#ror2-feedback-and-ideas

1 messages · Page 30 of 1

tough pendant
#

!feedback Modifier Idea

Allow modifiers to be unlocked via challenges to be used in the base game. Modifiers wouldn't change up the game as much as artifacts, but they would change up the game a little bit for fine-tuning your experience.

junior nova
#

!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.
@solar vale !feedback

wooden coral
#

!feedback Specifically on consoles, have a setting to lower sensitivity while shooting.

stoic grove
#

!feedback can we buff Engineer's mobile turrets somehow? they are really cool but suffer from not being counted as sprinting, and not having much damage. First let them be counted as sprinting, so they can use Rose Bucklers to be as tanky as the immobile turrets with the bungus combo, then either increase their damage flat out or give the beam the ability to chain between enemies

tidal bough
#

!feedback
Artificer does not belong on the ground with all the rabble, but unfortunately I play with a controller and its incredibly difficult to hover and aim.

Please give us a toggle option for Artificer's jets, like the console players already have

tender hedge
#

!feedback buff artificer

solar vale
#

!feedback Happiest mask: Make the ghosts last forever, but with a permanent 'no heal' debuff. In this way they only die in combat which guarentees they are doing something useful for you, rather than simply expiring pointlessly as they do most of the time right now.

night lance
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!feedback Idea for final stage of boss that I never expect to be made a reality; Rather than taking your items, using them against you, and giving them back as you do damage it could be.... The boss takes your items and it’s just the player versus his move set. No use of your items, a fair fight, with no trinkets. You kill him and he does not give you back your items so you leave the same way you landed- with nothing. It could even be a statement to the story on how the characters gained nothing on their journey

little barn
#

!feedback make malachite spikes from wake of vultures a differrent color to prevent confusion

rough quartz
#

!feedback
Suggested change to Drone AI

In their current state, Drones do not very effectively serve their purpose of supplmenting the player's damage - quite often they get caught on terrain or get lost with difficulty pathfinding back to the player, or end up being fixated on an enemy and falling behind.

So I would suggest instead giving drones two AI "states" instead of their current system.

State 1 is Orbit - drones orbit around the player or maintain a holding position within a certain radius of them, attacking enemies within their range without leaving the player's orbit. If the player moves, Drones follow along with them, even if the enemy they're attacking would otherwise fall out of their range.

State 2 is Target - by pinging an enemy (or player for healing drones), drones will leave the player's orbit and instead attempt to orbit the target, focusing on it instead. Drones could be recalled at any time and will quickly return to the player, teleporting back if they get caught on terrain for too long.

If necessary, different/larger drones could have independent AI (such as the Prototype).

This would give the player both active and passive control over drones and ensure they never get left behind or lost.

winter berry
#

!feedback

Lunar Equipment

Shattered Mirror

reverses Most item effects for 20 seconds
cooldown 40 seconds
Ex:bustling Fungus Turns into Fustling Bungus and only heals while you move

marble light
#

!feedback make hitting enemies with Acrid’s primary attack refresh or extend poison / blight stacks duration, this could slightly increase its usefulness along with blight’s as well, although they could probably use other buffs on top of this

somber crypt
#

!feedback Acrid isnt bad, but he is a bit uhhhh weird to play compared to other survivors, ex being poison isnt bad, but late game you tend to be doing like a lot of damage, and the poison doesnt really feel all that helpful, and then there is blight, which isnt used because its just worse poison honestly. epidemic is a good move, and its solid, but ravenous bite is not very solid, because its really short range, forces you to give up your acid spit (which is a better choice overall), and while it can do nice damage, it also is just worse than acid spit in a lot of scenarios. im not saying buff acrid and make him top tier god like whatever, im just saying it might be a good idea to look at his loadout, and his loadout options, and consider changing some things around so they are more useful, as well as can help acrid be a bit better towards the late game

harsh torrent
#

!feedback
Apperantly Auralionite was made in the image of mithrix. It's almost sad that he cannot realize why Providence did this. Maybe an angle that should be touched on more in future updates. Hopoo

"Oh, you thought me dead? How adorable and very mortal of you.
I will admit; I find a greater peace in death than life.
So, my brother has died. Unfortunate.
I am starting to consider things I had not; prior.
Did he make that Golem, from gold, to honor myself?
It's got a similar head...
In a way, I am saddened. I will never get to make amends."

eager plume
#

!feedback I keep trying to beat Mithrix on monsoon and I keep running into the exact same problem. I don't have enough damage, mobility, or healing to keep up. I spent about 10 minutes fighting him with random items, no command, and I was playing as captain. The only proc items I got were sticky bomb, runald's band*, and 2 daggers. Most of my other items ended up being common healing and on death effects, with a will-O-wisp, I got brain-stalks and wake of vultures. I didn't have a bad run, just not overly zealous. I got to phase 3 before dying to him running behind me. Maybe I'm bad at captain, but I would've fared better just looping. This is my problem, even without major damaging items, I still should've been able to win, I did so on Providence plenty of times. I just think with the new changes it's MUCH harder to just "beat the game" rather than obliterate. I plan on not trying to beat mithrix unless I have either command on or I am extremely powerful in a run. It is un-fun to try and beat him in one loop, its near impossible with his infinite minion spawning, high damage and high health, and the fact that the item pool contains so many "on kill" healing effects in white, which is your most important sources of healing.

sage loom
#

!feedback
Character concept
Scout
125 health
Passive
Boston wind
The scout moves 30% faster than normal and can double jump naturally

Primary
Scattergun
Does 150% damage per pellet and fires 6 pellets. This attack encourages players to get close to deal big damage.
AltPrimary
Force-a-Nature
Does 100% damage per pellet and fires 12 pellets. The spread is much greater than the scattergun and it fires slower

Secondary
The Sandman
Pulls out a baseball bat and hits a ball at enemies, stunning and slowing enemies that are hit by it, the ball will stick around on the ground for three seconds, doing nothing. 6 second cooldown, but the cooldown can be reset by stepping over the ball.

Utility
Bonk! Atomic Punch
The user drinks a soda quickly, becoming invulnerable for 4 seconds, gaining invunerability for the duration, but is unable to attack for the duration
Alt utility
Crit-a-Cola
The user will deal nothing but crit as damage for 8 seconds, 20 second cooldown

Special
Mad Milk
A mysterious white substance that applies the Milked! Debuff. Monsters under the effect of this debuff will return 60% of damage to the survivor that damaged them as health.

Edit: Yes I know it's scout tf2 kinda the point lol

hollow nimbus
#

!feedback
Could you make it so that if Loader's Grapple gets shot by a Defensive Microbot, it doesn't lock Loader into a state where she can't use here secondary anymore until a revival/respawn?

somber crypt
#

!feedback Robots/Golems/Non-Flesh are immune to burn and bleed. This goes for survivors and enemies. If you disagree, then explain the lore for Brass Contraptions bleeding blood, and its metal lighting on fire. Bear in mind brass melts at 900 degrees Celsius, and that Solus Probes, assuming they are made of steel, melt at 1370 Celsius, this is assuming they aren't made of any special alloys or metals. As a counter, make electricity more effective due to it messing with circuits, and ice because freezing weakens the metals/stone. Get real.

atomic fjord
#

!feedback
The lobby bugged out one time while I was playing with my friends and some extra buttons appeared. I pressed them before the buttons disappeared, and I found an interesting menu. None of my friends had mods installed. Perhaps this feature could be added in a future update?

gilded zinc
#

!feedback
New active lunar item (name not coined). When used, all enemies within a certain radius target you and attack only you. This will allow you to save your teammates, endangering yourself, or else use an engineer.

little barn
#

!feedback
Stacking Infusions into the upper 200's seems to not grant more max HP on kill. I didn't notice the effect until 275 Infusions but it might have been happening before that. Leveling up and Titanic Knurls still improved max HP.

compact warren
#

!feedback
Make pots on Abandoned Aqueducts easier to push around, since for characters other than Loader (Zapper), Engineer (Turrets), and Captain in the next patch (Orbital Probe), it's painful to deal with them, I've spent 5-10+ minutes before as Loader before learning the Zapper works just trying to get a pot on one of the buttons because the bands are stupidly good on her, but as anyone except the three previously mentioned characters it's literal hell to do unless the pots spawn on a button. since it's practically impossible to push them on slopes of any kind thanks to the way you push them from the side and how quick they roll down

tough pendant
#

!feedback Abandoned Aqueduct Button Change

Have the buttons stay pressed for a little bit after being pressed. This would allow players who are actively looking to press buttons to be able to do it more easily, without really changing how it works for those who aren't. Also, it would help newer players to understand that they have to have both buttons pressed, because they'll see that the button stays pressed for a bit, but then unpresses if they don't do anything else.

rich sundial
#

!feedback New Artifact
Name: Artifact of Fate
Action: Enemy spawn rate is increased when a single teleportal percentage is complete but the teleportal zone decreases as as a single percentage completes
Why: for death runners that like to challenge themselves

royal moon
#

!feedback For the engineer, make a new primary attack and a new turret type to choose from in the loadout menu.

  1. Primary attack can be switched with a new attack that works like Rex's abilities, the move is a automatically fully charged shotgun, but if you have shield generators or any sort of shield amount on your health bar, the ammo reserve will only be what was in the shields, it costs your HP by default and always fires a full blast of grenades compared to the previous attack.

  2. For the turret choice, a option to make your "turret" on your character would probably be pretty interesting, with a turret limit of 1 and the turret riding your back/head, almost the same position as the preon, this turret will slowly shoot single rounds into enemies, like captains full-charged shots, except its just one singular shot, and the equivalent of commando's damage by base amount. The benefit of this would just be to allow engineer to have another interesting form of mobile combat, but the flaw of it would be how slow the turret you start with is, and that it can only use fungus when you are still.

left robin
#

!feedback
The Queen's Gland is arguably the weakest of the boss items, and I personally feel that none of the boss items should be too weak.

My suggestion is, to give the beetles a bit more scaling to allow them to be helpful into the lategame of a run. Right now they mainly divert aggro and maybe get a kill or two on the first stages.

Maybe it's increased stats, maybe it's partial benefit from your items. I'm sure that there's some way to tune this item up to make it be on par with other boss items and green items (which boss items technically, compete with??? As they replace green item drops from teleporters???)

safe prairie
#

!feedback
Engineer Bouncing Grenades Buff

Increase the firing rate of Bouncing Grenades by around 15-20%. Might make them feel slightly less clunky to use.

lean kite
#

!feedback
For the discord server itself, add console roles so we can tell who plays on what

solar vale
#

!feedback
Character: Scientist. Looks like a plain dude in a white coat with a dome helmet with a big tank over one shoulder and a syringe glove on the other hand. A fairly frail 'friend commander' distinct from the engineer due to a more aggressive playstyle centered around resource managing and disposable minions with a similar item inheriting behavior.

Passive: carries a clone tank that fills with the use of his primary attack and is expended to fire off his abilities.

Primary: Blood Vacuum: Fires a syringe finger from his glove, this sticks into the enemy for 90% damage and attaches a tether that drains health over time and give you clone fuel. Tethers break if you are too far from the enemy, you can fire five to five different targets, the oldest is detached to fire the newest.

Secondary: Gremlin: He reaches into his clone tank and pulls out a gremlin and throws it at a target for 200% damage, costs 25% clone fuel per throw, spawns an aggressive minion that inherits a random selection from your items totaling 25% of the total number of your items. Gremlins are fast, leaping melee hunters who will sprint to their targets and attack with aoe claws and a secondary accurate leap that is affected by items such as backup mags. Starting limit is four with backup mags increasing limit. Will not follow, only hunt

Utility: Infect: spends 10% of your clone juice per tether and detaches all tethers. Infects the targets with a damage increasing debuff that stacks five times. Infected targets spawn homing projectiles on death that heal friendly targets or damage enemies

Ultimate: Shambler. Costs 100% juice. Spawns a fast melee ranged hybrid that inherits all your items. Fires inaccurate spines that deal 150% damage as it closes and melees for 200% Hunts and kills enemies. 2x max

The playstyle is very different to engineer, the limited range of your glove means you have to get stuck in to acquire the resources to spawn the backup you need. Follow, succ, rally, repeat.

atomic fjord
#

!feedback
In a multiplayer game, let dead players play as a ghost that can open chests and pick up items. Or even a drone that can shoot enemies or heal the alive players (and being able to nab chests and items too). Whichever feels best.
Reason: Dead players tend to fall behind on items, which leads to them dying even more, which leads to more falling behind. This feedback is to avoid that frustration. Sometimes on public lobbies people leave after dying once. This could give the dead players something to do while they wait for their allies to teleport, as well as allowing them to catch up on items so they don't die immediately next round.

dull jolt
#

!feedback
keep the item menu visible when the games paused so the player can check what items they have without getting blasted to death

leaden moss
#

!feedback
Survivor specific red tier items only obtainable by specific survivors (like the Captain's Nanobots) that specifically focus on improving core mechanics on the survivor.
But playing Multiplayer allows other players to pick these items up. For example, Captain opening a chest with Nanobots within them and then giving them to Engi.

stoic grove
#

!feedback make OSP frame based because there are alot of attacks that deal large bursts of damage (Mithrix's slam, Greater Wisp, Wisp). Make it be like 1 frame, that way you still dont die instantly, the entire concept of OSP, so its a little better to use

ionic plank
#

!feedback
Engineer can chose differents turrets for the run. Similarly that Captain choses differents Beacons
Engineer Captain

Lunar item
Doubles Special(ability) But incrises 50% of cooldown per stack

fickle flint
#

!feedback new survivor idea: The Nautical

summary: the Nautical is a sniper themed survivor that excels at high single damage, but can be overwhelmed quickly (with a pirate theme for fun).

passive: Hunters Glory
killing an enemy in one shot will increase attack speed and reduce cooldowns for a short time.

primary: The Scorpion
a long range, high damage sniper. tap to shoot, with a short 1s cooldown. hold to zoom in, and gain a piercing effect, with insane range (the tap version does not have that range).

secondary: Golden Eyepatch
imbue your next shot with a debuff that stuns an enemy, as well as dropping more gold on death. stacks up to 2 times.

utility: Parting Gift
roll in a short direction based on directional input. shooting an enemy while rolling is an instant crit.

special: Dreadnaught
open an on-screen HUD. all enemies inside the hud is attacked with many low damage lasers from your sniper, with chance to inflict bleed.

hollow basin
nimble zodiac
#

!feedback "Forgive Me Please" should apply stacks of Frost Relic

vague hamlet
#

!feedback
Completing Eclipse 8 should reward a "Lunar" skin to the character that completed it.

jovial patio
#

!feedback Change engineer's primary, bouncing grenades, to instead have different velocity (up to a cap) depending on how long you charge it to give players greater control over ranging and aiming. Have it always fire all 8 grenades, but obviously they just sort of fall onto the ground in front of you if you don't charge it.

finite slate
#

!feedback Change OSP so that if you have above 90% hp you cannot die in less than 0.1 seconds under any circumstances aside from void reaver self destruct. This would stop players from dying in 2 frames due to receiving an attack which is less that enough damage to trigger current OSP followed by an attack strong enough to finish players off. This would make the game's mechanics feel much more consistent from run to run and allow OSP to protect players and rewards them if they can recover.
Thank you, and I love the game!

modest gulch
#

!feedback Teleporter particles can be extremely hard to see on Scorched Acres due to the skybox being almost exactly the same color as the particles. How about changing the skybox so that it's night time, with a faint orange glow around the horizon? Would look pretty sweet and make the teleporter less of a pain to find.

knotty chasm
#

!feedback In addition to the prior suggestion, make the teleporter particles move around more quickly on all stages, like they're swirling around the teleporter. They'll stand out more for newer players.

jovial patio
#

!feedback add graviton mines to engineer loadout. Mild pull effect (lesser version of primordial cube) and infinite vertical targeting. They'll always be able to jump infinitely to hit those floating wisps, for example, and will leap to do so.

atomic fjord
#

!feedback
Engineer alternate primary idea: Double Rocket Launcher (fire 2 at once)
Slow fire rate, but high damage per projectile (400-500%). Velocity of rockets is a little slower than Arti's default M2, and rockets are not affected by gravity. Has the advantage of being able to be used long range as it's not affected by gravity, but velocity is slow enough that certain enemies such as wisps are still hard to hit. Can proc bands, but has less projectiles and fire rate is slightly higher than fully charging grenades.

random marten
#

!feedback
There should be an option to set sprint on either "Toggle" or "Hold", it would make playing with a controller a bit less awkward (especially if you're setting your binds through Steam Input)

flat fractal
#

!feedback
New Artifact: Artifact of Newt (Name Pending)
Each Teleporter Spawn with the Blue Orb but you cannot loop.
Helps make more consistent runs for speedrunning/makes those greedy for lunar items get more lunar goodness.

near sable
#

!feedback

Rework Repulsion Armor Plate into a new mechanic: Armor. Armor overlays your health bar and has 15% damage reduction but doesn't regenerate, it will refresh on the next stage. Armor does not count against OSP. The more armor plates you have, the longer your Armor bar gets. Loader passively has some armor.

Armor is less effective against elemental damage, like fire and lightning and ice - it will still reduce some of the damage, but the damage that isn't reduced will be affecting your health directly. Armor is best against physical damage.

My reasoning is because I wanted to make Repulsion Armor Plates useful throughout all stages of the game as a generally versatile defensive item, which the game lacks outside of Tougher Times which just wins you the game when you get enough of them. My desire is to expand on the amount of balanced defensive items rather than turning the game into "who hits each other first."

slim timber
#

!feedback Let acrid aim directly beneath him with his primary and bite. Since his tools for dealing with aerial enemies are limited, jumping on top of the larger ones feels like it should be one of the best ways of dealing with them - except he has trouble actually hitting them in this position because his main attacks only hit directly in front of him. It feels kinda clunky.

maiden lagoon
#

!feedback chronobauble buff

somber crypt
#

!feedback Let dead players choose one of the minions you currently have to play as. This includes drones, ghosts, beetle gyards etc.

near sable
#

!feedback

Merc primary alternate idea: Murasama Blade. Now, instead of the normal three clicks = three hits combo, you can hold M1 and move the mouse to direct the swing. Letting go of M1 at the correct moment in the swing will result in bonus damage and end the combo. Ending the combo with a good M1 release will always crit and afflict the enemy with the Exposed debuff. The more hits you make, the stronger the final hit will become.

Releasing M1 at the right time in each swing will result in a constant stream of crit "combo-enders" but you will normally have higher dps against bosses if you do normal attacks into a proper final attack.

You can move the mouse in a circle to do a 360 attack, fling it up to knock the enemy into the air, fling it down to launch them back to the ground, etc.

What makes it a sidegrade? Well, it obviously cannot benefit from attack speed since it's tied to the speed of your mouse movements, so you are losing one attack speed scaling in your kit. It requires more attention and engagement, so it's not something you want in your loadout if you just want to have a casual relaxed time. It also doesn't have the extra range of the final hit in the normal M1's three-hit combo. The area in which you can mouse the blade around is always a consistent circle around you.

modest linden
#

!feedback
You know those runs? When you one shot almost everything, except for one thing. The newt! I think that the newt in the bazaar between time should have a place in the monster log. If it does already then👎this.

tranquil flicker
#

!idea

what do you think, if you create textual rooms dedicated to several nationalities?

gilded zinc
#

!feedback
The ability to find out the details of the buff or debuff that was imposed on you during the run. I think this will greatly help new players.

cosmic patrol
#

!feedback make the grandparent a complete boss and be sky meadows unique boss!
it looks like such a cool boss!

dapper hull
#

!feedback artifact of completion, make it kinda like the first game where every monster has to be killed before you can activate teleporter.

nimble zodiac
#

!feedback Allow Acrid to use abilities mid-leap

little barn
#

!feedback
All of Acrid's abilities except for his primary are agile, but it doesn't say they are in their descriptions.

little barn
#

!feedback console roles

past edge
#

!feedback
Make the bands proc only on the highest damaging instance of an ability in your loadout or equipment, with an icon marking the ability that would proc the bands.

Currently it is possible on some characters to have a loadout where the only way to proc bands is to have a random item proc it for you.

little lava
#

!feedback Make a band for the other elements as well ice, malachite, celestine

shrewd tapir
#

!feedback maybe actually look at the top feedback channel sometime?

frail trench
#

!feedback
The lore justification of Captain's utility and special skills being disabled while in hidden realms is fine by me, but obviously lots of people feel as if it's unfair that the lore gets in the way of gameplay in this manner. I have a suggestion for a way to make Captain more interesting to play than he currently is in hidden realms.
While in these places, it makes sense that Captain does not have access to support from the UES Safe Travels. So instead, he has a little drone buddy that he can pull out that does miniature versions of what his equipped beacons do normally.
For example, if Captain has the healing beacon equipped, pressing R and M1/M2 has the drone buddy perform a quick pulse of healing in a small area around Captain. The shocking buddy would immobilize all nearby enemies in a similar radius, the resupply buddy would take a few seconds off the Captain's equipment only, and the hacking buddy would make the nearest chest free, which is really only applicable on Gilded Coast, but honestly I'm fine with that. Because of the nature of hidden realms like Void Field and Gilded Coast, I believe it would make sense for these weaker support effects to be reusable, perhaps on a moderate cooldown.
As a replacement for Captain's utility, maybe the drone buddy could blast an area that you point at with a smaller and less damaging explosion, which provides Captain with some kind of AOE option during hidden realms.
I believe the drone buddy's weaker abilities give Captain something more compelling to do in hidden realms than just press M1, while fitting in nicely with Captain's lore, and cementing his role as the proper support character.

gleaming shore
#

!feedback
Commando is regarded as a "jack of all trades", yet on practice he seems like a worse MUL-T with only a bit of additional speed.
Here are some ideas of how to make him more fun and diverse with changes on his default kit:

  1. Phase round - gains damage over distance, up to 900%. Hitting an enemy reverts damage back to normal. Also travels faster and has a slightly larger projectile.
  2. Tactical Dive - a short running speed boost at the end of the roll (does not stack with movement items)
  3. Suppressive Fire - stuns inflicted by this ability stack, up to 4 seconds stun.
stoic grove
#

!feedback give engi a wrench with low range, third attack deals +50% and also heals anything allied

unique frigate
#

!feedback Wisp and golems have a laser that tells you when you are attacked even if they are behinde you. All enemies that shoot you should have this because you could see the damage coming and react to it. It dosen't need to be a laser for everything. For example the "mortars" you find from hell and stick with you for the run could have a red spot on the ground where the boulder is supposed to land. Other solution could be a minimap for enemies in firing range or an indicator of danger. Is not really important for the arenas at the start but when a lot of creaturs can one shot you this is life saving

somber crypt
#

!feedback Commando's Grenada ability replaced with Sticky Grenade, same thing, but sticks to an enemy when it touches one. Also a slight boost in damage couldn't hurt.

dim hamlet
#

!feedback
New Item: Gentle Spores
Rarity: Green
Visual: The little yellow mushrooms from Sky Meadows
Effect: Gain a 15% chance to Pacify an enemy for 3 [+2] seconds. Enemies afflicted cannot use offensive skills.

Unlocked through the Gentle Now achievement: Do not hurt any enemies when arriving on Sky Meadows for 2 minutes (Damage from minions (outside of Engineer turrets) and drones/turrets is not counted).

tender copper
#

!feedback
Item : Grievous Mask
Rarity : Red

When an allied unit dies, add 5% of their max HP to your max HP. Stops working when you have 200% (+100%/stack) of your base HP.

somber crypt
#

!feedback Commando's thing of being a jack of all trades is cool in theory, but in reality, it just means he cant do anything better than another character. Sure all characters are good when they have items, but other characters are just better than commando when both have items, and having a character thats just not good at anything, but can do a decent amount of things, is just sad since if you want damage, you dont play commando, if you want movement, you dont play commando, if you want hp, you dont play commando, if you want to support, you dont play commando, if you want to do any ONE thing you dont play commando, BUT if you want to be mediocre, and not really good at any one thing, then, you can play commando. He needs his own thing, and it cant be doing multiple things but not well, since then hes just inferior to other characters.

How could he be buffed? Simple. Make Roll an actual option compared to Slide, since Slide>Roll in almost every case. Next make Grenade something worth picking compared to Suppressive Fire, since commando cant do much unless hes running a status build, and Grenade isnt good for status, and its also just not good since it often wont hit the target you aim at, since the targets move, and the grenade likes to roll away. Suppressive Fire though can stun, fires rapidly, is long range, is easier to hit, and is better for damage because it procs status easier. Commandos primary, the pea shooters, are not bad, but they are also pea shooters, and don't put out good dps. An alternative would be to give Commando another skill option, since if hes the "Jack of All Trades" then it would make sense to give him lots of options for his loadout. The new primary skill could be something like a rifle instead of pistols, with the rifle being more accurate, and high damage, but slower rate of fire. A precision alternative, for those who want to snipe. The primary doesnt even need to be a rifle, it just needs to be a good alternative to the current one.

merry forge
#

!feedback
Adding variations to some of the monsters models.

For example a Clay Dunestrider, but their pot is chipped and cracked, or Lemurians have some variation to their armor, or maybe a lesser wisp with a crack in it little disciple style.

This isn't to recommend grandiose new models, I understand that keeping each monster silhouette unique/consistent is incredibly important, but small changes that add a little more life and detail to the world would be a nice addition, maybe add a bit of world building even.

little lava
#

!feedback bring back the cremator

mellow bridge
#

!feedback
an artifact that allows teleporter bosses to not a single kind of boss

plain hemlock
#

!feedback
Artifact of Duel
The boss has a higher level than the player and gives a greater reward.
(More chance for legendary and boss items)

fiery fjord
#

!feedback

Add proc coefficient to bands

little barn
#

!feedback Arifact ideas:

Artifact of Wonder
Shuffles items within their rarity after every stage.

Artifact of Luna
All creatures move slowly, and have drastically increased jump height and reduced fall damage.

Artifact of Paranoia
Enemies always know where the players are, and chase much more aggressively.

Artifact of Ignorance
No HUD.

Artifact of Simplicity
No uncommon or rare items.

Artifact of Cooperation
All players share a single, combined health pool.

Artifact of Resolve
All status effects last half as long, for players and monsters alike.

Artifact of Polarity
Each stage, one element of damage becomes favored (fire, ice or electricity).

Artifact of Offering
Every chest is replaced with a shrine of chance.

Artifact of Hoarding
Each item obtained advances the difficulty track based on its rarity.

Artifact of Confusion
Items are unknown until picked up.

Artifact of Void
All players and monsters collapse into a void reaver explosion upon death.

distant rivet
#

!feedback
Multiplayer matchmaking needs work. We need:
• a way to force item sharing
• a way to vote on artifact use with a clear result
• and mostly a way to rate players met in quickplay

plain hemlock
#

!feedback
You can unlock modifiers by completing Prismatic Trials

modest linden
#

!feedback
A new elite, ravenous. I had this idea a while ago and posted it here but im reposting it. This elite poisons on hit and can dig for items, similarly to the scavenger

granite totem
#

!feedback
Killing non teleporter bosses should give you items, but with a max amount per level. I'd say 3 . This would give more incentive to kill them on loops other than money. A maximum is recquiered so that you don't gain too many items in one level.

smoky mural
#

!feedback buff phase round

  • increase damage to 600%
  • make it hitscan
  • reduce the cooldown to 1.8 seconds
  • to balance it out, remove its ability to pierce terrain
  • rename it to "rebar puncher"
warm blaze
#

!feedback

A restart button

tall trout
#

!feedback Make it so artifact of command locks you to one item of the rarity. example: if you chose will o-the wisp, you will only get will o-the wisp for the rest of the run. this will still allow for fun exodia comps without being op

merry lance
#

!feedback Make it so getting irradiant pearls doesn't feel impossible. (increase pool spawn chance and irradiant pearl pearl chance increased)

nova kiln
#

!feedback if you wanted Repulsion Armor Plate to scale better you could have it give you +1 armor instead of the flat reduction.

median marten
#

!feedback Why cant Acrid aim up and down with his melee attacks? Why?
Edit: None of the melee characters can aim up and down with their primary melee attacks.

dusty pier
#

!feedback New idea for an artifact, Artifact of Hearths, a small flame-looking thing. When used, it makes it so that the survivors continually take fire damage while outside of the teleporter zone.

tender copper
#

!feedback New idea for an artifact, Artifact of "ICE AGE 2 : THE MELTDOWN".

All characters lose significant knockback resistance.
Characters will slide on the ground significantly further, ice level style.

plain hemlock
#

!feedback
Artifact of Chaos
Description: "It breaks the laws and rules"
Makes it possible to obtain items of any rarity from all sources (sacrifice art, chests, shrines, teleporters, 3D printers, Bazaar, Void, even legendary chest) with the same chance.
Makes it possible to spawn any tier of elite monsters. Enemies can spawn with random common/rare items (amount of items increases with time). Shrine of Chance doesn't give any messages.
Item Rarity Chances:
Common/Rare/Legendary/Active/Boss/Lunar= 1/1/1/1/1/1
(Looks like a dice with 7 dots)

teal swan
#

!feedback this is my idea of a new type of elite

Parasitic: it will have a purple color with tentacles on their head to signify them
Their power: on hit they will heal for half the damage they did to you and also place a leech on you to suck out hp. and heal them for 5 seconds (it can stack)
This elites would be in the same tier as blazings etc

lilac pulsar
#

!feedback change captains hack beacon to make multi shops cost zero enstead of just choosing a random item from the multi shop when the hack is completed.

harsh torrent
#

!feedback
I'm not sure the legality or if it's possible; but would it be potentially allowed for Hopoo to contact the people doing the unofficial RoR1 expansion and potentially talk things out? The mod looks promising; so I'm curious if they could be allowed to have it moved from "unofficial" to "official" status on a legal and practicality basis for integration terms.

Plus you never know; they might be able to help with RoR2 development.

sour lotus
#

!feedback
Character unlock via secret boss, find Chef who since ror1 is broken and repaired by Lemurians but needs to be powered on, similar to getting Rex except as soon as Chef comes to life he just goes apeshit and attacks
Boss fight could have an array of random items, but exclusively items from ror1

tame lodge
#

!feedback
I lbelieve the different objectives like "breach the cell" would be fun in normal runs rather than it always being teleporters

shadow granite
#

!feedback
A method to have buyable drones/turrets inherit player items in the same way engineer turrets or Captain's passive item does.
Personally i want the method to be a red item, but it can be a new survivor passive, new secret boss item (like halcyon seed), or even an Artifact.

somber owl
#

!feedback
A DLC that replaces the music with the first game OST

small egret
#

!feedback
Please make the rate at which Mithrix returns your items to you in his final phase consistent. I just lost an Eclipse run to getting effectively one-shot after crit+bleed by a half-health final phase Mithrix after clicking on him with Captain for minutes since he would heal for %max hp with medkits and shield gens if I ever stopped shooting, and the only items I got back were a used-up Dio’s and a Red Whip. This should not be able to happen if the final phase isn’t supposed to be the hardest part of the fight or if it’s not supposed to be the part players center their entire build around countering.

hollow basin
#

||!feedback||

Artificer Utility Alt:
Nano Surge

Summon a gravity well on a targeted area that briefly sucks in all opponents within its radius and raises them in the air for a few seconds before violently slamming them into the ground for 500% damage. Charging up this ability increases the radius and slam damage up to 1200%.

||Best used to raise a large group of enemies into a single point in the air, and casting an ice spear through them, dealing heavy damage and freezing them, where they will be executed by the gravity slam.||

stable coral
#

!feedback
For those who want an even grander finale, if you complete a (possibly secret) objective like beating the final boss on monsoon and/or bringing a lunar item and some coins, you can go through the portal Mithrix spawns out of and go to||the UES contact light or a new, more complex level and face off against mithrix and his brother.|| beating this could award an old item or something new.

near lance
#

!feedback
Add a lunar item that increases the range/area of items and/or abilities while reducing effectives (damage/healing/other bonuses)

rough quartz
#

!feedback
Really minor nitpick but it would be nice if, upon entering A Moment Fractured you got a message saying something like:

"Your Beads of Fealty start to glow"
To establish a connection between the item and its effect.

winged bane
#

!feedback
I'd like to see Captain have some sort of cleaving melee as an alternate secondary, like a naval cutlass or some such, to give him something a bit more interactive than "spam M1" if something closes the distance on him. He could hypothetically have a tandem buff on the secondary that incentivizes fighting with both the saber and the shotgun (for instance, blasting them with the gun at close range staggers them for half a second and causes the next slash to crit/deal bonus damage/bleed/whatever, and slashing them causes the next shot to rupture the cut for whatever bonus). Just something to add some depth to the character and really capture that nautical "with steel and shotte" type combat

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.

raven shell
#

!feedback
Alternative game mode, or controversial tweak on normal gameplay?
I'd love to have artifacts unlocked in a run be active until the run is over. It feels weird that an artifact that's collected does not continue to apply its effect when the player leave Bulwark's Ambry, when the artifact is still in the survivors pockets.

Also, I really want to try and collect as many artifact as possible in a run that get's progressively more and more chaotic the more I collect.

grand smelt
#

!feedback add options for keyboard and mouse on ps4, not only to change the keybinds but mouse sensitivity aswell!

sullen iris
#

!feedback
Please make it so that when you join a server through the server browser, you can only join into lobbies and not already mid-runs (Yes, I know there is a filter for it but it hasn't worked for me. I've only ever joined mid-runs and never any lobbies)

harsh torrent
#

!feedback
Allow players to 'inspect' the loadouts/unlocks of other players; that way players can co-ordinate certain side-objectives in a run
As well as this, as @tame lodge I feel like more random events; such as teleporter VARIANTS (or other side objectives to complete a zone) would be interesting.
Also consider including things from StarStorm; as thought before; and maybe even bringing the devs of that unofficial community expansion onboard for some things.
Typhoon? (x2/x4 Monsoon? not sure it's specific details) Yes please.

whole edge
#

!feedback
Please add an item counter so it's easier to share items equally among friends!!!!!

gloomy elk
#

!feedback please adjust, or add an option to adjust, the fov change from Spinel Tonic usage. The side to side fov change is fine, it's the vertical fov that makes me sick whenever I have to look up or down.

little barn
#

!feedback
When the 1.0 came out, I thought a lot of new alternates would be added, but I was wrong. So uh, here are a few ideas:
For Huntress secondary, thunder arrow: Fire an arrow that bounces between opponents for 50% damage, shocking them (Opponents that have already been hit cannot be bounced back on again).
For Mul-T secondary, charged stun bomb: Fire a bouncing grenade that, each time it bounces, creates an AoE effect that stuns nearby enemies for 150% damage.
For Mul-T utility, scrap shield: build a metal wall that has 5 times the health of the builder, that blocks projectiles and enemies will prioritize destroying it (Only if a player is near it, otherwise they will target it last). If it takes too much damage, the scrap shield will break, dealing 10% damage to nearby allies and 60% percent to nearby enemies (Enemies are also stunned if the attack takes at least 20% of their hp)
For loader's special, noise generator: Throw a generator with 2 times the health of the user making random noises and is prioritized by enemies to destroy. if the generator takes too much damage, it will create a huge sonic boom that deals 50% damage and stuns enemies. They will also be temporarily unable to gain aggro at the player, and will begin using their abilities randomly at a random spot (Let's call it the confused debuff for short). In detail, confused enemies cannot attack players, walk around randomly, has friendly fire enabled, and uses their abilities randomly. However, being randomly angry and confused will also increase their damage.
For Acrid's special, quarantine enforcement: Create a lingering AoE that inflicts a special debuff upon being in it (You're free to name it): With this debuff, they will have an AoE of their own, giving the same debuff to those who enter that AoE. At the end of it, they take 900% damage, dealing an additional 250% for those who are still in the AoE. Considering that I'm running out of characters, I'll add in another one of this soon.

fathom hazel
#

!feedback An equipment that unlocks a chest for free would be cool; its cd would depend on the chest unlocked

tender hedge
#

!feedback maybe bring acrids bite to his primary but it doesn't infelt Poisson

hollow basin
#

!feedback Make the worm boss spawn less common. Currently it can spawn as the boss for 3 stages in a row, which can feel really repetitive. Or just make it so the same boss cant be the boss for 2 teleporters in a row

little barn
#

!feedback
Make survivors entirely invulnerable during the teleport animation (Basically when you spawn in to a new stage) And a few seconds after that. Once, I died to a blazing vulture, but the teleport animation didn't let me move. So uh, I died a BRUH death.

wheat lion
#

!feedback
Make Eclipse mode for all difficulties, all tracked separately than each other.
Allow so that if you beat Eclipse 1 on a harder difficulty (Rainstorm for example), it counts as beaten for all difficulties below it (in this example just Drizzle).

grand plaza
#

!feedback

Idea for an additional use for the Elite Aspect Equipment:

Aspects should function as they are currently as a sort of passive/active hybrid item, but actually adding a use to the aspects could improve their usefulness which would make finding the ultra rare drops feel a bit more special.

Upon activating an Aspect, the equipment is removed from the player but spawns an elite doppelganger of the player's current survivor would spawn and fight along side you,** inheriting your current stats** but not your items. So like a Blazing Artificer, Overloading Loader, Malachite REX, etc.

When your aspect dies it has a chance to re-drop the aspect allowing you to pick it back up and use again, though it would still have a cooldown.

plain quail
#

!feedback give other survivors a cooler idle animation since the captain's the only survivor who actually looks cool

stoic grove
#

!feedback make aspects more common and make them an item, not equipment. Maybe color them yellow so they are easy to differentiate?

fathom isle
#

!feedback when rex is repaired it could become an ally that helps you fight until it dies. it could add an incentive to take the fuel array and repair him even if you have already unlocked the character? kind if feels weird repairing him and then leaving him there motionless

nimble zodiac
#

!feedback Add a "random character" character to start with a random character and change the Artifact of Metamorphosis to change your character every stages.

cunning sparrow
#

Phase Round should deal 500% damage. That gives commando a way to proc the bands, makes it actually comparable to the alt, and makes his niche of "lategame on-hit proccer" actually work.

hexed topaz
#

!feedback Let us change the title screen to all the versions we had in the past updates, similar to how you can change the theme of the title screen in hollow knight

little barn
#

Phase Round should deal 500% damage. That gives commando a way to proc the bands, makes it actually comparable to the alt, and makes his niche of "lategame on-hit proccer" actually work.
@cunning sparrow

!feedback

Also make its hitbox a little bit bigger

cunning sparrow
#

Engi's turrets should inherit your items right away, without you having to place down new ones. Yeah, it makes sense, but it's just annoying to have to put down new turrets whenever you get an item.

dapper hull
#

Engi's turrets should inherit your items right away, without you having to place down new ones. Yeah, it makes sense, but it's just annoying to have to put down new turrets whenever you get an item.
@cunning sparrow
!feedback

hushed grotto
#

!feedback
Remove artifact of sacrifice because it is to Sub urban K-Night distaste

fickle flint
#

!feedback artifact of chaos idea: if enemies are hit by another enemy's attack 2 times or more (has to be same enemy), target said enemy until target is dead, then go back to player. same goes for player objects, but wayyy more than 2 hits

little barn
#

!feedback new loadouts continue
Mul-T special, constructor bots: Send out a bot that jumps on the nearest opponent, dealing 50% DPS and stacking bleed (Duration of the bot is up to you). Can hold up to 3.
Artificer utility, gravity trap: Have a lingering AoE that prevents enemies from moving or using abilities. Cooldown increases on how many things enter.
Mercenary Utility, dodge: Stand still for a moment, preparing for an attack. If something moves to close, jump into the air, leaving a lightning current to your previous location for 200% damage and shocks them afterwards. If you get hit by a ranged attack, take no damage, gain a few iframes, and slash the attacker for 400% damage. If they take at least 30% of their max health, you can slash again (Up to 3 times). Cooldown increases for each time you perform a repeated slash. Unaffected by items.
Rex special, DIRECTIVE: Overwhelm: Send a machine that cripples nearby enemies. They take 200% DPS, and if they take at least 70% of their max hp from this, Instantly execute them, adding defense and attack debuff for nearby enemies. Cooldown decreases for every enemy that is failed to be executed by this.
Captain primary, Rifle barrage: Fire a rifle for 100% damage. Attack speed increases for every opponent hit at 9 meters. Max attack speed is 100% more.
Captain secondary, UES 'safe travels' survival knife: Slash a large dagger in front of you for 300% damage (Possibly extremely low cooldown). Winding up a hit will increase it to 700%. Winding it up further will throw the knife for 750% (Increased cooldown).
Captain Utility, scoped shot: Zoom in, with the ability to know all stats in the next shot (When it hits, how much damage, it can be like an aimbot, and more). Then, bring out a secondary gun that fires a laser for 1000% Damage. Deals 250% more damage when it bounces (The scope part can also let the user know where it will end up when it bounces, so people have an easier time making use of the damage increase feature.

green vault
#

!feedback

It kinda sucks when, on Multiplayer, you die during the final fight with Mithrix, and without you, your friends experience the escape sequence. Maybe revive dead players at the end so everyone can be immersed in the ending?

