#ror2-feedback-and-ideas

1 messages · Page 32 of 1

cosmic remnant
#

||!feedback||
Fractured Eon (lunar equipment)
Freeze the timer (or make it count negatively on multiple consecutive uses). Over time and permanently, time is accelerated (speed of acceleration increased per usage), eventually after a few minutes the timer returns to increase a second per second and after several minutes the game will be harder than it would be if you had not used the Fractured Eon. Consumed on use.

Technically, each usage decelerates the timer by a second per second, so multiple uses in a short time frame can make time go backwards and possibly the timer/difficulty scaling can go negative, resulting in "level 0" enemies refusing to spawn. Of course, doing this will make time reaccelerate extremely fast and surviving past a few stages afterward is very hard. Graph provided is simply for a visual reference to how time acceleration works, no data should be interpreted from it.

winter aspen
#

||!feedback||
How about an artifact of double speed or something? I mean, sure, Eclipse 8 is fun, but it's fun in an encumbering way. It's like shackles on your body - that's not quite fun. And Monsoon - it just lowers your regen and shortens the difficulty zones.
But what if instead of shackles you had speed boots on your feet? What if you could weave rapidly between just as fast enemies, do 360 no scopes, collect a lot of items and reach maximum difficulty by 4th stage? That would be a lot more engaging!

Artifact of Precipitation
Double everyone's movement speed. Double time movement speed and chests on each stage. Halve skills' and equipment cooldowns for everyone. Halve teleporter time requirement.

(Haha, get it, cuz "precipitation" can mean both "rain" and "acceleration")

ionic ember
#

!feedback make any drones teleport to you in the final boss fight so if they lag behind or get stuck on geometry they can still join the fight

little barn
#

Hotpoo should stop listening to circlejerk of trrons who will never pass anyway, and fix the damn game

dim hamlet
#

!feedback
New Lunar Equipment: Tempered Clay

Transform yourself into a different survivor for 15 seconds. Loadouts are not randomized and you retain your own healthbar (so Loader does not suddenly get her HP halved due to transforming into Huntress).

Irritating Vermin. They don't appericiate what they see. They simply take what they have for granted.

This, now this will make them realise, understand.

What if your soul was nothing but a cognition?

little barn
#

!feedback
Engineer's bouncing grenades shares the same problem as Mul-T's pre-1.0 Rebar puncher. It feels tedious to use. Holding down the primary key for 2s for a lackluster result feels bad. However, having an immediate use of a primary skill, then waiting for it to reload feels better and it's more controllable. It's not a drastic change, but it would help with some of the frustration with this skill.

silver crane
#

!feedback Item

Item: Hypergrowing Rafflesia
Rarity: Rare

Lore Entry: GENETIC IMPRINT VERIFIED. ACCESS ALLOWED.
LOGBOOK: [Entry 0981-A] Tis done. In record time. Simple biological engineering. I can't but wonder why those rich eccentric bastards would wish to have one of these: it smells atrocious, enough to kill small living beings; it looks disgusting too... but who am I to judge easy money coming our way..."

Effect: Tbh help me with this one, #ror2-feedback-discussion

tawdry torrent
#

!feedback
instead of increasing damage, stacking Runald/Kjaro's bands should add extra charges to their effects, and/or decrease their cooldown.
Currently both bands deal respectable amounts of damage even with just one stack, but the ten-second cooldown means that they feel very cumbersome to use on characters or builds that rely on them. The effect is also prone to getting "stolen" by other items like AtG or Will-o-the-wisp, or just by other enemies getting in the way.
Being able to add extra charges to their effect would make them much more versatile in late runs without sacrificing their effectiveness. And besides, being able to spam fire tornados all over the place just sounds like fun.

brittle pollen
#

!feedback The rare events of only one race of enemy spawning is really cool; however, for certain species, it is more/les varied than the others. For example, wips have lesser wisps, greater wisps, and the grovetender. Beetles have regular beetles, beetle guards, and the beetle queen. stone golems, though, just have golems and titans, and jellies just have jellies and wandering vagrants. Maybe for the titans and jellies we could have one more enemy of each that is kinda like the beetle guard equivalent of them to spice things up? Same for lunar events, maybe we could have some more lunar enemies?

slate ridge
#

!feedback Make Magma Worms unable to go a certain distance from the player on their own. Its annoying having to chase them around the map or just sit in the tele bubble as theyre on the other end of the map fighting a missile drone. Just making it so they wont intentionally go too far away from the player, atleast for the teleporter spawned ones

light hare
#

!feedback I really love where the game has gone so far and am commenting here in response to Dev Thoughts #18. Given that you have said the last content update will just be things that will be cut from previous updates, and otherwise things will go into expansions, I just wanted to say I'd really like to see a sniper expansion, and a character who uses they pronouns in the singular form or neopronouns (eg. zey/zem). I really love where you've gone with crafting the designs and backstories for the characters that are present, so I just wanted to provide this bit of input as a nonbinary person who loves your game (and far from the only one who does), it's a lot of fun to play with friends and the lore, graphics and music are gorgeous so these are really the only additions I'd want to your fantastic series DrizzleUwU 💜

grizzled pilot
#

!feedback can we turn off spinel tonic fisheye? I don't care if its a console command or what

twilit lion
#

!feedback

If Sniper was ever added into the game,make their peek-scope third person. There is no need to suddenly change to first person for it. Just make it slightly zoom in.

fathom hazel
#

!feedback

Although I don't know if this is intentional or not, Mercenary's attack speed has a cap to where you can no longer see his primary's animation and it no longer does damage.
I've only found this to affect me when I'm going for "The long road" as mercenary, and it shouldn't affect you when doing a casual run,. but it is still annoying.

austere oracle
#

!feedback
New item idea
Lunar item
Gain 5(+5)% blessing(opposite of curse). Deal 10(+10)% less damage.

reef blaze
#

!feedback

Give Overloading Worm its own unique Boss Item. Magma Worm has one, and OW should give a reward worth the risk of defeating it.

fast shoal
#

!feedback
Got stuck in the last map with an asian player with asian nickname and he is AFK. I cannot kick him because my keyboard language... (cannot trigger the boss need all players) Need kick from interface please

buoyant galleon
#

!feedback. Crossplay and cross save between pc and consoles would be awesome

warm quail
#

!feedback
Changing movement abilities that can damage enemies to not put you in combat unless an enemy is hit. This would mean that you could keep the buff from red whip whilst still using your kit to traverse the stage.

strange coral
#

!feedback
Not sure how the numbers would play exactly but:
New Lunar Item Idea
Name: Seal of Greed
Visual: Appears as an official seal with the Symbol of Lunar Currency
Effect: The gold you receive is increased by X% (+X%#), BUT the XP you receive is reduced by X% (+X%#).
Reason: Will allow those who want every item every stage to do so faster, but at the cost of hp and damage output.

serene solstice
#

!feedback
This is very loose, but what about a Lunar item that triggers a completely random effect of some kind? Perhaps it could be equipment, or triggered by some action in the world (like how Defiant Gouge triggers on interaction with shrines).
Effects could include:

  • Spawning enemies
  • Firing off the effect of a random piece of equipment
  • Giving enemies on the stage items
  • Activating a shrine of the mountain
  • Granting the player some currency (gold or lunar coins)
  • Applying a buff or debuff
  • Making an interactible free
  • Spawning a gold or blue orb
  • Anything else you could think of

Inspired by the D-20 frag grenade from Cursed Halo: https://youtu.be/dMxIjGjMJz0?t=509

austere oracle
#

!feedback
New item idea
Red item
1(+1)% of barrier gained is converted into permanent shield

strange coral
#

!feedback
New Lunar Equipment
Name: Omniscient Blade
Visual: A light blue blade with small trinkets resembling the other equipment in the game
Effect: Trigger the use of a random equipment’s effect, BUT trigger the negative effect of a Lunar item for the duration of the cooldown (excluding certain mutually beneficial/negative effects such as Effigy of Grief). Certain Lunar item effects that would normally target the player and opponents only target the player. Permanent debuffs would only last the duration.
Cooldown: 3/4 of the equipment whose effect was triggered
Reasoning: Chaos! Also, it could be a lot of fun.

twilit lion
#

!feedback

Burst fire for Bandit's Revolver.

reef blaze
#

!feedback

Captain perks are his utility (Bombardment), ultimate (beacons) and drones.

That means that depriving him of all those in hidden realms. For 'lore reasons'? Come on. Crippling a survivor in a way that is no fun at all for that reason doesn't make any sense.

Alternatives:

1 Obviate all that and let him have his skills everywhere.
2 Give him alternative skills in those settings.

harsh torrent
#

!feedback
The end-line of each survivor in RoR2 is a black screen, unlike in RoR1 where we saw them sort of blast off. My suggestion is only minorly simple:
A pixel-art (intended to be a callback to RoR1) of your survivor in the escape ship as it leaves; Depending on the survivor; you might see them panting bewildered and wide-eyed, grasping their head and trembling from stress and trauma; or just outright having a mental break and either going into a berserker rage or bursting into tears from having to murder an entire ecosystem (again a callback to RoR1 as the monster logs usually stated the survivor was extremely distraught in having to kill everything they encountered just to survive). Maybe Acrid could be face-pressed against the glass and excitedly waving their tail as they gaze at the stars, Maybe Captain hangs up his helmet and collapses in his chair, exhausted but still smirking; Maybe one of the characters glares at the bizzare twisted, tumorous growth his arm had become, which is staring back at them; Maybe Engineer can be holding a gaping wound with wires spilling out. Possibilities are endless; but RoR1 had a huge implication of body horror; so I think that should be retained where applicable.

exotic creek
restive citrus
#

!feedback Make the trees in Gilded Coast solid.
It feels a bit jarring being able to walk through them, not to mention that it'd make Loader feel a tad bit better in that area.

tough pendant
#

!feedback

Shouldn't Mithrix be thanking the survivor for killing off some of Petrichor's population for him? That might be something to think about...

safe prairie
#

!feedback
In the future a Mechanic/Electrician survivor would be neat, with abilities related to electricity.

Maybe he could also be able to do some stuff with shields, maybe in a somewhat similar vein to REX? Probably not totally necessary but food for thought.

merry trail
#

!feedback

Mithrix's dialogue should appear above his head instead of or in addition to the chat

This would make it easier to focus on as well as make Mithrix easier to spot from far away
(He often gets quite far away from you in multiplayer and blends in with the adds)

harsh torrent
#

!feedback
Okay; Mithrix is a douchebag; but let's be frank, He's sort of gotten the short end of the stick for a while; He isn't necessarily "Evil"- just driven mad by the betrayal by Providence. While he shouldn't get off his actions scot-free, I feel he should at least have some way to make amends or remedy his actions; instead of getting springed from a cell and slain for his belligerence blinding him to reason; We had virtually nothing to do with his current state; but he tries to kill us on sight. How did he make those constructs whilst imprisoned in that dome-cell (it SEEMS like a containment measure, at least), anyway?

Tl;Dr: I get the feeling Mithrix is a Bad Guy, but he's not a BAD guy; Unsympathetic to most life, sure. But I never got the feeling he was that interested in conquest or mass-murder, just saying things because he was angry and wanted to upset his brother.

also let's be serious for a moment; he shows up on earth, we'd bitchslap his ass into the dirt before the day was over. Humanity, yo.
Kinda like Tiberium, really. "Hey look, Money Plants!"- We'd have that shit extinct in a week.

silver crane
#

!feedback Artifact

Artifact of Fog
Activating this artifact severely reduces the players' vision range by applying an everpresent thick fog effect.

Think of the fog on Titanic Plains but WAY thicker.

But why tho: For fun tbh

austere oracle
#

!feedback
Having a way to trade items in multiplayer would be nice. One way to achieve this, without being too jarring or feeling like a mod, is add a module onto the scrapper, that only appears in multiplayer, that instead of scrapping the item, it simply drops it down. Maybe call it a stripper? (It strips the item off of you) or possibly add a special interactable, with the functions of this "stripper", similiar to the newt altars, where it can spawn in multiple spots on every map, and there's always one.

frail panther
#

!feedback
Have engineer turrets (and maybe beetle guards?) teleport with you when you leave a stage the way other allies like drones and stationary turrets do. As of now, beetle guards and turrets get left behind when you leave which is a bit sad.

hexed topaz
#

!feedback Shields in Risk 2 are pretty lowkey in most runs. You would only ever want them if ALL of your JP was sheild due to them messing with your OSP otherwise. This makes the personal sheild generator a poor item, almost an insta scrap everytime. The transcendence is pretty decent in the early to mid game, but drops off the farther you are into a run. Even if you stack a gross amount of transcendence you will be doomed to getting one shot eventually because of how quick the damage you take scales up.

I think some ways to make sheild more of a viable build type would be to not allow to mess with one shot protection. Maybe add a few more items that involve sheild like an Alloy control unit boss item that gives a bunch of sheild when at low hp, or an active item that instantly makes you recharge your shields. Maybe make a survivor that benefits specifically from shields or something. This might be much but you can also make shields give a one second of I frames once an enemy breaks through them like some other games. Might be broken so maybe no idk lol. I just think sheild build being a viable strat would be best since right now they’re kinda bad and only 2 items give you sheild

eager wyvern
#

!feedback

the monsters I fight on the planet feel like they’re “in my way”, late game I’d like to fight a much grander types of monsters that feel like they’re “the wrath of the planet”

I’d like these enemies to challenge my godlike build, and give me a sense of grander scale or power if I do conquer said enemies.

the only late game monsters in the game at the moment, are scavs, overloading worms, and elite (insert monster here) there isn’t much variety of monsters late game.

slim talon
#

!feedback Please retool the Mithrix final phase item return rate, it's ridiculous how you can get him down to half health and barely have a third of your items sometimes

white tartan
#

!feedback
would love to see a big void reaver boss on void fields, maybe a beefed up lunar chimera golem and wisp duo boss.

twilit olive
#

!feedback can we make captain shocking beacon charge shield or regen shield?

modest grove
#

!feedback

When you have extra ability charges from Backup Magazine or Hardlight Afterburner, scrapping/||being stolen by the boss in final phase|| does NOT remove your pre-existing charges.
Example: When you're playing Loader and have HB, saving your utility charges before removing your HB will let you use your utility 3 times in a row.

I've metioned this in bug report before, but I'm leaving this here again just to make sure it gets fixed.

edgy plinth
#

!feedback

Engineer New Turret Idea

Heli Drones
Spawn a Heli Drone (2 Max) that inherits all of your items . Fires six missiles over 2 seconds for 110% damage each then have a cooldown of 3 seconds
Stats
80 HP (+24) | 14 DMG (+2.8) | 10 SPEED (Has less HP to compensate for being an air unit)

olive spoke
#

!feedback Add a guaranteed cleansing pool to the lunar island on Commencement

gray shard
#

!feedback Have an option to change the in-game item description (for when you pick it up and hover over them in the inventory) to match the stats shown in the logbook.

boreal ingot
#

!feedback Mithrix needs to have more attacks to deal with aerial opponents. For example (idea), having few spheres spawn in near or on the survivor when on air or on ground, and after a delay, Mithrix will teleport in the spheres one by one respectively, and swiping his hammer in each of the spheres, the disappearing and teleporting back to the centre of the arena. The survivors that are on air or on ground need to dodge the spheres as soon as they spawn to avoid getting smacked by his hammer. Maybe he can even fling some glass shards towards the survivor after he teleports in the spheres, similar to the glass shards he shoots when charging at the survivor Edit: spelling error

white tartan
#

!feedback
killing mithrix too fast as in like 1 second or less gives you like 6 items total to make it back to the ship with.
This is not a suggestion. It just happened to me.

dim hamlet
#

!feedback
New Green Item: Bronze Surge

Effect: Attacks gain a 15% to apply shocking to foes. Dealing enough damage to dispell the shock causes a shockwave within 20 [+5] meters, dealing 10% [+5%] of the target's max health as damage.

safe prairie
#

!feedback
When proceeding to a new stage, spawn purchased Gunner Turrets near the teleporter zone, rather than near where you spawned in.

I rarely, if ever, buy Gunner Turrets because I know they will barely be any use to me after the stage I bought them in. This may give players more incentive to.

chilly crag
#

!feedback
Engineer alt special idea
Melee plane
2 can be on at once
Flies around you
When an enemy enters the range of the plane they would swoop at insanely high speeds towards it, their wings extending so they can hit more enemies at once, dealing high damage and proccing Kjaro's/Runald's band
They have a cooldown reduced by alien head and other cooldown reducing items
The faster they swoop in, the more damage they deal, they also would be considered sprinting when swooping (ie. they're affected by goat hooves, rose bucklers and energy drinks). Since they're melee, focus crystals would affect them.
There would be a small delay from the plane locking onto a target and actually charging at them. Attack speed would affect the delay. These drones are not meant to be affected by attack speed severely, and the general idea of them are being basically flying loaders.

upper snow
#

!feedback
Some way for a command integration to twitch where chat could pick the items for the streamer. I'm not sure if this has been suggested or not, but I think it would be an interesting way for a chat to interact with a streamer who plays the game pretty regularly.

edgy plinth
#

!feedback
Milky Chrysalis buff

Instead of a 15 second use time with a 60 second cooldown : give it a 10 second use time with a 30 second cooldown.

This makes it more viable as you can use it 2x as often and it can somewhat compete with other (better) equipment.

white tartan
#

!feedback
Lunar item suggestion
Flimsy scale
Rolls between -200% to 200% positive and negative fluctuations to your current damage modifier for every attack.
+100% sway positive and negative per stack.

shell solstice
#

!feedback when fighting mythrix and he does his attack where you have to avoid the lines it is very hard to dodge it in multiplayer because of the delay ( if you have bad ping). maybe make that specifically client side?

rough quartz
#

!feedback
Re-enable Effigy of Grief in the Enigma Artifact rotation.

Really minor change - it was initially blacklisted due to being mechanically broken, but the updated version of Effigy in v1.0 should fix that interaction, thus it should be returned to the Enigma pool if its no longer broken.

dim hamlet
#

!feedback
New Red Item: Fragment of Memory

Effect: Deal up to 50% [+50% FLAT] more damage when low on health. Scaling reaches maximum when below 40% health. Stacks with Curses, so 2 Shaped Glass always enables the effect to its fullest use.

I sit here, on this empty field of endless grass
I wonder, does someone remember? Would they have come for us?
I was lucky enough to leave, to escape, to be freed but-

Has the rest survived?

white tartan
#

!feedback
Lunar equipment suggestion
Reflective luminescence
When activated gives players a wide variety of different effects based off how many different types of lunar items they have 1-11 since there 11 lunar items.
The effects from 1 lunar item type would be rather insignificant, while the effects from having all 11 lunar item types would be fairly great.
To be honest I would rather leave suggestions and tiers of the effects up to devs or if people like the idea enough feedback discussion.

placid raft
#

!feedback
Idea for PvP in the Form of a New Competitive Gamemode

So I know we do technically have a way to PvP right now in the form of enabling friendly fire, but how sick would it be if there was a special gamemode alongside the Prismatic Trials and the Eclipse mode where you instead queue up 2 or 4 players together, either friends or online matchmaking. And at first it plays like normal Risk of Rain 2 but instead of stage 6 being Commencement, it would instead be this giant colosseum-like stage where it spawns all players apart equally and is essentially a giant fight-to-the-death.

To prevent things from getting weird/broken, I think it would best to have the Bazaar Between Time, the Void Fields, and the Golden Shores disabled for this gamemode. However this wouldn't stop players from getting lunar items as lunar pods could still spawn in the world. I think it would be very interesting seeing how players form certain character builds and start forming new metas specific to PvP.

