Life 2.

thorny condor
#

!feedback

QoL HUD part 2:
Status effects can be confused with gfx effects, e.g. when I'm near Magma Worm I can't say if I'm burning or not.
Such status effects should probably be indicated where it's immediately visible to the player, so he could react accordingly.
E.g. an icon near crosshair would probably do a great job.

echo ore
#

!feedback

new melee character with a massive sword, his primary is a swing and his secondary is a slam with maybe some AOE and/or stun

his SHIFT is a dash forward and his R gives him more damage and reduces damage taken

as for design i suggest Guts from the manga/anime Berserk as an inspiration

ik its kinda similar to merc but maybe make him wayy slower when it gets to attack speed but his big sword gets more enemies maybe

safe vector
#

!feedback

In the log of the Halcyon seed, it is Providence and Mithrix creating Aurelionite and discarding it, saying "At it's worst, it will betray us". I suggest, once you get the Halcyon seed in a run and get to mithrix, Aurelionite spawns like a normal teleporter event, which not only fits with the lore, but also makes sense with the item. It would also be a neat thing to play around and also another reason to do the gold portal every run, as right now the halcyon seed is a little underpowered.

Also maybe Aurelionite could have a little cutscene or something special when you kill him, or maybe you would also have to fight Aurelionite in the last phase of Mithrix

crude brook
#

!feedbak
Increase the director value of hordes of many (making them more expensive to spawn / spawn less often). The fact that you can reach stage 5 as fast as 10 minutes but still find a horde of many overloading brass contraptions is amazing.
Reposted for @Kaedin#4241
!feedback - Reposted for @cursive root

thorny condor
#

!feedback

QoL:
If I mark something with Middle Mouse Button, it seems to unmark itself at some point automatically. Make it not unmark until I mark something else.
E.g. I want to mark the teleporter and be able to find it easily later.

thorny condor
jolly flame
#

!feedback
Please complete the Notes of the items in the Logbook.

steady pagoda
#

!feedback
Don't have so many toxic people in here I was recommended by a YouTuber this was a chill place to find people to play with but it's just full of assholes, potential racists, and potential pedophile definite bullies this shit sucks

ornate osprey
#

!feedback
I have a few but they all deal with the motion controls, Motion controls are really good for making something nearly as precise as mouse and keyboard but there are a few tweaks that need to be made for them to be more comfortable. Basically these are for making motion controls similar to Splatoon 2 for the switch, as i havent seen another game use Motion Controls as well as that game does.

  1. the controls currently on the switch version "drift" somewhat. When you turn the console/controller in a certain direction it begins pulling in the opposite direction, this becomes much more apparent when trying to precision aim at something like a whisp and you have to keep tilting left as the cursor keeps pulling right, this is only a problem in Risk of Rain as it does not effect me in Splatoon 2, so i know its not a controller issue.

  2. The motion controls in Risk of Rain 2 seem imprecise, When you hold the console as still as you can, the cursor completely stops. In Splatoon 2 this doesnt happen, the cursor still moves somewhat as your hands shake slightly. I assume that this means that whatever method RoR2 is using to measure the motion input is not as precise as it could be

  3. The ability to map a button that allows you to reset the cursor to the Vertical Center.

  4. (this is less important than the previous 3, being more of a comfort)
    The ability to lock Aiming with the stick to only the horizontal axis, This may seem restricting but its actually pretty useful, it makes stick aiming mostly used orienting oneself towards enemies, or towards a direction to travel, and gyro aiming for actual aiming.

gilded zinc
#

!feedback
Concept of new items that increase the attack range, and maybe decrease (lunar items).

This is a new attack range mechanic that allows shooters to shoot further (Commando, MUL-T, Huntress, etc.), and melee characters to increase their hit range (Loader, Merc, Acrid, also possible for the MUL-T's saw).

This new mechanic will allow you to create new builds and diversify the gameplay, you can also come up with various items that affect this parameter

modest linden
#

!feedback
Ok i doubt this will happen but i have a new character in mind that might be good. Background: he was an acupuncturist looking for a new purpose.

If he does become a character heres what i think the move set would be. Primary: "caltrops" he launches caltrops on the ground that have an ark on the way. Secondary: "mega needle" he launches a much larger needle. Utility: "self acupuncture" he relaxes his muscles, therefore being more agile. Special: "oil splash" he splashes oils on the enemies, giving them a random status effect. Also sorry for making such a long idea. I added some changes from my last idea.

stoic grove
#

!feedback make the interstellar desk plant create health pickups because nobody wants bungus on kill as a red item

sudden igloo
#

!feedback
I sigh whenever i get a Leech seed instead of a Harvester scythe, Harvester mathematically out-scales Leech even at just 1 crit glasses.

Make Leech seed heal 13 hp to 1 hp ||+(7 hp to 1 hp per stack)|| based on range within 13 meters. (at 13 meters or further it heals 1 hp. Within 1 meter it heals 13 hp)

I chose 13 meters because that makes it line up with ruby crystal.
I would still take Harvester over Leech even after this if given the option, but I might at least consider Leech sometimes.

stray wyvern
#

||!feedback||

Personal Shield Generator

A few tweaks or more indepth idea of this idea:

Make personal shield generators not factored into one shot protection. Basically if you have shields and they go down you should still have one shot protection.
(credits to https://discordapp.com/channels/417739215355510784/559901472339525644/747432412027420702)

PSGs should work like barrier; it is not required to trigger OSP, and is more of a bonus. This can greatly help the viability of this item, since as of now some people only take one max in fear of their OSP being revoked.

As for transcendence, it shouldn't need many changes as the shield will be factored into the OSP regardless.

Discord

Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.

muted jackal
#

!feedback
A trade system between the players:
One white item for one white item
One green item for one green item
And so on..

icy hemlock
#

!feedback The item transcendence should have an added effect in where any item that heals on hit or on kill slightly reduces the timer for the shield recharge so lets say healing 10hp to 0.1 seconds off the timer

earnest kayak
#

!feedback

Make the Mini Mushrums have a distinct sound when they are charging their projectiles. It's almost impossible to hear it when you're fighting or just paying attention to other stuff. An enemy that has such a dangerous projectile should emit more sound to warn the player.

safe folio
#

!feedback

add the ability to drop items. This helps two ways

  1. It allows you to give items to your friends in multiplayer, so that if you have an item that's better suited for the character someone else is playing, you can give that item to them, and vice versa
  2. You can drop items you don't want, incase you couldn't find a scrapper on whatever map you're on, that way you aren't stuck with an item you don't want
somber crypt
#

!feedback
Getting killed by void reavers is cool, but I think it could be much cooler if when every character is killed by void reavers in one stage, meaning your whole party has been killed by them, then you enter a hidden stage in which you and your team is locked inside a prison and can do a void prison break out type thing. Should have items, but not many, and instead things like a room with multiple printers, with one of each rarity at the least, and a scrapper somewhere also. Area should have lots of void reavers, and getting killed by one here is just a regular death. Escape pops you out at the stage you died on. Should only be doable once. Just think it's a missed opportunity to have void reavers imprison you until the end of time, yet you don't actually go anywhere or anything and you just die.