A cool little thing you could do is if you completely die (no Dio’s) during the fight, Mithrix does a little animation and steals your soul. A ghost of your character flies around him, imprisoned, taunting the fighting survivors, reminding them that they could meet the same fate. Then, if your teammates manage to defeat him, your soul is returned and you respawn. Just a little idea!

royal moon
#

!feedback
Make commando not as item-reliant, I understand he is meant to show the importance of items and such, but after reading a steam discussion someone else made, I do think he needs a complete rework of most if not all of his abilities and his kit.

Steam Discussion: https://steamcommunity.com/app/632360/discussions/0/4085282327471333602/

Reasons for why he needs to be changed this way:

  1. Hes one of the few/if not the only character without any form of aoe, and his grenades aren't enough to do much for him during combat. His alternate special attack, the grenades, have too small of a aoe and make him lose the one thing he needs to survive one of the stages, considering clay templars spawn during the game. Sure his secondary attack, the phase blast can go through walls, but it can only really hit one or two enemies when used well in most situations, and the phase blast requires for all enemies to be in an exact line, which is also a rare situation when most of the spawns before loop are lemurians and wisps to golems, which move from side to side, sides the golem. I think his phase blast should be much larger, and his grenades do much more in terms of AOE to be good choices over the well-known shotgun and stun-shot, which are much better in terms of viability.

  2. Most other characters have stuff that work "passively", even engineer in a sense, since he literally has turrets that just passively do the work for him. (not really a passive, but it might as well be since you're always gonna have them out.) I think commando should have a passive that allows him to pick any one green item and one common item, if he is to stay item reliant, this may let him be someone people actually wanna play more than other characters, since almost no one plays him due to how bad he actually is and how item reliant he is. (of course, keeping it to Unlock-Only choices like command does may still increase the interest of exploration)

What a crappy introduction to the game, TBH. I've managed to do almost* everything in this game. Monsoon every character. And believe it or not, I don't use the artifacts. But I haven't touched the new Eclipse mode, so I wanted to complete that. Commando is the first character...

crisp gulch
#

!feedback
make the elite aspects into items that drop from horde of many teleporter events, like boss items, this would make them actually have a decent chance of showing up in runs, and not be an mediocre equipment item

somber crypt
#

!feedback A way to play as void reaver. im not gonna specify anything past that, since if i do someone might disagree, but be ok with the void reaver aspect of it. so thats it. a way to play as void reaver.

zinc rapids
#

!feedback
A character idea. ive been told something like this was in ror1 as well, called a enforcer.

Some one with a massive gun. almost like a mounted mini gun just ripped off a turret . possibly with a bullet proof defensive shield in the front (think AA turrets ) where they get bonus stats for standing still, like reduced damage from the front, more attack damage possibly

the main selling point would to be having a option to play as a defensive tank, and make mushrooms viable on more then base turret engi.

skill ideas could be
Spin and shoot, starts up the gun and starts firing
mount/unmount, plops the gun down making you unable to move but boosting aim, defense ect

utility possibly pull a TF2 here, pull out a sandwich to eat, bonus points if its a rawmeat and mushroom sandwich or maybe stew

special attack maybe a shout, or rally, to boost teams stats and / or lower enemies stats nearby?

this is just a base idea for a tanky survivor + more uses for mushrooms, would gladly accept more ideas of skills

nimble zodiac
#

!feedback
Artifact of Order: Apply the effect of shrine of order at the start of every stages.

little barn
#

!feedback Shrine of the Woods persists through stages, like turrets and drones, possibly even appearing in the mithrix arena if you choose to fight him.

nova kiln
#

!feedback ideas to buff the Captain. Make the shock effect a debuff and add about 10% to 20% more damage when knocked out of it. The Beacon Resupply could recharge over time to make it more long term. Possibly make turrets and drones teleport to the area when you place a beacon.

lofty onyx
#

!feedback
Engineer Primary Attack #2: Dual Flamethrower. Have it do damage on a similar lines of the Gasoline item. Range would be a little longer than the range that MulT's Buzzsaw has

potent herald
#

!feedback
adjust Dio's Best Friend to have some form of cooldown, so as to make it more consistent as a safety net.
whether time-based or stage-based, it would become an item that has a more long-term effect, granting a more use than a one-and-done item while still acting the same as it does now from moment to moment. (perhaps a nerf to the hp it returns you at, to balance it out)

molten pine
#

!feedback
Commandos grenade ability should detonate on impact

atomic fjord
#

!feedback
Add a few extra attacks to some of the bosses. Like maybe a boulder throw for the Stone Titan and Aurelionite? Give the Imp Overlord their dash punch from the first game perhaps? Have flame pillars appear nearby when the Imp Overlord punches the ground? Clay Dunestrider shooting lingering puddles of tar? Give Solus Control Unit and Alloy Worship Unit an eye laser like their small counterparts? Have Magma and Overloading worms... actually, I dunno for that one.

Just spitballing some ideas here, you don't have to incorporate all of them. Just some extra attacks to spice up the teleporter bosses and events more.

lofty onyx
#

!feedback New Survivor: The Psychic
Primary Attack- A beam attack set at the same range as the Huntress's attacks. It does damage constantly while you hold it.
Primary Attack #2- The beam has reduced damage but can bounce to two additional targets within range
Secondary Attack: Physical Clone (completely optional)- The Psychic blinks a short distance and leaves behind a copy of themselves. The clone lasts a few seconds and casts a weaker version of the Primary attack to all enemies within a set range
Utility: Psychic Hold- Enemy within a set ring are hoisted into the air and held there for a few seconds
Ultimate: Possession- The Psychic can take an enemy and add them as a companion (like a drone). Won't work on Teleporter Bosses. The enemy taken will be at the level they were fought at and don't get stronger as the survivor gains levels.

Pointers: The Primary Attack would have an item priority just under the Commando's, being that it hits often (this would not apply to Primary Attack #2). Even with Extra Magazine, The Psychic can only have two Physical Clones active at once. They can still blink, but a third clone won't form. The cooldown for Possession would increase the stronger the enemy affected is and will lower the chance of the ability even working on them.

spice quest
#

!feedback loader special ability
Its the exact same as the pylon but you are the pylon if you know what i mean.
sorta like the tesla coil but an ability. (it would not have the same stats as the tesla coil)
also it would have the same stats as the m551 pylon.
maybe it lasts for 5-10s and the cooldown would be 10-20s

unreal sluice
#

!feedback Voice lines instead of announcements through the game chat

my idea is that instead of a message like

the primordial teleporter aligns with the moon

could instead be turned into a voice line from the captain, like a message coming out of the screen star fox style

this idea could also be used for further story introduction at the beginning of the story or in other places

so basically just add voice line messages

feral dock
#

!feedback

We should be able to make mando grenade go live before throwing them

lofty onyx
#

!feedback

A red item that gives an additional use of your special. It will very likely be hard to get, purely due to how powerful it will make the Engineer

rancid kindle
#

!feedback
More ways to see unlocked survivors appear in the world upon unlock.

This was something i really enjoyed in the first game because it made the world feel more dynamic and alive, even if they only appeared in the stage once ever.

Right now we can only see Artificer after being freed from time, and Rex after being powered up.

For example, upon making through the third teleporter without dying, the huntress’ drop pod lands near you and she comes out. (Like characters in the first one)
Mul-t should barrel down to the planet after completing the teleporter 5 times.
Maybe acrid could appear waking up in from the last void cell vent and walk to the portal.
Captain could be ||standing in the escape pod on the moon||

Those are just some ideas but i think it would be fun to see the new characters arrive like in the first game

nova kiln
#

!feedback
Quality of life idea, don't have the lines around the Captains aiming circle reappear until he is ready to shoot again.

limpid blaze
#

!feedback The auto aim adjust that compensates for your camera not being behind your survivors now picks the closest enemy your cursor points at. This makes piercing attacks fly completely off target a lot of the time.

For specifically piercing projectiles (phase round, nano spear, rebar, sawmerang) , pick the furthest target your cursor points at within range of the attack and compensate to hit that. For phase round this also needs to apply through walls.

frosty canopy
#

!feedback

Rework for Squid Polyp

-A few squid polyps (3) will spawn around the player every 12 seconds
-Polyps are now a non-interactable entity and will only perish after 30 seconds (can no longer be attacked or healed)
-Stacking now only increases their lifespan (+3 seconds)

chilly aspen
#

!feedback

Make Survivor sections in the Discord so people can discuss builds and such for each Survivor

thorn mauve
#

!feedback

i'd like to see more skin diversity, it's not that rewarding to beat the game on monsoon with a character just to have them be white or black. i think engineer, mercenary and rex are good examples of alternative skins.

jolly flame
#

!feedback

Please fix the spawn animation of Magma Worms

My teammates got killed just because those little noodles showed up at their feet instantaneously.

hearty valley
#

!feedback

On consoles we should have the ability to use the d-pad OR the analog to select items on the menu with the command artifact (and other places like the main menu would be nice). It feels unnatural to move on a grid with an analog rather than d-pad inputs. It also feels like there's some latency with moving the "cursor" in the command menu and sometimes feels like it can take awkwardly long to select and item in the heat of gameplay.

narrow zephyr
#

!feedback

These have probably been said before, but for Loader and Mercenary's skins, I think Loader should have stripes on the arms of her "Classic" skin to make it a little more true to it's name and make it more interesting. Merc's skin is good, but you can't see the crescent on his forehead when the camera is behind him, so basically, the entire time you are using it. While this is a small thing, it would be nice to see it while playing and not watch it just entirely disappear when using it.

proper flume
#

!feedback discord rich presence including which survivor you're playing as, the stage, the map your on, your level and the difficulty

valid fractal
#

!feedback
Just like with the original RoR, how about adding a underwater level?

south quiver
#

!feedback artificer's hover should be toggled with jump button, not require holding it

misty ledge
#

!feedback
The captain needs to be able hold down m1 and shoot so that i dont break my mouse with 20 Syringe

vague hamlet
#

!feedback
Put Scrap in a separate inventory. Sometimes Scrap can get lost in your inventory when you end up getting a lot of different things and can be difficult to double-check if you have Scrap leftover for printers.

full saddle
#

!feedback I haven't gotten to Mitrix often, but he feels a little too exploitable, eratic and one-shotty. IMO a battle with the king of nothing should feel like a desperate battle of attrition. Right now you just stand on a pillar and avoid him. If you aren't mobile and can't reach the pillar the fight is better, but his fast eratic movements mean he will overshoot you and needs to slowely walk towards you, trying to hit you with his hammer. If he does, you're (almost) dead and get a brief moment of panick (shit, gotta heal). I think the fight overall would feel much better,more dramatic and rewarding if his movements and hits were more accurate, but weaker, slowely whittling you down, keeping up the pressure unrelentlessly, not giving you a chance to catch a break. I think this also plays into his lore better (as far as I can tell, he is angry and considers you worthless). This fighting style was one of the things which made providence so awesome to fight; small room with no escape or exploitable area's, and providence constantly teleporting on your location, which made it so you were under pressure for the entire fight.

west canyon
#

!feedback shave a second off directive drill's cooldown(6s to 5s) just to make it a little less reliant on backup mags

past edge
#

!feedback
A way to buff fresh meat would be to let EVERY kill give you a stack of the healing buff (+2hp/s) over 3s (+3s per stack). Killing 2 monsters instantaneously would give you 2 stacks of the healing buff which would heal you for a total of 12hp over the next 3 seconds. This would make the item scale linearly instead of not scaling at all (as it is in its current state) if you're killing monsters left and right.

dapper hull
#

!feedback the enforcer from the first game, he has a slow firing gun but when you put his shield down it becomes kinda like a minigun, he could have an ability to smash the ground with his shield knocking back and stunning all enemies around him. His special could be a bomb like the first one.

winter pendant
#

!feedback
Red mercenary skin replacing blue armour = red animations replacing blue animations?

flat hinge
#

!feedback

If you ever make a teaser for later survivors i have 2 ideas

  1. HAN-D: There should be a gif or a video of a flashing yellow light in a dark room that when put into binary translates to

REBOOTING

2nd. Bandit: Should just be commando sitting on his escape pod but next to him is a figure thats almost fully transparent (expect for a few smudges in the air)

eager plume
#

!feedback cautious slug should decrease the time it takes to activate the more you have, since the final boss fight disables fresh meat and monster tooth essentially

little barn
#

add chef

vague nova
#

!feedback if we ever get chef, make his ultimate cleaver attack target a few nearby enemies rather than a pattern. His slick trail can be a bit like surfing, maybe a 5 second burst of oil to ride on then a fairly long cooldown; then his cook ability lights the fire with the same effect as gasoline on any enemies too close to it/standing on it. Also can cook enemies normally to apply like, fire x4 (xMore if they're slicked). Honestly I think Chef would work really well for doing primitive effect damage to groups, as opposed to Acrid's DOT hit-and-run style.

Yeah. Add chef

little barn
#

!feedback Change Artificer's Charged Nano-Bomb so that the bolts firing at enemies during travel do not proc kjaros and runalds bands, wasting the effect on weak enemies.

unkempt jetty
#

!feedback Can you guys FINALLY give mulitlegged enemies COLLISION BOXES already?! Jumping STRAIGHT THROUGH Queens or the stupid guns with legs on the moon is HIGHLY aggravating as an Acrid player, I can't believe this STILL exists when I suggested this back in ea when he was introduced.

somber crypt
#

!feedback day 2 of asking for void reaver playable character. no reason not to do it, and it would be fun to play as purple crab monster

stoic grove
#

!feedback Artifact of Weakness: deal more damage the higher you are above 50% hp, but also deal less depending on how far below 50%. Up to +100% and -50% damage, applies to monsters

little barn
#

!feedback Artifact of Kin should guarantee that an event system event happens every stage instead of the current "heres an enemy, the boss is a horde of it". It's kind of a really boring artifact and this could help spice it up a little.

modest grove
#

!feedback

Idea: A lunar item that allows you to interact with One Shot Protection(OSP).

This could make either your HP threshold to have OSP lower(but never below 50%, since Shaped Glass), or the HP that's protected by OSP higher, or the lingering duration(0.1s) longer for that to activate. Kinda like temporary invincibility.

The downside could be long cooldown for OSP to be recharged, or decreasion in stats, or limited charge of OSP itself(i.e. your OSP is forever gone after activating 4 times or whatever).

This could be great way to introduce OSP system to players. Could be unlocked basically or via something like "Die from full health in 1 or 2 seconds"

lean creek
#

!feedback
Artifact of Jealousy
Every time you get 2 stacks of one item, all enemies get 1 stack of the same item.
Example : You have 2 Crowbars, 1 ATG and 4 goat legs.
Enemies will then have 1 Crowbar and 2 Goat legs.

somber crypt
#

!feedback Commando rework so he isnt just an item dependent weak character that has no specialty, other than being mediocre at everything and outclassed by every other character.

slender latch
#

!feedback
Maybe make Mithrix unable to steal Defensive Microbots? Because it's very irritating(especially in coop).

elfin pecan
#

!feedback

Add per character controls

warped hull
#

!feedback
make squid polyp have a 1.0 proc coefficient so that is can be a slightly more useful. also to bring it more in line as a better fireworks.

nova kiln
#

!feedback Personally I have never felt the effect of one shot protection. What if it made you invincible for a second or half a second.

balmy thistle
#

!feedback The intensity of the rain effect on Commencement should change in accordance with the difficulty selected - a drizzle on drizzle (my nizzle), a storm on rainstorm, and a full on downpour on monsoon. It'd add to the menace of the difficulty, and of course, be relevant with the name, Risk of Rain - the bigger the risk, the bigger the rain.

valid flume
#

!feedback
make it so your scrap always stays at the end of you inventory so it’s not lost while you are trying to find it.

verbal summit
#

!feedback
Stacking Squid Polyps could make more spawn on item use

little barn
#

!feedback

Rework for Artifier's Plasma Bolt, since right now it's just a worse Fire Bolt (tiny AoE is not worth giving up the ignite damage).

Fire a very quick (possibly hitscan) little bolt of electricity that arcs from the target to one other nearby enemy. Same base damage, cooldown, charges and proc coefficient as Fire Bolt, but the secondary chain has half damage and proc coefficient.

The appeal to take it over Fire Bolt being its faster and hits two enemies very reliably

eager dagger
#

!feedback
please fix the blazing elite flame trails to not be invisible half of the time

plucky fern
#

!feedback Relating to above feedback
When blazing beetles spawn in alot of the time their fire trail will actually start a solid 5 to 10 meters away from them. Is it possible for that to be fixed?

stray wyvern
#

!feedback If you don't plan to make 6 new characters, change the character selection to be perfectly symmetrical with all the vanilla characters. Then, add the ability for more lines to be used if need be. This way, console players and vanilla only players wont have to see a (hypothetical) 2-4 empty spaces all the time, and modded characters will still work

little barn
#

!feedback

The difficulty of Risk of Rain 2 is constantly increasing--as is our survivors’ damage, mobility, and health--but it wouldn’t be a stretch to say that many of the people who played have felt that they died abruptly if not suddenly. The sudden deaths in Risk of Rain 2 are a symptom of a deficit of defensive scaling. Simply, there are not enough appreciable ways to sustain damage later into a run. Don’t just take this as a personal assessment. Consider the viability of melee characters who don’t rely on a gimmick to stay alive, or the simple struggle melee survivors have with Mithrix. Kiting and dodging can only carry some survivors so far (if it all) until they inevitably make a mistake, but it can't entirely replace defensive scaling. As is, current scaling minimizes the health differences between the individual survivors, undermines healing unless it’s massive, and supports glass cannon playstyles. It is not reasonably within the player’s agency to build defense. It's a large enough problem within the game to the point where there has to be a "hidden" mechanic to keep our survivors from dying to a single instance of damage, which is a band-aid more than a solution. The lesson from shaped glass abuse during early access best concludes the problem with the current defensive scaling: If most shots are one-shots, then it doesn't matter what the survivor's health is.

Strong defensive scaling shouldn’t change or break the game because it already exists within the game--the tougher times--it’s just that it’s predicated on chance which only allows its failure to make the ensuing death feel more random. Player agency over defensive scaling can be gained by allowing the tougher times to merely reduce incoming damage. The scaling effect of the tougher times block chance perfectly converts into 15 armor (+15 per stack) (that’s % chance to block to % damage reduced). It’s effect on the game should remain as profound, just far more consistent.
nova kiln
#

!feedback
I have been reading about the armor mechanic on the wiki, and had a few ideas.
https://riskofrain2.gamepedia.com/Armor
-A red item that just adds around +20 armor to your character.
-A white or green item that adds +1 or +2 armor to your character.
-The Captains healing beacon would be less of a death wish if the aura also gave you an armor buff.

Risk of Rain 2 Wiki

Armor is a mostly obscured stat from the player. It applies a damage reduction on damage taken if you have it, and a damage increase if you have a negative amount. This applies to all damage taken, except the damage from a Shrine of Blood.
If you have positive armor:

Your dam...

safe folio
#

!feedback

Make the engineer role called "engineer gaming"

little barn
#

!feedback add elder lemdog emote

earnest finch
#

!feedback Chronobauble Chronobauble Rework:

Chronobauble is on of the most bland and bad items in the game currently, with its only selling point being that it helps to activate a far better item (which is usually only relevant on longer runs anyway). The Runald's and Kjaro's Bands Runalds_Band Kjaros_Band are very unique and useful items after their rework, and many people would like to see more items similar to them, so perhaps Chronobauble could share their activation method. Of course, instead of being another item to pile on the burst damage, Chronobauble would offer a powerful utility instead. So I propose that:

-Hits that deal 400% or more damage spawn a 16m (+8m per stack) temporal field that slows the movement and attack speed of enemies within the field by 50% (this value or any others can be adjusted). The field lasts for 8 seconds and has a 20 second cooldown before it can activate again.

This rework makes into an effective tool to weaken groups of enemies using a high damage attack, allowing you to have a better chance at escaping or evading damage after landing a large hit, and fully tapping into the theme of time distortion. The ability to uniquely lower the attack speed of enemies (within a large area) would hopefully give Chronobauble actual value on it's own merits in a variety of runs.

hexed topaz
#

!feedback

I've been reading some logbook entries and honestly its become something that's a lot more enjoyable than i thought it would be. I thought it was super cool how several entries allude to an event that happened in the cave on wetland aspect and I thought it would be interesting to find more stuff like that in the levels that reference the log book for those who are super into the lore and easter eggs. For example: maybe somewhere out in the world you find the bodies of the two characters who you find talking about creatures in the game in many enemy logbook entries. Both of them are sprawled out on the ground in some hidden part of the map, letting the player piece together what kind of events led to their fate. Not a requirement but some more environmental story telling and easter eggs would be pretty "neat"

flat hinge
#

!feedback

Add the remaining final skills like Artificer's alt utility and the rest of MUL-T's kit

runic shore
#

!feedback

A option to disable items from appearing on the character which i think may help with frame rate on long runs especially on weaker systems like the switch

jade ember
#

!feedback What if Mithrix visibly wore items like Scavengers? It'd add a lot of flair to the last phase, and it'd make it easier to tell what exactly you're missing.

mellow bridge
#

!feedback
rejuvenation rack is a boring red item, it's just a number boost and it's disappointing compared to the other reds with unique mechanics, even headset and desk plant is more interesting than this

static hawk
#

!feedback
Raise the trigger radius of artifcers plasma bolt to its full aoe so its aoe advantage extends to dealing with flying enemies.
I think it would also be cool to have it fire one arc (similiar to nanobomb) to the enemy that triggered the detonation.

copper pendant
#

!feedback

can we get a random button for character selection? Like one where I don't know which guy I'm getting until I start? I really love that mechanic and I know a lot of others do too. I know the artifact does it but it changes every level which is not exactly what I want. Thank you!

winter pendant
#

!feedback Bustling Fungus Rework

After standing still for at least 0.5 seconds, gradually grow to the maximum radius and strength of the fungus over 5 seconds. The radius of the fungus gradually decreases when moving over 5 seconds, however the strength does not decrease until the radius fully depletes.

steady wing
#

!feedback an underwater level with new swimmy creatures.

fiery fjord
#

!feedback

When you look up with Captain you see the UES ship in the sky

hollow basin
#

!feedback Make Leeching Seed heal you for each tick of damage over time. Would make it useful on Acrid and Arti while also having great synergy with bleed, gasoline, and other DoT items.

merry lance
#

!feedback Make some bosses have higher monster log drop chances (Alloy Worship Unit and Mythrix) because these bosses have a lower chance to be encountered on a run since a lot of the teleporter bosses can spawn on multiple stages.

white tartan
#

!feedback fix volcanic egg 🥚. Currently while traveling as 3 fireballs you can die from damn near anything which shouldn't be the case if the equipments entire purpose is to light things it passes by ablaze doing 500% damage and detonate on a target for 800%. Either make the visual my characters model with a giant flame aura highlighting that volcanic egg is on and you can fly. Or since I can't see my hitboxes when volcanic egg is active why do I have hitboxes to begin with? You can't have both hitboxes and no model to represent those hitboxs guys its stupid. Being 3 fireballs should mean i have no hitbox for the duration of being 3 fireballs.

plain hemlock
#

!feedback
Artifact of Disaster
Replaces all elites with fire type elites and replaces all bosses with magma worms.

hollow basin
#

||!feedback||

Buff Leeching Seed Leeching_Seed to return 1% of damage dealt as healing, similar to how Rex's primary and Massive Leech works. This would make it feel different from how Harvesters_Scythe works, while being better on low rate of fire characters.

rustic widget
#

!feedback

Make Acrid's blight work like bleed, refreshing ALL stacks when another is applied. It currently feels like a lot less damage than poison, but this change would make it more appealing by rewarding you for stacking up the blight.

hollow kernel
#

!feedback

Bring back the pick percentage pie chart from ror1 I always loved being able to quickly see who are my most played characters

The pick percentages in ror2 are hidden within the character logs so its harder to compare playtime

hushed grotto
#

!feedback
i had an idea what if there was an iteam that if you were to stack it it would get better than the base iteaam so the more you have the better the iteam is

little barn
#

!feedback
items obscured within boss corpses should show their outline so they can be spotted more easily

twilit heath
#

!feedback
Captain's beacons should be able to press the buttons on Abandoned Aqueduct

magic wagon
#

!feedback
Risk of Rain "Classic Mode" two ideas

  1. An artifact that changes teleporter rules to RoR 1 rules (90 seconds to charge, have to kill everything on the map to proceed)
  2. An alternative "Classic" gamemode alongside the prismatic trials and eclipse with all the original maps/enemies/bosses returning in 3d
eager wyvern
#

!feedback
new loader ult, that's like the pylon but is a timed bomb that can be knocked back by a punch or grabbed

woven lynx
#

!feedback
add a healing field around the cell vents in void fields that disappears once you activate it or simply fully heal all players when a cell is activated.

Having to wait until you regenerated all the damage you took from the void while running from cell to cell is really boring. Especially on monsoon with the reduced health regen.

somber crypt
#

!feedback To make roll not a worse alternative to slide in every way, make rolling cover more distance, and if you hit a monster push it back. No damage, but it gets pushed aside, if you hit a larger monster you get stunned. Maybe a few i frames since its a roll.

little barn
#

!feedback Make the captain's beacon's have an extremely long cooldown, unaffected by items and long lasting rather than permanent and can only place 2 per stage.

eager plume
#

!feedback The games balance needs to be re-evaluated for the final boss. Considering the lack of "do nothing" healing, and damage reduction, as well as the chance of not getting high mobility on low mobility characters, and the reduced up-time of bands, it makes more sense to add a few more items to balance that out. More damaging items in common, uncommon, and legendary are more important. A definite have is MTG MK2, the other rarities just need some good damaging bonuses in different ways. Healing just needs either a common or uncommon item that simply raises your regeneration, as its important to constantly heal in the final boss. Mobility doesn't quite need much besides a common white item, for which ideas have already been floated. The idea is that the game has more defense/utility items that don't function well in the final boss fight, so adding options that do would make the final boss alot easier.

vocal canyon
#

!feedback Eviserate should be also apply

jovial patio
#

!feedback Alternative Engineer Turret loadout: Replaces primary autogun on the turret with a gauss rifle where, after a brief charging delay (1/4th normal turret attack speed), fires a single piercing bolt dealing 300% damage.

craggy flax
#

!Feedback The Artificer clearly uses three elements in her skills, Nano(electricity), Ice and Fire. I think she will have an alternate skill for each slot with each element. Those could be:

M1: Ice Bolt, slowing ice shards, stacks up to 4, similar to the other main skills. Maybe this could home, or split into weaker shards on hit.

M2: Charged Firebomb, if the skill is just clicked, the Artificer chucks out a slow ball of flame that detonates on impact and ignites enemies, but the longer it is charged the smaller and faster the ball is, and if fully charged, it becomes a beam of fire instead.

Shift: Nano-clones, Spawn three nano-clones to distract your enemies. They shock enemies when they are damaged.

Shift: Phoenix. Flare in brilliant flame, healing for each enemy damaged and igniting them.

R: Snowball (let's not be too serious, an also I didn't have a great idea for this one) a ball that gathers speed and damage as it rolls on the ground and hits enemies. Homes slighty.

hardy pumice
#

!feedback
Monsters that use projectiles (and Stone Titan) shouldn't be able to shoot through themselves. If they're not facing me, I should be in a blind spot.
Stone Golems seem to be the only monster that actually have a blind spot, though some may be slipping my mind.

little barn
#

!feedback
Make elite aspects give you the damage and health buff from a normal elite, and give them a minor boost (Like explosive fire, lightning strikes) for their equipment activation (Their effect will disable on cooldown). Also buff it in any way possible so this rare item is worth picking up.

atomic prairie
#

!feedback Make so Artificer can use Snapfreeze on walls instead of just the floor.

fresh cypress
#

!feedback
Leeching Seed 2.0
Hitting enemies accumulates healing, after 1 second without hitting, uses the accumulated heal in a single burst
1(+1.5 per stack)hp charge per hit, up for 3%(+3% per stack) of your max health

Both healing and time until heal is affected by proc chance, this allows for lower procs to heal lower but faster, and high procs heal more but slower.

somber crypt
#

!feedback Make Mithrix larger in size, with larger hitboxes for attacks as well as himself, but slightly reduce his damage. Having him as a tiny one shot boss thats really tanky is just kinda weird, and not as cool as a final boss could be. Him being larger would make him exude a more powerful feeling when you see him, and larger attack sizes would hopefully reduce mobility being overly strong in the fight. The less damage stops him from being a cheap shot boss, though im not saying he shouldnt do a lot of damage, he should just do less.

chilly rock
#

!feedback Make it to where we can view our logbooks during runs so we check questions about items or enemies

atomic prairie
#

!feedback Artificer Cast Nano-Spear is inconsistent against flying targets, which can be really confusing. Contraptions, Wisps and Jellyfishes stand completely still after being frozen, allowing for an easy M1 or Flamethrower follow up, meanwhile, Vultures fall to the ground with Greater Wisps and L Chimeras (Wisp) being straight up immune to it. Making so them all freeze and stand still mid-air is what I believe that would make the most sense.

somber crypt
#

!feedback Make freezing instead drop them to the ground, and deal damage based off the height they fell. Just makes more sense than a bird ignoring the existence of gravity. So basically any target that is frozen midair falls and takes damage proportionate to the fall height.

little barn
#

!feedback
Make elite aspects give you the damage and health buff from a normal elite, and give them a minor boost (Like explosive fire, lightning strikes) for their equipment activation (Their effect will disable on cooldown). Also buff it in any way possible so this rare item is worth picking up.

vague hamlet
#

!feedback
Acrid: Multiply the healing effect of Regenerative attacks based on # of enemies hit.

frail hamlet
#

!feedback clicking an option in the settings menu to outright get rid of the intro when you start the game

lean creek
#

!feedback
ONLY TO HELP ONE OF THE PREIVOUS POSTS from Crab
!feedback Make freezing instead drop them to the ground, and deal damage based off the height they fell. Just makes more sense than a bird ignoring the existence of gravity. So basically any target that is frozen midair falls and takes damage proportionate to the fall height.

lost niche
#

!feedback fix the "show started games" button. Whether it is selected or not, It shows started games.

limpid blaze
#

!feedback In the current Prismatic Trial you can go the moon, which is cool. Beating the moon softlocks the run which is less cool. It doesn't seem like you'd ever get a record time going there anyway, so maybe give sky meadows a regular teleporter for prismatics?

little barn
#

@limpid blaze did you know you can interact with the prongs on primordial TP to not go to the moon?

tranquil flicker
#

Im proud to being part of this community

little barn
#

!feedback might have been mentioned before but i want to see a completion percentage in the logbook screen

deft hornet
#

!feedback bring back spirit artifact from the first game

lean creek
#

!feedback
Something MUST be wrong with the spawn chance for the teleporter boss fight as I have had to try survive 3 Hoard of many Brass Contraptions on the 2nd level 3 times in a row!!!!!
On Monsoon of course
What the fuck XD

fresh cypress
#

!feedback
Lunar Item
Dull Greatsword
"Far too heavy to be called a sword"

+Increases Range of melee attacks and multiplies proc chance using the following formula (2^x -0.5)/(2^(x-1)), x being the number of stacks, from 1 to 10 stack it follows [1.5, 1.75, 1.875, 1.938,1.969,1.984,1.992,1.996,1.998, 2]

-Inverts all attack speed increases, and then multiplies your attack speed by the following formula 1/(x+1), x being the number of stacks, from 1 to 10 stack it follows [1/2, 1/3, 1/4, 1/5, 1/6, 1/7, 1/8, 1/9, 1/10, 1/11]

The advantage can never be greater than 2 times proc chance, and the disadvantage will never really reach 0, but very close to it, this item is for those who want a slow and heavy hitting punch on their runs

frail panther
#

!feedback minions get left out on the final stage + boss fight, especially beetle guards which can't even leave the spawn. The more expensive drones tend to get stuck along the way as well. Considering that beetle guards wouldn't be able to make it to the boss even if their pathing allowed it, teleporting all of your allies to the platform for the final boss fight once you arrive would be an efficient way to alleviate this issue.

sterile pollen
#

!feedback
Add a log of hit you had before death so that you can see why you die in some situations.

static hawk
#

!feedback artifact where damaging an enemy steals an item and vice versa

alpine mural
#

!feedback Siren's Call is generally strongly preferable over Abyssal Depths in co-op due to its offering of one guaranteed red item per player from the Alloy Worship Unit instead of just one guaranteed red amongst the entire party from the legendary chest. Abyssal needs some love.

little barn
#

!feedback
Acrid's still in a weird state compared to Loader and Merc, even with his healing his survivability isn't as good as Loader's barrier or Merc's I frames since the healing cannot stack.

Maybe his healing could stack and refresh duration, like an inverse bleed in a sense, rewarding you for aggression with potent healing abilities.

hot barn
#

!feedback

MUL-T 's Nailgun really didn't need the buff that it got in 1.0. Before the update, Nailgun was a great all-round ability, but was clearly worse than Rebar at long range or when piercing, and Power Saw if you were willing to risk being in melee range. After the update, Nailgun comes pretty close to those other abilities even in their specific niches, and it feels like there's little reason to use them any more.

MUL-T really needed the Scarp Launcher buff, but nothing else; it was a very strong Survivor with Saw + Rebar, and Nailgun's versatility and ease of use made up for its lower damage.

limpid blaze
#

!feedback

The game's netcode is servicable, but degrades terribly. Playing between continents is unpleasant enough to put me off netplay entirely. Having poor multiplayer experience over a poor network connection sounds obvious and unavoidable, but it's really not. There are PvE games that will let the game run its logic on each client and simply trust all of them, only syncing important thing like when damage is taken and kills happen. This gives each player a smooth experience regardless of network quality at the very small sacrifice of enemies sometimes being in different places doing different things.

I don't know how much work it is to change network logic in Unity, but if it's a switch you can toggle, please do.

rough quartz
#

!feedback
Suggested change to Death Mark item:
Deal +N% (+n% per stack) more damage to enemies for each debuff they have.
||[Maybe 10% and 5%?]||

Reasoning: While Death Mark is a powerful item when it activates, it is far too demanding for most survivors to make any use of it without requiring several fairly specific items, many of which are other green or red items. This is a lot more setup than any green tier item should demand in my opinion, and generally leads to "feels bad" scenarios where it's just a totally dead item.

The proposed change makes it far more usable in the broader sense while still allowing the characters who previously made use of it to get more mileage by comparison. This would also retain the item's usefulness in the late game as it would enable another avenue of damage scaling.

distant rivet
#

!feedback

Item: Wicked Ring (lunar)

Description: Critical strikes reduce cooldowns by 1 second... BUT critical strikes deal 100% damage

kindred sonnet
#

!feedback

I'm really blown away by the fact that the bug which existed since the start of EA that sometimes makes people spawn dead at the start of the game made it into 1.0, jfc

open summit
#

!feedback I wanna see engie do orange justice

serene solstice
#

!feedback
As it is, Void Fields is a no-brainer to take early in any run because you get 10 items (one of them being Red tier!) for absolutely zero time cost. If you go there first stage, you are at a significant automatic advantage.

To remedy this, perhaps implement a fixed difficulty jump at some point in the stage, similar to the difficulty jump that occurs between each mainline stage. This allows the Void Fields to cost some amount of time without being totally not worth it (like it was when it was first released).

cinder lion
#

!feedback
An optional 'passive' enemy similar to the Shopkeeper, which is not targeted by lock-on items (missiles/ ukelele arcs/ ceremonial daggers/ huntress glaive bounce).

Attacking it manually (by aiming directly at it) provokes it to attack back. Similar to the Alloy Worship Unit, it could have a substantial amount of armor for the first quarter/half of its hp to prevent one shotting by accident. Killing it would reward a Red quality item, however the player could receive a 'debuff' which frenzies all enemies of the same family as the slain creature for the rest of the run. An optional high risk/reward 'sidequest' so to speak

unique frigate
#

!feedback My friend always as problem to play in multiplayer with me, despite being able to play other more complex games. Please, check the net code or something

late beacon
#

!feedback
itd be nice if crowbar's effect stayed active for a really short period of time, maybe around half a second, after an enemy drops below 90% health, so that characters with high rate of fire but low damage per hit like commando can still get good use from it.

wanton hornet
royal moon
#

!feedback
I've noticed when multiple portals appear, and people are often looping, theres usually a "no choice afterall" scenario where you have a lunar portal and celestial portal spawn at the same time, do people want lunar items to continue the game? They usually do, and so they just do, because theres not really any real decision to be made since going to the teleporter just skips seeing the blue portal entirely, and when people are focusing on looping and get the celestial portal to spawn on its according stage with the most likely random spawned blue portal, the celestial portal ends up being almost useless in most cases, in terms of looping.

I think if you put a guaranteed cleansing pool somewhere in the celestial portal's destination, there'd be more reason to make the decision to go there when just looping, since the celestial portal is only ever used if you have beads, because people would rather get 10 coins anyways instead of 5, by beating the final boss. This would probably make the Celestial Portal a little less boring to see and think about, and cleansing pools are already pretty rare, so if players were rewarded for making it that far they could choose to "obliterate" their lunar items in a sense, I feel like the cleansing pool would fit best in that environment since it is afterall, where you obliterate, erase yourself. (a special cleansing pool that cleaned all your lunar items at once might be better to put there, as to put more risk in the choice if people were to rely on said items in their build, like gestures.)

shrewd field
#

!feedback
Captain's Hacking Beacon should have visual feedback showing valid hacking targets in its drop indicator. This would reassure players of the Beacon's effectiveness before use. I've had a few situations where terrain and greed (going for two purchasable at once) have resulted in heartbreak and a wasted drop I'll never get back. :c

I've made a short demo vid to demonstrate what I mean: https://www.youtube.com/watch?v=yvM78K8u5IU&feature=youtu.be . The final version could use a blue copy of the yellow hacking tether that's already in game!

