#ror2-feedback-and-ideas
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!feedback
New Achievement: Process: Recollect Trash
As Mul-T, collect over 500 items (does not have to be in the same run).
!feedback
Character-specific keybinds.
!feedback
Dissonance artifact should show what enemies are on the stage like the void does.
!feedback
Use a max revive on Hoshi bot. He's been dead for weeks now.
!feedback
An idea for making sheilds better
The personal shield generator gives +8% of your health(+1% per stack)
And the sheilds recharge cooldown is 10 seconds (stacks reduces the timer by 30% stacking multiplicatively)
I personally feel like 7 seconds is a long time in terms of sheild recharge and since it cannot be regained as easily as health when you get farther in a run and it would also make transcendence better overall
!feedback
Achievement: Quality over Quantity
Finish the game/Obliterate yourself with only Red Items in your inventory.
This could be achieved using soups and careful item collection.
Achievement: Ascetic
Finish the game/Obliterate yourself with only White Items in your inventory.
Same as previous one.
!feedback
Make Mercenary Eviscerate ignore friendly targets to start attack phase (It doesn't do damage, it just makes Eviscerate not reach the enemies if there's an ally in front of you)
!feedback
Give Artificer a special sight when she is charging Nano-Bomb. Something like this. It would be easier to land long shots.
!feedback Now that OSP doesn't apply anymore once your max health gets reduced, the trail of glass is almost impossible to complete since one hit of the Artifact Reliquary will kill you. Since the attackspeed and homing of the projectiles get stronger as the trail goes on, and you need to interact with it to progress, it's almost impossible to not get hit. Maybe lower the damage, reduce the firerate, or lower the homing strength during this specific trail so it becomes a bit more managable
!feedback a Commando M1 alternate skill Twin Pistols: much like the other m1, you fire 2 shots at 90% damage, but one of your pistols will automatically aim at a different monster. This would allow you to shoot 2 enemies at once spreading the damage a little.
!feedback
Lower the damage of the nano bomb "sparks" so they no longer trigger the bands, but increase their fire rate and/or proc coefficient to compensate.
!feedback
New item idea
(Green item)
Failing a chance shrine has a 10(+10)% chance to grant you +1 luck for that stage. Unaffected by luck.
!feedback
Achievement: Automation
Have 5 Equipment drones equipped with one different equipment item each.
!feedback
QoL idea the salvage material you get, could it have it's own spot possibly by currency? just to make it easier to see if you have any.
!feedback
Item that increases damage at a specific distance away from the target - an anterior to Focus Crystal balanced by extreme range requirement (something like 300m)
!feedback
Stage idea
The title screen stage, I've always liked the title screen and I think it'd be interesting if we could see it as a full blown stage, maybe as the alternative to sky meadows?
!feedback
When starting the Trial of Chaos, disable damage during the cutscene. Dying with the controls out of your hands isn't nice
!feedback I have an idea for a survivor who has amazing aoe and crowdcontrol but godawful single-target, Name: Explorer
Passive: Backpedal
You can sprint backwards. Sprinting backwards moves 50% faster.
Primary: Shrapnel Shot
Shoots a piercing very fast-moving shrapnel projectile.
Deals 125% damage. For every enemy it hits, the projectile explodes in a burst of shrapnel that deals 50% damage to nearby enemies. Damage increases by 100% for every enemy it pierces. Does not interrupt your sprint.
Slow fire rate.
Secondary: Hook Grenade
Toss a grenade which hooks in enemies for 3 seconds before exploding in 400% damage and stunning all enemies for 1 seconds. Deal an additional 50% damage for every enemy hooked in. Does not interrupt your sprint.
Cooldown: 5 seconds.
Utility: Reposition
Dash backwards, becoming invisible and gaining double movement speed for 3 seconds and throw forwards a fan of three razor traps. When an enemy walks on them, they explode in a large radius, deal 750% damage and stun all enemies hit for two seconds. Does not interrupt your sprint.
Cooldown: 10 seconds.
Special: Flare Gun
Fire off a flare that explodes when it hits an enemy.
The explosion ignites all enemies in its radius and deals 350% damage. Enemies hit by the flare take 75% more damage for 5 seconds. All nearby enemies are attracted to the flare and will stay near it untill it fizzles out (about 5 seconds). Does not interrupt your sprint.
Cooldown: 8 seconds.
!feedback I'm not a game dev, so I can only say so much. However, chests positioned like this should not be able to be generated by the directors. I don't know what the game logic is behind these chests existing in the first place, but I really feel like something should be done. Probably the best way to fix it would be for any and all items that fall into a void to be teleported back onto a nearby safe ledge. This would also fix unlucky Scavenger bag placements where you lose 5 items including a legendary to the void. In this pic I was doing a normal run where I did a command stage and I was gonna pick up a Hopoo feather but lost it to poor generation. I didn't find one for the rest of the run. That's all. Take care!
!feedback
New item idea
Red/lunar
Any item drop has a 10(+10)% chance to turn into an essence. (Command)
!feedback Can we have some sort of minimum distance that initially spawned monsters in the stage can be from you. Got Glass/Swarms and had Dunestriders and Scavengers spawn not even a foot away from me
!feedback
Razorwire has problems. Enemy damage-over-time gives the survivor crazy damage, but a nerf would make it less effective against normal attacks. Its damage doesn't scale, so it's more trash-clearing than damage-reflecting in feel. Tougher Times blocks it completely.
Razorwire alteration: Incoming enemy attacks have a 100% chance to deal 20% (+20%/stack, hyperbolic) total damage (procC 0) to enemies in 25m (+10m/stack). Chance and radius are affected by the attack’s procC, but total damage is checked before armor/block/other reductions (not iframes).
In addition to solving the problems above, this removes Razorwire's reliance on the survivor's own damage while maintaining the same 1v1 power at all stages of the game (getting better with stacks, and against larger groups). This gives more build flexibility, allowing tankier survivors an alternate method of reliable damage. In multiplayer, the Razorwire player could forgo some offense items for a bigger share of the defense items and still be effective.
!feedback
mithrix killed me by proccing an ATG on his self damage when summoning orbs. under normal circumstances, death by mithrix ATG is fine, but this just feels ridiculous
!feedback
Display which items you traded away at the Bazaar Between Time for longer
For those who don't understand what I mean by that, I'm talking about when you trade items for other items of a higher rarity at the Bazaar
When you do this, it shows the 3/5 items the player traded for it, but for such a brief amount of time that many players will not even see all of them. In addition, on longer runs the player will have so many items it can be hard to keep track of the ones it took away. Because of this, I would like it if it showed the items you traded away for a longer time
!feedback
At this point we had exactly 142 suggestions about making items that fell into the void teleport back to the player. Maybe it's high time to do so :(
!feedback temp invuln on spawning into a stage seemingly doesnt always activate or is entirely disabled for some reason, also look into enemies not spawning within a range of the player
@little barn would probs be a lunar
!feedback in the first game when you kill any boss entity teleporter bosses and other bosses that just spawn on the stage all drop an item I think that we should bring that back
!feedback
Make armor plates scaler with your max HP instead of always being 5, would give them use past early game. As an example stat, it reduces all damage taken by a flat 2% of your max HP, stacked hyperbolicaly
!feedback
Some "For Fun" achievements. These don't necessarily have to unlock items or anything, they could just be for fun interactions or secrets. A reward for them could possibly be giving the player some lunar coins as a reward.
These achievements could range from stuff like:
Giving an equipment drone a glowing meteorite.
Completing a run with Metamorphosis and Enigma.
Just fun little things like that.
!feedback
Getting rid of the Spinel Tonic should get rid of the affliction caused by it, or at least have some other method of getting rid of the affliction.
!feedback
players joining an in-progress match where people who started it left should be able to take over their characters
(if a Huntress leaves, a person joining midgame should be able to rejoin as that huntress with the same items and stuff)
!feedback
Snake Eyes (yea, that RoR1 item)
Description
Failing a shrine increases critical chance by 6%, further increases crit chance by 3% for each shrine fail
Unlock: Pass a shrine 4 times in a row.
Rarity: Common
cause sometimes you can hit 5x or even 6x lose streak on a shrine..
!feedback
Make Spinel Tonic affliction chances not apply if the Tonic Effect is being refreshed.
The idea of this change is going through Mithrix fight without having to face multiple afflictions on the 4th phase, crippling the character until they get their cooldown reduction items back.
!feedback
Change, remove, or make a way to get rid of Ceremonial Daggers from the drop pool of legendary items.
Every time I or one of my friends has gotten Ceremonial Daggers, the game soon after becomes a stand still and do nothing fest. It’s gotten to a point to where we actively avoid picking the item up every time we see it drop, since quickly afterwards every thing on the map will start dying the instant it spawns making longer runs extremely boring.
!feedback
Multiple stacks of headstompers are pretty pointless as of now, you either delete stuff with it or you can't even get to the height where it would be useful, thus making the cooldown reduction pretty useless. I propose either a jump height increase or a speed increase with further stacks to make hitting the damage cap easier.
An option to jump normal height, like holding the interact key while jumping would also be welcome.
!feedback Artifact concept
Artifact of **Destiny**
"Your inventory is added to item drop pools."
This artifact is designed presuming that item drops are calculated as such; Item pool chances are calculated first, then the item is chosen from that pool.
Item weights within each item pool are added onto equal to how many of that item you own.
Item drops triggered by a player will only take their items into account, while other drops take all surviving players' inventories.
This effect would also be applied in calculating the displayed items in multi-shops, 3D printers, lunar cauldrons and lunar buds, taking all players into account.
Effect examples;
-With 2 energy drinks, on a white item drop that you triggered the item weight for energy drinks will be 3.
-If you wield a blue meteorite, lunar equipment drops will more often be blue meteorites, but lunar equipments in general will not be more common from lunar pods or shops.
-While teleporter item drops simply have a chance to be a respective boss item, this artifact could have a unique interaction with this to facilitate its effect, or your boss items could add to the boss drop pool and suddenly a shatterspleen could drop from a magma worm.
-Naturally, this would largely be incompatible with Command.
Players of Enter The Gungeon will be reminded of the item "spice", which is an item that shows up more and more as you collect it and pollutes item pools.
This artifact is like that, but the items stay in their pools. It's like the outcomes of Command high stacking runs, but it isn't command, it's random and interactive.
You could try to shift your fate and widen your path yourself by taking displayed items too. Find a few fungus or gasoline early and with a little luck - or misfortune - you could be drowning in them! Or, take a defiant gouge and soon enough you could summon an entire army!
I dont know why, but I think that it would be really cool if captain's m1 blasted him back, like as a weird form of recoil based mobility.
or maybe as his alternate m1.
!feedback
Give Blight on Acrid the stack refreshing effect that bleed got with 1.0
I think we can all agree that with 1.0 Bleed got a good bit stronger with the changes made to how it's applied and stacks maintaining as long as you continue pumping more into the enemy with them, as it stands, there's basically 0 cases where Blight is even worth considering over Poisoh (Except maybe MAAO) especially with Poison choosing the greater value between % of Acrid's Damage and %health of an enemy. This proposal would aim to bring Blight more in line with Poison in regards to damage scalability and open up a new playstyle more focused on applying and maintaining high stacks of blight on bosses to see some really fun high ticks, it would likely still take quite a few backup mags/Purities to get even close to having Blight deal the same amount of damage as Poison can in a short period but would at least make it feel somewhat competitive
!feedback Might've already been suggested, but can we get a restart function? So instead of going back through menus, we can just run it again?
!feedback spinal tonics affliction shouldnt delete osp , just because im an alchoholic doesnt mean i should die in one hit. the reduction in max hp is fine, but its annoying to lose all osp when i have -5% max hp
!feedback Spinel Tonic Change
Make it so that every stage you don't get a Tonic Affliction, you have an increased chance of losing an affliction the next stage.
The way I see this working is that every stage, the game has a variable on whether you got an affliction or not that starts at zero every stage. If this variable is still zero when you leave the stage, another variable is increased by 5%, which would be the chance of you losing an affliction. If the variable is greater than zero at the end of the stage, the percentage variable would be set to zero, so you have no chance of removing an affliction.
Why?
Because I do believe that there should be a way to get rid of Tonic Afflictions, because permanently gimping a run because you used Tonic a few times just isn't that fun. This way of doing it would allow you to get rid of Tonic Afflictions in the same manner that withdrawals would work in real life, if you stay off of it, you are eventually able to quit. However, starting again has the chance of getting you back into it again, and you have to do it all over again to get off of it. It would also make using Tonic on Enigma less punishing.
!feedback
Idea for a new lunar equipment it would be called Moon Watch it would function like the Time Keepers Secret in RoR, but instead its an equipment, the good effect is that it stops time for 5 seconds the bad thing is that it has a 50% chance to speed up time for 3 seconds making enemies insanely faster and time to progress way faster. This equipment should not be affected by Gesture of the Drowned but it should gain charges with fuel cells. So that way you cant perma freeze time in your game and not be able to progress. Or maybe let it be affected and have the game perma freeze time be on you?
Items open out of chests onto solid ground when near void. Ex being a chest facing the void, item comes out behind it instead. If the chest has void in front and behind, item lands to the left or right. If somehow there is void left right front and back, it goes straight up and lands on the chest.
!feedback
If by some ungodly reason the enemies get Dio's Best Friend on the Void Fields, they are literally unkillable. A friend of mine and me just had a run where we were fighting jellyfish and mushrums, the jellyfish would revive every single time they killed themselves, so it eventually became impossible to kill them as we couldn't stand anywhere without being bombarded by unkillable jellyfish and the "bubble" being full of mushrum spores.
!feedback
You can see a structure resembling the monolith from A Moment, Fractured in the logbook postcard for A Moment, Whole. However, I don’t believe this is on the map itself.
It would be nice if this structure were added to A Moment, Fractured (non-functional, of course), at least for the sake of consistency.
!feedback Specific item synergies when you have identical stacks of certain items e.g bungus and desk plant (rooted buff, when you activate bungus in a desk plant you gain halved damage and knockback for a certain amount of time per stack) behemoth and will o wisp (BOOM buff, knockback from all explosions is 50% stronger, +25% per stack) squid POGlyp and genesis loop (tentakill buff, polyps activate a mini loop on kill that gets larger per stack) chrono and runalds, gasoline and kjaros, list goes on. I think it would be a good idea for the next update to include this and also add more attacks to enemies (specifically bosses) to add so much more depth to the game
Sorry for length lol
!feedback
When using Artifact of Enigma, separate the pools of lunar/non-lunar active items. This way you don't have to feel like you don't get to use the artifact if you get Tonic/Tincture and it could permanently debuff/kill you to use it.
Also lets you kick your game into extra spicy mode by picking up any lunar active item and some gestures since you will permanently be dropping active items that could maim/kill you until you pick up a non-lunar active item.
!feedback
Probably been said but let us hold interact on printers to gradually ramp up the speed at which items are taken for a burst of items at the end, rather than waiting around pressing e for ages in long runs.
Edit: To balance it for potential time save in the early game time would be skipped based on number of items printed (e.g each print takes about 4 seconds so throwing in 20 items would skip 80 seconds forward)
!feedback
Might've been suggested, tried to parse through the search feature & couldn't see but:
Would love a twitch integrated mode where you do an endless version of Void Fields & chat gets to vote on enemies & items that get added
!feedback Items open out of chests onto solid ground when near void. Ex being a chest facing the void, item comes out behind it instead. If the chest has void in front and behind, item lands to the left or right. If somehow there is void left right front and back, it goes straight up and lands on the chest.
!feedback
an update to artifact of glass where speed is also boosted as well
!feedback
Making the shocking status a de-buff would be great for helping the Captain or others on his team activate the Death Mark Skull. Perhaps even give the attack that cancels the shock gain a small damage buff?
!feedback
Artifact idea called Equality
The players share the same items. It would also make chest 2x to 4x more expensive based on how many people you are playing with and would also share the same amount of money with them.
Example you open a chest on round one that’s the normal price for three people with your collective cash pool and you get a ceremonial dagger now all three people in the group now have those daggers.
Would apply to equipment aswell.
!feedback Could we have options available to us to update/change reticle appearance & color?
!feedback for every monster log you obtain, be able to see the "moves" each enemy has / (and passives) such as mithrix's adaptive armor.
The logs would show each four abilities and fill in the moves where they have them, if an empty slot is shown for example in m1 for a monster, then that monster is shown to have no m1, allowing players to study monsters and what'd it'd be like if they had backup mags/alien heads, monster cooldowns etc.
!feedback make drones/beetle guards spawn on the mithrix platform because it is the final fight you should have all your friends and investments there too
!feedback
Survivor Challenges
Commando: On the Hunt... Again
As Commando, kill a Wandering Vagrant, a Stone Titan and a Magma Worm.
Huntress: Clear Skies
As Huntress, kill 100 flying enemies within a single run.
Mul-T: Janitor's apprentice
As Mul-T, obtain 500 items.
Engineer: Brainpower
As Engineer, don't lose or replace any turrets on a stage.
Artificer: Overloading
As Artificer, apply 6 seperate debuffs (including stun and freeze) on a single target.
Mercenary: Final Duels
As Mercenary, kill Mithrix and the Twisted Scavenger.
REX: Photosynthesis
As REX, receive 200% of your hp as healing within 3 seconds.
Loader: Strength Unmatched
As Loader, deplete Newt's hp to 0.
Acrid: Unshackled
As Acrid, travel a total of 10,000 meters with your Leap.
Captain: Owning the Joint
As Captain, kill the Alloy Worship Unit, Aurelionite, Artifact Reliquary and Mithrix in the same run.
!feedback
To make the headstomper more viable why not make it give you a chargeable jump that is on a cooldown. You just hold space to charge a jump and then you jump up a set distance that is way higher than a normal jump. It could have a cooldown of about 10 seconds that starts when you touch the ground again.
!feedback Lunar item, not sure what it would be called.
Occasionally, chests will be free- (10% chance+ 10% chance per stack) however, you have to fight spawned in enemies that will follow you across the map until you kill them, and they give you no money for killing them. (They increase in power and numbers from scaling and stacks)
!feedback I know this may sound a little farfetched, but I would love to see a sort of Versus Mode between players, allowing teams of players to compete with others in runs. You could have players be on separate stagers from one another, or have players on opposite teams appear as "ghosts" around the map, interacting with items meant for their team. The method of winning could be decided with either time, damage dealt, or amount of deaths per team (since players respawn each stage if all players haven't died).
The end goal could be to defeat Mithrix first, or to simply survive the longest. You could even add unique items, such as ones that inconvenience players, or ones that send enemies to the opposite team's stage once you defeat them. If you remember the 8 player team mode from COD Zombies, then you might know where I'm coming from. The two teams are still working "together" in terms of fighting and defeating enemies and staying alive, but they're competing to do better than the other team without necessarily attacking them. I think a mode like this could be really interesting, and making a mode with more than 4 players could be fun.
!feedback lock the recycler equipment out from available equipment artifact of enigma can switch you to.
!feedback
There should be a way to autofire with captain, especially with several preds you have to spamclick to get the most out of his primary fire, it would be convienient say if you are holding fire between shots it automatically fires the moment you can.
!feedback
Artifact of speed:
Everything has increased speed
!feedback Add Lunar item: Newt Statue. Rarest Lunar tier item , but then; You get a newt statue. But it replaces the visual of another item. (Does not effect function.) This will happen every time you collect one. When all of your items are replaced with Newt Statues, they will glow. And you complete a challenge. What does it give you? I don't know.
Moving on, it also increases the chance of the newt statue spawning in lunar item pools. (30%, then +10% per stack.)
The map's spawns, (chests, printers, etc) will begin to be replaced by little Newt Altars holding blue glowing miniature scavenger bags in their tiny little hands. These have the altered Lunar item Pool from before, and cost gold, <costing initially that of a Legendary Chest>. then -10% of that per stack, down to being free.) ideal goal of a newt statue run is to collect as many as humanly possible before you inevitably die. While it may not be the "meta", it clearly is the optimal way to play Risk of Rain.
Eventually, if you collect enough stacks, you will stop receiving anything but these statues from loot sources. You will most certainly lose out on several items because of this.
You will likely not benefit from this.
This item is meant to humorous, a very rare and intentional opt-in to that sort of run, it's not meant to be good.
Hidden mechanic, when you visit the bazaar holding this item, a few newt statues will spawn. More spawn with more stacks.
-Increased values, simplified, gramattical fixes.
!feedback light armor on comando roll
!feedback Kick player option mid game at least for private games would be fantastic
!feedback It would be excellent if each Eclipse modifier could become toggle-able in some way. After clearing Eclipse 8 I wish I could play with some of the modifiers like decreased enemy cooldowns, without needing to play with all the other modifiers at once. A possible solution to this would be to turn each Eclipse modifier into an artifact which only unlocks upon clearing the difficulty associated with each modifier.
!feedback
Have portals show where they take you. The portals (besides the Null Portal) look so basic compared to the rest of the game, and I think a visual update like this would really help them stand out.
!feedback
Multiplayer Eclipse, which can be unlocked by completing singleplayer eclipse to level 8. Artifact of Death involved.
!feedback
get a new top feedback bot
!feedback Came up with an addition to my suggestion here https://discordapp.com/channels/417739215355510784/559901472339525644/751195134179278938 , The Quill attacks could have a change to inflict bleed.
!feedback
Repulsion armor buff
Repulsion armor feels very bad at the straight 5 is not worth it at all only for DOTs
So here is my idea
Make it a percentage damage reduction and have it stack like tougher times or the french knife, for example start off with an %8 damage reduction and you gain less percentage as you stack more repulsions
!feedback a stats screen that tracks all time highs and overall counts of various stats are one singular page
!feedback
Player controlled director
Simple in theory hard in code 🙂
Add a new multiplayer game mode where a 5th person is able to join the game as not a survivor but instead as a director that’s able to influence the game in positive or negative ways just like a director is able to do in the regular game.
!feedback
better ui and options:
what i mean by that is some more options like "retry" to redo the run with the same survivor and same settings, or "change character", and some other options that will help navigating through the game much easier (especially in the prismatic trial. it takes a lot of time just to redo a run)
!feedback
Killing multiple Scavengers should drop multiple bags instead of 1 bag per stage, or at least limit the maps to only having 1 scav per stage, just so there is an incentive to killing all/the only scav instead of risking the run against a dangerous enemy for no reward other then cash at a point where cash isn't an issue.
!feedback I wrote a pretty lenghty blog over at https://riskofrain.fandom.com/wiki/User_blog:Sakkeman/Commando_Abilities_re-work, all about commando reworking, too long to post here. The gist is that Commando needs to be more powerful to be fun to play alongside more powerful characters. Here were my balance suggestions:
M1: Double-tap (rework) give double tap the ability to fire both guns twice then M1 is Double-Tapped. There would be an internal cooldown on how often this can be activated(every three seconds~), during which pressing M1 fires as normal. Double tapping would also refocus the reticle, allowing for more accurate firing over a long range.
M1. Alternative "Gun-kata" Similar to double tap, but Bouble tapping instead fires four shots at any nearby enemies. If any die, you can instantly re-tap.
R: Suppressive fire should fire both guns, meaning 12x 100 damage.
R: Grenades should either instantly detonate on impact with enemies, stick to them, or just deal WAY more damage.
!feedback Please make it so that Spinel Tonic debuffs disappear after you switch equipment... No point in keeping debuff on the player if they're not getting the benefit of Spinel Tonic, it just ruins runs
!feedback
keep the spinel tonic debuffs, but make them only apply when you have the spinel tonic, to prevent switching equipment to get rid of them
!feedback Rose Buckler Tweak
Gives 15 armor. Doubled while sprinting.
!feedback Lunar item, wax newt. Takes the appearance of a wax newt on your head, replaces any wax quails on your character. Causes jumps while sprinting you instead teleport you a short distance forward. Wax quails increase the distance. Basically wax quail jumps but you teleport. Downside is it can only be done once every 5 seconds, and while it's on cooldown you can't wax quail jump. Also causes damage if you teleport into a wall so you gotta be careful.
!feedback
Allow players to add modifiers to their runs, such as Eclipse effects (such as permanent damage, enemies drop less gold, etc.) and Prismatic Trials effects (such as time crystals, rich [start with 50 gold], and stages appearing out of order).
Perhaps this could work as a reward for completing said game modes?
add the game for mac pls my friend sad
!feedback
Have Survivor Emotes/Taunts in the Game
!feedback
Easter egg: RoR 1 minigame on the laptop in Sky Meadow
Fairly sure the hacking team knew how to spend free time well 
!feedback
There should be a no fall damage way to get out of Mithrix's arena as without head stompers, hopoo feathers or transcendence there is no way to get out of the arena alive on Eclipse and with Artifact of Frailty.
!feedback
Explore the possibility of alternate Primary attacks. Many characters have potential for completely different yet balanced playstyles were their Primary attacks changed. Acrid, for example, has a primary attack that falls off very quickly in the later game, making him rely on his secondary. I'm not saying this means Acrid needs a buff, but having a Primary you can actually use and take advantage of late game would make him much more interesting to play. This can apply to other survivors as well. Even survivors whos primaries are fine have potential for different but fun playstyles were their Primaries changed. (EDIT: I meant to say were they given the option for different Primaries, not having them changed completely)
!feedback
Not sure if this has been mentioned before, but I would suggest changing the mercenary's sword to red when using the skin. The normal sword with the skin feels kinda weird.
!feedback
For the final boss:
||Instead of stealing your items Mithrix should act as a Shrine of Order at certain health intervals, like 75%, 50% and so on as the current end of the fight leads to the idea that players should not pick up certain items if they intend to fight Mithrix.||
!feedback I feel like they needs to be a way to bring back players.
I don't mean bring back from the dead, i mean bring them back from dying. The biggest problem in Quickplay is, that people leave (if they die early). Since a lot of a run is decided in the first loop, and if someone misses an entire stage, they either leave or are useless for the rest of the run. Tbh, i don't know what could be done to fix this, but i'm certain i've had more terminated runs due to players leaving than actual sucessful fun runs in quickplay.
!feedback Mythrix should take no fall damage. (For obvious reasons )
!feedback
how about side animations from when (final boss spoilers) appears? like (more spoilers) ||when mithrix appears,||
||captain could be struggling to keep his hat on from the sudden burst coming towards him||
||mercenary could be pushed back a tiny bit and use his sword to scrape on the ground and not fly away||
||huntress could brace herself for sudden impact, knowing a big fight is going to happen||
||rex could plant himself into the ground and peek out||
||loader could do a blocking motion to protect herself from the sudden impact||
||acrid could fall and stumble before getting back on his feet||
||commando could get knocked back and drop his guns and then struggle trying to pick them back up again||
||mul:t can use whatever his current m1 is and start spiraling rapidly trying to hit something he thinks is there||
||artificer can stand on the ground and then use a single ice block to block herself from the sudden burst of wind||
!feedback Mithrix should just steal items without being able to use them. If you're going to stick with the blacklist route instead, add Unstable Tesla Coil to the blacklist.
!feedback Mithrix's final phase consists of sitting behind cover and taking pot shots at him in between his needle bursts. Please add some other factor to make this more engaging, like increasing the cooldown on his needler bursts, and maybe allowing Mithrix to summon an Umbra of himself (like Providence did) that uses his melee attacks while he remains ranged so you get to fight melee and ranged threat simultaneously.
!feedback happiest mask rework, guarantee a ghost every 20-30 seconds with stacking damage because being extremely unlucky even in more tense situations where theres only the boss left or big enemies the chance of it doing anything for you dramatically decreases, right when having an ally would be the most useful
ofcourse the rest of the timings would need adjusted probably but you get the idea
!feedback
Either Lunar Pods should spawn while the Artifact of Sacrifice is active or enemies have a chance to drop lunars, because right now the only way to get lunars is by going to Newt.
!feedback
I got a neat idea to make glacial elites more threatening. What if they dealt a stacking slow debuff that works like shattering justice, in which if the slow is fully stacked, you freeze instead?
You could apply that to frost relic too, to make it more viable.
(and it would suddenly be an awesome aspect drop)
!feedback
The claw surrounding chests should be a different colour to the claw surrounding other things eg. drones, turrets during the teleporter event
!feedback Attack Indicators
Give an option for little attack indicators to show up when an attack is coming from off-screen.
Why?
As an accessibility option for deaf players or players who just find it useful.
!feedback Item suggestion. Rarity:Red
Mirror Shard
"your skills have 20% change to activate twice"
A passive item mirroring the effect of the Shattered Mirror equipment from the first game
!feedback
Drones and turrets should teleport to the mithrix bossfight once activated, the aurelionite should activate, and the lepton daisies should activate within the arena.
!feedback
There should be an option to remove opened chests like there is an option to remove corpses.
!feedback we have a way to upcycle items, maybe we could get a way to downcycle them? Perhaps if you scapped scrap, it would be reduced a tier (could be 1 to 1 or a different amount to balance). I feel like this would actually give a reason to scrap reds since I would argue some reds (like wake of vultures imo) can be vastly outperformed by many greens
!feedback Make the squid polyp an on hit effect like an AtG or ukulele. The polyp should also be part of a proc chain so that other on hit items cannot proc the polyp but the polyp can proc other items that haven't been proced yet. This would make the squid polyp more consistent and helpful against strong enemies. However the poly stacking should increase the firerate and nothing else. The damage should stay as a percentage that doesn't increase and the polyp lifetime should stay as a flat amount of time. This would prevent 1000 polyps flooding the stage and increasing the polyp fire rate wouldn't let it proc any more than 1 atg/ukulele/on hit effects. This would help the polpy be more consistent and helpful during things like teleporter events or against strong enemies such as scavengers and tier 2 elites. The polpy itself would have to be nerfed due to how many polyps would be able to spawn with a fast fire rate. Another way is to lower the chance for a polyp to spawn and making them stronger however with the amount of hits a player does and the 57 leaf clover a higher percent with weaker polyps would be more consistent and less situational.
!feedback Would love to be able to sort Prismatic Trial leaderboards further by character choice. Would be neat to compare best times on a specific character rather than just being in the middle of the "ideal character of the week" pack.
!feedback
Item Concept: Heart of the Void
Instead of dying, perform a Void Implosion (+50% radius per stack), reviving you if any enemies are killed. When your health is below 30%, all sources of healing are turned into damage (but not the other way around).
!feedback
make captain's primary 15x60% (900% total) instead of 8x120% (960% total)
this would make cap's primary feel more like a shotgun, and be slightly less op. In it's current state, cap's primary does tons of single-target dps, while being a spread-based weapon. However, iirc, each bullet has it's own proc chance, so that would need to be nerfed so that a small stack of tri-tips doesn't decimate anything you come across.
I just think that cap's primary feels too powerful compared to the other survivors.
!feedback
Certain abilities have pretty nonsensical animation locks on them when playing the game with extremely high cooldown reduction, and I would like to see a change for them.
My main examples are on commando, since he was the one I noticed it on.
Suppressing fire forces you to wait to put your gun down before reactivating it, even though it would make way more sense to be able to cancel out that animation if you're just going to keep firing.
Similarly, at minimum cooldown slide requires you to fully stand back up before sliding again while grounded, let me just burst the jetpack again so I can turn the entire planet into a slip'n'slide. It also causes some weird dissonance as using it in the air doesn't have this issue, leading to the same ability having a different cadence to it.
!feedback Suggestion for the M2 Heretic item
Sign of Herecy (as in hand-sign)
A crooked hand with two claws and two tentacles in place of fingers.
Replaces M2 with an attack that shoots out sharp tentacles that pierce through enemies, and draw them toward the player when they retract.
Alternatively, the tentacles could function as whips and throw enemies backwards
has kinda eldritch vibe
!feedback
New Character Idea: the Chemist
In #survivor-poll-overview the chemist was briefly brought up, and I would like to offer some suggestions on how I currently see how a class like this would work.
In RoR2, there seems to be a big lack of support/buff classes, and while yes, this game is made for dealing big numbers, some variety in actual playstyles would be interesting, and give team building in multiplayer lobbies theoretically better.
The chemist's main gimmick would be phial gathering. Phials would drop from enemies at random, with a higher chance of dropping from elite/boss types. My current idea has 3 phial colors. Red, Green, Yellow.
Red Phial: damage buff
Green Phial: healing buff
Yellow Phial: speed/mobility buff (maybe?)
To use the phials you get, you would need to mix them into a tincture, of which you can hold 3.
To craft a tincture, you would need to combine 5 phials together. The tincture's effects would be based around the distribution of phials. The player could change which empty tincture they are dumping phials into, so that they could brew stuff that provides the buffs they desire. Currently thinking of 25-30% per phial.
Example: player picks up 3 reds, and 2 greens and brews them together. Player can then choose to smash/drink the potion. The buff it would provide on drinking is +75% dmg, +50% healing potency, meaning you deal more damage, and incoming healing would be amplified.
Smashing/Drinking
to provide an AoE buff with a short lingering duration upon leaving the AoE, you could smash the tincture to reduce the buff to 75% of it's original power, but allowing you to support your allies. Drinking would only give you the buff, but at full power.
The non-gimmicky part of his kit
His M1 could be a short-ranged melee attack, proccing enemies with bleed at a 20% chance.
His M2 could be an AoE chemical spill burning enemies
His Shift could, yeah idk, some sort of movement ability?
R would be the smash on press/drink on hold key
!feedback
Remove the number of extra charges of your equipment given by fuel cells from your ui if you have a gesture of the drowned
!feedback
Give Blight the ability to proc
(It's stomped by Poison, needs a big change, this may be one)
!feedback
Mithrix is mostly ok now from my perspective, however the 2 big outliers I know of are the Genesis Loop and N'kuhana's Opinion, as both almost always kill you instantly even on drizzle. This makes getting them at all a total mistake that will end your run.
!feedback Give minimushrum ground aoe's some kind of notification that it is from an ELITE version, regardless of elite or normal atm you can't tell them apart which can lead to unknown deaths when you get insta-popped when your toe touches it
!feedback You know what would be really snazzy? Horde of many boss item. Super ultra rare boss item that's hopefully a compensation for the trauma you just went through. Also, Solus Control Unit boss item when? I'm gonna riot.
!feedback Idea for solus control unit boss item: Personal Probe. Gain an orbiting probe that has a 15% chance to fire a piercing laser on hit dealing 250% damage (+250% per stack). Laser has a proc coefficient of 0.5 (laser reminiscent of commando m2)
!feedback
Horde of Many item suggestion following up @sour hemlock suggestion.
Haunted Matryoshka Doll
Has a 7% chance on kill to spawn a friendly doppelganger of the character for 10(+5) seconds. Limited to 3 doppelgangers of any individual player active at once.
!feedback
Small quality of life change, increase the attack range of Acrids swipe and bite downwards, so that if you're standing on a vagrant or control unit, you can actually hit them.
!feedback
Your luck in drops or printers can softlock you against “Mithrix, King of Nothing” with [Repulsion Plate] as even acrid’s percent hp poison will only deal 1hp of damage making the fight atrocious. Not sure what could be done, perhaps maybe a maximum amount of repulsion plates to affect Mithrix?
!feedback
A red item that increases your crit damage (stacking) and gives a small amount of crit chance (non-stacking)
Add a white or green item that slightly, directly increases your base damage so you don't need 10 items to double your damage only once or remove your OSP.
!feedback
I feel like acrid needs a ranged m1 option, and hopefully a melee option for his R(which I'll post separately). I severely dislike depending on visions of heresy for the playstyle to feel complete, and it would also open up possibilities for alternate hybrid loadouts as well. I have an idea in mind for what I would want the m1 and r to be, but ultimately that would be up to hopoo.
For his ranged m1, it would operate similarly to mul-t's rebar, in that it's a projectile with a long cooldown, but that cooldown is gated behind attack speed instead. This is so that acrid's ranged playstyle has a significant use for attack speed without having his m1 be as spammy as bite and neurotoxin are at the moment, as that would be a design conflict. Essentially, it would be a poison dart(or whatever projectile would be thematically appropriate) that temporarily gives acrid's poison/blight a proc coefficient(and some other minor effect perhaps?) A long cooldown ensures only 1 enemy will be debuffed by this at a time(unless you scale attack speed super high). Perhaps have it proc bands(400% dmg) too? Maybe even have the debuff contribute to death mark? Theoretical ideas, you're not necessarily voting for these.
This is an idea based around scaling acrid's ranged playstyle more into items, rather than relying on purity, so as to "normalize" him slightly. Hopoo is of the opinion that every survivor should be self-sufficient, and since lategame scaling is based around proc chains and bleeds, ranged acrid needs a little more than just epidemic. Other survivors that don't have frequent procs have very high damage values to compensate, so those rare proc chains are legendary dopamine-fests, but acrid's problem here is that he's a sustained damage dealer with rare proc chains.
In conclusion: I want a ranged m1 that synergizes with ranged acrid's playstyle, and ideally something that helps acrid scale better and gives more of a use for attack speed.
Thanks for reading! 😄
!feedback
Joining started games allows you to choose a character (if first time joining lobby/ not returning player from dc) and join after entering next stage with either no items if filling empty spot or with the items of previous players in the lobby who left mid game. Players who dced and re-entered are allowed to rejoin with all their items upon entering next stage.
!feedback
Change Leeching seed to 1% (+0.5% per stack) lifesteal. This leans it away from being a worse scythe in long runs, and makes it more beneficial to heavy hitters instead of just being useful on characters that have a rate of fire reminiscent of an A-10 Warthog.