cosmic raven
#

!feedback
make commandos phase round a charging ability increasing its radius and damage until it is fully charged

echo ore
#

!feedback

have an items thats an umbrella having the glide ability (just like artificer's when holding space) and how it stacks is how many seconds you can glide
like for an example it starts at 5 seconds and stack 5

lean creek
#

!feedback
The Ally warship is the only enemy (I can think of right now because it killed me) In the game that has the potential of killing you and by passing the One shot protection. Due to its rapid canon fire.
I was in the middle of a run, had the Aegis and Rejuvenating rack AND was at full health with over heal. And one simple barrage from the Ally Warships. I was hit by each projectile which ended my life. It bypasses the one shot protection because of the time it takes for each projectile from its barrage to hit you individually.
I may just be nitpicky, but I find it unfair to die in one shot when its been told many times that theres ONE SHOT PROTECTION.
Or maybe im misunderstanding how the One shot protection works. Maybe it doesnt work with over heal?
BUT the feedback is
That even the Ally Warship should not be allowed to One shot you with its basic barrage attack.

thorny condor
#

!feedback

QoL:
Radar Scanner should not mark empty/opened chests. They are useless.
Also, maybe it should only mark "?" items that player have not seen? E.g. if an item was highlighted once, count it "seen".
For items that player has seen, see relevant feedback:
https://discordapp.com/channels/417739215355510784/559901472339525644/741671864388288563
https://discordapp.com/channels/417739215355510784/559901472339525644/696371020923273277
https://discordapp.com/channels/417739215355510784/559901472339525644/692007085625311282
https://discordapp.com/channels/417739215355510784/559901472339525644/685169343113592861

weary sigil
#

!feedback allow players to drop items that they accidentally yoink for the first 10 seconds of picking it up or until you pickup another item

little barn
#

!feedback
Stage varients for the rest of the srages, it felt quite odd that only the first two level sets have varients do I'd like to see more varients so it dosent feel that bland, the stages still keep they're secrets example rpd still has preon and aa still has the door

woven kayak
#

!feedback under eclipse 2 modifier (50% tp radius), tp bosses should spawn within the radius to prevent scenarios where melee survivors are unable to fight the boss and charge the teleporter simultaneously (really noticeable on merc atm)

raven shell
#

!feedback
Please make the fire-area created from Blazing enemies more visible. I don't see how I could take this much DOT damage when I was far away from any visible fire when I perished.
OR, if this is an effect that last longer than it looks, please add an "on fire" symbol so I at least expect to take damage after fleeing.
https://youtu.be/1hTnDEEgMn0

hollow basin
safe folio
#

!feedback

the higher the difficulty rises, the harder it begins to rain on whatever stage you are on. able to be turned off in options for lower end computers. I just think it would be a cool little cosmetic thing that actually adds "rain" to the risk.

eager plume
#

!feedback Center screen messages and status effects. The idea is that messages will briefly appear in the center of your screen before fading away, they would be big enough that you're able to notice them quickly, but not invasive enough to stop gameplay. It also makes status effects much more moniterable, allowing you to better make quick decisions.

pure cedar
#

!feedback You can currently spam the the switch weapons button on multi with two rebar shots equipped, this cancels out the rebar cooldown allowing you to spam it as fast as you can switch weapons. plz fix.

celest idol
#

!feedback There should be a way to see how many lunar coins you currently have outside or a run.

abstract panther
#

!feedback
Please do Tougher Times block prock Razorwire
And a button to throw out the used item (for example, you need this to go to the store without killing the merchant)

tough pendant
#

!feedback Item Idea

Equipment Item
Activate to start recharging your shields instantly. When your shields are depleted, release a shockwave. Gain 15% of your max health in shield.

This is an equipment with a passive and an active effect, similar to the Woodsprite. The passive and active effects also balance each other out, because if you have more shields, you'll find the shockwave less useful but the recharging will be more useful. If you have less shields, the recharge won't be as useful, but the shockwave will be more useful. Also, the cooldown would be around 100 or 120 seconds, more than twice that of Foreign Fruit. The long cooldown would be because of how good the active effect would be, plus to account for the two passive abilities.

Why?
This item is one of the multiple items I'm suggesting in an endeavor to make shields more interesting and useful. In their current state, there are 2 items that give shields, one of which is Lunar and the other is Common. If we introduce more shield items, we can make them more appealing to have, which is why I'm making these suggestions. These items could make shields more widely liked.

split fjord
#

!feedback Stop Mithrix from getting items from already dead players. It's impossible for them to get the items back, and all of their items aren't taken visually from their corpse, but Mithrix gets them all anyways without any indication of taking items from the dead. Instead, make it so Mithrix only steals items from those who are still alive: those who he deems a true danger. It'll make it more demanding on teamwork, because if someone dies in phase 4, Mithrix keeps the items that they stole from that player, and then the fight ends up harder for the rest of the team.

fallen kernel
#

!feedback
Teleport gunner turrets near the teleporter when you activate it so they can help with the teleporter event and not just sit on the other side of the map.

smoky mural
#

!feedback give solus control unit a boss item since it's the only regular boss that doesn't have one

  • after falling below 30% hp, gives a bunch of shield health that lasts for a few (3-6?) seconds
  • has a cooldown before it can activate again
  • stacking either reduces the cooldown, increases the amount of shield given, or increases the amount of time the shield lasts, whichever is least overpowered
languid delta
#

!feedback

New Lunar Item: One Side Makes You...

the ones back home didn't do anything at all.

Grants a permanent 10% buff to a random stat for each stack you pick up.

BUT will make you either larger or smaller by a certain percentage for each stack. Being larger makes your hitbox bigger, and being smaller makes movement more difficult.

umbral crescent
#

!feedback

This would be a minor addition but one a lot of people would like. A random button on character select would be great and there really would be no harm in having it. Sometimes you're really indecisive and you have no idea who to play, so why not add a random button.

visual lark
#

!feedback

Simple idea: Let us look at our collected items from the pause menu. There will be times where you might forget if you've collected an item this run, and once you get late into a run it becomes much more difficult to take any time to look at what items we've collected. From the pause menu, you could also hover over an item to get the sameetooltip you get when collecting it, so it would be helpful for newer players who might not be able to remember what the items they have do.

tame moat
#

!feedback

Blast Shower (Equipment) [REWORK]

Cleanse all negative effects (Includes debuffs, damage over time, and nearby projectiles) **and create a cloud of smoke that Stealths the player for 1 second, and Confuses non-boss enemies inside it for 3 seconds. **

Confused enemies are unable to gain aggro on players, and instead will wander around the map until the debuff clears.

This would help make the item be more useful as an emergency button, as currently it might not do too much if you're in the thick of combat while you activate it. Gaining invisibility and making nearby enemies stop attacking for a short while would help you get out and recover before you get instantly gibbed.
(To prevent cheesing with insane amounts of cooldown reduction to gain permanent stealth, stealth could have a hard cooldown of 2-5 seconds, during which it cannot activate no matter what. This could be enforced with a buff (not a debuff, so that Blast Shower doesn't cleanse it...) that prevents invisibility.)

harsh stag
#

!feedback

Can we get a "Dissolve" option for Corpse Clean-up?

Plenty of times enemy corpses (especially the big bosses) hide interactables and/or item drops. The hidden option doesn't clear those corpses because you're usually hanging around them, and the Immediate option is too jarring to see them immediately vanish.