I feel like this would help players make sure the drop will work. The line drawn between the top panel and purchasables could be made the same as the line for ongoing hacks.

▶ Play video
nimble zodiac
#

!feedback
Potential Chronobauble rework idea: When you hit an enemy, you have a 10% (+2.5% per stack) chance to apply a 10% slow for 5 seconds (+1 seconds per stack), stacking up to 10 times linearly. At 10 stacks (100% slow), the target is stunned for 1 second, creating an explosion that deals 5% of enemies current health.

plain hemlock
#

!feedback
Stun Grenade rework: Stun Grenade is actually a grenade. When you hit an enemy you have a chance to drop a grenade under that enemy that explodes after 1-2 seconds and stuns every target in the blast zone. Stacking will provide more chance to proc and increased blast zone.

maiden kernel
#

!feedback
Steam Trading Cards. Thanks 🙂

pure fable
#

!feedback
I really just want Mercs challenge changed. I've been trying to unlock that ability forever now and its entirely too RNG based. I'd have the game a 100% complete if it wasn't for that. Its just frustrating because I really want to check out that ability but its locked behind a darn near impossible challenge :c

little barn
#

!feedback need a shared item artefact

twilit heath
#

!feedback
If you fall off the map, enemies shouldn't be targeting your respawn place before you even respawn there. It's not a great feeling to fall off the map and then instantly get sniped by a Wisp or Golem the moment you respawn, since they'd been looking at the spot and charging the whole time

junior nova
#

!ideas need a shared item artefact
@little barn !feedback

twilit heath
#

!feedback
I'm not sure if it happens with the lunar Convergence item, but if you are at level 2+ of Eclipse and your teleporter radius is 50% smaller, that applies to stabilizing cells in Void Fields as well, so you can be in the bubble but not stabilizing. If the smaller stabilize area but same bubble size is intentional, there should probably be a visual indicator of the smaller area.

winter pendant
#

!feedback Queen's Gland Change
Queen's Gland now spawns a Royal Consort, a flying beetle (similar to the small flying beetles the Beetle Queen spawns, but slightly larger) which attacks with a ranged attack at a moderate speed, dealing 100% (+100% per stack) damage and has 100% (+100% per stack) health. The Royal Consort will roam around the holder to attack, however it will have a somewhat small tether range where it will not leave the holder's side. If the Royal Consort dies, it will respawn in 30 seconds.

Royal Consort Stats
Health: 240 (+24 per level)
Health Regen: 4.0 (+0.5 per level)
Damage: 64 (+9.6 per level)
Speed: 36 m/s

shrewd field
#

!feedback
I'm not sure if it's just me (so please @ me in discussion if it is) but my logbook kill count for Mithrix isn't updating. Is this the same for everyone else?

twilit heath
#

!feedback
It would be nice to be able to Save and Quit a single-player run so that you can come back to it later.

edgy plover
#

!feedback
Make it so you can use other actions while leaping as acrid. Or at least make it so you can cancel it somehow. This could let acrid use his melee more in higher levels

past knoll
#

!feedback
Secret ending text for engie if you have 100+ bungus
"And so he left, more mushroom than man..."

twilit heath
#

!feedback
Can we get an option to always show the chatbox? It would make it easier to see what items you picked up, blue/celestial orbs, family events, etc.
It's annoying that double-pressing Enter to see those things cancels sprint and ability charging.

mossy mantle
#

!feedback
disable void for eclipse runs

raven hedge
#

!feedback Hovering over (de)buff icons should give you a small description, just like hovering over items on the top bar.

verbal summit
#

!feedback
Let me ride the TC-280 P. Whenever I grab one, I always end up jumping on top of it for the fun of it, as it does have a hitbox, but usually it freaks out and starts doing stunts. So an implementation to stand on, and possibly even move it standing on one side could be neat.

urban zenith
#

!feedback Captain's orbital drop missiles has a glitch. You can pace your orbital drop missiles in such a way that you can keep them coming continuously. I've nuked a boss into the dirt with this just now.

verbal cove
#

!feedback Leaving the void automatically jumps you up to the next difficulty on the timer

hearty scarab
#

!feedback A death message that says: "You're gonna need a bigger Ukelele"

mental mantle
#

!feedback Post game report should show the current equipment in your loadout. I see a few victory screenshots now that have 2-3 gestures and I'm always curious as to what equipment was used.

spark vale
#

!feedback Royalguard: an equipment item that creates a shield that blocks all incoming damage for 1-2 seconds and then generates an AoE explosion returning that damage multiplied. 15-20 seconds cd

shut pecan
#

!feedback Golem party hidden somewhere in the game

harsh torrent
#

!feedback
Alter the Engineer's crosshair so that includes a rangefinder; to make it easier to utilize his grenades as both bouncing or finding the ideal arc to land it in an enemy's lap so it explodes on 'contact' or in mid-air nearby them. Interestingly; his grenades also proc the Aspect of Overloading on every bounce AFTER they explode. It's hard to tell if a grenade is going to explode on impact or just bounce off a target.

On that note; if Aspects aren't 'that great', then prehaps buff their drop rate, seeing as they're more a novelty item than anything.

smoky plinth
#

!feedback I would really love it if next to the players lists of items there was a counter of how many items each player currently holds. this would make it much farther to decide on who still needs items if someone has items stacked, clouding how many items they have overall

somber crypt
#

!feedback
Repulsion Tech Jet- Looks like a jet on the characters elbow area, would work by accelerating their arm to increase its power. Adds more knockback to all attacks. Stacking increases it only up to a certain point to prevent you just hitting everything off edges. Doesnt knockback magma/overloading worms. Does work on large enemies, but with less knockback since they are much larger.

nova kiln
#

!feedback
Instead of the Captain's Resupply beacon having charges, what if it had a stash of 200 "seconds". So when you used it, it would recharge your equipment and lose a number of seconds equal to the remaining cooldown of the equipment. Then you could also have it regain seconds over time so that it could be more useful for a longer time.

noble shore
#

!feedback Completely rework commando & all of his abilities. He has no character, no style, no damage.

slim timber
#

!feedback
Suggestion for REX's unlockable special ability: A short range vine that pulls you to walls and allows you to cling on to them. The short range and a fixed straight line trajectory towards the destination (no swinging) would differentiate it from Loader's grapple, along with a clinging mechanic that allows you to walk along the surface of walls and ceilings within a radius, firing upon enemies from an elevated position. Possibly a lot to ask for, but I feel like this (or something similar) could be a very fun addition to REX's toolkit and a unique utility option that feels appropriate to their character.

Rough illustration:

fiery fjord
#

!feedback

At the abandoned aqueduct, make sure you only have to press the button ONE time, so that solo players could open the door without having to spend 3 days trying to put a pot on the button

pale salmon
#

!feedback

Kipkip the Gentle is unkillable in certain situations

tawny summit
#

mercenary dash iframes

rough quartz
#

!feedback
Suggested Blight Rework

Reduced damage per stack BUT - add scaling stat debuff per stack (reduced armor plus speed, and/or damage)

Rather than strictly deal damage per second, Blight would apply a stacking debuff that weakened enemies, making them take more damage from other sources

Reasoning:
A lot of debate has been had over Poison vs Blight - the two abilities have significant overlap in terms of function and most arguments end up pointing purely to their DPS output.

A change to Blight's role in combat from being primarily damage focused to being debuff focused serves several key functions.
First, it enables and supports different Acrid playstyles, instead being about debuffing and doing active damage over passive, or enabling teammates (incl drones/turrets) to do that damage for you.
Second, it distances itself enough from Poison that it is less of a numbers game and more preference-based.
Third, it enables Acrid to serve a support role in multiplayer and gels nicely with team gameplay.

Addl Notes: ||Armor can go negative - enemies with negative take more damage. This is already in the game. As a result, since Blight is affected by Armor, subsequent hits will deal more damage in addition to the stack bonus, this is part of why the damage would need to be reduced.||

winter berry
#

!feedback

add a item that just increases range and decreases fall off

Commanders Telescope

Increases range by 100 percent and halves falloff

Tier RED

tidal bough
#

!feedback
Rex's alt skin looks great! Sprinting is a bit jarring though, would it be possible to have the roots get the color change too?

somber crypt
#

!feedback Make freezing an enemy instead drop them to the ground, and deal damage based off the height they fell. Just makes more sense than a floating enemy ignoring the existence of gravity. So basically any target that is frozen midair falls and takes damage proportionate to the fall height.

harsh torrent
#

!feedback
I've said it before, and I'll say it again. Not only would RoR1 Caustic Sludge work in RoR2, but you can even emulate it with enough Purities/Alien heads and a few chronobaubles (which is the only point it even becomes VIABLE), which reduce the cooldown to nothing and let you place a more consistent "trail" in quick succession. The problem is not the pools; It's the stupid goddamn leap. Those legs wouldn't even let Acrid jump that much for god's sake. acridblob

The leap makes you a sitting duck and leaves you unnecessarily vulnerable; and I have never found a viable use for it even after 100%ing acrid, aside from limp-dick fleeing; which is what Caustic Sludge was better at anyway.
The sludge speeds YOU AND ALLIES UP while slowing enemies down.

Additionally, that bite thing should be moved to the first slot TBH.

tawny onyx
#

!feedback Make commando’s grenade explode faster after hitting the ground relative to attack speed. Attacks like Artificer’s M2 charge faster with attack speed, so perhaps making the grenade explode faster with increased attack speed will increase the grenades viability (especially considering its the only ability Commando has to proc Bands)

earnest jewel
#

!feedback Hello, i have only been playing this game for a few days now but i would love if there was a button in logbook that could remove all of the marked new stuff so i don't need to click every one individually

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.

urban zenith
#

!feedback UPDATE TO CAPTAIN GLITCH. The most missiles you can call is 12. I had Visions of heresy, which has 12 shots. My theory is visions interferes with the captain's missile counting system somehow.

languid delta
#

!feedback

Please add Steam Workshop support for mods.

meager blaze
#

!feedback Not-yet-active cells in the void fields should have a healing aura. This would only be for cells that have not yet been activated, not after they've opened and obviously not during the fight. If you're in the void fields with a character low on healing, you have to run to the next cell and then just sit there waiting for natural health regen before you start the fight. This can take ages and is a big interruption to the game's flow. Since it's a foregone conclusion that you will heal up eventually, why not cut out the wait time and just make it quick?

jade ember
#

!feedback I think it's undeniable that Loader is grossly overpowered now. Loader being overtuned has always been a subject of hot debate here, but with the recent change to the Bands, she essentially gets a guaranteed one shot on absolutely everything every ten seconds, possibly even shorter with Blast Shower. This isn't even touching on how she was already top end DPS, the most mobile survivor and one of the most tanky. Please Hopoo, do something about this woman she's running away with the game's balance

nova kiln
#

!feedback
More stackable buffs and de-buffs.
-Chronobauble: reduce it's slow but make it stackable. Than having more would let you have a larger slow with each of the stacks lasting longer.
-Fresh Meat: Making the regeneration from Fresh Meat stack would give players a reason to get more (in order to sustain a stack of healing over a longer time).

harsh torrent
#

!Feedback
Assuming @lavish vessel can legally do so; get into contacts with the Starstorm RoR1 Unofficial Expansion team and see if there's any way we could work their un-official expansion's content into a RoR2 major content update; The biggest issue would be legalities; Past that; they could potentially help out with development on future updates. Hopoo is a team of three. It's very easy for them to get overwhelmed

hollow basin
#

!feedback Allow Captain's orbital abilities to scale their deployment and detonation speeds with attack speed

tired tendon
#

!feedback if not overpowered change loaders m2 and utility to sprint skills so they dont cancle sprint on cast sense the damge of the utility goes up the faster you move. i know you can just resprint but my poor pinky after a 1 hr run be like 😦

mint flare
#

!feedback
Wake of Vultures doesn't feel right when taking on the powers of the Malachite elites. The best thing would be to give the player a more apparent way to tell the difference between an elites set of spikes & those which are projected from the player or to remove the ability to steal the power from those slain elites all together. The spikes are harmful enough to almost one shot some survivors which makes it that much more necessary to just dodge then whenever seen. Never feels good to die because you thought those green spikes on the ground were yours only to find out they weren't because now you're dead.

harsh torrent
#

!feedback
This is a bit of an odd one and more of a survey:
If you vote YES: you prefer to have new unlockable loadouts for existing characters. Maybe a minigun for Captain. Maybe caustic sludge for Acrid. Maybe artificer gets more cold abilities.
If you vote NO: You prefer new characters to unlock instead.
IF YOU VOTE NO ENTRY: You prefer new artifacts, enemies (!) and items to unlock.

eternal stump
#

!feedback
While I have definitely been using it, I can't help but feel like MUL-T's Retool exploits make him a bit too strong -- specifically people who own a macro-programmable mouse or some such, like myself.
For example, I made a macro such that MUL-T will repeatedly fire a Rebar, then Retool, then Nail Gun shotgun blast, then Retool, looping this for both incredible DPS early game, without giving up the Nail Gun's superb late-game power (as opposed to running double Rebar Punchers with the Retool tech)
I think in the interest of not giving macro-using players an objective advantage over everyone else, making a character so much better in that specific case, I think an adjustment to Retool's mechanic of ignoring weapon cooldown might be necessary. (Or, if you devs disagree, some acknowledgment of how you feel about the Retool tech/exploit one way or the other would be great.)

twin jolt
#

!feedback when using artifact of command, pause while choosing your item, at least on console. People on pc who know what they are getting and where it is don’t suffer that much but on console it takes a few seconds to get what you want. Even if there is a 2-3 second timer so it doesn’t ruin the flow too much would still be helpful

nova kiln
#

!feedback Artifact of Worship: only alters spawn on the map.

tawny crypt
#

!feedback
My brother concocted a new Keyword that would give a much-needed buff to melee playstyles on usually non-melee characters: Braced.

Braced is an effect that permanently gives a character 20 Armor when that ability is equipped - this Keyword would be present on Acrid's Ravenous Bite and Frenzied Leap, as well as MUL-T's Power-Saw.

For instance, an Acrid with both Ravenous Bite and Frenzied Leap would have an extra permanent 40 Armor (60 armor total for 37.5% damage reduction) throughout the ENTIRE run, as long as they don't replace Frenzied Leap with Strides of Heresy - at which point, the armor boost would drop to 20 (40 armor total, 28.57% DR). A Mul-T with Power-Saw would get 20 Armor (32 armor total, 24.24% DR), whenever they have Power-Saw out.

Braced would encourage the use of these characters' melee-oriented abilities by giving them some, y'know, actual tankiness? In the case of Acrid, Regenerative is kinda useless when, by Stage 5, you're practically going to get one-shot by every dangerous melee enemy anyway. And poor MUL-T has basically no reason to go in to melee range ever, outside of smacking things with Transport Mode on occasion. The armor boost probably isn't enough to fling these abilities in to the realm of top-tier viability, but in a game like this, where tankiness is a mere myth, perhaps they'll be able to tear things up in melee range, and live to tell the tale!

EDIT: A'ight I just remembered MUL-T and Acrid both have actual base armor levels of 12 and 20 respectively, but hey, that just makes Braced an even better buff for em 😉

sleek void
#

!feedback Adjust the interaction between Visions of Heresy and picking up ammo boxes from the Bandolier, as it can be awkward to pick one up and suddenly have to wait for the cooldown again if holding down primary fire to shoot whenever it's off cooldown. I'd say either make it so it doesn't affect Visions, or gives it a bit more than a single charge. I'd vouch for the not affecting visions instead, but that might mess with stacking it a bit too much.

little barn
#

!feedback
The current implementation of Sticky Bombs has left them entirely outclassed by Lens-Maker's Glasses. One Sticky Bomb provides what is effectively a 9% damage increase while one Glasses provides a 10% damage increase. However, the crit damage from the Glasses increases ALL of your damage sources while the Sticky Bomb doesn't even have a proc rate meaning that it will only serve as extra damage as a singular proc or at the end of proc chains. This is worsened by the fact that sticky bombs have a long delay until its explosion meaning that it will often fail to even damage anything in time. The only two factors that could have given Sticky Bombs a reason to pick up over Glasses are that Glasses' max damage caps earlier at 100% extra damage with 10 stacks while sticky bombs can cap at 180% extra damage with 20 stacks and the fact that Sticky Bombs have a small explosion radius that can hit other targets. However, getting anywhere near 20 stacks of any item is unlikely for the average run and the explosion radius of the Sticky Bombs is just way too small to have a noticeable impact usually. So I've proposed 4 changes to make the Sticky Bombs have its own unique identity apart from inferior Glasses and more into something akin to a white version of Ukulele/Sentient Meat Hook.

  1. For the Sticky Bomb's explosion radius (specualted to be between 3-4m), increase it to 6-8m.

  2. Add a proc coefficient to the Sticky Bomb's explosion. The current proc coefficient for Sentient Meat Hook is .33 while for the Ukulele its .2, so I propose making the Sticky Bomb's .1.

  3. Cut down the detonation speed of the Sticky Bombs by half to make them more consistently deal damage.

  4. To account for all these positive changes, the total damage of the Sticky Bomb must be reduced significantly. The current total damage dealt by Sentient Meat Hook is 100% while for the Ukulele it is 80% total damage, so I propose making the Sticky Bombs deal 40-60% total damage.

wheat venture
#

!feedback

Maybe have the teleporter on stage 5 be aligned with the planet by default, and instead make it so you manually align it with the moon instead?

I can imagine most new players won’t know about the whole alignment thing, and will be forcibly thrust into fighting Mithrix by default, which is a pretty rough fight for someone who barely has their feet wet.

That and most people generally only wanna fight Mithrix rarely anywho. It’s a small change, but I think it would be a nice quality of life improvement for most people.

vague hamlet
#

!feedback
Increase the spawn rate of Shrines of Combat in the Abyssal Depths to speed up the money gain for the Legendary Chest.

prisma harness
#

!feedback

disclaimer: polyp = item, turret = entity item summons

I'd like to suggest some changes to the Squid Polyp. I understand that some items are going to be better than others, but the Polyp's effect is so laughably weak that there isn't a single situation in which I'd ever want to take it. Making it a little better would be nice, I really like the item itself and I want it to be viable.

Number one is change the item appearance. It is literally just the squid turret model. I think it would be much nicer if it had it's own custom model that looked a bit more like a polyp, or an early stage of the squid turret life cycle. The image on this post is just a mockup so that you can get the idea of what I mean.

Number two is the fact that it is just incredibly unreliable. Spawning from activating interactables makes it very inconsistent, especially during the teleporter event when you pretty much just get the one from the TP's activation itself. I'd suggest making it's effect just passively spawn them around you every few seconds or something like that. I think it would be fun having some squid pals appear around you to help you out on occasion.

Number three is that it does almost nothing. It dies pretty quickly, and that doesn't include the fact that if anything chucks an attack it's way, it's lifetime is reduced even longer. The main issue, however, is that it doesn't really do much for you even while it does live. You could give it's attacks a small chance to proc your on-hits, or buff it's overall stats by a lot. (Also, please make more of it's stats scale with stacks, not just attack speed)

TL:DR: I think the Squid Polyp is far too underpowered to be passable even as just a sub-optimal item. I'd suggest making the turrets spawn more consistently and making the turret itself much stronger. Squid turrets are just too cute to be useless.

edit: wording

vague hamlet
#

!feedback
Mul-T Scrap Launcher: If the shot is guaranteed to deal critical, it will travel twice as fast.

willow kettle
#

!feedback
Let us respec our skills at the lunar shop for a small lunar coin fee

verbal summit
#

!feedback
Stop allies from actively hunting you down when using AoChaos.
I'm tired of allies such as Beetle Guards and Aurelionite going entirely against their purpose of supporting you in order to chase you because they got caught by one of your AoE attacks. Getting caught by one of their attacks is acceptable as that is one of the precautions of friendly fire, however picking up a support item only to instead be followed for eternity by an erratic, technically immortal 'ally' which at any moment may decide to betray you for the sake of betraying you entirely defeats the drive of ever using that ally with this artifact active.

uncut pumice
#

!feedback
Stop allies from actively hunting you down when using AoChaos.
I'm tired of allies such as Beetle Guards and Aurelionite going entirely against their purpose of supporting you in order to chase you because they got caught by one of your AoE attacks. Getting caught by one of their attacks is acceptable as that is one of the precautions of friendly fire, however picking up a support item only to instead be followed for eternity by an erratic, technically immortal 'ally' which at any moment may decide to betray you for the sake of betraying you entirely defeats the drive of ever using that ally with this artifact active.
@verbal summit also they get stuck on the edges of maps or fall down and just get spawned at the side of where they fell down creating a death loop

stoic grove
#

!feedback acrid special concept: Strengthen all attacks to deal +50% damage, as well as make all attacks proc poison. If they already proc poison, make the attack chain poison, similar to Pandemic, but for only one target per hit

limpid blaze
#

!feedback Move the Shrine of Order to Scorched Acres instead of Rallypoint Delta. Rallypoint is lopsided with cool and unique features, and the shrine would be more easily distinguishable against the background in Acres.

wanton sky
#

!feedback I just want to say that the Mercurial Rachis and Purity are some of the best items I've seen. Congrats.

cinder portal
#

!feedback
Enemy ragdoll?!?!?!?! maybbbe????hahaha that would be coul

queen vale
#

!feedback
Alternative game mode: Insanity

Each time you use an interactable (anything that applies for bundle of fireworks), slay an enemy, take damage, deal damage, heal health, using an ability with a cooldown greater than 0s, using an activated equipment, or dying, have a 1% (divided by how many players are in the current match) chance of something random happening. This increases by +.1% (divided by how many players are in the current match) each time it does not happen until it does, where it then resets back to 1%. This is not affected by luck. A triggering factor can only contribute to the chance of it happening, no more than once per second, regardless of the triggering factor, per player.

List of (non-exhaustive) random things happening (You don't have to read it; just know it works something like a random effect table in some arbitrary tabletop game):
https://pastebin.com/ZEB6Lrug

terse mirage
#

!feedback
Artificer could really use some sort of horizontal mobility although dashing would be against her design so I propose some sort of teleport as an alt utility. It could be aimed on the ground like Snapfreeze teleporting you there while damaging or stunning nearby enemies or perhaps some sort of projectile that penetrates enemies and gives you the option to teleport to it when you want.
The projectile teleport would be fun to use with Flamethrower allowing you to move around in the air and use that hover, while the ground teleport would complement Ion Surge nicely allowing you to quickly and safely get to the ground so you can actually use Ion Surge's damage while returning to the sky or you could Ion Surge first to see more ground to teleport to.

split zealot
#

!feedback

Artificer's m1 and m2, acrid's everything, and loader's gauntlet should have above 1 proc coefficients. It would be an interesting addition, and sounds like it would be very easy to code in, with at most minor changes.

It would complement how poorly those characters scale with proc chance items, something they all and acrid especially needs.

heady delta
#

!feedback
Mercenary MonsoonSaiyan
Mercenary: Ethereal needs to be reworked. I'm all for a difficult challenge for the character that Hopoo Games confirmed was intended to appeal to sweaty tryhards. I'm just not ok with everything about the challenge.

  1. Perfection challenges are bad design in any game.
  2. The reward you get is not worth the hours upon hours of painfully grinding a prismatic challenge (and that's if you get a decent one).
  3. Lesser wisps exist. They're common, they have an attack that is near impossible to dodge without items or movement skills. Because they're so common, usually you find yourself dodging one Lesser Wisp attack to be hit by the next one.

My suggestion, either lower the requirement to like 80%-50% or make a completely different challenge. At minimum, one that just doesn't require being 100% perfect. Ideally, one more befitting of the alt special.
Mercenary MonsoonSaiyan

Edit: pressed Enter too early. Whoops!

river anchor
#

!feedback Please fix OSP to ignore shields, or acknowledge that I'm at 100% health when my shields are down, the fact that a variety of items are basically worthless when wanting to be protected from oneshots like Wisps and Mithrax is kind of annoying, just rework OSP to have a cooldown, it can save you within the 2/3 frames its allowed regardless of what kind of health you have, then cant for 3/4 seconds while you "recover"

eager dagger
#

!feedback
please fix spawn protection not working for the first second of the stage
just lost a run due to spawning in directly next to a celestine imp who, of course, ate all of my health instantly.

unreal parrot
#

!feedback allow chests, equipment barrels, and scrappers etc. to spawn on the path to the final boss to make the walk to him more interesting and worthwhile

safe folio
#

!feedback
character with a dog
I dont know why I want it I just want it
a companion based surv would be epic IMO

lilac pulsar
#

!feedback give warhorn a small amount of equipment cooldown reduction (maybe 5%?) like how harvester scythe and predatory instincts gives a small Amount of crit chance. This would only apply to the first stack of warhorn.

dusty flame
#

!feedback i know this has been addressed already but its been over 2 weeks since the update and Antarctic oscillation still doesn't play. They said it would be addressed in a hotfix patch and it hasn't. when is the song coming back?

little barn
#

!feedback

Mercenary: Ethereal.

As it stands, the challenge is frustrating at best and pseudo-time gated because it is easier to achieve on some runs than others. Furthermore, the fact that artifacts differ on console vs. PC makes the challenge more frustrating than rewarding. A way to change this would be perhaps to finish two teleporter events in one run without falling under 100% HP, or complete a challenge of the mountain without falling under 100% HP. As it stands, the challenge is frustrating and feels completely random (seed-dependent).

timber moth
#

!feedback
Engi turrets need to be able to drop you Lunar Coins or take Mithrix's items

tacit hinge
#

!feedback
Mercenary’s Slicing Winds hit count should increase depending on how much attack speed you have, like Eviscerate or Commando’s Default R

sweet horizon
#

!feedback
Make Forgive Me Please not make newt angry and close the bazaar, cause sometimes it is thrown too close (cause gesture) and either will of the wisp or gasoline hits newt

forest stirrup
#

!feedback add emotes to the game

gleaming cosmos
#

!feedback Please adjust the visual cues on the Grovetender. Both for accessibility and players who prefer to play with their on music on in the background. I feel like many enemies in the game have fantastic visual cues for their attacks, but the grovetender feels lackluster in comparison to many of them. hopoo pls fix

stray wyvern
#

!feedback

make playing multiplayer just increase the number of enemies spawned, and not the rate of difficulty.

humble fable
#

!feedback
Give Commando a passive that grants him a small, stacking buff based on the number of nearby allied characters, promoting the idea of strength in numbers. This would give Commando a way to more easily deal with his early-game RNG reliance without drastically altering his playstyle, as he could use drones as pseudo-items in lieu of finding anything relevant on the first few stages. I was thinking an attack speed or movespeed buff would be ideal, but even damage or health regen would fit thematically (keep in mind that the values would be very low, only getting up to OP levels as you start to amass an entire army).

static hawk
#

!feedback replace one of the green item drops in the void feilds with a unique yellow item

brazen comet
#

!feedback I know this has been said a lot but please fix Huntress' targeting. It's very annoying when I want to kill the boss but Huntress decides that she wants to kill the beetles first. Why don't you make her target the same as the royal capacitor (which isn't annoying to use and works a lot better as shown in the image bellow).

dry salmon
#

!feedback When in Null Void dimension thing, heal all players instantly to full when activating a cell, having to wait minutes in monsoon for your hp to slowly get back up is silly and makes an already questionnably fun part of every run even more of a chore. Alternatively, give the aura around the cells a fungus-type heal that disables when the wave begins, this would cut out a lot of time waiting for people who dont have regen items when tackling on the level.

little barn
#

!feedback Do something with Brass Contraption finally. It's like 90% of the time when monsoon run is being ruined when you are getting killed out of nowhere by those guys without any warning sign.

upper lodge
#

!feedback i want a summoner survivor

little barn
dim hamlet
#

!feedback
Have Void Reavers die instantly by the tears in the moon that appear after defeating Mithrix. Right now, you can just mind your own business and leave them alone. This would add a lot more urgency to the situation

plain hemlock
#

!feedback
Add visual improvements for players with artifacts.
Examples:

  1. Art of Glass makes character half-transparent (looks like glass)
  2. Art of Metamorphosis - glithy characters
  3. Art of Sacrifice covers hands in blood
  4. Honor - Crown on the head
  5. Death - Dark Aura
  6. Enigma - Small Flying Null Portal near the player
    And ability to turn Artifacts Vusials off in Gameplay/Graphics options tab
plain hemlock
#

!feedback
Utility commands that can be used in chat, like
/unstuck - The same teleportation as you fell out of the map. Cooldown for 1-2 minutes to prevent abusing fall damage.
/ping - For check your ping (Answers "Pong" in singleplayer)
/kill - for suicide, idk why
/reset (/r) - Vote for reset (Or just a reset if in singleplayer). Will return you to loadout menu.
/hardreset (/hr) - Works as /reset, but without a loadout menu.
/mute - 3 States. 0 - Chat Enabled. 1 - Only Game Messages. 2 - Chat Disabled
/clear - To clear chat
/dc - Fast disconnect to the menu

hot barn
#

!feedback

It would be pretty cool if there was a Challenge/Steam achievement/etc with a progress bar for beating all levels of Eclipse with a single character and/or with all characters.

It's definitely reasonable that Eclipse isn't tied to unlockables - people shouldn't have to clear the Game's most difficult content to experience the rest of the content. Omitting an obvious Challenge just because it's hard (so that people can get all of the "Challenges" without actually completing all of the game's challenges?), though, is just silly.

nimble elbow
#

!feedback I've seen a feedback similar to this one, but can you make it so the Forgive me not + Gesture + Soulbound Cat with CeremonialDagger doesn't permanently lock you out of newt's store? Newts store is one of the most fun things in the game as it's one of the only ways to get garneted Legendary items, but as it stands if you have the combo unless you give up your equip just to go to the store the daggers will always target newt unless someone kills him. An easy fix would to make Newt not an enemy until you attack him once so you don't waste going to the store unless your playing multiplayer and someone else can one shot Newt.

tawny onyx
#

!feedback Have Phase Round deal 450% damage instead of 300%. Phase Blast does 1600% damage split into 8 instances of 200% damage at close range and is often the go to pick for most commando players. Due to the recent band changes, Phase Round actually being able to proc bands may give anyone playing commando more reason to choose it over Phase Blast.

lean creek
#

!feedback
Perhaps a new challenge skin and changing the way to unlock the current skins. The current alternate skins that already exist be available for beating Mithrix on Monsoon. And then a different one for being able to Obliterate yourself on Monsoon.

obtuse delta
#

!feedback
Have some volutary moderators to keep steam forum family friendly and respectful. Yes im willing to offer myself if possible. Yes i can take an interview. (If there are moderators already there clearly something wrong)

marsh jay
#

!feedback
Add a way to get down from Mithrix's colosseum so you aren't forced to get a Hopoo's feather, headstompers or rng a Tougher Times proc to escape on eclipse 3+ for characters that don't have a way to interrupt falling.

eager dagger
#

!feedback
when stunning a brass contraption, it doesnt interrupt the attack itself but can slightly alter the attack pattern due to preventing them from aiming properly which imo feels a little buggy and unpredictable. it would feel better if stunning them actually interrupted the attack itself so they felt like a little less of a threat than greater wisps which seem to be designated as the flying enemy that absolutely requires your attention, or at least like its intended to be one of the largest non boss threats.

native jewel
#

!feedback
Prevent overgrown 3D printers from spawning if the player does not posses a boss items/will not obtain one on the current floor, just to save some credits for the director. I've encountered 6 instances where I've made it to floor 3 and seen a shatterspleen printer without ever having acquired a boss item and it's just agonizing seeing the game spawn something so useless to the player.

wispy vault
#

!feedback Make drones teleport back to you when they get further than 50m away, they're already underwhelming when they aren't getting stuck in the map and killed. Alternatively, make them follow the players movements more closely like in the first game.

bleak crescent
#

!feedback Adjust co-op scaling Monsoon difficulty. Solo monsoon is a challenge, co-op feels overly punishing. The group falls behind the scaling quickly by the time they reach stage 5-6.

hollow basin
#

!feedback Allow Fresh Meat to stack like bleed does, where constantly killing enemies resets the cooldown. Additionally, let this item heal you for 0.5% of your hp in addition to what it does now to make it scale as well as other healing items.

winter aspen
#

!feedback Can you PLEASE for the love of everything that is good and wholesome make escape button work as intended in literally every other game and make it return you to the previous menu/screen? Please! I understand that in ROR, perhaps, game maker studio didn't allow you to do that, but at least now it should be possible? Please?!

modest grove
#

!feedback Currently, Greater Wisp can finish its attack even if it's killed during the attack wind-up. Idk if it's intended or not, but an attack from dead enemy feels very unexpecting and random.
Given that Greater Wisp is already a strong enemy and the attack animation is hard to see through its death animation, I think this should be gone.

somber crypt
#

!feedback Commando Roll goes for longer distance than current distance. A small buff, to a move utterly useless compared to the slide.

stark comet
#

!feedback
The Focus Crystal
It's bad even with its best case scenario.
There is almost no reason what so ever to take this over the Soldier's Syringe, since it provides you the same DPS (arguably higher given proc chance) without restriction, let alone a massive restriction such as being with the tiny 13m radius.
The only circumstance to take the crystal is on melee survivors when syringes aren't available.
It still is objectively worse then, given that loader could benefit more from attack speed for temp barrier, merc for alternate load outs and applying better scaling for them, and accrid because half their kit is ranged anyways. But also again, more chances to proc with attack speed.
And besides its still underwhelming effect for melee survivors as is, it is nearly useless late game, cause getting that close to enemies is almost always a bad idea.

I would personally would like to see the damage bonus increased, as well as the range.
**25% increased damage (+25% per stack) to enemies in a 20m radius. **
This change would make the item more impactful, and far less risky.
Alternatively, make the focus crystal provide a sort of "damage fall off in reverse", where the damage increases the closer an enemy is to you.

candid grove
#

!feedback
idea
make it so that only the mercenary who applied exposed can proc it
maybe

analog ice
#

!feedback
Maybe bring back evolved lemurians and maybe even make evolved a elite title that makes them a sort of new species or something along the lines of that. Specifically maybe an evolved lemurian boss that’s essitably a dragon and it’s boss item could possibly be lemdog since fans find that funny and talk about it a lot.

twilit heath
#

!feedback
Using a Hellfire Tincture when you have a Queen's Gland makes your Beetle Guard start attacking you. It can't hurt you without that artifact on, but it still probably shouldn't be so traitorous.

prisma harness
feral night
#

!feedback
Add some iframes to commandos roll to both make its functionality more similar to how it was in the first game while also giving it a way to compete with tactical slide. As of right now, the slide is just the roll but it gives more horizontal movement grounded and gives the commando a small amount of vertical movement in the air, also with the added benefit of being able to attack for its duration; making it the better choice overall. This should help change the choice between the two skills from being "just take slide because it's better" to a case of personal preference; roll providing increased survivability with iframes and slide providing more mobility and a more consistent dps with the ability to attack while sliding. (In addition to this, I personally find this intuitive as rolls in games often provide iframes while slides often do not)

unkempt depot
#

!feedback this is super small but maybe something else to denote gold other than $?

atomic fjord
#

!feedback
Please let us exit Command and Scrapper menu with Escape. Just lost a pretty good run because a few elite jellyfish decided to show up right when I clicked the Scrapper.

little barn
#

!feedback
Lunar Item Idea
Pros - All damage is taken over X seconds
Cons - -XX% healing or +XX% damage taken (though indirectly losing OTP might be enough of a con)

distant tusk
#

!feedback
Enemies firing from offscreen should have a visual indicator instead of just audio; Golems have a visual indicator but for example, wisps, lemurians and contraptions don't.

This makes it MUCH harder or impossible for hearing impaired players.

serene matrix
#

!feedback Commando should be able to cook his grenades so that they explode on hit

safe folio
#

!feedback add the chair in the background of the select screen as a character

crude scarab
#

!feedback what if instead of it being a permanent choice, Captain could choose which two beacons he wants at the start of each level? Or possibly still only have two options to pick from, but you have all three to choose between?

static crater
#

!feedback Improve Accessibility by adding a Colorblind Mode (at least 2 types) and option to reduce or turn off Color Bleeding. My eyes are not perfect and often I find myself with tired/watery eyes.

tawny onyx
#

!feedback This is an idea I shared before (roll removes either fire or all debuffs) but I’ve “revised” it after thinking about how the former is very specific and the latter makes Blast Shower useless. Commando’s roll removes only, lower level, elemental debuffs like fire, freeze, ice related slows, and overloading. Malachite anti-heals, bleeds, and slows from any other source (like celestine or tar) stay.

harsh torrent
#

!feedback
Okay, this is another odd survey-like one:
What, in your opinion, should be RoR2 v2.0's major update focus?
YES: = Full mod support integration with mod manager/browser- The game might sometimes require a restart to load some massive mods, though. This might be the best initial option; as it lays the groundwork for the other two options if you think of it; A more flexible codebase and engine goes a long way.

NO: = Collaboration with the people who worked on the (quite frankly; flawless so far from my Typhoon runs) RoR1 StarStorm Unofficial Expansion Pack to make an Official RoR2 Expansion Pack; Alternatively; a few games have shown that a "season" format is actually enticing to people and encourages people to stick around; But people probably wouldn't have to pay for 'seasons' of RoR2.- It's an effective and easy format to manage updates and bonus content that isn't very integral unlike logs, items, monsters, etc.
What would be technically unique about RoR2's seasons is they, technically, do not end. They cycle, however. Each "season" has it's own progression tree, too. Sometimes some special bosses only spawn in the December/Winter seasons. The 'seasons' also take an interesting naming format like Chris does for the music (for example, Flood, Drought, etc.)

ENTRY: = Basic new additions such as new enemies, new items, etc. and porting over more RoR1 content like items and abilities; some people don't care about the notion of something "2d not working in 3d"- that seems ludicrous and not a reason to not humor the idea (many of them can be functionally replicated in 3D to some extent anyway; so 'trail' based abilities in ROR1 or others that function on a 2d plane only require a bit of tweaking at most; (Caustic Leap vs Caustic Sludge is the easiest one and I bloody well hate that leap instead of a more bull-rush like version of it's RoR1 incarnation). Spider Mines and Walking Turrets might not be the most viable; but I personally swear by them.

fleet zenith
#

https://discordapp.com/channels/417739215355510784/559901472339525644/748842568560672838
!feedback I'd like to elaborate more on this topic to discuss the existance of lunar items that become worse the further you go in a run ("Trancendace, corpsebloom, vision of hersey" etc)

Currently players are avoiding taking some lunar items because their downsides will have a greater of an effect the furthur you go into a run. Players are affraid that the lunar items they pick up will become a burden to their potential god run.

Cleansing pools circumvent this by giving players the choice of removing them, but because of their low spawn rate players wont have the mindset of picking up a lunar item for it to later be removed. Adding a permanet cleansing pool would encourage players to pick up more/"bad" lunar items. This would also change how lunar items would be percieved. Instead of them defining a run they would instead assist a run up to the obelisk by changing the play style. And as the mentioned post said, removing all lunar items at once would add a certain risk factor to cleansing. Either a player chooses to continue being affected by lunar items or they don't.

west canyon
#

!feedback make gesture a red, but instead of forcing autofire, give it the ability to let players toggle autofire by holding down the equipment key

somber crypt
#

!feedback At the bottom of the Bazar Between Time, at the place with the void cell portal, add a cleansing pool there so people can cleanse their lunars consistently.

rustic widget
#

!feedback Make Commando's roll reset the cooldown of his secondary ability, like he chambers the phase blast/round while rolling.