Of course this is just kind of my own rough concept that would definitely need to be improved upon and tweaked, but I think it stands for an interesting base.

frail summit
#

!feedback
There should be a way to collect tracks from the soundtrack, maybe in the form of a music log that drops when its respective music is playing. The collected tracks could then be played in the "Music & More" menu or from the log book.

ornate osprey
#

!feedback i have learned that for some god-forsaken reason that the motion control in the switch version is controlled by both joycons simultaneously, explaining why it is so inaccurate and buggy. This should only be the right joycon. or at least have the option to assign the which joycon if you do normal layout or southpaw.

normal quarry
#

!feedback
Please change magma/overloading worms so that they don't spawn directly under the player on the surface, it often leads to unforseeable instant death. I'd suggest to force them to spawn a bit deep underground instead. After all, they are worms, so wouldn't it make a bit more sense for them to emerge from the ground instead of suddenly materializing on the surface?

austere oracle
#

!feedback
New item idea
White item
Reduce the time it takes for your shields to start regenerating by 0.4(+0.2) seconds. Invisible +12% shield for the first stack

flat hinge
#

!feedback

It seems like the TC-208's that you purchase have the same Ai as the ones that spawn during commencement so they just float at the entrance rather than come with you like other drones

Change it so that the TC-208'S follow you through Commencement rather than just float

eager wyvern
#

!feedback
add an addition to monster logbooks that allow the player to see the elite versions of that monster after killing them

ex: I kill a fire elite beetle, therefore I have unlocked the fire elite beetle in the logbook and I can view it, by clicking on the beetle in the logbook and having a row of buttons in the top right of the monster viewing screen, and click through elite variants of that beetle to view them, however the other buttons will be locked because I haven't killed, for example, an overloading beetle, therefore I cannot view the overloading beetle within the beetle monster logbook.

eager plume
#

!feedback Artifact of Origin:
In-game Description: The Rules of Providence are in effect
Description: The game functions as if it were ROR1(Teleporters don't have a charge field, and all enemies must be killed to go to the next level, All bosses are named and drop items as well functioning as bosses).
Unlock Method: Beat the game with all artifacts on.

plucky dome
#

!feedback
i think a classic ror1 music pack would be cool. or get other artists to make music packs which would be cool ig. nothing against cc, just think it would be neat

fickle flint
#

!feedback
make camera controls on switch have a gyro setting, not default to gyro

little barn
#

!feedback
To be honest, this is kinda disagreeable in a way, but...
Freaking buff and add more to Mithrix's ranged attacks for heaven's sake. It's easy for experienced players to cheese the fight, and even "Average" players.

solar laurel
#

Maybe make bosses respawn at portal if they are uninjured for a few minutes. That way if bosses are stuck somewhere they can respawn and the round will continue.

blissful hedge
#

!feedback
To be honest, this is kinda disagreeable in a way, but...
Freaking buff and add more to Mithrix's ranged attacks for heaven's sake. It's easy for experienced players to cheese the fight, and even "Average" players.
@little barn me watching woolie streams where he keeps getting clapped by mithrix on checks notepad .... eclipse 8 ....

grim crest
#

!feedback Add an option to save & load loadouts, whether it be survivors + skills or artifacts + difficulty, for example.

late orchid
#

!feedback

New Lunar Item: Shield Overclock (better name pending)

"Damaged shields begin regenerating faster, but maximum shields are reduced"

Effect: Reduces time needed for damaged shields to begin regenerating by x% (+x% per stack), but reduce current shields by x% (+x% per stack)

austere oracle
#

!feedback
New interactable
Fountain
Is basically a chance shrine, but always gives an item, but with increasing cost, infinitely. Possibly ways to balance this (if necessary): only activatable after tp, cannot spawn near tp, can only spawn on one map, (maybe scorched acres?), or reduces your gold gain for the next stage by a certain percent per use

sick fiber
#

!feedback Change the color of Aurelionite’s AoE markers when he’s an ally. Right now Players could mistake it for an enemy’s AoE in chaotic situations and dodge into an unfavorable situation when they’re actually safe.

flat hinge
#

!feedback

Since bandit is 'confirmed' i would like a unique death message for him

"See you later space cowboy"

chrome geyser
#

!feedback

A lot of people have been discussing commando buffs. The only one I think most people agree on is making phase round do 400% dmg so he can proc bands without grenade sweetspots.

Another change most people seem to agree on is making artificer's nanobomb tendril dmg capped at 399% damage. The band changes were amazing for artifcer and loader, but you can't fully take advantage of them when your band procs are being wasted on the tendrils as opposed to the main hit.

crude brook
#

!feedback - Could Engineer's Walking Turrets be given a Passive Ability that treats their walking as if they were sprinting. That way they can benefit from Sprint-affecting items along with still being able to strafe at the same time.

Either that, or just make them be able to sprint.

worldly pond
#

!feedback when you finish a game and you're shown the end screen you get shown like a point system, all the kills, items collected, stages cleared, etc, well why not expand this and add an account level system, does nothing other than show players how much time you put into the game (maybe add skins at certain levels when reached but thats up to you), just a small thing as the points you get at the end of a run kinda goes nowhere so i thought it would be neat to see them being used to show off your knowledge or show that some people could do with some guidance

smoky mural
#

!feedback

twisted scavenger is a cool fight and concept, but it is by far the least incentivized of the three possible ways to end the game right now.

obliterating unlocks mercenary (and is also imo the easiest way to win) and beating mithrix unlocks captain (and purity on monsoon), but there is no incentive to beat twisted scavenger beyond curiosity, since you can get the environment log without killing the boss and killing it gives the same amount of lunar coins as does beating mithrix. an item unlock or unique skin for beating twisted scavenger would be nice.

frail panther
#

!feedback - Currently, Engineer's turrets get no benefit from the Beetle Gland (Queen's Gland) item. Other than movement and equipment related items, this is the only item that is not used by the turrets. I propose that each turret summons its own beetle guard in addition to the engineer's personal beetle guard. Unlike the player's beetle guard, the beetle guards belonging to the turrets would die along with their respective turret to prevent spamming the turrets on cooldown to create an army of beetle guards (although that would be pretty cool). This would only effect engineer but it would still be a nice buff to the lackluster Queen's gland. Edit: Changed to Queen's Gland

little barn
#

!feedback - Give Acrid invulnerability or just untargetable during the "wake up" animation. This is especially important when playing with the Glass artifact.

shell solstice
#

!feedback im starting to play rex and I feel like he either should be able to sprint while ujsing his m1/m2 or you should be able to use your m1 while firing your m2

flat hinge
#

!feedback

New week new drone ideas

A drone whos main purpose is to draw agro off of you

Give it mad mobility when it could glide around titan beams and such

It would probably be destroyed by something with high mobility like a magma worm or an imp overlord

I thought this was cool and i hope others find it cool

chilly crag
slim stream
#

!feedback

Absolutely loving the game, but I feel like it could use some more unlocks to keep you playing and engaged even longer. One way of achieving this could be adding in more unlockable skins that are gated behind challenges and/or monster kills (e.g. killing 100 overloading worms to get an overloading worm-inspired pattern for your survivor). I believe this would greatly aid player expression and thus significantly increase the longevity of the game.
This reddit post I made details one possible way this could be implemented (albeit percentage based in this case).

sage loom
#

!feedback
The beetle queen is kinda a pushover, we all know this. not deserving of the same title as her majesty, the queen of England. even as a first stage boss she is far to easy, one way to help make her stronger could be if she summoned two beetle guards as one of her attacks, giving the player something more to focus on, especially early game when she should be the most difficult. Another thing she is lacking is a close ranged melee attack, which could help to flush out her kit quite a bit as well as giving her that tiny push to be on the same level as any other first stage boss.

slim talon
#

!feedback
A while ago this was said of the final Mithrix phase: "Our intent was not for players to avoid good items, destroy their own build, or to feel bad for picking up powerful items. If that seems to be the best strategy, we will be changing the last phase appropriately. It is not intended to be the most challenging phase of the fight."

and I still think there is a good way to go before hitting the equilibrium Hopoo planned. Of note is that as it is right now the rate at which the player regains their items is slow and inconsistent, which gives Mithrix more time to make use of items. Another of note thing is that Mithrix with Nkhuna and any healing item that he can activate like health kits is incredibly powerful due to the tracking nature of the projectiles and the player's normally low speed in this phase.

hushed grotto
#

!feedback
make so that all iteams when stack get worse so all the cyber bullies will stop stealing my stuff in the multiplayer mod!!!!!!!

severe bay
#

!feedback Add mod support for custom stages since I haven't seen any stage mods for this game. Allow the new modding tools to not any modify the existing stages but add new ones on top of the current stage count.

cosmic remnant
#

!feedback

Happiest Mask Buff
Pressing interact while looking at a ghost will let you control it. There are plenty of playable enemy mods, so outside of skill textures it should be should be somewhat easy to implement this. You are invisible while controlling.

little barn
#

!feedback
I tried using the mobile turret seriously for the first time yesterday and the idea of having a primary attack that is a constant beam seems very fun.
This could either be a new survivor, an alternate primary for a current survivor (probably fits engi the best) or an item that replaces your primary much like Visions of Heresy does.

twilit lion
#

!feedback

Sniper should have a secondary weapon,since their primary is too slow for close quarter combat.

If they was even going to be added into the game...

empty flax
#

ability to play older versions

empty flax
#

!feedback
the ability to play older versions of the game

dense quarry
#

!feedback
Add option to save and continue later, at least for single player.
I know this has been said before. But now that I work I really can't play long, more than once I played 30min sessions so when I start having a good build I gotta close the game. No I'm not gonna leave it running a week. This is probably the only reason I haven't been playing the game since I started working. Yes I know there's mods.

pine forge
#

!feedback
Something very simple that I've been feeling like I'm missing is a "time played per character" kinda thing. Many games do this. For example in a game like Overwatch I can go to my profile and see roughly how much time I've put into a character. I'd like to see something similar! (just to know how much life i've wasted playing as a purple alien dog)

Incidentally, if there IS one, my 25 minutes of searching with finding nothing is proof that I'd like it a bit more visible lol

It's not a big thing but its a nice little addition that I enjoy every game I see it in.

tawny vortex
#

!feedback
Potentially add more mechanics based on attack types such as speed,melee, dots and burst. In example a bleed mechanic that only works when stacking x amount of bleeds within 4-5s that does xxx% bonus damage. A universal buff for all melee similar to expose based on number or hits. In general some way to help weaker item reliant survivors scale evenly with strong burst damage survivors throughout the first few loops. (Note: I was honestly only thinking about this with multiplayer in mind but it can still somewhat add some spice to single player as well.)

winter berry
#

!feedback

Make mithrix scramble our items between our team, so it feels like you are beating the items out of him

i just feel like it is needed after i hit shrine of order,

and mithrix is OP with behemoth, he can kill you if he barely shoots NEXT to you. (nerf behemoth)

karmic plinth
#

!feedback Not sure if this is a bug or anything. But when you ping (with the scroller on your mouse) like where you want to go, in a normal game, if you ping turrets you bought it would say you want to attack you friendly turrets. Don't think this should be the case. Maybe if you ping on purchased turrets or drones it can display their health or damage or stats?

little tree
#

!feedback make repulsion armor plate give armor (or otherwise be percentage-based)

As the run goes on, the only real way to truly mitigate damage becomes to abuse OSP or otherwise stack for cheesy builds (permanent jade elephant, or getting a shrine of order and getting hundreds of repulsion armor plates if you're lucky, etc), o RNG based (leaving it up to chance wether a lesser wisp in a long run kills you or not is not an enjoyable prospect, either) , many of which aren't really viable in a non-command run, and require their own sacrifices to uphold. this mixed with enemies scaling far faster than you could ever hope to means that enemies soon will be doing far more damage than you could ever hope to think to mitigate, which leaves abusing OSP as the only true viable sustain method as it's just more accessible in most runs.

Adding more items that help reduce the damage taken in different ways, or simply reworking repulsion armor plate to be a small, but scaling benefit could go a long way to making non-afk/low-mobility runs more viable.

hearty compass
#

!feedback no more losing items to falls

Please make items either unable to fall off stages or able to teleport back on the stage after falling, like the player. Losing items to weird interactable placement sucks

white current
#

!feedback
If there isn't already concrete plans or developments for official mod support via workshop, I feel that doing something similar to Terraria's tmodloader release would be a good idea. Anyone who has the game can download r2modman as a free 'DLC'. Steam workshop imo feels a bit clunky and lacking, however r2modman is simple and easy to navigate. Using workshop would also require a new way to access configs (or by going into and editing config files yourself, which can be confusing or daunting), while modman already has built-in config support.

leaden atlas
#

!feedback teleport all npc allies to teleporter zone or mithrix arena during boss fights

Drones and turrets already fall off statwise, so them being immobile, slow, or just too dumb to make it to a boss fight seems unecessary.
Teleporting during events solves pathing issues, and I like the idea of a big mob clash during a teleporter battle.

Alternatively, teleporting allies to you anytime they reach a set distance away would help too. Though, this option might not be as consistent due to how fast players end up moving with items and skills.

flat hinge
#

!feedback

New ending for those who bought more than 10 drones and kept them alive

"And so they left... with their new friends they made along the way"

dim hamlet
#

!feedback
New Challenge for REX: Real Plantlife
As REX, don't move for an entire teleporter event. Being pushed around by allies or enemies does not count as moving.

Unlocks an alternate Special: Directive: Flourish [Cooldown of 20 seconds]
Costs 25% hp. Drill a seed into the ground. After 2 seconds, the seed erupts into a tree for 15 seconds. The tree lashes out with its vines, dealing 100% damage androoting any target they hit. The vines gain increased distance if they root something. Automatically roots monsters near the base of the tree.

The initial range of the vines is quite low, so careful planning is important. The time REX has to spend drilling into the ground is reduced by attack speed. Casting mid-air sends REX crashing downwards, but he does not take fall damage.

covert timber
#

!feedback

A secondary way to map buttons to abilities and the such would be a nice QOL update.

hearty prairie
#

!feedback
Chest Mimics. Shrine Mimics. Turret and Drone Mimics. The rare and awe-inspiring Lunar Bud Mimic.
All the same concept, a new enemy class, perhaps one that can swipe an item off of unwary survivor, but most importantly an interactable that lashes out at the survivor in a hostile way, spawning a mob that is quite robust / healthy, a melee miniboss in terms of HP and persistence, chasing the survivor around with a bit more devotion and speed than the average native. A %roll to spawn, somewhere like 10% or less in my imagining, triggering at the time of attempted payment, in order to avoid them being blown away preemptively by seekers or aoes.
Maybe a baby dunestrider moved into that static red chest, like a hermit crab?

quartz basin
#

!feedback let lunar enemies spawn with artifact of dissonance!

vivid relic
#

!feedback Change Artificer secondary to require a separate button press for each firing instead of automatically charging the second shot if backup mags are used. Same goes for other charged skills like loader's utilities.

tough pendant
#

!feedback Beetle Queen Buff

Right now, the Beetle Queen has a beetle summoning ability that people barely even notice. I have a suggestion to make it a bit more dangerous.

The Change
Whenever the Beetle Queen uses her Beetle summoning ability, she also buffs all nearby Beetles and Beetle Guards.

The buff I had in mind is an increase to armor, speed, and attack speed. However, that isn't my suggestion. All I want is for the Beetle Queen to buff nearby Beetle-type enemies.

Why?
Beetle Queen is one of the more lackluster bosses. She doesn't have a nuke like the Vagrant, healing like the Dunestrider, or giant death rings like the Solus Control Unit. This change would help her stand out more among the cast of bosses, and help her to be a bit more powerful as well, as that's something she lacks.

mossy vessel
#

!feedback Hopoo should make a new 3d action platformer where you play as acrid

leaden atlas
#

!feedback captain beacons reworked as temporary placements

I don't think the ability is that weak, it'd just be nice to use his special ability more than twice a stage on somewhere that isnt the teleporter

Hacking would probably need a long cooldown (around 5 minutes?) that resets on stage completion. The other 3 could function as temporary combat boosts with short cds and lifetimes if their effects were weakened. All 4 could have nerfed efficiency with cd reduction items or just be unaffected by them.

flat hinge
#

!feedback

Change the text on 3d printers to 1 item rather than 1 items

daring gyro
#

!feedback
Drone 3d printers

hearty compass
#

!feedback

Allow captain to used orbital probe/beacon in hidden realms.

We can set flaming monsters on fire, freeze ice monsters, and bleed robots and rocks. Orbital probes in void fields doesnt seem like that far a stretch.

loud trench
#

!feedback engineer's shield should protect from long range damage including when enemies have tesla coil, etc

safe prairie
#

!feedback
Maybe reorder the logbooks so that A Moment, Whole is after A Moment, Fractured. Doesn't really make much sense to me to be in the current order.

tough pendant
#

!feedback Shield Buff

If you take damage while your shields are down, your shield recharge timer doesn't reset.

Why?
Shield just isn't that good in its current state. I believe that this change would make them better without making Transcendence insanely good, as chances are, if you take a hit that doesn't affect shield while using Transcendence, you're going to die. It would also make shields more reliable.

delicate pewter
#

!idea by @delicate pewter and @open edge. Concept for a survivor that has learned to live with the planet instead of fight it. (At least in some regards).Little_Disciple

craggy flax
#

!feedback to make shields a viable choice(not considering OSP), add some effects to shield items for having full and empty shields. Such as speed buffs when empty, damage buffs when full. Since just shield generator, trancendence, and elite powers give shields, add one or two green shield items with different effects.

silver crane
#

!feedback Item

Eternafrost
Rarity: Rare

Possible Effect #1: Inflicting damage with character abilities (M1, M2, Utility and Special, not items) that have a proc coefficient higher than 0 inflicts a stack of Frost.
Each stack of Frost slows the enemy's movement speed and attack speed by X% up to a maximum of 20 stacks.
Upon reaching maximum stacks, that enemy is Frozen, usual Freeze rules apply.
Enemies cannot receive **Frost **stacks while **Frozen **and for a certain per-enemy cooldown after the ice thaws out.

Possible Effect #2: Increase Critical Strike chance on **slowed **enemies by 10% (+10% per stack, additively)

tacit hinge
#

!feedback Shield_GeneratorTranscendenceBlast_Shower
Alternatively to the shield buffs above, perhaps make the shield regen wait time a debuff that shows up above your health bar, like the Kjaro's / Runald's Bands.

This would let it get cleared by Blast Shower, and would buff both Shields and Blast Shower without altering the current item pool

wispy vault
#

!feedback

Electrokinetic Turbine (Uncommon)

Gain shields equal to 5% of your maximum health. Hits that deal more than 400% damage restore 25 plus an additional 5% (+5% per stack) of maximum shields. Recharges every 4 seconds.

cosmic remnant
#

||!feedback|| Repulsion Plate Buff

All damage is reduced by a flat 5 damage 3% of your max health. Hyperbolic.

I love the concept of the plates, but right now they scale miserably. They're decent on stage 1 and very strong on stage 1 with aoGlass, but past then its only useful against bleed and burn, and those aren't major threats unless you have multiple stacks, at which point the damage per tick overpowers plates unless you're intentionally stacking plates. Making them actually do something past the first stage will make them not a low-tier item that is often forgotten about.

slim talon
#

!feedback
I think that despite all the complaints that beetle queen is too easy, that being an easy boss does have a place in the game. Both golem and jelly can kill players if they aren't careful with specific attacks, and even beetle queen can do this for unprepared players if she nails them badly with her acid, but that's easier to avoid than most other bosses. She's a sigh of relief boss basically. And I think that's important because with easier bosses like beetle queen you can have things like overloading worms and hordes of elites. The only suggestion I think would be alright is giving her the ability to summon beetle guards but I do not think she should be brought up to the same level as the other two stage one bosses.

little barn
#

!feedback
Almost everyone agrees that shields are generally worse than just having health. Shields simply cannot compete with normal health, and often are even worse than just not having them and thus having less overall HP.
IMO, this is because there are no items affecting how shields work. We have Transcendence and the Personal Shield Generator, but they only convert your health into shields and add more shields respectively. Meanwhile health has tons of items that give you more of it or make it regen faster or just heal the health damage you take.
I think what is needed to make shields viable is to add a couple items, at least 1 per tier, that functionally change how shields work. These could be simple items that reduce the timer on shield recharge, outright restore shields in exchange for meeting some criterion, or maybe even a lunar item that completely changes how shields work, much like what Corpsebloom.

vagrant stream
#

!feedback
Make more elite versions of the monsters, it would be fun to try to work around the different elite types. When I first picked up the game and I noticed the different elites, and thought that the idea of having elites was cool way to have some variety in the game. I believe that you should keep the elements of the planet as elite aspects, but please just add more aspects, you added one more a couple of updates back, and you haven't expanded upon the idea for a long time. (I am not asking for many elite aspects btw, just a couple more to add some complexity to the game, another attack to dodge or something) revision

tough pendant
#

!feedback Item Idea

Green Item
After using enough charges of cooldown skills, enter an overheat mode where all of your attacks apply burn.