!feedback Add a new type of elite that disables either your primary attack, secondary attack, utility or special attack randomly if the elite damages you with a "pulse" (with a range of tens of meters) that it emits randomly (requires charging animation which can be seen by the player). It will disable one of the player's attacks for a 15 to 20 second duration (maybe shorter if too strong). Its attacks will stun the player slightly, and will have few "orbs" orbiting the elite at a reasonable range, like planets to its star. The explode when in close range of the player, disabling their 2 of their attacks for few seconds or less, and the elite will regenerate the orbs after it detonates. On death, they will have a chance to emit a larger pulse that will some of the player's items for a reasonable amount of time, and slows down the player's speed by 70%. Their attacks deal significantly more damage than the usual monster attacks. Their movement speed is increased, and has a slight "gravitational pull" on nearby survivors, making it more "frustrating" to deal with. Yes the elite will have a chance of dropping a special equipment item which allows the player to have similar orbs as the elite orbiting them in resonance, and the player's attacks will reduce the armour of the monsters significantly, and stunning them. The player can move faster, their attacks will also inflict a slight gravitational pull on the monsters hit, causing the monster to attract and pull other monsters towards it, giving the player more ease to hit (but not as strong as the Primordial Cube, its 1/4 times weaker maybe). They will also disable the special attacks of the elite monsters the player hits (For example, fire elites will have no burns damage to the player, and no longer has a fire trail) for few seconds. The player also emits a pulse that disables their special "elite" abilities for 1 second or more.
!feedback
Nerf Lens Maker's Glasses to only "give 5% crit chance per stack" because crit is op. This will also allow for more design space for interesting crit items without just making crit builds even more op
!feedback
Mushrooms For almost Everyone!
I've been toying around with ideas on how to make fungal mushroom feel better without directly nerfing engy. As it stands, you have to stand still to generate a growing circle that provides a growing health burst heal. Instead, I propose that the new mushroom plants itself in the ground when you stand still for 2 seconds. It will draw it's 3m(+1.5m per stack) circle and a second circle will grow roots that are .3m(+.15 per stack) long off you. So long as you stay inside this fungul root system it will continue to live but leaving it severs the connection and dies.
This would solve the problem of it canceling when enemies bumping you a small distance, activating some abilities, rotating the character too fast, etc.
!feedback
Have a spot in the logbook to view previous runs, sorted by character. Also a page that shows all of your end-game stats from all runs totaled up!
!feedback
I would appreciate having a 'sightings' mention in each monster log, showing where they naturally spawn. Right now, outside of possibly the wiki and a person's own memory, you can't really tell where they spawn and where they don't, like Grovetender only able to spawn in Scorched Acres and no where else (unless an event happens, but I digress).
!feedback make it so that if you accidentally throw Forgive Me Please somewhere where it can't land (e.g. out of bounds on Sky Meadow) the doll you throw despawns within ~1 minute instead of bricking your equipment for the rest of the stage
!feedback potentially a different kind of critical hit which procs different items. I don't know what it would be called but it would be seperate to the glasses. This will help make the normal crit not overused
!feedback
after completing eclipse with a character you get a gold/good-looking skin.
(honestly for me at least there isnt much reason to play eclipse, so adding a skin would give me some motivation)
!feedback
Problem
Crits don't feel so special right now; stacking to 100% crit is too easy.
Solution(s)
Change (or add) crit items to give less crit chance but increase crit power.
Give extra base crit chance to some abilities.
I think these changes would help getting a crit be more of an n o i c e moment.
Have mercenaries slicing winds scale with attack speed
!feedback Idea: RoR3 dating sim
!feedback
an alternate choice of scrapping everything but 1 of chosen item
!feedback Alternate option for solus probe yellow: gain an orbital probe that tethers onto 1 enemy (+1 per stack) and applies the sap debuff (50% base damage per second and increases enemy cooldowns by 25%)
!feedback
Give us an option to play with modified stats that can be configured before the game starts in multiplayer and singleplayer, like Enemy speed, how much xp and gold you get from killing enemies or the base damage of enemies.
!feedback Give all shields a 5% damage reduction if the shield takes damage but doesn't break. Yes, this includes transcendence, which I like, but can still be a bit.. boring?
!feedback
when using forgive me pls and having 3 dolls on the ground activating the equipment again, deletes the oldest doll and throws a new one down
!feedback
Quick join option for those who want to join any lobbies on their region regardless of rules for those that want quick matches and not bother in browsing the multiplayer lobby.
!feedback (my feedback may be filled with syntax errors, in that case i apologize in advance)
- Allow to choose how many items (not choose the items) one wants to use for a 3D printer.
-Give an option when creating lobby to make your loots "locked" so no one can steal them from you. In that case, the player with the loot can also give his loot to anyone he wants to (let's say by displaying a list of the players when holding the interaction keybind on the item)
NOTE : to avoid people not taking their items, it may be possible for anyone to take the loot after some time (which would be decided when making the lobby)
!feedback Allow us to activate objects within our reach while our player is standing inside the tele zone, even if the item is slightly outside the teleporter zone. In other words, if we could interact with it from where we're standing, let us use it.
I get if you don't want us like running outside of the tele zone to start buying stuff, but come on, it's right there, I can touch it without leaving the zone.
The reason I suggest this instead of just you know, increasing the tele zone, is because of the issue of just extending the annoyance a few meters.
!feedback
Small Quality of life: having the mouse not appear/spawn on the "back" button after team returns to lobby after full wipe/clear. Currently pressing enter "clicks" the mouse in lobby so with the intent to type in chat pressing enter, it clicks the "back" button instead and makes me leave the lobby. I thought it was just an annoying bug at first that kicked me out of multiplayer lobbies when pressing enter right after returning to multiplayer lobby.
!feedback
Artifact of Greed: “You can take it with you.”
While this artifact is on,
-
You get half as much gold/xp from monsters.
-
If you beat Twisted Scavenger, it saves each item stack count if higher than the current save. A settings option lets you clear the saves.
-
Upon starting a run, you gain item stacks equal to the square root of (saved count - 10).
Unlocking characters and items is a fun way to change future runs and reach further loops, but eventually the player runs out of challenges to complete. This artifact is meant to extend that experience, using tests of endurance and rewarding the risks of Shrine of Order, with diminishing returns that get more and more challenging to advance.
Greed makes you rely on the crutch of possessions more than talent, sabotages your personal growth, and blinds you to what you already have. You must seek a way to horde your wealth for eternity, even if that eternity is spent alone… in a featureless desert… scavenging…
!feedback Reduce the amount of time you fall for in A Moment, Fracutred.
!feedback
Alternative options for all environments (probably except Commencement and Hidden Realms, although why not)
!feedback
An idea outside of gameplay, but can we get official merch for ROR2? I'd personally pay a whole lot of money for a Displate that says "Now you're thinking with proc chains!" Or even just the game's cover art.
!feedback
Artifact of Rage
Hit them back, hard
When at low health gain speed and damage. Affects enemies.
!feedback Here's an idea. A skin for each survivor that lets up choose which colors we'd want ourselves.
!feedback limit the amount of Forgive me Please' that can be active at once
!feedback
Idea: Backup Magazine - adds cooldown reduction (5% per Stack for secondary, stacking non-linear like tougher times until a max of 75%)
Reasoning: at a certain point, getting more Backup Magazines doesnt benefit you anymore. Namely when the time to refresh the cooldown of all charges is longer than the time until you get into another fight (which is most of the time quite short). Also makes Backup Magazine better on survivors already having charges on their secondary (currently only Engineer).
Possible problems: having high cooldown reduction on certain secondaries could be overpowered, but you probably have to exchange damage items for an enough big amount of Backup Magazines to make much of a difference. The first few stacks shouldnt increase the power level of survivors by much.
General Item Philosophy: all items should be useful when stacked, but with diminishing returns. At the moment some items are incredibly strong when stacked, others are "one stack and forget" or even completely underwhelming in terms of usefulness. Not every item should feel the same for every survivor or playstyle, but every item should be at least of some use with 1 or more stacks.
!feedback
Idea: Bundle of Fireworks triggers like Lepton Daisy periodically during the Teleporter Event (+1 additional time per stack) additionally to firing when interacting. Base amount should be reduced from 8 to 6 and stacking amount should be reduced from +4 to +1 or +2.
Reasoning: Makes stacking Fireworks actually interesting because it now also helps with the main objective of activating the Teleporters.
Possible problems: Teleporter event clearing on its own in a shower of rockets. Shouldnt happen as Fireworks have no proc power.
!feedback
Cap all equipment effects by max charges.
In addition to mechanical consistency, this gives the player control over how much they're willing to strain their computer/the game, limited by the number of Fuel Cells they pick up. For the most part, this only affects players with Catalyst or an abundance of Gestures, as well as the current Forgive Me Please cap (3, regardless of charges).
For many equipment, this could be done by making it unusable until the number of effects is no longer at the cap; just make sure the effects are deleted after going out of bounds so the equipment can be used again. For example, Radar Scanner could not be used if the number of pulses is equal to its max charges.
Buffing equipment could stack duration up to max charges, and initial audio should be reserved for telling the player the buff has started, not when refreshed. For example, Ocular HUD with 2 max charges adds +8s to its duration, max 16s.
In the specific cases of Blast Shower's projectile-cleansing and Gnarled Woodsprite's follower, the equipment shouldn't be made unusable and instead delete the oldest effect when used. Other exceptions might also be needed.
!feedback Can I just get run history menu, sometimes I would like to see my past runs see how my time and other in game stats change.
!feedback Malachite spawn volume stacks. The more Malachite that spawn at once, the louder the chime. Please stop my ears from bursting.
!feedback in the character logs it should also show the combined time spent on characters. Because if you try to get the ethereal archievment on mercenary you'll very likely restart at the 10 to 180 second mark. At least like 30 times. That will be 30 ''picks'' even tho you spent like less than 30 minutes on these 30 picks. Whereas a whole game (pick) will usually take at least 30 minutes, which means, that the pickrate is VERY skewered. Same applies to games where you die stage 1 or 2, since those games will be counted towards ''picks'' even though you barely spent any time on them. This pick statistic doesnt tell you how much time you spent on a character and that's quite sad
!feedback
another band idea like kjaro's and runald's band..a new band that have the same requirements and its side effect is that its shocks enemies (like captain's tazer gun) just to give it that feeling of the trio of blazing, glacial, overloading elites
!feedback In solo mode, allow the player to "save" progress and continue later. I think that would help especially since most of games are extremelely long and it's kinda frustrating to stop it without being able to continue later.
!feedback
Can we have a timer per stage (resets to zero once a new stage starts) in addition to the overall timer? Would be nice to see exactly how long I've been on the current stage
!feedback Mercenaries slicing winds attack speed should scale with his items the same way his default ability does
!feedback
Followup from @grim crest [In solo mode, allow the player to "save" progress and continue later. I think that would help especially since most of games are extremelely long and it's kinda frustrating to stop it without being able to continue later.]
At very least, let us save on stages that stop the clock such as the bazaar and void.
!feedback scrappers and printers make it just a little to easy to get what you want right now. This often leads to runs feeling more similiar to each other.
Making one or the other rarer or maybe adding some kind of limit on them may help.
This could also be more of an issue with low tier and high tier items within the same rarity, so brining those more inline with eachother could be another option.
I think the balance is really close, it just needs a little fine-tuning
!feedback
On the line of a possible Solas Unit or Alloy Worship Unit “yellow item”. An inherent property the units display is gaining massive shielding for a time that’s annoying to cut through.
Emergency / Hardened Shielding - Boss Item:
Effect 1 - every X seconds gain 200% shielding for Y seconds. (Similar to Tesla I’m timed effect)
Effect 2 - Shields grant Z “shield” armor while BLUE shields are active.
!feedback
Everything is so great, the only thing i'm here to say is, last mythrix's phase just sucks, there's no way around it, the boss itself is really good, but last phase lmao.
Keep up the good work tho (:
!feedback Engineer's secondary should not cancel his primary charge
!feedback
To counter players in problematic elevated positions (on pillars and ramps), Mithrix should fire a volley of shards directly upwards that gain homing after their height is level with the player.
!feedback Item Idea: Spectral Shell - (Carry a snail's shell on your back) 25% chance of creating an after image that mimics your previous attack with a proc coefficient of 0.2 for 50% of your total damage (Affected by 57 Leaf Clover and Purity). 1+ afterimage per stack.
!feedback
!feedback scrappers and printers make it just a little to easy to get what you want right now. This often leads to runs feeling more similiar to each other.
Making one or the other rarer or maybe adding some kind of limit on them may help.
This could also be more of an issue with low tier and high tier items within the same rarity, so brining those more inline with eachother could be another option.I think the balance is really close, it just needs a little fine-tuning
@「T H E F O O T」#9271
!feedback make a restart button for prismatic trails. i am trying to unlock one of sword guys abilites. If it was a button above "go to main menu" that said restart
!feedback
To counter players in problematic elevated positions (on pillars and ramps), Mithrix should fire a volley of shards directly upwards that gain homing after their height is slightly above the tallest pillar. Post is slightly different from the earlier one to prevent players from simply avoiding the attack by ascending pillars. This should be considered as one tool available to him rather than the sole fix for exploiting.
!feedback
Daily/weekly challenges
!feedback
[VISUAL ONLY] add a wardrobe or another furniture-like item in Bazaar Between Time that will be interactable and let us deselect/select which items will be visually shown on our characters. (extra function: lock function that will not allow any future item pickups to be added in the visual model. that way people that only visit the Bazaar once or twice per run can still have control over the final visuals)
!feedback I'm actually baffled how genesis loop still isn't blacklisted in Mithrix Phase 4. Not only is the item actual trash tier normally since if you're that low you're likely going to die before the proc even finish, but the fact that mithrix can just instanuke you after the hp threshold is just really unfair and makes literally no sense from a design standpoint. I'm especially annoyed that this just happened during an eclipse 8 run, and with all those debuffs it was a death sentence. Boss items, like in 1, are supposed to be strong and rare items; not some piece of trash that does nothing but ruin your Mithrix fight if you accidentally pick it up.
!feedback lunar item idea. You can hold 2 equipment but it takes twice the time for cool down. It would use a button that’s not already in use to switch between them.
!feedback
Lunar Item: Unstable Design (Passive)
Function: Every 30 seconds, summon a Lunar Chimera to fight monsters. It is not your ally.
Only one is allowed on the field at a time. Each stack raises its power and HP. Killing it will not give money.
This item is disabled in Bazaar Between Time for obvious reasons.
(The idea of this item is to be a sort of 'negative' version of the Queen's Gland. Plus I think it'd be kinda fun to see the Chimera's arsenal fare against the planet.)
!feedback How about 3 seconds of invincibility after starting a new stage so monsters that spawn inside you don't ruin your run immediately? I couldn't even do anything
!feedback without the bot working to put stuff into #top-feedback-archive, this channel feels like pointless ranting into the void.
!feedback
make visions do more damage, have a lesser cooldown and maybe it doubles on stacking i picked it up just now and now i cannot live cuz all enemys are god range please fix this
!feedback
Change the name of the Overloading Worm
Before you actually see the Overloading worm and see its name in the achievements of Commando, its far too easy to confuse the enemy Overloading Worm with a Magma Worm with the overloading elite effect. This could lead to confusion as new players kill multiple overloading magma worms as commando to no avail, only to find out later by research that their attempts to unlock the achievement were futile.
This really only happens in prismatic trials, but because of how consistently you can spawn a specific enemy in prismatic trials, it can waste a lot of unnecessary time
!feedback
Tier 3 item or Red item- Tinkering Toolcase- Boost drone DPS by 30% (10%per stack) and slightly raise drone health by 10% (5% per stack) max stack of 10 toolcases.
!feedback
Shield buff: while you have shields up, your normal (non-shield/barrier) health gains a 50% damage reduction, or 100% in the case of 
{An example of how this would work would be this: if you have 100 health and 50 shield, and take an attack for 100 damage, you will be brought down to 75 health 0 shields}
!feedback
Shields shouldn't count for OSP unless you have transcendence
!feedback
make the particles for Stun not show up on Brass Contraptions, or make Stuns work on them
just lost a run because I thought they wouldn't attack me due to them having the particle effect above them
!feedback an acrid poison that works like blight but staying at 1 stack of damage, instead stacking an attack speed and move speed debuff, melee acrid potentially fixed?
or have it not stack and just start strong and get weaker over a linear duration, refreshing on reapply
!feedback
So I had some ideas on what the new utility for artificer could be. As we all know artificer's main struggle is mobility (Arti has aoe and single target dmg covered) and since her remaining new skill is to be a utility I had 2 ideas for what it could be that would help her overall consistancy.
Idea 1 - A movement based skill similier to commando's as it would launch arti forward and up and shocking anything behind (and maybe below) her. This could also be substituted for the freezing effect.
Idea 2 - A single target damage attack that would freeze, damage, and apply a dot for a percentage of the selected target's health. This ability could also be used to heal other survivors as well.
This also leads me to another suggestion. Could we have all ice attacks buffed to apply the same effect as mentioned in Idea 2 (just without the freeze). I think it would buff the ice aspect a lot as well as give arti some more power. Sadly it could also bust the runalds band even more so idk about that one. Hope this gives u guys some ideas for Arti!
!feedback put a limitation on how many glowing meteorites can be active at once, i had about 40 fuel cells and 5 gestures of the drowned and my game crashed either a limitation or some mechanism to prevent most of them from rendering to prevent performance issues or limit them in a similar way to forget me now
!feedback do not allow duplicate 3d printers on a stage, and force multi-shops to have three different items (or at least not 3 of the same item)
!feedback
shields could get inherent buffs to how they interact with OSP, I agree on that, however a cooler way to buff them could be adding more items that interact positively with them, making shield builds more viable. I will provide some examples/ideas, however these aren't actual suggestions, just thoughts I had that I'd like to share. I might post them individually at some point.
(Equipment) Shield Discharger: Lose some portion of your current shield and fire a wide beam forward that deals damage equal to the amount of shield removed * ~15 or something, idk about balancing. (and maybe scale in width slightly with shield spent)
(Green) Kinetic Absorber: Overkill damage to your shields deals less damage to your health, inspired by The Snootster's suggestion.
(Red) Battery Extension, have a chance to drop a pickup that makes your shields start charging instantly on kill. Not my suggestion: https://discordapp.com/channels/417739215355510784/565701207989944330/741207379105808418
!feedback
Expanding on the suggestions above
Green item: Blood Soaked Shield
Killing an enemy restores a flat amount of shield. The closer you are to an enemy, the more shield restored.
Edit: If you have no shield value, or if you exceed your maximum shield value, gain barrier at a reduced rate.
!feedback
SPOILER WARNING: FINAL BOSS FEEDBACK
||For Balance purposes - When starting Phase 4 of the final boss, all ghosts created with the Happiest Mask should be killed or removed.
If your Lunar Chimera ghosts (which you have thanks to the Happiest Mask) are still alive, Phase 4 is significantly easier. When Phase 4 begins, all of your items are removed, but the existing ghosts feel as if you are still using the power of the Happiest Mask. I killed the Phase 4 boss so fast that it took me maybe 3-5 seconds to realize how the final boss died.
I am suggesting this as more of a balance thing, as I feel like Phase 4 was not meant to be this easy. (I mean, I'm not complaining that I finally have finished the game hehe)||
I think que spinning m2 of mercenary should continue the run animation
!feedback
Shields have an inherent problem that they aren’t overly useful at the later stages. This is heavily due to the massive amounts of damage late stages can dish out.
Shielding Core - Green Item
-Survivor gains 10 (+5 per stack) of armor while BLUE shields are active.
-This armor does not apply to barrier
(Item appears as a gem-like prism)
!feedback Increase the amount of lunar coins that is rewarded with the beads of fealty, from 15 to 20. It's almost better now to farm lunar coins via mithrix since you dont have to be lucky and not spend over 5 lunar coins for the beads.
!feedback
Allow the game to bind two keys to each function. E.g. I want to bind the Utility skill to both "Mouse Button 4" and "Q".
!feedback
I am hungry but there is no food so I am sad
!feedback
new red item: Offensive Microbots
ability: periodically shoot a laser at nearby enemies. scales with attack speed.
!feedback
Hats. Little cosmetics you'd unlock as very rare scavenger drops, and from a few certain challenges. Hats would be headgear that any survivor could equip, and all they'd do is make you look slightly more stylish. Imagine playing as the engineer in a tophat, or acrid with a chef's hat? Wouldn't that be neat?
!feedback
Make Acrid's primary inflict poison. This is a change that lots of people (like myself) have suggested to make melee Acrid more viable and consistent. Blight underperforms most of the time, especially when compared to poison, and this would be a change to give it a boost.
Melee Acrid just, as a whole, needs a buff, especially against flying/tougher enemies. I personally think that this could be a step in the right direction to making melee acrid viable, especially since he doesn't really have any tools to be a melee character.
!feedback alternatively just give a new poison based around slowing and reducing attack speed of the enemy so he can create openings and actually have a gameplay away from getting lucky
!feedback
Utility skill ideas for Artificier
1st Idea
Flame Pillar
Summons a pillar in a selected area that does 200% damage over 3 seconds pushes enemies back and ignites them
2nd Idea
Flame Dash
Dash forward hitting enemies for 300% damage stunning and setting them on fire while leaving a blazing trail behind you
So the first idea would be more offensive then the ice wall, it would obviously perform better early game but fall off late game if you dont have a great item build its main use would be for crowd control or doing big damage to big enemies that cant be pushed away easily. The second idea would give Artificier the mobility she needs, so this skill could be used to charge into enemies and use your flamethrower or ion surge this would also pair well with her jetpack and give her mobility in air, this ability would allow Artificier to escape situations more easily and it would work great with a hardlight afterburner.
!feedback
I think that this progressive map system in the easy mode, mentioned in this post, would help the beginners players to understand the game. Monsoon difficult shouldn't have any map as it is now.
" a map that begins blank and as the player plays through runs and active teleporters, it would mark the teleporter location as well as filling some nearby landmarks for next runs."
...
"Maps already exist on site and videos for every stage of Risk of Rain 2, just need to google it.So instead of the player having to focus to memorize every aspect of the map and possible locations of the teleporter or having to pause the game (singleplayer) to check on an external source, it would be beneficial to have an in game mode of map on the stage without relying on memory....."
https://steamcommunity.com/app/632360/discussions/0/2945872608894714839/
!feedback
overloading worm boss item? spin on the molten perforator?
!feedback
Ion Surge Idea
Have the ability to hold down R to charge up the jump, when you charge it up fully Artificier would jump higher in the air do more damage to enemies and have a bigger area of attack, charging this up mid air would give slow fall so you dont have to hold down the space bar and it should charge faster the higher your attack speed is
Edit: To clear up confusion just pressing R would still act the same way so you dont need to hold it down to use Ion Surge holding it down would just make it more powerful
!feedback make the AI in the Tc-Prototype better
!feedback
Lunar Frog 
Lunar item
Double jump height but double fall damage.
!Idea Thought of a fun new game mode. Could be called Divine Providence or Total Eclipse or something similar. 1 player takes control of the Director, the system that chooses which monsters to spawn, and tries to kill the survivors as they progress through stages as they advance to the final stage to fight Mithrix or whoever, but the boss is controlled by the Director Player. Just a fun idea i came up with and definitely needs tweaking
!feedback
Lunar Frog
Lunar item
Double jump height but double fall damage.
@strong spruce !feedback
!feedback
Adding on to my suggestion for more alternate primary attacks, I'd like to suggest the idea of "dynamic" skills. I got this idea after watching a video of a playable Mithrix mod, in which his primary was a hammer slam while walking but visions of heresy while sprinting, mimicking the fight. I think it would be pretty cool if we had similar skills that could change depending on the character's situation. It could definitely make for some crazy fun gameplay styles on some survivors. Maybe it doesn't have to be so crazy as a dual primary attack, but a dual utility or special could definitely be a lot of fun. Imagine a special that could change depending on whether you're walking or running? Or could change to synergize with your primary if its firing at the same time? These are just a couple of ideas, I'm sure the devs could come up with better situations for this kind of skill if they liked the idea.
!Idea Thought of a fun new game mode. Could be called Divine Providence or Total Eclipse or something similar. 1 player takes control of the Director, the system that chooses which monsters to spawn, and tries to kill the survivors as they progress through stages as they advance to the final stage to fight Mithrix or whoever, but the boss is controlled by the Director Player. Just a fun idea i came up with and definitely needs tweaking
@blissful laurel !feedback
!feedback artifact of beyond
Killing enemies near eachother has a chance to summon imps from beyond. ||The more enemies killed, the stronger the imp. Elites, imp overlord etc||
!feedback Don't change Sawmerang, it's fun.
!feedback
I don't understand why gunner turrets and TC-280's aren't repairable after they're destroyed. Especially for the TC-280, it's already really weak for its price. At least let us conserve the novelty of it after it inevitably gets destroyed.
!feedback
Wont change much but it would be really nice if there was an option in the settings menu to sort the item bar on the hud by color or amount in possession, it’s kind of a mess to look through in my opinion.
!feedback
Can we get spawned facing the ramp in Commencement? It's a little jarring to always be spawned facing to the right instead of straight.
!feedback
Merc's animation canceling was over-corrected. You can cancel his attacks by walking now.
Good news is this is probably incredibly rare in gameplay, cause I really have to time it on purpose to cancel them (though the window to do so is kinda big)
!feedback Captain is great, but his shotgun could use some audio tuning. The overall volume of it should be raised sightly, and the "pump" sound made a little punchier. I'd also like to see it eject shells. (Maybe out of the bottom?)
!feedback Add a portal showing the Earth above the moon when you get to commencement, with a podium at the center of the arena which appears after the boss fight. Activating turns on the moon destruction phase. I've heard that many people are kind of confused about what the goal of the game is, this is pretty simple story and lore wise.
Edit: To clarify, there is already lore in either Commencement or Mithrix's Log which states "Maybe I'll come to your world one day" (I may have gotten the exact quote wrong).
!feedback
Fix the "hitbox" or whatever on this thing in Wetland Aspect. It's impossible to ping things behind it and it can waste a lot of time
!feedback
On "Commencement", there's no real point to killing any enemies; it's much better to just run straight past them. Some incentive to do so would be nice
!feedback
Lock AoCommand until the player has obtained all other artifacts. If the player inputs the command portal key, open a portal to the honor trial if they have not obtained all the other artifacts.
I feel like command is something best kept for actual endgame, and having access to it so early on seems weird. The item allows you to completely bypass all the actual challenge of the game, and build any way you want.
!feedback
prismatic trials restart option; both as a pause-menu button you can click, and also as a bindable key/button that restarts the trial when pressed.
!feedback
Could PC get the option to change Artificer's hover to a toggle, for those that play on controller, since it's been a thing in console for quite a while.
!feedback
Assault Rifle alternate commando M1:
Accurately and quickly fire shots for 80% damage (.9 proc coefficient, shoot once every 0.1 seconds) with a magazine size of 30. Cannot be dry fired and reloads always take 1.8 seconds, but nah size scales with attack speed (excluding temporary buffs).
Passive
Veteran: gain 1% bonus to all stats (armor, move speed, attack speed, hp, and regen) for each item picked up (greens count as 2, reds count as 3)
any chance of mobile ports for either RoR or RoR2?
!feedback
Please add a way to mute players and their pings because sometimes they are toxic as hell and starting slinging slurs like theyre in the 40's or something
!feedback
Make multishops give you the item closest to you when you activate them. This prevents the situation where a small mouse movement before buying will result in the wrong item being bought.
This happens frequently when you are trying to buy and quickly get out of the area.
Edit: could highlight the entire multishop itself when hovered over, and have an indicator that shows what will be purchased.
!feedback
Mini Mushroom healing has no cooldown, heals more if they're elite, and the duration seems to last until they're above a certain health threshold. This can lead to situations where a player, completely capable of killing any other level-appropriate monster, finds killing an elite mushroom impossible. Except for scavengers with Fruit/Tonic/Woodsprite, Horde of Mushrooms is the only boss that can prevent a player from continuing regardless of skill.
Change mushroom healing to around 14/s (+4.2/level), instead of a % of max health.
Although this is about the same for normal mushrooms, the healing ability would no longer be buffed for elite versions, making them on par with other elites who only get +damage +health.
!feedback make drones and especially tc have osp and make them worth buying
!feedback
Acrids playstyle is defined by his secondary skill completely. The playstyle of the bite, the all-or-nothing hyper-agressive playstyle is fun, but severly more risky with similar damage output. It just can't compare to the ability that ranged Acrid has to retreat and deal damage, and I say that because I prefer blight over poison because of it's reliability to kill Lesser Wisps, which melee Acrid only has pandemic to deal with them. Acrid needs some benefit to close range melee, like Loaders scrap barrier, so...
Add Acrid's Bite to have an inherent transfusion effect per enemy finished off with Bite damage, infinitely stacking. Every enemy killed with Bite will grant 1 health up to 50 health gained, then the requirement to gain 1 health goes up to two enemies, and adds an enemy per 50 health.
For example, finishing 50 enemies with Bite grants 50 health, finishing 150 enemies grants 100 health, 300 grants 150, 500 grants 200, 750 grants 250 and infinitely stacking. As regenerate goes off of max HP, this also increases the health gained from your innate health regen, makes your bitey doggo have more bark.
!feedback Change the ion surge so that you need to hold down R to determine how far you want to go (not charging but channelling).
!feedback
Idea: Rusted Keys reduce the prices of all chests by 5% per stack (non-linear scaling like Tougher Times with a max of 75%) additionally to spawning the lockbox.
Reasoning: having more than one stack of Rusted Keys just feels awful right now. The increased chance to get higher tier items is not really worth it in my opinion and if at all only in long runs if you always find the box. This change would indirectly increase your power by reducing the time you need to farm for chests.
Possible problems: Shouldnt be much of a problem. Lategame, money isnt really a concern anymore and in early game you would need to find a big amount of keys to really speed up your game to an OP extent, which would still mean missing other more directly power increasing white items.
General Item Philosophy: all items should be useful when stacked, but with diminishing returns. At the moment some items are incredibly strong when stacked, others are "one stack and forget" or even completely underwhelming in terms of usefulness. Not every item should feel the same for every survivor or playstyle, but every item should be at least of some use with 1 or more stacks.
!feedback
Instead of Engineer planting down the walking turret before it starts moving around, make it so that Engineer throws something like a pokeball that would then transform into the walking turret. Not only would this look even cooler, it would also kinda compensate for the fact that the walking turret has a smaller range than the stationary turrets.
!feedback
Idea: Death Mark increases damage for each debuff instead of 50% after applying 4 (+10% base damage +2,5% per Stack for each debuff)
Reasoning: Death Mark must be the worst designed item in the game. Which doesnt mean it is useless or even bad. Its just that stacking Death Mark is very weak and oftentimes its even an entirely dead item (pun intended). My change is meant to fix the stacking problem and make Death Mark a useful item even without 4 debuffs at hand.
Possible problems: Because of being another independant damage multiplier like crit, it can become quite strong. With my proposed numbers, with 2 stacks of Death Mark and 4 debuffs on the target, the damage increase would be the same as of now.
how can l kick members in my lobby
!feedback
Many lunar items have some way to play around the downside in order to get the most out of them. For Brittle Crown and Shaped Glass, you play more cautiously. For Corpsebloom and Transcendence, you need to duck out of combat to recover. Effigy, Convergence, Meteorite, and Rachis give you areas to stay in or avoid.
For Tonic, the way you play around the downside is to activate it, temporarily suppressing the penalties. However, the Enigma artifact removes Tonic's counterplay and leaves the permanent downside, which is a unique interaction for lunar items in any situation. This is not a unique interact for Enigma, though; Chrysalis' benefit goes away when unequipped, yet the cooldown remains... which is why Enigma has a special rule to never roll Chrysalis.
Like Chrysalis (and 3 other equipment), Spinel Tonic needs a special rule for its interaction with Enigma: **Enigma should disable Tonic Affliction.** Let Enigma do its job and cycle through random equipment, not regularly freeze the player on one until they can find a replacement.
!feedback
||For the final phase on Mithrix I feel like he should give your items back at a faster rate, as most of the time he has 1/4 health missing but I only have 2 items back, I usually end up having 7-8 items when he dies when i have so many more overall.||
!feedback
Have 4-5 seconds of immortality upon entering a stage, I'm suggesting this to avoid unfair scenarios like the following: https://discordapp.com/channels/417739215355510784/559901453834256404/752893719526506596 - https://discordapp.com/channels/417739215355510784/559901453834256404/752894152659828756 these while being rare, do occour at times resulting in great frustration.
!feedback Artifact of enigma should cause small enigmas to replace active items just like it did in the first game. (If you’ve never played the first game, small enigma just reduces your equipment cooldown slightly) This would make enigma way more fun to use because you would get to cycle through the fun and interesting active items in the game. Also for the sake of idiots like me, could the recycler get switched by gesture of the drowned when you have enigma on
!feedback pings tell you if a chest has been opened or not opposed to the empty chest telling you how much it cost. Since it can be difficult to tell if you far away from it
!feedback Like some other equipments, give Sawmerang a passive where the saw slowly orbits the character in a wide radius around 10 meters away. When this orbital saw collides with an enemy it deals moderate contact damage and applies bleed. This will help make it a more favorable equipment choice for close range survivors to increase variety. (Think of orbital items from the Binding of Isaac)
!feedback N'kuhana's would need to deal 1/10th of its current damage to be even remotely fair to the player should an enemy possess it.
Between that, the fact that it's undodgeable, and the fact that it procs off of every healing instance, it's more unfair to deal with than Tesla Coil, which is saying something.
!feedback on sky meadows have multiple teleporters adding another final boss stage or give the primordial teleporter 3 modes
!feedback interstellar desk plant rework:
on kill, plant a healing fruit seed that grows into a plant after 3 seconds. the plant heals for 8% (4%+ per stack) of maximum health every second to all allies within 6m (5+ per stack). lasts for 10 seconds.
if 4 or more plants are in range for 4 seconds, they will converge into a large tree that heals for 13% (5%+ per stack) of maximum health every second to all allies within 16m (8+ per stack) and raise movement speed by 30%
!feedback
A slight tweak to the up above feedback regarding a boss item for Overloading Worm.
Make it so while you're moving it fires off random strikes of lightning, not tracking like Little Disicple or aiming in a general area around someone like Glowing Meteorite.
While walking it still shoots, but while sprinting it fires off more often.
Damage increases with stacks

!feedback
A "pause run" option that allows you to pause a run and exit the game. When you come back, you have the option to continue the run where you left off. To clarify, this isn't a suggestion for a checkpoint system, but rather, a system that allows you to be able to stop playing the game for a while without sacrificing your run or having to have the game running in the background while you do something else.
!feedback make commandos phase blast amount of bullets scale with attack speed
!feedback
Add some of the elites from RoR1 to spice up the game, like the frenzied and volatile Elites.
!feedback: Mercenaries slicing wind ability should scale with his attack speed, just as eviscerate does
Make bosses (Not the teleporter boss, like pre-teleporter bosses like a beetle queen outta nowhere) have a 33% chance to drop their respective boss item so they're not like red item rare and stuffs.
Edit: Is it also possible to make it do !feedback for you if you haven't? Nobody can vote on this because I don't do !feedback.
!feedback Lunar pool isn't called a lunar shrine, so can we remove the mechanic where defiant gouge works on lunar pool?
!feedback the final boss need to be change, I like the idea of him taking your item and using it vs you, but right now there is 3 time in a row where I fight him but literraly can't win, because he just take my atg missile and my 57 leaf clover and I just die before doing anything. maybe let him take your iteam but you have them too. I don't really what to do with him, i like the idea of him taking your item but when he can one shot you that's not funny. (sorry if i make some fault, i'm french)
||!feedback|| https://gyazo.com/bb021969c2285b67c1718771509a87dc
New enemy idea: Host
This late game enemy has the ability to resurrect fallen enemies as temporary ghosts similar to happiest mask ghosts. Once the Host is defeated, all its summoned ghosts instantly die with it.
The Host floats above the battlefield, and will try to keep some distance from the player by teleporting away if they get too close, and can throw waves of phantasmal energy at opponents as a last resort, but will usually opt to summon more ghosts. This enemy can first be seen on Sky Meadows, but like Scavengers and Void Reavers, can spawn on any stage after the first loop.
The Host's ghosts have a different color than happiest masks ghosts to avoid confusion, and passively lose health at the same rate. Resurrecting an enemy has a loud animation that can take a few seconds. Art was made by @placid quail
!feedback Add Russian font to the game because current one looks terribly. Some examples https://i.imgur.com/97GXmcB.png
!feedback
Make hermit crabs a bit more frail and large, as well as weakening their rocks but increasing their AoE and very small semi-homing. Also increase the noise generated, reduce their attack rate, and make them blow out a lot of steam when they fire so they're less of a nuisance to look for. Also reduce their spawn rate and make them rare in combat shrines. A variety of small but influential tweaks to make them not seem like Henry Stickman do the Distraction Dance. Oh, and reduce how many rocks they spew so Blazing and Overloading Hermit Crabs aren't absolute MENACES.
Edit: Made it a bit more emphasis on the last part. Also made an attack RATE on: Reduce their rate and it is now reduce their attack rate.
!feedback
New enemy idea
Really simple it would be called Magma Crawler and it would be a mini Magma worm it would be more aggressive then the worm and just go after the player instead of wandering around, if you touch it or it bites you you will be set on fire. There should be an overloading variant too but the overloading one shouldn't shoot thunder instead it could get speed boosts once in a while.