This would let players choose between better mobility with slide or a bit of burst damage with roll.

wooden shale
#

!feedback Last I checked, the Game Over messages do not recognise when a player dies on Drizzle, sometimes suggesting to play on Drizzle when it makes no sense. Maybe that can be amended with messages such as:

[Player] would like to play on dri- oh. Oh. Drizzle
Try playing on Drizzle mo- wait, seriously? AngryDrizzle
To defeat the Stone Titan, shoot at it until it dies DrizzleHype
How about a nice game of chess? drizzle_hmm
"Sprinkle" Mode will be added in a later update, check back soon! drizzlets
Perhaps we should make a "Drought" mode... drizzle_hmm

bitter beacon
#

!feedback Make the cell vents keep charging even if part of your hitbox is out of the cell vent.

cunning sparrow
#

!feedback Captain's secondary is really boring. The best use for it right now is to reset your primary, which does a ridiculous amount of damage early. Here's some ideas to fix it: (Keep in mind that commando is really strong right now and these should only be implemented given his primary is nerfed. Giving him any of these would make him the best character in the game with no contest at all.)

  • Power Tazer now stays embedded in its' target for the duration of the shock. Holding down right click does additional, rapid ticks of 50% damage and allows you to "drag" smaller enemies and throw them into each other for 500% base damage to both the dragged and the hit targets.

  • Shocking effect is now completely seperate from stunning, and now stuns bosses. Balanced by the fact that dealing 10% max health damage breaks the shock.

  • Power Tazer siphons energy from enemies, reducing the cooldown of orbital probe and giving you a small shield for 200% base damage.

  • Power Tazer starts at 400% base damage and doubles in damage each time it bounces.

  • Shocked targets now take 200% damage from orbital probe.

dusty flame
#

!feedback im playing right now i picked up a recycler and it literally is not working.

eager yarrow
#

!feedback Please revert artificer nano bomb. As a longtime nano bomb user, gravity makes it feel much worse. I would gladly trade the buffs to it to get old nano bomb back, though all other buffs to it are very nice.

smoky mural
#

!feedback

artifact of suffering

primary fire is disabled; start with thirty stacks of squid polyp

grim sentinel
#

Just want to commend the developers on their method of revealing hints and secrets. I read the swamp's enviromental log and that gave me the idea of checking cliff faces for a potential shrine. Not just was that correct, it also had a stone tablet right on display that answers me a question I had in regards to stage 5. I've read literally no spoilers about the game, and yet, here I am making discoveries on my own, being rewarded for reading. Thank you very much 🖐️

tame moat
#

!feedback
Make Shrines of Order more lucrative by making them give you an extra white, green (and maybe even a red!) item. You never want to use them unless you're having an awful run with awful items, but when that's the case you're still likely to roll bad item outcomes from the shrine which might make your run even worse. If you got free items for that risk, it'd seem like less of a lose-lose shrine to me.

winter pendant
#

!feedback New Lunar Item: Dead Man's Bargain
Inspired by @little barn's idea
Health bar changes to blue colour. All damage taken is now stored and buffered over 3 (+3 per stack) seconds, displayed as a cracked red portion of your health bar when damage is taken. Buffered damage can be healed before it is dealt at a 50% reduced rate. BUT increase all damage taken by 30% (+30% per stack) and OSP is removed.

Simplified In-Game Description
All damage taken is buffered over time, but all damage taken is increased.

south gust
#

!feedback New Item: Shifting Kevlar
Rarity: Red

Get armor based on health missing, scaling until maximum at 10% health
scale starts at 90% health and ends at 10%
maximum armor added is 100 armor (+50 per stack)

glad ledge
#

!feedback After playing many hours of both high RoF and high Single Hit Damage characters, I think its actually time that Leech Seed be changed to work off a small percent of total damage.

Its well known now that picking a "high single hit" character or load out such as Rebar Mul-T or Artificer is noticably disadvantaged against after stage 3, and I've come to realize that its not because of an inability to clear maps or control threats: Ukeleles especially scale BETTER on high single hit characters than they do on high RoF characters and I dont think I need to explain how good the new bands are. Rather, what holds single hit characters back is a distinct lack of consistent sustain that makes them feel so awful going into late game.

Harvesters Scythe and Leeching Seeds (as of 1.0) are functionally identical in terms of how they want you to play. BOTH green healing items encourage high RoF style kits almost exclusively, since they both heal for flat values per hit. The way this translates late game is that unless you are playing a high RoF character or are depending exclusively on the new leech equipment, you simply cannot heal late game as a high hit character. And at the end of the day, not being able to heal back to OSP levels of health fast enough is still what kills you in RoR2.

Its time to change Leeching Seed to a flat percent of total damage dealt. Something like 1% total damage per hit per stack would make them noticably better on high single hit characters than on high RoF ones, finally distinguishing it from Harvesters Scythe while fixing a gaping hole in every high single hit characters kit.

solar hound
#

!feedback
When using command, add a text box that says what the item does below the command box.

analog ice
radiant sky
#

!feedback (here comes a big post)

HAN-D Concept For RoR2

Reticle design: Large circle with a dot in the middle

Primary: HURT
Jab at nearby targets for 400% damage

Secondary: DRONE
[Reticle Change: Blue circle over locked on enemies and allies - Box starts at dot and expands to the borders of the circle when charging]
**Part 1:**Hold down the secondary button to charge a drone. After a short period, launch a seeking drone. When the drone connects on a locked on enemy, red lasers from the drone point at nearby enemies shortly before firing a missile to, at max, 5 targets, dealing 300% damage to all targets hit. (COOLDOWN: 5s)
Part 2: Tapping the secondary button fires one charge of the DRONE ability, hitting a locked on enemy for 90% damage and returning to HAN-D, healing it for 10% of maximum health. Can be fired at allies to heal both characters for 10% of maximum health. Gain one charge per kill. (NO COOLDOWN. 15 CHARGES. CAN BE USED WHEN PART 1 IS ON COOLDOWN)

Utility: FORCED-REASSEMBLY
[Reticle change: Box starts at dot and expands to the borders of the circle when charging]
Chargeable hammer attack. Tapping the button will hit a single target, dealing 700% damage. Charging the attack causes HAN-D to slam the ground, hitting and knocking up all enemies in a circular pillar around him for 2000% damage each. (COOLDOWN: 6s)

Special: OVERCLOCK
[Reticle change: Red circle inside of standard circle that starts ticking down clockwise]
Increase attack speed by 80%, movement speed by 60%, and gain an extra 30% stun chance for 5s. (COOLDOWN: 7s)

Passive: REPAIR
Shields are also healed by ALL sources of healing

{Explanations are heavily detailed and not meant to be similar to in game explanations}
{DM me for more info on in-game interactions and my thoughts when making this}

arctic kraken
#

!feedback implment mod support so comunity made survivors can be used in muiltiplayer

coral hawk
#

!feedback

An item, kinda like secondary mag or the hardlight afterburner, but it adds an extra charge to the special move

It'll probably be a red item, and it shouldn't reduce its cooldown

Some survivers, like huntress or engi (if you remove the 2 turret limit with this item), maybe even loader, will have great use for this, but some survivors, like mul-t, won't have any use for it. Sorta like how most ranged survivors won't use Focus_Crystal, but if I play merc, acrid, or my favorite, loader I will use it.

Edit was grammar pls don't kill me

cunning pelican
#

!feedback
As a reward for beating all eclipse levels for a character give us the ability to recolor their skin so its more personalized or u could just give us another new skin because there aren’t many skin options

royal moon
#

!feedback
Put a speed-limit on certain maps that are either too small, or are too full of open space to navigate.
When looping, players often find the problem that their movement items actually make them move too fast to even hit the teleporter or even stay inside small maps, the most notable being the place you get your artifact unlocks.

My idea on limiting speed? If you're getting an artifact, you'l have a capped speed to where you dont fall off the stage with your movement, (or are held at default moving speed).

If you're near a teleporter radius, your speed is capped, so you can hit and use it, preferably 40-60m. Otherwise, the whole map is yours to travel like a madman with god knows how many movement items you have.

safe folio
#

!feedback

add a scrapper or some other method of item destruction on the moon so you can safely get rid of any items you dont want Mithrix to have during the 4th phase

little barn
#

!feedback
Survivor idea: Guardian
A defense/buff based survivor to assist allies and protect them, while maintaining good damage.
Primary attack, laser shield: Create a barrier (Similar looks like the personal shield gen) in front of the character, reducing projectile damage by 60%. fire a laser for 400% damage (Similar attack speed to the Loader's primary). Create a field directly in front of the shield, dealing 500% damage. If something gets hit by the field, the laser won't fire.
Secondary attack, frontal barrier: Send out a shield in front of you, blocking projectiles and dealing 100% damage for anything that comes near it.
Secondary alternate, Guardian's blessing: Create a small AoE area, similar to the war banner, that gives 30% universal damage reduction. Also increases damage by 20% (Though, this is long lasting, even when your outside of the radius).
Utility, support and aid: Create a field (About the size of the Engi's bubble sheild) that increases attack by 30%, Universal damage reduction by 20%, Attack speed by 30%, and a long lasting mobility 30% increase. Extremely long cooldown.
Utility alternate, explosion force: Create a delayed explosion (About the amount of time it takes for captain's utility to hit) that deals 1000% damage and sends all non-boss foes flying. Explosion is about 1.9 of the size of Commando's alternate special.
Special, Holy blessing: Create a huge AoE that buffs you and allies that increase damage by 50%, speed by 30%, attack speed by 25%, And universal defense by 70% Insanely long cooldown.
Special alternate, ultra shield: Create a bubble with about twice the size of Engi's utility, blocking out all non-allies and projectiles. Healing items increase potency by 50% In the zone.
This survivor is likely not gonna be added in the game, but it would be fun to see it happen or have somebody do it as a mod.

little barn
#

!feedback
an artifact that chooses a random artifacts effect every stage

rough tangle
#

!feedback
If more secondary abilities are added, can artificer get a utility, something like flame pillars? Basically the ice wall, but you erupt cones of fire that do continuous damage and burn, disappearing after a period of time instead of after a monster touches one.

coral hawk
#

!feedback

If more secondary abilities are added, can artificer get a utility, something like flame pillars? Basically the ice wall, but you erupt cones of fire that do continuous damage and burn, disappearing after a period of time instead of after a monster touches one.

Repost because bot, and I like it
Hmmmmm apparently Dyno doesn't like this

glacial gazelle
#

!feedback Please add Enforcer! He would be a perfect character that follows under the tank and crowd control role! Implementation of the shield in the 3D world would bring some interesting meta and creativity into the game!

little barn
#

!feedback

Add currency that can be obtained from beating boss, obliterating, eclipse, etc for unlocking cosmetics or something to actually give farming incentive

harsh torrent
#

!feedback
More concise obituaries in multiplayer would be useful; especially when you can't tell WTF killed you, there was no DOT; or anything in range, and it doesn't look like you got hit.

More obituaries in general would be nice.

Glass monsoon_angry :
-Almost as painful as stepping on a LEGO
-Jeez, that looks like it lodged pretty deep.
-You're psychotic, you know that?
-THIS ISN'T EVEN THE GAME'S FINAL FORM!
-Not enough Tougher Times and Repulsor Plates.
-Did you buy enough turrets and drones?
-Take pride in knowing Glass makes you a better player

MonsoonSaiyan :
-At least you died like a warrior.
-Don't worry. We think that was bullshit too.
-You're not using Command- Right?
-hahaha look at those funny little turrets walk
-Ya got guts kid. Try again.
-It was a Wisp, wasn't it?
-wow. how rude, killing you while typing. what a dick.
-Dying sure is fun!
-Surely you didn't pass up glass just because of the health decrease?
-You sir, are a masochist.

Rainstorm :
-Well, at least you weren't playing on Drizzle.
-Maybe playing Monsoon will make you better...
-If you can dodge a wrench, you can dodge a ball... Or Rain, in the case of this game.
-You could have done better....
-Man, if only that item spawned, huh?

DrizzleCry :
-You've gotta be @#^$ing kidding.
-First Roguelike?
-wow. Maybe you're so casual you need to use Command.
-[playername] has reached new definitions of sucking at videogames.

blissful laurel
#

!feedback Since Captain starts with a item as a passive in his kit, maybe do challenges for other characters to start with a certain item. A Ukulele is always seen with Commando, and it would help him a lot early on, so it fits lore and gameplay wise. The challenge could even be musical based, like listening to a certain number of stage themes, or solve a note puzzle

fallow pollen
#

!feedback I love doing the mountian shrines but i can never find them half the time, It would Be super Smart to bring the Shrine of the mountian with and artifact so its permanent on every stage. 🙂

modest grail
#

!feedback

!feedback I love doing the mountian shrines but i can never find them half the time, It would Be super Smart to bring the Shrine of the mountian with and artifact so its permanent on every stage. 🙂
@fallow pollen

harsh torrent
#

!feedback
Do not allow Huntress to auto-target allies in Chaos.

harsh torrent
ripe willow
#

!feedback
So I have noticed that commando and his grenade can proc things like sticky bomb, ukelele, atg, bleed, and brilliant behemoth. While that sounds pretty neat, it is unnoticable and probably missed by a lot of people, and it would be more noticable if with Attack Speed increase it would be thrown farther and straighter, but it would also be nice if it had a psuedo passive that would do damage on impact, like a fastball.

little barn
#

!feedback

New roadmap/any sort of indication of planned future content.

narrow willow
#

!feedback

Any chance we could get character-specific keybindings? Been thinking about this lately since it would be nice to rebind say MUL-T's retool to something like Q which is the standard FPS weapon switch bind, or say Loader's utility to a mouse button so it's easier to start sprinting afterwards, but without having to rebind every time I want to play a different character. (edit for formatting)

limpid blaze
#

!feedback Supressive fire only uses the gun in one hand and it looks a bit weird. Should use both guns.

winter pendant
#

Dyno did not like that.

misty ledge
#

Dyno dislikes, but doesn't veto

tired briar
#

!feedback
Mithrix' dash and hammer-attack (and maybe including others) is not only quite quick, it has some AoE. The problem here is that it feels certain characters have no viable way of dodging the attack(s) without enough mobility. You're bound to get hit or one-shot. I don't know how I'd fix it but I think it deserves some attention.

haughty sage
#

!feedback The aiming reticle on Frost Spear is far too inaccurate and should be changed to something different

hollow burrow
#

!feedback Please for the love of god make the Teleporter Fireflies more noticeable on Scorched Acres. I'm tired of runs dying because it takes me 6 minutes to find the teleporter hiding on the backside of one of those circle platforms. Cheers.

dim hamlet
#

!feedback
Change to Acrid's Blight:
Attacks that apply poison apply Blight instead. Blight deals either 50% [+50%] per second for 5 seconds or deals 10% [10% FLAT] missing health damage over 5 seconds, depending on which is more.

What this means is that Blight becomes a finishing tool rather than sustained damage, which is what it is meant to do. In addition, because of it's shorter duration, you have to maintain stacks to keep it ticking. The missing health damage rewards you for playing aggressive, getting enemies low, and then letting blight finish the job. This is like reverse Poison, where you get enemies low first and then jump in.

rugged dirge
#

!feedback QOL changes to captain M1 for late game runs.
After doing a long (2h) run on captain, spamming left click has left me kinda exhausted. As a way to make it less exhausting to play, I propose the following QOL changes:

  • Similar to Rebar launcher from MUL-T, Vulcan Shotgun charges up after reload (as if you were holding M1) without the need to hold M1
  • Once clicking M1, the Vulcan Shotgun shoots
  • If M1 is pressed constantly (not spammed, just left clicked) the shotgun will shoot without charging up (at maximum spread).

Those changes would be primarily QOL oriented, but would also increase the power of the Captain as attack speed would be independent of execution (as with almost every other survivor). Perhaps after these changes other measures are required to balance this survivor.

harsh torrent
#

!feedback
For what ungodly reason I don't know; Funballs/Spite in RoR2 eventually have all momentum killed. This makes them less entertaining and potentially more of a threat than RoR1's novelty where they bounced and rolled all over the damn place.
So; Don't kill the travel of existing spiteballs.

austere flint
#

!feedback Can Mercenary's Eviscerate be fixed so that the dash doesn't stop when an ally enters the 'search radius'? It's very disorienting and possibly lethal when your ult doesn't travel to where you expected because your Beetle buddy or ally Engie turrets were slightly too close, causing your unit to not hit anything and possibly not dodge the attack you were attempting to evade with it.

lethal yoke
#

!feedback Give the Malachite Urchin a monster log!

harsh torrent
#

here's how i'd rework acrid's abilities; and this is mostly by doing nothing to them:
smallcrid

-Primary is now a choice between the starter melee, and the Bite; Bite does not feel good in the secondary slot and it would be better suited to primary because it is still melee.

-Secondary is now just neurotoxin; but we can possibly come up with something new here; Giving Acrid only one ranged ability and replacing neuro with bite? Big mistake. Feels wrong.

-Util/Mobility now ports over RoR1's Caustic Sludge as an alternative option to those who fucking despise the leaps; It was the most godlike and legendary ability in the entire game, able to carry entire fucking armies, and it's a mistake not to have it in RoR2, regardless of any silly notion of 'not translating well'- Why fight against it's inclusion so much if you aren't willing to consider the possibility you're wrong? People thought RoR would not translate to 3D; And look at how wrong they were.

-Epidemic remains in slot 4/superweapon. It's fine. Don't fuck with it. But maybe ancient scepter returns

Image to give more an idea that not only would C.S. translate to 3D well; but it'd be even more hillariously broken than in RoR1 because it's no longer constrained to the limitations of a platformer; and no longer has to be in a straight line; which means it's tactical applications are now limitless

prisma harness
#

!feedback

It's been suggested before, but I'd like to advocate for Shrine Logs in the logbook.

I'm assuming they would be unlocked after using the respective shrine, maybe to the max for shrines that have multiple uses, like blood shrines.

It could give a little lore insight into why the shrines exist, and give you a way to check out the specifics of the shrines effects and where/how they spawn.

I would like this a lot personally, as shrines, as I recall, are some of the only in-game things without a log entry, not including some non-gameplay affecting things like newt.

limpid blaze
#

!feedback When Commando narrowly dodges an attack/projectile with Tactical Roll, the attacker gets exposed

If countered with a Phase Round, there's your band proc.

proven bronze
#

!feedback Commando is my favorite survivor to play, but I find he is the least viable option in the game. I understand he is meant to be a jack-of-all-trades for new players, but I, and other people online in forums and comments on YouTube videos, think Commando needs reworked so those that like playing him stand a chance when others are picking survivors like Huntress and Merc that can easily do more damage.

mellow sequoia
#

!feedback

Add a confirmation modal when exiting a multiplayer session.

The character selection screen can be a bit confusing. I’ll often select a character then change my mind. However if my entire team dies then we’re back to the character selection screen only the characters aren’t selected. This is easy to forget after a game. When using a controller if I press B on this screen it will leave the multiplayer session. Just a bit confusing for those using a controller in a multiplayer session.

void pollen
#

!feedback make the interstellar desk plant give a healing buff similar to the warbanners exiting buff. around 5 seconds after health regen is increased

somber crypt
#

!feedback If an enemy is frozen, they fall if they are in the air, and take damage based off fall height.

winter swallow
#

!feedback
I don't think Mercenary's problems in 1.0 only come from his health/regen being nerfed. Rather, I feel it was this and a series of small things that, together, really got to him:

Laser Sword cannot be started during other skills anymore. I get that this was probably a deliberate design choice so that expose isn't too easy to apply, but it brought about other issues that likely weren't necessarily intended.
Number 1: His DPS dropped. Before, he could effectively be attacking twice at once. Now, he can't. This lowers his DPS pretty heavily, and from my experience, the extra damage and cooldown reduction from expose don't make up for this.
Number 2: You can't use Blinding Assault and the third hit of Laser Sword at the same time. This was one of his best options for burst damage and crowd control, but it doesn't work anymore. This one could be fixed by just increasing the damage of Blinding Assault's first hit.

You cannot use Blinding Assault's non-sprinting distance anymore. There should be an option to toggle the "always sprint when using mobility skills" feature. It's a nice quality of life change since you don't have to spam the sprint button as much, but it also causes a few problems.
Number 1: Careful positioning is much harder. As a melee survivor, positioning is extremely important for Mercenary. Let's say he wants to dash through a Stone Titan, Whirlwind, dash through it twice more, and end up right behind it so he can follow up with a Laser Sword combo. Well... now he can't, since the dashes will put him much farther away from the Titan than he wants to be. Yes, it can be cancelled with Whirlwind and Rising Thunder, but these skills both have a cooldown, and the timing is very tight.
Number 2: Slamming flying enemies into the terrain is less consistent. I don't think this was intended in the first place, but it's still an important part of his gameplay, and it's a lot more difficult since you have less control over how far you dash.

little barn
#

!feedback
An item either legendary or uncommon that gives you an extra R

little lava
#

!feedback several people have said this but return the ancient scepter, i think we'd all like to see how it upgrades the new abilities

mighty raptor
#

!feedback make esc close the command menu

flat hinge
#

!feedback

Give tactical dive invincibility so it would be a good alternative compared to the currently superior tactical slide

whole flame
#

!feedback Make it so null zone enemies can't get an unstable tesla coil as their final item if it's still early on in the run. Seriously.

balmy sorrel
reef stream
#

!feedback
Artifact of drifting: you can get any stage at any point in time (e.g. you may not start on plains or roost)

tough pendant
#

!feedback Commando Tactical Dive Change

Give Tactical Dive (the default utility) a bit of armor at the very beginning of the move. I personally prefer Dive to Slide because it gives reliable distance, but a lot of people think that Slide is better. I don't think it's to the point where Dive needs invincibility frames, though. Just a bit of armor at the beginning, so that when you need to get out of a tough situation but the movement itself isn't enough to cut it, you at least take reduced damage.

mellow bridge
#

!feedback
acrid leap doesn't collide with the top part of the ground type lunar chimeras, only the legs, this probably shouldn't be the case if other projectiles can connect with the top part of lunar chimeras

woeful bone
#

!feedback
Captain primary should work like engineer's primary.
When it's fully charged it fires automatically.

This makes it less tedious and is a bit more carpal tunnel friendly

vapid raven
#

!feedback ban the use of little disciple by mithrix

rigid surge
#

!feedback new artifact, artifact of hell: gives directors infinite credit and all enemies in one stage and alloy and twisted scavenger can spawn naturally but puts your damage up to 5x the original amount

magic lark
#

!feedback

Rework blight on acrid? it seems much weaker than poison to me and the people i play with. maybe if it does less overall damage than poison it should have a secondary effect, like slowing enemy attacks or weakening enemy attacks?

rustic widget
#

!feedback

Make Shrine of Order give you a unique item, "Mark of Order"

Whenever you pick up an item, transform all items of the same color to copies of it. Would make it an interesting choice that you have control over, but forcing you to be forever... sequenced

little barn
#

Can you make it so ally attacks phase through allies if Chaos artifact ain't on? I hate it when I do Ballista and then a drone gets in the way.

fleet zenith
#

!feedback Change how the timer on acrids blight is applied so that only affects one instance of the blight at a time instead of having a timer on each instance.

Bleed was changed so that a global life timer would affect every instance of the bleed, which makes it easy to stack but if the timer runs out then all instances of the bleed would be removed. I'd prupose a similar mechanic for blight. Instead of having a seperate timer on every instance of blight, there should be only one timer that affects one instance at once. This means that when the life timer on blight runs out then only one instance of it should be removed. When that instance is removed the timer resets and is applied to the next instance of blight.

Why should this change matter for blight? Blight is meant to be stacked as it is its core mechanic compared to posion, but because there is a timer on each instance of blight then the stacking amount is tied to the speed which it is applied. Since there is no "effective" way of increasing the applying speed then the amount of blight that can be stacked at a time is always constant. However if the timer only affects one instance at once then as long as you can apply blight faster than when the timer runs out for one instance then the amount of blight can be continuously increased. This change makes it so that the amount of blight on a target can be increased but not as fast as bleed, and this also makes it so that high stacks of blight would linger longer than bleed or poison.

wispy vault
#

!feedback

Let the poison pools Acrid leaves behind when using caustic leap apply stacks of poison and blight. Currently, only the initial hit applies stacks, and enemies that run over the pool suffer no ill effects beyond taking 25% damage. This would allow for a playstyle similar to RoR1, with Acrid training enemies behind him and damaging them.

smoky mural
#

!feedback

make it so acrid's regenerative buff is actually considered healing by aegis

heady delta
#

!feedback
Bundle_of_Fireworks squid_polyp
It feels weird to have the Scrapper not count as an interactable (for using Bundle of Fireworks or Squid Polyp). Maybe have the scrapper count as an interact after you put an item in.

unkempt geyser
#

!feedback Construction Golem easter egg

steep fog
#

!feedback
Mask Aurelionite Halcyon_Seed
I don't know if someone already pointed out this, but i had an idea for more easy visual feedback for monster allies's attacks areas
issue:
Idea: what if the attacks were blue or purple? so we can see if the attacks are from enemies or our monster allies.

unkempt jetty
#

!feedback Make ravenous bite do the 3x damage to poisoned enemies, I can't even begin to fathom that ability ever having a use otherwise

craggy flax
#

!feedback
Here are some ideas for unlockable Mercenary skills. These are supposed to make him better against flying enemies.

M2: Shuriken/Kunai throw. Pretty simple, a ranged attack that fits to his theme. Short cooldown, two charges by default. Throw two to three projectiles that home in on Exposed enemies, dealing medium damage(150%)

Shift: Rising Dragon. Dash upward and forwards (angle is shallower if you are sprinting) while spinning and slicing enemies with a corkscrew-like cut. A total of three "rotations" occur, each dealing more damage, like 200%, 300%, 400%.

surreal rover
#

!feedback Make Mercenary's Slicing Winds skill hitbox bigger

little barn
#

!feedback
This idea might be more popular amongst the speedrunning community...but having the ability to run set seeds would be amazing! It would encourage a whole new set of players to join the game and start running. Would expand the community through seed hunting and routing, and could even help glitches be discovered. It breaks the idea of a rouge-like but so do the already existing prismatic trials. Essentially just being able to play the normal game on a set seed for speed running, which removes the luck side of things.

gaunt delta
#

!feedback Make Mercanary's Slicing Winds skill start with 0 levels of aim-bot and gain more and more levels of aim-bot as it travels, so that it can curve off to hit long distance targets that you would otherwise miss as it requires direct hits to proc the attack.
I imagine that this would enable it to be useful in close quarters as to not hit friendly targets and not being useless past mid-range.

steady wing
#

!feedback Adaptive chests should show the first item or otherwise give an indication of what they do like in the first game. I legit had no idea what they did until I looked at the wiki and I wasn't about to spend my hard earned gold on them the first few times I saw them lol.

little barn
#

!feedback
Allow gunner turrets to be picked up and relocated with the use key, similar to how engineer places turrets down.

valid flume
#

!feedback Make your malachite spikes a different colour than the enemies

dusty flame
#

!feedback make acrids first and second hit of the m1 have the regen effect but not as much as the 3rd hit

gaunt delta
#

!feedback
have a bot response to messages in #ror2-feedback-and-ideas that do not start with "!feedback" that copy/pastes the message to the DMs of the poster and explaining why it was done and promptly deleting the message to de-clutter or to simply make the channel look nice and crisp. Two examples

-a"!idea add Doctor Who to the game"
bot copies/pastes "!idea add Doctor Who to the game" into the DMs of person -a explaining why it was done, then deletes the message in #ror2-feedback-and-ideas

-b"!feedback add Doctor Who to the game"
bot gives reactgions 👍 👎 ⛔

little barn
#

!feedback
Use this bot, for managing voice channels. Cleans up the mess that is the voice channels and keeps it nice and clean for players who would like an easy way to get into a voice channel!
https://top.gg/bot/472911936951156740

BTW this isn't promotion. The voice channels are a mess of things that simply doesn't need to exist and has a lot of unused channels that don't do anything. Just an idea to keep this place clean, and make it easier to find and create parties in voice chats.

analog ice
fiery fjord
#

!feedback
Apply the bleed change to Acrid's Blight.

lofty onyx
#

!feedback
Allow items that fall off the edge of the map to get dropped at the nearest piece of ground. It's painful to see a red drop into the abyss

hollow basin
#

!feedback Give Mithrix a custom but weak equipment like a weaker version of Glowing Meteorite in his final phase so he can benefit off of equipment-based items

smoky mural
#

!feedback

give ravenous bite a lunge/vacuum function that pulls him towards the target he's facing if he's within a few meters of them (think merc's eviscerate or mul-t's power saw)

this makes bite slightly better at dealing with aerial targets acrid will just barely miss otherwise

dapper hull
#

!feedback
a help page on the home screen that explains chests, alters, teleporters, boss events, artifacts, scaling, etc.

tough pendant
#

!feedback Final Boss Fight Change

||Give Mithrix an attack that he does for a while, but you can reduce the amount of time he does it for by dealing damage to him (based on total damage). Right now, the Mithrix fight favors survivors with high mobility because of his quick attacks. I feel like the high damage low mobility survivors should have an advantage as well, so as to make it a bit more fair for all of them.||

lofty gazelle
#

!feedback

Commandos grenades feel very weak. Sure he doesnt have any AOE in his base kit, but the grenades are such awful AOE that i dont ever see players even consider them despite this lack of AOE. Perhaps make them explode on contact, or stick to enemies?

harsh torrent
#

!feedback
Acrid now has a boulder attached if you have RoR1 installed on the same machine
smallcrid

shrewd field
#

!feedback

Additional utility for Squid Polyp

At the moment, players usually have to go out of their way to get any effectiveness out of this item. It’s specifically niche, I get that, but it’s pretty bad at doing what it intends to do and is a wasted drop on faster playstyles. A single Squid Turret is hugely outdamaged by the laziest of player spam, but it's not a buff to dps I think will work.

I suggest this:

After being inactive for 4 seconds, Squid Turrets scuttle back into the earth to reappear next time you pop an interactable. They would maintain their health (remaining duration), making them still have a set time limit. This would provide players with an opportunity to get more effectiveness out of their turrets without having to wait and draw enemies to places they’ve already looted.

Could also lead to some fun playstyles where you try to your best keep your babies alive with fungus / desk plant so you can have them help during the teleporter.

frail panther
#

!feedback

My concept for a survivor with shield synergies

The Electrician
An average size survivor, she wields an energy bolt gun in her right hand and a large mechanical gauntlet on her left.
A device similar in appearance to a larger, more complex, shield generator is visible on her back.

Stats:
Health: 140 (+42 per level)
Damage:12 (+2.4 per level)
Regen: 1/s (+0.2 per level)
Speed: 7 m/s
Armor: 0

Passive - 20% of HP is converted to shields.
Items and other effects that give shield give 20% more shield
(shield generators give 9.6% of your hp as shield instead of 8%; becoming overloading gives you an extra 10% of your health as shields)

Primary - Energy Bolt: Fire an energy bolt that chains lightning to nearby enemies, dealing 300% damage on the initial hit and 100% damage for each chain. (Fire rate: 1/s; can chain to 3 targets within 20m))

Secondary - Charge Gauntlet: Overcharge your gauntlet, sending an electric shockwave in a cone along the ground in front of you for 450% damage to all enemies affected. (cooldown 5s)

Utility - Gauntlet blast: Discharge energy from your gauntlet, launching yourself slightly upward and in the direction of movement, dealing 300% damage to nearby enemies (cooldown 7s)

Special - Overdrive: Send your energy core into overdrive for 12 seconds, gaining +30% damage, 15 armor, and 20% movement speed.
Additionally, if you are missing shields, instantly begin shield regeneration. (Shield generation is still interupted if you take damage before regeneration is complete)
(cooldown 24s [12s of uptime, 12s of downtime])

quiet dagger
#

!feedback
make Rex pop out of the ground at the start because its a plant
the other inhuman characters have special starting animation why not rex

twin burrow
#

!feedback make acrid not able to be killed while still in respawn animation? trying to do glass runs only to get killed in the first 3 seconds because a couple of wisps are waiting for you when you're still stuck in a getting up animation is really stupid

rigid slate
#

!feedback to even things out between wetland aspect and ancient aqueducts, make it so destroying the skeleton in WA drops N'Kuhana's Opinion. if you get lucky (or are playing engie/testbranch captain), you can kill kjaro and runald in AA to get the bands, which are now much more powerful. this essentially makes getting the WA feel more like a millstone around the neck of the run, but a guaranteed Opinion in WA would balance things.

to make the choice not too obviously better, the altar should be harder to get to, and an enemy (perhaps a malachite elite of some kind) should guard the skeleton. to gate the altar, perhaps there should be 3 special shrines of blood scattered across the map. all of them start at 50%, when one is activated the remaining two go up to 75%, and the last one 99%

shrewd field
#

!feedback

Brass contraptions currently only shoot 2 of their brass balls before immediately loading up another 3 in Eclipse 7+ due to the enemy's reduced cooldown rate. Change it so the ability shoots out all 3 before they reload. Yes I'm asking for something that makes the game harder in Eclipse

tough pendant
#

!feedback Minion Change

When a minion kills an enemy, have the game check the owner's inventory for on-kill effects.

Why?
Minions can actually hurt your run if they're getting all the kills and not allowing your on-kill effects to activate. I think this would be a reasonable buff to minions, as it doesn't change how they work at their core, but simply improve their synergies with other items.

supple ravine
#

!feedback Mobile turret change

Increase the range of the mobile turrets (not to the range of the normal turret) so they can become a true sidegrade, and not an almost direct downgrade.

languid sage
#

!feedback
Mithrix's final phase, item effects he steals from you only activate when you take the item back

limpid blaze
#

!feedback Carbonizer damage
200% dps => 120% dps

Gets a secondary ability that fires a 400% missile (aimed for aerial enemies if available) with a cooldown of about 5 seconds.

This gives Carbs a distinct purpose in benefitting from cooldown items and backup mags, as well as covering their all-too glaring weakness against flying bosses.

eager plume
#

!feedback Item idea
Name: Absorbing Sludge(Or something better)
Rarity: Uncommon
Effect: While you have a Debuff, you gain 20% Attack, Movement, and Regeneration.(+20% to each value per stack)

tough pendant
#

!feedback Loader Spiked Fist Changes

When used on a light enemy, have the fist fully pull in the enemy. Then, allow the player to use the Secondary button again to throw the light enemy, or to use another ability to cancel the throw. When throwing an enemy, they would take damage if they hit a surface after being thrown, and enemies hit by the thrown enemy would also take damage. You would also be able to throw your pylon, at the cost of no longer being able to swing on it.
However, the Spiked Fist would now have a lower acceleration compared to the default grapple. It would still be able to reach the speeds of the default grapple, but it would take longer to do so.

Why?
These changes are to further cement the Spiked Fist's role as the "offensive" secondary. It would also provide an interesting interaction with the Pylon, allowing it to be used more offensively as well. This would also balance it with the default grapple, as people who want better mobility would take the default grapple over this one, while people who want to deal more damage would take the Spiked Fist.

south gust
#

!feedback

Shield should not affect OSP until it adds over a certain percentage of your health, maybe 25%?
reason being that runs should not be ended due to a player picking up an item in the first stage only to not be able to not take damage for long enough to bring OSP back.

By basing it off of a percentage, players can still collect 4 or more Personal Shield Gens to have it count towards OSP, as well as having transcendence count towards OSP.

currently 3 PSGs bring the player to an extra 24% of their health as shields, which is why 25% might be a good stopping point. Could possibly nerf PSG to only 6% shield and lower the limit to 20% shield, which would be 5 or more shields to have it count towards OSP.

dusty flame
#

!feedback commando should be able to sprint while using his m1. What is preventing this man from simply firing a gun while sprinting?

tough pendant
#

!feedback Item Idea

A red item that is a DOT with a proc-coefficient. Essentially, it would be like poisoning the enemy, but it can also proc your items.

Why?
It would be mechanically unique as a red item, and an interesting item to have as well. It would also be powerful in its own way, and add to the red item pool in a meaningful way.

EDIT: Made less specific(?)

limpid blaze
#

!feedback Leeching seed change

1hp per hit => Inflicts a drain status that heals attacker for 3 x 1hp (+1hp per stack) lasting for 3 seconds, not unlike Rex' Special. Does not damage the target.

The status specifically can't be stacked on a single target, making it equally useful amongst low and high firerate survivors. This make scythes useful for high RoF and Seed more desirable for low RoF survivors.

little barn
#

!feedback

Prismatic Trials on Console

Please, just turn off the artifacts. On top of paying a higher price for a game (console edition), as well as being 1 patch behind (seriously, why wasn't 1.0 the sync patch), console players are being punished even more because the prismatic trials on console are undoubtedly harder than the PC version because 4 artifacts, one of which spawns a hitscan enemy on kill, is constantly on for some reason.

I own the game on both PC and Console, and as much as I want to support Hopoo, it feels like I'm being punished for double dipping.

eternal stump
#

!feedback
One of the best ways to look for the teleporter are to listen for the humming sound and look for the obvious red particles. However, two of the stages -- Scorched Acres and Abyssal Depths -- have palettes that make the particles way less obvious, if not practically camoflaged, if the teleporter is behind particular terrain that, in other stages, would not be so obscured due to the palette difference between the particles and the stage's terrain.
I propose that on Scorched Acres and Abyssal Depths, the teleporter's particle effect be given a color that is less similar to the stage's own palette. Perhaps a shade of blue?

little barn
#

!feedback
Change Captains Admiral skin to something not completely white, spruce up his fancy admiral coat, something like this.

#

!feedback Items shouldn't be able to spawn on the teleporter button. We just lost like 16 items because we couldn't open one without triggering teleporter button

winter berry
#

!feedback

make it so everyone has to hit void portal to activate it
please
(just lost a run cuz my friend killed me in void)

you could just make a keybind)

shrewd field
#

!feedback

Having finished Eclipse 8 on Acrid, I feel I can justify posting this...

||Eclipse 9 should make the permanent max hp debuff persist between stages

This is seriously what I thought Eclipse 8 would be; a gruelling slug and test of willpower and focus. I wanted to experience every mistake accumulating more and more debuff until I was facing off with a fresh Mithrix ready to sit me down. Only the few willing to master their character would be able to persevere and become victorious. This would be the ultimate challenge. ||

formal fossil
#

!feedback

Right now, there is no reason to prefer Scorched Acres over Rallypoint Delta because of the ease of navigation, the timed chest and the guaranteed Newt Altar spot Rallypoint Delta provides. So, how about **turning a Newt Altar spot in Scorched Acres that can be used without any mobility into a guaranteed spot? ** This way, the players that want to use the Bazaar but don't have the mobility to access to the guaranteed spot in Rallypoint Delta may prefer Scorched Acres.

carmine forum
#

!feedback Cleansing Pool/Lunar item
Everywhere Intersection

An item that gives you ability to choose any next stage (except secret ones and final), but every time you choose stage it permanently gives you one(two if it's Abyssal Depths or Siren's Call) effect of a mountain shrine.

crude scarab
#

!feedback shrine of the mountain but a lunar item, need I say anything else?

jade ember
#

!feedback Regenerate doesn't interact with any healing dependent items like Rejuvenation Rack and Corpsebloom and N'kuhana's Opinion. It'd be cool if it did.

shrewd field
#

!feedback

MUL-T: Retool / Equipment

Both of MUL-T's Equipment choices should persist through Retool. At the moment, this is mainly helps Chrysalis and Woodsprite as both of their effects are lost upon swapping to your other slot. Having two Equipment slots opens up space for players to take these underutilized utility-based Equipments, but we're not getting to do that.

tough pendant
#

!feedback MUL-T Retool Change

Have the equipment change immediately after retooling. I often find myself retooling so that I can use my other equipment, then accidentally using the equipment I had equipped instead of the one I was retooling to. This change would make retool feel a lot smoother, without really affecting the game balance all too much.

shrewd field
#

!feedback

Artificer's igniting attacks (Flame Bolt and Flamethrower) should inflict 2 stacks of fire on enemies while she benefits from either the Wake of Vulture's Fire Elite buff or the Ifrit's Distinction Passive. I know for certain WoV + her fire primary only stacks once.

past edge
#

!feedback
There should be a few seconds of safety after activating a void fields cell before monsters start spawning. During this safety period, players should be given a chance to check the new monsters or items integrated into the cell. (Preferably, the game should have a better visual effect to prompt the players about new monsters or items)

This period of safety gives the players a chance to escape to the portal, in case a highly dangerous monster or an item gets integrated into the cell. (Tesla coil, repulsion plate, red whip + jellyfish, etc.)

safe prairie
#

!feedback
It’s a little annoying when you bump into an elite Mushrum’s spore cloud without realizing it came from an elite, especially when overloading.