There would be a little indicator that shows how close you are to overheating somewhere on either your model or maybe near your crosshair. Each individual charge of attacks counts, meaning that (for example) using all of Engi's Thermal Harpoons counts four points towards overheating. However, attacks without cooldowns, such as Commando's primary or most other primary attacks, would not contribute.

These are a few things that stacks could change:

  • Overheat Duration
  • Amount of Attacks Needed to Activate Overheat
  • Burn Duration
  • Burn Damage
    However, that part could be decided by the devs.

Why?
To provide more synergies for cooldown-based characters (such as Artificer or Scrap-Launcher MUL-T), and to make items that provide extra charges of abilities a bit more valuable later into the game.

I would love to hear feedback on this idea.

frail roost
#

!feedback
make beetles a real thing :))

safe marlin
#

!feedback shoulder mounted turrets for engineer (alternate primary) engineer would get two gunner turrets on his shoulders that he could fire (they wouldn't be an auto lock in thing) but they could have a high firerate and low damage and proc coefficient kinda like MUL-T giving him the option to be able to kill flying enemies alot easier and a bit of a gameplay change for engineer players

cosmic remnant
#

!feedback
Lunar: Solar Amulet
Inverse the effects of all lunars.

Crown: Gain gold when hit and lose on attack

Corpsebloom: All regen (excluding natural) is halved but is applied instantly

Gesture: Longer cooldown but maximum storage is infinite.

Glass: Health doubled but damage halved

Trans: Health is less but natural healing has an aegis effect.

Gouge: Combat enemies spawn every several seconds, using shrines delay this.

Focus: Slower but larger area

Rachis: Area debuff

Purity: Longer cooldowns but lucky

Strides: Utility is scrambled between every survivor's utility on use

Visions: Primary is scrambled between every survivor's primary every few seconds

Effigy: Area buff

Meteorite: Area heal

Tincture: Area heal

Tonic: Debuffs you, chance to gain a permanent buff

safe prairie
#

!feedback
Increase the TC-280 Prototype's regen. It's a tank, but if it starts taking damage it is noticeably difficult for it to get back on its feet. For a drone that costs about as much to buy as a legendary chest, its survivability should feel a little better.

Editing for some context, my TC-280 nearly died from near full in an encounter with a single Clay Templar on stage 7. It survived, but stayed at around 1/3 health for the remainder of the stage.

little barn
#

!feedback
Artifact of Clouding
Shamelessly stolen from Binding of Isaac, this artifact would make it so that you cannot see what an item is before you pick it up.
Wouldn't affect most runs, but would really make lunar items a true gamble, and make shops an oddity. Maybe remove those shops from the Director pool while the artifact is on as well.
When used with command, maybe you cannot see the items in the menu but you still have a choice? Would help teach muscle memory for command runs.

exotic sable
#

!feedback
Make it so that you can read the logbook while in-game (so that you know what logs/achievements you're missing)

little barn
#

!feedback
Final Boss Area Spoilers
||For the hidden Shrine of Order, can that be scaled to have 1 more there per player in the game? I think it would be a really funny run ender to be able to goof off with friends and quad order Mithrix.||

torn mist
#

פךז

shrewd tapir
#

!feedback make it so when you ping something that is on your team (drones, turrets, players etc.) it says "x wants to protect y". I dont know why would i want to attack my own turret.

silver crane
#

!feedback Give Beads of Fealty an effect in the Mithrix fight or in Commencement. The item description states "It seems to do nothing" which sounds like a good reason to give it an effect in the Mithrix fight.

dusty zephyr
#

!feedback Maybe consider stacking sticky bombs reduces their fuse time hyperbolically? I've noticed during the late game when you start killing everything very fast the sticky bombs explode too late to have any real impact on your damage output.

copper crater
#

!feedback Now Hopoo gave us our Frog, but what if we got a Frog Survivor? Acrid_Meat

peak needle
#

!feedback please give us the Weaver or Paladin ideas from the survivor vote

wind galleon
#

!feedback
With mul-t, there really isnt an incentive to use anything besides his nailgun and rebar. The buffs to his scrap launcher were good, but it's still too weak to be on the same grounds as his defaults. His other two could use some buffs, the most obvious one would be to remove the 4 scrap rockets cap, and let him take full benefit with fire rate. And for the buzz saw, maybe some sort of armor or innate stun effect, as mul-t isnt made with being within melee range of enemies.

TL;DR Buff mul-t's rockets and buzzsaws to be on par with rebar and auto-nailgun
EDIT: spelling

harsh torrent
#

!feedback Happy madness day 2020. Here's your Commando skin.

tough pendant
#

!feedback Equipment Change

Equipment Now Break
Each equipment, after x uses, will break, causing it to disappear from your active slot. You will have an indicator telling you how many uses you have left before it breaks. Lunar equipment will have a greater durability than regular equipment, as you have to pay a lunar currency for them and they aren't all benefit. Each regular equipment would have enough uses for a few regular stages with regular usage, and Lunar equipment with more than a few stages with regular usage.

Interaction with Fuel Cells
Each Fuel Cell gives an additional max equipment use, as well as allowing you to hold one more charge at once and reducing cooldown. Alternatively, a new item could be made that boosts equipment durability and possibly something else while Fuel Cells remain unchanged.

Why?
Really, to add a bit more variety to your runs. In most runs, you find an equipment you like and that's that. Equipment stop being part of your run, you already have one you like. This change would make equipment more dynamic, requiring you to change your equipment eventually. Also, it would help to balance out the Gesture of the Drowned, as it would now cause your equipments to wear out sooner.

EDIT: Clarified

spiral thicket
#

!feedback
Buff Commando's Tactical Dive
Commando's tactical dive has no reason to be used again after you get the tactical slide, it would've been better if the tactical dive were to give you i-frames and maybe clear any elite debuff (Runald and Kjaro's band debuff cannot be cleared since that would be broken).

Why?
Using the tactical slide instead of the dive could be a fair trade off where one gives more survivability (Dive) and the other more mobility (Slide).

white tartan
#

!feedback
Commando alt primary suggestion
Laser rifle
Fires a constant laser very much like engineers moving turrets but with a longer range.

pliant marsh
#

!feedback
Add the option to go to the final level anytime after the first loop, if you chose to keep looping. RIsk of Rain 1 did this by replacing all teleporters after the temple level with the divine teleporter, so why not do the same with the Primordial Teleporter? It's jarring that this is not a choice you can take especially at a newt bazaar choice.

I see no practical reason to not include the option, or anything that would mess with the game itself to replace teleporters from stage 5 and on with primordial teleporters other than placement issues that seems like it can be resolved easily. Sometimes I want to go only one or two more stages for items instead of looping around an entire five stages and wasting more time on a run that is already won, or many many other situations that can't be resolved without a Primordial Teleporter.

grim crest
#

!feedback allow 360° view & free camera moves when spectating

jade ember
#

!feedback I still feel Red Whip is a bit too weak of a green item. It's not completely terrible or useless, but waiting 5 seconds for an Energy Drink strength speed boost is... questionable. Not to mention the anti-synergy with survivors like Acrid and Mercenary, who cancel the move speed boost just by moving around normally. Decreasing the activation time, increasing the movement boost, making it only deactivate upon actually hitting something with your skills, or any combination of the three would be appreciated.

rotund crest
#

!feedback
This is probably already been put out there but ill do it anyways.

As a extra for the themed dlc's you could play as a monster related to that theme, either a existing one or a new one.
This character would be like a "black sheep" having different intentions and having a slightly different look with unique skillsets that are unlike the normal mobs.

For a good example check this out.
https://thunderstore.io/package/Tymmey/Lemurian/

flat hinge
#

!feedback

This is probably already been put out there but ill do it anyways.

As a extra for the themed dlc's you could play as a monster related to that theme, either a existing one or a new one.
This character would be like a "black sheep" having different intentions and having a slightly different look with unique skillsets that are unlike the normal mobs.

For a good example check this out.
https://thunderstore.io/package/Tymmey/Lemurian/

safe prairie
#

!feedback
Simple QOL change:
The cell vent count in Void Fields should progress when you activate the vent, rather than completing it.

For example, right now, if you are doing the cell 9 task, it says (8/9). This should say (9/9).

This would be more accurate to what the objective actually says, as well as make it easier to keep track of cells, because I needed a constant reminder that I was on the next cell rather than what the objective said.

warm quail
#

!feedback
Purchasing a guaranteed stage from the shop should still take place if you take void fields.
This might already work with normal stages but I bought a guaranteed gilded Coast, went and did void fields and then got put on stage 4 instead.
If the idea is not to be able to have 3 hidden realms in a row at least have some indicator that going to void fields removes your guarantee.

jade ember
#

!feedback Predatory Instincts, Harvester's Scythe, and Shatterspleen all give 5% crit chance to bolster their own usefulness and to be more usable in case you don't have a bunch of Lens-Maker's. As such, Forgive Me Please should have an extra effect so it's slightly useful without any on-kills, especially so since it takes up an equipment slot instead of just sitting in your passive inventory.

inland nova
#

!idea a sentinel character which is pure defence and is used to allow monsters to get distracted in attacking the sentinel sothe team can attack the monster

rocky peak
#

!feedback Text-to-Speech feature similar to Moonbase Alpha

vocal flower
#

!idea a sentinel character which is pure defence and is used to allow monsters to get distracted in attacking the sentinel sothe team can attack the monster
@inland nova !feedback B)

shrewd oasis
#

!feedback
Pings could be used to target drones onto specific enemies or players. This would make drones more useful and midigate the problem of drones (especially the big boi) getting stuck on terrain.

This would be especially useful in multiplayer as each player has a ping. So you could have a setup where two players can provide focused support through healing drones and two players focus on maximum damage.

If ur wondering how you would heal your self in single player, u can ping the ground under or adjacent to you to get a healing or emergency drone to approach.

  • from a developers perspective I would code it so that drones you purchase would only respond to your pings in a multiplayer game. This way you would have agancy over your drones, however, you would have to be smart about which drones you buy so that you contribute to your team (if ur the team healer, you don't want a bunch of Gunner drones needlessly swarming to a teammate whenever they need heals). I would also make it so that drones won't flock to pinged chests, shrines, or unpurchased drones, only pinged enemies and teammates. Lastly I would add in a buffing drone class that could add small amounts of barrier, attack speed, or movement speed (in my opinion damage would be too OP with large quantities of drones). The barrier and movement speed drone would be priced slightly higher than a healing drone and spawn starting on stage 1. However the attack speed drone would be priced around the same as a burny boi and start spawning on stage 4

Over all I think this would make drones much more useful as I think the community largely sees them as firework fuel after the first loop. Drones are a cool mechanic and this addition could add more agency to your runs especially in the largely neglected MULTIPLAYER (that's what the devs say the want ;). So, with this post I am calling for my fellow gamers to rally behind my cause and make drones great again.

marble light
#

!feedback
Green item idea: all followers (drones, beetle guards, etc) gain up to 1 (+1 per stack) stack of each of your items. (The amount of items they get could be changed for balance)
Note: they wouldn’t be able to get items that summon more followers such as queen’s gland to avoid breaking the game

leaden atlas
#

!feedback Qol suggestion for rex utility

Let rex hold to shoot DIRECTIVE: Disperse/Bramble Volley from the opposite direction you are facing; Ex: if you are looking slightly up, it will shoot from behind you slightly down

Flipping around for the blast is cool, but sometimes it can feel tedious. Tapping would retain its current function and still be usable for mobility, while adding a hold option allows for easier mobility without flipping around

kindred silo
#

!feedback
Stacking the Beads of Fealty should reward you with more lunar coins, with the consequence of either making Kipkip more powerful or adding another scavenger to fight. This allows for a more convenient way to “farm” lunar coins, as opposed to repeatedly obliterating for a guaranteed 10 coins per run.

leaden nimbus
#

!feedback
Ban tonic affliction from turret items, I want to be able to fulfill my drug addiction on every character

jovial stump
#

!feedback
More ROR1 items and equipment 😎 LensMakers_Glasses

flat hinge
#

!feedback

Add back giant amethyst from the first game

amber ivy
#

!feedback
I really love the rework for the bands, but I find it a little weird how cryptic it is about what exactly can proc them. Especially because it's possible to have kits for survivors that can't proc them without other items (like ATG).
This isn't necessarily feedback for them to be changed, as I believe they're in a great spot, but figuring out how bands proc is somewhat confusing. Especially since its description is "high damage hits" when that isn't entirely the case. Since you can have high damage hits due to items like crit/glass, but since the base damage isn't high enough it doesn't proc the bands.

queen plover
#

!feedback
Adjust the elite aspects to be more worthy of an equipment slot.
They are too exceedingly rare and only provide passive buffs to your characters. the Woodsprite is an example of an equipment that offers a passive effect as well as an active one when used.

Aspects should have some kind of effect when used, like forcing the ice explosion with a Frost Aspect or spike balls with the Malachite Aspect. This would also make certain items like the fuel cell important things to consider should you get your hands on one.
Elite Aspects should show up in your logbook once you obtain them, and there should be other ways to get one to use besides sheer luck. For example, some kind of exchange of specific items of each rarity in the Lunar Bazaar to get an aspect you want? Gasoline, Kjaro’s Band, Brilliant Behemoth, Molten Perforator?= Fire Aspect
(Optional)Aspects should have other passive modifiers to make them even more unique, like changing the way other elites and their affixes affect you. For example, Frost Aspect preventing freezing but increasing damage taken from the burning status, or an Overloading Aspect increasing the damage you deal and take from other overloading enemies. And should more elite types come later down the line...

winter bluff
#

!feedback
make it so that teleporter spawned magma/overloading worms can't aggro on non player entities outside of the teleporters range unless attacked by them so they don't cross the whole map to find that one gunner turret

ebon river
#

!feedback
Add something in the interface that displays how much hp you have left to get from Infusion

raven jacinth
#

!feedback
In the environment section to the Logbook, it states for every single unknown location that you must "repair a radar tower in the stage". This goes on every single unknown location, even though the hidden locations don't have Radar Towers TO repair.

You should change the flavor text for the hidden stage locations to "Find the logbook in the stage to unlock this entry." or something else along these lines.

vagrant stream
#

!feedback

Let's have more elites into the game, but not as boring as the originals, some of the ideas that some people have come up with are:
Healing: heals enemies around it but not by a ton, tier 1 elite
Champion: is immune to all procced items, for example atgs, ukuleles, stickies, meat hook, etc. etc. etc. tier 3
Pyhlacctery, makes all creatures aroung them invincible until it is dead, tier 3, someone had the idea to have this elite give massive dmg resistance instead of straight up invincibility, so that could also be an option
Also, i want feedback on this not just a reaction please, whether it's through dms or a ping!
I am revising this btw, so your ideas can influence this feedback, i want the game to be more interseting for everybody, not just me!

mild garnet
#

!Idea
Red Item: Atomic Wasabi
When more than three(?) status effects are applied at once, lost health is refunded after status effects are removed

If that's not clear enough, basically whatever health you lose from several stacked negative status effects is refunded once they're all cleared. Would synergize well with things like the blast shower, and could add an interesting benefit to some lunar items with negative effects. Stacks could lower the threshold for the heal to apply, though I'm not sure about that part.

(Goof'd the format, sorry commandosweat)

winter berry
#

!feedback
Red Item: Atomic Wasabi
When more than three(?) status effects are applied at once, lost health is refunded after status effects are removed

If that's not clear enough, basically whatever health you lose from several stacked negative status effects is refunded once they're all cleared. Would synergize well with things like the blast shower, and could add an interesting benefit to some lunar items with negative effects. Stacks could lower the threshold for the heal to apply, though I'm not sure about that part.
@mild garnet use !feedback next time mr Brain

pine fable
#

!idea
Once you beat a certain level eclipse run you unlock the ability to do it in multiplayer with others who have completed the same level.

shell solstice
#

!feedback Once you beat a certain level eclipse run you unlock the ability to do it in multiplayer with others who have completed the same level.

tawny summit
#

!feedback
The end credits scene should be raining, or maybe the run back from commencement, so that it's like a full circle sorta thing, since its called risk of rian

heady delta
#

!idea
Once you beat a certain level eclipse run you unlock the ability to do it in multiplayer with others who have completed the same level.
!feedback (original by @pine fable )

vagrant stream
#

!feedback
pacificoToday at 9:29 PM
"Put some kind of progression (level outside the round) to the game. For now i don't see any reason (besides fun) to keep playing the game after getting all the steam achievments and in game achievments."

sullen sparrow
#

!feedback Add Russian font to the game because current one looks terribly. Here is some examples

crisp brook
#

!feedback currently mithrix is quite possible to cheese by just spamming ranged attacks from a far while on top one of his little pillars or one of those ramp things, or just by flying around like a mad man. now i know mithrix has lots of moves that catch mobile opponents but none are that effective and mostly serve as a "OH SHOOT" moment, and most are only in his third phase. so most of these only apply to his first phase and not the third

maybe add more things for mithrix to get you out of the air, particularly mix ups

attack 1 : when he jumps instead of landing with a shockwave wall (like the ones in the ending sequence and the ones that spin around), he will land and raise his hammer up to slam the ground for a wall shockwave that has gaps open so it doesnt cover the entire map and guarantee a hit

attack 2 : instead of jumping and doing one of those shockwaves it can just make him jump to your current height so he can do some air attack or whatever so you cant just stay up on your MIGHTY GOD PILLAR and laugh at mithrix as he struggles to do anything really

attack 3 : if you are in the air and attacking him, like flying around not on the pillars, then it will either do the mixup 2, 1, or this mixup where if your close but not quite close enough to hit with his current moveset, he can do a little air punish where he swings in the air to hit you with pretty long range

and finally the most important thing, 4 : make him so he can actually like walk up those ramps and not just eat hits

little lava
#

!feedback return Ancient Scepter but have it upgrade our primary fire

smoky mural
#

!feedback

add more noticeable audio/visual feedback for when drones die (particularly tc-280 - it's a huge drone, after all). currently drones fly so far away from the player and die so quickly in the lategame that i don't even notice when or where they died, which makes finding and repurchasing them way harder.

hearty compass
#

!feedback
The overloading affix should add bonus shield instead of replacing hp. The current shield passive feels like a nerf to both enemy elites and players

digital ruin
#

!feedback

mithrix is in a good direction right now except I still feel the need to avoid items for the last phase and always forget I lose my dio's on it.
he seems to have better proc chance but im not researched about that.
my source of frustration is that it seems I'll need to avoid items again despite the devs not wanting that, plus the fact that its supposed to be the easiest phase, I still get deleted by massive proc chains of stickies to ATG etc.
so I got two ideas
A) have mitrix NOT take red items OR let you keep dio's best friend.
B) have mitrix take everything but you gain back items based on rarity first: reds then greens then whites.
I hate thinking I can plan for mithrix just to remember you can only die once since you never seem to get your dio back in time to survive the insane proc chain if you had a god run and decimated the first 2 phases.

tough pendant
#

!feedback Missile Attack Changes

Make missile-type attacks a bit less accurate, possibly being compensated with by more power.

Missile Attacks include:

  • Missile Launcher
  • ATG
  • Fireworks are already inaccurate enough, I don't think they need to be more inaccurate

I'm not including Engi's Thermal Harpoons, I believe those should remain the same, as they do replace a bubble that blocks all projectiles.

Why?
I feel like these attacks should be powerful, but not the most reliable. They should be dodgeable if you move in the opposite direction of them. This would make these types of attacks more fair if a Scavenger gets an ATG/Missile Launcher or when ||Mithrix takes your ATG and kills you after the ATG procs on a normally weak attack.||. This would also help them to stand out as "good damage, but not the most reliable" items.

crisp brook
#

!feedback Ping changes edit : i pressed enter too soon looool

idea is that if you ping something then it will have most things target it, so if you use a disposable missile launcher then ping something the missiles will target mainly the pinged target, or for things like royal cap if you wanna use it on the fly no aim, you can just ping the enemy you wanna get struck by the might of zeus with and still fight other enemies

charred ermine
#

!feedback contributing to the idea above me make pinging an enemy force allies to attack that target like I want my turrets attacking a titan and not some beetle outside of teleporter

tough pendant
#

!feedback Elite Idea

Make Lunar an actual elite type, not just a prefix to Lunar Chimera.

How it could Work

Spawning
Lunar elites could be an elite with a 0% chance of spawning, with an increasing chance of spawning based on how many lunar items you have. They could also have a higher base chance of spawning on Sky Meadows, as you are closer to the moon there.