!feedback || Mithrix should not take Dio’s best friend and if he does it should be the first item to be given back||
!feedback
After playing about 50+ hrs of MOBILE (TR58) turret Engineer, I've come to the conclusion that I think they're just as viable as the alt, if not better in some ways. The one thing I think would be a great addition is the ability to prioritize targets for the turrets. I think if the mobile turrets prioritized targets pinged by the Engineer or if there was some way to improve their AI just a bit more people would use them. I don't know how many time I've watched them run past the boss just to go focus on some random add that's nowhere near the action. Please let me know your thoughts. The TR58 turrets promote such a different Engineer playstyle and Id love to see them be more user friendly.
!feedback Suggestion for the R ability Heretic item (since the previous one was so needlessly complex)
Winds of Herecy
A pair of wings with ruffled feathers, similar to those of the vultures.
Passively reduce your gravity by around 0.1, so fall slower and take less fall damage.
Pressing R flaps the wings, propelling you upwards. Pressing R again in less than a second(like Mercs Blinding Assault) flaps the wings again. A third flap shoots the feathers off the wings, each of which deals heavy damage.
!feedback Elite equipment buffs, since rn they are weak compared to other ones
!feedback I deeply miss quickplay. There's something magical about joining 3 randos and not knowing their skill level, teamwork compatibility, knowledge, etc and just working with what you get. I wish this could be part of the matchmaking again, as a separate option to selectable servers.
!feedback Add item statistics to the post game report. Similar to RoR1 where it tells you when you had a highest stack count of an item, or most times hitting the shrine of chance with no rewards
!feedback
||Mithrix should be able to break the pillars during phase 2 (the ads don't count as a stage IMO) just to avoid cheesing him during phase 2 and 3.||
!feedback Cool additions to Commencement to add:
Mithrix's workshop
Providence's Workshop+Trash Fields
The trash fields would be where Providence's failures would be, seeing as how he is described as the dunce brother.
!feedback
Stage Specific Bosses
I want to see bosses that only appear on one stage exclusive to just them like Grovetender for Scorched Acres
Titanic Plains
Colossus it might be too big for the stage but thats why it would be perfect the stage is all open and wide so you could get up hills and avoid colossus, or you can just scale him down
Distant Roost
I want to see one of those flying bird things as a boss that tries to peck you and when its low health would start flapping its wings to blow you away.
Abandoned Aqueduct
Either a Sand Lemurian or the creature that we can see the skeleton of on the top of the map for the Sand Lemurian it would be a big lemurian (Bigger then Elder) that would wack you with its tail and shoot sand bombs that would cover your screen a bit (like a blinding debuff type of thing) the monster looks like it would bury down into the ground it would be cool to see if it would try to run you over like Toxic Beast in RoR1 and for a special attack it could bury down into ground and make a quicksand pool like an antlion
Wetland Aspect
A brass contraption boss that would throw exploding spikes
Rallypoint Delta
Toxic Beast type of monster before it became what it is or a Bison boss
Abysall Depths
I wanna see a Hermit crab boss it could sit in one place throwing giant boulders at you and hiding in its shell for protection
Sirens Call
We do have the alloy worship unit so it can stay or get a Vulture boss that would throw big air scythes and drop egg bombs
Sky Meadows
Grandparent.
Edit: Formatting
!feedback
Either make the sparks from artificer's nanobomb unable to proc bands, or cap the sparks damage at 399%. It feels really bad to have to barely undercharge your best spell for proccing bands just so it doesn't get wasted on the spark. Considering bands are her best core item, it would an amazing QoL change for her. The way it functions now is a purely negative interaction, there's no reason for it to stay this way.
Edit: clarification
!feedback Loaded Dice
Equipment
All random effects are rerolled for a favourable outcome for 3s.
(Like how 57 clover works)
60s cooldown
“You have a good feeling about this one”
Early on this would just be a nice boost, but late game would be absolutely hilarious with its power being offset by long downtime.
However maybe if having atg-meathook-ukelele on every attack is too op have the rerolls not affect on hit chance of procced items.
E.g. with 1 atg, 1 meat hook and 1 dagger.
1 Multi M1 = 1 atg + 1 meathook + 1 dagger ALWAYS
However the atg still has only 0.2 chance to proc a meathook and 0.15 dagger
Similarly the meathook still only has 0.33* 0.1 = 0.033 chance to proc atg and 0.33 * 0.15 = 0.0495 chance to proc dagger.
!feedback
Stage idea: stage 5 secondary map theme: Zenith tech corporations Abandoned contact light factory This is an enclosed, maze like map with lore entries in hidden rooms that can't be obtained anywhere else (Also put into your logbook when discovered) and strong enemies. This has unique Tech Templars (Laser version of Clay Templar) And Anti- flight units like the Auto-ship (A combat ship gone corrupt with advanced AI and multiple attacks). And the unique boss would be the drone controller, which summons strong drones, repairs broken drones, and controls ALL drones (Yes, even yours). It also has a rapid fire attack for self defense. This would also not have a Pridimorial tp and have a Zenith Corporations double way teleporter, which has a switch to flip in order to switch from looping to Commencement and vice versa. This is a fun, lore friendly way, and might even get into the top feedback (In my opinion lol, don't let this dissuade you from not liking this for me, this is kinda just a random idea that popped in my mind outta nowhere). Or maybe I'm completely wrong and I'm gonna get like 100 downvotes when I post this. Who knows?
!feedback
Bosses should be more focused on player instead of trying to kill drones and turrets, except TC-280 Prototype and Engineer's Turrets. Its funny and annoying at the same time to see how Magma and Overloaded Worms trying to kill your gunner turret on the other side of the map instead of fighting with you in teleporter zone.
!feedback
a mobile port of RoR and RoR2
!feedback H34D-5T
this is one of the only non-lunars i actively avoid getting.
It's very strong upside of increased mobility is nullified by the decrease to control that it gives you
When using this item, the height of jumps is not adjustable, and your hangtime is increased.
This makes me a sitting (floating) duck for enemies that want to snipe me out of the sky.
If holding the jump button let you control how high the jump was, i would love this item, but as it is, it feels like a literal downgrade to your mobility because it removes your control over your mobility, even though it gives you more.
i'm aware that this item has been in the game for ages, but i really think it could use fixing.
!feedback
Poison Doggo Skin Change
Thought of by @empty bay
As it stands, Acrid's mastery skin is the only mastery skin I don't use.
There are ways to make our favorite poison beast look appealing, and blank pasty colors make him lose the charm his design is known for.
!feedbcak
Glacial Worm
Attack patterns are the same as
but slows on contact, the, now snow/ice balls, release the glacial freeze nova's on contact.
[edit: fuck typo with feedback
!feedback
Glacial Worm
Attack patterns are the same as
but slows on contact, the, now snow/ice balls, release the glacial freeze nova's on contact.
Originally thought by @molten elk , but you can vote on this one.
!feedback
Broken Scepter item (Legendary, Boss or Lunar rariry), that instead of upgrading your 4th skill (like Ancient Scepter from RoR1) buffs all your skills, like small extension for range of Huntress' Aiming, Melee Characters Attack range, increased blast zone and projectiles size.
As lunar item, it will decrease your attack speed.
OR
Broken Scepter Findable artifact (as in RoR1) that gives you increased projectile size (or increased range for Huntress's 1st and 2nd skill) for the cost of your attack speed. Cuts the whole stat, including attack speed from items, not just giving you less the 1 Attack Speed from start.
!feedback
Leeching Seed heals 1hp every time you damage an enemy.
To give this overlooked green item a few more use cases,
I think it would benefit from working with Damage Over Time.
Only healing 1hp per hit as a green item makes this less useful for characters that have high damage output but low attack speed and long cooldowns.
To make the item more useful in a variety of scenarios, and to increase synergy with other items, damage over time proccing leeching seed could help.
How does it help? Gasoline procs on death, so a high-burst character can kill an enemy and gain something from having other enemies on fire
!feedback
Acrid's Buff
Acrid's Poison/Blight can be affected by items like syringes, glasses, chronobaubles, daggers and e.t.c.
Because this isnt just an effect. This is his skill.
!feedback
Add an item for burst damage oriented survivors like artificer and loader that heals for a small % of the damage you do. So large hits would give a nice burst heal, but since its a small % it would function similar to leeching seed on characters who focus on dps
!feedback
Acrid's 3rd melee swipe should apply poison/blight
!feedback
For the love of god please buff drones
Just look at this
!feedback
Red Item
Aftermarket Spare Parts
Drones and turrets on purchase will gain a portion of your stats.
This would namely boost their damage, HP, and defensive stats. Movement Speed and attack speed would be unaffected.
Note: This does not give them your items, only your raw stats. It also does not scale as you do, however if a drone dies, you can purchase it again and it will update to your new stats.
!feedback
Let Commando cook his frag grenades.
Cooking your grenade is pulling the pin off of the grenade so that it has a shorter fuse. He needs this.
How do you have a grenade ability with no way to cook the grenade??? That's TERRIBLE.
Commando's frag grenades do not explode on impact, therefore you can't use them the way grenades are actually meant to be used.
Letting Commando cook the grenade would not only allow him to have an easier time taking out enemies on the ground, it would also help him take out flying enemies also flying enemies as well.
But as they are now, you can only toss them high into the air and hope that it lands on your flying target
when instead you should just be able to cook the damn thing and throw it straight at whatever you want dead.
!feedback
Add the "Invincible" text over your healthbar when you have i-frames like in the first game
!feedback
Have Mithrix give your items back in a more timely manner. I was just the mercenary and I beat him bloody down to about 25% life and he only gave me 5 items back, and that was with just tons of tiny damage attacks. I died to him because literally he held my items forever. I don't understand how y'all made this fight so incredibly unfun. It makes eclipse a chore. I don't like chores; that's why I play video games lmao. I like what y'all did with the last phase so far but I think the Items should be split by percentage of the boss life like the Lepton Daisy is to the charger.
!feedback
**Commando buff
**Let Commando's grenades explode on impact or buff their damage. They're practically the worst special in the game with the mediocre damage unless its a direct hit (which is decently hard to hit as the grenade can be unpredictable as it doesn't show you where the grenade will land or sometimes the enemy will just move out of the way and stop the 4x damage.)
Something should be done with it because there is no reason to run them over suppressive fire really, the 6 shots you shoot stun and are infinitely easier to hit (they also scale with attack speed). Grenades do pitiful damage outside of the inner ring making it unreliable for AOE. Even if we were able to be cooked it takes away time firing with your primary and stops your sprint. If the base damage was buffed or was given an impact effect it would make it a viable secondary.
!feedback If you accidently interact with the teleporter instead of a portal, you can switch your option before you get teleported
!feedback
Green item, Directional Jets, gives more movement in air, for example midair you can change directions completely as if you were on the ground. 1 stack only lets you move with half the speed of your characters movement speed, 2nd is 75% of your characters movement speed, 3 is 87.5 etc. Movement speed factors in goat hooves and stuff. Just think it's something that would be useful for situations where you get launched into the air. Takes the appearance of little jet engines on your hands and feet. Only one hand if captain for obvious reasons.
!feedback
Add a random event with a veeeery small chance that a stage could spawn with only Void Reavers ; )
It would be nice if you made the commando shoot while running and their grenades were sticky, maybe also make the suppressive fire take some extra shots from the beginning, maybe 8, 10, or increase the damage to each bullet a bit.
!feedback
Survivor exclusive Eclipse modifiers? An example would be, when playing eclipse as Captain, his passive has a reduced fire rate?
!feedback Choosing an Eclipse survivor is fairly tedious on gamepad. When selecting one for the regular mode you can press X to start game, but for Eclipse I have to move the cursor a good handful of times all the way over to Artificer, select her then move the same amount of steps back to the ready button. This gets compounded by the end of the run booting me back to the outer Eclipse menu with Commando selected.
X to ready on Eclipse menu + remember last survivor, please.
!feedback
Commando Passive
Target Cracker
Stuns applied by the Commando affect all non-boss targets.
Also maybe fix stuns proccing on targets that aren't actually impacted by them.
!feedback
Limit the amount of times Mithrix can use his orb attack in succession during Phase 4. Currently, it's fairly easy for him to stack up valid uses (pretty sure his likeliness of using orbs is influenced by player damage) and release them one after another, creating situations where certain characters have very limited counterplay.
Currently, each cast of his orb move creates three opportunities for characters to be hit: Expand, Retract, and one more Expand as they pass through Mithrix. The difficulty of avoiding this is enhanced as Mithrix often fires daggers at you and you need work at fitting some damage in somewhere. Having just two casts of the orbs severely cuts down the player's evasive opportunities.
Giving Mithrix a static minimum cooldown (would still require taking damage to get the balls rolling) would mean he'd still be able to have constant uptime on orbs, just not able to litter the field with them. This phase needs to be fair to complete without items.
!feedback mithrix should have a providence-style umbra while artifact of swarms are enabled. Its the exact same thing but it just looks different because it feels weird fighting two of the same guys
!feedback
5th Captain Beacon (or replacement idk): Bioscanner
Any signs of survivors?
...No sir. Bioscanner is dark.
Bioscanners are used in the intro cinematic exclusively, so it isn't a far cry to think if they could be dropped as a beacon (it's the same ship after all).
Function: All enemies in a medium-sized area are visible through surfaces. Orbital probes can target enemies through surfaces if the enemy is revealed.
AOE is 5x larger than other beacons
Edit: Changed quote
!feedback
Make stuns considered a debuff. This would help characters without debuffs in their kit proc Death Mark against single targets without needing to use Shattering Justice or boss items. Would also open up space if more debuff-based effects come out in the future.
!feedback
Make commandos grenades instantly explode upon impact with an enemy, for example if you throw the grenade at a beetle instead of it bouncing off which will help it become more practical
||!feedback||
Commando Passive Idea:
ER Suit
All negative status effects (fire, malachite, being frozen, etc.) last half as long for Commando due to his Emergency Response Suit. This would help newer players by letting them be less punished by elite enemies, while also introducing them to passive abilities for characters.
||This would also give him a little more survivability and reduce the Bands cooldown by 50% since its considered a debuff, making them a little better on him.||
!feedback
Add a bell sound when the difficulty progresses from something like "Im coming for you" to "HAHAHAHA"
!feedback
Idea: Chrono Bauble slows movespeed and attackspeed (or enemy cooldown) of normal enemies hit by 10% and bosses by 5% per stack (stacking non linear like Tougher Times to a max of 75%)
Reasoning: Chrono Bauble is another item which doesnt scale very well with more stacks but its base effect is also quite weak for most parts of the game. Reducing enemy attackspeed in addition to movespeed should make it a useful survivability item and stacking it should now feel impactful.
Possible problems: could possibly trivialise certain encounters - which is the reason I added a smaller slow against bosses.
General Item Philosophy: all items should be useful when stacked, but with diminishing returns. At the moment some items are incredibly strong when stacked, others are "one stack and forget" or even completely underwhelming in terms of usefulness. Not every item should feel the same for every survivor or playstyle, but every item should be at least of some use with 1 or more stacks.
!idea make a variation of the volcanic caves with a magma pool and add a chance for cremator boss to swim in the pool, it would have a supe'd up part of hermit crabs (mortar attack).
||!feedback||
Chronobauble Buff:
On kill, has a 20% chance (+20% per stack) to apply all status effects the dead enemy had to another nearby enemy. Going over 100% chance will give it the possibility of spreading to more than one enemy.
!feedback
Idea: reduce the healing of Lepton Daisy to 10%+2,5% per additional stack but make it activate on interaction like Bundle of Fireworks additionally to triggering on the teleporter event.
Reasoning: Lepton Daisy has the opposite problem of Bundle of Fireworks, not being useful outside of the teleporter event and even more so because you are not able to trigger it on purpose. Giving it the option to trigger chests or shrines to receive a healing burst gives it tactical depth and usefulness beyond the teleporter event.
Possible problems: Maybe it feels too much like Bundle of Fireworks? But the effects should be different enough.
!idea
Not really an idea but can we get some steam trading cards? I'd love to display a risk of rain badge on my steam profile
!feedback
Red item Idea:
**Overclocked Superspeaker: **
"How or why they made the most powerful speaker in the galaxy even more powerful, we may never know"
Your stuns can affect bosses for 20%(+10%) of their original duration.
Dealing damage charges the Superspeaker, and as the charge increases, you can hear a tune play that gets louder and higher the more the speaker is charged.
At 10,000% damage of charge, a massive burst of bass is released around you that stuns all enemies within a 50m(+20m) radius for 3.5 seconds. You cannot charge the superspeaker for 20 seconds after the bass explosion, although the boss-stunning passive still applies during this time.
keep in mind that numbers are by no means final, and are just to give an idea of what I'm talking about
TL;DR: big speaker do big bass and stun boss
also thanks for the help designing it @shrewd field !
!feedback
Add restart button...
!feedback currently, people see mithrix's final phase as boring, overpowered, or tedious. which discourages people from going to it other than to unlock cap or purity. how about a alt phase for having beads thats a bit more entertaining and less boring?
because it was too long the idea is in this text document.
!feedback
Idea: Old War Stealthkit increases the next attack (or hit?) by 200% basedamage +100% per additional stack after triggering.
Reasoning: Because of its unreliability, I feel the defensive part of this item is quite weak. Giving it an additional offensive purpose could make it worthwhile, without messing with the items design.
Possible problems: It could deal enourmous amounts of damage using multi hit attacks, but as it is not easy to use on purpose and additionally needs good timing to use the right attack, I think it still isnt too strong.
!feedback
Lepton Daisy’s healing has a habit of being wasted. One 50% health burst per stage is worse than one Medkit, not only because Medkit makes up the difference in only a few uses but because you’re more likely to need the healing when it happens. Have Lepton Daisy release smaller heals more often, perhaps with slightly dimmer visuals/quieter audio so it doesn’t become a strobe light.
!feedback
so actually i am stucked here because of a persone who is afk from the start of the journey and i dont know what to do or how ti kick him why there is not and option for kicking people while playing like vote for kick or 10min without moving u will be kicked from the game like gta v why i ahve to repeat all of this because of him and i dont know him we were 4 and the other 2 left. So i think it would be nice if when someone goes afk be kicked from the run
!feedback
Im gonna repost my Ion Surge change idea and clear up some confusion, simple answer: Have the option to hold down Ion Surge for it to have a bigger explosion radius and launch you further up as well as do more damage (Think like Nano Bomb), this means that you can still press R to use regularly, charging it is optional if you charge Ion Surge mid-air you get an automatic slow falling effect, the more you charge Ion Surge the bigger the damage of it and the explosion radius is gonna be, stacking attack speed on artificier would make the animation for holding it down shorter like mercenarys Shift whose animation gets shorter the higher your attack speed is.
Edit: Clarification
!feedback
Small quality of life changes
Make skins change how abilities look, Rex's R making the little plant he throws out green with yellow spikes or Commandos grenade being gray, I dont have captian unlocked but people told me his skin doesnt change his beacons, Mul-T's canister it throws out to be light bluish colors etc, I know that this is the reason Engineers skin came later but now that the big 1.0 update is out small changes like this should be doable
!feedback
!idea make a variation of the volcanic caves with a magma pool and add a chance for cremator boss to swim in the pool, it would have a supe'd up part of hermit crabs (mortar attack).
Reposting @jolly scaffold’s idea since she didn’t put the right command at the beginning and the votes didn’t show up
!feedback
Change up the Captain's Mastery skin to have a little more detail. Personally, I like the white & gold theme that appears to be present in the selection screen (Look at the coat's collar). I don't mind the current all-white look but it's definitely not very exciting.
!feedback
Stage varients and an alternative stage 5
Map varients were added all they way back in hr and they said they would add more, I would like to see some stages get varients especially wetland aspect
As for the alternate stage 5, I'd like to see a varient becuase while sky meadows is good and all it gets old so maybe we can get the temple from ror1? In just throwing an idea out for new stage 5 and map varients
!feedback
New Acrid M1
Tearing Maul
Swipe in a big, diagonal arch in front of you. Deal 200% damage on each swipe. If Acrid is below half health, applies Regenerative. If an enemy is below half health, applies Poisonous.
!feedback
Strikes of Heresy
Secondary skill is replaced with a root
Heart of Heresy
Special skill is replaced with an implosion that instakills non-boss enemies and deals 3000% to bosses
Collect all 4 pieces and you become Heresy or something idk
!feedback
Acrid Passive Changes
Acrid currently lacks an actual reason to go into melee range. I think the best solution would be a system that rewards them for going into melee range with a buff to their ranged capabilities (similar to HAN-D drones). My proposed solution is scrapping the blight/poison passives (abilities with the poisonous tag would still apply poison) and giving Acrid a new passive entirely:
Getting a kill with a melee ability increases the damage of poison and allows it to do lethal damage for a duration.
The proposed passive would preserve Acrid's ranged playstyle but now reward them for dipping in and out of melee range, it would also make flying enemies easier to deal with as pure melee Acrid.
Can we get some Kind of indicator that you beat eclipse lvl 8?
!feedback increase the drop rate for elite equipments when doing combat shrines. To add more of an incentive reward for doing them besides more gold for killing the enemies spawned off of it
!feedback If acrid is using Blight for his passive make the projectiles and his drool along with his acid look more pinkish then green since blight looks like purple poison
!feedback
Ror2 is a great game but I think if some items such as "burger" and "pet froge" were added the game would be a lot better
!feedback secondary skill of heresy could be something like "arms of heresy" (yes its a terrible name i just came up with it on the spot) it could fire out an "arm" that deals initial damage in a straight line with piercing and than leaves a trail of fire that inflicts a burning dot. im not saying any stats as i have no idea how to balance anything
!feedback
This may just get tossed aside and stuff, but with the Spearman being like, a possible rumored Survivor I thought it would be cool to toss abilities together for the character
Spearman
Passive - When their long spear is thrown they pull out a short spear giving them a different set of abilities until their long spear has returned.
Primary (Long) - Jab 3 times in rapid succession [3x200% for example]
Primary (Short) - Jab 5 times in rapid succession [5x100 for example]
Secondary (Long) - Throw out your spear, piercing light targets but sticking into heavy targets. Once it lands, it must be retrieved by the Survivor. Anything hit on throw is proc'd with bleed.
Secondary (Short) - Dash toward your spear retrieving it while hitting anything in the way
Utility (Long) - Pole vault yourself into the air, then dash in the direction you're moving.
Utility (Short) - Dash up to twice in the direction you're moving.
Special (Long) - Frenzy yourself, giving a burst of movement and attack speed, any enemy hit while Frenzy is active is given a stack of bleed until the Frenzy ends.
Special (Short) - Frenzy yourself giving a bigger boost to movement and attack speed, but don't get the guaranteed bleed procs.
Hope it's well received. 
!feedback
One way to make Lepton Daisy a bit more appealing and give it a defined niche:
At the start of the teleporter event, each stack of Lepton Daisy grants you and allies a stack of a buff (let's suppose it's called Floral Grace). Now, whenever you end up below a certain %HP threshold, the buff automatically loses 1 stack to heal you up.
That way, the healing is a lot more controlled and can even enable more aggressive strategies when you take a beating to dish out more damage
!feedback
Fix this piece of floating geometry in sky meadow
!feedback
I'll say this until it happens, buff commando pls.
!feedback
Suggestion for Huntresses alt M2 skill
Laser Bola: throw a homing set of three explosive orbs connected by a (laser)wire at your enemies. The enemy hit by the bola is severely slowed down, and after a few seconds, the orbs explode, damaging the hit enemy heavily and sending strands of the wire flying around. Enemies caught in this blast would be slowed down.
!feedback make the hitmarker not go down with texture quality. It's really weird to play with minimum graphics when everything you hit makes a faded square appear on your crosshair.
!feedback:
Mercenaries slicing wind ability should scale with his attack speed, just as eviscerate does.
New Artifact:
Artifact of Disgust: Each player starts with 3 Dios. Dead players get control of a random monster on the map (potentially with their items for balance reasons?); with the objective to kill the surviving players, Killing a player by depleting all their Dios gives you a Dio and you take their place as Last Man Standing! Surviving players on stage increase get 1 additional Dios Best Friend. Intended to be played with other artifacts, such as glass, spite, Vengeance, etc.
Artifact of Chance: All variables in a given round are re-rolled and randomized; and an Event will always occur. Randomly disables and enables artifacts per stage.
Artifact of Persistence: All gained artifacts in a run will STAY enabled for the rest of the run.
Artifact of Ancient Wisps: Players and Bosses will spawn an Ancient Wisp on death; with unique attack
Artifact of Plague/Vampirism: Player health is now constantly trickling down. Health regeneration and being near teammates increases this rate.
Artifact of Trinkets: Scavengers spawn whenever the fuck the Director pleases; scaling increasingly depending on how many chests are active on the level
Prismatic Modifiers can now be enabled in a given run; but must be found in a stage (similar to RoR1 Artifacts) to unlock them
!feedback
Fix the geometry in Bulwarks ambry so this doesn't happen
And also fix the music so it doesn't sound like a dying stylophone
||!feedback||
New Artifact:
Artifact of Disgust: Each player starts with 3 Dios. Dead players get control of a random monster on the map (potentially with their items for balance reasons?); with the objective to kill the surviving players, Killing a player by depleting all their Dios gives you a Dio and you take their place as Last Man Standing! Surviving players on stage increase get 1 additional Dios Best Friend. Intended to be played with other artifacts, such as glass, spite, Vengeance, etc.
Artifact of Chance: All variables in a given round are re-rolled and randomized; and an Event will always occur. Randomly disables and enables artifacts per stage.
Artifact of Persistence: All gained artifacts in a run will STAY enabled for the rest of the run.
Artifact of Ancient Wisps: Players and Bosses will spawn an Ancient Wisp on death; with unique attack
Artifact of Plague/Vampirism: Player health is now constantly trickling down. Health regeneration and being near teammates increases this rate.
Artifact of Trinkets: Scavengers spawn whenever the fuck the Director pleases; scaling increasingly depending on how many chests are active on the level
Prismatic Modifiers can now be enabled in a given run; but must be found in a stage (similar to RoR1 Artifacts) to unlock them
@harsh torrent
!feedback next time
!feedback
Do you think you could add this game back on Geforce Now?
I would love to play with a friend, but their PC is crap.
Should really be a simple change and it would make the game available to a larger crowd....
!feedback
Fix scavengers and umbras being invincible
!feedback
Multiplayer Exclusive Shrine that allows you to revive each of your teammates once in exchange for a large amount of gold. (Or maybe a Dio’s?) Would stop the issue of only one of your teammates getting extremely powerful because they were the only one left alive, allowing them to take all of the loot for themselves. I feel like this would make multiplayer a lot more enjoyable, as people would be less likely to leave just because they died.
!feedback Have shrines shatter when they’re out of uses like in the first game.
!feedback
Wake of Vultures seems somewhat underwhelming for a red item, especially considering it requires killing an elite enemy for it to take effect. Considering the only other red that activates on elite death (Brainstalks) is considerably more powerful while active than the other cooldown reducing red (Alien Head), WoV should have similarly noticeable effects when active:
Blazing: Ignite enemies on hit, reducing their armor by 6 per stack of burning
Overloading: Hits that deal over 400% damage call down a lightning bolt for 250% TOTAL damage
Glacial: Enemies are slowed on hit. Enemies explode on death, freezing nearby enemies within 24m
Malachite: Applies an execute threshold at 20% health to all targets
Celestine: N/A
!feedback
fall damage should have no effect in the final stage
!feedback
Improve Squid Polyps by making them stick to you and not reducing their health over time, but they still expire after a certain amount of time.
So they're mobile and dont have low enough HP to just get looked at and die.
!feedback
Add other character roles such as HAN-D or Enforcer
!feedback
Lunar Equipment idea (Im definitely getting a bunch of dislikes for this one) Void Cell Core this equipment when activated would summon 2-3 void reavers that aggro only on you (Not drones beetles etc,) and would function like normal void reavers they would scale with difficulty spawn as elites and would even be affected by the swarms artifact. So whats good about it? You can summon them and try to position them so they die near bulky enemies Bad thing? You get strong late game enemies on you that can one shot you after they die
!feedback
Artifact idea called Equality
The players share the same items. It would also make chest 2x to 4x more expensive based on how many people you are playing with and would also share the same amount of money with them.
Example you open a chest on round one that’s the normal price for three people with your collective cash pool and you get a ceremonial dagger now all three people in the group now have those daggers.
!feedback
when you open up the artifact menu, it's not a rectangle despite there being an even amount of artifacts. make it 8x2, 4x4, 16x1, you get the idea
!feedback to encourage players to melee as Acrid, how about giving him innate bonuses that emphasize melee combat (damage resistance from close enemies / attack speed or damage bonus) for each enemies currently poisoned? It would encourage jumping into the fray after poisoning a group of enemies and synergizes well with the poison the leap inflicts.
!Feedback
Kind of a unique Lunar equipment idea, and a unique, side-mission like goal.
Newts Heart. Obtained rarely from Lunar Pods and very rarely from Shrines.
Once picked up, the player may consume the heart (by activating it twice, first activation has them hold it out, second one consumes it) to recieve a buff to all stats(or something more unique, like a different skill), but be prevented from buying anything from the newts bazaar. Or something similar, basically the newt curses you for this.
Alternatively, bring it to the newt in the bazaar to recieve something different.
What could the newt give as thanks? What could the curse be?
To be perfectly honest, maybe this is a bit too complex...
!feedback
Have it so you can't get the same boss 2 stages in a row.
It can get stale fighting the same boss back to back.
!feedback
Starting a daily protest until hopoo buffs drones
Day 1. Buff drones
!feedback
Lunar item
Shattered Mirror (from the first game)
If you die, you are revived. Your items are taken and can only be received by fighting and killing your Umbra (that also doesnt have any items)
Maybe like, lock people in an arena or something, so they cant get killed by outside sources.
!feedback
[New Item]
Looped Distorted Acceleration - Lunar
Significantly increase a Attack Speed but... temporarily.
Increase a Attack Speed by 250% (+250% per stack)
Every 150 second lose a 10% of ALL your Attack Speed. (+10% attack speed lost per tick)
Reset penalty to zero after teleporting from Sky Meadow on next level.
Note: after reaching -100% curse still will continue getting stronger.
Commentary:
Purpose of this item, is make gameplay even further fast paced, by limiting player by 25 minutes until it primary attack (& in some cases more abilities) start seriously degrade below their base values. If player cocky, can set even lower available time by getting more stacks of this item.
I'm added also variable to have opportunity comeback without Scrapper or Cleansing Pool: A penalty reset - also still thinking it is fair to reset curse at Commencement or not.
I'm picked 25 minutes, because this is approximate time for "normal" player required to finish the loop on Monsoon (every five levels is a loop).
Anti-exploit measure: Every curse tick will add a one stack of curse item like Spinel Tonic to prevent abuse by Engineer, spoiler: || Mitrix then in danger lol|| - optional
!feedback Very secret Artifact/unlockable for ingame developer's commentary in the style of Half-Life 2 or TF2?
!feedback
Don't spawn things in such a way that the item will be thrown off the map when opened or redeemed
!feedback
Make Acrid invulnerable while spawning in.
Acrid is able to be hit by projectiles while he slowly stands up from his "summoning circle" on the starting stage, and he can easily be killed if the Mushroom Mobs throw down a DoT area under him (If certain artifacts are enabled).
!feedback
Mercenary can shoot boss monsters such as vagrants, solus units, brass contraptions, or greater whisps so far away with his dash that it can essentially become a softlock. Not saying that this "mechanic' should be removed but there should be some way to keep this from happening.
!feedback
New artifact idea
Artifact of Ancient Order
Each stage turn each item stack you have into another item stack of the same rarity
Example: I have 2 syringes 6 teddies 7 chronobaubles 3 leptons and 1 tesla next stage it would turn into 2 back up mags 6 gasoline 3 razorwires 7 death marks and 1 clover
(Sorry if this was suggested already)
!feedback
New Lunar Equipment: Mithrix's Hammer
For 8 Seconds, take the form of Mithrix, replacing all active abilities for Mithrix's abilities, simultaneously increasing attack power by 300% and armor by 100%. But, your attacks hurt ALL characters around you and you take damage equivalent to 50% of your current health after the effects wear off.
Cooldown: 120 Seconds.
!feedback heres some ideas to help commando
make roll have i frames, its already a shit move and completely outclassed by slide and in ror1 the roll had invincibility
reduce cooldowns on roll and slide to 3 seconds or 3.5.
decrease the rate at which the M1 loses accuracy
make phase round deal 400% for a consistent way to proc bands
reduce the cooldown on suppressive fire by a second or 2
not saying all of these changes should be made, just stating a few ways to improve commando since hes unanimously considered the worst survivor.
!feedback Survivor Concept
Passive: Revealed enemies can be targeted (i.e. huntress arrow rain or captain airstrike) through walls directly onto that enemy.
Primary Skill: Rapid-fire fast-firing recon darts that have medium DPS that reveal hit enemy positions very briefly. After firing 10 shots, the gun becomes charged, firing a small AOE stun every few seconds during sustained fire.
Secondary Skill: High damage hitscan railgun that can penetrate through any surface/object/character, although penetrations have heavy damage dropoff. Hit enemies are revealed, but not long enough to keep a constant reveal without attack speed buffs.
Utility Skill: Place a camera that reveals nearby enemy locations. Fires a small AOE stun every few seconds. Multiple charges, and cameras timeout after a relatively long duration. Can be placed on teammates for meme.
Special Skill: Reveal all enemies (and only enemies) in a large area. Any nearby enemies are briefly stunned. Any cameras in the area relay the reveal, extending the area. Lasts for several seconds.
Edit: Dropoff to railgun
!feedback
Lunar that gives you +1 luck and increased loot luck, but shafts your current and future movement speed by an extreme amount, much like how health curse reduces all future hp gain. Offense(item luck) vs defense(movespeed) and loot quality(loot luck) vs loot quantity(good luck clearing out the stage lol). I've got nothing for a name, feel free to come up with a potential theme. Maybe time and/or timeline themed?
!feedback Add in a mechanic that would allow dead teammates to be revived after a teleporter event, so that they could get some items before moving on. This would make it so that on the next stage, that same person wouldn't struggle and keep dying.
!feedback not a suggestion
Just finished a regular ol’ rainstorm run with unfinished bandit
(unmodded, hacked in)
He is a lot of fun, although shabby and could use some work. (especially his R.)
I hope to see him released some day
!feedback buff base movement speed. A single Goat's Hoof is really powerful in terms of evading damage; it's a good way to make final stage Mithrix a little easier as well. Right now only Phase Blink Huntress feels naturally able to dodge enemy onslaughts, especially against sustained fire like a horde of Lemurians.
!feedback
Lunar Item Idea: [King's Tear]
Functioning similar to the Lunar Beads, King's Tear would open an extra unique boss fight that the players could test their metal against.
The King's Tear would have the same unlock condition as purity as the boss fight would heavily involve knowing about Mithrix.
As such, the proposed boss fight would take place in "A Moment, Before" a new generated arena on the moon when "life was abundant" on the moon. In this arena, would stand a (RoR1 spoilers) ||remastered Providence|| and modified Mithrix as they both are in their prime and youth. Both entities would be extremely more powerful than their "current" selves.
If the character had both Lunar Beads and the King's Tear, the character would be given both options when going to obliterate.
!feedback
Change Mired Urn's active condition from ''while in combat'' to ''when you have lower than 100% hp (when taking damage)''
To prevent sucking ally's hp when it is not necessarily.
!feedback expanding onto the idea above you could do a simple change to make urn prioritize enemies and then allies
!feedback
Artifact of Haste
The Teleporter is activated immediately when the stage is loaded.
!feedback
Idea: Genesis Loop triggers when activating the Teleporter Event, exploding before (!) the Boss spawns to prevent one shotting him.
Reasoning: Gives Genesis Loop a consistent use besides having a low life retaliate. The explosion will clear all trash currently spawned, so you can concentrate on the boss ... until new trash spawns of course.
Possible problems: Should definitely not explode on the boss.
!feedback
Impact Regulator - Uncommon Item:
You gain 30 (+30 per stack) armour against the next attack that deals more than 40% of your max hp. Takes 30s (-10% per stack) to recharge after use. Cooldown reduction stacks hyperbolically.
Reposted with artwork from @prisma harness !
!feedback add a option in the options menu to turn item description into the "raw" item description aka the items effect
For example "Increases attack speed by 15% (+15% per stack)." You see this when you pickup Soldier's Syringe instead of "Increases attack speed."
!feedback
Technically today is another day so here we go
Day 2. Buff drones
!feedback make microbots selectable in command
!feedback
I require marketable Tougher times plushie
"Oh I would walk 100 miles."
-Reach Stage 100 and receive a special skin
!feedback
We. Need. To fix. Mercenary's utility. Having an amazing run ended in being stuck in a corpse of a dead monster, not being able even to die properly, is very uncool
Seriously, if it was uncommon, it would be kinda acceptable, but three times in a row just in one multiplayer run is very annoying
!feedback An item like Dota's Aghanim's Scepter that improves a move or moves in each character's kit.
!feedback
Any chance of this game getting Vulkan support? More frames for everyone!
!feedback
Item suggestion
Green item: Cowbell
I just gotta have more cowbell
Cowbell intermittently chimes every 1 seconds for 100% damage for 10 seconds after a kill in a small aoe around the player (+15% increase in aoe size per stack)
!feedback
- PLEASE make it so no one has to get ready every freaking time someone joins or leaves
- Add an automatic kick for anyone who is afk
- Implement a votekick
-Allow to see a list of players in a lobby before joining it
-That was surely mentioned but it would be nice to fix the [unknown] bug
!feedback
Make a scrolling up down in prismatic trial result. There is no reason be the top 1 if you even can't see top 1 result.