It would be nice if there were a way to differentiate what type of Mushrum its attack came from.

harsh torrent
#

!feedback
Another odd poll-like question:
If we WERE to get a new character, what kind of feeling/appearance would you like?

Thumb Up: Crazy as shit, zany, maybe even outright alien ideas like Rex, and Acrid; which do not necessarily conform to standard silhouettes or designs.- For example a (copywrite-friendly, because I'm sure you-know-who might be alittle over-protective) midget space raptor (it so turns out raptors actually did have fuzz and feathers in irl pre-history) with a cryo-minigun in a Parka focused around, unsurprisingly, abilities which are generally 'ice' or 'glass' themed and with the smallest healthpool, but also the highest speed; who wasn't part of the Contact Light or Safe Travels; but was on their own flight through the stars and their ship happened across Petrichor V as well. You could probably unlock this dwarf by reaching the highest point of Rallypoint Delta; which might let you see an unusual pod crash down onto the smaller island; Interacting with this would have their ragdoll flump out before interacting with them would teleport them somewhere.

Thumb down: Middling of the line, Strange gameplay maybe, but the design is pretty tame. Maybe like Captain, Artificer, Loader or Mul-T; It's hard to give examples for this one aside from Loader's crazyness. Maybe make this guy a almost medieval-summoner type, evoking feelings of the OVERLORD Series? This one is possibly unlocked by having X non-mechanical minions under your control

No Entry: Standard designs that still have a certain 'flair' like Engie, Commando, Huntress, etc. but have their own kicks to them that prevents them from being generic. These are mostly self-explanitory.

green vault
#

!feedback It would be really cool if you guys added all of the elite variants of enemies and survivors into the logbooks! I want to see those dope models!

slim timber
#

!feedback
||Instead of Mithrix just taking your items as they are, have him transform them into "shards" when he takes them, which provide a flat increase to his damage/attack speed, max hp/health regen, and movement speed depending on whether they were damage, healing or utility items - with the increase based on the rarity of the item that was transformed. This could eliminate the issues that come with Mithrix gaining specific builds and items that are unfair or unfun to fight against while still retaining that "oh no" factor and providing a challenge that doesnt force the player to avoid certain items.||

uneven ridge
#

!feedback Ally idea a buyable turret or a new engineer turret that shoots grenades like engi’s or commandos’s grenades that will explode in an area.

deft rampart
#

!feedback Some of the more interesting Eclipse modifiers should also be made into Artifacts; stuff like Permanent Damage/50% Enemy Skill Cooldowns/40% Faster Enemies is interesting and creates a meaningfully different experience, and it'd be nice to experiment and play with these effects on their own.

austere flint
#

!feedback Items that improve base survival stats (HP Regen, Armor, Max HP buffs) are few and far between in RoR 2. All the regen items require some sort of action (not moving, being out of combat, landing attacks), and the only Max HP buff comes in the form of Infusion, which starts falling off on longer runs since the 100HP it provides is a smaller and smaller %increase. This lack of items nullifies a particular playstyle from RoR1 I call the 'brawler' or 'skirmisher'. The idea was that you would dive into combat and just start bashing on everything in sight, relying on your passive health regen and armor items (plus a few extra items like Leeching Seed for extra healing) to mitigate and regenerate damage taken faster than it can be dealt. If you were in danger of being overwhelmed, you would jump out, regenerate, and dive right back in. The lack of "passive" health regen and stackable armor/%max HP in RoR2 means everyone is forced to play around not taking damage in the first place since anything that hits you removes a large chunk of your HP that you then have to use your conditional regen to replenish. This leads to same-y gameplay where you build for one-shot potential so nothing can attack you, or stack Tougher Times and mobility (and make use of class-based I-frames like Merc's) to avoid getting hit or taking damage from attacks that do hit you. I'd like to see a return of some items from RoR 1 (or brand new ones with similar function) that enable and encourage a 'brawler' style, especially since there are characters that would benefit (MUL-T Saw mode, Acrid, Loader), and perhaps adjustments to existing items to the same effect. Some examples for additions/changes:
Bitter Root (RoR 1):white item, provides +%max HP per stack
Mysterious Vial (RoR 1):white item, provides +flat HP regen per stack
Armor Plate: Change the damage reduction to stacking armor
Colossal Knurl: Add +armor to it, just like the Titantic Knurl from RoR 1

uneven ridge
#

!feedback @fleet moat like what they have said but maybe if you had shield you would get increased armor based off your number of PSGs

warm cape
#

!feedback It would be awesome if once more skins are added we could mix and match colors of different skins on survivors

woven needle
#

!feedback
I think something should be unlocked for completing a run with all (or most) artifacts enabled, similar to how Risk of Rain the first gave you the Origin artifact for having all other artifacts on. Perhaps it could unlock skins?

spice plank
#

!feedback
when we die on eclipse and we get back to the eclipse selection menu, the default character selected should be the one we just died and not the first one (commando).

eager plume
#

!feedback Item Idea
Item: Cyber Anti-body
Description: When you heal, gain 5 armor(+1 per stack) for 5 seconds.
Lore Description: With the advent of nanomachines, antibodies became a thing of the past, though still shunned on many planets due to small side effects. Deyland systems is not responsible for cell deterioration, sickle cell anemia, or loss of senses.

unkempt jetty
#

!feedback QUIT starting games with enemies right next to player spawns, I literally ALMOST died in a monsoon multiplayer game as Acrid because a golem was sitting RIGHT NEXT TO ME LOOKING AT ME, one clap and laser later and at half health I got control of my character

verbal cove
#

!feedback
Give Acrid invulnerability during his wake up at spawn animation

molten elk
#

!feedback
An equipment that gives you 100% chance of triggered effects (i.e. TriTip_Dagger, LensMakers_Glasses, Sticky_Bomb, and so on) for like 5~10 seconds

little barn
#

!feedback

Artifact of Patience: Timer does not affect difficulty, but difficulty jumps drastically between stages.

Rationale: Some people might be anxious about timers and this could give them a more laidback environment that still offers a notable challenge.

junior nova
#

With all the bug abuse with scraping, when you fix it its going to hurt to go back to actual amounts. What if you turn the bug into a feature? make it 2 white scrap for a green and 4 green scrap for a red.
@chilly orbit !feedback

little barn
#

!feedback add a new game mode that is different than the normal one. the one that they added isn't even a new game-mode it just makes the game harder and its not even multiplayer. Also add xp into the game so long runs feel rewarding and not pointless.

dapper hull
#

!feedback
After defeating mithrix, if you have ror1 on your computer, it could show an extra little image of providence or something. (I just like the idea of them including something for people who have the first game)

valid inlet
#

!feedback
An optional auto run feature in the game would be neat

timber hawk
#

!feedback
Have Logbook entries for every artifact also with how many times you had X artifact on

chilly orbit
#

!feedback With all the bug abuse with scraping, when you fix it its going to hurt to go back to actual amounts. What if you turn the bug into a feature? make it 2 white scrap for a green and 4 green scrap for a red.

split zealot
#

!feedback make mithrix equally dangerous at close and far ranges

this could be done by making him telegraph more heavily and giving him more options for attacking at long range.

Nerd stuff incoming: ive seen how you guys fit 5-8 skills into a character, by using his sprint you can swap skills with others. You could add some sort of hammer boomerang, or something more. You may even be able to use his equipment slot to fit a 9th skill

lofty basin
#

!feedback not sure if it’s been suggested before, but make eclipse multiplayer

rapid axle
#

!feedback After spending a lot of time using Captain, I feel like he is a very good character except when it comes to movement. He is the only Survivor without a movement ability, and where him and artifacer have that in common she can at least switch out her flamethrower for some air time. I don’t have a super firm grasp one what movement would fit Captain, but I think not giving him one almost completely nullifies his validity in combat against Mithrix unless you just cheese with a bunch of Hoppoo feathers.

little barn
#

!feedback
Nerf mithrix's final phase to only take about half of your items. Also slightly reduce his final phase hp.
A few item ideas too:
White: An item that increases base damage by 10%. For every 50% base damage it adds, this effect is halved. An item that will ever so slightly increase regen. 4 leafed clover (Not 57), an item that ever so slightly increases luck stat. Can't increase luck over 0.5 (So only stacking it will total up for 1.5 luck).
Green item ideas: Blood piercing rounds. Have a 5% chance to pierce an opponent (Does not effect things like nano bomb, already piercing things, stuff like that).
Red item ideas: Crown of dominance. Have a 10% chance to, when an enemy falls over 30% hp, will be stunned for a long time (Does not effect unique bosses, such as the following: Golden titan boi, Mithrix, Alloy Worship Unit, Grovetender [It's exclusive to an area so yes], and possibly more).
Lunar item ideas: Unholy totem. All effects are doubled for both monsters and survivors alike... INCLUDING debuffs.
Quality of life ideas: Make drones go with the scaling, make equipment drones handle equipment well and have shorter cooldown in their possession, make the big drone have a move that gives him some shield temporarily at low hp, similar to the Alloy Worship unit, make healing drones more big brain and not run into enemies, stuff like that.

royal moon
#

!feedback
Make "Equipment" drones that grab items that don't effect them as much, such as the milky chrysalis, have "special" attacks/moves, and make two types of the equipment drone, one with a base-attack (m1 in attack standard), and one that has no weapons, such as the one already in the game, (but it has a buffed armor stat).

The exception to this rule would be that foreign fruit/jade elephant are the only equipments that don't give special moves, considering they make for good distraction drones already and can tank alot of hits early on, and already benefit you during a fight serving as a strawman.

The Base Drones left in the game, with a new armor buff, similar to the one "drizzle" gives to players, would allow drones to be more useful with equipment items (Specifically ones like jade elephant/foreign fruit/gnarl, and others), even if you're not captain, given more incentive to use equip drones since hardly anyone but well, captain uses them, even before the 1.0 update, equipment drones have often been ignore in more runs due to them not being very rewarding, the cost is a little too high for an equip drone.

This could go for base-attack Drones too, with a minor gun thats weak by default, but if given a ocular-hud (which could give a special "damage buff" ability, that makes it stronger than normal attack drones), it could have timed bursts of firing, which adds to the firepower amount of those in your minion count. Other examples of equipment that might be good to give special abilities on might be homing missiles/crowdfunder/forgive me please. These all could be given specific abilities to make them "useful" on a drone, whereas they are normally useless on them.

Finally, last suggestion related to drones of this category, I think the AI should be improved for these drones, as by default they often don't help you with gnarl as much, or aim their cubes well, etc. Make them aim better/give them an objective to help the player. (when given support items)

rapid axle
#

!feedback Drone update, just buff the shit out of em and make their ai less "im gonna fuck off and shoot this blazing elder lumerian" and more "im gonna shoot whatever the fuck my player is attacking," a la RoR1, where they would stick by your side and fuck shit up a lot more than in 2. I mean i spend 3k on a TC-280 and it gets shot down in the stage after. kinda cringe ngl

vague hamlet
#

!feedback
Engineer: Similar to Captain, fully charged Bouncing Grenades should be allowed to be held indefinitely.

eternal stump
#

!feedback
Consider allowing MUL-T to rocket jump a-la TF2's Soldier using his Scrap Launcher.
People often cite the Scrap Launcher as perhaps the least useful weapon, saying how it doesn't fill a niche his other primaries can't do better. Allowing rocket jumping with it could provide it a niche, of enabling a bit more mobility.

hardy mango
#

!feedback
going along with what Bunsen said about MUL-T. what if he had a synergy with engineer where maybe engineer could equip MUL-T with one of his turrets as a lore thing?

rustic nest
#

!feedback
add some sort of indicator for infusion to show that you have x/100 for stacks

green nymph
#

!feedback There should be a steam tab for the community workshop, for mods, maybe even maps, that people can go to spice up their gameplay a bit. Take Ark: Survival Evolved as an example, if you look at the steam page, Wildcard has a "Workshop" tab that anybody can upload their addons to the game for you to download, then you just pop into the game and enable them. I think mods would spice up gameplay for "veterans" of Risk of Rain, and overall just add a sense of fun that you cant get from normal Risk of Rain.

rapid axle
#

!feedback
Alternate Captain Ability idea: Local teleportation
Captain throws out a small teleport beacon, and with the reactivation of the same button can teleport to it at any point throughout its arc. this can serve as an alternate to his beacons, although in that case I think the beacons should be switched to utility rather than special

uneven badger
#

!feedback if you are to die to the moon escape sequence it says you died to mithrix, when its like one of the only times it should say you died to the planet

earnest finch
#

!feedback Increase the push force for rex REX's Directive: Disperse (the default SHIFT) for both himself and enemies

Bramble Volley is pretty much a straight upgrade since it gives REX more healing and damage on a character about piling healing and damage, so why not have Disperse fully tap into the utility department? Allowing REX to fly further and push enemies farther would give it some more use over the Bramble Volley instead of feeling down like a watered-down version.

split zealot
#

!feedback put tesla, repulsion plates, and microbots on mithrix's blacklist. Also make microbots stay with the captain, since they are a tool, just like how they all keep their weapons

proven bronze
#

!feedback
When you kill Newt, you get a free lunar item.

broken oracle
#

!feedback Don't allow the flying enemies during second phase of final boss to leave the area u fight in. I was just playing and one went so high up and was pushed so far back that it literally never came back and I had to end my run there.

uneven badger
#

!feedback
When you kill Newt, you get a free lunar item.
@proven bronze !feedback how about a one time per run lunar coin drop

smoky mural
#

!feedback

in tandem with the drones suggestion from earlier, implement a maximum distance (30-40m?) drones can fly away from the player who bought/summoned them, and have them fly or just teleport back if that range is exceeded

unkempt geyser
#

!feedback
When you kill Newt, you get a free lunar item.
@proven bronze !feedback Maybe the Newt should drop Beads of Fealty on death.

wispy vault
#

!feedback

Rusted key should decrease chest prices by 3-6% per stack, in addition to it's current function. Early game, this would make it feel more impactful, while being balanced by the fact that the number of keys possible to acquire is limited. Late game, money becomes almost a non issue, so decreased chest prices wouldn't become too powerful.

little lava
#

!feedback WHENS THE NEXT ANNOUNCEMENT???

mighty glen
#

!feedback

Alternate Commando Primary: Fast Tap

An SMG with a higher rate of fire than double tap with the Agile attribute.
This counters most of Commando's weak points while possible balancing with a significant damage decrease / proc chance

wintry flame
#

!feedback
Have the items in the scrapper menu display identically to the top bar or just make the menu work off of the top bar so you instantly know where to click instead of having to deal with the item shifting rows and columns. Also make esc exit the scrapper menu

dark isle
#

!feedback

Artificer : Enigma

So basically, if you get enigma, get an Equipment to spawn during the run, use a Milky Chrysalis and then switch off to the equipment you found, Artificer will endlessly float around/permanent chrysalis effect.

I just lost an amazing start to this bug when I've been struggling all day with her skin challenge. What a pathetic end to the day.

blissful laurel
#

!feedback Change damage scaling on Overloading Elites after shock, the explosion after they hit you. OSP doesn’t matter if it does your whole health bar after your invulnerability ends but before your medkits or healing items can proc

molten night
#

!feedback change The Backup so the drones are permanently up instead of despawning after a certain period of time. Reusing the equipment would resummon any drones that mightve been destroyed in the meantime. I feel like this would give the backup some more viability without drastically altering it

hollow basin
#

!feedback Allow player to swap equipment items with the Equipment Drone

hearty peak
#

!feedback

Having a mastery skin for both options instead of unlocking one with both methods.

I suggest this cause when you know how to fight him, it is far easier to get the mastery skins that way then the obliterate way.

molten night
#

!feedback
Red item idea:
Green whip

Increases movement speed while in combat

Like an inverse of the red whip. Since there isn't really a red movement item this seemed like a fun pun on the red whip, it would have the same (but inverse) cooldown so if you had one of each one would kick in as the other stops so it adds to the value of the red whip as having both gives a permanent 30% movement speed increase

rapid axle
#

!feedback

Alternate Captain Ability: Local Teleportation

Shift or R throws out a small teleport beacon, and by pressing the same button again you can teleport to the beacon at any point throughout its arc. The TP beacon should also have a range and timer, so that you cant just use it as a get out of jail free card when fighting a boss. It will serve as an alternate to his supply beacons, although in that case I think the beacons should be switched to utility rather than special. This would add a lot more player agency to captain, as right now the meta is just 2 hacking beacons or 1 heal 1 hack.

smoky mural
#

!feedback

add more tier 1 elites

adding more elites could make early game combat feel a lot more varied. since tier 1 elites are currently based on elements, you could bring back frenzied elites from ror1 to represent wind/air, or leeching elites to represent plantlife/earth

little barn
#

!feedback
Use a proper bug tracker. This will enable people to more easily search for duplicate bug reports and help to consolidate all discussion about a given bug. Using a discord channel as a bug tracker is very messy and makes it very difficult for players and devs alike to keep track of everything. There are a number of free bug trackers available for anyone to use, including Github's.

shrewd field
#

!feedback

Lepton Daisy: Rework

From what I've seen, everyone agrees that Lepton Daisy as it is now is a pointless item, but I am a fan of what it is trying to be. I've always thought it should apply to boss fighting situations as well in some form, as having it against Alloy and Mithrix might make it somewhat useful.

@woven needle came up in feedback discussion that Lepton Daisy could instead apply at the same intervals (as it uses for teleporter charge) on a boss event's health bar. When I say boss event, I mean any situation where a boss health bar overlay is present on the screen. This would mean 1 daisy would trigger when a boss is at 50% hp, while 3 daisies would trigger every 25%. The daisies would solely consider the total boss health bar at the top of the screen, so instances where there are multiple bosses, HoM, and ||Mithrix's second phase|| are accounted for. This may not be the most exciting or useful change, but it would definitely be an improvement to something we have to pick up anyway.

I've made a short concept video on how the boss health bar UI could be updated so players know when it's going to trigger. I thought the flowers were a nice aesthetic touch (art not mine btw) but it could literally just be a green line or something. I didn't mimic the nova effect cause I ran out of budget :(

Video link: https://www.youtube.com/watch?v=EBHcXQcjP6o&feature=youtu.be

little barn
#

!feedback

Give captain an alternate Shift that doesn't rely on orbital tech. I can understand the beacons being unavailable (heal would trivialise void fields) but why take away his bread and butter?

If an alt utility is created, it should be weaker than orbital but the upside is that it's useable in void fields in order for it to be a meaningful choice.

torn path
#

!feedback, final boss spoilers cw ||apparently the theft stage is supposed to NOT be the hardest, except it is on monsoon? literally chunked 1/4 the boss's hp before the theft animation finished and it didn't matter bc i couldn't deal any damage without items, why would they make the item return based on flat damage numbers instead of on hit? it's just frustrating to make a great build only to have it get stolen and then you can't get it back? and there's no way to practice that stage because its different every time because of the items changing and it takes a dang hour to get to in the first place, ugh, sorry if this is the wrong place for this but i just lost a monsoon run that would've unlocked the rex skin, lunar item, and would've overall let me stop caring about this busted frustrating stage. is it the same mechanically on monsoon and drizzle? am i supposed to rush to him on drizzle, get to the last stage, and then practice dodging shit for however long and then get gibbed on monsoon anyway because i don't have any defensive items, and can't get anything back because i don't have any offensive items? ugh, salty, the game's good but makes these specific cheap feeling frustrations stand out all the worse|| anyway just airing out frustrations from a player's pov
like ||if you're going to reset every character to 0, you know where they're starting from for that phase, and you can balance around their level at that point, why even let the boss use the items if the whole shtick is he looks down on you for using them, like, "you only won because of items" doesn't feel like any kind of gotcha because, yeah, items matter. yeah you're gonna win if you steal all my items because my base offense defense and mobility are trash, why don't you just steal my mouse and keyboard while you're at it, bet you'll win easily then||

gilded oyster
#

!feedback
New Surivor idea:
Outlier

Theme:
"Analyse...Prioritise...Collect..."

Image:

  • An autonomous being supposedly sent from a distant world in order to study the planet.
  • Resembles a humanoid/biped drone with smooth armour plating covering key areas.
  • Was not built for combat, but interference upon arrival caused its functions to develop aggressive properties.

Playstyle:

  • Patience is key.
  • Low starting HP means players must be vigilant.
  • Commit to either offense or defence, depending on the situation.
  • Highly vulnerable, so Utility and Special offer 2 potential escapes.

Passive: Array

  • Gold gradually accumulates.
    (Accumulation rate could be based on character level, or directly proportionate to current difficulty.)

OR (if gradual accumulation is too powerfu):

  • Barrels are automatically opened when Outlier comes within a certain distance of them.

Primary: Upload

  • Hold button to Scan enemies in your FoV.

  • The longer a Scan is maintained, the higher the Scan Value.
    (Scan carries over between enemy deaths.)

  • Release button to deliver a packet of data that deals damage to enemies in your FoV.
    (Damage dealt could be based on several factors, including Scan Value, player level, enemy level/HP, etc.)

Secondary: Download

  • Hold button to Scan enemies in your FoV.

  • The longer a Scan is maintained, the higher the Scan Value.
    (Scan carries over between enemy deaths.)

  • Release button to receive a packet of data that heals you.
    (Amount healed could be based on several factors, including Scan Value, player level, enemy level/HP, etc.)

Utility: Leap

  • Cover a lot of horizontal distance in a single leap.

Special: Existential Crisis

  • Unleash neural oscillations that stun all enemies in a certain radius for a time.
    (Stun radius and/or duration could be fixed, or based on player level, or directly proportionate to current difficulty.)
unreal parrot
#

!feedback give commando diveroll invincibility frames pls

velvet ginkgo
#

!feedback perhaps make Lepton Daisy like a healing genesis loop that only works during boss events? The number of daisies would determine how many times it can activate

little barn
#

!feedback Buff comando's phase round ability from 300% damage to 400% damage, in his current state he has no way to trigger runalds/kjaros band without bonus items (Unlike every other character in the game)

unreal parrot
#

!feedback remove horde of many

west tendon
#

!feedback
Movement/sprint speed should make the teleporter charge a little faster. The difficulty scaling started going 10% faster with this new update, and I feel like it wouldn't only be a nice way to keep up just a little more; it'd also stop you from ending up in those endgame situations where you're spending more time charging the teleporter than you are actually playing the stage or fighting the boss.

I think this'd be a really nice fix that'd help smooth along the game a bit more.

cinder steppe
#

!feedback
With the advent of eclipse mode new difficulty modifiers have been added too, as that is the point of the game mode.
What if when you have completed Eclipse 8 on a survivor you could toggle modifiers for that survivor on subsequent Eclipse runs.
Ie if I have completed eclipse 8 on say Captain I could turn off the fall damage one (the artefact of frailty effect) because I don't want my runs to end when I fall of a stage but I can keep all the other modifiers.

On top of that when you have completed a certain percent of Eclipse you can add these modifiers like artefacts to normal runs and even multiplayer runs.

You could make it so when you have won on eclipse 8 on 50% of the survivors you unlock these artefacts like modifiers to your normal game or you could make it so you gradually unlock modifiers say when you have won on Eclipse 1 on 50% of the survivors you could add the first Eclipse modifier onto normal runs and so on.

little barn
#

!feedback

I'm of the mindset that there should be no item/equipment in the game that should have a "pick-up scenario" where the first stack has 0 effect and picking up subsequent "combo items) does not change this. In Ocular HUD's current state however if the player has maxed crit then the item does literally nothing making it (to my knowledge) the only item in the game that can have literally 0 effect on first pick-up.

This makes the item a different tier of obsolete compared to what are just "bad items" as every bad item in the game can be minmaxed into something atleast kind of useful.
For this reason a propose the following rework or a variation there-of,

Ocular HUD
Gain increased Weapon Effectiveness for 8 seconds.

This in addition to capping the players critical hit chance increases the proc coefficiency of all items by 0.1*.

This gives Ocular HUD a late game niche of minmax builds on characters with low proc chaining capabilities aswell as just always having an effect and never being literally useless.

*0.1 isn't a hard number it's just to illustrate the point, this would also still respect the 1.0 cap and not increase items with a 0 proc coefficienct.

sharp warren
#

!feedback

Item Concept:
Lockpick

When purchasing a chest, x% chance to unlock it without costing money.

Alternatively, equipment item with x cooldown to unlock a chest at no cost

ornate hatch
#

!feedback

Just a bit of QoL. Add an option to to restart a run with your current settings/character on the in game pause menu and subsequently when you die.

dim hamlet
#

!feedback
Acrid QoL:
M1: Have the hits deal 150%, 300% and 450% respectively. M1 becomes almost literally useless after the first loop, for both melee and ranged (as with melee, Purity reduces your bite cooldown to such a degree its better to spam it rather than use M1, and on ranged, well, you play ranged)

M2 (bite): Allow it to be aimed instead of always being in front of Acrid. This makes chomping flying enemies a lot less tedious. In addition, have the regenerative heal for up to triple the amount depending on the bite's damage (max damage is 3x, so max heal also becomes 3x)

Shift (Frenzied): Reduce the damage to 350% (instead of 550%), but grant it Heavy. In addition, have the leap gain increased momentum when falling.

R: Optimize the target selection a bit. Sometimes the poison decides to spread to a monster, leaving all the enemies in the back sheltered from the poison. Have the disease's first focus to be splitting up as much as possible in all directions (first 3 bounces).

hardy sphinx
#

!feedback commando alternate main weapon
A machine gun with higher damage and less damage loss based on distance, has 55 rounds in a clip, needs to be reloaded, “reload speed” scales with attack speed. 3s base reload speed where the commando is doing a reloading animation, the animation is shortened with each increase to attack speed. No reload “speed” cap
I feel like a weapon such as this one could be a nice change to the usual “shoot forever” gameplay while allowing players to also bypass it later on. Offers a different playstyle where the player has to count their bullets to not have to reload at extremely bad times. It does slow down the overral pace of the game as well but again, attack speed increases the reload speed.
You cannot manually reload.
Rounds left in the magazine are shown next to crosshairs

spice plank
#

!feedback
Provide "total time played" in each survivor's logbook. currently it only states "longest run", "pick percentage" and "times played". "total time played" feels more personal and accurate than "times played".

cinder steppe
#

!feedback
The actual idea:
When an item falls down into oblivion respawn the item on the container it was spawned from.
WHY:
That way I can get my capped bleed from this stupid 3d printer 😠 (this really just happened.

tired briar
#

!feedback Mercenary's Expose debuff is cool, but it seems more aligned with big-hitters who are slow, instead of mercenary's "quick-attacker" style. To fix this, how about have the debuff last for 5 hits instead of one, with a reduced damage bonus to compensate. Feels odd having it only last one hit.

EDIT: to clarify, this would not affect the cooldown reduction. It would be the same.

little lava
#

!feedback Captain alt shift: This idea is somewhat of a solution to captain not being able to use abilities in void or aurelianite

Shift ability: Ringer drones: Send out drones that will attack enemies automatically by surrounding them and continuously blasting lasers.

Edit: Drones will die out after 10 seconds

earnest kayak
#

!feedback

An achievement or reward for completing the logbook would be nice. Also a percentage beside it on the menu showing how much it is complete. For example 30% 50% 90% etc.

timber snow
#

!feedback That blacklist on the final boss is a start, but it needs to have way more items in it. On top of others I've seen suggested, I have one to add: Genesis Loop. Because nothing's fun like having it go off before you have time to get behind a pillar and being one shotted by a combination of that and one of his other attacks going off together. Honestly part of me thinks the blacklist should be EVERY item. Let him take our items, sure, but letting him use them? you said you didn't want to punish people for making a good build, but that's EXACTLY what phase 4 does.

left robin
#

!feedback

Printers have become a pretty important part of runs alongside scrappers to give people a nice bit of control over their runs, so they aren't completely at the mercy of random item drops. Sometimes though, you can never find the printer that's printing that one item you're dying to stack.

Solution? Offer an option to reroll printers. What if, you could pay an increasing amount of appropriately colored scrap (1 the first time, 2 the second, 3 the third, ect.) in order to change what item a printer is offering? Lets players take a risk in coughing up their excess scrap and lose a bit of value, in exchange for the chance to really push their run into overdrive.

wispy vault
#

!feedback

Buff commando, MULT and Captain proc more often and deal more damage

barren steppe
#

!feedback
If focused convergence doesn't decrease the void cells radius, why does the eclipse modifier do it? The wording for both is "teleporter radius."

north latch
#

!feedback The latest patch (1.0.1.1) adds the ability for Captain's Beacons to press the buttons on Abandoned Aqueduct. Should Forgive Me Please/Effigy Of Grief be able to press those buttons? They're also objects you can place in the world...

The Ideal Way to hit the buttons is to play Multiplayer (Or be Engi or now Cap), but it wouldn't hurt to have a few more ways to do it solo without having to be a specific character. Not something to plan around, but if you find both buttons and happen to have a suitable Equipment it would be a neat incidental thing in a run.

split zealot
#

!feedback make a secret boss phase for when you fight mithrix when you yave a halcyon seed, that replaces the 4th phase.

glacial plaza
#

!feedback make red cauldrons on the moon and in the bazaar take red scrap first if you have it on you rather than x5 green scrap, as it stands there is no use really from red scrap as red printers are few and far in between and not every red item is an immediate take

wide prawn
#

!feedback
Captain alternate ability

"Utility" Skill
Orbital laser
After a long targeting delay (3-4 seconds probably) deal damage in a decent sized area over time Constant small ticks of damage for 100% each, no proc chance, with one large pulse per second dealing 1,000% damage with a 0.6 proc coefficient.

(Shoutout to Test Subject for helping refine the idea in discussions leading to the edits, this turned out way more rad. Final edit, also thank you to Lyrit and Shovel, this was fun to brainstorm with everybody)

unique frigate
#

!feedback fire elite can destroy everybody pls nerf

small egret
#

!feedback A lunar item idea, I don’t know what it would look like but I think the mechanic fills an interesting niche:

Dealing non-critical damage with an attack (assuming it could have crit in the first place - so ignoring DoTs) increases your critical hit chance by 5% (+5% per stack) of its previous value. BUT landing a critical hit DECREASES your chance to land critical hits by 5% (+5% per stack) of its previous value.

Essentially, this makes your chance to critically hit always trend towards 50%, although through the grace of RNG, you can still potentially go on long streaks of crits/no crits. I think this would make a good lunar item as it could either be a massive upgrade or a huge downgrade to your build depending on the context of the run. It goes in the same vein as Transcendence or Corpsebloom on potential early game power that falls off late or with otherwise “good” item drops that this item would ruin.

atomic fjord
#

!feedback
16 player voice chats in the Discord for larger games.

green flower
#

!feedback
On the profiles page, add a Trash Can button for each profile so you can delete them instead of pressing Delete on the keyboard.

unreal parrot
#

!feedback option to swap between mul-t configs via scroll wheel or number keys, like how other shooters handle having multiple weapons

umbral crescent
#

!feedback hey so the mithrix changes dont fix the final phase from being an absolute slog on melee characters, i dont think this was a good change at all it just made the 4th phase harder

glacial warren
#

!feedback
Having just beaten the game, I don't feel like the planet kills you when you succeed. If you beat Mithrix and escape, I feel like the what killed you message ought to be old age, or something related to the survivor.

sand moss
#

!feedback
Absorption (green or red)
An item similar to infusion but instead of 1 hp per kill up to 100 per stack it gives 1 attack dmg per kill up to 50 per stack

I feel we don't have any actual items that give just a straight up damage bonus instead of adding on to how damage effects targets.

proven herald
#

!feedback
either post the patch notes in discord or post the link to the patch notes themselves, not a link to twitter that has a second link to the patchnotes

fiery fjord
#

!feedback
Add the bleed change to Acrid's Blight

vocal canyon
#

!feedback

hardy sphinx
#

10/10

wide prawn
#

!feedback
Carrion's Blessing
Lunar Item
Gives the player a hunger bar, visible above their health bar. At high hunger player gains base damage and health regeneration, at low health the player gains movement speed and attack speed, but at extremely low hunger begins taking damage over time. Hunger is replenished by picking up chunks of meat from killed enemies.

Stacking increases stat bonuses, but also makes hunger deplete faster. With enough stacks you can no longer stop yourself from constantly taking damage from starvation, and can no longer gain a benefit from high hunger.

Would mostly be a one and done style item, though with enough healing from other sources you could potentially sustain taking a few of them. Stacking them up gives you solid movement and attack speed bonuses, but makes it increasingly harder to get access to the raw damage up that would affect your abilities and items heavily.

rough tangle
#

!feedback

Reposted since the last time I posted this the bot bugged out.
If more secondary abilities are added, can artificer get a utility, something like flame pillars? Basically the ice wall, but you erupt cones of fire that do continuous damage and burn, disappearing after a period of time instead of after a monster touches one.

sand moss
#

!feedback
A new type of printer
This printer would take any item you have more than 1 of and give you an item of the same colour you don't have, this would only really be useful for non command artifact runs in a scenario where you have had bad luck the entire run and keep getting one type of a useless item.

molten elk
#

!feedback
not sure if i still need to spoiler this or not, but ||Mithrix Final Phase Change||
||Instead of just not allowing him to use a few items to prevent softlocking or for the sake of making the fight fun, let him only use one (so not the whole stack)||
||You could also maybe lower the proc chance for mithrix if, say the teddy bear, is still too strong||

smoky mural
#

!feedback

when you have crowbar, add a visual effect to enemy health bars that shows the health threshold at which you stop dealing extra damage

hot barn
#

!feedback

How about a patch that entirely focuses on lore? A part of this would be filling out all of the missing lore entries, which are an issue that was noted in dev thoughts #17. However, I think the bigger part would be adding more actual story, particularly where Mithrix is concerned. There was a recent post on the subreddit comparing the two games' bosses, and the consensus seemed to be that Mithrix was mechanically a great sequel to Providence, but was disappointingly lacking as a character.

RoR had a coherent story; Providence was the one who stranded you on the planet in the first place, and when you finally reach the wreck of the Contact Light you have to fight him so that you can use the ship to escape. In RoR2, the Safe Travels drops you off on the planet to investigate the Contact Light's disappearance, but then it seems like you just wander around a bit and fight Providence's brother for no reason before getting picked up by your ship's shuttle. I think that an expansion to the story arc of a run, and especially to Mithrix's place in it, would be a great addition to the game.

Edit: link to that reddit post, for more discussion: https://www.reddit.com/r/riskofrain/comments/ikc41g/for_those_of_you_who_have_playedbeaten_both_risk/

void dagger
#

!feedback
Phase Round from Commando:
As a rework, should be interesting that if you kill an enemy, the subsequent hit should do 40% more dmg, that will be enought to use the rings if u place it pretty well.
Or vice versa, do near 400%+ dmg to the first target, but every subsequent hit 25% total dmg less.

Grenades from Commando:
If you hit the grenade in the air, it explodes and deal 50% more base dmg.(175%->225%)

eager plume
#

!feedback Horde of many alternatives: Instead of spawning elites based on the Heavy enemies or something in the stage, why not consider just giving one big enemy a few items, I mean, like, a red, green, and a few white items. It would play into the evolution them of a certain artifact, and since the UES Light crashed, there has been enough time for certain monsters to become smart enough to use said items, its' still a hard fight, but its' not as bad as facing off against multiple brass contraptions, stone golems, or the worst of the bunch, Overloading Elder Lemurians.

weak jewel
#

!feedback

Buff the stacking potential of Fresh Meat. On kill regen is something I like, but currently it is not competitive vs other white healing items.
I would suggest something along the lines of 4hp/s (+1/stack) for 2s (+2/stack)

This gives it a little "oomph" on the first stack, giving a total of 8hp which is still a bit less than other options, but increases the effectiveness of stacking them, turning it into a more reliable in combat regen item.

vocal canyon
#

!feedback

wispy vault
#

!feedback

Mortar Tube (Common)

Hits that deal more than 400% damage also fire a mortar, dealing 25% (+25% per stack) TOTAL damage. Recharges every 5 seconds.

The mortar would function similarly to REX's Seed Barrage, launching a slightly delayed mortar that targets the location of the initial hit, with a proc coefficient of 1.

tribal nest
#

!feedback
Make the intro movie skippable as an option in the menu

wide prawn
#

!feedback
Splintered Toy Train
Red Item
Gain a quickly ramping speed and armor boost while moving, pressing (insert keybind here) launches you forward with great speed. Upon colliding with an enemy, all enemies near the impact are stunned, take damage, and are knocked back. Damage scales with player speed, knockback scales with player armor. Upon colliding with an enemy the item goes on a 10 second cooldown, during which the ramping boost is lost.

Choo choo!

(Shoutout to TheBooBomber for feedback and idea refinement)

vocal canyon
#

!feedback mercenary should get a small boost in health regen when he kills an exposed enemy

hoary berry
#

!feedback combined damage numbers as an gameplay option

mint flare
#

!feedback
customizable crosshair appearances

crisp brook
#

!feedback
mercenary move (replaces shift or right click?)
Counter

mercenary holds out his sword for a little bit indicating the counter window, on successful counter, you will take no damage from the hit and will hit the enemy back for 300% damage

if the attack does over 90% of your HP then it will still damage you but only for half the normal amount of damage

Counter only works on melee attacks, countering projectiles (not hitscans) will activate a parry, which makes your counter do 10% more damage (max is an extra 100% damage), if you counter a DoT attack it will still give you the DoT effect but it still activates the counter

unkempt depot
#

!feedback please for the love of god i get why they do it but don't let dead magma worms/overloading worms kill you

dense wigeon
#

!feedback
There should be achievements (maybe even a skill) that you get for completing the eclipse trials for each character.

eager wyvern
#

!feedback
a monthly dev Q&A where the devs answer 10 of the top voted questions that can be in another chat similar to the feedback and ideas
it's an idea that allows the devs to communicate with their community, other than hopoo's discord messages being turned into memes

edit: clarifying the purpose of this idea

dim hamlet
#

!feedback
New Equipment: Jester Scroll
Effect: Mark an enemy. This enemy takes 50% more damage (seperate debuff from death mark) from all sources for 8 seconds. If killed within that time, debuff nearby enemies, causing them to take 25% more damage (again, seperate debuff from death mark) from all sources.

tribal nest
#

!feedback
Item: Wax Quail
Can the wax quail affect all jumps, just not the initial one? You can toggle between sprinting and normal running while mid-air, even during some movement abilities and environmental effects like geysers. So if we are technically still sprinting while in mid air, shouldn't the WQ affects all jumps?

smoky mural
#

!feedback

Merc alt primary/m1 idea:

Has lower base damage per hit and no 3-hit combo.