A nice dissolve shader effect would be a good middle ground imo.
https://i.redd.it/ovydqqwa1r411.gif
[Edit: fixed typo]

atomic fjord
#

!feedback
Have Mithrix's HP on the final phase scale very little or even not at all. He takes all of your items so you're practically the same strength you were at stage 1 other than your level. If you're late enough in a run, he'll have tons of HP while he has most of your items and you have none. It'll be both a struggle and a slog to beat his final phase, especially since you won't be able to damage him while he's stealing your items in future patches.

arctic niche
#

!feedback
if the sniper is going to be a thing, to stop problems with the teleporter event, why not have a beacon he can place down kind of like the captain that stands in the zone in place of him. the beacon can get damaged and die if he doesnt shoot to protect it, at which point itll cool down and he'll have to place another in the zone.

thorny condor
winter pendant
#

!feedback Add a 5 second grace period after a player buys an item where ONLY the purchasing player is able to pick up the item.

solar vale
#

!feedback
Add a scrapper to the newt store. Maybe a ten lunar unlock for all runs?

inner moon
#

!feedback
add more of a reason to save lunar coins besides lunar items, since once you have artificer you don't really need to save them. Maybe lunar skins or some other cosmetics?

white atlas
#

!feedback
so i was on gilded coast and ran on the part where the water covers the entire survivor and got an idea. why not add some underwater level? afterall, the survivors are wearing suits and can breath underwater (maybe acrid and rex could be a problem but still). it could be at the seabed of petrichor V with interesting plant life and the like. it could also be a secret level idk.
in my opinion more variety of levels would go a long way

stoic grove
#

!feedback: item concept: Deal more damage to a marked/pinged enemy (around 30%, adds more per stack) for the duration of the mark, has a cooldown to prevent macro abuse, maybe 5-10 seconds

plain hemlock
#

!feedback
On alternative version of Distant Roots you can see an island with old ruins of Stone Colossus from original Risk of Rain. Maybe it will be a good "easter egg" to make this island available for explore (if you can reach it).
On this island you can find a stange shrine. After activation you will see a message "The Old Guardian is watching you".
After that if you activate the portal you will fight a Stone Colossus, the bigger version of Stone Titan that looks like the Colossus from original Risk of Rain.
He have basic Stone Titan's attacks, but in addition, he can also perform a massive blow to the ground with his foot and summon non-elite golems.
While the fight the Surface Tension (or changed version) will play as another easter egg
As reward you will get a boss item, Guardian's Heart, that works and looks like the original one (from RoR1). After that this item will be unlocked in journal and you will get an achievement.
You can fight him only one time per trial.

copper sable
#

!feedback
for the scrap items, make the tape on the little boxes be colored to correspond to the rarity of the scrap, so it is easier to tell the difference in rarity (for instance with the green and yellow scrap)

pine orchid
#

!feedback Revert the increased difficulty scaling across all difficulties.

little barn
#

!feedback

Increase Artificer's utility skill (Snapfreeze) area of effect. Right now it's very thin and it's not that easy to aim it properly. I'd suggest changing it into a circle.

plain hemlock
#

!feedback
After using a shrine, legendary chest, cleansing pool or teleport you have a small chance to get a logbook of it with some lore and explanation of functions and spawn rate.
Teleport Logs: Teleport, Primodrial Teleport, Celestial Portal, Null Portal.
Golden Portal log = Log of Altar of Gold.
Blue Portal Log = Log of Newt Altar.

digital galleon
#

!feedback

Beetle Guards have a circle that appears to indicate the area their slam attack affects, but Parents don't. They can also teleport and the actual hit comes out a lot faster compared to a Beetle Guard.
edit: Parents are also immune to stun

While the slam of the Parents has damage falloff, it would be nice to have a similar indicator that the Beetle Guards have, so that players would have a better idea of exactly how far they have to be to completely avoid damage.

velvet ginkgo
#

!feedback
Equipment idea idk
External Combustion Engine
think royal capacitor but less damage and more AoE. I think this would be fun as an alternative to capacitors unrivaled power that would offer some kind of choice other than “go to command trial and get a capacitor”

tame moat
#

!feedback

Swap Artificer's Ion Surge slot from Special (R) to Utility (Shift)

It feels bad to be forced to choose between having the superior damage of the Flamethrower, and the superior airtime safety of Ion Surge. Having Ion Surge take the Utility slot would allow you to use it with Flamethrower, letting you do divebomb attacks (fall from great height, use flamethrower on enemies and then use Ion Surge again to fly back up while you wait for Flamethrower to cool down) and overall it would fit with the style of most Utility skills being mobility related, like Ion Surge is.

She could do with an alternative beam type ability as a new replacement for her Special; perhaps a long range focused beam that would synergize well with Ion Surge, but do overall less damage than Flamethrower?

little barn
#

!feedback
I'd love to see more returning levels from RoR 1, possibly as alternate levels to Sky Meadow.

untold pagoda
#

!feedback

hollow basin
#

!feedback Every now and then the devs should host a sort of Q&A where they address the most popular top feedback posts and their thoughts on them.

raven jacinth
amber gull
#

!feedback
Acrid's changes to introduce healing have been nice, but still feel ineffective in allowing decent performance on base monsoon. The bite is fun, but the healing between that and the slashes don't allow you to keep up with the amount of damage coming from range even on the first stages, let alone later in a run.

Increased base stats, some form of armor increasing, or a flat reduction to ranged attacks might be helpful. At the moment, Loader and Merc both manage the melee fighting well, due to barrier & i-frames/debuff, but Acrid having 2.5/4 moves be melee feels impossible to sustain.

sand moss
#

!feedback
Item idea: sergeants syringe (white or green)
This item would give you a plain small buff in attack with just 1 sergeants syringe adding a 5% attack buff with each additional sergeants syringe giving you half the percent bonus the last one gave so 5, 2.5, 1.25, etc etc
This item is meant to complement the soldiers syringe when it comes to attack bonuses

stoic grove
#

!feedback decrease the minimum cooldown for abilities, characters like artificer suffer because you cant stack alien heads or use brainstalks well, due to her primary having the minimum cooldown

little barn
#

!feedback

Please add the ability to save the game.

rigid slate
#

!feedback Change the name of Eclipse to better match the storm theme of the game. Maybe it could be renamed as Hurricane or something, with the difficulty tiers called Depression, Category 1, Category 2, etc

rigid terrace
#

!feedback
After the first loop, at the start of the level, there could be a random chance that the Stone Colossus at Distant Roost could reanimate and start walking around in the background. It would never get too close to the actual level and wouldn’t try to harm the player in any way, just being a cosmetic easter egg.

little barn
#

!feedback
Shield should NOT factor into OSP, as is taking shield can effectively remove your OSP if you get enough for 10% of your total health to be shield, because you need to wait 7s to get it back, this means that in practice once your shield is gone so is your OSP

#

!feedback i see a ton of suggestions to buff commando's roll via giving it armor/i-frames, maybe he should instead be able to backflip into any opposite direction the commando rolled to out of the end of a roll? (grounded roll only ofc; not sure how much lag it should have, since being able to do essentially a second roll would be fairly strong) this would give new players of the game a second chance to rethink their decision of diving right into the blazing titan horde, and also give a unique advantage of the roll over the slide.

sand moss
#

!feedback
Unlock certain skins based on other characters from the series by doing simple tasks like dying to a certain boss a certain number times or killing a lot of a certain type of enemies

A few examples would be like dying to mithrix 10 times with one character giving you a skin based on commando, killing 100 lemurians in 1 run would give acrid a skin based on emurians
Another could have mul-t collect a bunch of soldiers syringes and get a skin based on the colours of the syringe or soemthing similar

jade ember
#

!feedback Between the Blinding Assault CD nerf, being able to cancel said skill, you being encouraged to sit out of invincibility in order to M1, Slicing Winds being an actual competent special sidegrade, and the base HP nerf, Mercenary is a lot less tanky than usual. Which is fine, he feels a lot more exciting to play, but I personally think the regen nerf was a little too harsh. Reverting it, or maybe just slightly bumping it higher seems justified given you put yourself at much more risk going in melee range with Merc now.

glossy gale
#

!feedback unsure if this has been suggested,but it might be nice to have different HUD scalings for different sections. Later on in games, the Item bar at 100% is fully legible since that section started large, but the other HUD elements feel too large/taking up too much screen real-estate. Setting HUD scale to 75% though makes all elements reasonable but the numbers above each item is too small to be legible.