Effects
Lunar elites could be either T1, T2, or T3 elites, or possibly in a category of their own. Their effect, I think that should be left to the devs. I'm just suggesting that they exist, not what they do. However, some possible ideas include a buff/debuff applied on hit that increases some stats and decreases others, increased stats and decreased stats of their own, etc. This visual effect on the enemy model would just make them look like they've been taken by the Lunar Corruption, so somewhat similar to the Chimeras and ||Mithrix||

The Chimeras
The two Lunar Chimeras would now be their own enemies, just Chimeras. In fact, one of them could use a name different from the other, just to help distinguish one from the other. An example would be making the golem-like chimera be called the Construct, while the wisp-type chimera would just stay as the Chimera. However, that's just an idea, not part of my actual suggestion.

The Moon
Now, all enemies that spawn on the moon have the Lunar elite effect. This means the chimeras and other enemies if you have Dissonance activated.

The Planet
This is an interesting thought. Should the Chimera enemies always be a Lunar elite on the planet, or should they become just Chimeras without the elite effect? A family event can happen where just chimeras spawn, so this is something to think about. It would be cool to see what the chimeras look like when not corrupted, though. That would be something for the devs to think about.

Why?
To really make the Lunar Corruption stand out. My character limit ends now, so ping me for info.

little barn
#

!feedback
Spoilers for 1.0
||Mithrix is not fun to fight against as he is right now in my opinion.
The devs have said that the 4th stage is intended to be fun, but it is actively less fun the better you were doing. And the only feasible way to beat him is to just stand on a pillar and take potshots at him until you get to the point where you can actually fight him. And woe be to you if you have any proc chance items. Then he will get several procs on you if you peek you face at him at the wrong time, instantly ending your life as you have little to no defenses.
The only feasible way to beat Mithrix without cheesing him is to go into the fight with little to no items so that he cannot benefit from them himself. Not only does this make the rest of the boss fight less fun, for many people it makes the rest of the run unfun.
Can't really think of a way to make it much better other than letting you try to chunk him to death before he steals all your items, but I just wanted to get my thoughts out.||

leaden nimbus
#

!feedback
The ability to look straight down and up

serene solstice
#

!feedback
[Mithrix spoilers, you know the drill]
||A lot of people have complaints about Mithrix's final phase, particularly in regards to certain items being far too powerful on him. Stuff that bypasses OSP, makes him have extra unavoidable attacks, or makes it impossible to take even a single hit without dying. I have a... potential solution, which would not be fun to implement, but would probably work.

Rework how each item, individually, works on Mithrix.

Yes, I know, this is insane, and will likely take tons of work because it conflicts with the character system, but bear with me here: the best way to fix certain items being broken on him is to simply nerf those items only for him. For example, AtG could target the player less directly, or Tesla Coil could fire off more slowly. Just enough of a change so you don't need to avoid certain items to win against him.

If this is too much work, I completely understand. This late in development it's entirely possible that this sort of solution is completely infeasible, and would require months just to change the underlying systems to allow this, not to mention the design time it would take to go over every item. But please, at least consider it. With enough work put in, this could be the answer to making Phase 4 feel truly balanced.||

dim hamlet
#

!feedback
New Challenge for Captain: Owning the Joint
As Captain, kill the Artifact Reliquary, Alloy Worship Unit, Aurelionite and Mithrix in a single run.

Unlocks an alternate shift: Orbital Laser
Request up to 2 Orbital Lasers from the UES Safe Travels. Each laser appears after a short delay. Each laser deals 400% damage every second [0.8 proc for each tick] for 5 seconds (rounding out to 2000% per laser total). Lasers can be put onto walls, causing them to appear horizontally. Applies shocking to all small and champion monsters. [Cooldown of 11 seconds]

The trade-off with Probes is that they deal more instant damage, meaning they are better for proccing bands and a single ATG, but the lasers provide more consistent damage and ensure targets that get hit once stay in it for the full duration. The lasers are also more useful in certain boss fights such as with the Worms and Hordes of Many as they cover a much wider area.

Edit: Typo

crisp coral
#

!feedback MOBA

A new mode that is competitive in nature. I want to make this a mod but I do not know how to mod and also do not have the time/energy, but I think this game mode would be SO much fun.

Two lanes, 3v3, mobs spawn just like your League of Legends/Dota, crabs are normal creeps, Stone Golems are siege creeps. Item purchases would be command chests in spawn. Each team has to charge a teleporter with their own respective boss.

ocean mulch
#

!feedback

Make a line of ror2 funko pops

timber hawk
#

!feedback make a post and pin it for lfg pc that explains how joining games works so new people can easily check how to join games

eager plume
#

!feedback The game is in a wierd place where "Run and gun" is pretty much the only strategy, and what I mean by that is the best builds all take advantage of being too fast to be hit and dealing damage on enemies before they can damage you. All builds in the game currently work towards that. A proposed change could be gaining armor per level, a minute amount, but enough so that you don't HAVE to prioritize damaging sources. Other changes to items to support a "brawler" style where mistakes are okay are changing Repulsion plate to an armor stacking bonus, or the following ability applied to everything pertinent: "Having more stacks of something decreases the time for it to reactivate."

languid copper
#

!feedback
if, as stated in the last patch notes, the final phase of the final boss is intended to be "a fun phase, not a frustrating conclusion", ||stealing all the items that you need to be able to do any damage or stay alive|| is pretty easily the most dangerous thing the boss could possibly do outside of outright instakilling you
the only way to make that not be the hardest part of the fight is to completely rework it, because ||losing all your items|| after any more than about 40 minutes worth of scaling is an absolute death sentence and makes the boss essentially impossible after looping more than zero times

nocturne otter
#

!feedback
add “preparations for battle in the final stage” like in ror 1
the long road, the enemies without reward after kill and the time which is still running out
make that final stage the least attractive in game
add Interactables that you can activate
to get resources on final boss fight
something like:
fix broken radar - you get Resupply or healing beacon
charge the void portal - summons Void Reavers to help you
fix broken laser turret - shoots a laser beam when activated
these are just examples

shrewd oasis
#

!feedback

Make elite aspects items rather than equipment. The code is already there, all devs have to do is recategorize the aspects. As for which category, I'd say boss items. Same percent chance and effect, elites will just an aspect boss item instead of a Garbo equipment

little barn
#

!feedback

Make the Cell Vents in the acrid event area trigger warbanners

swift holly
#

!feedback

Please add a colourblind mode. While playing with the command artifact I cannot tell the difference between equipment and legendary items.

hearty compass
#

!feedback please add a void fields portal in the newts shop after you unlock acrid

||Jumping down for void fields every time eventually becomes annoying, especially if you are engineer or captain. A closer portal removes this inconvenience, and making acrid the requirement ensures that only players who have already found the original get to skip the drop.||

leaden atlas
#

!feedback post cause of death in chat

so i can get bullied for dying to a wisp

pseudo rain
#

!feedback PLEASE buff mul-t scrap launcher

brisk socket
#

!feedback What about giving the Artificer's primaries a proc change greater than 1? Would make the character require less items to trigger certain on-hit effects compared to other character, which would otherwise not be as useful due to the limitations by cooldown

grave plaza
#

!feedback Alternate utility for Captain
TC-81 Prototype
Summon a TC-80 drone that inherits all your items. This drone would last a limited time (25-30 seconds?) and the skill cooldown would be a little longer than Engineers special. Reason: It would be epic.
Edit: Removed ban on movement speed items.

mild fiber
#

!feedback Could you please add more trophies (basically like in Steam since the new patch) to the consoles with the next update?

static hawk
#

!feedback bring back enforcer as a roided out much larger version of himself with tattered gear like hes been surviving on the planet alone

wispy vault
#

!feedback

Ocular HUD change: Passively grants +25% critical chance as long as it's being held. Upon activation, increase critical strike multiplier from 2.0x -> 2.5x for 8 seconds.

This change would make it more similar to Gnarled Woodsprite, granting a passive benefit as well as an on use ability. It would also not be completely invalidated by 10 stacks of a white item, making it a more valid equipment for longer runs.

grim crest
#

!feedback Idea for Mithrix's last phase :

Mithrix takes everyone's items, but instead of using them all at once, he would use a certain % of everyone's items depending on his HP, then under a certain %, he gives back the used items & take other ones.

For example (if it's not balanced, maybe add checks each 10% or each 33% instead) :

-Mithrix takes everyone's items,he's at 100% HP.
-Mithrix only uses 20% of everyone's items. As a note, hitting mithrix still gives back items, but not all of them
-When Mithrix reaches 80%, he gives back the current used items that have not been returned yet (so 20% of everyone's items is returned at this moment).
-Mithrix takes another 20% of everyone's items that hasn't been used yet.
-Under 60%, he gives these 20% back
Etc... until he reaches 0%.

Moreover, mithrix's HP should be increased (+100% or +200%, i can't do tests so i don't really know how much of an increase mithrix would need) to prevent instant item recovery by using capacitor or preon for example. It might be a good idea to increase his speed too. Also, mithrix's items should, for each check, be displayed so players can know what he's using, thus acting accordingly to that.

I think it would make the fight more interesting since mithrix's last phase is pretty much unilateral (either mithrix's items are stupid enough to kill everyone in a sec, or instead he gets destroyed).

To make it harder, it may be possible to class the items in different "pools" depending on their usefulness so mithrix takes "bad" items first, then better items as the fight goes on. Another possibility is to give mithrix one of the equipments the survivors are using, then shuffle with another one after each check.

craggy flax
#

!Feedback
Alternate Captain Pylon
The Nuclear Pylon/Preon Pylon
The summoned pylon can be interacted with, at which point it will start glowing green and red, and after a few seconds it detonates with massive damage and radius (comparable to Genesis Loop) except with the Commandos grenade effect of dealing more damage to enemies close to the epicenter.

brittle apex
#

!feedback
Lunar coins don't really make sense in that they're a premium currency but there's really no reason not to have as many of them as you can when starting a run, so how about making lunars easier to get mid game (dropping more from enemies, trading gold/items for lunars at a shrine, etc.) and then making it so that lunars don't carry between games. That way they stay a "premium currency" but there's actually a reaaon not to buy newt altars/portals/pods. Would probably need a new reward for obliterating/beating mithrix if this was added.

little barn
#

!feedback
An idea.
INHALES
FOR THE LOVE OF GOD BUFF THE CAPTAIN TASER.
Here are some ideas:
The shock works on all bosses but Mithrix and lunar scavs, but if they lose 5% of their health, they break out of it.
Reduce cooldown to 5 and slightly buff it's AoE. the damage now starts from 150%, and is buffed by 60% for every bounce.
Make the holding down the secondary allow the player to see the bounces and the AoE, charging it up for long enough will increase the 100% every 5 seconds. However, this will increase the cooldown of it by 5, so you can deal more damage in one shot but the shock is more consistent.
Holding down the secondary will increase the shock time by 2 seconds every 3 seconds.
All of the above, feel free to leave out certain ideas if you want. Anything that will gives it no ACTUAL purpose aside reset the cooldown for the primary. Oh, that reminds be, remove that function and add these so the taser is less of a primary cancel and more of the utility (Since captain is one of the few without a base utility and is replaced with an attack) that the captain lacks oh so much.

fickle flint
#

!feedback
logbooks for the artifacts themselves. it could be field testing or how they were created by providence, but i think it would be interesting considering each ones different effect.

little barn
#

!feedback
Buff commando please.
It's been lacking in power, here's a few ideas.
Primary, double tap: Turn damage from 90% to 120%. Also decrease accuracy reduction over time and damage falloff on long distances.
Secondary, phase round: Make it larger and make it's damage rise from 300% to 500%, dealing 50% more for every target pierced. Slightly reduce damage falloff and make it immediately be able to be followed up with double tap (It has a very small endlag for the primary, and I want that removed).
Utility, tactical roll: Make it go further and make it have a very small amount of iframes at the start of the move.
Special, suppressive fire: Deal 150% each bullet.
Special alternate, frag bomb: Make it immediately explode on contact with a wall or an enemy (Not the floor), make it bounce up to 3 times, make it go faster, and increase AoE.
Edit: You could make the argument that these are too op, but I just want my favorite survivor to get some attention.

earnest finch
#

!feedback Give Acrid MUCH bigger range on the 3rd hit of Vicious Wounds and on his Ravenous Bite.

The biggest obstacle I see with melee Acrid being consistently good beyond early game isn't the lack of some sort of defensive utility (the Regenerative passive is quite strong) or damage output. Its how pathetic his range is compared to other melee survivors. Compared to Mercenary and Loader, Acrid has to comparatively faceplant into enemies to get his damage off while being significantly more vulnerable while doing so. Increasing the hitbox size of his most powerful melee hits, while not making as much "sense" as they would before, would make them a lot easier to use beyond early game and give melee-based Acrid the consistency it needs. Larger/more dynamic visual effects should probably accompany any increases the hitbox size of his melee strikes as well.

hearty compass
#

!feedback idea for alternate loader utility move

Debris Shield:
Loader gains attack speed, movement speed, and armor for # seconds.
Additionally, every 3rd hit of knuckleboom turns into an aoe ground slam (400% or more damage, same proc coef) that briefly stuns enemies caught in or slightly above it.

This offers an alternate playstyle without changing up any of her defaults. It also makes sustained melee combat a more viable option.

leaden atlas
#

!feedback
Artificer Utility /Special (Not sure which) Alternate Idea- Glacial Augment:

Artificer coats herself in ice for 5 seconds, gaining x armor.
After 3 seconds have passed, she can reactivate this ability to remove the armor and cause an explosion around herself that deals x% damage and freezes enemies. The explosion happens automatically after 5 seconds.

*Not sure about the numbers, jade elephant lasts 5 seconds and flamethrower lasts 3, so i went off those and ignored the armor/damage amounts.

Reasoning
Utility Version: She'd get access to tankiness that rewards aggressive play, making it more feasible to go in for risky flamethrowers or ion surges. The trade off would be not having the safe, longer range snapfreeze.

Special Version: She'd have better defenses and cc, increasing her overall safety by a lot. The trade off would be dealing less damage than the other specials (exact damage % undecided) on top of losing flamethrower's procs or ion surge's mobility.

wheat venture
#

!Feedback

Artifact of faith: (because if I’m remembering right, the aspects are tied to some sense of worship of various entities.)

Survivors ALWAYS have a randomized elite aspect granted to them, that swaps to another random aspect after entering a new area, and you can’t swap your aspect with any other pieces of equipment. (Or just make equipment flat out not be able to spawn, period with this artifact on.)

I think this would just be a fun addition to the game, especially since. For as neat the aspects themselves are, giving your survivor and entirely new color scheme with a fun little add on to their body. They...really are barely ever worth it in any regular run. So most of the time even IF one drops. You’ll just sigh and ignore it because you have a Preon or something with items to aid it.

So, why not make a special artifact that lets you just happily enjoy the various aspects to your hearts content, but also adding a downside of having to work with no true equipment.

stray void
#

!feedback

Maybe add some sort of free cam mode while death spectating I feel like it would add a it more plus I want to get cool establishing shots and panoramas and also with that and I don’t know if this already exists but allow the ability to turn of the hub

tough pendant
#

!feedback Loader Passive Change

Split Loader's Passive up into two different passives.

Passive 1
Immune to fall damage.

Seems simple enough to me. However, an additional effect could be added to make it not so simple, such as a passive headstompers where you deal minor damage to nearby enemies when you hit terrain at high speed, or possibly something else. Adding another effect would probably be for the best.

Passive 2
Punching enemies gives you barrier. The more barrier you have, the greater your x.

x could be a lot of things, such as armor, damage, attack speed, or possibly something else. This would add some synergies with barrier, and make this passive the one to go for if you plan on hitting the ground softly. The second part of the passive could be something else, however. That's just the best idea that I had.

Why?
Right now, Loader just doesn't feel very complex. Passive 1 would be her default passive, which leaves her with the gameplay she has now, just slightly changed. Passive 2 would add a bit of complexity and planning to her gameplay, possibly providing greater benefits if you can master it. This would appease both crowds, those who like Loader as is, and those who want a more complex Loader. I feel like it would be a change for the better.

white trench
#

!feedback
Artifact of Disorder (or something)

Every stage, rerolls every item you currently have into another item of the same rarity. Does not effect the quantity.

Does not effect the Equipment item (since we already have Artifact of Enigma for that).

austere oracle
#

!feedback
On the "stats" screen for xbox, the only stats viewable are prismatic trials times, but they dont actually update. I also think there should be more stats viewable, play time especially

tough pendant
#

!feedback Tougher Times Changes

Still Activate On-Hit Effects
Have the block only block the damage itself, not that the attack hit. This would mean that Razorwire would still proc when an attack is blocked. However, if the enemy also applied a debuff (like burn or bleed) or status effect (like frozen), it would still be applied. It would be a double-edged sword of sorts.

This could also be done by simply reducing damage to 1 instead of only activating on-hit effects.

Max Block Chance Reduced to at least 50%
This change is because when the chance to block goes above 50%, you subconciously expect attacks to be blocked instead of subconciously expecting to be hit. It would actually make you feel lucky when you block an attack you were expecting to be hit by. This would make the item feel more fair.

The scaling could also be increased to help keep it up where it was, such as by still giving around 15% block chance on the first stack. However, the scaling would drop much more because of this change.

Why?
Tougher Times is really powerful right now. These changes would help to make it not so powerful, and to make it feel more fair as well. Also, Void Fields, Scavengers, and ||Mithrix|| getting this item feels really unfair. This would make it feel less unfair.

simple frigate
#

!feedback
Let Scorched Acres have an analogue of Timed Chest (from Rallypoint Delta)
It will be time-locked after 10 minutes as well, and contain Gnarled Woodsprite Woodsprite

Due to the theme behind the stage and equipment of choice, it will be quite cool to see a "natural" interactible assigned to that, some sort of a tree or other vegetation that gets scorched/dried if time's up

That will give both stages an appeal point to run through first stages fast enough, instead of current 50/50 chance; Scorched Acres will receive an unique interaction; Woodsprite is quite different compared to the PreonPreon (defensive equipment - offensive equipment, short cooldown - long cooldown), making up a decent strat variety; and finally, this change fits stage's aesthetics.