!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/abilities red
!feedback
Lunar item like Beads of Fealty - Bulwark's Helmet
You shouldn't have this, something feels wrong...
The helmet is consumed after Mithrix P4 is beaten.
Two Gilded Worms (gold like Aurelionite, but one slightly tinted blue) appear
If you dont know the reference to the first game, look up Providence boss fight RoR1 on YT.
Completing P5 and still escaping maybe like, gives a new skin or something 
!feedback Alternate Engineer Primary Fire
Sticky Bombs
Charge up to 4 bombs that deal 150% damage each and stick to enemies
These bombs would stick to enemies and would have bigger AoE then his current primary
!feedback
Damage done by Acrid's poison doesnt seem to give you any items back in the final boss phase. This is probably intentional, but when the bulk of your damage is done by poison, it feels pretty bad. Example: I just beat the final boss with Acrid, but didnt get more than 1 item back throughout the entirety of the last phase.
!feedback
Return of the Ancient scepter
!feedback
buff scrap launcher so it can proc band
!feedback I would love to see a ultra mastery skin for characters you have beaten eclipse 8 with
!feedback
make it possible to resume runs after the game crashes or after quitting out <.<
This is something The Binding of Isaac has implemented for years now and it feels very, very shitty having a great run and then crashing after 40+ minutes and basically having wasted that time completely
!feedback
I've seen a few clips of players dying the instant they spawn on the next level before spawn protection can take effect. This is a very frustrating and unfair way for the game to end your run. I propose that spawn protection should take effect as you are teleporting OUT of a level (when your character starts to glow blue and fade away).
There's no room for abuse or exploitation here, you're invulnerable only for the last second of each stage and there's nothing left you can do. Naturally, spawn protection will be removed a few seconds after you spawn on the next stage. Hopefully this should fix those fringe cases where you spawn inside a Malachite beetle.
!feedback The Loader's pylon bloody sucks aside from keeping it out to slowly drain any wisps in the nearby area. Give the Loader another Special with a low cooldown that can integrate into her kit and make her more varied in her style.
!feedback what would be very sexy is after getting an achievement or something, we could get a small cutscene about how they all ended up getting into this situation or even post situation. The pictures you beautiful people give leave a lot to the imagination and it makes me hopeful
!feedback
New item: Numismitist Scales
Increase your base damage by 1 for holding onto gold equal to the cost of a large chest.
Stacks up to twice for holding 2 large chests worth of gold.
Stacks: increases the number of increases by 1 for hording more gold.
!feedback
||Add both Kjaro's and Runald's Bands to the list of blacklisted items for Mithrix as it is just instant death if he manages to get them off.||
!feedback make a skin on merc for killing a elite stone titan (give a different like tint for the different elites) (also only on monsoon) EDIT: made it monsoon
!feedback
tougher or “higher tier” enemies that don’t just kill you upon death at late game.
cough void reavers cough
!feedback
In multiplayer, let dead players play as one of their drones/turrets. So things stay interesting.
Could also help with the ragequit host problem by giving them something to do
!feedback maybe add scrappers to command for the cauldrons on the lunar bazar command is already broken so there is no point in not adding it becuase it would be broken
!feedback
Captain alternate starting item idea, this might be a nice green item also.
Shining Key. Each level contains a Shining Strongbox, a free chest(for the captain), with a lootpool equal to a Large Chest.
The Key is visually a floating silver key that orients itself to point towards the Chest, and after the chest is opened it point towards other loot sources (priority: lockbox, legendary chest, green shop, equipment shop, large chest, shrine, equipment barrel, chest, barrel) The Key could shine with a color based on what it is pointing at.
!feedback
a 3d printer for equipment items
!feedback
A guaranteed scrapper on certain maps, like how there is a guaranteed newt altar on some maps. Like how Abandoned Aquaduct has a guaranteed newt, Wetland Aspect should have a guaranteed scrapper.
!feedback
As many may be aware, Bleed is the most prominent Damage over Time (DoT) in the game scaling wise. it is exponentially easier to stack bleeds over any other DoT in the game. Acrid's %HP poison DoT is amazing don't get me wrong, but the others are rather lackluster.
For instance, the highest amount of Acrid's Blight (that i've gotten) is roughly 15 (which was with his R and M2 on at most a 1 second cooldown).
The ignite DoT is extremely hard to stack as well, but is "slightly" easier to stack with the [Molten Perforator]. However, you typically only have a few of this DoT in effect mostly due to how hard this is to proc. (also due to the fact that Gasoline would proc alongside Will-o'-the-wisp causes it to be a bit harder to see)
Plus the Bleed DoT is even more powerful with the new Shatterspleen.
The main feedback, other dots need some love too 
!feedback
Rename loader to "Lady chad"
!feedback a new lunar item, the Liberty Charge, is a polar opposite to the focused convergence. disables the bubble around the teleporter and lets it charge from anywhere the player is, and allows the opening of chests during the event. the time needed to fully charge the teleporter is increased.
!feedback
Captain should drop in a pristine and elite looking pod instead of the regular burnt one when you start and Rex should drop in one covered in charred vines and leaves. The battery should be completely covered and/or missing for the joke of it.
!feedback
Wall of text
Balance passes every so often. It's great to not leave characters in the dust, and get them the power they need to keep up with others.
Character wise, find the most broken character, find the weakest character. Fine-tune them slowly and carefully to be more close together in terms of TOTAL power, repeat as many times as it takes.
Commando has been in an "Eh" state for a long time due to damage falloff being very harsh in a game where you need to keep distance to really live. Something could be done about that.
Regular balance passes to bring weaker enemies to a reasonable level for the role they play in the game.
You did this with malachites and some others, but there are still the fact that some enemies spawn in so quietly and are so dangerous to NOT notice that you can just die if you aren't listening for every little thing, or if there is too much noise going on. (Looking at you, elder lumeriuans and bells)
It also doesn't need to be a stat change to make it balanced. Sometimes, a better audio queue for dangerous things is all you need to help keep awareness of said danger.
Some enemies with the elite buffs are entirely capable of deleting you through OSP since fire can just tick once and kill you, electric waits to explode which ignores the OSP's very, very short "Invincible time" and can take you from full to dead if hit by a big enemy. (Bells, Elder lumerians, greater wisps, etc.)
Maybe lower the damage on the initial hit and focus more on the DOT for fire, which in turn makes blast shower more useful.
As for electric, the hit currently does 50% of the damage from the attack that caused it. That is kinda nuts if you think about it. A possibly solution is for the electric explosion do low damage and to randomly lock one of your 2nd slot, 3rd slot or 4th slot skills for 2 seconds. (Not primary, so it can't lock people from firing entirely.)
!feedback
I'm sure this has been suggested a million times but please support Save and Exit at the end of stages (exactly like ProperSave mod)
This in no way breaks the rogue-like theme but allows us to play the game and have god runs despite also having jobs and responsibilities!
!feedback have the fuel array have a purpose other then unlocking Rex perhaps make it whenever you press Q the array switches on like a tesla coil it would slowly drain your health while also doing damage and by pressing Q again it would turn off
!feedback
Item idea
"Conquerors Banner"
A Banner otherwise similar to Warbanner, but instead of buffing the player, it debuffs the enemies. Enemies within its radius are afflicted by a negative version of Warbanners buff.
Visually either a negative of Warbanner, or a torn banner with a lemurian skull/wisp mask. Having both would spawn a fusion of the two instead of both seperately
!feedback let me go back to the ancient teleporter after beating the final boss to keep looping, maybe with a whack as shit glass area to keep refighting his ghost per loop or maybe a different boss entirely (cough cough, big trailer enemy)
!feedback
When an elite aspect drops, Command should let you choose which one, rather than only being able to choose that specific one.
Also, when you only have the choice for 1 item, such as Halcyon's Seed, said aspects, or an Artifact Key, they should just spawn as normal rather than as a command essence.
!feedback Captain's Tazer having a charge function that lets it bounce between enemies could be interesting.
!feedback
I believe this probably has already been suggested, but a Save mechanic really would help, I really don't have much time to play games every day, and I love to play RoR2, but it's really annoying when I finally manage to get a GODRUN, and have to stop at the middle just losing everything, and risk of rain every run takes in average 35 minutes to finish, and that really makes impossible for me get the achievement of beating 20 levels to unlock the 57 leaf clover, only now I found time to get this item, and had to finish my run immediately, I really think that some way to save the game would really improve the experience.
!feedback Chronobauble
Thoughts before Ideas: The thing that is thrown towards the devs normally is "hey, since they all have ranged attacks, reduce attack speed." And I think that would be awesome, but, their an indie dev company.
Idea: When you hit a creature, slow them for 40%, each additional hit increases the slow by 10%, when a creature reaches 100% they gain the "time-locked" debuff, where they can't move, attack, or use items(if they have items). The debuff lasts for 10 seconds.
||!feedback||
New Enemy Idea:
Beetle Sentinel
These busy beetles use pheromones to direct other beetles to construct new nests and defend the hive.
The Sentinel spawns with a random item displayed over its bright back, and gives the benefit of this item to itself and nearby enemies. The Sentinel can boost any enemy, not just beetles, and has the same item rules as Scavengers (restricted item pools, can either find x5 white, x3 green, or 1 red item, item rarity is same as common chests). Killing the Sentinel causes it to drop the item on its back.
!feedback
I don't think I shared this one here...
New white item, Torn Receipt.
A piece of paper that does nothing alone, but when another is collected they fuse and teleport to the sky. Almost immediately a randon green item is delivered in an express package pod to your current location.
The Receipt can't spawn in a printer.
!feedback new stage blighted fields
||!feedback||
Red Item Idea: Hexed Totem
Killing an enemy spreads any debuffs they had to another nearby enemy. Hits that deal more than 400% damage also activate on-kill effects once (+1 per stack). Uses the same 10 second cooldown as bands.
!feedback
I believe that long term runs need more surprising things, so here is a fun and unpredictable way to ruin long runs.
Cluster Beacon (New boss enemy)
-Can only appear at the start of the stage.
-Can appear in every map, after the 10º stage.
-Depending of the numbers of HAHAs you have, can appear more than one.
This Gray Rectangular beacon will appear floating with a light at it's center, while still lives, he will give 5 stacks of a random white item effect to every enemy, every 30 seconds receive one extra item of a random type, not including yellow, blue and orange items, the chances every 30 seconds are similar to normal chest, but after 90 seconds is similar to a large chest.
-the light of the beacon changes depending of his strongest item type.
-he is has no normal attack or summon, it's just a rock that buffs everyone.
Yeah, I know what can happen if this enemy get's a tesla coil, and that's exactly the intention, so kill this thing as fast as you can at the moment you realize that you realize that the enemies are shooting missiles.
-one variation that can spawn is the Flesh Beacon that can spawn in teleporter charge, with extra bosses, giving 3((or maybe less, or more because losing is fun) random yellow items effect to every boss type enemy that is in the Stage.
!feedback
Creation of a new late-game elite typing which adds a level of difficulty to the late-game. This Typing would appear around the timeframe that Malachites begin to spawn or possibly even before them.
It will be summed up by a "Radiant" prefix
Radiant Elite: (codename - Paladin)
NOTE: the use of AOE throughout this description applies strictly to the area affected by "1."
- High armor and generates an AOE armor buff to "local" enemies degrading over distance with 50% at its furthest edge.
1a. (If multiple Radiant Elites are near, the buff of the closest Radiant applies) - Every X seconds, the Radiant Elite will "burst" with energy restoring the vitality of its comrades.
2a. This could possibly be exchanged for a passive AOE regen buff to all things within the AOE's field - Like Celestine elites, Radiant Elites will have an extremely large Health pool.
- Debuffs within the range of the passive AOE's of the Radiant Elite will have their times reduced greatly.
Aka, The most sinister of enemy units... a support 
!feedback
Artifact of Heresey
At the start of each stage, gain a random lunar item.
!feedback
The elite aspect items are so cool as a concept, and I feel like they could be worked into the core of the game in a much more fun and interesting way than they exist at the moment. Whenever they drop I'm just like "oh hey, thats cool", pick it up for a minute or so and then swap it back with my equipment - because, especially by the point late into a run that they usually drop, most equipment just totally outclasses them in usefulness. Right now they just feel like a little easter egg and I believe they have the potential to be a much more significant part of the game than that.
Some things that I think would help achieve this:
- Integrating aspects as a separate type of item from equipment with their own "slot"
- Including a way to get a guaranteed (or at least very likely) aspect of a random elite type once per loop, with circlet and retort only appearing after the first. Maybe by fighting an elite boss, or possibly even an elite version of a random unlocked survivor? Something like that could be fun.
- Putting something else in place of aspects as the super rare drop for elites. Drops that unlock the ability to view enemy models as elites in the logbook have been suggested before and I think those could be appropriate here.
!feedback give captain some temporary backup (drones, turrets, something) when traveling to any place cut off from the Safe Travels, that way he doesn't become as weakened as he is now when entering a hidden realm
!feedback
For the Magma Worm's logbook page make it so that its model is more lively and not just erect lol
!feedback for discord
Make every moderator pick a character role! I like peeping their choices c:<
!feedback
If you have purchased the soundtrack for risk of rain 1, you have the option to enable its music in risk of rain 2 as a dlc.
!feedback
Engineer passive idea: Extra Circuitry
the engi can repair 1 drone or turret (big drone doesn't count) for free. resets every second or third stage and doesn't stack
!feedback add a artifact of chance that increases the chance for green, red, and yellow items. also with sacrifice increase chance of item
!feedback
I've heard a lot of people both complain and praise Commando's grenades. I don't like the common ideas of sticking or exploding on impact honestly, but there is one thing that I think would help make them feel better to use.
Make them roll more and bounce less. This way it's easier to predict where they're going to end up while retaining the behavior of an actual hand grenade.
!feedback Add skins for skills that come along with the mastery skin, like for example give mercenary's primary slice a slight red tint and extra effects or something
!feedback The gentle twisted scavenger was indirectly buffed w/ the desk plant, allowing them to outheal any amount of damage through simply throwing their on-kill bulbs, as most of them may hit their close-by beetle guards. I'd say increase the range or arc of the bulbs so it's viable to keep a distance from them without making your weapons ineffective, possibly making them faster so they're moreso a direct threat as well.
!feedback
Can we have it's own indicator for each scraps like lunar coins and golds to make it easier for recognize how many you have in moment
!feedback
There should be a way outside of going to the wiki to see proc coefficients, would help for new players wondering why only half of their hits crit when they have 10 glasses as mul-t
!feedback
Have simultaneous healing and damage put into one number so it's much easier to read.
I think a survior with a little companion or the ability to befriend lemurians would be cool
!feedback honestly I'd just really love some new stage variants, maybe one or two for sky meadow would be nice. And I'd like to see some small detail changes for all character's mastery skin, akin to how mercenary's was done. Last thing I can think of is maybe adding something to spice up the moon level, it'd be cool for it to have some extra tension leading up to the fight, as it stands it's just a long walk to his fight.
!feedback
To keep things in a perfect rectangle from 4x4, it should be a 4x5, so the next "batch" of artifacts should be of 4. Here's my suggestions:
Artifact of Heresy
At the start of each stage, gain a random lunar item.
Artifact of Dominion
The Teleporter is activated at the start of every stage.
Artifact of Haste
All methods of gaining items become unusable after 1:30. Timer is paused while the Teleporter is active (for aoDominion).
Artifact of Stealth
Enemies are invisible until they either get too close or they start their attack animation.
!feedback
Artifact of Abnormality
The player can pick abilities from any survivor. Selections are only available when every player votes for this artifact. Metamorphosis completely randomizes base character + every ability slot when this artifact is active. Some abilities like Retool would need to be either blacklisted or get some extra code for this artifact. Players always inherit the passive of their base character.
I know this would cause some visual madness, but it's a mode that's well-enjoyed in games like DotA nonetheless! 😄
!feedback
Engineer alt. primary
The engineer is now able to charge 2 to 6 rockets (you cant have more than 6 rockets out at once) from his missile rack that do around 125% per rocket have a small explosion radius and are guided by your cursor at a medium speed.
!feedback (thx above for inspiration)
Engineer's primary fires a grenade every quarter second instead of charging a grenade every quarter second to then fire in a volly
!feedback
Idea: Printers have an increasing gold cost just like shrines. The first one or two uses cost no money.
Reasoning: Getting printers with powerful items early on can easily break the games balance. The change is meant to increase the time you need to spent on a stage to print several stacks of such an item. Enables future changes to increase player agency without breaking the balance as easily.
Possible problems: Could hinder some already bad runs, where a good printer is the only thing you got. Shouldnt happen too often though, as if you are able to print one of the stronger damage items, you can easily gain more money using it.
Here's a suggestion for how HAN-D can deal with flying enemies directly (If anyone actually wants him in ever again): Re-work forced reconstruction to be a new special that can allow him to enter a charged state where he can either press M1 to smash thehammer hammer down or press M2 to throw the hammer straight at a desired target. When thrown, Hurt will make him have to punch instead of do hammer jabs while in this state. Have it come back to HAN-D automatically in 2 seconds. As for Drones, an alternate ability concept for them is to have them be swapped out with mini attack drones that seek out flying enemies and deal DPS within close range of the target. Targetting system similar to Engie Utility Alt would work best. All in all, the best I want out of this now, is quite simply... Hammer Duel.
!feedback
Day 3. Buff drones please
!feedback
The escape key isn't used enough for menus. It feels clunky and inconsistent when using esc works for some menus but fails in others. Please make "ESC" work for every menu.
Imagine still using !feedback even though Hoshi bot is dead for good
This post was written by the early access gang
!feedback
Idea: The first Blue Portal you enter spawns with a definite Scrap Machine but with only one use (with a different model, maybe similar to the Cauldrons).
Reasoning: Increases player agency by alot, by giving a very safe option to scrap at least one unwanted item.
Possible problems: Increases the power of the Cauldrons a lot. Maybe future changes are needed, like the item of the Cauldron changing after buying, so you cant stack powerful items too much. But as it would be only in the first blue portal, it shouldnt be that much of a problem.
!feedback
Idea: The first Lunar item you buy in your run costs nothing. Does not affect Lunar Pods in normal stages.
Reasoning: Increases the accessibility of blue builds, for players who do not have much Lunar Coins to spare and arent willing to farm (or edit text files).
Possible problems: Cant think of any. This is more of a meta change than actually impacting any gameplay. Its mainly meant for newer players, so they are more inclined to try the lunar items. You still need coins to actively trigger Blue Portals and to buy more than one Lunar item.
!feedback I'm going to take a pot shot with this one as I have not fully thought it through yet? But a fun Alt R for Loader could be that she launches a zipline from where she is standing? And makes like. A zipline station between the two points (your aim and her position). And when you ride the zipline it generates static electricity that builds up and zaps enemies that come close to either the zipline stations or the zipline itself.
!feedback Lunar items are characterized by their tradeoffs in blue text, but the Mercurial Rachis' text (on pickup) is all white. Let's add some blue text to emphasize it's tradeoff!
!feedback
I made a graph showing how chaotically Crowbar acts depending on the damage source. The orange lines show it's current state: The higher line shows its effective bonus for something like Capacitor that one-shots an enemy, while the lower one shows when the enemy drops below the threshold from a small attack. As you can see, Crowbar's balance gets more and more skewed with stacks, depending on what kind of attack or random proc knocks the enemy below 90% health, eventually leading to 1 Gasoline tick disabling Crowbar before you can launch a real attack.
The black lines show an example of my idea to fix this: "Deal 150% damage (+X%/stack) to enemies above 90% health (-10%/stack, hyperbolic)." This makes Crowbar much more consistent, with the top and bottom lines becoming proportionally closer with every stack. The value on the graph is +20%/stack, but anything from +5% to +50% stays within the orange lines; which number to use depends on how Crowbar was *intended* to be balanced (which is hard to tell).
!feedback
Any chance of adding the option "Restart Run" in the escape menu? Speeds up the process of exiting to menu and restarting due to bad rng on shrines or what not. Thanks, loving the game so far!
!feedback
Alternate mercenary M2 skill: Blade of Blood
Fire a blade of blood that flies through a few enemies, each decreases damage. Deals more damage the lower your health is(doubles every quarter, linear)
Damages you by 10% max hp if you are above 50% max hp.
!feedback allow chat when the final cutscene appears & when the credits roll
!feedback
When the Artifact of Kin is enabled in the Void, have monsters gain items every round after the first. This would amount to 4 White, 3 Green and 1 Red. This removes the 'Kin for free Void' stuff as well as adding some uniqueness to the Void.
!feedback 2 Small things:
- The game is on 1.0 now, and i find it really sad that a bug, which existed since basically the beginning (no lunar on distant roots sometimes) still exists in this game. Please fix it.
- I've noticed you cannot leave a game in multiplayer (at least as host) during the credits, which is a little sad if not all players skip. It's an amazing game, and i love it and appriciate the developers, but after beating it hundrets of times i do not need to see the credits again... 😅
!feedback
Use family events for Artifact of Kin. The names of those mechanics explain why.
Instead of a chance for Beetles, a chance for Beetle Guards, and a chance for Beetle Queens, there's a chance for the beetle family. There's still the chances for Bighorn Bison, Brass Contraption, and other individual monsters, but families should stick together.
!Feedback
Just add HAN-D to the game c'mon man he's so cool I wanna have a hammer duel with Mythrix
!feedback Make the the Queen's Gland
Beetle Guards inflict the Beetle Juice debuff for a certain amount of seconds each time they hit an enemy. This debuff lowers movement speed, damage, and attack speed by 5% and is stackable (the Beetle Queen
inflicts this debuff with the wasp-things it spits out). This simple change would be a thematically appropriate buff for the Queen's Gland, giving the Beetle Guards a useful debuff to inflict which cripples enemies so they can have more utility beyond the early game, helps to inflict Death Mark, and makes stacking multiple Queen's Glands more appealing.
!Feedback man add HAN-D already its on the background of the survivor selection menu and i want to play with a returning survivor from ror1
!feedback Add a random survivor button to the character select since playing with the random artefact annoys everyone else in multiplayer
!feedback
Add chef he is funny
!feedback Give commando a passive where spread on his m1 is delayed by a second or 2 after using another ability
!feedback
There should be a buff to the Fresh Meat, one of the only objectively bad healing items in the game. Letting it stack its regen per second would be a quick, easy, and not really especially broken fix, because there are far better ways to heal for most characters.
!feedback
Exiting the escape pod shouldn't face you towards the escape pod
!feedback
Idea for engineer alt fire;
"Full Throttle"
2-5 second cooldown (depends on balancing, and maybe on how the move is used (offensive vs movement))
He would have a short range blast using his thrusters, like a less vertical but longer version of Rex's Disperse that would decently knock away enemies and do medium damage (200%?)
If used while sprinting, it would instead give an initial small launch followed by a temp movement speed boost (maybe starting at 200% speed and gets less as engine return to normal power?), and would have a visual que of the flame from the thrusters growing larger and brighter temporarily
I think this could help with engineer's problem of not having a good get-off-me tool, as having such a low base mobility means that in you are unlucky with items it can be essentially impossible to beat the final boss, as the slam attack is basically un-avoidable, and i think a move like this would make a welcome addition as a small but useful option.
!feedback
Make the equipment slot show the cooldown bar when you have at least one use available but haven't recharged all uses yet.
!feedback Make hitting escape in command or scrapper menu exit the menu instead of bringing up pause menu (I know there is a mod, but having it vanilla would be nice)
!feedback
Please make N'kuhana's Opinion a blacklisted item for Mithrix final phase. There is no real counterplay if he proc's it other than Iframing or using Jade Elephant (even then it does so much damage that I don't know if you can tank it). All it takes is 2 medkits to proc it.
!feedback
You can now fight the director itself as a boss as the third ending 
"I see you.
I'm Coming For You!
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!"
!feedback
Mithrix in his final phase should have some items turned off, or at least nerfed.
!feedback
Make a collection of purchasable glass figurines of the survivors
!feedback Make it impossible to lose both shield and health in the same hit. This would let shields take big hits and make shields something to take even if they lose osp since shields would give a form of osp. This wouldn't be overpowered since it would still take 7 seconds to get back your shield so it can't be abused. It would give people a reason to take shields in the first place.
!feedback
Change the way Artifacts are unlocked; The reliquary is nice and all but RoR1 had a more entertaining way of actually finding them in the levels physically, with some weird gimmick applied to getting them. Maybe we can still use those codes and relic map somehow, though?
!feedback
possible artifact: for every teleport, players have their entire inventories randomly swapped around (except Q items?)
!feedback Reduce or remove Squid Poglyp
health depletion and have the first stack start at 200% attack speed (but continue to stack at 100%).
I've been playing a lot of runs built around squid polyp out of boredom, but I realized that it goes from garbage to definitely viable once you have 3+ stacks and a source of healing to keep them alive. At 10-11 stacks it can instakill bosses. Nobody realizes its potential because it doesn't get good unless you go out of your way to stack/heal it which nobody is going to do in a normal run.
!feedback
Artifact of Capture
Every minute a Reaver explosion happens at a random place on the map, amount of explosions goes up with the timer
1 minute in, 1 explosion
10 minutes in, 10 explosions
Most runs only go for about 30-40 minutes.
This would only be super destructive on runs that last 1 or more hours. And shouldn't be used on those runs.
No one wants 120 Reaver explosions.
Some people would enjoy the chaos.
And this WOULD OF COURSE BE DEACTIVATED FOR THE MITHRIX FIGHT. Shits chaotic enough, we dont need that.
wha-
!feedback equipment idea: D90 Dice
increase all positive proc coefficients for 10-15 seconds. cooldown: 45-60 seconds.
!feedback on Captain's Utility.
Swap the orbital strikes over to a charge-based system, akin to engineer's missiles. Sometimes you don't need all 3 shots at the same time, and this would allow you to space them out and not waste cooldowns.
!Feedback: Mercenaries slicing winds attack speed should scale with items, just like eviscerate does
!feedback
possible artifact: item tiers are randomized for the run, and the drop chance and stats are adjusted on the item to match the tier, for example the behemoth is randomized into a common item (white), so its explosion damage is like 5% instead of 60% but drops far more often. bulwark's could randomize the tiers on the player's current items when they enter
!feedback
Engi's Thermal Harpoons (alternate 3rd ability) should not stop mine recharge cooldown.
currently, pressing the button for Thermal Harpoons temporarily replaces the second ability with an X to leave the Harpoon UI. a side-effect of this is that the mine cooldown stopped.
This also introduces a bug that if you have no charges of mines (i.e. just used all of them) opening and closing the Harpoon UI resets the cooldown for the mine back to its maximum.
!feedback
Artifact of Season
Each stage can only spawn one type of elite.
Either it's all blazing, all glacial, all overloading, all malachite, or all celestine
!feedback Alternate skins for all the elite equipment visual changes.
Feels like these should be utilized much more than currently - they look so damn cool! Naturally, should be tied to some sort of achievement, probably something to do with the particular elite item for each.
!feedback
Metamorphosis would be cooler if it randomizes loadouts too
!feedback Radar Scanner should identify what interactibles are present (shrine, equipment, chest. Perhaps with even more specificity than that.)
It would still be one of the worse equipments
@sullen widget
UltraWolf _Pup#5043 was banned
!feedback give all survivors some method of surviving the fall from mithrix's arena with the lethal fall damage modifier from fragility or eclipse 3 turned on, so runs aren't gated behind finding one of the few items that allow you to mitigate fall damage
!feedback
Completely disable fall damage on Commencement. It's low gravity, on the MOON, why the hell is fall damage a thing? If you fall off the stage, you fall for way too long and lose all of your health. In the Mithrix fight, if he hits you upwards and you don't have something to cancel your momentum, you're gonna take a wack amount of fall damage.
!feedback
Survivor Concept: Paladin
Passive: One Man Army
Start each stage with extremely powerful armor (200, -66.67%) that is permanently weakened when taking damage (400% max health worth of damage including blocked damage to fully destroy). Current armor amount is indicated by a meter by crosshairs.
Primary: Sharpened Debris
Heavy melee attack that deals 400% damage with slight AOE. Combos change depending on enemy health relative to your damage.
Enemy health is 400% or less of your damage: 1 Swing
<800%: 2 Swings
<1400%: 2 Swings + 600% damage finishing downthrust
>1400%: 2 Swings + 400% damage jab that stuns and deals heavy knockback
Secondary: Shield March
Equip your shield and walk forward. You are almost imprevious to damage from your front (-90%, armor ignored), with damage instead slowing you down or pushing you back.
Alternate Secondary: Block
Block with your sword. Perfectly timed blocks reflect ranged attacks back and poorly timed blocks are ineffective, with the in-between just absorbing the attack. Blocking attacks use Stamina, which is indicated by a meter by crosshairs, and running out of stamina puts Block on cooldown. Perfect blocks make you enter Focus (you use less stamina per block until either stamina runs out or you take damage).
Unlocked by blocking 15 instances of damage during a single use of Shield March without ever going backwards.
Utility: Pure Might
Downthrust the floor, sending a large shockwave that deals 200% damage, stuns, and afflicts Collapse (Fall to the ground) to flying enemies.
Special: Holy Charge
Charge after a delay, damaging, stunning, and knocking to the side enemies and dealing 2000% damage to bosses hit. During its casting and until a few seconds after the charge ends, apply a Warbanner buff in a large area.
Alternate Special: Holy Spirit
Downthrust the floor, emitting a large healing AOE.
Unlocked by dealing damage to 30 enemies with Pure Might.
||!feedback||
Fall damage is an important game mechanic that has multiple interactions, and should stay a part of Commencement.
However, some way of getting off of the boss arena that doesn't include taking fall damage could be warranted (for the purposes of aoFrality and Eclipse 3).
!feedback
With Sacrifice artifact, it would be nice if "mini-bosses" (bosses that spawn outside of TP events) had a higher chance of dropping rarer items
!feedback Flamethrower drones like to travel away from their target causing most of its burst to miss. Be a lot cooler if it didn't.
!feedback
How about make today's prismatic trials for ps4 actually possible for Mercenary challenge?
!feedback Malachite Urchins should still count as elite for the case of the guillotine, goodness knows they almost have the health values of a damn elite after popping out of one annoyingly
!feedback: Mercenaries slicing winds attack speed should scale with items, just like eviscerate does
!feedback
another shattered mirror idea thing
Lunar Equipment
Shard of Glass
Summon your reflection, for a price...
Reduce your maximum health to 50%, but summon your Umbra next to you.
Your Umbra gets your items, as well as moves and uses its abilities in the same manner you do.
HP reduction, and Umbra summon effects both last 10 seconds.
!feedback
since gesture of the drowned is so well done and very downside heavy lets get a variant for skills too
!feedback For the lunar pod and item trading sections of Commencement, add jump pads so getting to and from these areas is easy, as there is no good reason that they should be restricted behind mobility items/abilities to avoid fall damage.
!feedback
A small tweak in the bands problem, just a concept, not likely to be real
I really appreciate those changes from "a random booom that goes brrr" to "this is damaging, but what if it was even more?", but my favorite pew-pew boy Commando now have just two ways to activate bands - grenade (that isnt powerful enough to choose over supressive fire, lets be real, its buff conceptions were everywhere in Feedback) and picking other items, like ATG or Preon.
My suggestion is to change it to proc from Phase Round (either to raise Round's damage to needed or lowing the proc damage needed, but only for this ability, not for all) and the Phase blast. How? To change bands proc from dealing single instance of damage to damage, dealt in 0.1 second - not for all survivors, but for Commando. That will enable the proc of a big ice and fire explosion for both secondaries and both special, and i think it would be cool to control the bang and not relaying on the randomised target of an ATG
!feedback give loader's charged and thunder gauntlet agile.
because of the fact that they both have heavy means you are supposed to start sprinting after starting the charge for maximum damage, but due to not having agile means you need to press sprint when you likely were already sprinting before from the last charged punch. it would make a nice QOL change due to how its just one button you press almost at the same exact time as charging your gauntlet.
it also does not make for that large of a buff, its at most half a second of time spent not sprinting, even lower for people that are used to using it.
!feedback artificer alt utility idea:
"time bubble"
creates a AOE bubble of paused time, cursing all enemies with broken time
recharge: 10 seconds
lasts for 5 seconds
broken time: all debuffs deal x3 damage, their remaining duration is refreshed and paused while broken time is active.
unlock achievement "artificer: broken bodyas artificer, have a single target under the effects of 6 debuffs at once"
the idea of this is to be juggled with her primary to deal significantly more DOT damage against tanky targets and make it a bit more useful, potentially making nano-spear a viable option over nano-bomb, and also not make visions of heresy a direct upgrade over her primary.
!feedback commando ult alt
Dual shots
In RoR1 you were able to use commando's ult to shoot 2 enemies side by side at once, this alt brings that back allowing you to target 2 enemies (or specifically aim for one if your LAME) similar to the engineers alt utility, it is virtually the same as normal commando ult but each guns bullets do slightly more damage then the normal commando ult but has less bullets shot, when it pierces an enemy it will get 1.5* the damage and then will cap at 4 enemies pierced. If it pierces over 6 enemies it will enter a slow down phase because it was going through too many enemies, where it starts rapidly decreasing the damage the more enemies pierced, adding a little bit of strategy to lining up enemies for a perfect shot on the boss.
The main drawback for this R is that it cannot proc effects, it scales with item damage but for proccing things that are chance based, ex : ukulele, missile, ect. And another drawback is each gun shoots half the bullets as the normal ult
!feedback
Day 4. Buff drones please
!feedback
Hoshi the Bot is still dead so we will start a second daily meeting.
Day 1. Hoshi is still dead.
!feedback
Lunar Equipment Concept: Fractured Eon
Teleport to the next stage in a different eon... but time becomes warped against your favor. Consumed on use.
The Difficulty Coefficient is jumped up by 3x what a normal teleport would increase it by. Difficulty increase over time is doubled permanently
Lore:
<He> wills a teleporter that can fracture a thousand years into an ethereal plane to find <him>. With folded time, he searches for a singular year, but his search across time is fruitless. Pause.
<He> wills a grand teleporter that can fracture a thousand millenia into an ethereal plane. He searches for a millenia, a search that aged <him>, but his search across time is fruitless. Pause.
<He> wills a final teleporter that can fracture an Eon. He searches for a thousand millenia into an ethereal plane, an effort that proved to be too tiresome even for a deity.
<He> sunders the teleporter into husks of former power, leaving an eon fractured, knowing his search is pyrrhic. Pause.
!feedback drones could use some love
They should follow closer or teleport when too far away. This would keep them from getting stuck so often, especially right before mithrix.
A different option would be teleporting drones and turrets to random spots in teleporter zones (or mithrix arena) when they're activated, so all your allies will be in range to help against the boss.
Any buffs to base stats and stat growth would be nice to help with scaling. While lacking items makes their damage fall off inevitable, I think drones should grow tanky enough to serve as distractions.
Alternatively, there could be a new artifact that works like evolution, but for drones instead of enemies. It could even be called arms race as a callback to ror1.
Price increases after revives should be removed or have their rate go up slower. Cheap drones dont seem too op, since they're all temporary items that scale poorly.
!feedback
acrid's blight (as oppossed to poison) should stack like bleed, with each new stack refreshing the duration of previous stacks. as it stands i can't think of an actual reason to go blight rather than poison
!feedback
Acrid's primary attack (either all 3 hits or just 3rd hit) should apply poison and blight. It's lame that the plague alien with glowing, green claws doesnt poison anything he scratches
That reasoning aside, getting high blight stacks is just too hard to justify getting it over poison. Right now you have to either sacrifice mobility to jump in the same area multiple times or have a lot of backup magazines.
This change would make melee blight builds more feasible and rewarding, since comboing the primary with all other skills makes maintaining blight easier while still encouraging aggressive play for those big stacks.
!feedback
the game is no longer in early access and I feel like it's been overdue to have an option to sprint on hold and not on toggle.
This is a little picky, but most games have the option to sprint on hold, which I use preferably. To this day, after playing risk of rain 2 for a while, still messes with my muscle memory, and I assume I'm not the only person who would like this as an option
edit: clarification
!feedback cap player running speed so traversing the stage with high amount of energetics and hooves isn't so painful
!feedback
In the Eclipse Character selection menu, have some kind of visual indicator we've beat Eclipse 8 on a character. Currently, there's no difference between unlocking and beating it. This would be a nice little reward that doesn't affect anyone that's not interested in Eclipse. Maybe there could be a shiny silver border around the character panel?
!feedback acrid is garbage. Literal trash. Harsh but true. Down vote if I'm right.
!feedback
Optional Twitch integration would be awesome, especially since a lot of streamers return to the game to check out each update. The ability for chat to influence difficulty, provide short buffs / debuffs, item luck, and other goodies would be incredibly fun. Dictating Void Field monsters and items would be an especially cruel and fun opportunity.
Edit: Would not be available in Alternate Game Modes, only Singleplayer and Multiplayer.
!feedback Beetle Behavior Buff:
Beetles are part of a hive arent they?
Then it makes sense to give them buffs based around the number of them. Let's say they gain movement and attack speed bonuses when there are 3 or more beetles within 30 meters of eachother. Its also worth noting that you could add a "summoning" feature where they dig into the ground and create a tunnel (which would have health) to summon more powerful beetles, such as BeetleGaurds during the early game.
Edit: to explain, the amount of Beetles/Beetlegaurds that could be summoned would be limited.
!feedback Maybe a retry button on the prismatic trials? Could be whenever you pause or die
!feedback
Fighting shadow copies of yourself is epic, but when it spits out a white scrap it’s almost comical. Vengeance umbra drops should better reflect their challenge.