Alternatively, if this is too much work to redefine the different HUD sections, can the number of a specific item be labeled when shift-hovering to see the item's description? It'll allow players with smaller HUDs to still be able to determine how many of a specific item they have.

plucky fern
#

!feedback Give Newt more of an impact to the game. Currently he sits there and does nothing except kick you out when you use him as a bullet sponge. He has unused dialogue for buying things and even upgrading the store so its definitely been thought of.

Perhaps upgrading the store can become a thing? Something that goes across runs like giving a chance for a Cleansing Pool to spawn or your first lunar item is free and random other little things

tall tusk
#

!feedback
(On use) Spawn a dud (empty/useless) interactable that disappears when interacted with. Limit 3-5 unused on the map at anyone time. Suggest the on use item has no effect if limit is reached or it replaces to oldest.

The idea is that it gives fireworks (and any future items added to the game that activate with interactable) relevancy into later stages of a run and even when doing the void or mithrix. a potential addtion could be that it has a chance to do nothing or a chance to spawn a chest (think captain's cargo Ror1)
//edited for spelling mistakes and syntax.

vale sorrel
#

!feedback bring back construction golem:
Maybe an Easter egg like the frog

heady delta
#

!feedback
Going off of @plucky fern 's idea, when you go into the Bazaar Between Time without enough lunar coins, there'd be a tiny chance for Newt to say something like "It seems you're a bit down on your luck. Here, have a free sample." and he gives you a free lunar item. Of course, this would happen very rarely and the item he gives you is completely random to not disincentivise buying lunar items.

It's more or less intended to be a tiny touch to add to the charm to the game, give a bit more character to the Newt, and to get people hooked on lunars.

opal steeple
#

!feedback

(Credit to Lemtemner for helping me think of these hope you enjoy😋)

Artifacts of discord- Allows enemies to use artifacts. Enemies switch artifacts every stage.

Artifact of stability- swap positions with an enemy at random

Artifact of distortion- locks a random ability every minute (from the first game!)

Artifact of Divinity - 100% chance to get either a buff OR debuff to all stats at the beginning of a stage (both increase/decrease stats by 5%) (does not stack, resets every stage)

Artifact of greed - timer difficulty scales twice as fast but you get twice as much gold

Artifact of reinforcement- enemies gain 5% of more armor of their base health and a constant cautious slug effect

Artifact of gambling- Replaces all chest with adaptive chest (excluding legendary)

Artifact of the moon- Allows Lunar items to from from drop bosses ( as rare as yellow)

vivid hedge
#

!feedback
Elite equipment drops are so very rare, I think they should do a little more to warrant their slot use since they're kept in the equipment slot and don't have a active use ability while in there.

Ifrit's Distinction; Become an aspect of Fire. Immunity to fire procs, and take less damage from Fire attacks. Fire trail that hits enemies gives them a single stack (minimum) permanently once applied. Fire damage done via Ifrit's Distinction spread between enemies like a wildfire. (Think of it like Acrid's Epidemic)

Her Biting Embrace; Become an aspect of Ice. Immunity to Freezing, less damage from Ice attacks. Gain a decent amount of Armor. When you die, explode in a freezing nova that freezes enemies with high damage. If this part of the ability kills enough/deals enough damage, you revive, at the loss of Her Biting Embrace and all effects.

N'kuhana's Retort; Become an aspect of Corruption. PLEASE change the spikes in some way! It's exactly like normal malachite elites and with how powerful the debuff is, it'd be good for all players, solo and team play, if we can know if the spikes are from the elite enemy or the player. Otherwise, this is in a good place. Perhaps immunity to Malachite debuff/reduce damage from Malachite spikes to keep it uniform with my other elite suggestions.

Silence Between Two Strikes; Become an aspect of Lightning. Shieldgate healthbar. You cannot lose more than your shields in one attack, with a cooldown of 5-10 seconds per Shieldgate. Able to walk through enemies, move faster while doing so. Keeps the normal effect of applying electric orb bombs to your attacks.

Spectral Circlet; Become an aspect of Incorporeality. Is this one real? Anyway, invisibility aura. Grants passive chance to have attacks phase through you without hitting you. (Does not stack into Tougher Times, this is rolled separately.) Your attacks now ignore walls and do not stop when they hit them.

narrow zephyr
#

!feedback

Mithrix taking your items is a cool idea, but allowing him to use them against you is just a little too much, especially when you have a really good run going, and you can't get him low enough before he has them all. Even then, the goal shouldn't always be to try and kill him 2 seconds into his 4th phase. Allowing him to take them, but not use them while still slowly giving them back might be a way to fix this problem, considering he wouldn't be impossible to kill and/or dodge in his 4th phase. I do know this was adressed a bit in dev thoughts already, but I just don't feel that I should always need to one-shot him every phase.

little barn
#

!feedback
Currently, going to the bazaar on Sky Meadow will force you into a loop, not only does the game not tell you this, it's inconsistent with how the bazaar works; the bazaar ALWAYS moves you to the next level that you would've gone to on the last.

The bazaar should send you to Commencement if you go there from sky meadow, with the option to loop being selectable by either paying for a dream, or by possibly going through a different portal.

fair thistle
#

!feedback
Spectral Mirror (Equipment Item): Create a clone of yourself which follows and fights for you for 20 sec. The clone shares your equipped items at time of use (excluding Equipment Items) and 75% of user's total stats. Only one clone may exist at one time. 90 sec. cooldown.
OR
Celestial Mirror (Lunar Variant): Create a clone of yourself which follows and fights for you for 20 sec. The clone deals 80% of your total damage, but while the clone lives you deal 20% less total damage. Only one clone may exist at any one time. 90 sec. cooldown.

tough pendant
#

!feedback Eclipse Changes

Allow the Player to Play Levels of Eclipse Already Won
I don't really see why it's limited to a single one at any point in time. The player should have a choice on whether they want to play the hardest Eclipse or one of the easier ones if they're not feeling it.

Give the Player the Eclipse Modifier for Use in the Base Game after Beating That Level of Eclipse
These modifiers would be under the same menu as the modifiers from Prismatic Trials, now in the base game. The player can pick and choose which ones they want, and can use artifacts as well. This wouldn't count as an Eclipse run, of course. Just a modified regular run.

Allow Those Modifiers to be Used Online
I'm pretty sure the devs could figure out how to balance this one to be reasonable with players that don't have some modifiers unlocked, or any for that matter.

Why?
To make Eclipse and it's modifiers more accessible and usable in the base game, for those who want to do some crazy stuff. Such as E8AAOB.

EDIT: Clarified

atomic fjord
#

!feedback
Can we get Steam trading cards and badges?

little barn
#

!feedback
The changes to acrid were helpful, but not anywhere near enough to give him good survivability.

I suggest that instead of having his individual abilities proc regenerate, instead his passive (either one) will instead give you regeneration any time you poison an enemy, with the more enemies you poison the greater the regenerative effect you get from it.