Instead, Merc can hold m1 to charge his attack, increasing its damage and range by up to a few meters. At max charge, applies the Expose debuff to all targets hit. Charge speed would scale with attack speed, similarly to Engineer's primary.

rapid axle
#

!feedback Drone update, just buff the shit out of em and make their AI less "I'm gonna fuck off and shoot this Blazing Elder Lemurian for 10 damage" and more "I'm gonna shoot whatever the fuck my player is attacking and make a noticeable difference" a-la RoR1, where they would stick by your side and fuck shit up a lot more than in 2. I mean i spend 3k on a TC-280 and it gets shot down in the stage after. Kinda cringe ngl

late thicket
#

!feedback

A vote-to-pause option in multiplayer.

neat cliff
#

!feedback
Rather than having Mithrix use the items he steals while making a bunch of specific exceptions, like not using items stolen from Engineer Turrets and not using Tougher Times, why not just have him not use any of them? It's simpler, it doesn't require anything else about the fight to change (not even his dialogue), and it completely removes the issue of players being punished for taking items that are strong on Mithrix like Unstable Tesla Coil or Medkit.

frail panther
#

!feedback TC-280 doesn't work at all on the final stage. It follows you to the end of the initial tunnel, then flys off in a random direction, never to be seen again.

velvet ginkgo
#

!feedback I have a proposal for Mithrix’s final phase. I think that you should be able to hit him while he steals your items, but instead of just killing him, it stops him from stealing any more items, and starts the attacking part of the phase. He would have a relatively small health bar during this phase and it would basically act as another phase

Edit: I didn’t really clarify that killing him during this phase would let you keep items that weren’t yet stolen

brittle apex
#

!feedback

Add an eclipse 9 (or replace one of the current modifiers) that is personalized for each survivor so that you either have to play them differently or master the character’s mechanics, here are some examples I came up with but I’d imagine the devs could come up with something more balanced if they implemented this idea:

 Commando - All enemies have flat damage reduction (encourages use of phase round and grenade)

 Loader - Grapple does not pull you towards enemies or vice versa (forces you to focus on swinging rather than just pulling yourself directly toward enemies)

 Rex - No life regen and/or passively loses hp (Eclipse 8 rex is pretty generic and doesn’t really capture the rex experience of high risk high reward as you don’t use any of your skills that drain health.  This would give rex players a reason to use things like alt shft and r when as of right now there’s no reason to do so.  I’d also imagine it stops lowering your hp if you get below 20% just so that it doesn’t kill you, it also wouldn’t do enough damage to proc lowering your max hp from eclipse 8 modifier)

Again, these are just some examples of what eclipse 9 modifiers might do, if the devs implement these ideas they might make these less obstructive as most of the eclipse modifiers aren’t massively game changing but rather just small things that become annoying when they all work together, so having modifiers this big could offset the balance of eclipse. (I’d also want a skin/achievement for beating eclipse but I’m sure other people have suggested that already)

vital phoenix
#

!feedback fix the top-feedback bot cuz it hasnt been working for a couple weeks now

simple void
#

!feedback

I feel like acrid is a bit underpowered or atleast less reliable than other characters maybe you he should get another passive like being able to climb walls with his claws or give him a new primary that is ranged instead of melee because acrids melee doesn’t work very well maybe something like a short ranged shotgun blast that has a short cooldown like artificers primary and it could poison enemy’s

nimble kettle
#

!feedback
The Mithrix 4th phase is causing a lot of discussion. A poll would be a good way to see what the players want

slim timber
#

!feedback
I think being able to access a guaranteed Cleansing Pool at some point during the mid-lategame of a run could really add a lot more to the decision making process when it comes to picking up lunar items. Currently if you open a lunar bud and get an item you dont want it feels like you’ve basically wasted a coin - but what if there was more of an incentive to still take that item despite its immediate risks because you can turn it into health later?
I do really love the concept of pools, but it always feels like I can’t actually get much use out of them when I see them simply because I can’t plan on one showing up beforehand. If I could though, I think that’d make things a lot more interesting HuntressThink

split fjord
#

!feedback Mithrix's health when he steals the players' items, is far too low. Me and two other people didn't even get many items back by the time we defeated him. Maybe double up the health he has, but make it so he has a attack where be charges up a bunch of energy and pulls in players who get too far away from him, both vertically and horizontally. This would pull people off the top of the slopes and down to Mithrix when he's underneath them, pull players off the pillars and make them plummet back down to the ground, and pull cowards a bit closer to him to hinder their sniping from a distance. While he does this, he could say something like: "COWARDLY MORTALS", "FLEEING IS FUTILE".

tropic plover
#

!feedback for future console patch.. item scrap and command artifact.. choosing an item you want to scrap or command artifact in radial menu like in Monster Hunter: World just an option ?

safe folio
#

!feedback

Skins for beating eclipse 8. There should be some incentive to play eclipse 8 other than purists saying, "anything else is just drizzle lol." Also it rewards people who worked for it.

smoky mural
#

!feedback

extra passive to supplement acrid's ability to actually fight in melee range:

for every poisoned enemy within a small (10-15m?) radius of acrid, he receives a buff that grants him a small amount (2-5?) of armor, or perhaps a slight boost to his passive regneration

to make blight a competitive alternative to poison, acrid could receive one stack of the buff for each stack of blight on an enemy

tough pendant
#

!feedback Final Fight Change

||Provide more grounded cover in Mithrix' second phase (after you defeat the Lunar Chimera), such as more low-level pillars and possibly chunks of rock that have fallen down. Then, give Mithrix an attack of some sort that works like the Vagrant Nova attack.||

Why?
||This would help Mithrix deal with airborne enemies. It might not even have to be a new attack, it could be combined with one of his older ones. The way I see it, he could have two ground pound attacks. The one where he does the spinning flames and another where he does the Vagrant Nova, which has an indicator in the center for a few seconds before exploding outwards.||

hexed topaz
#

!feedback Eclipse is a little bit flawed, but that's okay since its more of an experimental feature than anything. I think a good direction to take the game mode in would be to allow players to pick their poison when it comes to how the game is made more difficult. For example, every level you beat will be followed up by 3 separate options for how the game will be made harder. Are you on Eclipse 8 and you don't want to take permanent damage because you're REX? How about you do one of the two other equally brutal things. I dont have anything specific in mind for what kind of other challenges there could be, but maybe people could throw around some ideas in #ror2-feedback-discussion. If you do that then @ me, id like to see what people come up with. Also I think players should get a really nice character skin for being level 8 eclipse. Its nice to have something that you can show to other players that says "Ive mastered this particular character."

polar zephyr
#

!feedback Remove the Unstable Tesla Coil from early game drops that the mobs can get in Void Fields because if anyone gets close they will oneshot you and if you're against imps or anything else that can close the gap it's impossible to do specially if you're playing low mobility characters and specially in the early game where you may have barely any movement items if any.

marsh onyx
#

!feedback Allow captain to use his utility skills on hidden realms. It makes logical sense that the ship can't shoot into these areas, but it feels bad to have half his kit greyed out on optional stages.

tough pendant
#

!feedback Scrap Change

3 White Scrap = 1 White Item
2 Green Scrap = 1 Green Item
1 Red Scrap = 1 Red Item
1 Yellow Scrap = 1 Yellow Item

I propose that the values of Scrap be changed. You would now need 3 white scrap to print a white item, 9 white scrap to use the white-to-green cauldron, 2 green scrap to print a green item, and 10 green scrap to use the green-to-red cauldron (considering you're only using scrap and don't have other items.)

Why?
Scrappers do exactly what the devs wanted, they allow people to customize their builds more. However, I feel as if their inherent downside (less items now, better items later) just isn't enough to balance them. I suggest this change of making the lower tier scrap worth less so that when scrapping the items that don't mean as much, you would have less items now and less items later, but better items overall to fit your build. However, higher tier levels of scrap would stay the same because their printers are rarer.

EDIT: Clarified. In the original post, it looked like I was suggesting you get more scrap from scrapping lower tier items. Sorry about that.

little barn
#

!feedback
Lunar item ideas: Silver wrappings. Healing will give you 100% the amount of gold equal to the value of healing, but overhealing will reduce gold.
Unholy totem: Effects are doubled to monsters and humans alike... Including debuffs.
Growing corruption (Equipment): Can be toggled. Slowly increase armor and health, but slightly decrease damage.
Moonstone dagger: Chance on hit to have daggers strike out and home on nearby opponents, creating an AoE that deals 50% damage and bleeds. If there are no other targets they strike you. The AoE can also damage you.

static hawk
#

!feedback bring back my boy creamator
Boss item idea:
molten shell
Gives sheild.
When your sheild breaks, release a damaging pool of magma.

velvet ginkgo
#

!feedback if captain’s beacons can shoot through solid rock for the legendary chest I see no reason for them to not work in hidden realms

little barn
#

!feedback
Commencement ideas:
Make a special interactable that lets you destroy what items and how many, regardless of their rarity. Destroyed items turn into Exp, and their Exp depends on the rarity (Aside the irradiant pearl, which gives the most Exp). White items give a small amount but still quite a bit, green items give a TON, boss items give a little more (Aside the irradiant pearl again), red items give even more, and lunar items give it depending on the item (For example, shaped glasses help cheese the fight, so removing those will give a lot of exp. Something that will give very little exp is the brittle crown, which is pointless. So uh, the more impactful a lunar item is to Mithrix, the more Exp it gives). This will help players give themselves a disadvantage in the first few phases due to not having a good build, but on the 4th phase, they'll have an advantage, due to Mithrix having not as much items and you having a possible larger level, thus making you exceed the scaling and get a bigger advantage.

Add Lunar pools in Commencement that exchange 1 lunar item for 1 lunar item you have, and a special scrapper than can scrap any item (Since normal scrappers can't make blue scrap and nobody made lunar printers in lore, so yeah). This will help players change their lunar items to something that might not help Mithrix when he takes them, but will slightly give something that players might have Mithrix take and get weakened, say, the shaped glass. Having a pool and a variety of lunar items will greatly help players in the fight.

As for Mithrix himself, give him more ranged and telegraphed attacks when he summons the pillars. This will help him deal with players attempting to cheese the fight with Hopoo Feathers or going on pillars, so he's like: "Not even out of my reach are you safe." Or add an Easter Egg that if a player stays entirely above Mithrix or on a pillar for too long, Mithrix smites them and has unique dialogue: "You don't deserve to win, scum."

vivid hedge
#

!feedback
A achievement idea for the truely insane survivors. In the first game there was a secret relic to collect if you beat the game with every relic active, and just trying to imagine a run with all relics on for this game is much, much harder. But an achievement to reward people who somehow manage the insanity that is a all relics run to acknowledge the accomplishment would be warmly welcomed, I'd bet.

tough pendant
#

!feedback MUL-T Saw Change

Give the saw a shorter range. I was playing on console a while ago, and for some reason, the saw hitbox bugged backwards. However, it felt really good to have the saw actually require you to get up close and personal with enemies, and it felt really dangerous, in a good way. I think this change would make the Saw at least feel more dangerous to use, and it would definitely feel better because of it. The hitbox on the current saw just feels too generous after that.

somber crypt
#

!feedback Commando Phase Round Change
Once used, it hits an enemy for 200% damage, then redirects towards the nearest enemy for 220% damage, going up to 10 targets with the last target taking 500% damage. Cant hit the same target twice, and the projectile should be pretty tight in hitbox size, so it doesn't always just bounce 10 times, and you have to aim and fire it at the right time. Benefits to this change include Commando getting a good multi enemy move, as well as a useful alternative to the Phase Blast. Downsides would be it might do less damage on the first hit, but by the last hit it ends up doing 200% more than current. Also think it would look sick. be a nice step forward in making commando an actual "Jack of All Trades" instead of the current no real strength, but can do some more stuff in multiple situations.

hardy mango
#

!feedback
just a general buff to commando, he feels too weak to use after unlocking other survivors and is almost useless upon unlocking MUL-T/Engineer.

crimson saddle
#

!feedback Drop In Multiplayer
Allow players to join mid game, gaining a random assortment of items equal to the average number of each rarity of item team members have, rounded up. If CommandCommandCommand is active, the player gets to pick. If you scrap or otherwise remove an item, it won't come back if you leave and rejoin, but if the average items become higher, you recieve the new items, if you had 2 reds, remove one, and leave, and the team gets another red, and you come back, you'll get the red that was added to the team average, not the one you scrapped, leaving you with 2, and the average at 3.

little barn
#

Make frag bombs immediately explode and buff them so it's not useless compared to suppressive fire.
Please.

somber crypt
#

!feedback
Buff Commando Grenade, since a single grenade if you manage to hit in the sweet spot does 700% damage, while Suppressive Fire does 100% per bullet for 6 bullets, and stuns, which is better and easier to land than grenade. Also the +100% damage from grenade is gone after you get like 3 soldier syringes. "But what about the fact that you get two grenades huh?" sorry but 2 grenades if you manage to land on the sweet spot (which you usually don't, and is just inconsistent to rely on) deal a combined 1400 dmg, which after you get like 20 syringes or less you out damage both grenades, and can land all the damage more consistently, while also stunning. Oh and it also procs things way more, which is pretty much the only way to play late game Commando. This is an issue because while sure, Grenades have AOE, the overall damage is worse compared to Suppressive Fire, and has no real reason to be selected. Especially when grenades don't stick to enemies, and enemies move causing them to walk out of the grenades radius. Also grenade is useless on a flying enemy since it just can't hit them. Make Grenade better by adding the ability to cook grenades, as well as making them explode midair if their timer ends midair. Increasing their damage would be good, as well as maybe making them stick to enemies, so you don't have to lead enemies into explosions, or do a perfect toss grenade for the +100% damage compared to a soldier syringeless Suppressive Fire.

limpid blaze
#

!feedback For this patch you addressed problems with the end of the game. The most important parts are the start and the end, as those are what people will generally remember. I think it's important to address the underwhelming start of the game next: Default skills Commando. Please give the poor lad some love. It doesn't need to be huge, but at a minimum phase round needs a rework so that it's effective and feels good.

static hawk
#

!feedback here u go

Make frag bombs immediately explode and buff them so it's not useless compared to suppressive fire.
Please.
@little barn

crude osprey
#

!feedback The microbots not coming back is good on paper, until a shrine of order is hit. Just make it unable to be messed with. No printer, no scraper, no shrine. That would be the best course of action I would say

jovial patio
#

!feedback Happiest Mask Change:
Make the ghosts tethered directly to you, overlapping your model, and automatically attack when you do (using their normal attack and delay), instead of wandering around doing their own thing. They won't have a normal collision hitbox but still die to damage, thereby making them both a tanking and extra damage item.
||this is a jojo reference||

verbal cove
#

!feedback Commando Grenade Change
Give the ability to cook commandos grenades, Hold it for five seconds and it explodes in your hand,

safe prairie
#

!feedback
Make Volcanic Egg apply some burn.

lavish barn
#

!feedback Include a 'Damage Mitigated' stat in the endgame screen. Since the inclusion of Captain, this is a significant contribution that some characters bring to a run and it would be nice to see the numbers on it. Damage Mitigated can also include Engi shield, Tougher Times, Repulsion Plate, etc.

feral oar
#

!feedback Huntress Target Selection Algorithm
I ¿think? currently the huntress's auto-lock target is determined by
For (targets in a cone in front of the player): Select(target closest to the player)
Changing that to what's below would allow players to keep a target active even if it is behind other targets, so long as they keep their cursor right over it. Idk though, it might feel weird.
For (targets in a cone in front of the player): Select(target closest to a line projected straight from the camera).

limpid blaze
#

!feedback MUL-T presumably had his drop pod removed because his health pool makes it too easy to unlock REX. Loader needs the same treatment between her giant health pool and barrier build. Entering via punching the ground from outer space would be awesome

shrewd field
#

!feedback

Lunar Item: Uneven Scales

You are lucky when at full health but unlucky when not at full health.

A reason to get people thinking about their reliance on Harvester Scythe. I'd love to see some more luck-based mechanics in the game as it's a pretty cool mechanic.

sweet bay
compact onyx
#

!feedback
A simple suggestion for an interaction for the Elite Aspects. I know they are very rare, so it would be a niche feature, but I think it would be nice if they could be inherited by Engineer's Turrets. They function more akin to a passive item, rather than equipment, and I don't believe they would be too powerful if the Turrets did inherit them. I know possible for them to be inherited, Umbra's can get them, so why can't we have this little interaction?

west canyon
#

!feedback Mithrix phase 4 suggestion #3587934: He steals only lunar and gains attribute changes based on what he stole, but not the exact effects of that stolen item. example, Visions of Heresy makes his needle attack have slight tracking. This keeps phase 4 dynamic and item-based without screwing over the player much, and even gives cleansing pools more importance. Lore wise it would be cool if the lunars had negative effects on the survivors because they were meant for survivors to use in the first place,

little barn
#

!feedback
You can pet the beetle guards from Queen’s Gland and it Regens a little bit of health for them

shrewd field
#

!feedback

Like above, but players in Multiplayer can pet Acrid while he sleeps if the Acrid player hasn't moved on stage 1.

hidden geyser
#

!feedback
Remove the drop on Artificer's Charged Nano-Bomb/Reduce drop. I feel as though the drop is way too drastic. The projectile is slow in the first place. With the drop added on top I do not enjoy using that attack or don't use it at all. Which also makes Artificer less enjoyable.

limpid blaze
#

!feedback Have Nano bomb come out at a slightly upwards angle to help with aiming from further away

static hawk
#

!feedback add proper indicators for abilities effected by gravity like frag, nano-bomb and the engie basic

safe folio
#

!feedback
Visual showing the travel path/endpoint of gravity affected skills (that can be changed)

limpid blaze
#

!feedback There's room for one more white item in the command selection, and I'd like it to benefit heavy-hitters, similar to bands:

Nail bomb

Attacks at 300% or above (350-400% if phase round gets buffed) trigger a delayed explosion for 10x30% damage. Cooldown of 8s (-15% per stack)
The nails would have a proc coefficient of ~0.5, helping heavy hitters with bleeds, scythes etc

Functionality wise, a bomb would spawn from the point of impact, shooting up, then fall to the ground and explode like a spite bomb, but erupt into shrapnel. There wouldn't be any automatic aiming, but if hitting a boss or something that didn't move, all the shrapnel would probably hit them.

Edit: @prisma harness drew concept art:
https://cdn.discordapp.com/attachments/565610274053292042/750607066854326352/0.png

blissful laurel
#

!feedback Have Mired Urn not target pots or exploding barrels. Had a God run just end because i ran past 2 that exploded instantly and 2 shot me

spring path
#

!feedback Cap Captain's Hacking Beacon to 2 Items. The amount of people in multiplayer that play captain and then go around hoarding every single chest is unreal. No one should have 8 items 20 seconds into the game while the other 3 players on the team get nothing

scenic basalt
hollow basin
#

!feedback To make it better for heavy hitters and slow shooters, change the Leeching Seed to heal for 1% of all damage dealt per stack.

winter pendant
#

!feedback Hook up a new bot to register well-received feedback in #top-feedback-archive.

But how will the devs see this very feedback if it doesn't go to top feedback?..

tulip zephyr
#

!feedback have an option in multiplayer to pat Acrids that scales with attack speed, then have an achievement for patting Acrid extremely quickly

indigo bear
#

!feedback I think it would be nice to have one more movment speed item. But not permanent, more like: get a 5% movmentspeed boost on kill, stackable up to 3 times. Something like that.

sweet dew
#

!feedback
On the moon add a "Lunar Well" that acts a cleansing pool with a 10% drop rate of iridescent pearl. This not only guarantees a pool in every run, but it gives players the option to increase their stats while understanding mithrix will also benefit.

meager pulsar
#

!feedback when obliterating each additional loop should give you some extra lunar coins 1-5

shrewd field
#

!feedback

I saw a post a few days ago about having more in-game unlocking of characters. After surviving the Void Fields, a barrier around a sleeping Acrid next to escape portal should retract. To unlock Acrid, players should have to PET THE DOG. DAMN RIGHT IT'S ANOTHER PET THE DOG POST. HELL YEAH, BROTHER!

wide prawn
#

!feedback
Commando Skill replacer
Utility Replacer
Grit
For the next 5 seconds the Commando takes less damage from, and deals more damage to, enemies based on their model size. The larger the enemy, the better the bonus.

misty isle
#

!feedback
The end after the final boss should have a cool little easter egg like in ROR1

limpid blaze
#

!feedback Switch version has excellent gyro aim support. Since the PS4 pad also has gyro, it seems weird for that option to be gone on PS4.

severe bay
#

!feedback I think that Risk of Rain 2 needs more objectives overall when going through a run. Having more unlocks such as different skin collection and pieces of lore would fulfil this and expand how many people enjoy this game. The reason I am requesting this is because few of my friends bought Risk of Rain 2 a while ago. A handful of them loved the game and could not stop playing, but then some of them couldn't quite get into the game. I recently asked why they stopped playing this game and they told me that they feel the game does not have enough objectives and don't want to play a run where they survive until they die, they want a purpose to their runs. Although the final boss came out which does answer this in some regard, it is only one objective and cannot tie over some players for more then a few hours. Having different options to end a run other then obliteration or defeating the boss would help expand how many people enjoy this game and give more variation to how a run plays out.

dim hamlet
#

!feedback
Changes to the Void
Right now, the major issue with the void is that it is uninteractive. You wait for things to spawn, and if you are later in your run, they will probably just die while you do nothing but walk around in circles.

Activating/Completing a Cell Vent now restores all of your missing health: This prevents the waiting at Cell Vents for your health to restore, especially if you don't have a Fungus or a Slug, this takes ages and just is not fun.

The Cell Vents no longer charge over time. Instead, they charge based on you killing monsters. Killing monsters inside the vent grants extra charge: This makes the void a lot more interactive. You have to kill monsters in order to charge the vent. Bigger monsters/Elites charge faster, based on time, meaning that the void will take around the same amount of time on both stage 3 and 15 (for example). Lastly, the bonus charge inside the vent is purely for melee-oriented survivors, because for them, the void is not a good place to be right now as you constantly have to leave the zone in order to kill enemies.

Cell Vent safe zone size is increased, and collapses faster after done charging: This is so you have more wiggle room to work with, as you will need to move around a lot more to dodge threats and fire back instead of just sitting idle and occasionally side-stepping a Bison running your way. The vent collapsing faster is to compensate for the insta-heal.

lapis mesa
#

!feedback 1. Change the hail of explosions. This is the most useless active item right now. I believe that it needs to raise the reload time, but it should turn on the shield replenishment when using, also start working the red whip and careful slug. That is, when using an item, you instantly exit the battle and resets the reload of passive items( such as an unstable Tesla). 2. Make the save after move to another location. I just lost my game and my great run is over. I'm sad. If you add a save and can only load if the game has stopped working against the player's will, the game will only get better.

slim timber
#

!feedback
Seen a few people suggest having turrets target enemies (and move towards locations) you ping, but making it its own unlockable ability separate from the existing ping system that only turrets could "see" could keep chat spam to a minimum and also maintain the current engie playstyle for players who would prefer not to use this option. I would suggest something like a highlighting ability, where turrets would also deal bonus damage to a highlighted enemy. I definitely think engie should have some sort of way to control his turrets, especially in the case of carbonizer turrets as they can feel unreliable.

vocal plume
#

!feedback
A cool multiplayer-based artifact where player items are switched around every stage?

shrewd field
#

!feedback

Players should spawn facing the slope out of the spawn chamber on Commencement. Currently, you consistently face to the right, and are usually placed uncomfortably close to the prongs. Having this as your very first impression would be more epic than having to look for it.

gilded oyster
#

!feedback
Please add more creepy/weird/funny death messages that appear according to your cause/circumstance of death. (For both single and multiplayer.)
In the same vein as:
“You have been detained. Await your sentence at the end of time.”
“<Player Name> vanished without a trace.”
Etc.

rapid thorn
#

!feedback
Buff Commando Phase Round to simply be 400% (or higher, e.g. 450%) damage. Currently Commando lacks a way to proc Kjaro/Runald without either his Frags or an external source of damage (like 2x AtG, or Capacitor), making bands very awkward to use (esp. against flying enemies). Buffing Phase Round's damage directly not only fixes this by giving him a reliable way to proc bands via his secondary ability, but it also helps make Phase Round vs Phase Blast an actual choice (whereas right now Phase Blast is a given in almost every situation). Two birds, one stone, so to speak.

round iron
#

!feedback new equipment mages magic hat cool down 60 seconds effect: next attack applies all possible status affects using the equipment more then once only makes the next attacks effect more potent

obtuse lintel
#

!feedback allow captain use strides of heresy in areas where orbital strike is locked. plz

limpid blaze
#

!feedback Aren't the huntress challenges backwards? Usually the skill challenges are there to highlight something the unlocked skill will compensate.

Commando's shotgun granting boss-killing powers is rewarded for killing one of the strongest bosses, Slicing Winds granting ranged ability is granted for not taking damage.

With that in mind, crowbars give Huntress a solid, heavy hit and awards... A dodge move? And piercing winds where you don't take damage for a stage gives... A heavy hitter? The awards should clearly be flipped.

simple void
#

!feedback add a character specific item for each character. Make it so you can only get one per round but if you’re in multiplayer each player can get one. Maybe you unlock the ability to get this item by completing eclipse 3 or 4. Maybe for acrid it could make it so his poison kills or for artificer it makes it so it charges all of her primary’s but keeps the same cooldown. Something powerful but not completely broken

robust valley
#

!feedback I think that rex should come out from the ground

final cedar
#

!feedback a buff for chronobauble: make it where when you damage an enemy, instead of slowing down its movement speed, you slow down everything it does, kinda like slowing time down for it. it's attack animations are all slowed down so its easier to dodge and escape enemies, or slowing them down would allow you to just be able to kill them before they attack back.

little barn
#

!feedback
Stolen from reddit but a random survivor option where it randomly chooses your survivor for you

heavy glen
#

!feedback Revisit how the Unstable Tesla Coil affects enemies. It seems to have a radius of 30+ meters and deals 400% DPS to the player. This is more DPS than a monster can normally put out using its own skills (guesstimate 4x DPS) assuming all of its attacks hit, and cannot be dodged, is not telegraphed, and can hit you through terrain.

It's a guaranteed kill on most players and basically prevents you from fighting Mithrix, as you can't be within a MASSIVE radius of him 50% of the time.

Edit: For comparison, the entire duration of a Stone Titan's eye laser deals 300% damage, and a Stone Golem's direct hit only deals 250%. Each pulse is equal to a direct Stone Golem clap.

2nd edit: Tesla Coil is blacklisted on Mithrix

uneven ridge
#

!feedback captain’s hacking beacon should be able to hack 3D printers and give the item of the printer and then render the printer useless. And it wont work for cauldrons or scrapers.

upper lodge
#

!feedback add a red item called the green whip, a white item called the blue whip, a lunar item called the white whip, an equipment called the yellow whip, and a yellow item called the orange whip

spark garden
#

!feedback I've encountered an issue with the last phase of Mithrix. I've read that your intent for the last phase is to not make the player avoid certain items. The issue is that Mithrix can hit the player's drones and then proc AOE items like Ukulele which can then hit and kill the player. It's hard to avoid this and the better strategy would be to avoid using any drones.

fickle flint
#

!feedback instead of a radius around the beacon, make all of captains beacons be interact able like the equipment beacon. while the shock and healing beacon do offer a nice perk, the radius is quite small and as you know, ror2 is hard without lots of movement. For shock and healing, have the range much larger and be able to interact with it up to 3 times, activating its effect. for hacking beacon, keep the original range, but have the interact reduce the price, 25%, 50%, and 75%. while the old hacking beam is better, the new one forces players to make better decisions on where to place their hacking beacons and what would offer the most benefit.

uneven ridge
#

!feedback I would like to see mithrix take use of the pillars that spawn during the chimera stage like maybe jump on top and fire his lunar shard attack. Also maybe if the pillars could be randomly placed instead of the same place every time.

dim jewel
#

!feedback Yo, new mithrix phase four feels pretty fair yet challenging. I still have had some deaths and close calls, but I can actually survive getting hit which is good. New orb attack also looks cool and is easier to see, as intended. Also, new Tesla Coil vfx have been very helpful. Keep up the amazing work.

uneven ridge
#

!feedback hey could we make it possible to go back to the previous eclipse modes it would ad good replay-ability to eclipse without having to play perm damage all the time. Like you could put the previous modes on the difficulty area.

hallow ginkgo
#

!feedback
Stolen from reddit but a random survivor option where it randomly chooses your survivor for you
@little barn
There is literally an artifact that does this called metamorphosis.

craggy flax
#

!feedback Here are some Engineer alternate ability ideas:

M1: AA/flak cannon. Hold down to charge up to four shots of fast shells that detonate if enemies are within their radius for ~100% damage, or for more if they impact directly with enemies.

M2: EMP Mine. A mine that stuns enemies within a medium/large radius. They charge for three seconds to extend the duration of the stun and the radius of the blast. Light damage.

Shift: Generator. Throw down a generator that charges the equipments of nearby players and speeds up their ability cooldowns slightly. Attach directly to another player to give the boost exclusively to them.

R: Drone Turret. A flying turret (this is not a new or original idea) that inherits your items AND equipment. Deploy only one at a time. If one is already deployed, R represents that turrets equipment (not affected by ability cooldown items, bandolier, Stalks, Alien Head). When the turret is deployed, the equipments cooldown is at half its default cooldown. Gun is almost as powerful as the regular one.

safe folio
#

!feedback
The Artifact of Metamorphosis cannot give you the same survivor back to back. If we wanted to play the same character for 3 stages in a row we would've picked that character

twilit heath
#

!feedback
What if we could use red scrap for red caudrons? It could count as 2-3 green scrap so you don't get just a 1-to-1 trade for a new legendary item.

grim spade
#

!feedback Scrappers should still spawn when Artifact of Sacrafice is active, because you still can get unwanted items and 3d printers still spawn. They're pointless though in runs wtih Artifact of Control active

versed sandal
#

!feedback make rex's mastery skin apply to his sprint and r ability animation

white current
#

!feedback The ||Moon Detonation sequence timer|| should slightly scale with movement speed (and possibly with survivor), so it isn't just an ez pz bolt to the end with 2 and a half minutes to spare on a good run or character like Loader or Arti (with Ion Surge)

fiery fjord
#

!feedback
Made the stack of N'kuhana's opinion increase the range

versed sandal
#

!feedback
add a new legendary item "sniper's scope" or something
increases projectile accuracy
increases projectile range/speed
increases crit damage

hollow basin
#

!feedback Buff the Red Whip to activate so long as you haven't taken damage instead of using abilities

hardy mango
#

!feedback
to balance out captain a bit, maybe make his passive an equipment rather than a red item where when activated you can send the bot to an ally. it would probably have prion accumulator level of cool down and a non scalable fire rate however this could balance any potential exploits with using jade elephants and 5 fuel cells with a jester to become immortal.

safe folio
#

!Feedback Increase base crit chance to 10%, and make Lens Maker's Glasses increase crit Damage, not crit Chance. Crits should be as the name implies; A critical hit, not a guaranteed double damage after loop 1.

versed sandal
#

!feedback make tougher times damage reduction and not block chance.
i dont really like how luck-based damage is with it, you might block a 3000 damage hit once and die to the next shot. if its damage reduction, then it might reduce the damage to like 500 or something, also making the armor plate better if the -5 damage is after the reduction.

torpid echo
#

!feedback
Add 10(+10 per stack) armor points to Titanic Knurl
Good item at early, could use a tweak for late games.

uneven ridge
#

!feedback can we get different names for equip drones that have diff equipment.

cosmic remnant
#

!feedback

Survivor Concept: Ballista

Passive: Defence Protocol

  • When unable to control your Chassis, gain a maxed temporary barrier as well as a flat damage decrease to all damage on your Chassis.

Chassis Primary Skill: Sonic Pulsar

  • Fire fast-firing sonic pulses that deal light damage and moderate knockback.

Chassis Secondary Skill: Wire Probe

  • If shot at an interactable structure (shrines, chests) you can remotely interact with it. If shot at an enemy, it will deal light damage over time for a few seconds.

Chassis Utility Skill: Eject

  • Eject your core, migrating your control to it and gaining access to Core Skills.

Chassis Special Skill: Emergency Reboot

  • Lose 50% of your current health, lose control of your chassis for a few seconds, and cooldown is added to Eject, but Defence Protocol is activated and you regenerate 50% of your max health.

Information about Core: It has a small percentage of the Chassis' max health and can fly, but is instantly destroyed if it goes too far from the Chassis. While your Core is ejected, the Chassis will rebuild the next Core; if the Core is built, the active Core is instantly destroyed, and if the active Core is destroyed before the Core is built, the Chassis will be unoperational until the core is built.

Core Primary Skill: Ion Beam

  • Fire a constant beam that deals heavy damage over time. Cannot fire if any other skill was used in a short amount of time.

Core Secondary Skill: Scorch

  • Set a targeted area alight with an overcharged beam, afflicting Burn as well as heavy damage over time to any enemies in the area.

Core Utility Skill: Entangled Clone

  • Clone yourself, but both clones deal half damage with Ion Beam. Whichever one takes damage first will be destroyed, and if it was the one you were controlling your control switches to the surviving clone, which has full Ion Beam damage and health.

Core Special Skill: Detonate

  • Gain a massive speed boost and detonate on impact, dealing heavy damage.
scarlet elbow
#

!feedback REX's alt primary: Fire a small spore that burst in an area causing anything in the area to be hurt. Think something similar to the Mini Mushrum's attack but smaller and anything hurt will heal you. However, it takes a small percentage of your health and has a downtime similar to MUL-T's rebar, and with the downtime scaling with attack speed. A direct hit will cause extra damage and make the spore field spawn right there (As to be able to hit flying enemies e.g. wandering vagrant). Just like Mini Mushrums, the spore fields can stack onto each other and cause more damage and more healing at the same time.

mystic plover
#

!feedback

Can we get that Challenge Tracker added to the game that people have talked about for....well, forever. In the logbook, players can track up to 3 challenges they want to complete, and the in-game HUD will tell them either: 1.) Their progress to completion, or 2.) If they failed in some way

I think it would help people to remember what they were doing. Let's be honest, its easy to forget to try some of the more long term challenges.

hollow basin
#

!feedback Buff Queen's Gland to give you +2 health regen for each minion you have. Would give the Queen's Gland a new purpose and great synergy with all other minion items (Squid Polyp, Happiest Mask, the Backup, Halcylon) just like how Shatterspleen has great synergy with crit items.

scarlet elbow
#

!feedback Buff Queen's Gland to make it not only spawn a beetle guard but 2 beetles. Make the beetle's strength and health equivalent to a tier 1 elite so they can actually get kills on stronger enemies.

nova kiln
#

!feedback Captain quality of life: Whenever you start to fire his shotgun the 4 lines on the outside of targeting circle pull inward. I think it would help to only have those lines reset after the Captain is ready to shoot again. As a clear indicator that you can take another shot.

little barn
#

!feedback If you kill Mithrix before he gives you Dio's Best Friend (burst damage), he gives you all your items before reviving with full health (Including the Dio's Best Friend which remains unconsumed). I presume this isn't intentional.

eager wyvern
#

!feedback
captain commanding orbital support is cool and all, but he doesn't 100% fulfil that "commanding officer" or "leader" fantasy, so I think it's cool if he were to have an option to replace his orbital strike with AI soldiers that come down in pods.

They can only attack whoever the captain wants them to attack and will not attack until instructed to do so, using his shift after they have landed. So unlike engi, where his turrets fight for him, captain has to work alongside his soldiers to ensure they do not die to maintain maximum DPS

They have their own health bar and apply on hits and scale with crit, movement speed and attack speed, meaning they scale only off the base stats captain gets from his items, the soldiers will not be able to inherit his items (this also means if a soldier procs runalds or kjaros, it will be on cooldown for captain) They cannot be respawned until they are all dead, meaning if one is alive and on low health, captain will have to work with that one soldier until he is dead to respawn new ones

(yes I know this sounds overpowered rn considering captain already has the best primary in the game and is the best primary for on hits. I just wanted to get an idea down for y'all to hear)

runic canyon
#

!feedback have a bot in #prismatic-trials that sends an announcement whenever a new seed starts

little barn
#

!feedback
If your character is using any shielding, have the total amount of hp (health + shield) displayed in parentheses at the end of the hp display. Added bonus of actually having a total health display for Transcendence users.

somber crypt
#

!feedback New green item, Pocket Accelerator. Takes the appearance of a ring, with energy arcing in the middle. On your character it floats in front of wherever your projectiles come out of. So in front of Acrid's mouth, in front of Artifcer's arms, and in the end of Commando's gun barrels etc.
Has the effect of increasing projectile velocity by a flat value per stack, no damage buffs, just faster velocity. However, on Commando the one character that had damage falloff for some reason, it increases the range before damage falloff occurs. For Artifucer, the Nano Bomb travels further before falling down from gravity, same for grenades on Commando.

Tldr green item to make projectiles move faster by a flat amount.

velvet mural
#

!feedback While having Wake of Vultures you can't tell any difference between your own green spike beds and enemy ones if you steal Malachite effect making it difficult to know where is safe to walk.

crimson saddle
#

!feedback Drop In Multiplayer
Not being able to join a friend mid-game is quite annoying. It also doesn't really make sense for a multiplayer designed to emulate the couch co-op style of multiplayer. It is up to Hopoo how they want to handle catch-up mechanics.

smoky mural
#

!feedback

fix the feedback bot

magic radish
#

!feedback Multi key binding.
Just a little QoL change, the ability to bind actions to more then one key. Like say sprint being bound to ctrl and a letter key at the same time.

proven bronze
#

!feedback
can we get a small warning when we're taking damage, like the healthbar has some kind of highlight around it? sometimes i cant focus on my health in the middle of combat.

indigo axle
#

!feedback

cosmic remnant
#

!feedback QOL

There should be a way to tell what an item's maximum stack size is mid-run (i.e. daggers stack to 7)

unkempt jetty
#

!feedback Make the scrapper take ONE item NOT A WHOLE DAMN STACK, I don't get why you made it do this...

radiant jacinth
#

!feedback
Make a way to get down after the final boss without taking fall damage. I've lost two runs because I happened to not get hopoo feathers during eclipse stages. After killing the boss.

restive citrus
#

!feedback
Mithrix's final phase still feels quite unfair. I heavily appreciate all that's been done so far, but it's still far from perfect. Stacking certain items (like ATGs, Syringes, or Tri-tips) still feels very punishing during the final phase, and certain characters (like Commando) can have a very hard time getting items back. I'd like to propose a couple possible changes to the phase to make it more fair:
One idea I had was to just flat-out make it so Mithrix doesn't use your items and to make it a fair one-on-one duel, but that completely removes half the phase's uniqueness; so this feels like a last resort which I don't think it'd ever come to in the end.
Another idea is to not allow the items to stack on Mithrix. He'd still take everything, but not receive the stacking benefits at all. This would make the fight feel a ton more fair in later runs where you have an absolute shitload and a half of items. Either that, or cap the amount of stacks he can have per item - sorta like how the Void Fields does it. I just don't like getting hit by a shit ton of fast moving projectiles which each can proc a shit ton of things.
Finally, perhaps allow the player to regain items more easily the further on you are in the run. Again, survivors like Commando do piss poor damage against the final phase and takes a long while to get anything back. Allowing for, say, more items to be regained at once the further the run goes, would help in this department a lot.
This boss is immaculately balanced in every phase bar the final one, and I really hope you see and take some of this into consideration to make the last phase just as good as the others.

timber blade
#

!feedback I feel that Rex's sprint should be able to go up walls. This may sound crazy at first but hear me out. If you compare the movement capabilities of the other update-released characters (without items), Loader from the very beginning of a run has the ability to fly across almost the entire stage if you time your abilities correctly, Acrid with just one of your jumps makes you feel like you're the Incredible Hulk, and the Captain doesn't have any ability that allows them to move around, but has one of the best primaries in the game and has microbots to compensate.