Unlock method of "fully maxed out Shrine of Woods" could stay the same, but in that case the interactible may have to not appear until Woodsprite is unlocked

plucky fern
#

!feedback Alot of people say Aspects arent worth how rare they are and the fact they take up an equipment slot (despite being fully passive).
The only other equipment thats fully passive is Fuel Array and that's part of a challenge. These arent lunar items or anything they should not have a downside of taking up your equipment slot

Make Aspects their own rarity and give it a special spot on the hud somewhere but you can only carry the one aspect and when you pick a new one up it swaps

  • Does not take up Equipment space
  • Makes it more worth while
meager pulsar
#

!feedback
Bustling Fungus Tweak (Activation and Cancellation):
Idea:

  1. Bustling Fungus will now activate by: not hitting movement keys or "shift" or "r"
  2. Bustling Fungus will now be planted (like a deskplant) and
  3. Bustling Fungus will now disappear upon leaving the area

Reason / Effect:

  1. This change is purely to stop the annoying activation cancel from taking a bit of knockback
    2 & 3. With this change bustling fungus becomes way more viable on survivors other than engineer and it will even being viable to stack because having the area increase will allow more play space (since it now disappears when leaving zone)

P.S: with this the area of fungus may need to be decreased

deft warren
#

!feedback
A unique change that could be made to Commando would be to change the way his Phase Round M2 ability works. Instead of being a “click M2 and do damage to enemies in a line/group,” it would change the “ammo” his M1 ability uses, hence the name Phase Round. It would load one or two of his M1 shots with Phase Rounds instead. It might also give him a small buff, like a short increase to movement speed to help line up the shots. There would also have to be changes to the damage, as this would have too good of a synergy with Backup Magazine, albeit it is very fitting for the names. It would work somewhat similar to Chef’s special from RoR1, although only on the M1, and it wouldn’t increase it’s power nearly as far. I can see these changes helping Commando’s damage output and scaling a little, and the Backup Magazine synergy would be sick.

meager pulsar
#

!feedback
Overlapping War Banner's should increase attack and movement speed more (currently it's locked on one)
(P.S: noticed this with mods, may be a bug with mod/ game)

kindred silo
#

!feedback
Adjust bands to proc when a high amount of burst damage is dealt to one target. This way, most survivors will be able to proc bands without the limitation of needing a 400% damage ability. This change will also encourage players to actively use up resources on a high priority target instead of passively waiting for a high damage/band cooldown and depending on kjaro’s dot for all of your dps.

short agate
#

!feedback
Hopoo games should make some figures because who doesn't want their favorite character on their shelf?

knotty chasm
#

!feedback
Hades autosaves after ever room, so you can quit the game and come back and start in the next one. In the same vein, Risk of Rain 2 ought to save after every level. It's great for time-strained players, or players who receive urgent notice to deal with something that will last a while, or players with actual lives.

fleet rover
#

!feedback
A new game mode where you have to defend an object as opposed to running through stages. This object can only be healed from pick-ups or wave progression. Chests would respawn costing more and more as time grows on (or if sacrifice is on items will just drop). I think that it would add a different playstyle to the game for other players. It could be added in lore wise with the game as well with it being said that something came from your ship and needs to be protected. That is just a rough sketch for that idea.

austere oracle
#

!feedback
New item idea
Green item
Defeating the teleporter boss instantly charges the teleporter by 10(+5)%.

zenith kindle
#

!feedback Can we have a lunar item which doubles HP but havles dmg?

white night
#

!feedback

On PlayStation, allow the item from command essences to be selected using the D-Pad. This would greatly speed up the selection process. It would also be beneficial to disallow abilities to be activated from menus. I’ve lost count of the amount of times I have to wait on a cooldown because I hit O to exit the pause menu.

merry trail
#

!Feedback
Expand Newt's Lunar item shop in multiplayer
Not an extra 5 items per player, probably an extra item available per player, up to 8 items at 4 players
Why? Almost everything already scales with multiplayer, seems weird that the Lunar Bazaar doesn't.

brisk socket
#

!feedback Limit the maximum amount of time it takes for the Artifact Key to spawn in the Bulwark's Ambry. If you have bad RNG and spawns are slow, the map can be a real chore.

little barn
#

!feedback
The announcement that Sundered Grove only has a legendary chest makes fourth stage even more annoying for multiplayer. Previously, you had a 50/50 chance of getting Abyssal Depths or Sirens Call, and the former gives 1 person a guaranteed legendary, while the latter gives everyone a guaranteed legendary.
With this new map, there is now only a 33% chance that everyone can get a legendary. IMO, something should be done to make both maps actually worth going to in comparison.

jovial sierra
#

!feedback Slightly increase the explosion radius of sticky bombs per stack.

This would let the sticky bombs fill a new role: an on-hit (small) AOE white item, reducing the reliance on items such as ukulele.

fading parcel
#

!feedback Fresh Meat stacking

Instead of stacking duration, maybe it should stack healing rate. Like, rather than +100% duration each, it would be +100% regeneration each. The total healing wouldn't change, but in practice it would be more effective as an in-combat healing item.

Alternatively, The stacking could be +50% to each of its stats, causing the total healing scaling to be exponential, but still not overwhelming due to the nature of the effect.

rotund canyon
#

!feedback CROSS COMPATIBLE NOW

viscid wagon
#

I think it would be cool if engi could have one big turret that does the equivalent damage of two turrets and it would be in both stationary and mobile turret form

jovial sierra
#

I think it would be cool if engi could have one big turret that does the equivalent damage of two turrets and it would be in both stationary and mobile turret form
@viscid wagon
!feedback

craggy flax
#

!Feedback
Captain Alternate Shift skill
Orbital Laser
Place three to four nodes, similar to the current ability. A laser from above passes each of them over the course of 8 seconds, constantly increasing in damage. 100% per second at first, 1000% when it reaches the last.

little lava
#

!feedback Could we get the laser turbine from risk of rain 1 to return? But whenever it activates it should charge up like Praeon

mossy remnant
#

!feedback Void fields RNG I think there should be some changes to scaling on monsters with reuplsions/teddy bears in the void fields only. The void field are already in an awkward spot where if you wait until you are more built and would counter these items, they will be too hard to complete anyways, however if you go in early it can be extremely overly punishing and only for a select few of the survivors: rex commando caption huntress, turning their attacks into 1 damage and theres nothing you can do about it. The teddy bear scaling is just ridiculous and there is a 0% chance its not affecting monsters incorrectly, 10 teddy should be 60% block but the monsters have 5 and easily have 75%+

raven flower
#

!feedback Only here because i think it's cool- A survivor M1/Lunar(?) that's a clone of clay templar's Minigun attack- brief charge-up into a barrage of endless bullets. They'd be low damage, fast firing, similar to MUL-T's Nailgun, but with both more velocity, range and spread(?), while lowering movement speed while firing. Can't really think about how it'd be balanced other than having awful spread and damage, or how it'd compare to the nailgun. I just really like This type of weapon.

buoyant spire
#

!feedback
ffs, please add a respawn system for items that fall into the abyss

little barn
#

!feedback
Engi Turrets get the tonic debuff, but they have no way to counter it at the moment. After a long enough run, they will be so laden with debuff that they are practically useless.
2 possible ways to fix this is to either let turrets experience your tonic when you do (which would be a pretty big buff IMO), or make it so that they cannot inheret the debuffs you have accumulated.

merry trail
#

||!feedback||
Make suppressive fire a bit more interesting than just Commando's m1 but with a stun tacked on.
I quick idea that I had was to have it shoot you up and back when activated, but have the attack remain the same. Commando would shoot between his legs at the enemy.
Frag grenades would most likely have to buffed a bit to compensate, maybe increase damage.

mighty raptor
#

!feedback artifact code on the moon

tardy ferry
#

!feedback
Please rework the unlock for Gesture of the drowned

Gesture of the drowned strikes me a lot because it's so different from the rest of item unlocks in the sense that it's very counter untiuitive and even if you are aware of it it requires almost dedicated grinding.

Unlocking it is such a chore and interrupts so heavily the fast paced gameplay Ror2 has, specially when you consider how most of the rest of unlocks are things you can just come across a normal run and how even the most demanding achievements can be facilitated with the use of artifacts. Even with artifacts you still have to sit to wait for 20 crabs to spawn and have enough damage to survive in first loop but not enough to accidentaly kill the crabs and you can't really do it in drizzle cuz spawn rates are reduced which makes it more tedious (not even mentioning how all of this is specially aggrieving considering how crucial/strong or an item Gesture or the drowned is.)

In my experience it's something that has genuinely deterred me from completion and it just feels off to have such an obnoxious and seemingly out of nowhere mechanic block you off from completion and an item so strong.

I think that which a change such as simply making any enivonrmental kill count (and maybe reducing the required amount) would fix the biggest part of the issue, since it stays in flavour with the achievement, it's relatively easier to perform and intuitive. While it is true that there is a very limited amount of survivors with knockback mechanics at worst it would allow for an easier way to farm the achievement, since the crab suicide kill would still be maintained with the added benefit of additional more controlled environmental kills.

little lava
#

!feedback are we going to be seeing this guy anytime soon?????

eager plume
#

!feedback Too many on-kill items for healing or a myriad of other effects currently in game. I nice change would be Fresh meat being replaced by a Mysterious vial effect(It added 1.2 regen per stack in the first game), because when you're building for the final boss, its integral that you have many items that work. I play alot and there are many times where I simply don't have the healing items to keep up with Mithrix, many of my items end up being on-kill healing effects, which cuts down the margin of error for the fight exgtremely.

dusty acorn
#

!feedback Make warbanners do something different to make them more viable. For example maybe warbanners could be changed to place down when the teleporter is activated. The visuals could be like the Lepton daisy where it sits in the middle of the teleporter. Perhaps the flag could raise as the teleporter charges? Just a thought.

winter aspen
#

!feedback
I know big numbers are cool, but can you guys do something about numbers going crazy?
Look, I get it, big = cool. But you're pumping up numbers so much they go into negatives! RoR1 didn't have such a problem, and it scaled a bit better, what's the deal here? Why are you even using signed variables for money and health? Why does it scale so quickly? It's honestly ridiculous.

Please slow down the speed at which prices and money gain grows, and use unsigned variables or bigints or just shorten the numbers to k, kk, m or whatever if you want big numbers but don't want to clutter the hud. Because having minus trillion gold and killing enemies with minus quadrillion HP is only funny the first 10 times

chilly crag
#

!feedback ability to "turn off" command mid run, making item drops randomized again but still disabling printers and other similar interactables. For when you're done assembling your build and just want to see what RNG gives you.

dry bloom
#

!feedback Minor changes to ||Mithrix|| to help toughen him up a bit/give some life to him.
• Have him target the nearest player and not get distracted by drones unless they're right next to him.
•Make him speed up the further away he is from you.
•||Occasionally on swinging his hammer, Mithrix for whatever reason launches/boosts himself forward. I think thats really cool and he should do that as a feature/intentionally instead of due to terrain wonkiness.||
•Have him pathfind to run around corners/walls to surprise attack yiu from the side.
Though some of these are harder to do than others, I feel like they would bring some life into the fight and potentially some "Surprise!" moments.

merry trail
#

||!feedback||
**Tweak One-Shot Protection a little bit so that activating it gives you a short period of invulnerability.
**
With the changes to Shaped_Glass , osp is no longer easily abusable so I don't think this would be unbalanced or anything. This change would simply to prevent those "2-shots" where you feel like osp should have saved you.

I think there is a system in place like this already but it either doesn't work or is not active for long enough because it does not prevent 2-shots whatsoever.

little lava
#

!feedback can we get some alt abilities for ||captain ||in the next update?

little barn
#

!feedback
FINAL BOSS SPOILERS
||Look, I know that Mithrix is super frail in his final phase now, but the fact that he uses your items makes him way too overpowered anyways. Especially with things that have to come out to strike (Like loader) I have a problem with him stealing my build.||
||My idea is to "weaken" the potency of items at his hands. Here's a few examples: Soldier's syringe goes from 15% buff to 9%. ATG missile launcher's chance and damage go from 10% to 5%, and damage from 300% to 150%.||
||This will have an odd interaction with "lunar" items. For example, Shaped Glass will have the damage reduced from x2 to x1.5, but it only reduces the health of Mithrix by 20%, and stuff like that.||
||I am aware that this idea is very disagreeable, but I just don't want Mithrix to be overpowered to me and many others who (Probably) at least once had this thought.||

coarse jay
#

!feedback Captain's base left-click shotgun forces screen shake even when screen shake is turn all the way off. Please allow it to not shake the screen.

random grove
#

!feedback sniper having a way to charge up a powerful piercing shot by using other abilities instead of standing to charge so sniper can be a fast character that hits hard

sleek fulcrum
#

!feedback
Mithrix
||I find the main issue on final phase is that clean hits don't always return items, which can lead to situations where you're dealing barely any damage, and even though you've risked life and limb for a peek and a hit, you got nothing in return for it (except killed). Just have mithrix return an item stack per procable hit. No one is rattling out attacks with no gear anyway.||

worthy holly
#

!feedback Suggestion for beads of fealty+Commencement. I think something cool would be having Mithrix get some sort of final phase change with them. Maybe when he starts absorbing all of your items, he holds up the beads and the items get sucked into the beads. This would change the final phase and would make it so that when you hit him instead of giving your items back, lunar coins and lunar items shoot out of his body. In the end this would give you a lunar coin/item for each individual item stack you have and it would be about a 30% coin, 70% lunar item ratio. I think this would enhance to “Oh crap” part of that phase and it would feel somewhat thematic to the theme of lunar items and Mithrix in general. (Plus an added benefit is that a transcendence will probably drop therefore you could survive the fall if you have lethal fall damage on)

urban spade
#

!feedback be able to choose how many of an item you want to throw in a scrapper so you don’t lose your whole stack. this could help you scrap certain items if you pass their effective limit (more than 10 glasses, more than 7 tri-tips, etc.) instead of accidentally junking a whole stack. keep the “scrap all” as a second option below an adjustable item counter in case you do want to scrap the whole stack

chilly crag
#

!feedback be able to choose how many of an item you want to throw in a scrapper so you don’t lose your whole stack. this could help you scrap certain items if you pass their effective limit (more than 10 glasses, more than 7 tri-tips, etc.) instead of accidentally junking a whole stack. keep the “scrap all” as a second option below an adjustable item counter in case you do want to scrap the whole stack
From @urban spade

little lava
#

!feedback Can we get alt layouts for the other maps in the updates to come?

white tartan
#

!feedback
make hermit crabs of all types have a .000001% chance to drop either type of pearls. That's a 1/100,000 chance

chilly crag
#

!feedback
change bleed to deal 140% total damage over time, instead of 240% base damage over time. This would fix bleed being grossly overpowered on commando, mult and would fix it being grossly underpowered for certain other characters. If you say this isn't possible, look at how ror1 deals with bleed. Multiple instances of different damage bleed can be on a target at once.

elder lake
#

(IDEA) How about adding more skins to the game. Mithrix or Newt style looking or inspired skins. Would look awesome and nicer running around. Many people are suckers for something cosmetic and so am I. I personally really love changing the way that my character (survivor) looks. While I first thought "Well would be nice if they sold a certain pack of skin to the game to change the looks of the survivors and also to support you guys (the developers)". The. I saw in the interview that you or people wouldn't be interested in that. I know people will say "Why do you want new skins since you are going to be covered in items". Do yeah new Skins

cinder steppe
#

!feedback
I just had this idea what if the active ability on the lightning aspect equipment would be that you instantly begin recharging your shields?
That way the item would be extremely useful for transcendence/shield builds.

If you want other active abilities for the other aspects there are a lot of suggestions.

I personally could see something like an Elder lemurian fireball for the fire aspect, a malachite urcin spawn(limited to 3 at a time or something like that) for malachite aspect, Celestine could temporarily remove your shrouding aura but give you yourself invisibility for a very short while, ice could be ice spikes that spawn around you kind of like a bettle guards slam attack.

These are not abilities that the elite monsters have naturally and I think that is a good thing it creates some mystery some intrigue, as if the aspects are adapting to your presence and evolving with you.

chilly crag
#

!feedback A fix so you don't have to spam click when using the Vulcan Shotgun. Captain's M1 charges automatically when not being used, like how rebar works right now. Holding M1 will autofire the shotgun without charging it.
There should be a toggle for this, if you prefer clicking
(Repost because when this was posted the bot wasn't working)

tall stratus
#

!feedback make acrids third attack from m1 apply the passive

formal fossil
#

!feedback
In Abyssal Depths, make it so 1 legendary chest spawns per player. Right now, there is absolutely no reason to prefer Abyssal Depths over Siren's Call in multiplayer. However, the other legendary chests should be spread across the map since all of them being in the same place would mean 4 free legendaries with Captain's hacking beacon.

placid siren
#

!feedback
mithrix phase 4 just isn't fun. I don't mean that it's necessarily too difficult, in fact, on most survivors it's too easy.
I mean that it isn't fun. you run away and take pot-shots from as far away as possible until he dies or until you get back a critical mass of items. it just isn't engaging at all.

I like the idea of him stealing all your items, it turns the game on its head, but as it stands, there's zero reason to get in the ring with him.
so here's my pitch, mithrix doesn't benefit from items. Instead, phase 4 is a bullet hell where the elements of the bullet hell that get thrown at you are decided by what items you had. (this way it still feels like ol' mithrix is doing something woth your items)
at the start of the bullet hell you get knocked to the edge of the arena and you need to make your way to the center where you will smack mithrix to end the bullet hell & get your items back.
this will leave mithrix drained, but not dead. of course his prison cell will not open until he dies so it falls to the player to execute him on their own time.

vague hamlet
#

!feedback
Final boss spoilers: ||According to Hopoo in Woolie's interview (Q17), reacquiring items from Mithrix is based on flat damage and the requirement that the hit has a proc coefficient. If I'm understanding this right, this means that something like Huntress' Arrow Rain will not net many items (if at all) due to the low damage per hit and low proc coefficient.||

||So how about this: implement an alternative method of item gain - this being dealing TOTAL damage to a % of Mithrix's max HP. Basically this allows you to eventually get some items back despite your low damage output (sometimes you simply cannot outpace a Medkit). It probably sounds confusing right now, so let me just lay it out in a simulation:||

||i.e. Dealing a total of 5% damage to Mithrix's max HP will give you back one item.||

||Now this is good, but we also have to consider that we're regaining items ON TOP of the current method, that being the flat damage thing. So to balance things out, each time you get an item from this method, the % needed to gain another item will increase||

||i.e. 5% > 8% > 12% > 17% > 23% > etc.||

||Another thing to note is that when I mean total damage, I mean all damage dealt combined. This means that even if Mithrix heals, the damage you previously dealt will not be subtracted from the goal. This means as long as you deal damage (regardless of how low your single-hit capabilities are), you'll eventually get something back more efficiently.||

||tl;dr You have two ways of getting items back: flat damage % = item OR % of total damage = item||

placid siren
#

!feedback
"piercing" attacks (commando's default m2, mul-t's rebar launcher, artificer's ice-spear, etc) currently """"benefit""" from some sort of magnet-aim-assist type feature. if I'm standing near an enemy, and my target reticle is hovering over said enemy, then my attacks will be directed toward said enemy's center-of-mass.
this makes it pretty difficult to actually take advantage of the piercing function of these attacks, as you can't line up a shot at close ranges. no matter how hard you try, your attack will snap-to the target's center of mass and go off at an entirely undesirable angle.

my suggestion is simple. make piercing attacks ENTIRELY free-aim-able. no magnet-aim-assist or whatever. just a straight line from my character to exactly where my curser/reticle is pointed.

(and while we're at it, lets make the commando's default m2 deal 400% base damage. it'd still never get picked over the alt option. but at least it would be able to trigger the wedding rings)

vocal flower
#

!idea
Just saw a video of a guy playing as a basic beetle.
I just though that it would be cool to play as the ecosystem itself..
.. at character level 10 he could choose a alignment and become an elite lemurian or beetle.

Not as complicated as lux legendary skin with the element combinations(although that would be cool as a character on its own)
Just pick ice lightning fire etc to evolve and next level you're evolved.💯
@wanton thorn it's !feedback you buffoon

wanton thorn
#

!feedback
Just saw a video of a guy playing as a basic beetle.
I just though that it would be cool to play as the ecosystem itself..
.. at character level 10 he could choose a alignment and become an elite lemurian or beetle.

Not as complicated as lux legendary skin with the element combinations(although that would be cool as a character on its own)
Just pick ice/lightning/fire etc to evolve and next level you're evolved.💯

Ps.: soz about the !idea from before... educated guess gone wrong.pet_beetle HopOwO ConstructionBoi

leaden nimbus
#

!feedback
Increase the height limit for more head stomping action

harsh niche
#

!idea
New Survivor Idea - The Fulminant

Design - A constantly regenerating and decaying space organism which has gotten it’s hands on an experimental blood plasma gun, visuals pending.

Passive - Unstable Biomass
This survivor is constantly regenerating, growing beyond 100% leads to decreased mobility and lower attack speed but increased damage. Being below 100% decreases size and damage but gives higher mobility and attack speed. Stacks with healing.

Primary - Transfuser
Hemolysis. Shoot blood crystals in a five round burst. Enemies reject the Fulminant’s foreign blood cells. Hemolysis decreases enemy defense and lessens amount of attacks. For every successful application of hemolysis, gain 5% of current biomass

Secondary - Pyrrhic Pummel
Stunning. Sacrifice 10% biomass to smash an enhanced fist at nearby enemies. Smaller sizes do good single target damage while larger sizes are meant for crowds.

Utility - Rewarding Hunger
Consume low health enemies to regain 20% biomass.

Special - Metamorphosis
Piercing. If above 150% biomass, release 4 blood bombs which explode and pierce enemies with blood crystals. Larger size before activation increases damage. If below 150% biomass, release 6 flesh spears which consume killed enemies, increasing biomass.

winter aspen
#

!idea
New Survivor Idea - The Fulminant

Design - A constantly regenerating and decaying space organism which has gotten it’s hands on an experimental blood plasma gun, visuals pending.

Passive - Unstable Biomass
This survivor is constantly regenerating, growing beyond 100% leads to decreased mobility and lower attack speed but increased damage. Being below 100% decreases size and damage but gives higher mobility and attack speed. Stacks with healing.