This makes his heal synergise with his kit a bit more, while also making him a bit more survivable and reducing keyword clutter

white tartan
#

!feedback
bandit enforcer bandithat engiblob Dio commandoblob ? 🎄?!?!?!?!?!?
(For those who can't read emoji. Can we get bandit,enforcer,maybe etc by perhaps the end of the year?)

past edge
#

!feedback
Increase the bounces of captain's M2 and let it bounce on monsters.
This would make the skill more satisfying to use and introduce some skill expression in planning out how to make it ricochet through more enemies, especially in tight spaces like caves.

carmine dirge
#

!feedback
The captain's 3rd and 4th abilites shouldn't be restricted in sections of the game. Lore should not get in the way of gameplay, it's not fun to lose half your kit and there could be ways to explain it. IE...

-orbital strikes/beacons are delivered through an unstable portal, also explaining how they arrive so fast
-3rd ability changed to be fired by the passive microbot, (mentioned in previous post by bobby)
-delivered by portable satellite deployed on entry to each stage

strange shadow
#

!feedback Please change how shields work - allowing them to be regenerated by regular healing would remove the absolutely detrimental effect they have

violet dome
#

!feedback I'm probably echoing a lot of words that have already been said but I still wanted to voice my concerns:

Stage 4 of Mithrix isn't fun.

You need incredible amounts of sustain or mobility or damage (or a mix of all 3 preferably) to even consider taking him on, so when you take all of these away and give them to him, especially on Monsoon where his health gets absurd, it's nearly impossible without extreme luck or by exploiting the fact that he doesn't take the items off of Engineer's Turrets. I have tried bursting him down before he can nab my gear but to no avail.

With complete sincerity I adore the idea of that oh shit moment of losing all of your stuff; it was exhilarating the first time it happened. It has become a bore after the 10th.

Personally what would make it instantly more bearable is if he didn't actually use your equipment but just held it. That way I don't get nuked by my own Kjaro's or Behemoth. I really, really like the way Mithrix plays, but the second we hit phase 4 it falls apart.

jovial comet
#

!feedback this is probably a dumb thing to say as i know its not easy to do.. i have loved RoR1/2 since i heard of 1, and since 2 came out... i spent alot of time in both games, and havent fallen off, but havent had much time/want to play recently.. that said, it was my twin brothers' (im eldest, they are twins), birthday the other day, and they both ended up buying RoR2 for their Xbox'es.. and i went home and loaded up RoR2 for the first time in a while.. and soon realized there was no way for me to play with them as i had it for my computer... if you guys are able... Please!! I beg you.. find a way to cross compatibilize RoR2!!! My initial thought for how to do this so your not having to think of it from complete scratch.. make a friends list within RoR2 that uses your steam name and turns it into a RoR2 identity/profile.. and do the same for Xbox/Ps users.. and make it so you can add friends within RoR2 that are cross platform..

If you guys find a way to do this (my idea was just meant as a stepping stone to help.. im not a coder or anything so ik its alot more complicated than i made it sound) i would be extremely grateful.. i havent been able to see/do anything with.. my brothers in ages, and as i saw how much fun they had playing it, id love for this to be something we could finally do together.. much love to you guys! -Drgon

shrewd tapir
#

!feedback It would be very cool to get more achievements that doesn't unlock anything (besides accomplishment) for hardcore players for example: beat all the challenges in monsoon, beat eclipse 8 on any character, beat eclipse 8 on ALL characters etc. Also in the logbook's challenge section it should show you which difficulty the challenge was beaten on (with a red tint around the bar if you've beaten it on monsoon maybe).

hidden acorn
#

!feedback
Artifact of Amalgam!
You pick a character and gain a random assortment of moves from other characters! This can be implemented in a variety of ways. Such as having 2 moves from one class and 2 moves from another class, or maybe all moves from different classes.

In the case of having 2 moves from one class and 2 moves from another class, you would quickly transform with a quick blink effect into the owner of whatever move you're using to keep animations consistent. Example: If you're playing as Commando and one of your moves is Huntresses Rain of Fire, the instant you use that move you transform into the huntress and the move goes off without a problem. You stay as that character as long as you're using her moves or just running around, but as soon as you use Commandos Phase Blast, you blink back into commando.

This is just a rough idea and I'm sure there would have to be a few small exceptions or workarounds (like will holding down the space bar jetpack as artificer force you to stay as her no matter what moves you use? Will using other class moves override the jetpack and force it to stop or will it run in the background until the space bar is released?) Maybe when you're transformed into a character and you try to use your primary fire, you also take on the primary fire of that character until an actual skill is used to switch characters again?

The blink animations would have to be minor and simple in case you're using many abilities very quickly.

There are also other possibilities for names: Artifact of Amalgam, Possession, Shift, Split, Combination, Etc.

fading trout
#

!feedback slightly increase damage on acrid's blight. Only "60% damage" makes poison almost always better for almost every circumstance when playing acrid, and makes him less viable in general for longer game runs

quiet cosmos
#

!feedback
Add Mouse and Keyboard Support for console. Its not a comeptetive Game so i wouldnt mind If they even implement (an Option to enable) Crossplay.

cunning sparrow
#

!feedback The heretic items are cool, here's some ideas for the other items. I think a cool suggestion from earlier back is that Mithrix takes all of your Heresy items and turns into a new boss in the last phase, and defeating him unlocks the Heretic, who has all these abilities from the get go.

Secondary: Void Blast. Fires a powerful blast in a target direction for 800% damage. Firing this close to yourself rockets you in a direction, and coupled with a few backup mags allows you to "rocket jump" across the map at insane speeds. Doesn't damage yourself. Offers mobility to make up for your utility. 20 second CD, but reduced by 1 second per Primary attack hit. Time reduced is affected by Proc Coefficient, so MUL-T for example only gets 0.6 seconds of cooldown reduction per nail hit, while synergizing well with Visions due to the 0.1 and 1 proc coefficient combined making a full 12 shots remove 13.2 seconds of your CD.

Special: Nonbeliever's Singularity. Launches nearby enemies away. Destroys all projectiles in the air. Counts as a "mini stun", cancelling all animations such as wisps and golems charging up their shot. Deals no damage and has a 20 seconds cooldown with a similar cooldown reduction system as Void Blast.

fading trout
#

!feedback
If Miner ever makes it into the game, make his unlock location/achievement located in abyssal depths or on a new map located or styled similar to Magma Barracks

Similarly, if Bandit ever makes it into the game, make his unlock achievement have something to do with a small desolated bandit camp hidden on one of the maps or something along those lines

Environment interactivity helps bring lore and definition to the characters more than just killing machines trying to stay alive

ionic kettle
#

!feedback

Add toggleable advanced tooltips. It would help a lot if I could see how items stack and such by hovering over them in a run instead of having to rely on the wiki.

nimble zodiac
#

!feedback
Create an Alternate Game Mode where the community could design custom challenges with a goal like going up to stage X, or reaching a specific map (eg: Void Fields, Obelisk, Commencenment).

The creator would be able to modify many parameters to create a challenge for others. The parameters could be which character they use, the order of the stages (eg: Rallypoint Delta > Titanic Plains > Siren's Call > Gilded Coast), what difficulty they set including Eclipse difficulties, which artifacts are enabled, how many players can participate in the challenge and what items they gain each time they enter a stage. Even some skills could be disabled or swapped. Chests/bosses/enemies in a given stage could be disabled/enabled or have their frequency changed, aswell as a few other interactible objects and parameters. There would be filters for challenges with a particular character or player count, though custom challenges with multiple players may be too hard/long to balance and code. Obviously it's a suggestion where anything that isn't reasonably doable can be tossed out.