Have umbra drop rarity scale with the number defeated, similar to Rusted Key stacks. Since they only appear once per 10 minutes, it would probably need to be at least 3 keys' worth each, so by 30m/40m you’re getting mostly uncommons.
!feedback
An artifact that would randomize the order of the stages (without touching Sky Meadow) so you could end up with a distant roost stage 3, or a Siren's Call stage 1.
!feedback
Since the bandit and sniper prototype have munition mechanics, I believe that soon the artificer will not be the only survivor with a limited amount of shoots before some kind of cooldown, so here is a idea of a item that can help this guys and also give a buff on the Drones and Turrets if you guy don't have a basic attack that stacks.
Ammunition Box (Common Type): Increases in 25% the stacks of basic attacks. Drones & turrets Inherit this item.
Almost every drone has a stacked amount of shoots, and the same goes to the turret, with a reload time of 2 seconds, this item would make so the turrets can spend more time shooting, and can become really useful because every turret already has a bigger, be able to shoot more bullets and 1 extra missile can really make a change.
!feedback
Make forgive me please marketable plushies
!feedback
Allow us to mount the TC Prototype for up to 20 seconds with a cooldown of 1 minute. While aboard, we can only use our own M1/Equipment, and aside from that the regular abilities the TC has (so the machine gun burst and the double missles). This is not nessessarily overpowered as the TC is not known to be strong to begin with, and can help you get it out of tight area's where the AI would normally get stuck.
!feedback
Able to rearrange items around to easier/faster scrapper usage. Would be nice to save time and scrap items in the frey. (Apologies if this was suggested in the past.)
!feedback
Loader's scrap barrier is almost never used in the late game, I'd like to see loaders second ability (it was a temporary buff that made her attack faster and invulnerable for a short amount of time for those who haven't played it) or ground pound return from ror1, to encourage melee combat late game.
sustained melee combat in late game is almost impossible with the current survivors and their abilities, (mercenary can only do limited combos before he has to leave combat for his cooldowns, loader's passive cannot protect her in sustained melee combat late game, and acrid and mul-t have little to no viable melee combat sustain late game)
I feel like it would be a good new and unique playstyle to implement into the game. I assume since ranged sustained combat is already possible among most survivor's abilities, can be translated into sustained melee combat, with the same principal. Stacking on hit, on hit chains, and attack speed.
Loader's old secondary ability could be reworked into giving temporary armor on kill, and stacks and refreshes after every other kill. This can encourage "oh god, I need to beat something NOW" type of gameplay, which I think sounds fun.
(edit, added returning ror1 secondary ability rework idea, apologies for sloppy format, structure and wording)
!feedback a green or red item that's like the backup magazine except for your specialty
!feedback
Make the items screen in the item scrapper identical to the player's item bar on the top of the screen. I've lost too many runs trying to find that sprinting buckler I had to print and dying for standing still too long. If the item chooser was the same as it appeared in the UI it would save a lot of time because we'd already know where the item is
!feedback
Let the bonus jump height granted by H3AD-5T be toggled by holding 'e' while on the ground. While the fall-damage immunity and the shockwave are both useful, I still frequently end up scrapping them them to avoid the increased floatiness on my initial jump.
!feedback
||Have Teleporter Event items like the Lepton Daisy and Halcyon Seed activate during the final boss fight, as currently they are just a waste as you get them back instead of an actual useful item during the last phase||
!feedback
Artifact of Vanish
Every stage, 1 of each item you have would disappear.
For instance, say you had 10 syringes, 2 atgs, 2 ukeleles, and a clover. Next stage you would appear with 9 syringes, 1 atg, 1 ukelele, and no clover.
!feedback
The game really needs Steam Workshop integration. Custom items, mobs, stages, skills, survivors, ... artifacts! Imagine, how many content could be generated in a first week of user modification this game via workshop...
!feedback
Now that the game is in 1.0 i have a sneaking suspicion that alot more players are beginning to get the game but like i and many others are struggling to run the game as its just too graphically demanding (i am in no way shaming anyone, in fact the game is very well optimised for how much there is to offer) so this is just a small thing but perhaps adding support to the nvidia geforce now to the game could be an idea, allowing lower end PCs to run the game and enjoy it in all its blood filled glory, again this is just an idea to perhaps expand the player count and allowing players that cant run the game to play it in full without having to turn it into windows power point presentation
!feedback
DoT should allow you to get items back from Mithrix during phase 4, even if it's at a reduced rate. The fact that you don't get items back at all for DoT is unclear and frustrating.
!feedback make commandos both secondaries and both specials chargeable. this makes commando more fleshed out as well as give players incentive to play him smarter.
phase round: charging increases bullet size and damage, and full charge makes it faster
phase blast: charging increases range and damage, and full charge increases spread and bullet size
suppressive fire: charging increases speed and amount of bullets, and full charge makes the base amount of bullets, but from both guns
frag grenade: charging increases damage and explosion range, and full charge increases throwing power.
when all of these skills are at full charge, you can hold them at full charge for a second before releasing them, making timing easier.
!feedback
Revert the change to Mithrix's 4th phase and make it at least somewhat vulnerable even with 95% dmg reduction because that phase is literally impossible to pass if you are having a good run after stage 5. Him being immune makes 0 sense and can end the most powerful of runs because there is literally no counterplay if he has 10 stages worth of items. Overall the change feels absolutely horrible and makes for a very frustrating end to runs.
!feedback
New Artifact
Artifact of Discordance
Upon completion of a stage all of your items are changed into a different items of the same rarity.
Example: You have 2 keys, 3 focus crystals, and a ukulele > You complete the stage and get > 2 crowbars, 3 bustling fungus, and a rose buckler.
!feedback
commando passive- Veteran: each item picked up increases your attack speed, HP regeneration, and armor by 1%. after 25 items the bonus diminishes to 0.5%, after 50 it diminishes to 0.25%, and after 75 it diminishes to 0.1%.
!feedback
Aegis is a very underwhelming red item so here is a solution:
Make Aegis reduce the decay rate of barrier say make it scale like teddy bear (inverse exponential) but a bit faster than teddy bear say exchange 15 for 50 (the picture is of the numbers for this scaling).
!feedback
no console news was stupid lul
!feedback Please revert the Steam icon change, the chest was nicer and simpler than the current Commando.
!feedback don't make exclusive content for consoles that were already DoA
!feedback be open about how long the stadia exclusivity period is
!feedback
please don't become greedy
!feedback ALL HAIL STADIA
!feedback Pc players should receive the map at the same time. A time excusive to a console who doesn't even have the game yet is a slap in the face to the people who've supported the game since EA on PC
!feedback
I'd like to start this off by saying I'm a huge fan of RoR2 as it is and I'm super excited for the last big Content Update.
My suggestion to throw in for the post-launch update would be to add some more depth to the final moon level. Thematically, it makes sense that it's a bit empty, but it still feels a bit shallow just running up to the final boss arena as it is. Adding more depth to the final area, akin to the final area from the first game, would make the moon more engaging instead of just running to fight the final boss while gunning down (or potentially avoiding, even) the Lunar Chimeras along the way.
!feedback i hope eventually, maybe in a year or 2 the sundered grove stage will come to console and pc
!feedback You said to let you know what we want in this last free CU, so here are my suggestions:
Since it was already mentioned, I would love to see the Grandparent as a boss in game. I would also like to see some of the scrapped characters, such as the Bandit. (The sniper and HAN-D seemed very unfinished, so Idk if they are considered cut, but Bandit definitely seemed close to completion)
I also would like those early access skills that were cut last minute in 1.0. I forgot how many there were, but that would at least fulfill the promise set up before.
In addition to having all the lore entries and stuff, I would like to have the moon stage fleshed out. I get the feel that the stage is supposed to be, but some of the design decisions resulted in it feeling unfinished. More stuff, friendlier platforms for those lacking some mobility would be nice.
Also, idk if this will be allowed, but having alternate stage layouts for some more stages like there are for the first stages would be nice.
!feedback you’re doing great guys, excited for next update
!feedback bring back sniper and bandit at least, HAN-D is already covered by Mul-T. Bring back Chef and Miner too during the DLC I feel like they would work great in this 3D environment.
!feedback CHEF
!feedback if official mod support gets added make the really good ones paid for and all money goes to risk or rain.inc
!feedback
An icon indicating how long until cautious slug activates, similar to the cooldown icon for the bands would be really handy.
!feedback make mitrix immune to fall damage (at least on eclipse 4+). he just died without me shooting him once
!feedback
So my thoughts on this whole Stadia thing are a bit grim. I understand that y'all were probably forced by some Gearbox rep to make exclusive content for the platform, which makes sense, as almost nobody uses it (for good reason). However, making an entire map exclusive is pretty ridiculous; when you have a skins system that could have easily been a better exclusivity option. Because all in all, maps are one of the biggest pieces of content in the game, and locking even a single one behind a bad platform is a pretty bs move. Hell, the first update was pretty much themed after a single map. At the very least please don't make the map exclusivity period longer than like 4 months.
Everything else said is good though, will definitely buy the DLCs and modding support is always amazing. Keep up the good work, and please don't do the exclusivity thing again.
!feedback please buff artificer she has a limited primary source of dmg that doesn’t even do much dmg her secondary is ok maybe just a slightly faster charge time like 1/2 a second or so faster but her utility ability is complete and total garbage she has no defense/mobility skills so why is her utility that takes away the defense ability so bad I mean seriously it’s a crappy wall that doesn’t do anything I would make it a small blizzard attack that slows enemies and deals 275% dmg every second for 5 seconds with no defense she should deal way more dmg then the others, I love the role of support/mage but she’s so bad that I don’t want to play her. As for flamethrower I would give it at least double the current range and make it do slightly more dmg. These are just my ideas but at this point in the game she’s useless so I hope you guys will at least give this some thought.
!feedback
just make magma worms unable to target drones; they literally cannot kill drones and all it does is waste time
!feedback
As a sidenote, please be specific about how the expansion content will cut into the multiplayer side of things when they are announced; due to the nature of the game being both singleplayer and multiplayer, the multiplayer crowd will be split no matter what. Transparency is key, and y'all have been very transparent, which is great.
!feedback I don't know how feasible this is, but it sounds like a good idea in theory. You say you want modding support right, what would be neat is an expansion-esque update (maybe make the expansion itself cost money) to coincide with it. The expansion will contain once modded characters (See: sniper mod, bandit reloaded, etc.) and flesh them out and make them offical characters. This will introduce new people to the modding scene (as you are releasing this update alongside the modding support update), and also allow console people in on a bit of the fun. The hard part is obviously contacting the modders and coming to some sort of arrangement, but I know binding of isaac did similar things (and if you wanted to support the modders monetarily for this, make them get a cut of the expansions sales maybe).
!feedback pretty disappointed about the platform exclusive map but I’m very happy to hear about expansions. I can’t wait to support you guys further.
!feedback add a way to disable the opening intro. it was nice seeing it for the first time after the 1.0 update but having to press the spacebar every time is sorta annoying
!feedback I am incredibly peeved that RoR2's "future" boils down to paid and exclusive content. Way to support your early access players.
!feedback
Not sure what methods to do so, but more secrets stuffed into the maps would be nice; Especially if they're like the two elder lemurians on the aqueduct, or a secret level or something. (For instance, there's now a hatch above the artifact portal that you can bait some parents to damage so you can drop down to it; you can't break it yourself; the hint for this is in the log mentioning a crowbar)
More "routes" in terms of levels or alternative factors to a stage would be interesting too
Modifiers would also be nice in multiplayer
Artifact of Vanguard: Void Reavers now spawn from the first stage onward; but there are now other types; until there's a force that all you can do is haul ass.
!feedback Paid DLC is great as long as we're getting our moneys worth. Isaac has done it, and the expansions are always huge. HOWEVER, timed exclusive content is absolutely anti-consumer, and no matter how much I love you guys at hopoo I won't support. DO NOT make it a year or more like destiny used to. and DO NOT make it so every update and expansion has exclusive content. If this is a one time thing, yeah I'll be peeved, but if you do this every expansion, like destiny used, to, you straight up are screwing 90% of your playerbase. It's not the fact that it's stadia. Stadia is bad but that's not the point. The point is the exclusivity in general. If you did exclusives on PS4, Xbox, or Steam people would still hate it. Maybe some survivor skins would be fine for exclusives if you REALLY have to. But a whole stage?? absolutely not.
!feedback Expansion packs are the only viable monetization model that doesn't completely break the current unlock progression. They are a fair method for ensuring future support that doesn't boil down to free updates ad infinitum.
I personally really like the idea of theming, granted that they have enough content to warrant the price.
!feedback stadia-exclusive map is a terrible idea...a big no-no for sure...please let us at least buy it as a small dlc...
!feedback
I love doing it, its how I did my first mastery run, but holy f*** perma-tonic is OP.
Remember that lunars are supposed to have downsides. Increasing your DPS by 240%, your effective health by 80%, your regen by 300%, and your movement speed by 30% permanetly is already OP, but with just a gesture and 3 fuel cells Mithrix will be trying to board the evac ship instead of you.
(also stadia map exclusivity is bad)
!feedback
Suggestion
Speed Booster Pads
These would be analogous to the jump pads on Rallypoint Delta and would be cheap (~50% of a chest) purchaseables positioned strategically on certain, larger maps.
Once purchased, stepping on one would give the player a temporary speed boost that wears off after several seconds or if the player enters combat (like Red Whip), whichever comes first.
The Boost Pads would serve as a functional "highway" to enable faster traversal of larger stretches of certain stages, such as the cliffside of Titanic Plains or the Cave in Tectonic Abyss.
Lorewise, these would have been set up by survivors, much like the Rallypoint jump pads for the same reason, and are currently in a state of disrepair.
[Note that these would be functionally part of the map with static placement and would not cost Director credits.]
!feedback Add the Reaper from DEADBOLT as a playable character. How that would look? Not sure I haven't really thought it through completely but shit that would be awesome.
!feedback Buff commando by giving him base 1 luck. This keeps him vanilla, but gives high level players a reason to use him.
!feedback
be able to toggle the intro cutscene on and off
!feedback
I hope you guys work on Commencement more before you start work on any paid DLC. Without hyperbole, Commencement and Mithrix may be the worst final level and battle in any game I've ever played, considering how excellent the rest of RoR2 is. Please consider the state of your finale.
Why does the difficulty spike so high upon entering the zone and then punish your timer with a long, usually unavoidable walk?
Why is the fall after the fight allowed to kill you?
Why does the dropship, that can fly, not pick you up in the arena after the battle?
Why does Mithrix not telegraph his normal swings and dashes in any meaningful or readable way?
Why can't Mithrix use your items in ways that are unique to him, so he can have different and deliberate movesets depending on the build he takes from you?
(I have 100% achievements and have beaten Eclipse 8 twice with Commando. I realize that does not automatically validate my opinions, but it does make me comfortable enough to share them. Thank you for your time.)
!feedback Make Artificer’s M1 reload function like MULT’s rocket launcher reload/Visions of Heresy reload.
!feedback
Beetle queen should be able to summon beetle guards. It makes sense thematically, and would make the fight a little tougher
!feedback buff commando's default abilities.
-
roll: give invulnerability through the duration of the roll, give it more distance and make it longer-lasting.
-
phase round: give it more damage, bump it up to 400%. currently, phase burst renders it completely and utterly useless with its huge 1600% total, compared to phase round's 230%. also, commando cannot trigger bands without the use of that one funny ability that takes a 20stage non-lunar run to obtain. doing the above would finally give a big enough reason to perhaps use phaseround occasionally.
!feedback
Commando Passive
(Hopoo previously asked about what he would have)
Training Regimen
Passive
The Commando gains bonus stats when leveling up.
Under the Hood this would mean:
+0.3 HP/s Regen per Level (from 0.2 default)
+0.7% Speed per Level
+1.0% Attack Speed per Level
+0.5% Crit Chance per Level
+1 Armor per Level
Reasoning
Commando is meant to be the Jack-of-All-Trades character. Giving him slightly improved stats on level up would allow newer players to be less reliant on patching his weaknesses with items, especially since they don't yet know what those items even do yet.
To an experienced player, however, this means there is less dependancy on making up for Commando's deficits and more flexibility in building the character aggressively to do other things.
By the time Commando reaches level 20, these buffs should largely equate to a small handful of extra, generic white items and beyond that point, leveling becomes much, much slower. Most characters reach level 20 around the point where they're reaching the final stage on the first loop.
!feedback make teleporter particles brighter/more yellow/orange to make it easier to see on scorched acres and abyssal depths
!feedback run history so you can peruse your previous runs to see your scores, items you had, etc
!feedback
Password based lobby system option on consoles instead of just friend request based.
On Consoles like Switch I have to send random people friend requests to set up a lobby. Im wondering if you could add another option for creating lobbies where you would use a password instead. Not sure how it is on other consoles but on Switch its a hassle to grab a bunch of friend codes just to set up a room.
!feedback use the ping command to command mobile turrets
!feedback change how rex works in eclipse 8, the permant damage on self inflicted makes him very boring to play
!feedback
when carrying an active dio's best friend, show some sort of effect on the hud or health bar to indicate that it's active; i almost always forget i even have it until i die.
!feedback
So I just watched what the escape looks like with Artifact of Swarms enabled, can we get that amount of explosions in the normal mode? They still don't do anything but man does it feel more intense.
!feedback
killing a lunar scavenger post-obliteration should count for acrid's "land the killing blow on a scavenger" challenge
!feedback
It would be nice if you made the commando shoot while running and their grenades were sticky, maybe also make the suppressive fire take some extra shots from the beginning, maybe 8, 10, or increase the damage to each bullet a bit.
!feedback
Please launch the DLCs with a pre-order discount, like the game when it was released.
In Brazil the U$ is now R$5,32. Only U$10 already is R$53,20. For sure, other countries will also benefit from this and we'll be able to PAY for that content.
!feedback Add mod support for stages so that there can be more freedom for the community to express their creativity. Allow this modding to not any modify the existing stages but add new ones on top of the current stage count.
!feedback
Lunar Coin mimic:
-Drops 5 lunar coins on death
-Reveals itself when you grab it
-Disappears and reappears on reveal to prevent accidental death
!feedback sundered Grove on consoles and all pc platforms.
!feedback
Given that the expansions are going to be "Multiple content updates in size" I feel like having only new Hidden realms introduced as stages would be a bit of a scam, given that Hidden realms tend to be small bonus challenges that earn you a couple items in the end and aren't nearly as important as the main stages. Instead, A neat idea would be having expansions build upon an entirely new Alternative route with entirely new stages, perhaps with some returning environments. ||entirely personal opinion: I would literally give hopoo my entire wallet if such an alternative route ended in a return to the Temple of the Elders set during a Solar Eclipse. I would also cry too but that's besides the point.||
!feedback
Can we get some more rewardless challenges? I feel like there's so much room for more challenges but the expectation that they must come with rewards is probably holding them back.
!feedback would love to be able to play eclipse in multiplayer, also a reward for beating E8, even if its just a skin
!feedback
Add back children as enemies, and maybe make it so that Parents only fight if a child is killed, but children are always hostile
!feedback I have been posting this a lot but I am really desperate for this since we are getting one last free update. Can we get different stage layouts for existing stages (e.g. stage 1 variations). Make it similar to how Distant Roost and Titanic Plains have two different variants of their stage layout but make it for the second and third loops stages such as Wetland Aspect and Rallypoint Delta.
!feedback
If the Primordial Teleporter is aligned with the moon, allow hidden realms to lead there as well.
!feedback
add a somewhat difficult to fight beetle that can only be summoned from the beetle queen.
The beetle queen is probably the weakest boss in the game, and feels like a punching bag rather than a boss. every other boss has their moment that makes them really powerful (imp overlord punches, magma worm high knockups, titan laser, and vagrant detonating itself) the beetle queen has none of those.
The theme of the beetle queen can be kept as a “summoner/support” boss, by adding unique monster that is more powerful that beetle gaurds, that can be summoned rapidly by the beetle queen and killed all at once by defeating the beetle queen
!feedback
Rather than focus in paid expansions, pure cosmetic content can also help the revenues. It's a great way to support the team and don't full split the game in Vanilla / DLC.
I'll not able to buy btw, neither all paid DLCs. I hope so much to enjoy all the new future features.
In love with Hopoo since ROR1 ❤️
!feedback
Let Commando throw grenades while sprinting. It makes sense and makes them slightly more desirable.
!feedback
Improve printer/chest/terminal item drop logic to prevent items from falling off the map before you can grab them, something thats been happening a lot lately (mostly on Siren's Call for some reason?)
!feedback Small idea to spice up commencement. What if there was a little terminal hidden in the stage that allowed you to exchange coins for lunar coins? Why would we want this? Well, most people seem to just skip the lunar chimera enemies on the way to the boss, since the coin they drop is useless (except if you use that machine gun equipment). If there was an incentive to kill the enemies, then people would take the time to go out of their way to kill them, resulting in the stage feeling more full.
!feedback probably less serious and bound to never be implemented, but, i guess i have nothing to lose: bard character, dont care how he works, but bard character, ill pay for the game again
!feedback
Currently the game considers loader's utility skill and the void cells' protection from tick damage to be "negative effects" for the purpose of blast shower (and I think death mark as well) This is kind of a 5head interaction and a frustrating surprise to anyone unaware of it. If these were simply changed to positive effects in the next content update or patch, it would be a good change, even if it effects very few players.
!feedback I don’t know if this was already suggested or not, but elite skins for all the characters would be nice, elite variations for the survivors already exist so it wouldn’t hurt to make them skins.
!feedback The Alloy Worship Unit should have its shields be distinct from normal health on the boss health bar
!feedback a easter egg where across the moon level, in corners of the map you should be able to find body parts of Kur Shan the heretic,
in one corner you can find the many eyes sealed in glass, with 2 plucked out with only a little bit of slime to replace that eye referencing the newt scavenging and taking the eye as his own to sell in the lunar shop,
on one of the soup islands there could be kur shan's twisted leg and on the bottom of another soup island could be a little stub of kurshans other twisted leg, with a little slime dripping off it, also referencing the newt scavenging for things to sell.
since thats all we know about kur shan's evisceration currently hopoo would have to think of the other 2
!feedback add conditional death messages
You died to fire "X burned to a crisp"
Etc.
Also should prevent "X wants to play in drizzle" while playing drizzle
!feedback Chef
!feedback
Tactical Dive buff: removes damaging debuffs (bleed, burning, etc) on use.
!feedback Pressing escape while in the scrapper menu should exit the scrapper menu rather than bringing up the pause menu. It’s hard to click cancel if you need to dodge quickly while scrapping.
!feedback With the new paid expansions they should include new final boss fights along with final stages which could almost act as new campaigns for the game. To access these new final stages they could be selected from the final teleporter on Sky Meadow when selecting the teleporter directory. This can be done on top of the new content provided from the expansions such as characters and new stages.
!feedback (idk if this has already been suggested but here goes)
Change nanobomb lightning zaps to deal 399% dmg, make them unable to proc bands or increase band threshold above 400%.
With the change to bands combined with nano bomb getting a buff to 2000% at maximum charge, the lightning zaps proc the bands since they go up to 400% dmg, often ruining your nanobomb/band bursts even if the bomb hits your target. Artificer isn't exactly known for being too strong so I think this change wouldn't cause her to be OP, while it would be a huge quality of life change and would also make it much more satisfying to hit long range 'basketball shots'.
!feedback Its really annoying to see duplicate printers on the same map, and even more annoying to have duplicate cauldrons on the final stage before mithrix, especially when those cauldrons are wake of vultures (or another bad item). Like I'm fine with bad RNG of having a wake of vultures for a cauldron, but having TWO of them is just a slap in the face. Maybe don't allow two of the same printer to spawn on the same stage, or if one has spawned, have it decrease the chances of spawning another
!feedback
Serious sam or EDF easter-egg somewhere. Similarities involving fuckhuge hordes of enemies and sheer utter fucking nonsense coming at you in droves after all.
!feedback A lot of people seem to agree that the commando needs some love. With the consensus being the phase round going from 230% -> 300% or 400%(to prock the bands) and the default roll giving I frames. Those be good suggestions. One thing I would like to add is his alternate special (grenade). Currently it seems a bit lackluster and unreliable, you see enemies, you through it, after a while it explode (hopefully) damaging and killing said enemies(airborne not very easy to hit, but not impossible). Suppressive fire in tandem is a lot more user friendly and effective. To increase the consistency of the grenade, maybe allow the player to cook it (holding R makes commando hold out grenade, while firing with one gun) to judge and estimate distance and whatnot accordingly (makes him a bit more engaging as you have to take into account the situation and plan accordingly, instead of just throughing it when you can). Now for a twist. Maybe make it so that the grenade be a lot more bouncier, while every successful bounce increases the damage of the grenade. Example being I see a Beetle, i through grenade directly towards it and do 100% damage OR I see Beetle, plan to bounce the grenade right in front if it (and then into it, whilst timing the detonation) and instead get 150% damage or 200%(depending on the amount of bounces).
!feedback
24 hours passed, a daily meeting rolls in, but Hoshi still does not.
Day 2. Hoshi doesnt show any sights of life.
!feedback
Ghor is entertaining the idea of clientside Eclipse rewards, so I figured I'd put this here...
As a reward for clearing Eclipse 8 with a character, their corpse should be added to the main menu, alongside Commando.
It's technically a "reward", but minor enough that there's no pressure for anyone to unlock it.
!feedback
The rings, man. What do they mean? They're only mentioned in one log; but they're everywhere. We require more info.
||!feedback||
@cosmic remnant Suggested changing the Alloy Worship Unit's health bar to visually distinguish HP from shields, but I also propose this change be made to all boss monsters that have shield health.
||Especially helpful in Mithrix final phase||
!feedback
Item progression artifact
only 1 item is in the loot pool. after each stage a new one gets added.
!feedback Add an alternate 5th stage. It feels out of place that all the regular stages have different alternate stages except stage 5, this also supports the rogue-like element of the game. This new stage would of coarse include the artifact teleporter so that players wouldn't have to specifically go on Sky Meadow to unlock artifacts.
!feedback - please nerf (wait, don't go yet!) Phase 3 Mithrixs' spining wheel of blu pain. Damage is fine, but that ability could come with just slightly longer windup. Reason: if you get caught in melee'ish range it's instant death. If you lack any meaningful mobility you are also dead. Not too fun.
!feedback I made the change to my own language file myself, but it would be nice if the default ending text line could have the word "it" changed to "they". Since many mods add playable characters that are alive or have some other form of person-hood, the term "they" is more generalized and works for everything, while "it" is really only applicable to non-alive objects, like a robot or something.
!feedback
just to give the lunar monsters some meaning because most of the times we just skip them for wasting our time :
near those jumping pods add some kind of a device that transfers all your gold into xp
and make those lunar monsters give a lot of money,
why? because when you are trying to get to the final boss the time is already running and the boss is getting harder and harder, getting those level ups by xp will at least help you boost your damage and regeneration
!feedback
Please make it so each set of items dropped by teleporter (in case of 4 players a set consists of 4 items, each shrine of the mountain adds another set) has the same items. It's extremely annoying when 3 players get a yellow while one has to settle for green.
!feedback
As a small polish/QoL change, there should be a system for recoloring or adding effects to attacks. Like having projectiles turn red when you get a crit, similar to huntress' flurry (maybe have a red spark effect or something for melee and other non-projectile attacks). Or blue when using shaped glass, yellow when under a warbanner, etc.. IMO item effects like that feel much more impactful and satisfying when there's an immediate visual change to go along with them.
The same system could also apply to elite enemies, to add some visual consistency and make it a little bit clearer which projectiles will kill you, and which ones will really kill you. Especially when fighting scavengers, or in other circumstances where enemies can potentially crit.
!feedback
a close proximity indicator for monsters
similar to how bosses have their own red arrow pointing to where they are, I think there should be some sort of arrow or indicator to tell me there is a monster behind me. I’ve died too many times because an elite elder lemurian happened to spawn behind me
edit: grammar
!feedback
A little tweak on pretty much all stages, but especially the Bulwark's Ambry
We played with artifacts of Dopplegangers and Monsters-gain-items-between-stages (forgot how they are actually called, but that doesnt matter). We tried to reach Artifact of Kin, and then, when doppleganfers rolled in, from the artifact having a Dio's Best Friend, they falled off, and were invincible, unreachable and they were the only way to get keys to the reliquary, because other monsters just werent spawning
How do i think it can be fixed?
Just by adding a trigger that insta-kills all monsters, dopplegangers and smaller mobs, not affected by Dio's. That way they wont just fall off and be like "C'mon, i am ur fate-chooser"
!feedback
Would like to see the rare elite mobs in a hidden equipment tab that appears once you get one. Just for a lore lover.
!feedback I think a cool idea for a DLC would be a retro themed expansion: Bringing back the old missing survivors (Enforcer, HAN-D, Miner, Sniper, and CHEF, since Bandit is confirmed back), as well as some old items, like Gigantic Amethyst, Permafrost, and Golden Gun. It'd greatly interest the people who voted for their favorite survivor from 1 and ended up getting shot to death by Captain, and it could allow for interesting new takes on old favorites, especially Miner, who basically got all his skills stolen from him.
!feedback
Day 5. Buff drones
!feedback
make bulwarks ambry lighter in color or change the geography so you don't fall into random pits.
!feedback
A stat in the end screen, like the most damage done, but for speed.
For example Top Speed: 500km/h
(and maybe average speed:: 360 km/h)
!feedback
i think a DLC entirely centered around fungus would be pretty neat. A fungus stage, a fungus survivor, more fungus items. Just think of the possibilities...
!feedback
Since you want to dedicate your last content update to finishing cut content, finishing up Bandit would be awesome given how close he is to being done.
!feedback
Ideas for a few items that interact with shield mechanics.
Unnamed Lunar item:
Reduce the time required for shields to regenerate by 2s (+1 second per stack) BUT decrease shield regeneration speed by 25% (+25% per stack)
Shield capacitor (Uncommon item):
Gain 10% of your max HP as shields; Shield regeneration is 10% faster (+10% per stack)
Portable Shield Core (Red Item):
Gain 30% (+15% per stack) of your max HP as shield; Gain armor based on the amount of shield remaining (20 armor with max shield)
!feedback
Grant Mul-T's Shift the ability to move faster when moving down-hill. This would make his Shopping Cart mode a big power slam, or a bowling ball if a group of Beetles happens to be lined up as such.
Note: Does not decrease speed when moving up-hill
!feedback
make mul-ts shift do a slam when landing along lowered fall damage
!feedback
give titanic knurl an armor bonus similar to the one in the first game
flat health and regen bonus makes titanic knurl very weak after 1st loop, 40 health alone makes a minisclue difference afterwards
!feedback More damaging items in all rarities that function well on all characters:
Common item: Heat-seeking drill
Description: 10%(+5% per stack) chance to fire a seeking drill at the nearest group of enemies for 200% damage in a 10m(+5m per stack) radius.
Uncommon Item: Sludge Worm
Description: Any enemy that comes within 15m of you becomes infected by worms, which deal 100%(+25% per stack) base damage per second, if the enemy dies, the worms goes to another enemy within 15m of the dead enemy.
Legendary Item: ATG Missile MK2
Description: 7% chance on hit to fire 3 missiles that deal 300% total damage.
!feedback
While im happy hopoo improved it last update, i still find the magma worm to be way too easy. Last time i fought it, the worm just moved in circles around me. The time before they just moved around in the area i was in. I rarely get hurt by them.
buff worm off the string?

!feedback
Default Distant Roost is mostly nice and open, with a few secluded areas to check for interactables, but if you don't spawn on the highest point it's one of the most out-of-the-way locations in the game that often doesn't have anything up there. This makes the smallest map seem even smaller, because most of the time it's not worth going to. Later maps can have long paths, difficult traversal, and short sight lines, because they're supposed to be harder and survivors can get mobility items to compensate, but it isn't fitting for the first map.
The thin, long ledge below is the perfect place for a geyser, because it's a similarly sparse dead end. By connecting the two, both become more relevant. On the other side of the highest platform, put a small ledge so the less-mobile survivors who care about fall damage can get down more easily.
!feedback
I don't like playing Artificer much because how much my wrist starts to hurt from holding down the space bar. Please, for this last CU that is supposed to help finish up the leftovers, add a toggle flight feature for Artificer so she is more enjoyable overall. It has been about a year since this issue made itself known.
!feedback the imp overlord portal, what if, you killed the imp overlord at 99% of teleporter charge, within the portal boundaries, and the portal stayed as an option to go through
!feedback add log book and info, more lore!
!feedback Radar scanner's scan should be improved. Instead of a simple '!' above every item it pings, it should have a symbol above it, such as a chest for chance shrines and item chests, a coin for the little coin cans, and some form of symbol for the teleporter. As I see it now, this item could have potential to help with speedrunning, but with the little information it gives the player, it's borderline useless for what it should be for.
!feedback ||Now listen, I understand it is you business choice to market your game however you want it to be marketed, but I have some problems and im sure other people do as well with the stadia release with ror2. Let me get this out of the way and say that I love your game and your company and Im not trying to attack u by saying this message. Im only discussing the criticisms of releasing it to Stadia. I will always support your projects when they come out and I will play them. That being said, lets get on with the whole for the ror2 for stadia and my problem with them. 1. Stadia is a major flop and most people will agree with this statement and the units sold proves that it does suck. When I heard about the Stadia, I thought it was a cool idea. However this idea was cool on paper, but with reality it was one big shithole. With as of 657,000-1,000,000 units sold as of April 2020. Even if this is april 2020 you still cant deny it is still around that number today. Now 657,000 or high ball it and say 1,000,000 units sold. That is.... very low for what the gaming industry is. Even with the failed Ouya it has more units sold then the Stadia being over 1.5 million sold last time I checked. Im not going into detailed why the Stadia is a flop but the fact you have 3 million users on Steam that play RoR2 and god knows how many on console, u gonna think who is gonna get the Stadia and why people would ever get it. 2. Ur alienating PC and Console gamers from new content thats only exclusive to Stadia(for now at least, but even then It should of been focused on the main demographic. Lets be real, even if you release RoR2 on stadia you know that PC and Console are your 2 main demographic, especially PC being your main one. I know its only one map and it may be trivial to argue about this part, but ultimately PC is your main demographic so why release it first on a platform that barely any people play on. I understand you released the 1.0 but its no excuse for this||
!feedback
Nightmare/Expert variants of existing maps with their own ways to fuck over the player. You obviously can't replace Chris Christodolou; but Cheshyre's music, adapted a little, could work for this.
Imagine for a moment, then, for "Nightmare Depths" something like https://www.youtube.com/watch?v=htaJq_Jcs9I with a far more aggressive sounding Tropic of Capricorn for the boss, or something like this https://www.youtube.com/watch?v=ZxORiYqUsSw
Visually speaking they'd appear more "threatening" and "infected", Additionally, while the layout is mostly the same; it'd look like something took the stage and just fucking smashed it into pieces then stuck it back together VERY LOOSELY with sickly ethereal tendrils; so platforming (maybe with ropes/ladders too, a nod to RoR1) over abysses and in general is likely.
"You know, maybe we shouldn't have killed Mithrix or Providence... Because this... THING is here, now, taking it's opportunity. And we can't kill it..."
!feedback
With the inevitable addition of Bandit, it would be great if you gave him a money-themed passive.
!feedback a few commando qol/buff ideas
Phase round should be buffed to at deal at least 400% damage. The higher range, accuracy, and aoe don't make up for dealing significantly lower damage (<1/3) than phase blast. Increasing phase round's damage would make picking a secondary more meaningful, since the choice would be between procing bands or procing on-hits.
Tactical dive could use some sort of buff to give a reason to use it over tactical slide. A defensive option would be adding invincibility frames, while a more aggressive one would be temporarily increasing a combat stat (ex: damage, attack speed, or crit) just after a roll. Tactical slide differentiates itself by allowing sustained dps and further movement. With these changes, tactical dive could differentiate itself by either being better for dodging with the first one, or being better for bursting down enemies with the second one. Both changes together might make tactical dive too op, but either one of them alone could give it an identity other than bad slide.
Frag grenade feels awkward to use due to the bouncing and detonation timer. It could use some quality of life changes such as detonating upon impact with an enemy or sticking onto whatever enemy it hits. This would make it more forgiving to use while still requiring good aim. A bigger aoe would be helpful too.
!feedback
A 10 minute timed interactable for scorched acers that provides some sort of decent benifit like the garenteed preon from rally point delta. This way there is a consistent reward for getting to stage 3 in under 10 minutes regardless of stage, similar to how all 4th stages have a guaranteed legendary
!feedback
Dead players should have things to do while dead. Controlling allied structures such as Drones or ghosts from Happiest Masks would allow dead players to still have something to do other than waiting.
Alternatively, as an Artifact/Optional Setting, allow Dead Players to control the boss upon the beginning of the Teleporter Event. Maybe if they kill the living players, they are revived and may attempt to fight the Boss to gain the items, while one of the now Dead Players controls the boss.
!feedback
along with the easy medium hard bars add a counter that tracks difficulty so newer players understand that difficulty is always going up even on the hahaha bar
!feedback
since bandit is(?) confirmed, maybe he could be another survivor who is unlocked from the start? I think that giving players more options when they first start might be beneficial
!feedback
the new stage (sunred grove) would be the perfect spawning location for the enemy i suggested a while ago: https://discordapp.com/channels/417739215355510784/559901472339525644/739300269237600287. This would make total sense since the spitters in the first game also spawned in a stage full of mushrooms.
this was all, just wanted to add this to my original suggestion lol.