With Rex, they have their Disperse/Bramble Volley for movement, but compared to Acrid, Rex doesn’t have more than one stacked, must be in the air, is still able to take fall damage from it if you used it to jump, and doesn’t launch as far. If Rex was able to move up walls with their sprint (I say only sprint because how they go into the ground for it), it could help them get to areas that were previously difficult for them to reach early on, as well benefitting a long-range playstyle for them.

I still think Rex is a perfect boi the way they are, so I understand if you disagree. I’ve just thought about that idea for a while now and wanted to share

earnest finch
#

!feedback Mini Mushrums have terribly inconsistent visuals on their spore puddles. The hitbox on the spore field extends upward off the ground, and can be intangible if it spawns midair after hitting an object such as a Bubble Shield or the player that are above the ground. (For example, I died to a 100% invisible spore field when it hit me while standing on a Wandering Vagrant's head.) I would suggest to give the spore puddle a more visible haze/gas to it, especially when it spawns in the air, to more clearly indicate where/when it will damage you.

safe folio
#

!feedback adding onto what was said above, replace the Mushrum spore explosion's puddle with a visible gas cloud

eager plume
#

!feedback Beetle changes, the beetles in this game are kind of like walking clay pots, except no explosion. The amount of times a player will die to said Beetle is ridiculously low, like . 0001% of all deaths I would imagine. Changing them up would be awesome, an idea would be to give them grasshopper style movements, where they can charge up and launch themselves at you for some damage. The distance of this attack could be about 5-10 meters, which allows for great mobility and threat capability of a beetle.

timber blade
#

!feedback Cloaked Chests having a set spawn in each map of the game and is random if it is there or not, similar to Newt Altars. I have been playing this game since the first week of early access and have only found a cloaked chest once

void pollen
#

!feedback if you are carrying the 2 lunar items related to heresey, (or add two new ones, to be consistent with the “four distinctive pieces” quote, making your entire moveset a different one) bring them to a special altar on the moon, and fight Heresey. The player would end the run as if obliterating, unlocking a new item/character.

worthy holly
#

!feedback Recently I have been playing eclipse and naturally that entails a whole lot of Mithrix. Obviously many things have been said about Mithrix in the past but personally I think the fight is pretty well designed. The biggest issue I have had is the fact that many good items become completely useless. The biggest examples I have would be Brainstalks, Soulbounds, Wake of the Vultures and other onkills. However the biggest issue I have is with the ukuleles/meathooks. I feel like when you have those powerful aoe items and your power comes from them, they should do something to the final boss now that he is the main objective of the game. For this I would propose something similar to the first games ukulele (being able to do something to single targets even if not that much)

harsh stag
#

!feedback
Mithrix uses phrases like "Die, vermin.", "Bleed.", "Frail - and soft" directed at robotic characters (MUL-T, Engi Turrets, etc) which seems strange. It'd be a nice little touch if, when attacking robots, those lines were replaced with lines where he mocks their inferior technology. Something a long the lines of "Wasted compounds.", "A flawed design.", "Fragile construct."

shrewd field
#

!feedback

In addition to above, he should have specific lines against drones. "Cheap toys." "Simple distractions." "Plummet." (since they all fly) My lines may be terrible but there's some cool potential here.

safe folio
#

!feedback summarizing both posts above me: Just give Mith some more lines. Perhaps specific lines for each character?

royal moon
#

!feedback
Now that you cant get more microbots after scrapping/printing/trading, they still become a risky item to item to trade away, but are far more valuable now as they are. When finding rare red printers, or finding common scrappers, as silly as this idea may sound, allowing the microbots to be both a yellow and red item would allow captains to make risky decisions such as trading away their microbot to get another red item (which can already happen as it is), and use a yellow printer to get a boss-item if they find it to be more useful, allowing captains to be more creative with their decisions in the run. I think this would be a minor, but nice quality of life idea, if it also gave you the choice to turn it into red/yellow scrap by choice at a scrapper. (the design could be similar in the outline where one side is yellow, and one is red) considering microbots is a character-only item which is only obtained from shrine of order and the artifact of vengeance, this would make microbots a little more useful than for use as a safeguard for early on enemies.

wispy vault
#

!feedback

Mithrix's spinning blue line attack can one-shot drones at full health, on the off chance they manage to make their way into the arena. Consider giving drones OSP as well.

hollow basin
#

||!feedback||
To help him deal with aerial foes, give Mithrix a gravity slam attack. For this, he summons a pillar of light surrounding the attacker for a few seconds, and slams them into the ground, dealing heavy impact damage, like a reverse version of the Solus Probe supercharged attack. He can use this attack at any phase during the fight.

scarlet elbow
#

!feedback have drones get specific items that boost base stats (e.g. soldiers syringe, goat hoof, titanic knurl, pearl, etc.). I think this would help drones scale with the player a lot easier and better without making them too strong with on hit items (e.g. Tesla coil, atg, focus crystal, tritip, ukulele, etc)

safe prairie
#

!feedback
Allow scrappers to remove Tonic Afflictions in the same way it (used to?) remove used Dios.

It would take one single Tonic Affliction, and then it would be jammed/non-functional for the remainder of the stage.

blissful laurel
#

!feedback Final Phase of Mithrix is still inconsistent and unpredictable. Damaging him i got a rose buckler and a piece of legendary scrap before he killed me instantly. Either don’t make him use our items or make him take half, because rn it’s pure RNG if you get something useful to fight him

hollow basin
#

!feedback Turn Captian's Defensive Microbots into a black untiered item like a used Dio's to prevent all the weird shenanigans and interactions it can have with Mithrix/Shrine of Order/Scrapper/etc.

wraith pebble
#

!feedback Add a rangefinder in the gameplay options to help my dumb depth perception lacking brain learn how to do these merc slams

lucid granite
#

!feedback
New Captain Special (R button) Ability:
Interdimensional Supply Beacon:
Captain is now able to send Supply Beacons across Dimensions (i.e Glided Coast, Void Fields) in exchange of extra delay of X seconds when deploying

Lore (Because its important):
Gaining knowledge of interdimensional communications and technology, Captain uses this to send a signal to UES Safe Travels. Where the ship would shoot a beacon through a portal , In which the other end would appear on your side, deploying the beacons

royal moon
#

!feedback
Alternate (R button) Ability for Captain: [Different Suggestion]
Portable Solar Panel - Give a much larger radius to any effect chosen in beacons during the loadout selection, and boost effect by two times. (healing beacon is 18 fungus stacks long for some form of measurement? and instead heals 20% hp) But you can only choose one beacon effect, and have only one beacon total. (for hacking it'd just boost range, for equipment it'd give 6 charges, and give a farther range of activating, and for shock, quicker shocking and larger radius)

plucky fern
wheat venture
#

!Feedback

So uh, Golems. Can we make sure that when they lock their sight onto a target they...stay focused on that target until their attack fires? Getting hit by a golems attack hurts like hell, even worse when it’s an elite.

And let’s just say, having an overloading golem end my run because he was targeted onto a turret of mine, then last moment saying ‘NEVERMIND!” And blasting me without any warning he was gonna blast me, Kiiiinda sucks.

safe prairie
#

!feedback
Captain Hidden Realm idea

While inside Hidden Realms, replace Orbital Probe and Beacon with some gadgets Captain can use. These would possibly be objectively worse than what they would be replacing, but would remain lore and gameplay friendly.

Example: Taser bomb replacing your R

If this gets added, maybe move the disconnected icon somewhere else on the HUD, just so that it is still present as explanation.

If the player REALLY prefers the feel of the replacement skills, you could also probably allow them as alt skills in character select that would function at all times.

gilded oyster
#

!feedback

New Survivor Concept: The Outlier
https://docs.google.com/document/d/1zA6O8BCTxdqHPjEQNl8bz3m5NMQyPqqiuAPUM78NYL8/edit?usp=sharing
Blurb: This is a robot with an esoteric understanding of the world, undergoing some strange changes after coming into contact with the planet.
The concept utilises a couple of ideas (change in proc coefficient; heat gauge) which hopefully are unique without disrupting established mechanics too much.
Co-developed with Test Subject.

fading parcel
#

!feedback Idea to shake up celestines' on-hit effect

For 8 seconds, all buffs - except healing effects - and equipment items are nullified/unusable. Other debuffs cannot expire over time. Effected buffs are crossed out by a teal X while debuffs have a large circle or diamond behind them.
i.e. all effects visible on the status bar
This includes elite affixes
Debuffs would simply not be able to reach 0s until this effect clears
Debuffs could still theoretically be removed by other means, they just don't expire
Messing with your items and skills feels like a fitting "screw you" for the celestines to have up their sleeves if their connection to the vengeance artifact are something to go by
This would also fit their more supportive setup, giving them a different way to expose you for their allies (mainly other elites) hiding in their bubble for more of a gang up attack

floral junco
#

!feedback
New special skill for Acrid, which would be more convenient with Blight. Just an implementation of blazing mobs fire trail, which has its own damage and applies some stacks of Blight. Duration can be 8 seconds.

fading parcel
#

!feedback DIRECTIVE: Drill buffs

  1. Now applies weaken on the first hit of the volley.
    Weaken is only applied by mechanical skills and lasts just a long as a Drill volley, so design wise it checks out. This would improve one of Drill's advantages of allowing you leeway to take your aim off of targets and still be dealing damage, as you won't have to worry about weakening every target when you use it.
  1. Cooldown: 6s => 4s.
    Unfortunately, Drill is numerically poor, and it's the cooldown that's really holding it back. Just lowering it like so would let you always keep a volley active, barring the half-second it takes for Drill to start hitting.
pliant shale
#

!feedback When 3D Printing/Cauldron brewing, it should show you which item was taken from you, and how many you have left, similarly to when you pick an item up. This would be especially useful late in runs when you can't exactly take the time to glance up and figure out how many of for example, scrap, you have left. This should also be able to be turned off in settings.

shrewd field
#

!feedback

Remove the distinction between Artificer's Utility and Special during the ability selection process. Artificer feels like the mage of the group, so it'd be fun to open up her spellbook.

While the only change this would make now is swapping out Snapfreeze for a second special, it opens up her design to become much more flexible when more spells are added. Players would be able to influence what spell is on their shift key, granting it increased effectiveness from Hardlight Afterburner (which admittedly might be too strong with Flamethrower).

worldly pond
#

!feedback The ability to re-roll in the bazaar

In the bazaar where the 2 cauldrons are there is a newt statue oddly placed right between them almost like he was meant to be assigned to something, maybe we give him a role, i propose the idea that once every visit to the bazaar you can re-roll the green cauldron once every visit, costing the user 3 lunar coins to re-roll for a new green item, the red item does not get effected and will not change no matter how many visits you make.

(Thank you Test Subject and CompleteLunamosity for the feedback and potential changes i could make to make this more balanced)

dim hamlet
#

!feedback
New 5th Stage: Revisited Temple of The Elders

Temple of The Past: Obliterated by Them
This map contains a field of yellow-ish grass with hills, small pieces of rubble here and there, and a giant broken tower. This tower can be climbed (requires innate mobility or movement from items). On top of the tower, there are two shrines. If one is used, the other is destroyed.

Shrine of Preservation: Gain a 50% boost to your healing and 50 armor for the rest of the stage. (Appears as a statue of two worms circling around each other)
Shrine of Destruction: Gain a 25% boost to your damage and 50% movement speed for the rest of the stage. (Appears as a statue of glass, folded and bent into a crude shape of a human)
Activating either Shrine grants the following achievement: Their Beliefs

Monster list:
Regular monsters: Alloy Vultures, Beetles, Brass Contraptions, Lesser wisps, Imps, Hermit Crabs, Lemurians, Mini Mushrums
Champion monsters: Beetle Guards, Greater Wisps, Clay Templars, Elder Lemurians, Stone Golems, Void Reavers (only after 1st loop), Temple Guards
Boss monsters: Clay Dunestriders, Grovetenders, Imp Overlords, Overloading Worms, Stone Titans and Scavengers

Temple Guard: Fires two guided missles. These missles can be destroyed akin to a Vagrant's Ball attack. If out of combat for an extended period, they will grant themselves a shield up to 25% of their max health.

nimble elk
#

Give Captain's resupply beacon ability to recharge if enemies are killed near by.

pliant shale
#

!feedback Because of feedback I've decided to edit the post a good deal.

All characters should be able to sprint and fire primaries.. Huntress's passive ability should be changed. To what? I don't know. That's up for separate discussion.

The combat despite otherwise being polished, has a stop-and-start feel that drags the experience down overall Players are pretty much sprinting constantly, including cheesing the forced walk on fire (MUL-T, Arti,, any charged attack, etc.) This isn't really a buff as much as it is a QoL change.

Some players have complained about motion sickness (or at least something reminiscent of it) due to the way sprint just jumps to a halt then resumes after firing (if the player is even remotely experienced.) This is mostly due to the camera zoom but can also be attributed to the constant changing of speed. I'm not saying anyone here has that issue, but the average player may experience this, especially given the overall sales figures and active player count.

This would also patch up some of the pacing of combat, because of the aforementioned stop-and-start feel, as well as relieve many sore thumbs.

shrewd field
#

!feedback

Drones you have purchased emit small (so they're not too obvious) sparks intermittently after they die. I don't want it to be too obvious, but enough for you to notice if you're actively running around and searching for them. This would make collecting your little babies a legitimate mechanic.

little barn
#

!feedback i think the saturation tweaks for Titanic Plains were positive and helped with both clarity and setting the mood- Currently I think Abyssal Depths could use some of the same treatment.
As is- If a Magma/Overloading Worm spawns or emerges on Abyssal Depths it can become obnoxiously saturated and bright. I understand it's the 'hot' stage but I think heat waves and some extra sound design would convey that a lot better than turning the screen into an incomprehensible tomato.

shrewd field
pliant shale
#

!feedback Hey uh, Magma Worms being able to spawn under you -at teleporters usually- and basically one shot you is really not cool - fire can often bypass OSP, assuming you live long enough for fire to be a significant factor.

AFAIK he's the only boss that is able to instantly delete you, and I've played way too much of this game already

latent hazel
#

!feedback some sort of indicator for having completed eclipse 8, as at the moment eclipse 7 and eclipse 8 at the same on the menu - perhaps even a reward

green vault
#

!feedback I think the Recycler needs more attention now since we now have the Scrapper. Maybe making it so that you can Recycle the item in a 3D printer or maybe even the Bazaar Cauldrons?

harsh stag
#

!feedback
Just played Artificer for the first time in a long time and there's a few things that felt a little clunky.

Problem: Nano-Bomb automatically firing at full charge without warning (unless you're paying close attention to the crosshair).
Proposed solution: Let us hold onto a fully charged nano-bomb for a very short duration (0.25-0.5 secs?) before it fires automatically, give us a flashing crosshair and a nice little 'thoomp' audio cue when it reaches full charge.
With nano-bomb's new arc trajectory, it's pretty important to take the extra 0.5s to mentally visualize the arc and make those final adjustments before sending it. Since you're now compensating for the arcing trajectory, you're often aiming well above distant targets which removes the the crosshair (the only visual cue for the bomb's charge percentage) from your focus.

Problem: The invisible ~0.5s cast time on Snapfreeze.
Proposed solution: There are many solutions to this, but I will just suggest the easiest for the sake of simplicity. Remove the cast time, instantly casting ice wall on the button release.
I had no idea why sometimes the ice wall was appearing immediately and other times it would be delayed. It felt like I had bad ping in single player. I eventually noticed that it would appear instantly when I held the button down (for ~0.5s+, enough to finish the cast time) to adjust my aim and would be a delayed cast when I just tapped it. The cast time isn't mentioned anywhere and it appears the only visual indication is an very subtle character animation.

Enjoying Artificer overall, but these two things feel very jarring to experience. I'm sure I will get used to dealing with these like many of you reading this probably have, but there's definitely room here to improve the overall feel of Arti, especially for newcomers.

Note: These suggested changes are purely for QoL purposes and do not factor in the potential buffs/nerfs they may incur.
Edit: Spelling

twilit heath
#

!feedback
All allies/drones should be teleported to you when the Mithrix fight starts. It's real sad when you have a whole bunch of them and they just chill back earlier on the Moon and never help.

hard jay
#

!feedback The entire goal of the UES Safe Travels was to find the crew of UES Contact Light, right? We know from bits of lore and the first game they survive, but we get no update on Safe Travel's mission. In 1 we had the clear goal and a reason why we kill Providence, but in 2 we... kind of just kill Mythrix. My point is, give us more information on Safe Travels attempts to find and contact the survivors of Contact Light

vocal plume
#

!feedback
Mercenary player, really liking the expose changes by the way.

I also like how you can use M2 to cancel Blinding Assault during the hit-pause.
The problem is, if you use M2 to cancel the dash, you INSTANTLY lose your I-frames. This is the same problem that Eviscerate had before the I-frames were extended (you were right up in the enemy's face and there were no I-frames after using the ability so it led to a lot of unfair deaths).

That's just my opinion on things, he's still a great survivor

harsh stag
#

!feedback
Loader's secondary skills (Grapple Fist and Spiked Fist) seem to have been excluded from the 1.0 change Mobility skills are now considered ‘sprinting’, scaling with sprint speed multipliers and also sprinting after use. while being almost exclusively mobility skills. You can sprint immediately after casting, so considering them mobility skills should have no gameplay impact

pliant shale
#

!feedback
Artificer's nano-bomb was overbuffed, both the Ice Spear and the Nano Bomb were fairly balanced, one being significantly better for AoE and the other for single target. It could have used a buff but it's currently kind of absurd. It should be tuned back slightly, as not to accidentally over-nerf

This is coming from an Artificer main, I'm fine with my character getting a nerf if it means the game comes out more balanced for it

analog ice
somber crypt
#

!feedback
Beating the final eclipse on Commando, should give you one last utility, a roll with I frames and longer distance. The greatest reward there could be.

grim stirrup
#

!feedback
For Any Mercenary skins change the color of his laser sword and his attacks/abilities to match the primary color of the skin
Ex: His mastery skin would make the laser sword and his attacks/abulities red

gilded zinc
#

!feedback
New game mode: challenges
These are challenges in which there is a specific goal, and certain modifiers, starting items that will characterize the challenge (as in The Binding of Isaac).

little barn
#

!feedback
Add the option to lock the fps at 200/240 fps or somethinng along the lines for the 240hz ppl who don't want to leave the fps on unlimited :D

hard jay
#

!feedback Cleansing pools should not trigger Defiant Gouge

little barn
#

!feedback
Some sort of buff for arrow rain on huntress. As it stands there is absolutely no reason to use arrow rain over ballista and im no developer but i think it needs to be buffed in some way

limpid blaze
#

!feedback Had an elder lemurian spit fireballs backwards through its skull at me while in the middle of its fire breath attack. That just doesn't seem right at all.

old gorge
#

!feedback
Allow the use of Artifacts in Eclipse for a character if you beat Eclipse 8 on that character.

little barn
#

!feedback
Make the early game more interesting by adjusting spawnrates and increasing movement spees of survivors

past edge
#

!feedback
Buff interstellar desk plant by making its radius and heals scale with the hp of the slain enemy.

celest anvil
#

!feedback
Can we give the Engineer primary weapon the same treatment that Mul-T got to his rebar launcher? Having it self charge before firing would be a lovely quality of life change. It would still be the weakest primary in the game, but a little less frustrating to use.

torpid ridge
#

!feedback
Shrines of Order are both rare and have the potential to ruin a run. I think a guaranteed one should spawn in A Moment, Fractured. It would be a fun factor in deciding to obliterate or not.

indigo bear
#

!feedback I think the utility of the artificer is a bit to useless against flying enemies. For that cause i think it would be good to make the it possibel to place the ice wall on walls like the arrow hail of the huntress.

fleet moat
#

!feedback
Please make it so upon playing captain you automatically unlock the log entry for the Defensive Microbots. It's practically impossible to get it otherwise. (Artifact of Vengeance).

shrewd field
#

!feedback

For Eclipse 8, can we have the debuff display the exact amount of max hp we've lost? I know it's probably something simple like 1 stack per 10 max hp but I think it would really cement how screwed we are if we saw the numbers move through the hundreds. (I wouldn't mind if this was toggleable to return to this count somewhere)

simple void
#

!feedback
I know people have probably said this already but please for the love of all that is holy make it so mithrix and the enemies in the void fields can’t use the Tesla coil and dios best friend because getting either of those in void fields is a run ender and for mithrix it’s just impossible to kill him at that point

hollow basin
#

!feedback Since MUL-T’s Power Saw can be used while sprinting, please make it so activating the saw does not interrupt sprinting

torpid echo
#

!feedback
Add 'Agile' in the description of Acrid's Neurotoxin, since it doesn't stop the sprinting.

dim hamlet
#

!feedback
Have Captain's M2 gain unlimited duration. It's cool you can slightly increase it with wall-bouncing, but it's not practical to do at all. In addition, if you miss, your taser will continue to flail around on walls until it hits something or leaves stage boundries, which can be taken advantage of by creating a tripwire of sorts.

floral tide
#

!feedback

I have a new lunar item idea. I'm not sure what it could be called, but let's go with something silly like "Shard of Void"

"You can repeat the void fields, but monsters retain items between sessions."

green vault
#

!feedback Reduce the amount of time it takes to charge a cell in the Void Fields, but increase the enemy spawn rate. As of right now, there isn't really a reason to go there, it's a pretty boring ride.

tame moat
#

!feedback
combine Captain's shock and hack beacons into one, and give him a brand new one (shockwave pulser that slows and damages enemies?) to replace the "lost" beacon.
Hack beacons are good early game but because money becomes basically irrelevant later on in the runs, having the combined effect would allow you to use them as a CC beacon late game so they're not completely useless anymore.

alpine breach
#

!feedback Please make it so that Mithrix can't use certain items, such as Tesla Coil, N'kuhanas and Kjaro's band. I had a really good Merc run just end because I couldn't get close to hit him due to Tesla, which led him to heal from medkits which procked N'kuhana's which hit me to OSP with Runald's and Kjaro's area DOT finished me off. This was in the span of a half second and there was nothing I could do.

austere oracle
#

!feedback there should be some sort of cosmetic unlocked after beating eclipse 8, or maybe for each eclipse you've beaten, maybe a skin, or a glow/aura around your character that gets stronger/brighter the more eclipse levels you've beaten on that charcter, and it should be toggleable

pale meadow
#

!feedback
just as a reward to beat eclipse here is an idea:
when you beat eclipse 1 you get a sort of some very basic cosmetic.
if you beat eclipse 2..you upgrade that cosmetic to a better version, and so on..
once you beat eclipse 8 you get a even more cooler upgraded cosmetic from the past eclipses..and maybe a new skin

dense orbit
#

!feedback
There have been a lot of suggestions about rewards for when you beat eclipse missions. I enjoy that the main point for it is the challenge, but i think it would be cool if you could get a little trophy or something in the background of the character select (i forgot the name of the ship, my bad). It wouldn’t be anything that would be active in gameplay, but itd be nice to see your efforts rewarded.

One option could be one of the survivors’ collapsed but giving a thumbs up or something fun like that

simple void
#

!feedback
Change captains beacons to a different ability
I like the beacons they are useful early game and maybe in the mid game if you use them well but around round 4 or 5 they are completely useless and I mostly forget about them I don’t believe that a character should have a ability that can be forgotten like that each character should have a ability that is useful to them and interesting and I don’t think that the beacons do that. The healing and shock ones are just engineers grounded turrets and loaders r but you can only place one per round and the hack and equipment ones are unique but the equipment one isn’t that useful and the hack is the only good one. I believe that the character you get for beating the game should have a more interesting kit then what he has currently even though I mostly have a problem with the beacons I also think the shock is a bit underwhelming. I think the r should be replaced with something more wow or intense like a overcharging shot that you charge up and it fires a laser that pierces through enemies and does a fair amount of damage something interesting like that.

hardy mango
#

!feedback
on captain, have a simple golden design on the back of his alternate skin
MUL-T, he needs a blue hat
acrid could get some orange in his alternate skin for the blight

in general some survivors need a cosmetic buff

hollow basin
#

||!feedback||
MUL-T Alt M2 Idea:
Salvage Drone

Fire a rocket propelled drone that explodes for 400% damage in a wide radius. Enemies within the explosion radius are given the Scrapped debuff for a few seconds. If an enemy dies while affected by this debuff, you will regenerate 10% of your max hp. Has a 10 second cooldown.

Unlocked through achievement: Terminated
As MUL-T, defeat every secret boss within a single run: ||(Aurelionite, Alloy Worship Unit, Twisted Scavenger)||

balmy swan
#

!feedback New item idea:
Pocketfridge
White Item

Has a chance to apply a Chill status on hit. Chill is the same status that the Glacial elites can apply. Chill causes enemy movement speed and attack speed to decrease by 50% for a short window of time. Each additional stack of Pocketfridge adds an additional 5% decrease to movement and attack speed.

wispy vault
#

!feedback

Ionic Perforator (Boss Item, Overloading Worm)

Hits that deal more than 400% damage call forth 3 lightning balls from an enemy, dealing 300% (+300% per stack) TOTAL damage each. Recharges every 10 seconds.

Overloading Worms are cool, and it would be fun to have a boss item that mirrors the perforator, the same way the worms mirror each other.

hollow geode
#

!feedback
H3AD-5T v2 jump boost toggle
You know how the H3AD-5T v2 boosts jump height? I feel that this jump height may end up hindering movement in certain situations, therefore giving it an annoying downside just for a chance to instakill a clay dunestrider or something. Of course, this jump height still has it's uses, so it shouldn't be completely removed. Perhaps holding interact while grounded could toggle the jump height?

dusty flame
#

!feedback have red scrap be used with red cauldrons

leaden nimbus
#

!feedback display the name of items when hovering over them in the command artifact window for newer players and the ones with poor memory (like me)

digital compass
#

!feedback
An idea for a new update -------The Stage Update--------- it will add more different stages include some from ror1 or some new ones (i would kill to see a cave/cavern stage) moves sky meadows to the 6th stage to make room for new ones

floral junco
#

!feedback
MUL-T cannot survive as a melee character in most situations. His Power-Saw could be much more useful, if it 'd apply the defensive effect of Transport Mode to MUL-T. But in case of balance, the saw would apply an effect only when you hit a target.

little barn
#

!feedback add a cleansing pool to the bazaar

craggy flax
#

!Feedback Here are some Acrid ability ideas

M1: Quill Throw. The Acrid swings its arms forwards, chucking three quills from its back with each throw. The quills have low accuracy (unlikely to hit the same small enemy) and mediocre damage. On the third swing the Acrid lurches its head forwards while raising its back to throw six quills directly form its back. Useful for finishing weakened enemies, lacks the Regeneration of the normal attack

Shift: Quill Slam. Similar to the other slams, this one has a shorter leap, but after landing the Acrid summons quills to burst from the ground and travel directly forwards in a directed wave.

R: Acrid Rain (get it?): The Acrids foul breath condences and becomes acidic rain. Breath out three projectiles that float forwards and upwards before they become green, noxious clouds. They rain down poisonous drops that deal light damage. The rain can't kill enemies.

unkempt depot
atomic fjord
#

!feedback
Bring back dancing golems from risk of rain 1

hearty prairie
#

!feedback tl;dr [Blast Shower] procs added onto base abilities -or- a clone of [Bustling Fungus] to make debuff cleansing more accessible and participatory than it is now.
was doing co-op with a buddy, and had to explain why I was using a mod to remove fire's DOT effect on players. So I spent a while thinking about it after, and I've come to some ideas - IMO, [Blast Shower] is a pretty bad handling of the need to remove debuffs. Basic enemy types have the ability to apply, but debuff removal isn't baked into any survivor powers (afaik), only a single specific item. To me this is an issue - DOTs are common, lethal, and the only existing counter is largely out of your control.

So, would it be possible to add the debuff-removal property of [Blast Shower] to existing survivor abilities? Either as a self-cleanse (Say, triggering off Loader's Pylon, or a fully-charged Gauntlet) or an aoe cleanse for multiplayer (Perhaps pop a sphere at the end of Blink, or players touched by the initial spawn of Ice Barrier). Also considering a tweak or outright clone of [Bustling Fungus] that addresses debuff cleansing instead of healing.

hearty peak
#

!feedback

Character idea: Sniper

Just like from the first game since we know that he will likely be added in the future.

Passive ability: weak point, able to see and hit a targets weakspot dealing 5x more damage on a hit.

Primary ability: DMR shot.

Attack speed is moderate
Damage 300% from base damage
Doesn't need to reload between each shot

Alt primary ability: high powered shot

Need to be unlocked by landing the killing blow on a scavengers weak point.

Attack speed slow
Damage 1200% from base damage
Needs to be reloaded between shots

Eject cartridge, allows you to fire the weapon again. Can be done while sprinting.

Secondary ability: flashbomb

6 second recharge, throws out a flashbomb that confuses the hostiles caught it in for 1 second.

Deals 240% damage
Confused, causes hostiles to target there own kind.

Alt secondary: ???

Shift ability: reposition

Rolls the character in reverse and reloads the weapon. (7 second cooldown)

Alt shift: one with nature.

Unlock by killing 25 hostiles in a row while standing completely still.

Activating it will cause the character to become partially transparent and causes nearby hostiles to deagro or become confused.

Special ability: Dodge this!

Fires a smart bullet that tracks and can't miss the target. (10 second cooldown)

Deals 600% damage

Alt special: gotcha!

Unlock by reaching the obelisk but going back through the portal.

Toss a decoy that explodes after three seconds (on first hit). Cooldown 10 seconds.

Dealing 800% damage in a radius of 25m

analog ice
nova kiln
#

!feedback Commandos grenades' would be easier to use if you could aim them like Mul-T's canaster. Commando

hearty peak
#

!feedback

Unlock idea for sniper: you have to find pieces of his rifle from either random drop chance from hostiles or from wetwork aspect. Wetwork will have all fives pieces scattered around the map most of the being on elevated locations. After collecting all five pieces you will get a message saying "The air around you grows cold..." Meaning you will be teleported to rally point delta. However it's not the big standard one we all know and love, we teleport into the map during a massive blizzard and we can see a light from a campfire on the island with the shipping containers leading to it. As you are making your way to it you will come across still alive but completely frozen hostiles till you reach the location. Then you will see the man, when you interact with him it will take away the five pieces and he will join you as a temporary ally in order to fight the thing causing the blizzard. Which is a wisp. Defeating it will unlock the suvivour and the boss to summon in future events.

unkempt jetty
#

For the love of all that is holy PLEASE fix drone pathing on the moon, so idiotic that they can't make it there many times

royal moon
#

!feedback
Make the "blight" effect after chosen on acrid in the loadouts give you a "sludge" that is produced when you walk, like a blazing trail, when allies step on this sludge they are sped up and can follow acrid, acrid is also given a speed boost by default at all times on the ground, as he can only produce this sludge when on the floor. If an enemy steps on the sludge they are slowed down. (to make it a bit more viable than poison, since poisons more of a DPS option, giving blight this passive effect on the character would make acrid be able to play more supportive and acrid could use this to slow down enemies just as a chronobauble would, so enemies fire slower as well (leaving room for allies to catch up and attack as well while a enemy is open).

full kraken
#

!feedback Technically not a bug, but the interaction between Forgive Me Please, Gesture of the Drowned, and Resonance Disc together makes visiting the Bazaar Between Time impossible at a certain point, because the Resonance Disc immediately targets the Newt, kicking you out. Not a bug, not a game-ending problem, just a weird inconvenience. My suggestion is to simply make Resonance disc not fire on the newt so this sort of interaction can never happen.

livid gorge
#

!feedback
Perhaps additional survivor stat scaling? Nothing too fancy, like, +1% movement speed and attack speed per level. Subtle and unnoticeable early, but helpful later on

royal moon
#

!feedback I was waiting to make a separate suggestion, somewhat related to my previous suggestion before this one minutes ago, but found it'd be better to be separate. Make Acrid's poison effect give him a poison trail, like the blazing fire trail elites have, except it doesn't do anything for allies, just poisons enemies.

little lava
#

!feedback make a character that can naturally leech health off of enemies, (The more health you leech off the previous enemy, the more damage you’ll do to the next enemy)

tacit lantern
#

!feedback
Brass Contraption Rework Suggestion

Reduce the damage of Brass Contraptions but instead have their knockback greatly increased so they would be more of a "displacement" enemy rather than a direct damage dealer.

Reason: Many deaths from the BC feel very unfair due to them spawning in hordes and not knowing where their projectiles will land. This change would help BC's not feel as punishing and give them more of an identity than just another damage dealer.

unkempt jetty
#

!feedback Fix the detection radius for Ceremonial Daggers, they will sit there and do nothing if enemies are visible

magic cloud
#

!Feedback It would be nice to have a one-hundred percent completion award for the game like a golden commando alt or something to strive for meaning the game would have more unlocks I just really like the idea of MASTERY or like a different menu music when you unlock everything . I realize that things like skins would ruin cannon but maybe just a music alt for the menu

feral night
#

!feedback
As a potential buff to captain's equipment beacon, it could use a copy of the equipment that it last restored the cooldown of, making it double as a sort of free, but stationary equipment drone

modest grail
#

!feedback
Mili-Tech (legendary) 3d Printers are too rare
i have really enjoyed the new scrap mechanic and the increase in 3d printers, with multiple per stage more often than not. However, the opportunity to make use of red scrap or exchange your red items is far, far too rare. In 700 hours of gameplay, i have yet to see a single mili-tech printer, that and the irradiant pearl are the only things in this game i have not found. In the case of the pearl, i think that is reasonable, but that a 3d printer would be rarer than an elite aspect seems a little strange.

little barn
#

Mired urn affects engineers turrets, but they leach the player 😦

zenith kindle
#

!feedback for aesthetic they should put snow golems like in ROR1 instead of using rock golems

royal moon
#

!feedback Have a item blacklist in the bazaar so that you don't kill the newt with infinite equip loops/aoe generally and you're able to shop there.

livid shale
#

!feedback
Artifact of Potential :

  • replace all passive items with one of a set of basic stat upgrades, scaled to rarity
    • command lets you choose which basic upgrade
    • all lunar items would increase one stat a significant amount at the cost of another
      • (Atk+,Health-) (Def+,Spd-) (AtkSpd+,Crit-)
        The toolsets of the characters end up becoming secondary to item synergy in the latest stages of the game, which is odd to me seeing how much thought seems to be going into them. I feel as though a mode where the basic abilities of a character go unchanged and, instead, slowly have their numbers buffed would help the game feel a little more involved and challenging in longer runs.
pliant shale
#

!feedback Plasma Bolt is just terrible. (In comparison to firebolts) There is no real reason to use it over fire bolts.

I specifically think on direct hit, it should stick a second explosive to the enemy, similar to how Overloading and sticky bomb do, that does less damage overall than fire, but can explode and deal extra damage to a crowd. It's meant to be better for AoE, but firebolt has enough AoE plus DoT, there's no good reason to use plasma bolt.

-Either that or it should have Tendril damage-

verbal briar
#

!feedback Have a small box next to tab-menu portraits with a number saying how many items total you have.

eternal umbra
#

!feedback New item idea
Vengeful Image
Lunar Equipment

When used, you summon a doppelganger like the Artifact of Vengeance to fight with you. However, if it dies it turns hostile and attacks you instead.

stuck trellis
#

!feedback Add mouse-over tooltips to buffs/debuffs on your hp bar. Tooltips would show Effect name, effect description, and maybe remaining duration?

little lava
#

!feedback Character idea
Character name: Judge ( Tanky character)
Passive: Death Sentence: Chance to defuff an enemies armor that reaches 50% hp. If enemy dies the body will stun nearby enemies.

M1: Distant Justice: A grenade launcher with a controlled detonation, every third shot has a larger explosion and more damage. (Can also be used as a movement devise)

M2: Bailiff: Single shot revolver that can reload instantly upon killing an enemy.

Shift: Over Ruled stance: Create a mobile shield with your hands that your teammates can shoot through, but enemies cannot.

R/Special: Gavel: Throw a large gavel that will even topple down the largest of enemies, while sending smaller enemies to their graves.

worldly basin
#

!feedback scavenger plushy

haughty sage
#

!feedback the loader tesla coil should have different color if you use the alternate skin kinda like how the engineer skin has a different colored turrets

dawn cliff
#

!feedback

I'd like to have the visuals while the camera is underwater fixed up somewhat. Lighting effects such as wisp flames and bloom effects are completely gone along with the muted coloring which makes it hard to aim at targets when having to look up through water (seen prominently for me at the gilded coast). I think having the effects dimmed but not completely gone would fix that. If it's an engine problem then welp I'll have to live with it. I just hope that it can be resolved to some degree.

pliant shale
#

!feedback Have a mini-logbook in the ESC menu, that lets you see all of the items you have (like a bigger tab menu), that lets you not only see the description but allows you to see its exact effects (for example, %+per stack)

These descriptions should also appear in the tab menu.

So basically just let us see what our stuff does

lunar cipher
#

!feedback

Suggestion: Create a way to get off of Mithrix's arena without taking lethal fall damage.

Reason: Captain, Engineer, Rex, and potentially MUL-T require some sort of item or equipment to prevent lethal fall damage evacuating after the Mithrix fight. This creates a large dependence on item drops for a phase of the Mithrix fight which should be by far the easiest.

Affected Modes: Eclipse mode >3 and Artifact of Frailty runs

Potential Fix 1: Add rocks similar to A Moment Fractured to jump down after the fight.

Potential fix 2: Add boost pads to the top of the Arena to mirror the pads at the bottom of the arena.

hardy pumice
#

!feedback
Please let us look straight up and straight down.

pliant shale
#

!feedback Attacks with the "Shocking" prefix effect should do heavy damage to enemy shields, and cause an explosion that damages enemies if it completely disables them. Taser is seen as Captain's least universally useful ability, at least as far as I can gather from the discussion of him I've seen. I would also like to point out Guillotine would largely cancel this out.

I don't think this should carry over with doppelgangers (whatever that artifact is), as I worry about the implications of OSP being bypassed

gilded zinc
#

!feedback
New game mode: challenges
These are challenges in which there is a specific goal, and certain modifier starting items that will characterize the challenge (as in The Binding of Isaac).

white falcon
#

!feedback Using Escape to close scrapper menu instead of having to click cancel.

little barn
#

!feedback add gup back and the ancient scepter

warm quail
#

!feedback
Have the cleansing pool be more of a cleanse and take all your lunar items in exchange for a single pearl that gives stat buffs (like the current iridescent pearl) which scale based on the amount of items it takes.

If enough items are taken the pearl is instead an iridescent one which could signify a cap to the stat increases whilst also making the log for it less rng dependant.

steady delta
#

!feedback I would love to see toggleable/editable options for the description of items, and displayed item order.