If it cannot be made into a community challenge, it could instead be a daily challenge much like the prismatic trials (it may be too redundant though), but with randomized parameters amongst those i described above. The point would be to further increase the variety in the game modes and ways to play, by creating challenges that would put players in interesting situations they otherwise wouldn't be in. For example: Using captain where you only get the following items at the beggining of the run: 30 Backup Magazines, 10 Soldier Syringes, 9 bandoliers, 1 behemoth, 1 to 3 brainstalks, 1 Aspect of Lightning and only the secondary and fourth skill with Commando's Slide, No chests, Artifact of Honor, with the goal to beat several Imp Lords in the Void Fields (+ a few other stages which would come before this one). The possibilities are infinite depending on how many parameters can be added.

stoic grove
#

!feedback seeing a feedback about shields earlier gave me an idea: shield based items, maybe "Deal more damage when shields are full" or "Shields recharge x seconds quicker" smth like that because shields are one of my favorite things in games and i feel like they dont really have a place in this one

limber needle
#

!feedback because elite aspect drops are so incredibly rare, why not make them super strong? I’ve only ever seen 2 in my hundreds of in game hours. Personally I think with a drop that rare there’s nothing wrong with making them extremely strong, as in ‘instant god-run’ strong. Maybe make the lightning one summon a weaker version of the royal capacitor on hit, or make the ice one freeze enemies hit by high damage attacks. I’m not sure exactly what changes would be best, but I think they should definitely be top of S tier with how rarely they’re picked up.

serene solstice
#

!feedback
People tend to find the Elite Aspects disappointing because, very often, you find them later into a run, at which point you've already picked out an equipment item that fits your build much better.
In the rare cases where I've found an Aspect early, the run was incredibly interesting, as I managed to build around it to create a build I had never made before.

My suggestion is: Make Aspects significantly more common at the start of a run, and have their drop chance gradually reduce as the run progresses. This increases the chance of making an interesting run revolving around an Aspect, as well as reduces the chance of finding one disappointingly late, all without making them too overly common.

(The starting drop rate wouldn't be super high, maybe something like 1 in 500, but still much higher than the current 1 in 4000.)

glossy plover
#

!feedback Aspects often seem underpowered in terms of the builds you can make around them as an equipment, but would it be possible to make it an item as apposed to an equipment, this could make it live up to its rare status more as it could add a strong affect without having to sacrifice anything.

limpid blaze
#

!feedback
Nobody likes phase round. A common complaint is that piercing is just not very helpful, and even the ability to fire through walls isn't worth much given that it's just the one limp attack.

Turn it into a rocket launcher, we can call it Phase Bomb. 400% sweet spot damage, falls off to 200% or so at the edges similar to grenade. This gives default Commando some sorely needed crowd damage and fun factor.

full skiff
#

!feedback an Alternate loadout version of Captain's M2 that's a grapple to enemies, as to be able to Super-Shotgun style kill enemies

safe folio
#

!feedback death speedrun times for prismatic trials.

glad surge
#

!feedback an expansion and/or improvement of on-object-interact items would be nice considering how squid polyp and bundle of fireworks are generally recycle fodder

addenum: they're sort of fun earlygame when I can occasionally spam 3d printers without impunity but it becomes hard to ever take advantage of once i start racking up items i don't want to recycle. also having randomly generated 3d printers being basically the only "sustainable" method of popping these effects makes taking advantage of them rather difficult. it would be pretty sweet if there was a means to proc these reliably via an item that dropped interactable objects either passively or actively. these interactable objects could potentailly do something else that made them useful on their own like grant a buff, heal, or deal damage

mental kraken
#

!feedback
The last phase of Mithrix should also take the active item in order to be more difficult.

stoic grove
#

!feedback why not add a special effect when using beads of fealty and fighting mithrix?

mystic gorge
#

!feedbackis it possible to make the game crossplay?

glossy plover
#

!feedback Would it be possible to add another fire type for the huntress in which it doesn't have a lock-on but instead has a draw and infinite/long range and maybe enemy piercing to allow for some fun skill-shot plays that would add another layer to the huntress as apposed to just holding left click.

little barn
#

!feedback
i don’t know about pc but specifically on switch magma worms target turrets and pretty much everything else but the player. It makes it super frustrating to fight when they won’t target you.

velvet ginkgo
#

!feedback
Make phase round a infinitely chargeable railgun where you can fire by tapping, but charging has more damage, I want to charge something for 5 minutes and one shot everything, also proccing bands with slight charge

gilded zinc
#

!feedback
The ability to choose music for the main menu (music from all environments). This will allow players to enjoy their favorite soundtracks while waiting for friends in the lobby.

wooden bluff
#

!feedback
Personally I would love more skins to unlock via achievements for all the characters.

Separate the obliterate (2nd) skin from the final boss so it's only obtainable that way.
Add a 3rd skin exclusively for beating the final boss.
Maybe a 4th exclusively for reaching round 20.

plush raft
#

!feedback every now and then in sky meadows when a brass contraption dies parts of there corpses elongate into oblivion, pls fix.
Edit: changed strech into elongate for more clarification
Edit 2: added pls fix juuuuuuuust in case it sounded like a request to add this

eager plume
#

!feedback Mithrix final phase ideas: rather than just straight up stealing your items, he creates an Umbra of you to fight against yourself along with him, they would both share the same health pool, but at half health the Umbra would die. Makes for that still "oh crap" moment, but it isn't quite as punishing and hard across all difficulties. Umbras are VERY oh crap when using them, it definitely fits mithrix, while still adhering to a stringent difficulty.

verbal summit
#

!feedback Follow-up from

The ability to choose music for the main menu (music from all environments). This will allow players to enjoy their favorite soundtracks while waiting for friends in the lobby.
@gilded zinc

Let us find lost cassette tapes which will let us choose our menu music via an interactable.

rigid terrace
#

!feedback
The snow-covered golems from Ancient Valley in the first game should appear at Rallypoint Delta as a reskin of the Stone Golems
Edit: Normal golems without snow on them would also appear alongside them

dim jewel
#

!feedback Green band that procs a large heal on dealing 400% damage or more. Doesn't necessarily have to be a band, but some utility/healing effects that proc after dealing a large amount of damage would be pretty legit.

feral night
#

!feedback - Fresh meat rework/buff
Currently, fresh meat increases health regeneration by a flat 2 hp/s for 3 seconds (+3 seconds per stack) on kill, and kills while regenerating only reset the duration, which makes stacking redundant rather quickly as you will be killing other enemies long before the regen is over.
To encourage stacking (and also buff fresh meat as admittedly a flat 2hp/second is rather lackluster compared to other regen items that increase per stack,) I suggest that fresh meat should keep its current stats (2hp/s for 3s, +3s duration for each additional fresh meat,) but the regeneration buff should be able to stack on additional kills akin to Acrids regeneration buff.

hollow basin
#

!feedback No matter the phase, the best way to beat Mithrix is to chill out on the ramps immune to nearly everything he can throw at you. This could be fixed by making the Ramos disappear after the first phase and be replaced by more columns we can weave around and dodge instead of a ramp that beats all of Mithrix’s ai and attacks

carmine dirge
#

!feedback

A restart button

eager plume
#

!feedback more constant heal items, it sucks that you have to have a "do something" to heal items in the final boss fight, sometimes you can't do that something fast enough. Leaching seed and harvesters scythe aren't good enough to consistently heal you to full before mithrix just kills you, and the on kill heal items are useless there. Getting woodsprite or titanic knurl aren't a guarantee either.