!feedback
I had an idea about a lunar item or just an item that reverses the effects of other lunar items to like shaped glass doubles health and halves damage. I think it would be cool.
Also what if there was an artifact that made you move faster the longer you were on a stage? Idk I’m just throwing out ideas.
!feedback
Day 6. Buff drones
!feedback
Change Commando's grenades from 175% and 4x at the center, into 350% and 2x at the center. 175% on an AoE attack feels extremely weak, especially when considering that a single use of double tap deals 180% damage in a fraction of a second.
!feedback ||Add two or three “Lunar Gates” on the path to Mithrix that would function similarly to the Contact Light's doors in the first game where you would have to fend off enemies as you wait for the doors to open. It would be a nice reference to the first game in a back half already loaded with them and hopefully make the trek to Mithrix more interesting without having to redesign the whole level (this part is just a guess, I could be wrong). Players who try to pass by the Lunar Gates before they open by jumping off the road could be subject to a heavy damage-over-time effect akin to the out-of-bounds slime in the Abandoned Aqueduct, except in the form of some sort of powerful turret or damaging energy field connected to the gate. Players could also possibly get item drops for completing each gate.||
!feedback Add back the old lens maker glasses design. They look so funny
!feedback
Day 6. Buff drones
@flat hinge what about a new portal that takes you to like a workshop where you can sacrifice items to upgrade drones like you could sacrifice Dio’s best friend to make that drone respawn similar to how the beetle guards do. Also, it would make drones a novel and unique way to approach the game especially since the final boss takes your items, you could counter it, by investing those items into drones. Apparently I have a long timer so I think I’ll try to flesh this out.
To nerf this you could put like a limit on how many items you can put on a drone. Also adding new types of drones would be amazing like walking turrets, little tanks. It would make the big drone in the rally point delta. Maybe even you could buy drones from the shop or something. I for one think drones are such a cool concept that’s very slept on in the game.
In addition, maybe even making a character who’s entire kit is centered around building and buffing drones would be a really cool idea. Like maybe he can’t take items maybe except for movement speed, but he gives them to a robot that follows him and he has to hide while the robot fights. But you can like give commands to the robot to attack, retreat and then your 4th ability could be like a repair or shield command
!feedback Make it so there's actually a solar eclipse happening in Eclipse mode. That would be totally sick.
!feedback Debuff Uniqueness
Give all of the debuffs something unique to set them apart from the rest. Changing Bleed to refresh upon applying another stack was a great idea, and I hope that all of the DOTs could undergo a similar treatment.
Why?
Let's take a look at Dead Cells for a moment. For a while in their development, the developers of Dead Cells had a few different debuffs. However, they all acted exactly the same, they were all a bit of damage over time. Recently, though, they gave each of the DOTs a unique effect. Bleed stacks were all used up upon reaching five to deal all of their damage in an instant, Poison stacks spread on death, Shock hurt nearby enemies as well as the enemy who was debuffed, and Fire stayed the same by being a normal DOT. By doing this change, the developers made each of the debuffs unique and made them have their own individual uses as well.
I'm not suggesting that RoR2 get the exact same changes as Dead Cells. But I think it would greatly help the game to make each of the debuffs unique, and it would help each debuff stand out.
!feedback
When you get a level "feeling", a.k.a. air is burning, ground is shaking, have some unique props spawn in the world, and have the teleporter have more of these
These could be:
Imps, eyes and tentacles attached to surfaces.
Lemurians, crude totems, discarded skins and armor
Golems, parts of golems scattered on the ground.
Jellyfish, coral-like polyps on surfaces.
Beetles, something like entrances to underground tunnels
Mushrooms, well this one is obvious.
Brass contraptions, little shrines with brass bowl incense/censer burners
!feedback
make placing engi turrets have some kind of priority of which one to replace i.e health, items compared to the player, or amount of enemies near the turret.
!feedback
Mithrix's hammer swing attack doesn't feel good to play against with low mobility. It's extremely fast without any telegraph to give you time to dodge, and can do a lot of damage.
There's no guarantee that you'll get the mobility items you need to consistently keep yourself outside of the range of the attack.
On low mobilty survivors without mobility items, there isn't much counterplay. There isn't anything stopping Mithrix from just dashing up to you and smacking you in the face with his hammer, and the fact that he walks faster than every survivor makes it so that you are almost always within range.
All of this makes it feel like whether or not you get hit by that attack comes down to chance, and forces you to tank hits (At least without good mobility).
I think all the attack needs is just a bit of a wind-up before he actually swings, so that you can have a chance to dodge.
!feedback
Maybe add some more map layouts in RoR2 that have some abandoned structures as signs of maybe ancient civilizations, as the risk of rain 1 did on some maps
and also add some details to the maps like those abandoned golem statues (not the shrine)
!feedback
Mithrix 4th stage still feels like its against what the game is about. While it is a good idea to make the player feel powerless, it is just not fun losing all your mobility items, defensive items etc.
At the moment, the strategy to beat him is to fight him only on the first loop because he would be too overpowered anytime after.
Maybe make it so he gets a copy of all your items instead of stealing them. He would still be extremely strong, especially in multiplayer but the player would not feel outclassed.
!feedback Hi new here and wanted to recommend ideas for ways to make commando a bit more interesting to play. i would say if the roll is kept maybe change his roll to acommodate having at least a second charge and maybe a 3 or four second cooldown between charges since one roll away is still right in front of that angry fire lemurian. Also maybe add a different grenade option that acts similar to good old lost planet 2 or even halo. you can throw it and after its in the air or on the ground you can shoot it yourself to immediately detonate it and maybe give it bonus damage from you shooting it. maybe make it stick to things like a wall for a trap or attach to enemies so you can shoot it to damage their friends they carried it too.
!feedback
Not sure if this is something that's wanted (or needed), but, here, I'll throw this out anyways.
Wicked Ring rework idea
Killing a boss monster permanently increases Critical Strike chance by 5%, per stack, and maximum Critical Strike chance by 10%. Critical Strike chance past 100% will be able to grant attacks a chance to deal ANOTHER 100% base damage.
Max Critical Strike chance bonus caps at +100%, plus +50% per stack.
~Horde battles grant 10% max Critical Strike chance once the entire horde is defeated, plus 10% for each Mountain Shrine used that stage.
~When Swarm is activated, each defeated Boss Monster only grants 5% max Critical Strike chance. Horde battles grant their bonus as usual, however.
Edited slightly for clarity.
!feedback Have tesla coil show a purple ring around the player to indicate radius while it's active.
!feedback
Wicked Ring rework idea, Revised (Edited to add a summary)
Killing a boss monster permanently increases maximum Critical Strike chance by 5%. Critical Strike chance past 100% will be able to grant attacks a chance to deal ANOTHER 100% base damage.
Caps out at +100% max Critical Strike chance, plus 40% per stack.
~When Swarm is activated, each defeated Boss Monster only grants 2.5% max Critical Strike chance.
~Horde battles grant a single max Critical Strike chance bonus when the entire horde is defeated and the Teleporter releases its items, plus one for each Mountain Shrine used that stage (+5% maximum crit chance, plus 5% per Mountain Shrine). Because every enemy in the horde needs to be defeated for the bonus, they work identically in Swarm.
This can provide a much larger damage bonus than the Brilliant Behemoth, but said damage is gained over time instead of instantly. The ring further incentivizes going for Mountain Shrines, as each individual non-Horde boss enemy will grant its own bonus. Non-Teleporter boss monsters WILL also grant a bonus.
!feedback
Every enemy should have a visual indicator when they're about to attack similar to the Golems; Some enemies like Wisps don't, which makes it hard or impossible for hearing-impaired players to be able to dodge those attacks. Make them optional for the super hardcore crowd if they'd complain about making it "easier", but it makes the game unplayable for some people.
!feedback for an expansion dlc maybe adding things from ror1 that aren’t in ror2. There’s some characters like bandit and han-d who have been in the files and would be cool to see come in an expansion dlc.
!feedback
Possibly add eclipse skins for each survivor that levels up or changes the higher level you are in eclipse.
!feedback Built-In 16 player lobby support
!Feedback
Leaderboard of Absolute Madmen: Any server which completes a successful run with a series of difficult artifacts that do NOT involve Command is added to a leaderboard of psychotic masochistic bastards; Also, their run is recorded and interesting/strategic things are commented on.
You thought RoR2 couldn't be competitive
But then you realize;
What if we had a competition of what team (of up to 16) could reach Stage 100 (probably less; but more than Long Road)
Assymetrical teams would also be allowed to compete too; Would a team of 4 haphazardly pulled together last minute make it further than a team of 16 practicing for months?
The Shazbowl had something similar:
https://imgur.com/t/shazbowl/bxzTWvJ
!feedback make log books drop more often depending on how many you've killed of that enemy
!feedback Commando Passive
Give Commando a passive that grants him additional luck when his health is low. An example would be +1 luck below 50% max health, +2 luck below 25% max health. The description could be along the lines of "Lucky when in danger".
Why?
It seems that Commando is the character based around being simple and using procs to their fullest. This passive would give beginner players a different bit of survivability, and would allow for some interesting builds around keeping your health low, but not getting killed for the players who would take an interest in that.
!feedback Common Item:
Laser Drill
Description: Every time you deal large damage(3 second timer), send a large drill towards the nearest group of enemies, the drill deals 300%(+50% per stack) base damage to each creature within 15m(+5m per stack) of the drill.
!feedback suggestion for last mithrix phase
During the final phase of the Mithrix fight, he gets buffs to his stats/moveset, still steals items, and no longer loses them for any reason, but players get to keep their items. I think it fits better thematically, since the game would end on a chaotic battle with all sorts of effects coming from both the player and Mithrix. Players would be able to feel powerful while fighing against something just as powerful, an all-out final battle with you against the big bad guy.
Right now, it's more of a war of attrition with players crawling around trying to get their items back. While this can be fun and challenging, it feels weird ending the game slow after ramping up the intensity throughout the rest of the run.
!feedback creation chats in this discord for others most populars languages is good addiction to the diversity and accessibility, sorry for poor description, english is not my main language.
!feedback
Tornado
Artificer alt utility
Summons a tornado (Probably a bit larger than base kjaro tornado) that pulls in enemies similar to primordial cube, could also tick for damage over the duration, or apply a windburn DoT/slow/armor debuff/whatever would be appropriate
It would synergize perfectly with the rest of her kit, and also allow for more freedom with her loadout choices. Considering her wall isn't the greatest, and her alt M1 is a straight up downgrade most of the time, this could allow for more ways to make her kit flow together, regardless of loadout choice
edit: clarification and formatting
!feedback
Lensmaker's Curse Lunar Item
Your shots become more accurate
Crits can deal 3x damage with some chance per crit
BUT for this you shoot slower
*Your attack speed will be decreased *
Stacking will increase 3x damage chance and attack speed drop
!feedback
Multiplayer Servers
Please bring back quick play, the server list is an awesome feature but i feel like the servers are much more barren now that quick play is gone. I feel like this is because it can be a very different, and kind of annoying process to find a server with enough players that isn't locked. I think players who don't want to deal with it are rather just playing single player or not playing at all because there is no easy way to match up with people.
If at all possible an integration of a server list for those who want custom servers and a quick play for those who just want to jump into a game would in my opinion help with boost overall players and keep the servers from looking so empty.
!feedback
New Engineer Passive
Scrap Mechanic:
Every stage, grant Engineer a unique white item called Leftover Circuit. 1 stack of this item can repair basic drones (Gunner Drones/Turrets, Missle Drones and Healing Drones), 2 stacks can repair special drones (Incinerator Drones and Emergency Drones) and 3 stacks can repair the TC-Prototype. All turrets/drones repaired by a Leftover Circuit gain a permanent 25% increased attack speed.
!feedback Let us take back equipment from an equipment drone, losing equipment forever because a drone is right next to a chest and movement speed can utterly screw you over in cases like that is just utterly unfun to deal with
this gives everyone the equivalent of mul-t's capacity of holding multiple equipment
!feedback
add elite variant enemies in logbook (Maybe can unlock by killing specific amount of elite enemies?)
they have some cool ass looking visuals
!feedback
Eclipse rework
start with 50% hp on area start, finish run (Eclipse)
then grants -50% tele radius, lethal fall dmg and -50% enemy cooldowns (Eclipse 1)
finish run, next run adds -20% gold drops, -50% ally healing (Eclipse 2)
final run is perma dmg added (Eclipse 3)
feels like this would lessen the feeling of grind Eclipse has, upon completing Eclipse 3 you get a nice little gold skin or something to show off (I know it was said Eclipse has no reward but I think people want it so
)
!feedback add an option to disable items appear on character (in settings) (yea yea again)
!feedback
Hellfire debuff icon
(Only hidden debuff in game)
!feedback
Add the modifiers from eclipse as an artifacts which you can add in usual runs.
!feedback please put an additional sound pack dlc of some form for classic ror1 songs that i can assign to any stage i want after unlocking that stages logbook. SERIOUSLY I MISS SURFACE TENSION, MONSOON , Dew Point, Double fucking rainbow, Chanson d'automne, precipitation etc.. i really would like the option to set stages music for my runs.
!feedback
Increase the brightness of the Ghor's Tome icon. I've always thought it looks like it's a locked character in a character select or something. It just doesn't pop like the rest of the items
!feedback
About** Commencement.** I really like the idea of it being empty since Mithrix had nothing in its life. So to add sauce to the stage without changing the concept I propose adding 3 paths to the arena which players have to decide to use according to their build:
1 path is better for players with many speed items (probably the current would work);
1 path for ch with a lot of vertical mobility;
1 path that offers risk reward. Its the shortest but the path is narrow and if you fall you are at the beggining. Also more lunar wisp?
By chosing the correct path, the player would arrive faster and safer to the fight
!feedback
Alright, now that I've gotten back to Mithrix, I can finally share my thoughts. Consider this your spoiler warning, everyone!
||Honestly, the tweaks to his base stats feel fine, he's just punishing enough to present a threat, and the first three stages of his fight are sufficiently challenging and really a blast to play. But his last phase still feels really unfun. It was probably a good thing to remove the turret cheese, as that was fairly silly, but not being able to hit him at all until he takes all your items just removes a big window of opportunity to try and knock him down before he becomes ludicrously powerful. Remember that items just always scale better on enemies than players because they have larger base statistics, and he is no exception. My best suggestion would be to implement a mechanic where you can damage him during the parts of the fight where he steals your items, but after taking a certain point of taking damage he stops stealing from you and goes on the offensive.||
Can we please make "esc" in the logbook act as 'back'? It make it so much easier when viewing and leaving multiple items.
!feedback
Bump the item return rate for Mithrix's fourth stage by 1/4 - 1/2 it's current rate. The stat nerfs made him less of a Destiny boss bullet sponge, but that item succ part is still an absolute chore. Given that he's now invulnerable while he's running your pockets, I think it's completely justified to let the player take their items back even just a little bit faster.
!Idea Skins for each survivor if you beat the game on eclips 8
!feedback
A way to start Mithrix in multiplayer other than all players being present would be nice. If the host vomits on his keyboard and cannot enter the boss zone, then the remaining players can't finish the game.
!idea A high risk/high reward skillset for Artificer that makes her a battle mage!
!feedback
Engie’s stationary mines must stick to other players.
!feedback Show equipment cooldown when you have fuel cell(s) and 1 charge ready.
Backup mag and afterburner give a rising bar to show the cooldown even on abilities that ususally only have 1 charge, but for some reason fuel cells don't do the same for equipment.
!feedback
actual stacking info for you items while playing, I don't understand why we need to mod in something that should be a basic feature
!feedback
make engi bubble sheild able to have 0 enemies or projectiles enter, but have a limit on how many hits it can take.
!feedback
Make it so pressing the Enter key doesn’t trigger the "Back" button in multiplayer lobbies. Since the "Continue" button at the end of a run is in the same place, the mouse may highlight "Back" as soon as it loads, after which trying to chat by pressing Enter will trigger "Back" and boot you out of the lobby.
!feedback make cleaning pools more common on scorched acres
!feedback
I find it unfair that the stadia version will have a new stage that pc and console player won't. Would be fun to a least have it in a dlc.
!feedback
No idea if this has been suggested already
Heaven Cracker from RoR1
Warranted but not limited to, destroying rocks, gemstones, concrete, steel, Gods
Every 6th (-1 basic attack with each stack) basic attack ignores armor as well as pierces enemies
(this way melee characters still benefit from it with the ignoring armor aspect)
I also increased it from every 4th shot at base, to every 6th shot at base, because we shoot ALOT faster in this game than in RoR1
!feedback
It would be nice if a little more were added to A Moment, Fractured/Whole so that I would want to go there.
While I’m not sure exactly what it could use, I no longer find any real incentive to go there anymore since Mithrix drops lunar coins when you defeat him, aside from just copping out and not fighting Mithrix.
!feedback
certain items change up the way mithrix plays and thus how you play against him, like syringe and goat hoof. this is fun.
others, like tritip dagger, sticky bomb, and bands do nothing but allow mithrix to bypass oneshot protection, changing your playstyle from "don't get hit" to "okay, be extra sure you don't get hit". this is not fun.
!feedback
REX alternate special suggestion: DIRECTIVE: LEECH
Hold R to charge up to 10 leeching dronesEach drone will seek out the nearest enemy, deal a small amount of damage to said enemy, and then return to you and heal you (possibly based on the damage it did?).
The drones would functionally just work like engi harpoons, except they return to you upon hitting an enemy and heal you when they do return. This would obviously work very similarly to HAN-D’s drones in ROR1, but since HAN-D seems to not be making a return i feel like a similar thing could work very well for REX, and it would be a nice callback.
This would also give REX a nice balance of biological/plant abilities and mechanical/DIRECTIVE abilities, which seems to far be what the devs are going for, since he is a plant and robot working together.
This ability would be wildly different from his normal R, but would definitely fit into a different niche imo. The normal R roots enemies in place and has potential for great healing if you manage to hit a big group of enemies, while the leeching drones lack a root debuff and would be more effective at getting healing from a single target and from spread out enemies.
EDIT: removed the drones costing health part as so far none of his mechanical abilities have costed health
I feel like the power difference would be the smallest if the drones healed you for the amount of damage they did, and their damage would obviously be based on your base damage. The cooldown should probably also be relatively short for an R ability, as his normal R has a really good uptime.
!feedback
Unique Bosses
"Grandparent" was mentioned as Sky Meadow's "Unique Boss". So that each stage has a unique tied boss, make Rallypoint Delta and the new Sundered Grove also have a special unique boss that may or may not spawn.
Preferrably in the last content update, before the expansions start rolling out.
!feedback In multiplayer there are people that compete for loot, but there are also those that share it. Problem being when other players are dead they can't pick up items, which make the game hard for them later on. Maybe add a dedicated multiplayer that let's you send an item to their inventory. ie I see bungus, instead of taking it I send it to engineer and it appears in his inventory. Whether they are alive or not.
!feedback
REX utility suggestion
System Override
REX activates an override which gives him a couple of seconds of buffs and debuffs.
- Gain 1.6x attack speed and movement speed
- Get an added .2 proc coefficient to your primary (Base proc is .5)
- Get an reduced cooldown your secondary and special
- Lose a % of your hp every second System Override is active
- Gain -40 armor while active
At the end of the Override your movement speed is reduced to 75% and your armor to -10 temporarily
(I got the idea based off of Spinel Tonic and i believe this suits REX's playstyle and gives him a bit more variety)
Edit: Edited in the base proc coefficent for REX's primary
!feedback
Maybe someone already said this, but the little chatlog isn't really extended enough on console imo. It would be cool to have some new separator messages ("You entered the Scorched Acres" or "Challenge Complete: The Calm"). Are challenges already in the log? I don't know.
Anyway, for me personally, having these kinds of extra messages plus a way to see the entire log in-game would be a plus.
Yes, my dumb ass forgets what item he picked up half the time, but it's always fun to make a screenshot of two legendary items I get in a row from the shrine of chance. Or, more realistically, twelve nothings in a row.
!feedback
Local Co op (Split Screen) Would be pretty fun Not sure How It would be for PC but for console It would be good
!feedback
Have different skins for either obliterating or beating the game, i feel like there should be seperate rewards
!feedback
Some sort of slow tanky close range survivor like the playable clay templar mod
!feedback
Artifact of adrenaline:
Increases your movement speed and attack speed by 250%, tablet is located on the moon.
!feedback option to turn off the filters of brainstalks and tonic it's really annoying and I wish I could just turn it off
!idea
A lunar item that makes equipment activate twice when you activate it, but doubles base equipment cooldown time. Could also act as an anti fuel cell if that's more desired
!feedback
Artifact of Adrenaline
Allies and enemies have doubled movement and attack speed.
!feedback
have multiple skins for each character, each unlocked through a different ending
beating the game: base recolor
obliteration: model change
twisted scavenger: model change and recolor
any ending involving 3rd or 4th loop: model, recolor, and changing attack models and effects
it allows players to (obviously) have more skins, as well as work for the ones they like and have more customization to the characters than load out for fun
!feedback
Add a “mark all as read” button to the logbook”
After a while, the “NEW!” thing on the logbook button was bothering me, so I had to keep clicking on each entry and then hitting back, which took longer than it should. I think it would be better if there was a button to just skip that process and just mark them all as having been clicked on
!feedback
hopoo before you even think of discussing this concept please make shields not count for osp please thank you
Equipment Concept: Microtransformer
Instantly turn your shields into temporary barrier at a 3:1 (+1 per stack) gain. If you run out of shields or your temporary barrier reaches maximum capacity, conversion is stopped.
15s cooldown.
!feedback
Risk of Rain 2 has got a lot of numbers on the screen: mostly damage/healing to you and enemies. Right now all of them are in a somewhat equal hegemony.
However, one of them is a bit more crucial than the others: damage you take. And not only it is the least contrasting one (especially compared to healing which is bright lime and stands out), but also it is generally the rarest while being crucial to your survival. Extremely easy to miss even if you try watching out for that, and they give the most information that can let you survive better.
Please, consider raising the visibility of Damage Taken numbers
!feedback
Make the different "Slowing" debuffs more distinct from each other. This would make the Glacial and Celestine Elites' attacks vaguely more threatening, but, more importantly, allow the items that use these Slows to get a bit more out of them.
Ideas:
ClayGoo
Old effect: -50% movement speed
New effects: -33% movement speed and armor
Slow50 -> Slow
-50% movement speed (unchanged)
Slow60 -> ChronoSlow
Old effect: -60% movement speed
New effect: -40% reduced animation speed (slows down all actions)
Slow80 (Glacial/Runald's Band) -> Chill
Old effect: -80% movement speed
New effect: -40% movement speed, -10% per additional stack; Momentarily freezes the target at 7 stacks, then removes all stacks
Slow80 (Celestine) -> Possessed
Old effect: -80% movement speed
New effect: -70% movement speed; Aim slightly drifts while debuff is active (makes aiming harder for the target, which also works on enemies)
Edited for clarity
!feedback
!idea
A lunar item that makes equipment activate twice when you activate it, but doubles base equipment cooldown time. Could also act as an anti fuel cell if that's more desired
@clever smelt
!feedback
Squid turrets should inherit microbots like buyable stationary turrets do.
!feedback
you can pick up the door to the escape pod and use it as a shield for your back to reduce damage from behind, it will be in your equipment slot passively like the elite aspects
!feedback
Cap player walking speed at 500% and running speed at like 2000% or so, so traversing the stage with high amount of energetics and hooves isn't so painful. In case you get too many either on your own or through a shrine of order moving around becomes simply impossible.
!feedback Gesture of The Drowned rework
Drawback: Automatic activation => Durability
How should this work?
Every second your equipment spends on cooldown, your equipment's durability will decrease, visualized by a lunar texture creeping to the bottom of the equipment box.
Once durability runs out, the equipment will complete its current cooldown and can no longer recharge. The equipment will then break and disappear after all remaining charges are consumed.
With one gesture, durability is set to 200. Every second spent on cooldown degrades 1 durability.
Stacking can be left up to experimentation, but alongside speeding up cooldowns, each gesture should at least cut the current durability by 25% to 75% - also including the current equipment's durability.
Examples of uses with one gesture: Preon Accumulator: 3. The Back-Up: 4. Primordial Cube: 7. Foreign fruit: 9. Royal Capacitor: 20.
Now, why change this item? Because the downside of this item is often mildly annoying at its worst, and only one less thing to worry about at its best. It's less of a downside and more of a simple change. And not to mention it's directly negated by the upside anyways. You always gain more than you risk. If you're playing to win then, with a few exceptions that you can avoid just by changing equipment, you may as well take this item.
So, why this? Well, it would mix up how equipments are used, making it so you can only rely on one for so long and gives purpose to duplicates as well as all those barrels you don't open when you're comfy with one. Equipments would turn into consumable items, forcing you to switch to new ones, and I think that would be pretty cool!
!feedback
Some new mercenary skill ideas, to go together with the earlier Blade of Blood post
Alternate Shift: Meteor Blade. Dash forwards a long distance with slight steering, hitting every enemy along the way. If this is performed at the ground from a sufficient height, Slam into the ground, sending out a shockwave to knock enemies back. Slamming increases the cooldown slightly.
Alternate R: Tornado Blade. Spin around wildly like a top, moving at normal speed, slicing all enemies that are within melee range. During tornados duration Reflect damage instead of taking it. Lacks the dash of Evicerate, but still has damage nullification to a degree.
!feedback
Picking up an elite aspect permanently gives you the ability to start with it in future runs. The majority of their effects are quickly outclassed by other equipment, but they also recolor your character and it would be nice to have the ability to access it like a super-secret skin that stacks with other skins.
!feedback some item rework ideas
Repulsion Armor Plate: Increase armor.
-It's right there in the name. Some armor (somewhere between 5-10 since rose buckler gives 30) would improve scaling and help more against non-dot effects.
Fresh Meat: Allow regeneration to stack for each kill, but only up to the number of stacks.
-2 hp/s is very low compared to any other healing source, and stacks extending the timer barely counts as an improvement. Fresh meat should heal more with more stacks like every other healing item.
-It could look something like this- "For each enemy killed, capping at (# stacks), heal 2 hp/s for 3s."
Titanic Knurl: Increase hp by a flat percentage and/or increase armor.
-The initial hp and regeneration is nice early on, but quickly fall off despite coming from a boss tier item.
Queen's Gland: Guard attacks should apply Beetle Queen's beetle juice debuff (5% reduced final Movement Speed, 5% reduced Character Damage, 5% reduced final attack speed (stacks additively)).
-Allied guards would do something other than get oneshot late game and an underused debuff gets seen more often.
Radar Scanner: It should identify everything scanned with more specific icons like chests, shrines, drones, etc.
-Chasing down a bunch of ? is tedious.
Elite equipment: They should be considered passive items instead of equipment.
-The effects are nice, but usually not good enough to lose an equipment slot. Plus, the effects are passive anyways, so using an active slot is lame.
!feedback
add some items or mechanics that add/modify EXP gain, and items that do simple stat boosts. ROR1 had a few of those, i think ROR2 would benefit from it too.
https://discordapp.com/channels/417739215355510784/559901472339525644/754714864777297932
We're so close. Please give this the last few votes it needs
!feedback Runald and Kjaro's Bands Change
Make the proc threshold be affected by proc-coefficient. This would only really affect Artificer's Nano-Bomb Tendrils, as they would no longer be able to trigger the bands.
Why?
Fully charging a nano-bomb only to have the bands proc on the weak hit of the bomb kind of sucks. Also, I can't think of another ability that this would affect. It would only really help Artificer to deal chunkier amounts of damage with her nano-bomb, and that would be it.
EDIT: Apparently, hitting a heavy enemy with MUL-T's Transport Mode has a proc-coefficient of 0, so it would no longer be able to proc bands. A possible solution for that would be giving it a proc-coefficient of 1, or maybe the simplest solution would be making the tendrils of Artificer's Nano-Bomb deal slightly less damage.
!feedback
Day 7. Buff drones
!feedback
Returning Arti: Spirit (now Panic to help differentiate from Soul)
Actors move and attack faster based on how little health they have; Takes glassing into effect.
Returning: Chef.
THROW CLEAVERS AT CUSTOMERS.
Bronze/Silver/Gold/Glass/Artifact Skins.
Mul-T's sawblade now synergizes with the Sawmerang and decreases cooldown with hits; even potentially gaining free charges on kills or firing off for free.
!feedback
A change for the item Bustling Fungus.
Allow it to activate when walking, but reduces the healing amount a bit when walking. Deactivates when sprinting. It would take longer to activate.
This would:
-Make it an ok item instead of completely useless on every character like how it is. (With exception of Engi of course ❤️)
-Make Engi's mobile turrets heal on the go. Giving them a well needed buff.
Changes? Idea's?
its called bustling fungus
!feedback
Forgive Me Please should inflict a stack of bleed per "pulse" on all nearby enemies in addition to triggering on-kill effects. This would make it not totally useless if picked up early, while still keeping it inferior to other damage equipment when players lack on-kill items, and having a negligible effect on its late-game usage.
!feedback
Give Artificer a mobility alternate skill for her utility. I love her flamethrower, but I wish she had some mobility without needing to sacrifice that.
!feedback
Let's try this again, should be less convoluted now.
Killing 4,000 of an Elite type or picking up their Aspect unlocks that Elite Aspect's player skins for use in the Character Select menu. Aspect skins can be toggled separately from the regular and Mastery skins.
!feedback
Ok, so hear me out. I am visually impaired. And in game it is really hard to see the numbers on the items I am holding. I have to play on 150% HUD scale. and it looks awful
I believe that an improvemen to the UI when you increase its size is needed because if you increase the size as of now the game looks awful you cant see your gold/lunar coins and the UI begins to look like a mess.
to fix this here is my idea
!Idea
So when you increase the UI size for the items; increase the sprite sizes but not the box that actually holds them. However, then the items would just start to run down your screen. To fix this you should make it so items are displayed 1 line at a time and add the ability for the scroll wheel to scroll down to the next set of items.
!**feedback **
Ok, so hear me out. I am visually impaired. And in game it is really hard to see the numbers on the items I am holding. I have to play on 150% HUD scale. and it looks awfulI believe that an improvemen to the UI when you increase its size is needed because if you increase the size as of now the game looks awful you cant see your gold/lunar coins and the UI begins to look like a mess.
to fix this here is my idea
!Idea
So when you increase the UI size for the items; increase the sprite sizes but not the box that actually holds them. However, then the items would just start to run down your screen. To fix this you should make it so items are displayed 1 line at a time and add the ability for the scroll wheel to scroll down to the next set of items.
@waxen delta !feedback
!feedback
As an idea, just give a reason (wether it be with items, a new survivor, or something else entirely) for players to think about taking Personal Shield Gens OR Transcendence. As it stands, Energy Shield is just a worse type of health My point for this argument being: Health has many items to get it back (Leeching seed, Super Massive Leech, Harvester's Scythe, etc) while Shield has none at all, which makes players who want to have a better chance at survival mid-late-game choose one over the other.
A solution? Well, for one, having items that benefit from having shield (items that increase Shield Regen startup or rate with diminishing returns as you stack the items) OR having low "health" (not counting shield, for instance: On Low Health (13%, as an example), you gain Frenzy), the latter being able to synergize beautifully with REX. This would be an interesting decision to make during any run, and would open the opportunity for fun synergies.
Another idea would be to have a survivor based entirely on Shields, perhaps even starting WITH shield, and having buffs related to it WHILE having Shield, or perhaps consuming the Shield to have certain effects. Maybe even a "Lunar" Survivor.
!feedback
Grant Loader's Grapple Fist a longer stun than the Spiked Fist in the form of Shocking, that way the Spiked Fist isn't just a direct upgrade.
!feedback
Aegis Rework 
Change from 50% of overheal added as barrier
To 25%* of all healing added as barrier
(*Number subject to change)
Reasoning
In its current state, Aegis feels like a very polar item - it either does nothing most of the time or ends up being a win-more item on a build that doesn't particularly need it, since they're healing to full anyways.
Decoupling it from the overheal clause allows it to be generally more useful but still require other items to supplement it to its full potential.
Powerful healing builds will still most likely get the full effect of Aegis, while less extreme cases will now also get some benefit.
!feedback Item Idea
Rarity Undecided
The more damage your attack does, the more armor it pierces.
It would work by providing a flat reduction to enemy armor in the damage calculation equation based on attack damage, probably with a max of x armor pierced at x% attack damage.
(In other words, stronger attacks do more damage, especially to enemies with armor.)
Why?
To provide another item that aids slow, high damage attacks, and to provide another way to scale your damage. It could also have an additional effect if it were red or a lunar item.
EDIT: Clarified
!feedback
its kinda a small thing but in the bazaar between time there are those floating rocks and you can touch some of them so i think it would be cool if when you knocked into them they fly off but for bigger rocks they are stationary. thought it might be a cool detail
!feedback
Please: Item counters. I beg of you. I'm sick of arguing with my team about how many items each of us have every stage lol
!feedback
MOAR ACHIEVEMENTS
The rarest achievement has 5% players completeing it. Soon enough,we wont have any more rare achievements
Something like,hidden achievements or even joke achievements should work.
I also have an idea for how Sniper would work. Why dont just bind Q to peek the scope? Most games do it for peeking without having the need to hold your RMB
Workshop support? So people could use mods and community-made skins easily. Or just install a community-made campaign
Oh and also,official community map? Like TF2?
!feedback Limit the RoR2 memes channel to only RoR2 related content like the description states. I just want to see quality
memes, not the same random luigi spinning gif 18 times in a row.
!feedback
Please give lobby owners the option to kick players from the lobby.
!feedback
an option to disable fog
Not sure if this is the right place but can we have region specific lfg channels or at least have our region as rank since barely anyone states their region when posting in lfg
||!feedback||
Balance/Hot fix Team
Early Access was a great way to build the game, but one of the major downfalls was the slow rate of fixing bugs/balancing things; if someone was too strong or somethint was absolutely broken, you would have to wait until the next update for it to be double checked (good examples are deathmark and white guillotine).
When hiring a new set of people to work on ror2, consider having 1 or 2 members of the team devoted to fixed and balancing. (or maybe just 1 or 2 people that code expansions and bugfix/balance on the side). Fixes for something broken- for example maybe a new void equipment isnt working as intended- shouldn't be fixed in a free hotfix/balance patch as the next expansion rolls out, half a year to a year later.
!feedback
Please read this post first: https://discordapp.com/channels/417739215355510784/559901472339525644/748574351225258055
I'd think @balmy thistle's idea could be an awesome addition to Eclipse. Commencement could get progressively darker as you advance through the modifiers until you have an eerily dark Eclipse 8.
!feedback Items that benifit players when they are at low health would be both interesting and would synergise well with shields
!feedback
Make it so a multishop cannot have same items, as right now it can spawn with 3 exact same items. While being able to choose item is still neat, having only one option is not exactly what multishop is for.
Also, fix its spawn logic so that it won't clip into walls, making some options unavailable.
!feedback Maybe make one shot protection HP based, Personal Shield Generators are in a really bad place because having 2 will remove your one shot protection for an extra 7 seconds each time you get hit regardless of being max HP. It makes it a very useless item when it has potential to be good
!feedback Make it so that the
doesn’t affect OSP. It’s just extra health, but isn’t a part of your original health pool.
!feedback since you changed the bleed mechanic ive been having a lot of fun with it! i would love it if you implemented the same system for artificers burn and acrids blight
!feedback that dynamite equipment from the first game where you drop mini bombs when you shoot and then hitting use detonates them all. For 3d why not make it stick to whatever you hit and fall if an enemy it's on dies. Still detonates like normal. It prob would be bad for particles though :( but it's just fun...
!feedback
New lunar item:
Lost doll
Harm yourself to instantly kill a random enemy
!feedback
I would like it if sprint canceling Captain’s Orbital Probe without using any of the charges refunded your cooldown.
!idea
cats
!feedback
a monthly dev Q&A where the devs answer the top 10 most voted questions. Questions can be voted in a chat similar to the feedback and ideas chat
!feedback ~idea
Elite aspects are exceptionally cool, but we can all agree that they're outclassed quickly by other equipment choices. How about we change them to consumable items instead of passive ones? I like the idea of using them to gain the respective elite power for the rest of the current stage. Afterward, it could either go on a cooldown or be consumed immediately.
!feedback
Squid Polyp: A Squid Turret should have a chance of spawning nearby when taking damage, similar to how the Old War Stealthkit functions. This would also somewhat fall in line with the lore attached:
"It’s disgusting."
"It’s only mildly disturbing. You’re overreacting."
"Well, when it turns on us, don’t come crying to me."
"It seems like it wants to only help us, so I’d rather have it close in case that dangerous looking group comes back around."
"I swear there’s more than one. It’s everywhere I look: the storage locker, the food dispenser, the cargo containers, everywhere!"
"You’re exaggerating, it’s probably just following you. Snap out of it!"
**"Ow! Did you just smack me!?"
"You were acting hysterical. I had to… hey, why is that thing looking at me now?"**
!Feedback
About Mithrix's 4th phase: While I love the idea and I'd like to keep it the same as it is, there is a small problem.
First of: I'd say I feel like I'm cheesing the damn man, hiding behind stuff to avoid any and every attack, as it WILL result in my instant death. And I get that's the point, but it still doesn't feel like I'm FIGHTING him.
The next problem COULD fix the above-mentioned feedback, so just bear with me.
Mithrix gives your items back slowly. This does not help the issue mentioned above, but we could kill two birds with one stone. How? Easy.
Make Mithrix give items (in bulk, I'm talking 2-3 types of items) when reaching certain %'s of his health. For instance, every 10% will 100% give you 2 to 3 items. That way, you get your items back quicker, AND you fix the problem of not fighting him, as you regain your items rather quickly, and thus can be more bold with your approach.