Description of items: The ability to toggle a more detailed description, specifically showing what they do and how they stack (you can exclude Beads of Fealty if you want to avoid spoiling the surprise).

Displayed item order: Items being displayed by rarity rather than by order acquired (the order that the items appear in the logbook would work).

I feel like this is a rather simple change that would add a lot of value, so please consider implementing it as soon as possible.

proven bronze
#

!feedback
Can there be a feature to rotate the characters in the select screen?

elfin horizon
#

!feedback

Another Mithrix suggestion
During last phase, Mithrix is still fast and have his Hammer, then he swing his hammer at you to knock away several items randomly and scatter in a direction near and far.
Player can grab the items back, but so does Mithrix.

split needle
#

!feedback
If Mithrix steals too many Titanic Knurls from you, the passive regeneration makes him virtually indestructible on late-stage runs. The intent as stated in the August 13 dev update for that phase was "not for players to avoid good items, destroy their own build, or to feel bad for picking up powerful items," so I think that Mithrix should not benefit from Titanic Knurl.

steady delta
#

!feedback When you've died in a multiplayer match with other teammates still alive, a death report of some kind would be appreciated. There have been a number of times, especially when a run goes on for a long time and things get crazy, that I or a teammate dies and we have no idea what killed us. It doesn't need to be anything complicated, a simple "you died by X" would be enough for me. I would just like an idea of what monster I need to absolutely slaughter, so that I, and my character, can properly fall into the ruthless cycle that is revenge.

orchid nymph
#

!feedback
The buff granted by the cells in the void fields is considered to be a "negative effect." This can be problematic when using a blast shower or when enemies have death mark. I believe this should be changed, as it can be rather annoying in those scenarios.

distant prawn
#

!feedback Change the way to unlock Mercenary's Ethereal. A challenging method to unlock a skill is perfectly fine, but the issue with this specific one, is that it relies wayyyy too much on RNG and luck to be able to do. Without getting the right map, enemies, spawns and items especially, you're screwed. This challenge is especially impossible without a few Topaz Brooches. Having to do a Prismatic Trial as Mercenary, while having to never be hit, as a MELEE character, is a bit much. Mainly the RNG of the Trials needs to be changed, or perhaps have there be specific maps and Trails that are meant to be done for this challenge.

simple hearth
#

!feedback
alternate commando primary
88 Magnum rounds: fire 2 rounds for 2x120% damage, attack speed doesn't increase fire rate, but instead increases damage, crits explode in an aoe on impact

little sentinel
#

!feedback

Idea: rerolling the offered item by 3d printers using scrap of the same tier

Reasoning: I had many runs ending with much unused scrap just because I didnt stumble upon a useful 3d printer. Being able to reroll the offered items increases player agency but balances itself by not being able to print as much when rerolling.

Possible problems: feeling bad using all scrap rerolling without a single useful item showing up. Needing some mechanic to trigger the reroll, like for example a second use button or shooting the printer to change whether the use button prints or rerolls.

wide prawn
#

!feedback

Made a new character design with a bit of help from Test Subject (props for the balancing suggestions). The Quartermaster, a shady Android with a penchant for dirty dealing, and never disappointing a client when it comes to tracking down and acquiring the goods.

https://docs.google.com/document/d/1fUO1YuTGbHLaWlh0_tdBH3lfds_1qo4qWq6CTV49rb0/edit?usp=sharing Commenting is turned on so if anybody has any additional suggestions, feel free to tack them on. This was a fun project to bring together so I may end up making some more.

little sentinel
#

!feedback

Idea: one shot protection removes any debuffs when triggering

Reasoning: I assume the developers implemented OSP so players still have a small chance of survival in the unfortunate event of being shotgunned by some bursty enemy, because of a short moment of inattention. The last change to OSP (short invincibility) already removed some edge cases where OSP didnt work, like on greater wisps (2 projectiles). But some edge cases still remain like blazing elites and elite imps, where OSP doesnt fulfill its supposed purpose because after OSP triggering, the damage over time debuff still kills you most of the time.

Possible problems: cant think of any other than "makes game too easy, killin everything onspawn with my 10 leaf clovers anyways!".

formal fossil
#

!feedback
There are no "killing spree" (or "combo") items in the game right now, and I definitely think the game could use one since their high risk high reward theme fits perfectly to a Lunar item:

New Lunar Item: Warmin' Up
Damage dealt to the enemies with full health are modified by -25%. For each enemy killed, increase this damage by +2% (+2% per stack), stacking up to 100 (+50 per stack) times. Lose all of your stacks upon taking damage.

So, the way this works is that at first, your first attack to an enemy will deal less damage. However, for each kill, this damage will increase by 2% (increasing linearly, meaning it will go -25%, -23%, -21% ... -1%, +1%, +3% ...). After killing 13 enemies without taking damage (including fall damage), your first attack will start dealing bonus damage, up to +175%. Combined with Artifact of Glass/Shaped Glass/Crowbars/Bands/Old Guillotine, some crazy one shot builds can exist, rewarding you nicely for not getting shot.

pliant shale
#

!feedback Let us pet the newt.

modest grove
#

!feedback

Add an equipment item that summons random elites at targeted location within specific distance. Scales over time. (The exp and money they give will highly likely gonna be a small amount, compared to actually spawned elites)

Similar to Please Forgive Me and the "Summon barrel" thing that has been suggested here before, the goal of this item is to synergize with certain items like Brainstalk, Wake of Vulture, Happiest Mask, and possibly even guillotine.

Summoned elites can A) simply work as target of on hit proc such as Ukulele, Leeching Seeds, Moleten Perferator, etc.
B) Gets killed, and make something like vulture or mask NOT completely useless against final boss, or in general.
The game needs more build diversity, IMO.

merry lance
#

!feedback New lunar equipment idea. Overloading EMP, disables ALL shields and shield regeneration within 50m for 10 seconds.

serene grove
torpid spade
#

!feedback very small request but can we get some of the extremely unique sound effect design from the first game on certain returning elements? My main one is Acrid's melee attack, which had a very distinct sound effect in ror1.

stiff tiger
#

why the fuck is there no votekick in dedicated servers i am in a run right now and there is one guy AFK so we cant start final boss

lyric patrol
#

!feedback add votekick option in dedicated servers

limpid blaze
#

!feedback Feels like the endgame summary should display the player's skill loadout for screenshot purposes.

shrewd field
#

!feedback

Killing Mithrix should return your items to the order in which you originally picked them up. This would make the escape victory screen more accurate in reflecting when particular items were picked up during the run.

late orchid
#

!feedback

Show boss debuffs near their health bar, (and add segments of the health bar when there are multiple bosses)

Disclaimer: I understand that the segmented health bar may be difficult to implement, if so, ignore that part.

A lot of the time it can be difficult to see which debuffs a boss has, since some of them are quite mobile and with effects like ukuleles going off there is a lot of clutter on the screen. This can actually be quite signififcant in some cases, such as being able to see when death mark is active.

In addition, I think it would be helpful if when there were multiple bosses, such as after using a mountain shrine or looping, that the boss health bar would be segmented and show the health of each. Combined with my first suggestion, you would be able to see the debuffs on all bosses you fight easily.

somber crypt
#

!feedback
Make unstable Tesla coil something the enemies can't get in void cell, since if they do, you die. Having a chance to just die is dumb.

icy apex
#

!feedback
One problem Risk of Rain 2 is facing right now, despite attempts to change this, is a lack of build variety and a noticeable samey-ness to runs. I think a major reason for this is the lack of synergy items and items that change your playstyle in a significant way; a lot of items, like bleed, ATG, stickybomb etc. are in essence "deal damage, but more", if they aren't underwhelming or even outright useless. I'd like to see some item changes and/or new items that encourage playing in a different way than you normally would. I have some suggestions as to how to do this, but I'll offer them as a separate post to this one.

twilit heath
#

!feedback
Unlike other enemies, Alloy Vultures in Void Fields don't lose their Red Whip movement buff when attacking. Either all enemies should lose their movement bonus when attacking or none of them should and it should just be a flat movement buff for them.

vast lagoon
#

!feedback make loader's abilities agile. It just feels clunky having to press sprint after every swing/charge to maximize damage and distance

shrewd field
#

!feedback

Post-game screen (victory or death) should show Equipment alongside items.

vast lagoon
#

!feedback Sorry if this isn't the channel to post server related suggestions, but I think the discord might benefit from survivor specific channels? I don't think the game is big enough to warrant a server for each character main like other games, but maybe unique channels could prove useful for gathering survivor specific info into one place

slim timber
#

!feedback
Make beetles (the small ones not the guards) get gradually faster as they level up. The threat they pose in the late game even compared to other basic enemies is negligible because it's so hard to accidentally get hit by them, and I think the later stages would be more fun if beetles were slightly more of a threat to watch out for as opposed to just just fodder for your on-kills. Giving them scaling in terms of speed would probably be more relevant than just extra damage given their need to close distance in order to attack you - and they feel more like enemies that should be able to use their speed to swarm you as opposed to just dealing a lot of damage on their own.

dim hamlet
#

!feedback
New item: Shark Teeth
Rarity: White
Effect: Take 25% [+25%, hyperbolically] of the damage you take as a bleed over 5 seconds.

lyric patrol
#

!feedback Since every character after artificer has a passive maybe give one to commando, huntress, and engineer? I don't think multi needs one because he has two primary attacks.

ancient star
#

!feedback the carbonizer turrets should sprint when you sprint. Since an issue with them is they tend to be really slow and it would let them utilize the sprint related items that you have

little lava
#

!feedback return Ifrit but make him a secret red item boss, as well as returning the magma barracks for a new map

lime basalt
#

!feedback
Problem: The game quickly turns into a game of instant death (both enemies and players) after the first few stages.

Solution(s):
Slow down HP/damage scaling
Increase base HP of enemies and decrease base damage
Add more non-luck based defensive items

Ping me if you have questions :)
||Edit|| Besides, if you like the instakill gameplay, get Glass glass :]

daring karma
#

!feedback
Bandolier is neat item by idea which i like a lot, but I don't have any fun using it and I hate aquiring this item instead of other especially it's green rarity. Why? As I said, while idea is awesome, nature of this item makes me lose focus everytime looking for ammo packs dropped by enemies. It would be so much more playable if you needn't have to pick sth up and effect was triggered immedietely instead. Thank you ❤️

little barn
#

!feedback if you have the first game you will recieve a dlc that adds an option to activate music in stages from the first game simply it adds a new option in settings to activate risk of rain 1 songs for stages or if you dont have risk of rain 1 you could buy the dlc

limber coyote
#

!feedback Make starting a void cell heal you to 100% instead of forcing me to sit for three minutes waiting for my natural regen to catch up

stoic grove
#

!feedback Golden chestplate (whatever rarity deemed suiting) grants armor based on gold held, scales to levels so you dont get 5000 armor at stage 10

wide prawn
#

!feedback Blacklist Dio's Best Friend from being used by enemies.

Trying to loop through with Evolution on to test enemy interaction with Red Whip and now I have to kill every enemy twice and they spend more time invulnerable than they spent on my screen to kill them the first and second time combined.

paper gorge
#

!feedback Add a description area to dedicated servers, allowing you to see more information, such as a list of mods used.

steady delta
#

!feedback Imo the current best skin in the game is Engineer's, given that it physically changes his appearance, and alters the visuals on most of his abilities. I feel that the majority skins in Risk of Rain 2 should be like this; offering an alternate physical appearance, and an alternate visual on all abilities applicable.

Some Ideas:
Commando: Change the color of his Phase Round/Blast to the orange of his helmet, or the maroon of his suit
Huntress: Give her a cape with a hood, along with an alternate bow; change the color of abilities to be pure white, or combination of black and white (instead of the current combo of blue and white).
MUL-T: Give them a bucket for their hat; make their stun grenade one of HAN-D's drones
Artificer: Give her an elemental imbued jetpack and robes with elemental engravings on them; make the jetpack's emission be the element of the ability last used
Mercenary: Make his sword red, along with his abilities
REX: Have their sprint animation reflect the alternate skin, along with making REX's mechanical abilities the color of their body, and their plant abilities using the orange flowers as the particle effect
Loader: Couldn't think of any physical changes to make given the skin's concept, Make her Pylon the yellow of her arms
Acrid: Couldn't think of any physical changes to make given the skin's concept; make his Viscous Wounds and Ravenous Bite red instead of green (also maybe change the color of the his poison abilities to be red (or purple based off of the Void Fields))
Captain: Give him the golden bird symbol (don't know the name) found on the front of an admiral's cap, along with a badge of some kind on the left side of his coat; make the beacons he calls down gold, and the defensive microbots golden with a white 'eye'

These ideas don't need to be implemented/may not even suit the game. They are simply examples to help the dev's creativity.
Edit: rewording some text.

little barn
#

!feedback i just ate an orange and it was delicious.

hoary berry
#

!feedback Add a scrapper inbetween the pots at the lunar bazaar. Or make it so you can select which items go into the pot.

serene solstice
#

!feedback Alternate version of Kaboose's feedback about Dio's:
Do let enemies use Dio's, but don't let them get invincibility from it. Dio's invincibility is clearly not designed to be used by enemies, as when you are facing an enemy who just revived, it:

  • is invincible for too long
  • is not very clear when the effect ends unless you shoot them to check
maiden kernel
#

!feedback
Can we PLEASE get some Steam Trading Cards so we can make a cool RoR2 badge? Thank you!

twin locust
#

!feedback
Some Arti changes that could slightly give her that late game edge she needs:

Alt Primary (Plasma Bolt): Instead of a small aoe attack, the bolts will arc to a couple targets near them for less damage, similar to her nano bomb or a lesser version of a Ukelele. This will help her very apparent lack of proc chaining abilities compared to other survivors.

Flamethrower: Make it Agile. (Agile means it can be used while sprinting.) This will make it a more viable pick, allowing users to not become a sitting duck when using it, or risk just canceling it because they need to sprint to dodge something.

prime basin
#

!feedback
I dont eat oranges i dont think they are delicious

proven bronze
#

!feedback
i still want to see my stats if i skip the end credits

trim star
#

!feedback
Add collisions to the Beetle Queen. Makes no sense why she is the only boss you can just phase right through and really messes up Acrid's leap attacks when trying to target her since you soar right through her

pliant shale
#

!feedback Show cooldowns for items like Genesis Loop on your effects bar. Like how the bands do now. Also allow players to turn these cooldown icons off entirely in the settings menu.

lime basalt
#

!feedback
Better enemy spawning

Instead of a random lemurian or wisp

Spawn enemies in waves
A group of golems spawns with an elite "leader", with some lemurians and wisps as "backup"

severe ore
#

!feedback if the devs want to remove afk-gaming why dont they add a diminishing return proc-chain coefficient system or just giving more damage per level to survivors and lowering damage of items to be about the same itemwise?

versed sandal
#

!feedback
save and exit for runs
idk how it would work for multiplayer tho

pliant shale
#

!feedback Seeing as you try to make us feel bad about killing the denizens of the planet, I'd say at the beginning of a run, at the first few levels make the monsters (Wisps, Lemurians, and Beetles, including other fitting beasts like the buffalo things) act more like actual animals.

When you drop or teleport in (on the first loop))they should act more curious than outright hostile. They should keep some distance, but keep watching you, only attacking if you get within about 8 meters of them or attack them first, but start becoming aggressive again after you've killed a few of them. It wouldn't be much but it would certainly add to the life of the game.

For experienced players this wouldn't change the game at all, as typically at the start of a run the first order of business is to flag down any nearby enemies and extract the money from their lifeless corpses.

This wouldn't really be a big game changer, just immersive.

pliant shale
#

!feedback Captain should not lose his abilities in hidden realms, while he is quite strong in most areas, his loss of heavy damage dealers and conversely the ability to reliably proc bands makes him very weak. You can end a run just by choosing to visit one of these realms. Void is less so.

It's not even like it makes any more sense for abyssal depths and caves to be able to utilize them.

If nothing else, he should at least get an alternative ability to replace the ones he lost, even if they're weaker overall, just so that he doesn't become too weak.

I'm sorry if this is a repeat suggestion, I scrolled back a ways and didn't see one like this.

royal moon
#

!feedback As everyone may usually know, it is ridiculously difficult and way too RNG reliant to even pass the prismatic trial as merc without getting hit. Many people have had different solutions and I myself have experienced the same issue for 3 weeks straight when i've tried to unlock it a while ago (which was before 1.0), but its taken me long over 24 hours just to get even close to unlocking it. Playing every day to try and clock in that success when the challenge was made, I can understand its very problematic, I think the challenge should give you another choice to unlock it, which may sound odd, but maybe the challenge should say "Beat a prismatic trial without getting hit, or have visions of heresy for 20 stages as mercenary." The reason for this is you'd lose the ability to consistently land "Exposed" hits on enemies, losing a part of your toolkit, while at the same making your melee character have to focus on a little bit more of a different playstyle. Which is still pretty difficult, especially since your m1 can also keep you in the air longer if you get that third hit. (this part after is edited) > I myself have had experience and I have unlocked the move, so its not like i'm complaining that its impossible, but alot of people don't have the free time, or sometimes just cant get the challenge completed due to bad map rng.

green totem
#

!feedback (don't know if this has been suggested yet or not but)

could we get multiplayer eclipse?
eclipse already has "ally" functions, it'd be great to try a hard eclipse challenge with some of my friends.

bleak garnet
#

!feedback have a button to clear artifact selection. not a big deal, just a nice quality of life thing

icy apex
#

!feedback
Add a ~0.5s invincibility period after falling off a ledge (perhaps with a cooldown) to prevent instant deaths when you return to land (such as being placed on an enemy hitbox). I don't think fall damage should be instant death at any stage in the game (other than artifact of frailty/eclipse mode).

slow gorge
#

!feedback Not sure if this will effect balance but i was wondering if we could have some sort of hint or UI prompt to point us in the direction of our lock boxes , if we have a key on us . Right now boxes are really hard to find , making keys feel essentially useless

simple frigate
#

!feedback not sure how feasible that is from ethical and programming side, but it will be a great insight if certain statistic was implemented to see what items are getting scrapped the most across the playerbase

plain hemlock
#

!feedback
Loadout affects character model, like MUL-T's M1.
(His hand depends on selected weapon)
Examples:

  1. Artifisier's hand blooming light changes from the choosen M1 (fire or nano) & M2 (nano or frost)
  2. Blight will make Acrid's eyes/claws more yellow
  3. Huntress with alt M1 will have 3 arrows with the bow. Standalone R (M4) adds quiver on a back. Alt R (Ballista) will change it on crossbow.
eager dagger
#

!feedback
plz stop players from cheating in lunar coins.

mighty raptor
#

!feedback make the game auto-pause when I leave to go to another tab, I hate it when I go check discord because I just got pinged and I return and find that I died

pliant shale
#

!feedback Alt captain primary: Thunderbird Handcannon

A high damage weapon with six shots (similarly to how Arti has 4), cooldown of 2.2, all charges recharge at once. Each shot would fire a small side-by-side set of 2 shots, do significant damage, and could be fired in relatively rapid succession, faster with fire rate upgrades. These rounds would have significantly less falloff than the shotgun.

Holding down the fire button charges a single, piercing shot that can stun weaker enemies (30% health after surviving shot or less) if it doesn't outright kill them. (Stun lasts about half a second.) This shot is perfectly accurate and has no damage falloff.

It wouldn't be the proc monster the shotgun currently is, but seeing as it's probably going to be nerfed anyway, this could be a viable alt. It keeps the theme of close range/long range hybrid class, but specifically better on single targets with more practical reach than the shotgun. Not to mention seeing as the vulcan is already modeled as a revolver, no model changes would be necessary.

leaden token
#

!feedback Make the hype part of "Koppen as fuck" play sooner because most of the time you will complete the teleporter event without reaching the awesome bass parts. I know it doesn't really matter but the music in this game is awesome and deserves more spotlight.

main onyx
#

!feedback it would be nice to have some indicator for engineer to see how many mines are already out

pliant shale
#

!feedback Allow us to see the amount of Lunar Coins other players have, as some players are uncomfortable when playing with users who have modded coin counts. This would allow those users to leave or reach an agreement with the other user. This would make (almost) everyone happy, and allow people to play how they want.

vast lagoon
#

!feedback
Make ion surge an omnidirectional boost, i would love to be able to use it like a giant wax quail jump for when the game is being stingy with movement items. It might make it slightly annoying to have to look up when you want the vertical boost, but it would add more skill expression.

versed sandal
#

!feedback
hp healed stat on the end screen.
i want to see how good bustling fungus engi really is

merry lance
#

!feedback Add an option to see the stats of the current items you have in a run while holding tab (shows dmg%, chance to proc, range), so you don't have to keep track of the items stacking (especially the non linear stacking items).

pliant shale
#

!feedback After cancelling Captain's airstrike (by sprinting for example), the cooldown should be halved. This faster cooldown is once-per-cancel.

somber crypt
#

!feedback
Maybe something that could change up build variety, and make runs not just get syringe/focus crystal/bleed, is elemental weaknesses on enemies, and giving skills different elements, for example taser is electric, and deals bonus damage to robotic enemies, but less to overloading enemies or something. And maybe for non elemental attacks like bullets, you could get items that change your elementless attacks to have an element. Im sure a ton of people wont like it, but i think long run it would be good to make builds not brain dead one path only, and add a level of thinking to fighting and using skills.

vivid solstice
#

!feedback Captains M1 is a lot of fun to use, but is fatiguing in long runs. Engi has the ability to auto-fire his grenades at the cost of some attack speed (the pause period at the end), maybe mirror this for Captain? So when fully charged wait 25% of charge time and then auto-fire the shot.

south gust
#

!feedback
Add a screen that shows stats of previous runs (like the death screen)
maybe it deletes older runs (maybe when you hit 50 runs with this system) but you can favorite certain ones to have them not be part of that 50.

thorny tiger
#

!feedback
what about Sunken Tomb in ror 2?

simple frigate
#

!feedback
When Bustling Fungus shrooms activates, let it "root" the player: knockback from enemies would be resisted, hence allowing to keep healing even under attack. That will greatly increase the value, especially against swarms of small enemies like Lesser Wisps that keep moving survivors around and resetting shrooms regeneration.
Obviously, once players press any movement keys, the rooting effect disappears.

tough pendant
#

!feedback Enemy Change

Give some of the smaller enemies a greater base movement speed than the survivors.

Why?
I was playing the first Risk of Rain, and I noticed that it was fairly difficult to outrun the smaller enemies without movement speed items, making them more threatening without them necessarily doing more damage. I feel like this change would make smaller enemies feel a bit more threatening, and we could reduce their damage or health(?) to compensate. It gives them something the bigger enemies don't have, which varies the gameplay more.

verbal summit
#

!feedback
Bosses need more attack variation.
Imagine Magma Worms performing majestic spins in the air like a whale diving out of water, hurling dozens of molten balls everywhere, crashing back down into the planet?
Imagine the Imp Overlord dragging you into the dirt beneath its feet with a phantom limb to hammer you down with punches unless you frantically destroyed it?
Imagine the Beetle Queen scurrying about chilling your spine like a creepy mofo while she spits venomous barbs at you?
Imagine the Stone Titan ACTUALLY having a melee attack?? ᵒʳ ᵇᵉᵗᵗᵉʳ ʸᵉᵗ, ᵃⁿ ᵃᶜᵗᵘᵃˡ ᵐᵉˡᵉᵉ ᵐᵒᵛᵉ ˢᵉᵗ

smoky mural
#

!feedback

just wanted to add on to the above post by pointing out that imp overlord had a beam attack that exploded the ground in ror1 and that was probably the coolest thing about him. would be cool to see something similar in ror2

pliant shale
#

!feedback
When shooting enemies, plates, scales, chitin, mushroom cap, whatever's relevant, breaks off of the model depending on where and how hard (relative to their max health/pushforce of the attack) Probably not outright gore. This would add to the impact and intensity of the combat, and would be immensely satisfying. This could naturally be turned off in settings for comfort/performance.

west canyon
#

!feedback a simpler boss attack suggestion, the Beetle Queen gets a pheromone secretion that temporarily buffs the speed of nearby beetles.

elder wadi
#

!feedback

There should be a simpler way to fill out the microbots log than a random chance from a doppelganger. One way could be when the microbots are returned from ||the final boss||.

versed sandal
#

!feedback
buff armor plates by making them scale slightly with your level (maybe +2-3% per level?) might be too much idk

little barn
#

!feedback Although I love that Commando is essentially makes the game extra difficult, the poor boy could use something of a buff to make his gameplay a tad better. A few ideas:

  1. Up Phase Round's damage to a percentage where Kjaro/Runald Bands can proc, making it more viable of a choice to use.

  2. Have Suppresive Fire automatically reset upon killing an enemy, allowing Commando to fire a continuous stream of bullets so long as enemies are going down. Really put the "suppresive" in there!

  3. Have Combat Roll/Slide lower cooldowns slighty, maybe by 35% for Soll and 15% for Slide, just to help add some balancing differences in there.

Not all three of these examples should be implemented at once, but I think picking out just one of these could help Commando shine a little brighter like the star he's meant to be.

dawn cliff
#

!feedback

Uncommon item: Drill Bullet Cartridge

10% (+5% per stack) of damage dealt will bypass barrier/shields and directly damage health.

Idea is that this item will allow players to get some consistent damage off on overloading enemies, especially on bosses without having to worry too heavily on keeping the damage on them to prevent the shields from recharging. The item could be a chance to completely ignore barrier/shields instead but I think just having a portion of the damage dealt doing that would make it a more consistent item.

pliant shale
#

!feedback Give arti slightly better air control when using the ENV suit jetpack, right now if you use it and use a jump pad you just kinda go slowly sailing into the stratosphere. It would also just be nice to be able to better turn on a dime

drifting lance
#

!feedback it would be nice if you could scroll the leaderboard on prismatic trial, so I can compare my time to others and see what the best time is

smoky mural
#

!feedback

no suggestions being made here - i'm just listing my gripes with a survivor and seeing who agrees with me.

currently, captain is in a pretty good state and easily one of the strongest characters in the game. however, it feels like you're handicapping yourself if you equip anything other than double hack, due to how much of a head start it gives and how poorly the other beacons scale into the late game.

also, i appreciate the uniqueness of abilities that can only be used once per stage (and to properly balance hack this is an absolute necessity). on paper this restriction would make you really think about where you wanna place your beacons.

however, in practice the ability feels one dimensional, since having only one use per stage means you feel obligated to just hold onto them for the teleporter event (there's no reason to hang around one spot long periods of time anywhere else, after all). using his (non-hack) beacons feels less like making a choice of when and where to use them and more like a no-brainer - use them during teleporter or waste the ability and regret it when you don't have it for teleporter.

perhaps this was deliberate, since captain has a super strong passive that compensates for not having a fourth ability for most of the stage, but it does feel kinda lame that he has one super cool ability in his kit that you have little reason to think about most of the time.

somber crypt
#

!feedback
Maybe make captains shock able to shock one additional target in range per stage, as well as have a larger range. Just so it kinda scales a bit since rn hack scales infinitely because it always can make chests free, while shock does baby damage after a while.

tough pendant
#

!feedback Commando Primary Change

Reduce the damage falloff on Commando's Double Tap.

Why?
The accuracy reduction is enough of a falloff at times, which is one reason. Also, Commando's effective range is pretty short for the shooty-shooty character. You have to be really close to enemies to dish out full damage. I think that increasing his effective range a bit so that he can at least stay a moderate distance away from enemies and still deal full damage wouldn't buff him too much.

Another thing. This would be an indirect buff to Phase Round, by allowing players to attack further away from enemies, which would make Phase Round better to use than Phase Blast, at least in that specific situation.

plain perch
#

!feedback
It is no surprise that many players can agree that shields are generally weaker than health. So, I have an idea that might alleviate this, and bring shields up and into the game normally.
Currently, the PSG feels weak, and it's printer fodder in 99% of cases. So, I propose it also gaining a new effect: For every PSG the player picks up, the shield recharge cooldown is lowered by 1 second. This would scale inversely to items like Old Guillotine and Tougher Times, with each decreasing the penalty by a small amount. This would provide incentive to pick them up more, and use them in tandem with Transcendence.

nova kiln
#

!feedback I think it would be great if Personal Shield Generator also gave you +1 armor per stake while shields are active. That would give the shields a tougher feeling.

still gyro
#

!feedback
Since the patch on the first the Captain's microbots don't have a proper description, the description says that he passively gains microbots which implies that he will gain a microbot if he lost one like before or that he would gain one every so often, neither of which hold true. While I do think the ability to get one after every stage if it was scrapped or otherwise lost it could have been at times overpowered, it did fit in with his description. He is already weaker in some aspects, especially since he has no way to use his orbital abilities in special realms, so I don't think that he should be completely stripped of his microbots should he lose them, as the description specifically says that he passively gains microbots, implying that he should be in some way receiving them naturally.
So in summary I think that the Captain either needs a description change on the microbots, or it needs to properly fulfil the description, whether that be he gains one the next stage if it's lost or if he gets a guaranteed one ever few stages or every loop. Personally I don't think drones getting a microbot counts as a "passive" gain of microbots as purchasing a drone is an active method and requires it to specifically by you, as well as that drones are essentially useless after the first loop.

tame dawn
#

!feedback Some other busted combination that makes Mithrix 3rd phase unplayable need to be removed. ATG missile with Clover makes it impossible to dodge anything and you will instantly die to it.
For similar reason, if N'kuhana's Opinion ever be able to stack it will kill player.
And as it was stated so many times in other's feedback, Genesis Loop also makes the fight unplayable. Those 3 should be addressed if we keep the 3rd phase this way.

royal moon
#

!feedback
For the engineer, make a linked primary attack/turret option.
(choosing either of the two abilities will automatically link the two, as in if you choose a this turret type it'l slide your primary to the other primary, and also the other way around) Packing-Turret - (both primary and turret choice, choosing one will slide both onto the same selection) When not firing your m1 or holding the mouse down, the turret will fire on its own while you sprint/move anything, and you can take control of it whenever you like, but it won't fire past its default firing speed on its own, so taking control of it is necessary when stacking attack speed.

  1. when using your fourth alt/having this linked ability on, it'l summon the turret on your back, which looks more like a gauss turret combined with a backpack, base time between shots is 0.8, making it very slow on its own, works similarly like a rebar puncher, has the same amount of hp engi has, but only copies the current stats engi has to prevent duplicate usage of ceremonial dagger and other items, if you have one cere dagger for example, only engi will have it, and not the backpack, but any kills the gauss turret gets counts as engi's kill (except on a scoreboard lol, still minion damage if you let it fire on its own). starts with 100% base dmg, with a proc coe of 0.7 (cooldown 15 sec)

  2. when using primary fire with this turret equipped, you control the turrets aim and it only fires in front of you, in your natural aim style, any kills or damage made off this is counted in the scoreboard at the end of the game.

To make this simpler, choosing the turret type makes you unable to use bouncing grenades, and choosing the primary fire that goes with the turret type makes you unable to use other turrets.

This leaves engi without a primary attack of his own to call, meaning you need the turret alive to shoot.

sour ridge
#

!feedback mithrix being able to use the unstable tesla coil in the final phase makes the fight nearly impossible to finish with mercenary (same goes for void fields as well). Tesla coil should be blacklisted from mithrix's item pool

safe prairie
#

!feedback
Make Lunar Chimera (Golem) immune to stuns.

They take forever to charge their attack as it is. For an enemy that’s presented as a final stage, late-game enemy, as well as Mithrix’s “Zenith Design”, they kind of feel like damp sponges.

arctic bobcat
#

!feedback
the queens gland on engi turrets should spawn a regular beetle

tough pendant
#

!feedback Final Battle Changes

||Have Mithrix steal all of your items, and then destroy them. They would be completely gone, you wouldn't get them back after the battle, Mithrix wouldn't use them, it would just be vanilla you versus vanilla Mithrix. After that, increase the time on the moon explosion timer to make up for the change.||

Why?
||These changes would first off make the final battle fairer. I used to think that it was cool that the final boss used your own items against you, but then I realized that Twisted Scavengers pretty much already do that, but in a more controlled and balanced manner. The changes to the moon escape would also take the previous change into account, because you would now be escaping the moon with no movement items. I also believe that fall damage should be disabled (or at least reduced) on the moon, because of the "low gravity" there. That would help the low-mobility characters to escape without taking fall damage from jumping off the arena.||

fleet moat
#

!feedback
Please make it so upon playing captain you automatically unlock the log entry for the Defensive Microbots. It's practically impossible to get it otherwise. (Artifact of Vengeance, and even then it's not guaranteed.)

gilded zinc
#

!feedback
Alternative passive skills of characters

cyan bronze
#

!feedback Retry button on Prismatic Trials

grand plaza
#

!feedback
Solus Control Unit Boss Item:
Offensive Microbots
Shoot lasers at enemies for 100% damage (+25% damage per stack) within 10m (+5m per stack) every 2.5 seconds (-0.3 seconds per stack).

icy apex
#

!feedback
A continuation of https://discordapp.com/channels/417739215355510784/559901472339525644/751453815772807248 as I promised.

Rework: H34D-5T v5 stomp damage decreased and homing removed, but no longer has a cooldown and always happens when you land. Increases falling speed when holding [Use]. Allows you to deal damage by repeatedly jumping on the heads of enemies, allowing an aggressive and uniquely bouncy playstyle. Would be great for tanky builds that can risk getting close enough to utilize this.

ocean karma
#

!feedback Return RoR2 back to GFN FeelsBadMan

icy apex
#

!feedback
Artifact of Selflessness
Drones and turrets inherit your items. You no longer benefit from your own items.

open tartan
#

!feedback
Make H3AD-5T, MulT's Transport Mode, and the initial AoE of Acrid's leaps use max health instead of base damage.
Firstly, it makes more sense that a burly survivor would do more damage when GoombaBeetle-stomping.
Secondly, it would help diversify build goals. I'd love to see more support for a tanky berserker playstyle that can use Nkuhanas_Opinion/Razorwire/H3AD-5T for damage instead of the default "Hold M1" bleed/proc-chain build.

pliant shale
#

!feedback Let us pet the newt. I want him to kick his leg like a dog when Arti pets him.

dim hamlet
#

!feedback
Have Scavengers gain a small chance to have a tier 1 elite aspect as its equipment. This wouldn't really make them op as they don't gain elite health bonusses.

plain hemlock
#

!feedback
Commando's M1 "rework" (1) + new alt (2)

  1. Rename default M1 to Double Pistols

  2. Alt M1 - Assault Riffle.
    Assault Rifle (AR)
    Full Auto Rifle that deels less damage than basic M1, but have more attack speed and less recoil
    How to unlock (Example variants):

  3. Kill Mythrix with no items that gives attack speed (syringes, predatories, war horns, e.t.c) on Rainstorm or higher

  4. Reach high attack speed (by using any items for that)

  5. Complete the Commencements without falling health under 50%-75%

tame prism
#

!feedback
We still can't pet our beetle guards as well. We need that!

earnest kayak
#

!feedback

Make it so you can see what loadout you had for your survivor in the end screen
Example v

floral ice
#

!feedback To preface, I just died in a run after spending about 60 lunar coins trying to get the irradient pearl, and after quite a few loops I did not see a single cleansing pool. It was in multiplayer as well so the spawn chance was slightly increased. Similar to the guarunteed newt spawn locations on rallypoint delta and scorched acres, I'd like to see a guarunteed but still somewhat hidden cleansing pool. In terms of gameplay In my opinion it would make most sense on sky meadows, kinda as a reward for taking extra lunars to the 5th stage. Another spot that'd be good is in one of the hidden realms. Right now I feel like the chances of seeing a cleansing pool are so small that there's not much incentive to pick up a really risky lunar, because there's not much of a way to get rid of it.
edit: another option if this seems too unbalanced is at the end of the void fields there is one so it is only guarunteed once per run

austere oracle
#

!feedback
New Item idea
(Red item)
Gain a pet dog. He will sniff out cloaked and rusted chests, and retrieve monster tooths, ghor's tomes, and items laying around. Your pet has no health and thus cannot be damaged or targeted. The dog will bark during the teleporter event, decreasing the boss's damage to you by 10(+5)%.

leaden nimbus
#

!feedback
probably not an original idea but please increase the base crit chance to 5%, (maybe with some enemy scaling adjustments) it would line up with the items in game, no more 96 or 101% crit chance

open tartan
#

!feedback
On the end screen, only show the "Unlocked" box if something was unlocked. Otherwise, all it does is block the inventory list.

little barn
#

!feedback
When playing on the extreme artifacts such as Glass or Honor, Acrid often gets attacked if not outright killed by enemies before the player gains control and can begin playing. The animation of Acrid waking up is nice, but dying before I have a chance to even move isn't. A simple solution would just be giving i-frames to players before they gain control of their survivor.
https://youtu.be/_PCzWZ1wVaU

In Risk of Rain 2, the player character Acrid begins the game sleeping, with a well-animated waking up sequence before the player can control them. Unfortunately this means that Acrid can be attacked and even killed before the player has a chance to do anything about it.

▶ Play video
shrewd field
#

!feedback

I feel like the above issue would be a great opportunity for a bit of flavour. It could be changed so the planet's monsters don't attack the sleepy boy, as he doesn't pose a threat? He spawns sleeping, so we could assume he's been sleeping for some time? It doesn't make sense that they suddenly want to attack our boy :c

(Seeing the planet's natural creatures docile would also highlight in how we usually drop in and start blastin')

eager plume
#

!feedback Genesis Loop Buff: When you take Large damage(which could be 400%, or it could be more) explode for 6000% base damage. Recharges every 30 seconds(-50% per stack).
Note: Genesis loop is inconsistent on all survivors, and since enemies will consistently deal more damage as time goes on, this change makes it far more consistent, and it also makes "counter-attack" much better with this item.

regal sapphire
#

!feedback
Elder Lemurian elites spawned from Hordes of Many are quite overtuned, especially when playing melee on your first loop. I'd suggest a nerf to their damage on Monsoon or a change in their behavior or hitpoints, because they're pretty much a run ender no matter how good your run is.

winter aspen
#

!feedback Weekly PTR game mode with changed item stats in an attempt to balance the game properly

open tartan
#

!feedback
Make the monster's minimum spawn distance based on enemy category (basic/miniboss/champion) or credit cost, and make the area a cylinder instead of a sphere. Apply the minimum spawn distance to the scene director, not just the combat director, if it isn't already.
This could allow Beetles to spawn close enough to maybe be a threat, while simultaneously preventing ninja Elder Lemurians from popping up just behind the camera or eight Magma Worms instantly replacing the ground you're on.

maiden kernel
#

!feedback
Please Steam Trading Cards. Thank you.

carmine raft
#

!feedback
The Shrine of Order is a pretty useless waste of coins, because almost every time you use it, you get just a lot of one useless item or one cool, like Syringe, but you loose all the defence you had
So here is my idea:
When you use the Shrine, you get to the choosing menu (like the artifact one), where you can choose one white, green, yellow, red and lunar item to reforge every other. You still loose all others but there is no chance of you getting only like a hundred keys and thirty chronobaubles, the only one that can be a little op is Tougher times, but there are a lot of ways to stop it from being like this, for example deleting it from the pool (like captain's drone) or doing literally nothing because there is no way to reach 100% block

winter aspen
#

!feedback
Shrine of Order is super fun for fun runs, but SO RARE! Can we have at least one guaranteed Shrine of Order on some levels? (I know there is one on ||Commencement||, but it's endgame guys, you don't come back from this.)