little barn
#

!feedback
Please make the loadouts less basically "this is much better than this" in a way. Not that the inferior loadouts have no use, but they are extremely outclassed.
For commando, buff phase round's damage and give it a slight AoE, or nerf phase blast's attack from 200% times 8 for a total of 1600% damage to 100% times 4 for a much more balanced move and make it not outshine suppressive fire. For frag bomb, make it explode on contact with a solid and slightly buff the AoE so the center doesn't do all the work. Can it also shoot out a few fragments to deal 50% percent damage and a 30% chance to bleed?
For Acrid, buff blight and nerf blight through making it from 60% to 80% percent, have a 0.3 proc chance, reduce blight time majorly, but make it's uptime reset every time it stacks. Make the bite a bit stronger because you lose nearly all ranged capabilities when you select it.
As for huntress, buff arrow rain's AoE and damage.
For loader, make grapple fist thingy longer than spiked fist.
As for mercenary... Well, it doesn't matter.
That's all. See ya.

somber crypt
#

!feedback Void Reaver playable character, passive is that on death, you kill all things around you, even allies.

harsh torrent
#

!feedback
Well, seeing as we're not getting a playable Scavenger...

Mithrix, throughout all of this, got shafted pretty hard throught history. He doesn't even seem to know Prov. is dead; and when he is finally free of that prison after millenia, he's killed and attacks the first thing he sees.

The story of Prov, Mithrix, and the planet is pretty damn sad; and he doesn't even seem to know his brother is dead yet.

While not entirely fitting to the gist of the game; I do feel he deserves at least an intentionally-vague alternative secret 'end' to the game that the player can somehow find where the two somehow find closure.- It also sort of gives the characters a little bit more of a 'redemption' from RoR1 and RoR2; seeing as they actually get the opportunity to spare someone instead of having to fight through a horde of monsters that they absolutely cannot avoid killing.

Maybe taking a certain item to him would work.

"I... see. It is not you who was weak, then.
I have been blinded by my hatred and jealousy all these years.
That I did not stop to consider how I would feel, now knowing he is dead...
Leave, before I change my mind.
"

This probably wouldn't be canon; but damn if you don't feel bad for practically anybody in the RoR series; and might be particularily notable for REX or Acrid; rex is basically struggling and suffering from the get-go, as is Acrid; and both of them either just want to keep their plant alive (and by the end of RoR2 it's said that they wanted to become something more, so full out symbiosis here should be implied); or simply be left alone and left to wander freely in Acrid's case.

Characters maybe should even get a remark for the captain; but REX and Acrid mostly get the same line; with the exception of Captain initially being shocked/startled at Acrid; then realizing he's not a threat. "Wha- What the hell are you? You weren't on the crew manifests... No time to dawdle. If you're the only one left, I better get you out of here."

winter pendant
#

!feedback If the elite aspect equipments remain as equipments and are not made into actual items, they should at least have actives which are thematic to each elite effect.

Blazing
60 second cooldown
Instantly cause a large explosion around the user (roughly the radius of Hellfire Tincture), dealing 500% base damage to all enemies and inflicting 5 stacks of Fire.

Glacial
30 second cooldown
Create a freezing area around the user, identical to the Glacial on-death effect, which deals 600% base damage upon detonation and freezing all enemies hit by the explosion.

Overloading
80 second cooldown
For the next 20 seconds, cause bolts of lightning to rapidly and randomly fall in a large area around the user (similar to Overloading Worm's effect), dealing 800% base damage each.

Celestine
30 second cooldown
For the next 10 seconds, all enemies within the radius of your Celestine effect are damaged for 150% base damage per 0.5 seconds.

Malachite
40 second cooldown
Create two Malachite Urchins which attack for you until killed. These do not have a duration, but do not follow you between stages.

teal swan
#

!feedback
This is my idea for a replacement hidden boss aside from just, twisted scavs
i know provi is 100% dead, yet his energy remains throught the world
what if a moment whole could harness said energy
Introducing "Broken Bulwark: Shadow of Providence"

this boss will have the same stats as mithrix
or even weaker stats than him
this boos will be as talll as mithrix
have the black body provi had
but he wont wear a crown
he will just have the ragged cloak he had in ror1
as a weapon, he uses a shaped glass (cuz his sword gone)
this boss will have everyday normal attacks

he dashes at u real fast and swings
also does the teleport behind u and swing
also give him a ranged attack where he throws a glowing meteorite
(or just summons the glowing meteorite event)
when the boss is killed he will do an animation where he drinks the tonic and gets back up

phase 2 is just him hittin harder and faster
he will also gain a bonus attack where he stabs the shaped glass in the ground to make spikes come from below the survivor is standing
no, this boss wont speak at all
upon death he desintegrates as we erased everything provi ever stood for FOR GOOD

nova kiln
#

!feedback an alternate way to begin the fight with Mithrix could be to interact with the sphere he is in first. This could act like starting a teleporter thus giving a point when your teleporter item start working. Mainly the golden golem that Mithrix feared would betray them.

inland nova
#

!feedback
Make it so if the host quit the entire game for everyone else doesn't disconnect the host just gets passed on to another player

livid shale
#

!feedback
The artifact reliquary "boss fights" are a little lackluster and seem totally unnecessary once you've unlocked all the artifacts.
My suggestion is :

  • Have specific waves of enemies spawn for each artifact that showcase the power of the artifact (lots of glacial jellyfish for spite or solus control units and golems for frailty)
    - This would make the "fight" itself more enjoyable and unique
    - As well as giving it definite parameters and making it possible for players building Unity

  • Apply whatever artifact has been picked up to the rest of the run and drop a red item
    - Players would be more likely to make the game harder for a substantial reward

glossy plover
#

!feedback Would it be possible to add another fire type for the huntress in which it doesn't have a lock-on but instead has a draw and infinite/long range and maybe enemy piercing to allow for some fun skill-shot plays that would add another layer to the huntress as apposed to just holding left click. (resent as bot was down)

little barn
#

character specific hotkeys would be a great option for more agency, for some characters I would like to bind different keys to make the game more comfortable to play

junior nova
#

character specific hotkeys would be a great option for more agency, for some characters I would like to bind different keys to make the game more comfortable to play
@little barn !feedback

little lava
#

!feedback
Alt fire modes, I've said this before but i just want another opinion since a new character is out and theres more players trying out ror2

Commando: Burst rifle (High damage/low rate of fire)
Huntress: Crossbow (high damage and a charge up time)
MUL-T: Laser (Heats up over time but does lots of dps)
Engineer: Gauss Lasers (Not continuous fire/rof like commando but -0.5 slower)
Mercenary: Longsword (Longer range and More damage but with slower speed)
REX: Sunbeam (Laser that can damage enemies and heal allies)
Artificer: Ice blasts (Chance to freeze enemies like the ice wall)
Loader: Jackhammer Punches (Faster but with lower damage)
Acrid: Chain whips (Longer range and 3rd strike stuns large enemies, pulls in smaller enemies)
Captain: Drone Barrage (Microbots shooting several lasers like a minigun at one target)

Edit: These are alt primary fires not alt skills

icy galleon
#

!feedback
Consolidate eclipse modifiers into 4 or 5 levels down from 8. Add something to the skin of the survivor for completing them (like a medal or some such thing).

little barn
#

!feedback I've said this before and will say it again, I am very disappointed with the behavior of the SPITE artifact in Risk of Rain 2.