!feedback Arti’s alt M1 feels kind of useless, as opposed to the rest of her other alternate skills which see some use. I think it would be interesting to make Arti’s alt M1 function better for proc chaining. Currently, the fire ball is good for death mark and 1 shotting wisps early game. Making her plasma bolt more of a proc chain m1 with a much bigger radius (so more opportunities to hit enemies) could fill a small niche in arti’s kit. Increase the radius of plasma bolt to 15 instead of 6 but cut the proc coefficient to 0.5.
!feedback
Items that are stolen by mithrix will only retains about 50% of its initial effect. When the player took them back,the debuff stays.
!feedback
Legendary item idea:
Killing an enemy causes the debuffs it had on death to be applied to up to X nearby enemies within Y meters (with refreshed duration).
!feedback
make MUL-T's movement ability cancel vertical momentum like commando's and huntress' so that it can be used to negate fall damage if timed properly
!feedback
Have the Honor artifact affect survivors too, giving them a yellow aspect item (an equipment would interfere with Enigma).
!feedback
Allow Mul-T to brake while in Transport Mode (only when on the ground) by pressing the spacebar. This removes his bonus movement speed over 1 second. While braking, you can sharply turn around and leave behind a trail of fire. The trail applies stacks of burn, same damage scaling as Gasoline.
The main reasoning for this is that in the late game, when you move incredibly fast, sometimes you run into spawning enemies that kill you without being able to even turn around.
!feedback Engineer turrets (and by extension perhaps Bettleguards and various drones too) should follow your ping command, at least they should when you mark something to be "attacked".
!feedback give engineer the ability to turn into a turret
||!feedback||
Commando "Buff"?
There has been talk of giving commando a passive, or something of the sorts to make him more interesting since he's fallen behind on that regard. Other than the obvious "Buff Phase round" (please hopoo atleast to 400% atleast), I think it would be interesting if commando gained a bit of attack speed after his roll, and during his slide (His roll having a few I-Frames would also probably do him good.).
!feedback
make Family Events be affected by luck.
however, instead of the chance being positively affected by clovers, they are negatively affected
so basically, more luck=less chance to get a family event.
this gives Purity a secondary usage to get a family event as well as it's other usages.
!feedback Runald and Kjaro bands upgrade, when you deal 400% damage during the cool down, it should reduce the internal timer by 1 second for every instance. It definitely would make the items way more relevant during the late game, when the damage you need to deal needs to be faster.
!feedback artifact
!feedback when using the artifact of evolution add a section to the end screen that shows what items the monsters had.
!feedback
i think this is a pain on the back for the monsoon players including me, so I will say this
when you close the game , pls save the difficulty you are playing in , I know this isn't that much of a trouble but i don't think it would be hard for the developers to do this
!feedback cross platform when 1.0 releases on other platforms
!feedback
this was likely suggested before, but the artifact of metamorphosis just being a random-start option is a massive waste of an artifact slot. for the longest time i thought it was a you-change-survivor-per-stage which would be actually a really cool idea instead of it just being the random button you have to unlock.
!feedback
Artifact Ideas
Artifact of Haste - Killing the boss fully charges the teleporter
Artifact of Comradery - Allies share items
Artifact of Uncertainty - Item pools are shuffled, Lunar items can spawn in normal chests, normal items can spawn in equipment barrels, etc.
Artifact of ??? - Fallen allies can be bought back, price increases as allies die more often.
Now obviously a lot of these are kind of broken, especially Comradery and ??? and need balancing but I think they would be fun multiplayer items for OP runs
!feedback
You can now select "Random Survivor" for those times you don't know to play.
"Suggested" Survivors will have a Crescent Moon on their icon; The game will look at your stats+most picked up items and most+least played survivors. Higher played ones are Red crescents; Ones you don't play but the game thinks you enjoy are Yellow; and your least played are Blue.
!feedback
Commencement probably doesn't need a major change; but it's severely underwhelming in comparision to UES Contact Light of RoR1.
It could use more pathways or SOMETHING. We don't know how the moon got a huge chunk in it; or what the ruins are for; Purely a prison?
Give Commencement some upgrades; More paths; whatever. It's just underwhelming; Mithrix is King of Nothing of course; so maybe nothing MAJOR should be there; but it's still kind of a letdown.
!feedback: Mercenaries slicing wind's attack speed should scale with items, just as eviscerate does
!feedback Let Acrid use his abilities while in the jump phase of his utility ability.
!feedback
Make Risk of rain figures with little holes in them so you can put items in
Like for instance, engineer comes with a fungus, turret, drone and 3 other items
Commando comes with a ukulele, alien head, preon, AtG missle and a replacable leg piece for a goat hoof
I'm assuming this will never happen but i thought it was a cool idea
!feedback
A festive holiday REX Skin for December
decked out in blinking christmas lights/tinsel
!feedback
I feel like the director should be changed so that horde of many isn't so common on stage 5. I swear its harder than Mithrix himself
!feedback
About themed expansions, one that explores The House Beyond (Artificer's lore) would be very welcome.
!feedback
Themed expansion idea: Risk of Rain 1, maybe another returning level?
!feedback
Risk of rain 2 action figures or pops? I know I would buy
!feedback
Weather Patterns
Weather patterns would be special modifiers to stages starting the second loop and onwards. These would apply passive effects to the stage and would make the planet feel a little more alive.
This system could also integrate the existing Family Events system.
These would not be “weather” in the traditional sense, at least none would outright be rain, which is reserved for Commencement.
Possible patterns could include, with most being restricted to certain environments:
-Clear Skies: No Weather, most common.
-Jellyfish Migration: Numerous neutral jellyfish cross the stage, ignoring players but detonating if anything, including enemies, gets too close.
-Meteor Shower: Glowing Meteorite effect periodically.
-Heavy Snowfall: Reduced movement speed while on the ground.
-Thick Fog: Reduced vision radius and monster aggro range.
-Debris Field: Bits of the Contact Light rain down like meteors, sometimes including chests and drones, damaging anything they hit. Rare event.
-Sandstorm: Reduced speed and armor periodically
-Lightning Storm: Occasionally strikes the stage and stuns whatever is hit.
-Volcanic Fallout: Fire rains from the sky and ignites whatever it hits.
-Void Inquisition: Periodically respawning neutral Void Reavers patrol the stage and attack anything and everything.
!feedback
Please add a toggle flight option for Artificer. It would make her glide more enjoyable and less wrist-hurting.
!feedback
Can we get items that make Shields interesting/a viable option instead of health? As it stands, health has many ways to get it back, while Shield, you need to wait for 7 seconds. While the regen is rather quick, ANY damage taken will make the countdown start again, making it... less than desirable. Specially as it removes OSP.
Two ideas occur to me to make this viable, and they're both, basically, items:
-First idea -> Items based on Shields. Perhaps the more shield you have the more armor you have, or maybe increase the regen startup, or the regen itself.
-Second idea -> Low HP items, but these items would not consider Shield HP. A quick example -> "Adrenaline" -> On Low Health (let's say, 13% for example), gain permanent Frenzy, and upon leaving the threshold (13%), gain Frenzy as a buff for X seconds.
!feedback
To me frost relic can get distracting. Could you make the effect less visible? Sort of like the hellfire tincture effect.
!feedback
Tungsten Plates (legendary)
Briefly become immune to damage when OSP is triggered
!feedback
Perhaps a way to show off your achievements like the alternative skins, make the cosmetic effects of equiping an elite equipment a skin option after completing a challenging coinciding with that elite.
Example : kill 1,000 blazing elites for the blazing elite skin.
!feedback
New item idea
Red/Lunar item
Gain 1(+1) stack of contagen. The effect(s) of contagen: Take 1(+1)% of your current hp/s. Spread 1(+1) contagen upon dealing damage. Upon death, spread 1(+1) contagen to all nearby targets within 10(+10)m
!feedback Have a "countdown debuff" for shields the same way the Bands do, so the player can see how long they have, and also to potentially allow players to clear the cooldown using the Blast Shower.
!feedback
Make it so that all windows can be closed out by pressing 'esc' instead of having to hit the X, Cancel, or Back
i.e the log windows, command window, and option menu
!feedback Activate large entities (TC-280 and Beetle Guards) and allow you to manually steer them at reduced speed like an active Milky Chrysalis or Transport Mode (respectively)
!feedback Equipment Idea
Equipment (Orange)
When activated, consumes all of your remaining shield and gives you barrier equal to twice the amount of shields consumed, setting your shield regeneration timer to 5 seconds. Passively gain 15% of your max health in shields.
Explanation
Essentially, when you use the equipment, you gain barrier equal to twice the amount of shields consumed, your shield recharges faster than normal when you use the equipment, and you get a small shield. If no shield is consumed when the equipment is used, the timer isn't reset to 5 seconds and instead continues ticking down like normal.
Also, if an item was added that reduced the shield regeneration timer, the reduced shield timer in this item wouldn't be necessary.
Transcendence Interaction
This item wouldn't have overpowered synergies with Transcendence, as it would consume all of your shield to give you barrier of equal amount in that situation, unless you've taken damage.
Why?
This is part of my endeavour to suggest more shield items so that the devs hopefully add more shield items, thus making shields better in the process. Also, this item provides an interesting tradeoff where you can get a momentary greater amount of health at the cost of needing your shields to recharge. And the more shields that you have, the longer the barrier will last, but the more danger you put yourself into if it doesn't. As you can see, this item would balance itself out pretty well.
I personally think it would be an interesting item to use, if not a bit similar to Jade Elephant. I would like to hear your guys' thoughts.
EDIT: Organized it a bit
!feedback Item idea
Moon Stone
Tier: Lunar
"On pickup,immediately increase difficulty by 3 (+3 per stack) Tiers (9 levels) – Increase luck by 0.5 (+0.5 per stack)"
NEEDS FEEDBACK ON POSITIVE EFFECT
In all honesty, I just came up with the 3D model while tinkering in Blender. Effect is very placeholderly but I'd like to keep the difficulty increase as tradeoff. Feedback on this is very appreciated.
!feedback
In my opinion (and I think in a lot of other people's), poison is a no-brainer choice over blight. Because blight is unlocked, and not default, I feel that it should at least have an argument for it to be used. My suggested change is that you do to blight what you did to bleed. Make each stack refresh the duration of the previous. If this seems a bit OP you could maybe reduce the damage from 60 to 40, but at least blight would be usable.
!feedback items where getting more stacks increases the chance of the event happening should be able to reach rates higher than 100% (if you have 15 crit glasses, you have 50% chance to do x2 damage and 50% chance to deal either x3(additive crit damage) or x4(multiplicative crit damage)(could be either one))
!feedback Yes Im a console player and I LOVE the ideas of mods Im not saying mods should be brought over but it would be nice to get these really amazing ideas on console now that brings challenges but something like this would be nice 
!feedback
this has probably already been said, but there should be a "random survivor" option aside from metamorphosis, so you can start each round with a random one and continue with that same survivor.
!feedback
Make the Utility (SHIFT ability) of the Capitan capable of doing Rocket Jump
!feedback
Captains passive says 'Passively gain microbots' but from in game you only get one, and since you cannot get it from item drops, he should literally gain microbots as the game goes one, maybe with stages, levels, or time, but it's somewhat underwhelming to see you only get one through out the entire run
!feedback In the interview with Woolie, it was mentioned Loader is known to be overtuned, but was left untouched because it would be "less fun". However, on the contrary, Mercenary was recently redesigned to be somewhat "nerfed", but also much more complex and exciting to play. His base stats were nerfed, unique mechanics were added to him, and more emphasis was put on using his other abilities instead of just hyperfocusing on Blinding Assault and Eviscerate and he feels much more enjoyable to play as a result of it. I think Loader could use the same sort of "nerfed, but more fun" treatment.
!feedback
Please allow Acrid to not be stunned during shift
!feedback
Unstable Tesla Coil
is quite overpowered (narratively and literally), on both yourself and especially the enemies. Even with 50% uptime there is plenty of possibilities to destroy the opposing party with this legendary item.
The proposed solution is to increase the downtime. Not only it will make the utility of clearing enemies around a bit less ludicrous, it will also give a much bigger opening when trying to fight enemies with that item
Edit: accidentally hit enter before writing full feedback
!feedback
In the Void Fields, enemies should not be able to get Unstable Tesla Coil. It is impossible to deal with unless you are able to immediately kill everything the moment they spawn.
On its own it is already really unfair for them to have, but if the enemies happened to gain Tougher Times, Pauls Goat Hoof, Red Whip, and any other green item, imps and other enemies could be inside the bubble in seconds after spawning, and you wouldn't have a way to kill them before they nearly or successfully wipe out the entire party.
!feedback
Give Artificer an visible indicator for the arc of her Nanobomb, similar to what blast canister gets. It can be very hard to hit enemies from a far distance if you are not used to the distance of the arc.
!feedback Add more damage items that work well on all survivors with no strings attatched, in the common tier, there are 5 items out of 24(Arguably 4 because of artificer) which work on all survivors well: Soldier's Syringe, Crit-Glasses, Tri-tip daggers, Sticky Bomb, and Armor Piercing rounds. In uncommon there are 9 items out of 25 which work well on all survivors(Though the crit stuff is subjective, so make it 7, 6 for artificer) ATG Missile, Will-0-the-wisp, Ukulele, Predatory Instincts, Harvester's Scythe, Berserker Pauldron, Runald/Kjaro's Bands, Old Guillotine. In legendary there are 6 items out of 20 which work well on all survivors: Brilliant Behemoth, Ceremonial Dagger, Unstable Tesla coil, Sentient meat hook, Shattering Justice, and Resonance Disk. Adding 1 good damaging item onto each players that each survivor can take advantage of would make the game feel much more fun. You end up with runs that are part and parcel EXTREMELY hard to beat due to the amount of defensive/Utility items, this would put less weight on getting the best items in the game, ATG Missile is extremely necessary to have a good run, as well as a Ukelele/Meathook(Doesn't count since its' legendary).
!feedback
Make that when you press TAB and you put the cursor on top of an item , it gives you the exact definition with all the numbers and stuff, but in the pop up that shows the item you just got , show the abbreviated version there (the text without all the numbers)[there is a mod that do this and is awesome]
!feedback
When viewing a survivor in the logbook there should be an option to view skins as well.
This can also apply to enemies and viewing what they look like as Elites
!feedback
Have Grapple Fist give you a bit of a speed buff while hooked onto objects, and for a second or two after.
Grapple Fist feels like the inferior option to Spiked Fist in most cases, this may balance that out. Remember both Loader’s utilities are heavy, meaning they do more damage at faster speeds.
!feedback artificer ability that just turns her into a human cannon that smashes into the ground and lifts enemies, dont care about the numbers it would just feel very cool
!feedback Will-o-Wisp Item Change
Make it so that stacks of Will-o-Wisp don't increase the radius of the explosion. Increase the base radius if needed to compensate for this change.
Why?
I understand that the devs don't think that the on-kill items should be nerfed as you can't really access on-kill effects in the final boss fight (unless you use FMP). However, the journey to the final boss fight is just as important as the final boss fight itself. I think that getting 5 stacks of any green item should never make the game play itself up until the final boss fight, even if you can't use them there.
!feedback
Idea pitch
Custom Character
-Main menu option
-An advanced character creator where you can make modular skills and choose from them
-Example: Merc M1
+Melee: Agile
++Triple combo
+++1st Attack: X Speed, X Range, X Damage, X Proc, X Effect on hit, X Effect on kill...
++++Left to Right cut: X Angle, X Radius...
+++2nd Attack: X Speed, X Range, X Damage, X Proc, X Effect on hit, X Effect on kill...
++++Right to Left cut: X Angle, X Radius...
+++3rd Attack:X Speed, X Range, X Damage, X Proc, [Expose] Effect on hit, X Effect on kill...
++++Up to Down cut: X Angle, X Radius...
-Each skill option has weight, put too much strong options and it will weaken accordingly, lowering Damage, Proc...
-Once the skills are set up, it gives a string of numbers and letters
-On the character selection screen, there will be a character (appearance is up to the devs, but a modular robot would be cool), on it there will be a space to put the code given by the char editor, then you can play
It would be kinda bothersome to program and balance, it should be locked as paid DLC.
!feedback Artifact of Mystery
Artifacts are randomly shuffled each stage (maybe each loop if thats too frequent?), depending on the Artifacts you have unlocked. Artifacts that have been voted to be disabled in the lobby will not appear in the pool of Artifacts that can be randomly enabled.
!feedback
I usually play with mods. They don't add anything major like new difficulties or new survivors, but just QOL and minor balance changes. It isn't fully vanilla (ex. drones inherit items mod) but they are vanilla enough for me to ask for changes in bulk. Here's my psuedo-vanilla mod list that I want added into the main game:
Captain Shotgun Modes: Captain autofire
Proper Save: Saves your game
Scanner Plus One: Makes the radar scanner reveal what the thing is instead of just showing a '?' since right now the scanner is useless
Empty Chests Begone
BetterUI: Does several UI changes, including...
- Sorted Items
- Command/Scrapper item counters and sorting
- DPS Meter
- Stats Display
Drones Inherit Items: This is very OP, so I made tweaks to the config such as disabling proc items and making effects 75% weaker
Silly Items: Makes multiple stacks of items appear multiple times on your survivor
Pingprovements: More info about pings
Buff Plus: Shows the remaining time of buffs/debuffs
Teleporter Show: Teleporter location permanently revealed when pinged or you are near
Faster 3D Printers
Autoskip Intro Cutscene
!feedback
Get a reward when unlocking all achievements. Could be a skin, could be a little badge next your name, literally anything will do, but I'd like the players who did every single achievement to get a little something in return 😄
!feedback
Right now, the Shattering Justice is a fancier chronobauble, it's outclassed by the Brilliant Behemoth in almost every way. Not only is the effect temporary, it is harder to proc, and it doesn't stack, it only makes the target take 37.5% more damage when the BB deals 60% more damage. The SJ's only purpose that the BB isn't better at doing is proccing death mark.
!feedback commencement
while i'm certain that a suggestion like this is far more ambitious than what's in the scope of a channel like this, it's nearly unanimous that commencement doesnt work very well as a final level for the game. How could we fix this?
Ideally, the answer to this lies in what was done before, actually. A string of "teleporter-like events" that leads up to the final challenge'
A way to handle this would be: everything at start plays up the same, the climb up the ramp and the grand hallway as the silent buildup, but after exitting it, instead of a single bend-y bridge, you'd have a series of three similarly-designed bridge/paths. two of them lead to separate extremes and one of them, in the middle, leading straight to the mihtrix arena.
However, initially the arena would be closed off. To gain acccess to it, you'd need to travel to the extremes in the other bridges, and complete a teleporter-styled event to "break" the protection on the arena. completing both of the extremes could either: unlock the direct path, accessed from the middle, or unlock a final teleporter event. As would be expected, chimeras could start spawning in waves as normal enemies for the duration of these events serving as the enemies/bosses. (though, as was done in the first game, you may not necesarily need to "kill" a boss to proceed at this point.)
Additionally, as the ship is present and visible in the moon, at certain points of progression, the ship could "supply-drop" chests that the player could buy and use, tying the last bit of ror2's gameplay loop (buying items) into the final stage, giving more to while reaching the ending points. And as the ship is already present in the background of the stage, its not particularly a stretch to imagine this ocurring in the stage, giving a lore-friendly reason for why there are chests present on the moon.
!feedback Hey guys, love what you are doing with the gamei just wanted to suggest 2 small things, one easier than the other tho, the first one is to please make loader shift agile. This one is a bit more crazy, and probably will never see the light of day but i guess i lose nothing by asking for it, its an artificer ability that just turns her into a human cannon that smashes into the ground and lifts enemies, dont care about the numbers it would just feel very cool imo
!feedback Hey guys, love what you are doing with the gamei just wanted to suggest 2 small things, one easier than the other tho, the first one is to please make loader shift agile. This one is a bit more crazy, and probably will never see the light of day but i guess i lose nothing by asking for it, its an artificer ability that just turns her into a human cannon that smashes into the ground and lifts enemies, dont care about the numbers it would just feel very cool imo
@cunning wave !feedback
!feedback
Mountain shrines are very fun. Everyone loves mountain shrines. But they have a fatal error:
There are not enough of them.
I want to be able to go against the chaos of 20 mountain shrines in one single teleporter event.
My proposed fix:
Artifact of the Mountain
Mountain shrines are cumulative, not resetting after the stage is cleared and instead carrying over indefinitely.
In addition, every shrine activates the Mountain shrine as well
i understand if this goes against your design philosophy for artifacts, as from what i can tell theyre meant to be super simple gamechangers easily explained by a single one-liner, but also, funny mountain time 
!feedback zero suit artificer metroid style
!feedback
The radar showing what containers/interactables are on the stage could be a really cool interaction, specifically because it lets you build in a way ror2 hasn't yet facilitated to its fullest: maximizing speed.
In ror1, one of if not THE best active items was the broken pocketwatch, because it provided a get out of jail free card and functionally let you get through stages faster. Paul's hoof, blessed be its name, had a much more significant speed value. This meant that focusing on clearing levels to the fullest as fast as possible was particularly powerful, and a good objective.
In ror2, I find myself moving quickly but still dallying from stage to stage. It doesn't feel like going as fast as possible has much benefit, and it will more likely end in me dying prematurely. Having tools that let you play faster with fewer precious seconds wasted could mean that rushing is a viable strategy, to the point that a radar Gesture build may have significant merit. The Captain's hacking drops have already shown the value of tempo, and maybe this could make a tool that any character can build around!
!feedback
Day 8. Buff drones
!feedback
New Yellow Item: Adaptive Scale
Drop: Horde of Many
Effect: Reduce the duration of all debuffs by 25% [+25%] (including freeze, scales hyperbolically).
!feedback
Some form of user map design integrated into workshop would be amazing. I would love to make a loader obstacle course.
!feedback
We👏need👏skins👏that👏aren't👏re-colors👏
!feedback
A setting to make item pickup messages fade over time, removing them from the log. While toggled on, this would still let players quickly see their new stack count without scanning their entire inventory, but not permanently push out more important notices, such as family events and primordial teleporter alignment. #unclogthelog
!feedback
An equipment item that continuously damages you for ZERO health, allowing items like med kit, razor wire, invis kit, and other on self hit items to safetly proc
!feedback
Pay Chris more.
!feedback
Thank you for lot's of hours of positive gameplay and lot's of positive emotions! You are doing great job, and your game are great! Hope, you are having fun, making it! I can only say thank you and wish good luck in your future projects and updates!😊
!feedback
Family Completion
One thing that has always been prominent in the game is the families of creatures on the planet. The thing is, some families, like the Brass Contraptions and Alloy Vultures are still rather incomplete. So, here are a few examples of what these monsters could be.
Brass Abomination
An upgraded Brass Contraption with arms. They fire copper fists at range and can dive straight into you, creating a shockwave when hitting the ground.
Alloy Condor
Rather than firing gusts of wind, it uses actual weapons like a machine gun, a shotgun etc (as portrayed in their logs). This would be random but clearly visible so the player is not at a disadvantage. When they are out of ammo, they drop the gun and start diving into the player repeatedly, creating a bit of a jump-rope kinda game where you have to dodge their assaults.
!feedback
Ghor's tome in multiplayer is quite lackluster, as the gold amount doesn't scale with the price of the multiplayer chests. I love the item in singleplayer but in multiplayer I usually scrap it at my earliest convenience.
!feedback
Maybe add a little reward after completing eclipse 8. Like a golden weapon for the survivor or something else which hast to much impact. A simple thing which can be noticed would be enough
!feedback
Hey, I play a lot of melee acrid and have some important feedback
Right now, personally I feel as if he's in a pretty good spot but I have problems with two really specific enemies, Greater Wisps and Lunar Chimera (wisp)
The problem with these enemies is that they have a relatively high health pool for aerial units but are too small to reliably pounce on and use your main dps skills.
For enemies like the Wandering Vagrant, Solus Control Unit, Clay Dunestrider, etc; these are all high health aerial enemies, additionally they have a large hitbox (large size) making them easy to pounce on to and use your primary dps skills against as melee acrid.
However Greater Wisps and Lunar Chimera (Wisp) are too small to reliably pounce on, their relatively small size compared to other high health flyers makes them hard to pounce on and their above average health pool makes it difficult to wittle down their health pool using epidemic~ (They have 1/3rd of the health of most teleporter bosses)
Reducing their health pool to make epidemic reliable on them would be a ridiculous idea, as it would not only nerf the enemy as a whole but also not make them any more enjoyable to fight against as melee acrid, so instead I propose to make Greater Wisps & Lunar Chimera (Wisp) larger.
Large enough to the point where it's reliable to pounce on them as melee acrid
Greater Wisps and Lunar Chimera (Wisp) have sufficiently telegraphed attacks in my opinion to make evasion maneuvers for when they're about to attack, for the few times I have managed to pounce on to them so no changes would have to be made to make their attacks more obvious.
I can not speak for other melee survivors such as loader or mercenary but as a Melee Acrid player I feel as if this would make fighting Greater Wisps and Lunar Chimera (Wisp) much more viable rather than running away from them and avoiding them in a fight~
Thankyou for your time~
!feedback an artifact that lets us choose from a random selection of 3 items for every drop. call it coercion or suggestion
!feedback
Instead of just Continue (changed to Lobby); we now have a "Retry" like RoR1 where you don't need to go back to the lobby to retry the current run.
Also, unnessasary as it is; but a 3d space for the lobby instead of just a glorified menu would be nice; An opt-in replacement for the main menu now being a fully-modeled and explorable UES Safe Travels ship would be neat; The game "remembers" your main class so that will be what you use as your character on the UES Safe Travels (but you can change this at any time); You can also inspect other player's loadouts and select secondary and tertiary objectives for a run, such as various unlocks
Additionally; multiplayer now includes it's own chat lobby before joining servers; and is part of the "communications array" area of the UES Safe Travels.
This is mostly to enduce a cohesiveness between gameplay and 'menus'
!feedback add an achievement for 100% completion of logbook. and another achievement for getting all characters to level 8 on eclipse.
!feedback Item Idea
Rusty Spring
Tier: Common
- "Slightly increases jump height and allows automatic jumping by holding down the jump button"
or - "Slightly increases jump height and allows to charge the jump - increasing its height (to a limit) - by holding down the jump button"
Must be duly noted that the jump height increase is not as substantial as the H3AD-5T v2, and this item doesn't give any reduction or immunity to fall damage.
♦ The latter effect is supposed to be slightly stronger than the former due to it requiring couple seconds to "charge".
♦ The increase in jump height in the second effect is only in effect when the jump is charged.
♦ Charging the jump doesn't slow the player down and can be done while moving or sprinting. If sprinting, Wax Quail takes priority and jump is charged as long as the button is held down.
Stacking: Stacking only increases max jump height, the charge time must be kept minimal to keep the effect consistent, I'm thinking 1 to 1.5 seconds of charge time for max jump height is reasonable.
Why: Speed. Speed is war. The only item which currently affects jump height is the **Rare Tier ** H3AD-5T v2, technically Hopoo Feathers don't really increase jump height itself on a single button press. Movement is key to dodging certain attacks, especially against Mithrix.
!feedback
increase the size of phase rounds' hitbox and allow it to hit enemies multiple times as it passes through them.
Not only would this allow it to somewhat compete with the damage of phase blast, it would also synergize far better with proc items since it could hit enemies repeatedly.
!feedback
Possibly make eclipse multiplayer? Or a multiplayer variant? My friend and I love eclipse and love playing together but we can't do both together. I understand eclipse is a test of your skill and skill comes down to individual skill as well but when we are both playing separate eclipse runs in the same discord it feels kinda funky
!feedback Eclipse should have the actual sun covered by the moon. I mean doesn't nee to be the moon you fight Mithrix kinda like another moon that can block the sun
!feedback
One way or another, limit the ability of scavengers to guarantee one shots with the royal capacitor by either blacklisting it, adding equipment activation as a telegraphed attack, or the very least, making the equipment much MUCH more visible on the scavengers as a warning.
!feedback allow multi hit single attacks to trigger bands, e.g commando's alt skill and captain's primary fire
!feedback
Items taken by the scrapper should appear in chat, like when you pick up an item but it says "the printer took [Item name]" as the item frame can be hard to see and doesn't stay for long.
!feedback
Artificer Buff
Artificers Plasma bolt usually struggles to be picked over flame bolts higher dps and status effect. Why not fix that by giving plasma bolt a more viable use?
Give artificer the ability to inflict a new status effect called : Soaked, which is inflicted by burning a frozen enemy. What the soaked status effect does is give the Plasma bolt, Nano-Bomb, and Ion surge increased damage against targets that have it. (for bosses gain the glacial or runald's slow effect in place of the frozen so you still get a damage increase)
!Feedback
I think the easiest thing to do for Mithix would be to make them give back items based on their missing HP % rather than on-hits.
Eg, if you have 10 unique item stacks, you get a random one back every 10% of his max HP you remove.
If you have 20 unique items, you get one back every 5% of his max hp etc
This would make the fight far less frustarting than the "What the hell he only has a 3rd of his hp left and I only have 4 items out of 16." that it currently is.
!feedback
Dedicated Servers
It would be super nice if the dedicated servers (and P2P in general) could have a period of timeout, where the clients will wait for a connection to the server before totally dropping out entirely
!feedback
Combination of some other ideas mentioned when I posed the question for this
REEEEE FORGOT THE !feedback
For his current primary attack, Commando has spread. Being honest, the spread is quite annoying and doesn’t add anything to the character besides being annoying. Of course later on in a run it doesn’t really matter but it makes playing the character less fun. But I don’t think the concept needs to just be thrown out. I suggest two different ways to deal with it: removing/reducing its effects or making it a part of how he plays.
Removing the spread from Double Tap and either increasing its damage or decreasing the fall-off range
An alternate primary for Commando: an assault rifle that has a faster rate of fire but must have its spread managed. The rate of bullet spread should decrease as you get attack speed because currently attack speed has no effect on the rate of spread. picking up just a few attack speed items lowers your accuracy very quickly.
The other idea I had for spread(which is farther out there and kind of conflicts with his main gig of being a simpler, consistent, easy to understand character) is to make it a really unique special modifier for his bullet-based skills, like how Huntress has Agile and Acrid has Poisonous/Regenerative. Spread(or however it would be called) could reduce accuracy but increase damage or attack speed or proc rate. Could even be bundled into a passive so players could chose to play without it
||!feedback|| Lategame boss concept: Void Mauler
NOTE: Very late game, can only spawn after loop 3 or in the void fields after loop 2.
Attacks
-
Fires 3 sticky grenades that upon impact start to implode like a void reaver death, instantly killing everything in the radius.
-
Spew a purple gas at players that will quickly nullify anything in a large area. If you are nullified by this attack specifically, you gain a stack of Void, which reduces all sources of healing by 50% and applies light DOT until all maulers are killed. The mauler will actively avoid firing grenades at nullified targets so you don't get combo'd. Gas dissapears after 5 seconds.
-
Fire a beam at the ground 5 times, each one creating a wave that deals massive damage and knockback to players. You can jump/fly over waves to avoid them.
-
Become intangible, turning partially invisible and becoming immune to damage. Several Void Reavers are spawned, and once all are killed the Void Mauler becomes tangible again. The Mauler can use attack #3 while intangible.
-
Fire a grenade at every player, limiting their movement to a medium-sized sphere around the grenade. Only used when the Void Mauler is at low health.
-
When killed, start imploding like a void reaver, except the area is 20x larger and the time to implode is 5x slower. This should be easy to dodge with the movement items you have at that point of the game.
!feedback
the "shocking" effect in the Capitan's secondary says that the enemy with that effect will stay shocked until u damage it, in reality , they get rid of the effect even without taking damage , i think this must be clear in the definition of "shocking"
!feedback
make it so you can't fight 2 of the same boss in a row
!feedback
Give Mithrix a 1 second telegraphed windup to his quick hammer swing that he does after dashing, you literally can't dodge it without mobility right now because there is no telegraphed windup at all
!feedback
I don't know if this is possible, but having the ability to pause a multiplayer run would be so nice so if someone has to do something we don't have to hope for a newt shrine to idle in the Bazaar.
Also host mitigation? Again, don't know if it's possible, but it's always annoying when the host ends the run due to bad connection
!feedback Add more delay between Mithrix's final phase ranged spike attacks and give him a few close ranged attacks. This would help allow for more strategy for the last fight besides the safest; hiding behind cover and taking pot shots at him.
!feedback
we love and Hate the Events. (the one wich will make only one famili of enemis spawning)
So why dint make a artifact wich coud do that?
Artifact of famili??
Only one famili of monsters will spawn per stage.
(would be similiar the the artifact of kin)
Artifact of lsolitude/loneliness
Monster spawning halft, but they have double health
( I don't know how this will work on bosses)
Maybe add a Ice primary attack on artificer??
???= Shoots ice balls, repedadly striking them will aplly the frezed/execute debuff
Oh, and add a item wich will increase movment speed (stackable, like the instincts)
Sorry for bad englisch 🙂
!feedback
More unique boss variants like overloading worm that are much stronger than their normal counterpart, and that are a seperate enemy with (slightly) different attacks. These should obviously only spawn really late into a run (or with a huge ton of mountain shrines active). I personally also like the idea of more bosses that are just big in size to be intimidating. Maybe a beetle king that also has close range attacks similar to those of beetle guards. Maybe a Grandparent, maybe a Void reaver-like boss that focuses mostly on ''detaining'' you by screwing over your movement somehow. Just stuff like that to keep challenge and variety in a run.
!feedback
Repulsion Armor Plate should give some armor. It’s in the name, and would improve damage reduction against non-dots.
!feedback
a "reverse bleed" item. essentially a defensive item that stacks and becomes more efficient the longer in combat the survivor is, perhaps small increments of stacking armor or base health regen the more times the survivor kills or damages enemies
(edit: clarification)
!feedback
just give merc a parry move 😭
!feedback Genesis Loop rework: Taking more than 40% of your health in damage causes you to release an explosion, dealing 6000% base damage. Recharges every 30 seconds(-50% per stack).
!feedback
Instead of teleporter charging after a minute and a half, it spawns a certain amount of enemies plus the boss, and kill all them to charge the tele.
!feedback
I have an idea on how to bring Motar launcher back
It would be a common (like in ror1)
The way it would work is it would target an enemy's position and after 1 second it would land dealing damage similar to a sticky bomb
It would also supply an AOE explosion dealing mediocre damage
Each stack would add a bigger AOE area and decrease the time for the motar to land
!feedback
Acrid alt R (Special) Idea:
Launches Acrid in an arc like his utility skills, dealing high damage when landing. Upon impact with the ground or an enemy, creates a large, transparent acid bubble (think the approximate size of a Warbanner AOE) that lingers for several seconds, poisons every enemy within, and gives Acrid significant armor (maybe 100 - equivalent to 50% damage resistance?) while he is inside of it.
The Benefits
- Enables the melee Acrid playstyle, letting him tank more damage in melee range as long as he remains in the bubble
- Gives Acrid an extra mobility skill, allowing him to cross the map even faster
- Gives Acrid another source of burst damage and, assuming its impact damage is over 400%, another way to proc bands
- Has no upper limit on the number of targets it can poison, unlike Epidemic, which is capped at 20; could synergize heavily with Primordial Cube by allowing him to poison huge crowds at once
- Could be used as a last-ditch defensive tool in the event that damage is guaranteed
The Tradeoffs
- Acrid loses the ability to poison crowds from afar, making the skill higher-risk
- Less effective at poisoning aerial targets than Epidemic
- Requires targets to be clustered together within a certain range for maximum effectiveness, and will likely be weaker in the early game, when crowds are less prevalent and fewer targets will be poisoned at once
!feedback
New item: Poorly designed pipebomb
Green item
Periodically explode and deal X% damage
This would allow for some good AOE on characters who dont have good AOE item synergies
!Feedback
Captain alternative starting item
Adeptive/unstable Mercury
When you pick up the first item in a stage, become a stack of five of those until the player teleport to the next level
Since the item it copies keeps changing every level I don't think limiting it to a certain rarity is neccessary.
!feedback
New Entrance: Atrificer
A blue portal replaces the escape pod. Pressing E causes Artificer to come through the portal.
I think this would in keeping with the theme of freeing her from The Bazaar Between Time.
!feedback
make a item like a gun turret except it is a functioning radio beacon, and when you activate it, it shows surrounding items (printers, chests, teleporters, etc.) it should cost in the range of 40-60.
!feedback
Make healing/emergency drones prioritize players other than some random squid turret thats right next to the teleporter
!feedback
I think it's safe to say that shield is quite a bit weaker than health at the moment. While this seems to be intended (changing your health to shield is the obvious downside of Transcendence), I still think shields could be a bit stronger than they are right now. I suggest that instead of changing how shield works, add more items that interact with and maybe improve shield.
For example:
An item that reduces the regeneration delay or speeds up the regeneration rate of shields. (Would likely have to scale hyperbolically or be a lunar item with a downside)
An item that increases movement speed when shields are depleted. (would likely give you some shield or convert some of your health so that it doesn't do nothing)
An item that modifies your armor based on how much shield you have remaining. (could have more armor at full shield or more armor when shield is depleted; would also likely give you some shield or convert HP)
An item or equipment that allows you to gain shields during combat somehow; either some kind of shield leech or an instant activation of shield regeneration when certain conditions are met. (This would need to be carefully balanced)
Maybe even a survivor that has shield interactions in their kit. (like loader has with barrier)
Of course these are just basic examples, but the main idea is to flesh out the shield mechanic more and make it more viable to have some in situations other than stacking a bunch of transcendence.