Primary - Transfuser
Hemolysis. Shoot blood crystals in a five round burst. Enemies reject the Fulminant’s foreign blood cells. Hemolysis decreases enemy defense and lessens amount of attacks. For every successful application of hemolysis, gain 5% of current biomass

Secondary - Pyrrhic Pummel
Stunning. Sacrifice 10% biomass to smash an enhanced fist at nearby enemies. Smaller sizes do good single target damage while larger sizes are meant for crowds.

Utility - Rewarding Hunger
Consume low health enemies to regain 20% biomass.

Special - Metamorphosis
Piercing. If above 150% biomass, release 4 blood bombs which explode and pierce enemies with blood crystals. Larger size before activation increases damage. If below 150% biomass, release 6 flesh spears which consume killed enemies, increasing biomass.
@harsh niche !feedback

little barn
#

!feedback
An idea.
Make drones level up with the enemies so they do things other than be a distraction dummy.
They're weak at their current state.

ocean mulch
#

!feedback update the tesla coil to when you get mutliple stack they decrease the cooldown of it idk say by .5 seconds until a max say of 1-2 second cooldown. The decrease can be changed to balance

austere oracle
#

!feedback
When an equipment drone dies let it drop the equipment

little barn
#

!feedback
An idea.
FINAL BOSS SPOILERS
Make ||Mithrix|| more big brain.
||When taking damage, his top priority is to escape your line of sight and always being in melee range. He'll also begin adapting to your style and will change his strategy to counteract yours. An example is relying on staying in midair to avoid most of his attacks. He'll begin backing up and strafing, then will use his needle attack in a way that will force the player to stay on the ground, making them vulnerable to his hammer strikes. If the player relies on strafing to the left or jumping out of harm, he'll try to predict where they will go, and then swing where Mithrix thought they were going to go, things like that.||
I know that, as my last ideas were, this is rather disagreeable, but I find the final boss fight rather bland after you get to know all of the moves. I want ||Mithrix|| to always adapt to your strategy and force you into a place where you must switch strategies.

wanton thorn
#

!feedback
Idea for a rare spawn 'shopkeeper entity' that sells bulks of items for lunar coins?
Or
Rare spawn that opens a portal on death to scavenger filled map like a greed portal(the vault)in Diablo3?

flat hinge
#

!feedback

Jesus christ fix multiplayer on console

Loaders lighting punch doesn't bounce off of enemies, acrids projectiles dont appear, artificers moves hit like 1 second after they land and me and my friends keep disconnecting despite having good wifi

dusky ingot
#

!feedback
Artifact of ??
-Only one type of item can drop from chests per stage, with equipment and lunar pods unaffected.

hardy mauve
#

!feedback

Artifact of Order - Only 1 item per rarity can spawn each stage

What this means is that the first item you get on each stage will be the same for that rarity

Say you get goggles on the first drop, you'll only get goggles for each white item drop for that stage, same goes for each other rarity.
This could lead to very busted runs, or super unfun runs. Who knows.

austere oracle
#

!feedback
New item idea
Red item
"E-girl hair"
You will occasionally be donated 13 gold by 1(+1) simp. Scales with difficulty.

crude brook
#

!feedback - Currently, the Greater Wisp feel unfinish in two aspects to me.

No Proper Spawn Animation - Similar to the Pre-1.0 Bison, the Greater Wisp basically pop into existence instead of using an animation. However, it's more deadly since it can begin firing instantly as it spawns, with potentially dire results.

No Elemental Elite Designs - As an avid fan of Elite designs, it particularly pains me that the Elemental GWs look exactly the same as regular ones outside of their Headpiece. The coloration of their Lesser counterparts can easily serve as a basis for their designs.

clear lion
#

!feedback
Please rework the Mired Urn for multiplayer. Me and my friend are both melee players and we are constantly dealing with the other person sucking the life out of the other. It isn't very fun to have to stay a minimum of 10 feet away from each other at all times =/

dim hamlet
#

!feedback
New Lunar Item: Jack-out-the-Box

Effect: Upon damaging an enemy, you Enrage them until you do not deal damage to this target for 5 seconds.

Enrage: Causes all damage taken to be increased by 50% [+50% flat], but gain 20% [+10% flat] attack- and movement speed.

wanton sail
#

!feedback Captain's beacon selection has no indication of beacon type. That's not very convenient. Please place appropriate icons inside those circles.

little barn
#

!feedback
An idea.
Artifact of disorder: Scrambles loadouts and gives random buffs or debuffs to them.
It's a great way to get some chaos in the server or run.

austere oracle
#

!feedback
New item idea
Red/boss item
"Aspect of power"
Only appears once per run. Possibly drops from a secret boss, similiar to awu, with a difficulty of about half a mithrix.
you feel a higher power bless you
Adds a different effect based on the survivor you're playing.
Commando: all primary attacks (m1) have +1 luck.
Huntress: gain one ballista. (4 instead of 3)
Shoot another arrow. (8 total when flurry crits)
Mul-T: Nail-gun is always a shotgun. Reber will continue to charge until shot. (+30% damage per second, not a multiplier, but the actual damage %)
Engineer: gain a 3rd turret. or, m1 charges another ball (3 instead of 2)
Artificer: All abilities are reduced by 1 second. Gain 30% attack speed.
Mercenary: increase the cooldown of expose by 1 second, and the damage increase by 100%.
Rex: all 3 shots of primary are green, and reduce health costs by 5%.
Loader: gain 50% attack speed. Reduce the cooldown and the lifetime of her special by 50%. Increase the damage of punch by 200%. (The actual value, not a multiplier)
Acrid: all sources of damage apply blight.
Captain: taser cannot be resisted by any enemy, and has indefinite duration, until they are damaged. Call down an additional beacon. (Copies your first slot beacon)
Mithrix: all cooldowns reduced 50%. Move speed +50%. Health and damage increased 50%. Gain 100 hp/s.

This item was designed to be intentionally strong, and only a one-time acquire, from a difficult boss. Also I think it seems pretty cool :)

plucky fern
#

!feedback Taking part of an idea i just saw earlier

For April fools or something make a Beetle (enemy) survivor. Sounds like a fun challenge anyway huntressmini

Mastery skin could be him wearing a beetle guard costume

winter bluff
#

!feedback be able to choose how many of an item you want to throw in a scrapper so you don’t lose your whole stack. this could help you scrap certain items if you pass their effective limit (more than 10 glasses, more than 7 tri-tips, etc.) instead of accidentally junking a whole stack. keep the “scrap all” as a second option below an adjustable item counter in case you do want to scrap the whole stack
@urban spade !feedback

ionic arrow
#

!feedback
An item that draws consumables towards you (Items such as healing orbs from Monster Tooth). And the radius it effects around the player increases with each stack

stiff ingot
#

!feedback make the item that scans for chests actually useful by giving them a red outline through surfaces or something

earnest finch
#

!feedback A fairly simple change, but Bandolier Bandolier should restore all charges of certain multi-charge attacks such as Visions of Heresy, Artificer Artificer's Flame/Plasma Bolt, and MULT MUL-T's Scrap Launcher. Currently the Bandolier only replenishes a single charge of these skills which makes it synergize very poorly with them. Having it restore all charges at once would allow more interesting synergies with these skills and allow players to more effectively make up for some of their short comings with a proper build, since they do not benefit much from attack speed.

bronze egret
#

!feedback
If you're in a teleporter fight, interactable cannot be pinged if they are trapped in that red laser thing. You can easily accidently waste upwards of more than 10 seconds on what seems like a chest when it's actually a drone or an equipment after you try and buy it after defeating the event. If you could ping it, you could coordinate with a team better and when you are solo-ing, waste less time.

stiff ingot
#

!feedback make Mired Urn not hurt allies?

merry trail
#

!feedback
Add a some discord channels where people are allowed to stream games
maybe one for ror2 and one for other games

cosmic patrol
#

!feedback
Void Elites
Can only spawn on the 3rd loop and beyond
Purple/pinkish color
Void elite attacks will decrease a players armor by 20 for 5 seconds
(stacks up to 5 times,for each stack duration refreshes,duration does not stack)
When a Void elite goes below 40% hp it will attempt to attack the nearest player or non elite enemy to heal for x% for each successful hit.
(Void elite bosses will only attempt to heal off of players)

Void elites are a force to be reckoned with and will attack other non elites to keep itself alive if necessary.

lament nest
#

(IDEA) New lunar called beaded glasses Doubles crit damage but halves attack speed

little barn
#

!feedback

(IDEA) New lunar called beaded glasses Doubles crit damage but halves attack speed
From Cross shaped rock

cosmic remnant
#

!feedback red and/or lunar items that interact with fire rate, all we have is syringe and pred

heady delta
#

!feedback
Tonic The Quest to Overcome Tonic Afflictions Tonic
Tonic afflictions are quite a devastating downside to this lunar item. This often discourages people to try using it. Unlike most lunar items, you can't remove this lunar's downside even after you toss the item in a cleansing pool and the item's long gone. What if that weren't the case? Of course, removing the afflictions shouldn't be easy.

My idea is that when you toss the spinel tonic in a cleansing pool (or if you don't have the tonic, simply interact with the pool regardless of whether you have a lunar or not) a new 4th orb appears at the teleporter. this 4th orb opens a portal which leads to a challenge (no need for an environment log here). I don't exactly know exactly what the challenge would be, but it needs to be something difficult and risky. Also, since the Spinel Tonic seems to be a metaphor for addiction to substances, why not make the challenge a metaphor for overcoming addiction? Either way, once you accomplish the risky task, you no longer have any tonic afflictions and you can continue your run unafflicted.

I feel that this would send a good message. Fighting an addiction might feel like a herculean feat, but if you set your mind to it and never give up, you can overcome it and come out from the experience even stronger.
Tonic

wanton thorn
dim hamlet
#

!feedback
Allow Wake of Vultures to show the elite models of our survivors. The most recent Elite Aspect would be shown.
Right now, the only way to view them is with an Elite Affix, and as little as it may add, it does give the feeling of power

twilit lion
#

!feedback

W O R K S H O P S U P P O R T

My mate,modding at this point is still too damn complex. I know that r2modman existed but a workshop support would be better.

And why the hell does reskins count as m o d s. Why do I need to disable those when playing multiplayer? Just w h y

wanton thorn
#

!feedback
Artifact of Chance
Scrambles SOME items between every stage.... rarity isnt locked to original rarity.

Description: "why me"

In code you could have a blacklist of items that are utter useless.
Or
Scramble within their own category:
damage/utility/healing/lunar

If you further want to balance it, you could add a 30-50% chance that at the start of next stage you have a few items to choose from(artifact of command style) to balance out the potential losses, BUT then dont blacklist items.

EDIT: A simpler version would be:
At the start of a stage 50% chance to
gain a few random items
OR
lose a few random items.

flat hinge
#

!feedback

Add back firemans boots from ror1 but have a new debuff called Burning which has the same effect as Ignite but with higher tick speed since it would be a red item

The item would literally just be the fire aspect but instead of applying Ignite it would apply Burning instead

Also it would increase movement speed by 25%

little barn
#

!feedback

Please for the love of god add a loud audio cue for Elder Lemurians spawning. Getting ASSASSINATED by one of the largest monsters in the game is just obnoxious. They literally make the smallest noise when they are spawning even though they are one of the most dangerous monsters in the game. Something along the lines of Brass contraptions audio cue would be perfect.

junior cipher
#

!feedback

Please add rusted chests on every stage even when you dont have keys and make them impossible to open without at least one key. This would prevent the first key you get from being useless the stage you get it

rocky peak
#

!feedback

This is more of a quality of life proposal for modding purposes, but please have Range of Interacting with Chests/Items/Shrines etc scale based on the size of the Character/Enemy/Etc you're playing as

I love to play with my friends as different mobs in the game but some of us had issues opening chests, repairing drones, and using shrines (especially while playing as the larger mobs like Stone Titan, Imp Overlord, etc).

chilly crag
#

!feedback Buff nano spears max damage to 2000%, same as nano bomb. Its quite weak to nano bomb now that nano bomb got buffed to all hell and nano spears stayed the same.

tough pendant
#

!feedback Artificer Nano-Bomb Change

Reduce the max damage from 2000% to 1600%.

Why?
Making this change would fix a couple of things. First, it would make the tendrils coming off of the bomb unable to proc bands. Second, it would help balance it with spear, as it currently does more total damage in most situations compared to spear.

little barn
#

!feedback
Add sprinting animations for all monsters. Sometimes, I mess with the game with mods and find that they sprint, but it's a faster version of their walking speed, and it looks freaking odd.
Please make them sprint whenever possible and add animations for them.

tough pendant
#

!feedback Player Level-Up Change

Don't have the amount of exp enemies give increase, or at the very least, make it increase at a very slow rate. In turn, make the threshold for leveling up on the player increase logarithmically or linearly. Players should be leveling up a bit more than they are, to help them keep up with crazy scaling much further into the game.

Why?
First off, this is a buff to minions to the player, as they would now be more powerful because the player level would be increasing at a more constant rate. Secondly, it really sucks that you rarely level up later into the game. I'd be fine with weaker level up rewards if we could level up more often, as it feels good to level up. Thirdly, this would buff items that activate on level up. Even though there's only one of them. Warbanner.

eager plume
#

!feedback Too many items that can't function in the final battle, while fighting Mithrix specifically. Many of them are also some of the best in the game. Here are all of them: Monster Teeth, Fresh Meat, Ceremonial Daggers, Will-O-The-Wisp, Bundle of Fireworks, Topaz Brooch, Bandolier, Berserker's Pauldron, Infusion, Old Guillotine, Ukelele, Brainstalks, Frost Relic, Happiest Mask, Interstellar Desk Plant, Sentient Meat Hook, Soulbound Catalyst, Wake of Vultures. This is a significant amount of items.

short agate
#

!feedback
In response to the problem of onkill items and mithrix. Mithrix should have incriminats in his health that trigger onkill items.

tough pendant
#

!feedback Player Level-Up Change

Make leveling up more impactful.

A few examples of how this could be done are:

1) Giving the player a choice between 3 different bonus stats to increase every 5 levels, such as armor, base regeneration, base attack speed, base movement speed, or of the like.
2) Allowing the player to upgrade one of their skills every 5 levels, akin to the skills++ mod, but not as powerful.
3) A random bonus stat being given every 5 levels.
4) Specific leveling bonuses for each character, such as Acrid getting a greater increased regeneration per level, MUL-T getting increased armor per level, or Loader getting increased movement speed per level for example.

Of course, I'm not suggesting that all of those happen. In fact, I'm not suggesting any of those happen. I just hope that leveling up can get some sort of increased benefit. There should also be an increased indication to leveling up if the benefit is passive, as right now, you barely notice leveling up unless you have a Warbanner.

Why?
To make leveling up have a bit more weight, and to make it exciting to level up. Right now, it's just a mechanic in the game that nobody even pays attention to. If it's going to be like that, it might as well be removed. But I don't think it should be removed, I think it should be given a bit more weight to really make it stand out as a mechanic instead of being by the wayside where nobody sees it.

graceful ice
#

!Feedback The clay heretic: summoner class (Lore bit) Clay heretic is a survivor that is from the abandoned aqueduct he fell in one of the black pools and it would have completely took him over or absorbed him. but it didn't because his pure determination didn't let this black substance to control him, now he controls the substance to his will.

Passive loyalty: The clay heretics followers will always fallow him protect him and attack anything that the clay heretic is attacking and if the clay heretic is about to die one of the followers will try to block the hit for him or die trying.

Special heretics wraith: The clay heretics body will erupt the black substance out of his body killing or injuring anything that's around him, and will create a black pool that will slowly kill the enemy and then absorb it. the enemies that have been absorbed will boost the clay heretic damage and health for a temporary amount of time.

Utility unity: The clay heretic will shoot out the black substance at his followers, connecting him and his followers. this will let the followers to use the item that the clay heretic has and will boost the followers damage and health and effectiveness.

Secondary followers: if a weak enemy is low enough health the clay heretic will infect it with the black substance. and if the enemy is a low tier melee type it will become a warrior and if its a low tier range type it will become a archer. and the followers will level up with the clay heretic. and the cap for how many followers will be four.

Primary twin maces: Clay heretic will do a five hit combo with his twin maces and the last hit does more damage.

austere kestrel
#

!feedback to piggyback off of carrionKiller's point I agree it's kind of silly that I'm obligated to print all of my on-kill items before the mithrix battle. This is just me spitballing but having him spawn with a bunch of little minions around him or something would be great, if just to have something to proc your stuff off of.

merry trail
#

||!feedback||
In multiplayer, the player portraits that show up in the upper left should reflect your teammates skins, rather than always showing the default skins.

chilly crag
#

!feedback Okay, maybe buffing nano spear to 2000% is a bad idea. But nano spear still needs some sort of buff or nano bomb needs a nerf, nano bomb just has such a huge advantage over nano spear as it currently is, dealing nearly double the damage of spear.

little barn
#

!feedback
Increase loaders grapple range. Not by a lot but it always seem to be just barely out of reach and sometimes grapples enemies and damages them but doesn’t stick to them. Just a small increase by a few meters

simple frigate
#

!feedback
Buff both Commando Special abilities
As it stands, Suppressive Fire and Frag Grenades aren't all that special in terms of impact on Commando's damage output. Secondary abilities, for example, have far lower cooldown but similar power.

This change will help Commando's early game, balance the loadout's pacing and help newer players (who happen to start with Commando) better understand the special power behind Specials.

hazy bone
#

!feedback
Would be neat to have some way to "dummy fire" the recycler without a target, same as you can do with the gnarled woodsprite. Was pumped to do a run today focusing on fuel cells/the artifact of enigma, but the recycler just randomly kills the momentum of it every once in a while as you're left hoping for a crate/item drop just to reset your equipment and continue on.

That or have a way to disable an item/reset its unlock (even if it negated achievements/progression) would be rad as recycler really is the only issue, being able to disable it for one run would be neat, as I love it in regular runs. I could see people abusing that for an advantage, but, you can basically do the same with the artifact of command anyway? Other than that the artifact is incredibly fun to use!

plucky fern
#

!feedback Possible Mithrix change. People are complaining about on kills not working on him, and FMP isnt the best solution to that seeing the final phase takes your items and makes your equipment near useless.

Solution: When the phase where Lunar enemies spawn, keep Mithrix in the ring and raise the spawn of them in the latter phase of the fights. This way you can trigger your on kills on them to affect him

little barn
#

!feedback
Nerf the nano-bomb tendrils to buff the bomb.
An idea is to make it cap at 399% damage, or physically unable to proc the bands.
Credit goes to whoever thought of this before me.

little barn
#

!Feedback The clay heretic: summoner class (Lore bit) Clay heretic is a survivor that is from the abandoned aqueduct, when he fell in one of the black pools. Normally, it would have completely took him over or absorbed him. But his pure determination and defiance didn't let this black substance to control him, now he controls the substance to his will.

Passive Clay followers: Slowly gain followers as you take or deal damage. For every follower you have, take 1% less damage and deal 5% more damage.

Special Tar overload: You cannot move during the move. erupt into tar for 1000% damage. Before doing this, absorb all your warriors and followers to deal 150% more damage for each absorbed. All enemies killed by this move become followers (Not warriors, doesn't apply to bosses). If you take 35% damage during the move, it is canceled.

Utility Tar infection: Create a pool of tar, giving them a special debuff that makes them take 25% more damage and slow them down by 50%. Enemies killed with this move turn into a tar version that follows you (Does not apply for bosses, but they can still be debuffed). Every tar unit will last 30 seconds and cannot be healed.

Secondary follower reliant assault: Send your follows to a marked enemy, dealing 50% damage (Plus 50% every follower) per second.
Primary twin maces: Swing clay maces, marking them and dealing 150% damage for each swing.

Unlock: Go down a certain tar waterfall, leading to a cave and a corridor. Down it, you'll find the corpse of the man in the Abandoned aqueduct lore entry, and a huge pot with tons of hp. As you damage the pot, clay followers and templars will rise from the ground, then when the pot is 20% hp, spawn a clay dunestrider. If the pot is destroyed, all the spawned units will die and you'll unlock the heretic. Kind of similar to the acrid unlock, you have to kill monsters, but it's partially skippable. Clay pot will have 1000 health, gaining 500 every enemy level.
Edited by me. Idea by ChaOs DRILL.

little barn
#

!feedback
Huntress Alternate Secondary

Experimental Glaive
Stuns. A glaive that bounces twice. On each bounce, Experimental Glaive explodes, dealing 400% damage on the first bounce, and 800% damage on the second bounce. Each enemy killed by the explosion of the first bounce adds 15% damage to the second explosion.

frozen glen
#

!feedback log book in single player pause menu

little barn
#

!feedback
A survivor idea.
PILOT
A survivor who relies on heavily telegraphed attacks to deal huge amounts of damage.