In Risky 1, the "funballs" were chaotic, they would go every which way before exploding.
Risky 2? Oh yeah, where it lands is where it will bounce 2 more times before it goes boom.

It's just not the bullsh*t as it used to be which to me makes it far less fun of an artifact than it could be. I mean come on, Engineer's mouse1 does a better job of replicating Risky 1's Spite behavior

somber crypt
#

!feedback
Gold skins for beating the hardest eclipse difficulty. Must be beaten after the first loop, so it's not just a sprint fest to Mithrix.

little lava
#

!feedback make a dlc for us to play the story of ror1 in risk of rain 2 whenever the game is almost done with updates (As in like playing ror1 again but in 3D and with the same characters, new players can unlock the characters the same way we did in ror1 if they have the dlc)

little barn
#

!feedback

Arguably, acrid and lemurians are fairly similar. They chomp and they ptew stuff from their mouths at people. Also lemurians are similarly cute to our beloved toxic lizard dog. What if acrid got a lemurian skin? HuntressWow

harsh torrent
#

!feedback
"And so they left, their heart broken and eyes full of tears from the wanton mass-destruction and murder that they were forced to inflict, the self-mutilation they had to endure; just to survive. They were no longer human; just an algamation of a monster from all that person had collected fused with their flesh."

teal swan
#

!feedback

while i would like to add this along with the provi idea
its an actual seperate idea

this is to add a cutscene to whenever you end after you kill the twisted scav and the screen fades to black

it would show the survivor dissappearing as he explores the rest of the dimension
as well as a "so he stayed" thing to show up

here is one for every character

Commando: and so he stayed, his humanity leaving him behind

Huntress: and so she stayed, waiting for her next prey

Mult: and so it stayed, finding a new power source

Engineer: and so he stayed, ready to build an army

Artificer: and so she stayed, determined to find every secret this planet holds

Acrid: and so he stayed, embracing his new home

Loader: and so she stayed, tired beyond belief

Mercenary: and so he stayed, to achieve greater heights

REX: and so he stayed, ready to bloom once more

Captain: and so he stayed, in search of the old times
sorry for text wall

cyan helm
#

!fee Make the blade and other blue color on the Mercenary alt skin red so it looks better.

stoic grove
#

!feedback If sniper isnt in the game why not have phase round act like his attacks? (I never played sniper so this may be innacurate) Ex: Hold the phase round, and a little bar shows up, there will be a sweet spot where the phase round deals 2000%

cerulean shore
#

!feedback

                                                                                                                                                                                          Make the blade and other blue color on the Mercenary alt skin red so it looks better.

@cyan helm

steady bridge
#

!feedback every time you defeat a particular monster, it boosts the chance of it's monster log dropping - this is carried over between all playthroughs. doesn't have to be by a huge amount, but it would be a huge help for getting the logs of monsters not encountered often like alloy worship or aurelionite, as the process of getting these logs is honestly kind of frustrating right now

little lava
#

!feedback how about a providence style survivor for the next update?

dim hamlet
#

!feedback
New Item: Golden Flask
Rarity: Yellow (Chance to drop from Aurelionite after the achievement has been unlocked, along with a guaranteed Halcyon Seed)
Effect: Gain a barrier equal to 75% of your total hp when falling below 25% health. 60 [-50%] second cooldown

Obtainted through the Reunited... At Last? achievement: Take a Halcyon Seed with you to its former home and master. (aka Mithrix on the Moon)

This item is inspired by one that has been in the files pretty much since the beginning of EA.
edit: typo

maiden kernel
#

!feedback
Steam Trading Cards.

stuck meadow
#

!feedback

Hopoo feather is such an invaluable item to most characters that the lack of one is enough to deter them from fighting Mithrix. This is largely because it is the only non-red tier passive item that affects vertical mobility.

I feel like there should be more white/green tier items that can be used to enhance this crucial aspect of the game. Perhaps something along the lines of ROR1’s Rusty Jetpack, that allows for higher jumps based on how long the button is pressed?

trim star
#

!feedback I think it's about time to address the elephant on the planet.
Some of these Newt altar locations really need to be relocated. Seriously, who would climb up to such high places thinking the Newt altar (let alone anything) would be up there?

safe prairie
#

!feedback
Small change to Artifact of Spite

When a bomb explodes, make the explosion knock nearby bombs back a bit.

You guys like chaos?

sacred hornet
#

!feedback

Bustling Fungus needs a buff. After standing still to activate it, the fungus should plant itself below the player and remain there even after the player moves. I personally envision it working as an Interstellar Desk Plant-lite. Perhaps the player could plant one additional fungus for each stack, and each fungus could disappear after a certain amount of time.

strong saffron
#

The "Music and More" menu might want to have a name change. When I clicked it, i assumed it was a place to listen to the game's soundtrack, however it's merely a contact section

south gust
#

!feedback
Final Boss Spoilers
||Mithrix's final phase should give you items back in random order rather than in reverse order. For those unaware, mithrix gives your items back from newest to oldest, meaning that you are guaranteed to get your items from the cauldrons right before the boss, but items you got early in your run that are super important for your build you might only get back after you kill mithrix.||

craggy condor
#

!feedback Just spent like 20 minutes on the final boss. It takes too long and isn't really very fun in my opinion. Played as Mul-T. 2 player co-op with friend playing Loader. Seems unfairly weighted against melee class and the entire 4th phase of fight is just hit and run. First 3 phases are fine and don't need a change. Would just help to have a quicker rate of getting items back or maybe just him not having millions of health.
Run just lost all momentum entirely as I had to take cover repeatedly to claw some health back.

somber crypt
#

!feedback Make blight stronger so it's an option worth picking.

worn fractal
#

!feedback Acrid still feels like it doesn't fill its intended niche. Possible rework- Make it more of a stance change sort of character. Using leap replaces the other 3 attacks with pure melee options for say 30 seconds, and possibly adds some defensive buff. After that 30 seconds, those 3 attacks revert to ranged spits, leap goes on a long cooldown (say 30 seconds). So you're just constantly swiching between melee brute for a bit, opportunist poison sniper. Also essentially would add a couple slots for attacks to plug other holes (long cooldown conical poison vomit? Split bite into separate multi-hit chain and self-heal strikes?)

solar vale
#

!feedback
Also an acrid blight rework: Instead of making Acrid's blight more damaging and thus too similar to poison, give Acrid's blight have a small, but not insignificant proc-coefficient. A small one but unique in that its on a DoT effect. This would dramatically boost his scaling in a long run and give his dots a lot of versatility depending on build.

ionic plank
#

!feedback
Engineer can chose differents turrets for the run. Similarly that Captain choses differents Beacons
Engineer Captain

plucky fern
#

!feedback Im reposting an old item idea I had

Pocket Barrel
Every x seconds triggers the barrel effect. This would give a small bit of cash (scales over time) and also triggers things like the Squid Turrets, Fireworks, etc. Making those items more relevant and still actually useful on Sacrifice runs. Also a nice little call back to the RoR1 Life Savings item

Would start out at a pretty long time span like every 30 seconds or so. More stacks increase how often it happens?

nova kiln
#

!feedback
Give the TC - 280 Prototype boss level armor. When I buy one of these expensive boys I want it to feel as worth it as a Legendary Item.
Captain