Additions like these would also serve as a nice buff to personal shield generator. I expect that transcendence would have to be nerfed, but I think more incentive to have shield would keep it a desirable item.
To summarize, adding items that synergize with shield could make it a viable alternative to health in more situations. This could make the hit-and-run style of playing that shields encourage more consistently viable.
!feedback
make that if you ping an enemy , all drones go only to that enemy
!feedback Sniper survivor from risk of rain 1
!feedback HAN-D survivor from risk of rain 1
!feedback dont nerf gesture of the drowned
!feedback
Alt Captain passive:
Offensive Microbots - Attack nearby enemies within 20m every second. Recharge rate scales with attack speed.
Image below by Sakke (just inverted colors, ignore the blue border)
!feedback
Acrid special ability suggestion: A slow moving cloud of poison that increases in size as it travels, poisoning and dealing continous damage to any enemy that gets caught in the cloud. Useful for dealing with small, hard to hit enemies in the air, and groups of enemies clumped together. Can pass through walls similar to Commando's secondary, but dissipates after ~5 seconds.
Extremely high quality gif example 
!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".
!feedback Huntress alt secondary concept
All numbers are on paper of course, so consider them suggestions
Explosive Glaive / Trick Glaive
"Throw a seeking glaive that bounces to a unique target up to 6 times for 250% damage. On its last hit, the glaive explodes for 750% damage."
-The glaives have a red tracer effect emanating from the center.
-To be clear; the explosion replaces the final hit, and by "final" that means the glaive will explode early if it does not have a new target in range for another bounce.
-Deals the stated 750% to the target hit. The whole AoE would deal 375% outside of that sweetspot.
-High knockback force.
-Could be faster than the normal glaive to make it easier to use, or both could be sped up slightly for consistency.
This doesn't loose the identity of the glaive and its mechanics, and takes inspiration from a previous skill that Huntress had in RoR1, her explosive arrow special
!feedback If more alternate M1 abilities were to be introduced for Commando, it would be quite interesting if they were different gun types that had different firing methods.
!feedback Personally I would love to see the Imp Overlord use their eye lasers from the previous game in some form! Probably as a desperation attack
!feedback Imp Vanguard Return
Bring back the Imp Vanguard from the first game. In the first game, they were essentially the imp family but with purple instead of red features and darker skin, with scarier and more powerful attacks.
Why?
I see potential to have more late-game bosses (like Overloading Worm), and the Imp Vanguard is one of the biggest ones. I see it having the laser attack from the first game instead of throwing spikes, and having a rush attack like the first game instead of the pound. However, that's just what I think. All I'd like to see is the Imp Vanguard coming back, however the devs see it happening.
!feedback
New lunar secondary and special abilities. When collecting all 4 lunar abilities you will turn into Heresy, this is a new secret character, but it CANNOT be selected at the beginning of the race (something like transformation into a skeleton in a Nuclear Throne). This transformation (probably will change skills) will change the skin and give certain characteristics 
!feedback
The Rusted Key needs a better in game explanation of what it does. Everyone in my friend group just scraps them right away, and I did too until I read the wiki page just now. I thought it was worthless cause I assumed that more than one cause more chests to spawn (which would mean just getting the item 1 stage later).
If the item is explained better than people like myself won't just scrap them right away.
||!feedback|| Wisps spawned from the soul artifact shouldn't drop spite bombs
!feedback make artifact of command close options close with escape
!feedback red item idea: Broken Photon Condenser
attacking an enemy has a 20% (15% with each stack) chance to inflict a random debuff. all debuff related items the player has gets increased duration. this does affect allies belonging to the current player (drones, guard, etc) but doesn't affect items meaning the chance has to be from player damage. is affected by 54 leaf.
Why?
honestly, it sounds really fun which debuffs you'll inflict, as well as help with bosses and big enemies much easier. along with this, it could sync with many different items and make well for proc builds.
Challenge to unlock: Looking Hot
inflict a bleed or burn stack 13 or above on a single target.
!feedback
Please make it tell me in the text/chat log what items get sacrificed in the bazaar.
Would be a nice addition to the QoL.
||!feedback||
The Exile
Imp Survivor - Hybrid Melee/Summoner
Defeated Imp survivor who now owes their fealty to the other survivors.
Missing one tentacle and has a scarred eye – a permanent reminder of their failure in combat.
Exiled from the Imp clans but worships the survivors seeing them as his species' salvation.
Summons Lesser Imps to fight on its behalf.
Full description of skills available in Google Doc.
Concept Sketch by me.
https://docs.google.com/document/d/1LTUXIH6kPZ9aZX2v8rzhzz2Fy2pDUCkjavrT2oJ-xjA/edit?usp=sharing
!feedback
Add a "random" option for a survivor in the beginning.
!feedback
In the logbook we currently have a count of how many of a specific item you’ve picked up, highest stack count, etc. I think a cool addition would be another stat that shows you the date/hours it took to unlock when you’ve unlocked that item on that player profile. (Obviously default-unlocked items wouldn’t have this)
!feedback
I think most of us agree that having Acrid's bite as an alternate secondary; not an alternate primary, which is already a melee, to be very jarring and awkward.
Shift it to an alternate primary 
Not only is having two melees redundant; but also the lack of two ranged abilities is very detrimental.
Some may claim "hurr caustic leap whuddabout air targets" in regards to Caustic Sludge being a Utility/Mobility alt- but that leap can't hit air targets worth a damn anyway.
No, it doesn't work on the Vagrant which is the only reasonably landable air enemy with this ability because it's basically a very angry floating platform; only land enemies. It just places it on the ground. Stop trying.
!feedback
Flamethrower Suggestion
Flamethrower, like much of Artificer's kit, runs into scaling problems into later game stages compared to other classes. This is compounded by the inability to sprint while using it and a short range, leaving you very vulnerable for 3 seconds to try to get its damage out, and more regularly interrupting your own move early to stay alive, killing the damage value.
It would be a nice balancer to make it scale with Attack Speed, not by giving it more damage ticks, but simply by making it tick faster and finish more quickly so you spend less time "locked in" to Flamethrower. The desired outcome would be outputting the same number of ticks (22) but increasing tick rate so the ability finishes more quickly.
!feedback clay man in the next update
!feedback
Alright I've moved the drone protest to once a week
Gunner drone buff: Make damage scale well with the game, better health and make their path finding better plus better aiming
Gunner turret: doesn't need a buff other than a bit more damage and health regen
Healing/emergency drone: better path finding and and make them prioritize players rather than almost dead squid turrets
TC-280 prototype: Make it a bit smaller so it can fit through the caves in Distant roost and Abyssal depths
More damage and regen to cope with it being a bullet sponge and also better aiming
Equipment drone: let it hold at least 3 equipment
Squid turrets: just more damage and attack speed
Or make them all good by making them inherit items
!feedback
Along those drone buffs lines, reduce gunner turrets' knockback force so that they can actually kill lesser wisps and jellyfish before they're launched into the stratosphere.
!feedback A little brainstorming for the implementation of Sniper based on the issues presented during the character poll. Note that the damage values are kind of arbitrary.
Overview
- The Sniper specializes in high single-target damage. Use his abilities in order to stay out of danger and find the opportune time to use “Steady Aim”.
Passive - Antigravity Pack
- Holding down jump in midair will cause you to quickly ascend a moderate distance. Can be used once for every time you leave the ground.
Primary - Javelin Battle Rifle
- Fire a piercing shot for 300% damage. Enemies hit in succession are dealt 50% of the damage dealt to the previous enemy. Slightly propels you in the opposite direction of the shot if fired in midair. Semi-automatic attack with a short refire delay.
Primary - Snipe (Only available during “Steady Aim”)
- Charge a powerful piercing shot that deals up to 2000% damage. Enemies hit in succession are dealt 100% of the damage dealt to the previous enemy. Using this ability puts your primary ability slot on cooldown.
- Note - Active reload could be implemented instead of a cool down, but I feel like this would add an unnecessary additional layer of complexity given how straightforward the other survivors are. This iteration of Sniper would also already have a loop of finding opportunities to safely use “Steady Aim”.
Secondary - Steady Aim
- Zoom in and enter a first person perspective. Allows you to hover in place if used in midair. Changes your primary ability into “Snipe”. Using “Steady Aim” again or using your utility ability will cancel “Steady Aim”.
Utility - Military Training
- Stun enemies around you and backflip a large distance. You cannot be hit while backflipping.
Special - Spotter: ISOLATE
- Send your Spotter out to scan a targeted enemy, slowing it and increasing your critical strike chance against it by 100% when using “Snipe”.
!feedback
I've got an equipment idea cuz I was tired of drones being stuck hell knows where
Item: Pandora's Box
Effect: Teleport all stationary effects and minions to your current location.
And only the Hope was left inside
Basically - this will move (teleport) all drones, turrets, polyp turrets, ghosts, minions etc to your location, as well as relocate stationary buffs/debuffs like the grief statue, warbanner, desktop plant etc. It won't restore their HP or anything.
!feedback
Artifact of double edge
Drones and turrets inherent the your items on purchase similar to engineer turrets but they are unlucky and do not proc on kill effects
The idea behind this is to make these relevant past the 1st loop and have potential to be good but not good enough that the game plays itself
!feedback
Just an idea I had concerning the dlc, it seems like it might be hard to manage dlc in multiplayer, because segmenting the player base and all that. I also thought that maybe people wouldn’t like the bigger item/stage pool because it would be harder to get specific items/stages that they want.
So what if the DLCs were kind of like extra campaigns?
Like each dlc would add a selectable campaign in the main menu, and each campaign would have its own item/ stage pool (with overlap from other campaigns, of course, you definitely don’t have to make 10 stages per dlc). Maybe each campaign would even have its own final stage and final boss. This would allow multiplayer rooms to just select the base campaign if someone doesn’t have the dlc. (Also if people do want the bigger item pool, maybe you can select multiple campaigns?) This might be beyond the scope you want for the dlc, but I think this idea could solve a couple of the problems people are worrying about. There are probably better solutions, but I wanted to throw this out there.
!feedback
QOL: Allow us to save artifact setups
So allow us to make selectable lists of active artifacts so instead of manually activating each one we can select a pre made list. If I am looking for a simple fun fast run I might just use Sacrifice and Command, instead of having to click each one I can to select the list. Would also make it easier for runs were I use the same 12ish artifacts without having to remember each one.
Artifact or lunar item idea:
Teleporter is always has max mountain shrines active but you only get extra items from using shrines of the mountain.
If I recall you can only activate at most 4 or 5 Shrines of the Mountain. So if you want to make a run more challenging have it be that each teleporter event has the maximum shrines active in terms of difficulty selection but only drop extra items based on how many mountains were active. Personally I think it could be fun, add a little more challenge to the events.
!feedback
Add a new special item called "Helm Of Providence" a.k.a the crown Providence was wearing in Risk of rain 1. The item will only spawn once every run in a special container, and the survivor will wear the Helm when collected. It will spawn a gilded wurm similar to how a Queen's Gland works. It will also trigger a special dialogue when the survivor battles Mithrix at Commencement. The container can only be opened through some puzzle etc. The gilded wurm can behave similar to the gilded wurm in Risk Of Rain 1. It randomizes between the red gilded wurm or the blue gilded wurm. Once the gilded wurm is killed, it has a cooldown where a new gilded wurm will spawn again, randomly between the Red or the blue one. Getting the item will unlock a special achievement. The chance of it spawning will be very small to make it more unique. Maybe even a special gilded wurm boss will spawn only once in a run that drops the Helm
!feedback
Slicing winds is alright, but it feels pretty lackluster compared to Eviscerate.
The fact that it has no mobility, no iframes, and doesn't scale like Evi makes the slight extra damage potential not as appealing.
A simple solution is to allow merc to press a key while slicing winds is travelling, or while its actively slicing enemies to instantly teleport to its location. no i-frames added to keep the higher risk playstyle, but allows for more skill expression and mobility, as the iframes of Evi are what make it so good. The teleport would be instant and without lag, to keep movement clean
The teleport prompt wouldn't be the same key as the ability so as to not mess with CD resets/brainstalk etc, and if you don't want to use the teleport, you can use it like normal
It would add a big degree of mobility to the move, but still wouldn't even be on par with loader's dynamic mobility, so I think it would be a reasonable buff. Besides, if you're using it primarily for mobility, you would miss out on the damage, and vice versa, so it seems like a good trade off
edit: formatting
!feedback Chronobauble Rework
Chronobauble
Enemies are slowed within x meters (+y meters) of you. The effect is stronger the closer they are to you.
Essentially, the closer an enemy is to you, the slower they move. More stacks increases the radius. The chronobauble debuff is still applied.
Why?
Currently, Chronobauble isn't the best item in the game. This change would make it an even more reliable slow, at the cost of needing to be somewhat near enemies to slow them down.
!feedback
Prevent drones and stuffs from proccing Mercenary's Exposed debuff. At least for now, it's just another reason not to buy drones.
||!feedback||
During his final phase, when Mithrix's health reaches 50%, have Mithrix summon an Umbra of himself, just like Providence did during his fight. This umbra uses his melee moves, and has only 1/3rd the health of the real Mithrix. While the Umbra is still alive Mithrix has a longer cooldown between his primary attacks to make things fair.
This will make the last stage much more dynamic as you have to choose between taking pot shots at final phase Mithrix or dealing with his melee counterpart, which will force you to move from pieces of cover to cover. Killing the umbra gives you a big chunk of your former items, but killing Mithrix first instantly kills the umbra.
!feedback
Artifact of Spite:
Currently the Spite Bombs are a little underwhelming. I love the look of the bombs however the radius of the explosion is very small and the time that the explosions radius lasts is about 5 frames.
It would be more fun to increase the Spite bombs explosion radius + how long it lasts because it would make the game more chaotic and harder to play because you would actually have to look out for the bombs instead of pretty much just walking past them due to their small radius.
!feedback
I love playing the artificer. Perhaps the best way to fix his scaling issue is to increase his proc chances above 1.0. I am sure that will cause some issues with certain items, but perhaps it is worth testing, since all of the artificers attacks are "charge" or "cool down" and none can be spammed.
!feedback
I've seen a lot of posts about theoretical Commando buffs, but few have brought up my biggest issues with him. His range and damage falloff.
For the range, just don't make his M1 expire at anything past medium range. While not very effective, even Captain, a shotgun survivor, can chip away at enemies at practically unlimited range. Why the hell do shotgun pellets outrange a handgun?
For the damage falloff, all he needs is a bit of a reduction and that's that.
!feedback
The bleed changes have made bleed very powerful, so powerful in fact that just having 5-6 Tri-tip daggers can significantly increase your damage output. The amount of bleed you can stack with 8-10 daggers can easily melt bosses and other tanky enemies. These are the changes that I think would make bleed more fun to stack:
Make it so each stack has its own cooldown and wears off individually
This means is that each stack above 1 would have a slightly shorter duration than the stack before it and each stack would wear off one at a time, but once they started wearing off they would wear off quickly. The duration would still be reset by each additional stack of bleed. This would make it a little more forgiving to look away for short periods, and a little more challenging to maintain the bleed stacks at high levels, . A way to balance this for slower hitting survivors would be to increase the base duration of bleed.
A green item that increases the duration of bleed stacks
This item would also have a base bleed chance, so it is not useless by itself. It would be very helpful to stack bleed with these bleed changes, and make more items required to bring bleed to god tier.
!feedback
Petition to substitute all the crowbars with tri tip daggers, sign here
!feedback
Possible M1 alt for Commando
Why not a three round burst AR, 3x150 or something.
Would give him better range compared to his dual pistol primary.
Just a thought
!feedback
Captain Fix
The Goat Leg item (Forgot the name) doesn't replace the leg as it does with other Characters
!feedback
New item idea: Distorted gaze
Use: spawn a guided wurm during the teleporter and while fighting Mithrix
Log: "As the deity looked at the wreckage of the robot he took one breath before turning away...
As he started to move away from the ship a burst of light appeared behind him and the robot.. hammer in hand set its eye on him..
This is going to hurt."
!feedback
Artifacts should be unlocked for use in Eclipse mode after beating the highest level of Eclipse, just as a for fun thing for those who beat the mode
!feedback Add "New Record" indicators for end-of-game scoreboards like in Risk of Rain 1
!feedback change tri-tip dagger to stack multiplicatively to make it not the most broken item on the face of the earth
!feedback
Lunar Chimera (Wisp) appears to not drop any money (and possibly xp?) on death.
It’s hard to say whether or not this is a bug, but under the assumption that it isn’t, it would be nice if they did, at the very least for the usage of Crowdfunder ||as well as the exceptionally rare Lunar Chimera family event||.
!feedback
I want to be able to look at the artifact models, I don't need lore, I just wanna look at the cool shapes
!feedback
I want to be able to look at the artifact models, I don't need lore, I just wanna look at the cool shapes
@peak karma
!feedback
Unlocking an artifact should put a lore entry in the logbook somewhere for each individual artifact, where it also shows the 3D model
!feedback
A reward for completing Eclipse 8:
A random chance when playing the character you completed eclipse 8 for a stage to have an eclipse. This would not change anything about the stage, just the lighting and the sun would be hidden by the moon. The chance of it happening in multiplayer would be less unless all players had completed E8. Also an option to turn it off in settings for if it gets annoying.
!feedback
Little lore blurbs in the description box when selecting unlocked skins (where the ability description would be otherwise), akin to what Overwatch has.
Edit: Added reference pic for your convenience.
https://media.discordapp.net/attachments/710260031555108935/756227952827695308/Example.png
!feedback
would be mostly useless, but it'd be kind of cool if you could pick up the gold chunks when an allied aurelionite (via halcyon seed) dies at the end of the teleporter. it could provide a nice little boost to chest cleanup after a tp, but it's mostly because when aurelionite dies i always wish i could pick up the chunks he leaves. would also contribute to removing corpse clutter for those of us that don't have corpse vanishing turned on.
again, wouldn't give much use, just think it'd be kind of cool.
(edited to add the bit about corpse clutter)
!feedback
Artifact Idea
Artifact of Eclipse - A random eclipse modifier is applied for every stage. (Only one modifier can be active at once)
( Unlocked by beating eclipse 8 on any survivor )
!feedback
Reposition the lens maker's glasses on REX's model so they don't clip into rex's eye whenever it animates (moving them forwards a bit might work?)
!feedback If you're looking for people to hire; it makes sense to look not very far; picking the people of the RoR2 modding community...
But who makes the most sense to try to hire into the team?
The people who worked on this little gem; the Unofficial Expansion Pack of RoR1
!feedback Mul-t new skin Mul-Tank. Army grade version of the mul-t unit and its weapon get re module for the fallowing skills, Nail gun will look like a mini gun with a short barrel, rebar puncher will look like a Rail gun, power saw be the same but look more combat made, scrap luncher will look like a high tech RPG launcher, Blast Canister will have the same shape but with army camo on it.
!feedback Queen's gland only benefits Mithrix as your beetle guards can't make it to the final boss area and mithrix takes your items and spawns beetle guards
!feedback make acrid’s bite heal a flat amount after killing an enemy with a bite.
“eating” them I suppose
(edit: seeing if editing the format would get the bot to recognize it) (doesn’t work :(( )
!feedback
In multiplayer (especially if the game detects an abnormality of above-four players); when the inevitable happens in Monsoon; and we hit a Last-Man-Standing situation or the combined health of all players reaches less than what would be 100% total of one player; have a large message flash on the middle of the screen for a second (LAST ALIVE or something); and the track Monsoon 2.0 slowly increasing in tension/volume until, logistically; the last player is in a "one hit will kill you but there's an utter fucking wall of shit coming your way." situation and the song is utterly blaring over the teleporter/stage music.
tl;dr: Use "Monsoon 2.0" as a general "Time for you to start panicking" for multiplayer when there is only one player alive; or if the total combined health of all alive players would be less then that of that of a single player at 100%. https://www.youtube.com/watch?v=UVCB01lmn5E
Provided to YouTube by Soundrop
Monsoon 2.0 · Chris Christodoulou
Risk of Rain 2: Monsoon 2.0
℗ 2020 Chris Christodoulou
Released on: 2020-06-09
Composer: Chris Christodoulou
Auto-generated by YouTube.
!Feedback Have ||Mithrix clash with the Aurelionite when the battle starts, locking him in a little scripted duel, ending in him destroying Aurelionite and taking some damage. He could say stuff like "YOU FAILURE, YOU WASTE, YOU MEANINGLESS PIECE OF SCRAP!!"||
!feedback
increase the credits the teleporter director can spend on enemies after the teleporter boss died. this would make the time after you killed the boss a bit more exciting because right now you just kill a few simple enemies and wait until the teleporter is done charging. but the director shouldn't get too many credits because then people might wait with killing the boss so they have an easier time since the enemies that spawn after the boss might be too difficult. bumping up the credits by just enough would actually promote killing the boss quickly since the enemies that are gonna spawn are more likely to be champions and champions give you a lot more money.
edit: for the people who don't know what i'm talking about: here's a good video explaining directors https://youtu.be/D7pvZqQnKlk
Everything you need to know about the hidden gameplay systems of Directors in Risk of Rain 2.
Directors (wiki): https://riskofrain2.gamepedia.com/Directors
Follow me on Twitch: https://www.twitch.tv/wooliegaming
Join our Discord: https://discord.gg/nHEV4vU
!feedback Acrid regenerative suggestion
The addition of regenerative to Acrid's melee is just what they needed, but maybe it could be changed up
Regenerative - 20% life steal. Healing is applied as regeneration over a rate of 20% of your max HP per second. (or 10% per 0.5s. Also, remember that Acrid has 15 dmg) The TOTAL damage of the attack is used as one number for one stack of regeneration, meaning a single multi hit wont heal any faster, but will last longer and heal for more in total.
Making it life steal will make Ravenous Bite more interactive, putting its damage boost mechanic to use. And, straight damage boosts such as from Focus Crystal, Death Mark, Shattering Justice and critical strikes will be more valuable for melee, adding some interesting "build synergies."
This would limit the healing in the early game, but that's where you don't need it as much. Over the course of the run it will only get stronger, keeping melee relevant as everything gets deadlier, while at the same time still won't be an instant heal.
Basically; heal less at base but do proper multi-hit heals, can now scale with damage boosts, bite would make interesting use of it
!feedback
bring back the colossus as a “map hazard” after looping. he stands next to the distant roost island and shoots huge beams that pierce all terrain and lingers for a couple seconds, however it’s really slow (10-20 second windup) and highly telegraphed (the effected area is highlighted red during the windup and glows brighter the sooner the windup is over) He also has as much health as newt. (reminder: he’s a “map hazard” meaning he’s not an enemy with ai that seeks to kill you, he just makes the map more dangerous)
There’s no interesting map hazards in the game, only holes and exploding barrels. Giving the colossus a huge healthbar would interest the player into trying to one shot him (keep in mind, killing him isn’t necessary but would be fun)
(edit: fixed some grammar mistakes)
!feedback
Drones that have been purchased and destroyed should cost a noticeably reduced price to fix. They're often not very desired to purchase initially, so encouraging players to keep them around would be nice.
!feedback make the game available on Mac.
!feedback: Mercenaries slicing wind ability's attack speed should scale with items, just like eviscerate does
!feedback
Abandoned Aqueduct: Classify the gate Elder Lemurians as bosses so AP Rounds take effect. This would make the encounter slightly more tolerable in the early game.
!feedback
Make mithrix not steal boss items, He is supposed to steal stuff you found from the ues contact light, The boss items are not related to the ship and they are field found
i also think its unfair the ai bugs and decides to stay at spawn
!feedback
Add cleansing bowl to soup island, I think it would be neat if we could trash our lunar items for pearls before the boss, get rid of some irrelevant items for a better chance at survival
!feedback
Add cleansing bowl to soup island, I think it would be neat if we could trash our lunar items for pearls before the boss, get rid of some irrelevant items for a better chance at survival
@viscid copper
!feedback
Give huntress the exploding arrow from risk of rain one
!feedback
Consider implementing mods into official updates (for free I guess). I think that the community can help in certain areas while you focus on other, newer areas.
!feedback
lunar item
Gambler's Lucky Coin
Increases the chance of an item drop from a chance shrine by 25% and a 10% it will be a better rarity, BUT It also increases the cost of chance shrines by 20% (all stats scale similarly to tougher times, so no reaching 100%)
!feedback
Sacrifice is awful for prismatic trials. For speedrunning, the intended mode of play there, it's awful because you just have to keep restarting until the first enemy drops an item (secondary !feedback: trials need a restart button). For Ethereal, it makes the optimal strat rely on random amounts of farming.
The easy option is to disable sacrifice for trials.
The harder option is to make sacrifice drops determinate, the same way item order, monster spawn order, and chests are.
One such option is by flagging specific monsters as yielding an item the moment they spawn in. That way the roll is consumed the same way every trial. Sacrifice trials then becomes about identifying and killing the specific monsters with items in it.
!feedback
Just a small suggestion, for a bit of polish. But you could you make it so Engineer's alternative turrets have a unique icon on the HUD? Right now, they share the same one as their base counterparts, which is a bit odd, as they have their own icon on the skill.
!feedback
It would be nice if boss health bars better scaled and presented the boss(es) actual health values. Currently the bar takes the highest integer the boss has had it's health at and scales according to that which causes confusing values in the cases of temporary health and bosses with items like shaped glass.
(For example when the Alloy Worship Unit uses it's shield ability, the boss bar scales up to match what the shields add, then when the shields fade the maximum health doesn't go down to the original value but instead stays at hp+shield)
!feedback
Make bosses spawn close to the teleporter not somewhere else. I have an example Here: (you can see that the teleporter is not underground it is at the entrance to the caves. Also this has happenes alot and is kind of annyoing)
!feedback
Acrid
Passive
Acrid's 3rd melee attack activates a poison/blight trail that ticks stacks of poison or blight every 1 second for 3 seconds. resets timer every 3rd strike
!feedback Blight buff. Make blight decrease the enemies damage by a certain percentage that scales logarithmically for every stack of blight. I was thinking of using the percentage of 2 tougher times (23.1% or “30%”) with an extra 2 tougher times for every stack of blight. If this is too strong, than I believe that the damage per stack or the duration of the blight can be reduced. The intention is to make blight more of the “melee” passive. Current issue is that melee acrid suffers from being too risky due to not getting enough heals/getting damaged too much. (Too specify, its damage reduction not blocking damage. Only used tougher times as a comparison for its percentage, not its effect.)
!feedback
Have you considered lowering the chance to bleed once bleeds reach certain stacks? Say every 50 bleed stacks on a monster it lowers the effectiveness of each dagger by a fifth, making you need more to reach higher bleeds. (Though the boss is probably already dead by then) Understandably this would be something technical that could mess a lot of things up. Captain is fun but only needing 10 tri-tips to kill anything you want is getting a little insane.
!feedback
Legendary Item Idea: SmartSalvager Prototype
Effect: Chests, as well as enemies that drop items (Artifact of Sacrifice, Alloy Worship Unit drop, Kjaros/Runald's Bands, etc.) have an x% (+x% per stack) chance to drop an additional scrap equivalent in rarity to the item dropped (i.e. If you get a green item from a chest it has a chance to also drop a green scrap, white items have a chance for white scrap, etc.). This can not occur from item drops via printers
Unlock: Hold 20 pieces of scrap in your inventory (must have a combined total of 20 scrap of any rarity in your item list at any given time)
Notes:
-With Command Artifact you can not turn the scrap into any item of that rarity. However, this item still has a use on command due to being able to obtain items from cauldrons without getting rid of your powerful items
!feedback
If you want green items for bleed, maybe revert bleed to how it was and have a green item that makes bleed stacks refresh (probably give it some bleed chance too)
!feedback Acrid alternate special:
Name: Kill Cloud
Cooldown: 15 Seconds
Description: Create a poison cloud with a 20m Radius centered on you for 10 seconds that follows you. Foes that enter the cloud become poisoned and Slowed while within the cloud. You are also Invisible to enemies outside the cloud.
!feedback captain alternate primary
Flechette Rounds
Short-range shotgun shells (perhaps 10 to 20m max)...with natural penetration.
Enforcer style
!feedback
I think this has been said before but it was a long time ago so I’ll say it again: please bring back the pie chart from ror1 that showed you how many games you played as each character. It was just really cool to see how many games we have played as each character.
!feedback
if blight does significantly less damage than poison, there should be a tradeoff for picking a less damaging passive for more defense to make melee acrid viable. (blight's stacking and DoT damage should be addressed, however it should not be as good at DoT damage than poison, if the player wants a more damaging passive they should choose poison. Acrid should not have 2 passives to choose from that do the exact same job)
added blight passive: scaly armor (name could be better, it's a placeholder for now)
Enemies effected by blight, if killed by acrid in melee range, gives acrid temporary armor that stacks and refreshes duration with every melee kill (melee kill refers to enemies killed in melee range, not just melee attacks, like how ruby crystal works)
the new regen changes to melee acrid are a step in the right direction, but not enough to make melee acrid truly viable past stage 4, and since blight is currently and underwhelming predecessor to poison damage wise, I think blight should have something to offer defensively, to help with melee acrid and making blight a viable option, while still applying DoT damage.
(edit: added clarification and grammar fixes)
!feedback
Merc's Rising Thunder attack doesn't sync with its animation. This is especially noticeable when chaining it with the Exposed debuff.
!idea new lunar item
Divides all healing you receive equally amongst you and your allies
example: You are in a game with 2 friend and you have a turret, and you heal for 100 it would be divided up and give 25 to everyone.
!idea new lunar item
Divides all healing you receive equally amongst you and your allies
example: You are in a game with 2 friend and you have a turret, and you heal for 100 it would be divided up and give 25 to everyone.
@sudden rover it's !feedback, btw
!feedback
Artificer Buff
Give Artificers flamethrower a bit more range, allow you to run with it, or let it scale with attack speed.
Artificer's flamethrower can be hard to use later on in runs because you need to stay very close to the enemy and can't run because it cancels the ability ( you also can't run when you are charging the 3 second startup )
!Feedback When artificer is using her Flamethrower and sprints, rather than completely cancelling it, have her point them behind her, boosting her speed. If sprinting is stopped, she resumes blasting forwards.
!feedback
Change MUL-T's mastery skin, so it replaces its hard hat with janitor's cap, similar to HAN-D's one.
!feedback
A little tweak that can change the Saw equipment even more fun and consistent
Log says "... you only need to know how to catch it properly" - so why not make so saws do have their cooldown after usage, but they do not return back (and to compensate this they coul deal more damag btw) and they get stuck in environment and you can additionaly pick them up to lower the cooldown or completely take it away
!feedback
i dont know if this is a bug or if its intentional but the new physics on loader make the thunder gauntlet near unusable because the skip backwards is uncontrollable. in my opinion it should be reverted back to the old way of working
!feedback
New character:
Lemurian Gladiator.
Just to get the image out of my head and into someone else who may be able to advance the idea.
!feedback
Re-add Laser Drones from the first game as a burst-damage sniper unit:
- Slow firing rate, maybe 1 shot every 2-4s.
- High damage per shot, maybe around 800%? My numbers don’t really matter.
- Higher aggro range than most other drones.
- Pierces enemies because why not.
- Would probably cost around as much as the Incinerator Drone
!feedback
Champion's Retreat
Expansion stage idea inspired by #theorycrafting talk.
A heavily wooded stage with potentially ways to scale the trees. I think It would be a medium sized, and rather dark (both because i see this stage being at night and both because of the trees blocking the sky) stage with the point of interest being a small area where moonlight bleeds through the leaves and shines over the sword of a fallen certain someone from ror1.
I would put a boss idea but thats too different from the stage that i think it would invalidate my post.
!feedback
For the last stage of the final boss, ||the amount of items you get back should be tied directly to what percentage of health Mithrix has left. So, maybe by the time you kill him you could expect to have 60% (or some some other amount, as long as it's fixed) of you're items back, and when he's at 50% HP you'd have half of that amount of your items back. Every time you hit Mithrix, the game would check his HP, compare it to the amount of items the player has gotten back, and give items back accordingly. ||
As a player, this is how I initially assumed the final phase worked, so implementing something like this would make the mechanics of the final phase less ambiguous, leading to less frustration.
!feedback
Make a way to save singleplayer runs or reconnect incase your game crashes mid game or you need to go
!Feedback
Shrine rare drops/interactions
When the player uses a shrine, there could be a small, less than 1% change of something like these happening
Your reward is plentyful/SHARE THESE: two of the same item
Your Diligence is rewarded: Shrines become cheaper
Your offerings are rejected: the shrine explodes and ejects money
A peculiar reaction...: Shrine explodes in blue flame and drops a lunar coin
You feel blessed: luck +1 for the level
you feel cursed: luck -1 for the level
It was merely slumbering: The shrine turns into a Golem
He rises to your aid: Shrine turn into a friendly Golem
Not gonna put too many here since voting for particular ones is impossible, Please vote for the consept in general and discuss in discussion
!feedback
The robot spiders from the first game.
A way I think they could be unique from other enemies is by having them be able to climb walls to reach the player faster or as an evasive maneuver. It would be able to shoot lasers/bullets like how it did in the first game, but it could also have a melee attack where it lunges at the player when they get too close. For an in-lore reason for as to why they haven't run out of power as suggested in their entry in the first game, perhaps they could've been leeching off of some kind of power supply from Rallypoint Delta?
!feedback Artifact idea
Artifact of Urgency
♦ Makes everything in game run twice as fast.
♦ Difficulty scaling runs 2.5x as fast to compensate. (?)
❗ HIGH SCORES DO NOT SAVE WHEN USING THIS ARTIFACT (?)
Why: For those times you have a small timeframe to play, just for the funsies.
!feedback turn off autopickup for better coordination with the bois
!feedback I think it would help a lot if there was a special indicator message in the chat when you enter a stage that contains a Cleansing Pool.
Its hard to use them seriously because of how rare they are, so just having some indicator that there is indeed one in the stage would help a lot and make them more useful. Its not really worth wasting time looking for them on a stage when you don't even know if there is one in the first place, especially on a map like Siren's Call where they blend in very well. Its easy to forget they exist.
!feedback Multiple Enemy Models
Give each enemy a few different models that vary from the base model. Whenever the game spawns that enemy, it chooses the models for each enemy spawned at random from the given models.
Why?
To make it feel less like you're fighting the exact same enemy whenever you fight an enemy. It would add a bit of variation to the game, and make everything feel less samey.
!feedback
After playing with artifact of dissonance a bit, I think Commencement feels a lot more fun with a variety of enemies (and especially bosses) spawning amongst the chimeras.
Which makes me think it could be cool if enemies from the planet could spawn in the final stage but as unique "lunar elites", with the same aesthetic as the chimeras, looking as if they're carved from the white moon stone. This could serve two purposes - it could be an easy way to add more variety to the final stage, and it would make elite-based items like guillotine and brainstalks less useless in the final level too.
!feedback
Add Genisis Loop to the list of items that Mithrix can't use.
!feedback
Character idea: Necromancer
This character would be based around healing his allies and supporting his team. The main problem of this type of character in Risk of Rain 2 is that they would be useless in singleplayer. I believe that I came up with a solution for this.
M1: fire a hitscan laser beam that damages enemies and heals allies. Damaging and healing builds up energy. Energy increases damage and healing output and can also be used for:
M2: Charge and fire a piercing laser beam that executes non-boss enemies depending on Necromancer's current energy (ie. 32 energy=targets under 32% health will be executed).
Shift: choose an ally or recently killed enemy and fly towards them rapidly.
R: Revive a recently killed creature to be an ally. Can only revive any creature once. Can revive players as well. Necromancer can only have two non-boss allies at once or one boss which will spawn during teleporter event like Aurelionite.
Yeah that's basically just a rough concept for a strong, capable solo healer.
!feedback
A unique boss item for overloading worms: Charged Perforator
10% chance on hit to launch 3 thunder balls from an enemy, dealing 500%(+200% per stack) and stunning enemies hit for 2 seconds.
Since the Overloading Worm is a totally unique boss from the Magma Worm, it should have its own boss item. This one is a bit stronger than its toasty cousin but of course much rarer to find.
(Other neat idea but dunno how they could be implemented) If a person has both a Molten and Charged Perforator their effects combine, a 10% chance to launch charged 3 fireballs that hit for 400%(+250% per stack), can burn enemies, and stun for 2 seconds.
A unique item for the Solus Control Unit: Solus Shield Generator
Upon falling below 50% health, detonate enemies in a wide radius for 3000% base damage, and gain shields equal to 100% of max HP for 10 seconds. Recharges every 100/(stack) seconds.
This is here because the Solus Unit does not currently have a boss item. Of course only the Alloy Worship unit actually acts like this but it has its own thing going on with those legendary item drops and I think it’s a really unique idea for a boss item that combines damage and utility in a single package. Long cooldown because it’s much easier to activate than the Genesis Loop and has a lasting effect after activation. Might need to be blacklisted for Mithrix though
!feedback
Add a toggle for the Spinel Tonic visual affect. It can make some players nauseous. An option for a lesser or no visual would be preferred.
!feedback
Add any form of jukebox feature so players can customize thier runs with songs from ror2 and please ror1. Something like if players already own ror1 they have access to the tracks and for those who don't, the option to buy both ror1 and ror2 with both tracks included in the jukebox or just purchase the ror1 tracks separately to include into the ror2 jukebox. Whatever devs feel is best i just wanna be able to listen to some sweet ror1 tracks whilst I play ror2.