Primary, emergency pistol: Fire a pistol for 200% damage every 0.3 seconds. When fired 8 times, reload for 2 seconds.
Secondary, Orbital paint: Create an AoE that "Paints" enemies. For every painted enemy, 4 missiles that do 100% damage each and an AoE of 50% (So the hit target will take 150% damage and 50% damage will befall it's surroundings). Can paint up to 5 targets, cooldown is 3, raises by 2 every painted enemy.
Secondary alternate, Bigger gun: Pull out a large, flintlock looking pistol that pierces for 400% damage, dealing 40% less for each target pierced. Minimum is 250%. Cooldown is 4.
Utility, support zone: Create a zone that increases damage by 20%, speed by 30%, attack speed by 50%, and damage reduction by 5%. Cooldown is 30. Zone lasts 15 seconds.
Utility alternate, EVEN BIGGER GUN: Use a special fabricator to form a piercing laser sniper, stunning and dealing 1000% damage.
Special, Absolute bombardment: Create a huge zone that, after a 5 seconds delay, has large bombs raining down, each dealing 500% damage with a large AoE. Bombs are limited to the zone, but the AoE created by the bombs can pass through it.
Special alternate, BIGGER, BIGGER, YET BIGGER GUN: Have a ship drop down a minigun-size blaster, replacing your primary with the fire button. This fires a laser that doesn't pierce, but does 3500% damage. You cannot move during the duration. Cooldown is 20.
Feel free to tweak the numbers to make the playstyle of this survivor viable. This is an experimental unit I've been thinking of for a while.

muted wadi
#

!feedback

An issue I've noticed while playing is that the osp feels... a bit worthless. I understand what it's trying to do (prevent you from instantly dying from an attack if your health is above a certain point), but that... almost never happens. What usually happens is one of the following:

  1. The attack hits multiple times, bypassing one shot protection
  2. The attack procs burn and/or bleed, bypassing one shot protection
  3. The attack doesn't do enough damage to warrant one shot protection going off at all, but i'm left feeling strangely naked because said protection is now gone (although this scenario depends on whether or not i'm playing a melee character, as well as how long the run has been going)

osp has never saved my life in this game, and the only time i truly feel i have osp is when I'm carrying a dios, which basically never happens outside of command, and I feel like part of this is because so many enemies in the game have attacks that make it feel like it was never there in the first place. I don't really know what can be done to fix that, but I feel like something should be done about it, because right now, there are so many things in the game that bypass osp that it might as well not even be there outside of a few edge cases

jolly anchor
#

!feedback
Okay let me preface this by saying that I could go on and on and have many a tangent about the Ending quotes for each survivor but I’m just going to focus on Artificer’s end quote because it actually gives me conniptions.
So if you don’t already know, Arti’s end quote is this: ||”...and so she left, in love with a new passion: to explore”||
On the surface level, this seems alright. But as soon as you dip into the lore of Artificer it falls apart and loses all of its impact.
Lets break it down for a moment, Artificer is part of the House Beyond, a subsect of the High Court. The High Court, in lore, believes that Heaven is a planet rather than a metaphysical concept and have been searching for it likely for as long as interstellar travel has existed. The House Beyond as a subsect is effectively the spearhead of this search, being the most technologically developed section of the High Court. So why in the world is Arti only just getting her passion to explore when the entirety of the High Court is implied to be explorers?
What’s even more confusing, why is she getting this passion to explore after she literally went on a rampage through the entire planet and literally killed an actual DEITY that was banished to the moon? Either Artificer isn’t even part of the High Court, or got some serious brain trauma from being frozen in moon glass for who knows how long. ||Side note: isn’t it implied that Petrichor V IS the rumored heaven-planet that the High Court has been searching after? Maybe I’m wrong.||

real cairn
#

!feedback
It is unfair,that some overloading elites can oneshot you
Some overloading enemies (like brass contraptions) can bypass the entirety of OSP by hitting you once

pulsar stratus
#

!feedback
Mithrix fights now kinda doesn't make sense in term of adds (lunar chimera in mithrix fight)

You can do some of these things to enhance and see the reward or punishment if this avoided

when we reach the moon if we kill all chiemras before reaching mithrix we don't fight them in phase 2 and directly start phase 3 where mithrix use his triangles, since we wiped them all before reaching him and they count as his gaurd, but if you don't kill them before reaching mithrix, add the second phase and make it harder than the current state of it

This will force players to clear the area and add a meaning for phase 2 instead of clearing the path, and fight them again which doesn't make sense

pale meadow
#

!feedback
have those weird purple dragons in distant roots interact with the players as a environment hazard or something, or even make them an enemy in the 2nd loop..

velvet ginkgo
#

!feedback
Buff plasma bolt

jade ember
#

!feedback Something to note about the whole item falling off ledge situation is that making an algorithm to prevent chests from facing towards pits wouldn't solve the issue of Lunar Coins, Sacrifice items, Scavenger bag loot, and every other thing that drops specifically from enemies being irretrievable from holes. If it were to be seriously fixed instead of kept in for laughs, items should simply teleport back on-stage after falling, just like Scavenger bags do, ironically.

little barn
#

!feedback
Ability to see skill cooldowns of players you’re spectating in multiplayer

wanton thorn
#

!feedback
An equipment - tower that stuns a portal sized cylinder on activation.(cylinder meaning that its not a ball)

Just put it down and it can crowd control a chokepoint or a strategic zone for a time.

lament monolith
#

!feedback
I love this game and I have more than 500 hours on it.
The only thing that really feel painful in my opinion is to not have a restart button.
I would be the happiest person on earth if this feature could makes it in at the next patch.
I hope santa will be aware of my wish and will fulfill it.
Thanks

pure cedar
#

!feedback Commando sucks ass compared to any other character, plese buff him (:

little barn
#

!feedback Option for character-specific hotkeys

jovial sierra
#

!feedback
I know it's been stated that HAN-D hand isn't planned to make it into the next CU, but it would be amazing to see it happen regardless!
Having Bandit bandit , Sniper sniper , and HAN-D hand become playable characters in the final CU would be a truly incredible love letter to players, as well as fans of the first game.

Edit: Just a heads up saying that Bandit, Sniper and HAN-D were chosen specifically because they have either a model, several skills or both(!) already in the game, just unaccssessed in the files.

dusty flame
#

what about chef and the other guy??1!?1/?//?

waxen surge
#

i haven't played a lot of the first game but chef seems cool

hexed topaz
#

!feedback in Woolie gamings interview with some of the Hopoo devs, it was mentioned that the devs are okay with some mechanics being borderline unfair is okay as long as its at least somewhat fun or memorable which is something that i ultimately respect about the games development. Stuff like items falling off the cliff is unfair, but at least its decently funny when you look back at the time you lost a red item to it. Youll be able to have a story to tell that wouldnt be there otherwise.

One thing in the game that I think steps over the boarderline a little too much is the mired urn, specifically in multiplayer. Its really unfun to hold back on collecting certain items because itll screw over your friends by slowing them down. There are other items such as the Glowing Meteorite and the Hellfire Tincture that also friendly fire, but I would say those are perfectly fine since they're lunar items and those effects are much easier to avoid. Probably the most fun way to fix the item would be to just not allow the urn to target other players, but still allow it to target NPCs such as drones, Beatle guards, and even engie turrets. (I wanna keep turrets being succable cause theres this synergy you can do with razor wire and a mired urn where the turrets succ eachother and constantly proc eachothers razor wire which i think is a fun gimmic strat.)

waxen surge
#

!feedback
make that the Elite Equipments give you the true effect of being an elite (with the health increse and the damage increse)
this can't be op because the drop is soo low that I only have gotten 1 in my 220 hours
so when you get one (if you even get one) you go like "YES, OH MY, GOD THANKS YOU", instead of keeping your Royal Capacitor and leaving the Elite Equipment in the floor because they (right now) are trash

little barn
#

!feedback
An indicator of how long it is till your shields recharge. It can appear in the bottom left like the timer for bands proc does.

nimble elbow
#

!feedback I think there could be a cool synergy with Barrier and Curse, as both are opposites to each other. (Barrier goes over max health, while curse reduces it.) I think it would be cool if Barrier acted like a barrier and covered up your curse, and the game acted as you were at full health. An example would be stacking Shaped_Glass , and having 50% curse, while you have curse, Topaz_Brooch or Aegis will cover up that curse, and if you got enough barrier, would treat you as having 100% HP. (i:e if your at 1 HP, and the max HP is 100 you need 89 barrier to get back OSP(90%max HP)). I feel this would allow for fun glass cannon builds that can push how many Glass vs. Barrier they can stack and get away with.

charred kraken
#

!feedback
Add sound cues to Mushrums please.
They're pretty much completely silent, and I often find myself backing up into offscreen spore clouds. They could use sounds for shooting their spore, their spore hitting something, and a looping gas sound for their gas clouds.

little barn
#

!feedback
Being able to scrap lunar items to make blue scrap for cleansing pools would be really nice, it would allow a bit more flexibility to Lunars which are good early game but a throw late game as well as dooming an Iridescent Pearl run that little bit less.

hearty juniper
#

!feedback

analog scarab
#

!feedback make the sky on titanic plains how it was because now it looks too similar to distant roost

flat hinge
#

!feedback

New week new drone buff idea

Give the drones the weird attack buff item that Ghosts get so they dont hit like a wet pancake

tough pendant
#

!feedback Drone Buff

Give drones a greater stat increase per level than what they have now. They're pretty ok at the start of the game, but they fall off later because instead of scaling from items like the player is now doing, they have to rely on the player's level, which has probably stagnated.

Giving them increased stats per level than what they have now would help make up for the lack of items, which is the player's main scaling method.

azure wasp
#

!feedback
Make Squid Turrets not lose health over time. Instead, all damage they take should reduce their MAXIMUM HP by the same amount.
They become permanent, but unhealable.

sick fiber
#

!feedback
Make it so that confirming an item selection with artifact of command or when using a scrapper does not make the player jump when using a controller.

waxen surge
#

!feedback
Drone Buff:
When you select an enemy , all the drones focus on that enemy

analog scarab
#

!feedback
Make captains utility his secondary and make the new utility some kind of movement ability. Maybe not a dash, because basically everyone else has a dash, but maybe something like a stimulant shot, that speeds up his movement for like 5
seconds, like a temporary goat hoof.

wispy vault
#

!feedback

Telescopic rounds (Common Item)

Increase Primary skill damage by 5% (+5% per stack). Add +1 (+1 per stack) charge of your Primary skill if applicable.

Charge based primaries (Flame Bolt, Scrap Launcher, Visions or Heresy) fall off quickly due to the lack of synergizing items. This item would allow for them to scale properly into later loops, while also being viable on characters without charge based primaries.

azure wasp
#

!feedback
Allow Captain's Secondary to pierce through enemies. Maybe not infinitely, but at least allow it to hit up to 4 enemies.
From my experience, Captain's Secondary falls off rather quickly starting from Stage 3 or 4. Allowing each use to Shock multiple enemies would really let it keep up with the massively-increased enemy spawns later on.

velvet ginkgo
#

!feedback
An passive item that creates a magnetic field that attracts the drops from items like ghors tome, monster tooth, and bandolier. Maybe it could slow down enemies close to you, to not be useless without other items. Stacks could increase the field’s range.

merry trail
#

||!feedback||
Add a cosmetic affect to eclipse mode, an actual eclipse that affects some stages.
It would start off partial and become a full eclipse by eclipse 8.
Would makes it easier to tell at a glance if a player is playing eclipse.
Add an option to turn it off in the settings for people who find it annoying.

fickle flint
#

!feedback
pinging an item or chest in multiplayer can restrict everyone but one person to interact with it, which you can cycle through

hearty juniper
#

!feedback bringing back quickplay but being able to select what you want to play with, that way if you are having lobby trouble, you can try with the Matchmaker.

little lava
#

!feedback when the game is fully done,(No more survivors to unlock, no more new maps/items/enemies) Can we get a setting to have the items in ROR2 be switched out with the items in ROR1?

analog scarab
#

!feedback make capitans m2 useful. I did an hour long run w/ him and used it once. Maybe if it had aoe or ricocheted from enemy to enemy, anything else, it would be better than what we currently have.

kindred silo
#

!feedback
Engineer’s grenades not only feel heavy and slow to use, they just aren’t fun. An alternate primary in the form of a wrench could alleviate this somewhat. It reinforces the idea of Engineer’s role of not being the one to deal damage, but if you were to whack an enemy with the wrench, it would feel much better than spending way too many frames charging up a load of grenades that just roll on the ground and mostly miss your target (if it’s small). Additionally, having it heal turrets would be a nice touch as well. I don’t imagine it’d be broken unless if the repair amount was super high.

quiet root
#

Make a ball survivor. He's just a ball. Who shoots balls. Who wouldn't like a ball rolling over enemies right? (No bias here)

leaden nimbus
#

!feedback
More fps cap options (165, 240...), or better yet, a slider

pseudo path
#

!feedback
Allow after Eclipse 8 completion for effects to be selected and modified for a custom Eclipse run.

wanton thorn
#

!feedback
lunar item that stops time for a few seconds. A stopwatch and you hear the classic clicking during the freeze time.

If you want to make this cooler, then make this item similar to dio's best friend, red item that works on death: - freezes time on your demise.

And amongst the frozen enemies, there is one shadow.. a boss that escaped when then item broke. Kill it and you're back to the run. Time resumes.

willow ocean
#

!feedback
Does anyone else get random massive lag spikes? My computer is powerful enough to handle 200 fps usually in gameplay but every once in a while I hit a massive lag spike. This happens even when in singleplayer, so I know it's not the internet. I'm thinking this might be some sort of optimization issue but i'm not sure. If this has been suggested already feel free to vote ⛔

azure wasp
#

!feedback
Gesture of the Drowned Rebalance Idea

  • Halves Equipment cooldown with every stack. Stacks Exponentially.
  • Lowers Critical Strike chance by 20% per stack. Stacks Linearly.
  • No longer auto-uses Equipment.
    There really is no downside to the Gesture of the Drowned once you know what you’re doing with it, in its current state. Instead of a straight nerf, you now have an actual choice to make: do you keep your crit chance, or do you sacrifice 20% in hopes that your Equipment can pick up the slack and then some?
    In turn for the massive dent to your damage output, each additional stack of the Gesture now continues to halve the duration of your Equipment cooldown, increasing its spam-ability by quite a lot.
    -EDIT: Fixed a formatting mistake
buoyant wigeon
#

!feedback Maybe remove the Mired Urn's ability to slow other players and make it only target other players when there is absolutely nothing else to target? That way it stays relatively true to the item's theme and makes it more viable in multiplayer, you would only leech off other players every so often and it wouldn't put them at huge risk from the mobility loss when it does happen.

dusty zephyr
#

!feedback can we see equipment on the end screen with all our other items plsssss :)

white tartan
#

!feedback
Alt engineer turret idea
Mecha frogs
Mechanical frog turrets that move at run speed and jump. Attacks via extendable 50m tongue zapping its targets with its tongue attack for 400% damage.
Pros: high damage output, interacts well with hopoo feather, little disciple,wax quail,bands, energy drink.
Cons: slower attack output from turrets, frogs lack massive reach that stock turrets have(without hopoo feathers to jump higher for intended air targets)
🐸 frogobj frogmando

velvet ginkgo
#

!feedback
Forgive me please should drop money and experience, like normal enemies, since it would give it a function if you don’t have other items

vocal flower
#

!feedback
since I'm seeing so many feedback about items that are relying on other items to do their job and are designed that way, why don't we buff death mark so it can do it's job without having to rely on other items 😉

kind hedge
#

!feedback

Mountain shrine Artifact

-Activates a mountain shrine per difficulty increase
Easy 1 > Easy 2 = 1 mountain shrine in current stage
Hard 1 > Very Hard 1 = 3 mountain shrines in current stage
and so on
(If this artifact is activated, Mountain shrines no longer spawn in the map)

neon wigeon
#

!feedback

add more debuffs, death mark has so much potential but is so uncmomon to occur

sand moss
#

!feedback
New artifact idea
Artifact of spread:all allies share items including teammates
The code would be
⬜ ⚪ ⚪
⚪ 🔺 ⚪
⬜ 🔷 🔺

tardy ferry
#

!feedback
adjust barrier's decay to its amount

currently I think that the main problem with barrier is that you need a lot of barrier generation just to fight agains the decay of having little barrier, and that causes it to scale pretty bad as you get more health.

theres a mod that makes it so the less barrier you have the slower it decays and the other way around, and from my experience it has worked pretty well and made barrier items more consistent.

jovial sierra
#

!feedback
Allow Warbanner, Forgive Me Please and Effigy of Grief to activate the Aqueduct buttons.
This would be a cool little detail, would make getting the bands a little more plausible on a normal run, and would be an extra reason to pick up one of these items. : )

Edit: Credit to @vocal flower for informing me that Effigy already presses the buttons. :x

sand moss
#

!feedback

New item idea(red or green): maniacs bloodstone (looks like pearl item but red and purple)

In combat gain +5% dmg bonus for every 5 seconds in combat (+1% per stack), the bonus resets out of combat

cosmic heath
#

!feedback

Kjaros should proc the same way it does now, but runald should be based on rapid small hits.
A cool factor of the old ones was that they synergised but that has kind of been removed and they just overlap now.
Using a system like this a. all characters could proc at least one with their base kit (maybe not acrid), but more importantly it could bring back the cool synergy factor, this would be because kjaros fulfils the conditions of runalds and vice versa. E.g. runalds activates and does a big burst triggering kjaros/kjaros activates hitting rapidly triggering runalds.
One possible issue with this is that early game saving them for the right enemy is a fun bit of strategy atm, and for a lot of characters this wouldn't be possible anymore, so possibly reduce the cd and decrease damage so its more consistent.
The other i can think of is that it might be awkward if they get dsynced due to an enemy being knocked out of kjaros, so maybe once you have both, manually program so they both proc instantly (rather than a natural occurrence of their mechanics)
I just feel that having them work together could be fun/make them more consistent on all characters early game.

EDIT: I edited in a word which was missing, I interpreted the rule as against abusing the edit function not just using it so just delete this if that isn't allowed at all, I have it copied and can repost.

dry bloom
#

!feedback It would be really funny if when the player died all of their items detached from their model, with a harder impact scattering them out further.

upper lantern
#

!feedback

You should have a small percentage (~5%, maybe affected by luck) chance to be teleported to another hidden realm when you are engulfed by void reaver's death. In order to escape this realm, you would have to fight a new boss (or maybe waves of difficult enemies). This could be a good opportunity to implement a new boss, realm, and maybe unique/boss item only acquired from here. This is a good risk/reward scenario, as there is only a low chance for the teleport to happen instead of death, and most players wouldn't want an early end to their run; but players would also be excited to see a new realm and boss/item.

EDIT: Instead of a percentage to teleport, maybe have the teleport happen if you're holding a certain item (most likely lunar), like how if you obliterate you can go to A Moment, Whole from A Moment, Fractured if you're holding Beads of Fealty.

This could also be an item you obtain from completing Void Fields, linking the realms further and giving more player motivation to fully complete the realm. Additionally, completing the new realm could perhaps give you a bonus against the Twisted Scavengers for further realm linking.

jolly plinth
#

!feedback

A new primary for engineer

Challenge name
“And another one bites the dust”
kill 10 enemies in a single burst of bouncing grenades

The new primary will be called “corrosive sabot rounds”. This is a slow firing cannon dealing around 80% damage that strip armor and explode after 2 seconds dealing 150% damage.

Some notes about it

•this idea was heavily inspired by the corrosive sabot rounds from borderlands 3 that do almost the same exact thing.

•with ukulele the shock will probably want to come when the shot hits and not actually when it explodes, this also goes for tri-tip dagger, flashbang grenade, harvester scythe, leaching seed, chronobauble, sentient meat hook and other on hit items excluding the elemental bands and brilliant behemoth.

deep abyss
#

!feedback Exiting out of a prismatic trial or any other gamemode sets your selected character to the commando, while maybe you could set it to be the previously played character.

opal vigil
#

!feedback
The artificer has a jetpack, Nice, but when you are floating in the air and press the dash button she leans back, when you are "Walking" or moving without dashing she leans forward, I think these should be switched, lean forward to put the jetpack facing more backwards therefore producing more forward thrust, or "Dashing"

little barn
#

!feedback - display each player's lunar coin count publicly in the character select/lobby screen so people that wanna play an actual legit vanilla monsoon don't have to play with a guy who laughs nervously when you point out he has 22,000 lunar coins on hand. theres no consequence to any action if you can insta stack any lunar build you want. or at least make it so we can report people that use this stupid text editing 'trick' for free lunar coins.

leaden atlas
#

!feedback remove the proc coefficient on captain taser

This sounds like a straight nerf, but it actually helps stun things even after you get a bunch of on-hit items. Shock gets removed on sufficient damage, so if taser procs any of your bleeds, explosions, etc. the stun is useless.

Currently, taser just serves as an animation cancel for your primary, but being unable to ruin its own shock debuff would make it usable for cc even later in the game. It deals the lowest damage on the captain's kit (less than a single shotgun pellet) so you don't even want it procing stuff anyways.

lost python
#

!feedback
"Artifact of Mechanism"

Description: Drones gain all items from players, but monsters have drones of their own.

How it works:
When buying any type of drone, they gain the items the player has at the point that they are bought (so if a player has something like 3 crit glasses, buys a drone, then grabs 2 crowbars, the drones will only have the 3 crit glasses), making players need to buy more drones to make them stronger.
Monsters will spawn with drones that scale with difficulty. If that said monster is an Elite, the drones will gain their Aspect as well. If the "Artifact of Evolution" is active or they are in the void fields, those monster's drones will also have those items.

Restrictions:
Engineer's turrets - Not Affected
Monster's drones brought back with Happiest Mask - Not Affected
Genesis Loop, Halcyon Seed, Mired Urn, Queen's Gland, Brittle Crown, Mercurial Rachis, Purity, and Strides of Heresy - Will not be applied to drones.

jovial sierra
#

!feedback In the final CU, maybe Aurelionite Aurelionite could get a new close-range attack.

Let him use his big gold sword to slash at players that get too close, preventing them from staying "outside" of his laser-range.

Edit: (For those that didn't know, Aurelionite can't use his laser if you're too close - the same is true for Stone Titans).

full kraken
#

!feedback Shrine of the Mountain rewards should allow for different green items. Taking such a huge risk to time and safety on a given stage should reward you with the best thing in this game: consistency.

flat hinge
#

!feedback

New item idea

Rusty cleaver (green)

x% on hit to throw a boomerang cleaver that deals x% damage (sorta like a weaker sawmerang)

Log:

"Hey.. check this out!"

What is it?

"One of those chef units... looks like it seen its battles"

What are you doing?

"Taking the Learning chip... it can prove useful to learn about this planet."

Well if you're taking something let me get that cleaver

junior dust
#

!feedback Defender class Survivor - Though it might be much asking for a new survivor, I just thought of at least sharing my idea for one. Most survivors in RoR2 mainly focus on offense. Though one of the main things you do in the game is kill everything, I think it would be cool to have a survivor that focuses more on defense and has a big shield of some sort. He or she can do things like deflect projectiles or create a force field that protects not only themselves, but their team as well. I hope you like this idea!

static hawk
#

!feedback Hermet crab style mortar shot alt for engineer basic.

flat hinge
#

!feedback

New red item

Lost drone

Every 10 kills spawns a small drone that will last for another 10 seconds and will heal you for 20% hp per 2 seconds

azure wasp
#

!feedback
Allow Artificer's Plasma Bolts to momentarily Shock enemies on a direct hit, or perhaps just all enemies caught in the blasts.
This would help set enemies up for stronger attacks, making Plasma Bolts a more considerable alternative to the raw damage of the Flame Bolts, as they currently kinda just sacrifice Burning to make hits slightly easier to land.

jolly plinth
#

!feedback

A new character, The Angler (I’m going to be using controller for the move set)

Achievement to unlock
“Big game hunter”
kill 50 jellyfish, 50 hermit crabs and 15 wandering vagrants

Appearance, I can’t draw so I’ll just discribe it

A large man in a yellow parka.

Moves

Passive:
Standing over a cliff for 2 seconds starts a minigame in which pressing RT at the right moment

A four hit combo from his fishing rod dealing 120% damage and flinging an enemy towards you, this excludes bosses binds to RT

First ability:
A barrage using a fishing spear dealing 10% damage per second at a extremely fast rate also causing bleeding. Binds to LB

Second ability:
Shoot a harpoon gun at an enemy dealing 300% damage and dragging them towards you, bigger enemies and bosses require you to spam RB to

Third ability:
Shoot a flare gun at an enemy dealing 250% damage and burning them.

Unlocked move 1

Throw a anglerfish at an enemy gnawing them for 100% damage over time and dealing bleed damage.

Passive replacement
Killing an enemy increases stats by 10 and doubles this affect for aquatic mobs (stacks up to 5 times)

crisp brook
#

!feedback

Frog

south olive
azure wasp
#

!feedback
[Revision of an earlier idea] Make the different "Slowing" debuffs more distinct from each other. This would allow items that use these slows, such as Runald's Band or Mired Urn, to get a bit more out of them, as well as strengthening the Glacial and Celestine aspects quite a bit for players.
Ideas:
ClayGoo

-50% movement speed
New effects: -33% movement speed and jump height

Slow60 -> ChronoSlow

-60% movement speed
New effect: -40% reduced animation speed (slows down all actions)

Slow80 (Glacial/Runald's Band) -> Chill

-80% movement speed
New effects: -60% movement speed, -10% per additional stack (additive); Chill over 60% decays at a rate of 10%/sec. Freezes the target at 100% Chill, letting you execute them.

Slow80 (Celestine) -> Possessed

-80% movement speed
New effects: -80% movement speed; Killing Possessed enemies causes them to send out ghostly-green essence to the three closest enemies, inflicting a temporary stacking debuff named Haunted.

Haunted
Effects: -30% attack speed per stack (multiplicative); Each stack causes targets to send 2 more essences if they are Possessed when killed. At 3 stacks of Haunted, a killed Possessed enemy instead spawns an allied Ghost. These Ghosts are identical to Happiest Mask ghosts in every way, except that they only last 15 seconds.

Slow50 -> Slow

-50% movement speed
Unchanged

Decay

-50% Movement Speed, -20 Armor
Unchanged

autumn prawn
#

!feedback

Artificer's Alternative Utility: Whirlwind

Creates a giant whirlwind that damages, slows, and pull enemies in its tail.

This can be affected by your primary attack/secondary attack, it can be a fire whirlwind, lightning whirlwind, or ice whirlwind.

The profile of the whirlwind will not change once it was upgraded.

idle horizon
#

!feedback

All the elemental equipment items that have a like 1/4000 or so drop rate could be added as an actual item instead of an equipment given most of the equipment in the game is way better than using most of those late game. That or making the drop rate for them way less for them to be more useful to get early game. Maybe somewhere near 1/200 or something or even 1/1000 would still be a significant chance at them dropping.

Second idea for it would be to make them some kind of lunar equivalent to the Wake of vultures, which seems plausible given the silence between shots turns half your health to shields. I don't know about the other ones but that would make them more accessible and even possibly more useful as they add some level of change to the character builds at least more than they do now.

I personally really like them and they seem like a cool way to spice up the core game play if implemented a bit more usefully for the long game play style. After a few stages in they become less useful over all and I for one would love a rework on them.

lusty lantern
#

!feedback

Acrid's Alternative Primary: Vicious Strikes

Swing your poisoned claws toward your enemy, sending out a ranged attack that strikes in a pattern for ?% damage. Every 3rd hit crosses the pattern from both claws, dealing ?% damage.

This is a suggestion, because Acrid all though having melee abilites, feels more like a awkward, strange range/melee hybrid. Later into the game your melee attacks start to feel a bit useless due to the main damage coming from your R and your M2. Having a new ranged M1 I think could turn Acrid into more of a true ranged survivor. Of course, this new M1 would not be near as strong as his melee M1, but it would fit much more nicer into his playstyle for those that like using his default M2.

azure wasp
#

!feedback
Idea for Loader - Unlockable Special
M440 Conduit
The Loader’s Special from the first game, adapted to the second.

  • 30-second cooldown.
  • 0.75 Proc Coefficient
    Using the Special throws a Conduit out like an Effigy of Grief or Forgive Me Not. It constructs itself upon landing, but will not do anything until a second one is placed. Once the second Conduit is constructed, the two Conduits produce a tall wall of electricity between each other for the next 20 seconds, Shocking enemies that touch it for the first time for 10 seconds after dealing 375% damage.
  • If the second Conduit is thrown off the stage, or isn’t thrown for too long, the first Conduit will begin behaving like Loader’s standard Special, zapping the 2 nearest enemies for 225% damage every second for 20 seconds. Its range, compared to the M551 Pylon, is 30% larger.

The conduits deal a single, higher-damage hit, but overall do a LOT less total damage than the M551 Pylon. However, its ability to Shock ALL enemies that touch it provides some great synergy with Loader’s Utilities, allowing you to line enemies up and then plow right through them. It’s a lot less straightforward than the M551 Pylon, though, and while you’ll still have an option to deal with Lesser Wisps early on, it’s not as reliable.

radiant sky
#

!feedback
New Green Item: High Voltage Battery (I can’t think of a better name)

In game description: High damage hits do increased damage on the next use. Recharges over time.

Logbook description: Hits that deal more than 400% damage cause the next use of that ability to deal X% (X% per stack) increased damage. Recharges every 10 seconds

I really like playing artificer, so I thought of an item that is a little more desirable for high damage ability based characters like her and loader. Most of the stats are taken from the new wedding bands but that’s because I really enjoy the consistency that they have now.

cosmic remnant
#

!feedback

Heresy

Grasps of Heresy: M2 is medium range arm swing that roots enemies

Chords of Heresy: Special places an AOE that deals dot, if an enemy loses 50% of its max health to this dot it switches to your side.

If you have all 4 parts, an shrine of rebirth will spawn. Offer a lunar coin and it will spawn a portal of rebirth. You essentially fight a boss rush with three random bosses, without items. If you survive, you enter the next stage, playing the rest of the run as Heresy. Heresy's skillset is buffed, as they aren't tampered with to be less powerful:

Visions: No reload, but slower fire rate

Grasps: Longer root duration

Strides: Faster movement

Chords: Dot increases over time

serene solstice
#

!feedback
Green Item Idea: Momentum Container
Stats: When you activate the teleporter, gain 2 (+1 per stack) boost charges. When an attack would deal 400%(?) damage or more, deal triple damage instead, and consume 1 boost charge.

It's not listed in the stats, but there's a catch: Boost Charges are kept between stages. That way, most characters (not loader) can, if they desire, choose to hold on to their boosts for a later purpose, such as facing off against a certain moon god...

modest grove
#

!feedback

Please fix the spawn logic of enemies, especially for teleporter bosses, to not be able to spawn them over the wall/on a different vertical level.
Or at least adjust it so that they can't spawn too far away when they are not something mobile like jellyfish, magma worm, imp overlord, etc.

It is a pain when a teleporter is near the big wall in wetland aspect and the boss spawns over the wall, making tp charge(esp. in eclipse 2 or more) harder for no reason.

brave grove
#

!feedback
Suggesting a Quality of Life modification for Visions of Heresy

Getting right to the point: I think this item would feel much more viable if the cooldown started when the first shot was fired - and didn't refresh/reset the cooldown progress every time subsequent shots were fired. Effectively "as long as the item is missing any ammo charges its cooldown will continue". Especially when the item gets many stacks, it can become fairly unusable, or at the very least a little frustrating currently. Primarily because it's not intuitive and requires a substantially different playstyle to use optimally, which in-and-of-itself is okay, but not because of 'awkwardness' in my opinion.

I think this change would make the item much more intuitive and easier to use without making it too much stronger. I don't consider the 'awkwardness' to be a type of skill expression, but rather more of a nuisance that prevents the item from being as fun as it sounds like it could have been.

Some grittier details for actual implementation: ||for this to function ideally, I expect numbers would want to be adjusted to the way the item stacks, as just implementing this change alone will actually remove any reason to stack the item. Since enough attack speed/cdr to "100% uptime" with one stack would be the same as with two+ stacks. So instead, maybe give a slight damage boost to each shot per stack, and make the cooldown scale a little worse than linearly, so that it actually will still reward stacking, and still require more resources to make work with each stack. But that's more "Rework" than "QoL" at that point.||

I like this item, and I have had some fun runs where I was able to make it work with more than one stack, but in almost all practical scenarios, if the item is taken it's only taken as a single stack for good reason currently. I think this proposed change would make it a more interesting and fun item to mix up the playstyles of more survivors more often.

crisp pilot
#

!feedback
Something in this discord like "commonly asked questions"

vague hamlet
#

!feedback
H3AD-5T v2: Give 50 armor during kinetic descent.

This is just to make slamming into a crowd slightly more safe.

crisp pilot
#

!feedback
New end of run stat
"Times equipment is activated"

sterile plume
#

!feedback
Multiplayer overhaul
Currently, the multiplayer feels very basic- alot of features are missing, that would at least feel good to have. A few examples:

  • Emotes or pings that help communicating more quickly (Avoiding "are you ready" typing in the chat or typing at all) like "Are you ready?" / "Yes" / "No" / "Wait a moment" / "Help")
  • Options to kick or ban a member (I had several people that just wanted to grief games instead of actually playing it)
  • Additional rules (Forced item sharing / distribution )
  • Some sort of voting after bossfights? (Vote for Blue Portal, Next Destination, Golden Portal, Celestial Portal)
  • Voting for items? I remember from my old MMORPG times, that after certain raids you could vote for the equpment that just dropped- e.g. maybe the player could vote "yes, give me that fungus" as the engineer opposed to the mercenary? If everyone wants the item, it will be randomly, but evenly distributed- maybe?
  • A few more things that I can't seem to think of right now (will edit this later)

These mostly apply to 3-4 man runs, I rarely had any issue with just some random and myself.

vague hamlet
#

!feedback
Strange nitpick, but one I feel worth pointing out.

During the Sky Meadows teleporter event, a slightly edited version of Antarctic Oscillation is the BGM. This version cuts out certain parts of the song, the reason I assume being that it's a little long for a teleporter event.

If this is the reason, I'd somewhat understand. But the BGM continues to play even after the event is over, so it seems kind of unnecessary to cut out bits and pieces of the song.

Ultimately I imagine this decision comes down to the composer himself (Chris Christodoulou), though I figured I'd share my thoughts about this.

primal locust
#

!feedback
Collecting Research Points allows upgrades to your runs
Skill Tree in main menu, with upgrades such as

2/4/6/8/10% Increased Experience Gain
5/10/15/20/25% Increased Money Gain
10/20/30% increased Arrow Rain Radius (Huntress Only)
End of tree could have bigger upgrades like
25% chance of an additional boss drop
or
Start every run with 1 Backup Magazine, stuff like this, to make Risk of Rain feel as if there is something to work towards, as someone who has played enough to unlock everything and tried several mods, this feels like the next step towards repeatability

vague hamlet
#

!feedback
Commencment: During the escape, if you approach the ||frog||, you'll be awarded 3 Lunar Coins.

Just a little extra bonus for having the time and speed to get there.

unreal parrot
#

!feedback Make commando's combat roll clear the fire debuff, +1 Commando roll usefulness
+1 Makes sense, stop drop and roll

floral ice
#

!feedback a bit of an odd idea, but what if there was another less random but still very difficult way of obtaining an irradiant pearl? Maybe something like the Rex quest, but much more difficult, so It's very high risk but very high reward. I feel like getting an irradient pearl for the log is pretty ridiculous, and right now doesn't really have any good farming methods. Having a new way to get it that exchanges some of the required luck with skill would be really awesome. Also on a side note other quest-like things and/or uses for the fuel array in game would be neat

obtuse dagger
#

!feedback an Artifact that randomizes your characters loadout after every stage would be interesting... thsBONK

unreal parrot
#

!feedback
show cooldowns for things like tesla coil and headstompers like how its done with the rings

(reposted cause last message didnt get the feedback reactions for some reason??)

waxen surge
#

!feedback
this looks so much better and I think it isn't that hard to change

unreal parrot
#

!feedback give acrid some invincibility frames when hes in the waking up animation when a new run is starting

autumn prawn
#

!feedback

NEW ITEM TIER: Aura Items

Items that have an aura that can buff/debuff/both friendly/enemy/both units.

waxen surge
obsidian fog
#

hi this is my opinion. dont hate me. if add my native lang (polish) my friend and me more happy + language barrier would not prevent new players from getting to know the game. Of course, I am not talking only about the Polish language, because there is probably a similar problem in other countries !feedback

serene token
#

!feedback

turbid wharf
#

!feedback
Scrapper

  • Makes game too easy, I'd suggest making it one time use or having an artifact that makes it one time use. This way you'll have to consider what to scrap and prioritize stacks over single items.
safe prairie
#

!feedback
Drones really need to gain natural movement speed in some way, either through leveling up or relative to your movement speed.

I was on Commencement the other night using a character with no mobility and a single Goat Hoof serving as my movement item(s). It was still an absolute struggle to have them stay following me, and even then I ended up giving up and leaving them behind.

It’s possible this is an issue with commencement in general, and this wouldn’t singlehandedly solve the drone issue (as they have some path finding issues in general), but this issue is there and this solution should probably be considered.

alpine arch
#

!feedback

New Artifact: Artifact of Mitosis

On defeat, enemies that have a "lesser" version will split into that mob. Examples: Greater wisp splits into 2 lesser wisps, Stone Titan splits into 2 Stone Golems, etc.

dusky ingot
#

!feedback
Add targeting for Engineers turrets, a way for turrets to prioritize enemies over others, as well as improve ai for walking turrets.
This change could also be added to gunner turrets and drones to give them more use.

craggy flax
#

!Feedback make the targeting screen for engineers harpoons a little smaller, so it's easier to target a specific enemy

cerulean temple
#

!feedback
The aspect equipments need a big buff, they're really rare for something that's not that useful. Like make the ice explosion on the ice aspect a proc chance rather than on death (which is totally useless), and the overloading effect should be able to proc items. I feel like celestine and malachite should also provide a useful debuff, like making them take extra damage. The aspects are too rare for them to just be items that you look at and walk past, and they could be really fun alternatives to normal equipments
I'm sure someone talked about this before but i just wanted to throw out my thoughts

bright nacelle
#

!feedback
So one idea for atificer to buff her dmg and make using her nano skills (her m1 and special not nano bomb as that thing has already been buffed) is to make the nano attacks have the same effect as overloading elites. It would be a nice incentive to use her nano attacks and give them some much needed dmg

serene token
#

!feedback When playing as loader your crosshair turns blue if you can grapple to it. You can't see this while sprinting. Make this visible while the player is sprinting

marsh terrace
#

!feedback Acrid's alternative secondary, hungry jaws, heals 20% of your health pool instantly. This could make Acrid a unique melee survivor based on healing.

compact onyx
#

!feedback
So far, Armor is a rather underutilized mechanic. I'd like to suggest a generic, non-conditional Armor item. Just an item that gives X Armor. Nothing more, nothing less. We only have two items that effect armor for the player currently, and both are conditional. Those being Rose Buckler, a green item which only works while sprinting, and Jade Elephant, a piece of equipment that only grants it for a very limited amount of time. Even just adding a single non-conditional item that grants Armor, I feel, would improve the viability of more defensive playstyles.

idle venture
#

!feedback Teleport minions to the Mithrix fight since it is very hard for the AI to path correctly to the fight as well as them being very slow to get there like you're herding sheep

marsh terrace
#

!feedback Give engineer an alternate primary that is like a slow firing cannon. Make the grenade sprite a little larger and have each shot do (140-200)% damage. The overall DPS would be a little less but it would make a more aggressive less defensive engineer very viable. Ex: Boom (1 sec) Boom (1 sec) Boom (1 sec) etc. You could charge up to shoot two cannon balls at once which both do (320% damage) and have piercing (the charge up would take less time then basic engi charge up).

pale meadow
#

!feedback
it would be cool if each environment had its own unique teleporter design, like abandoned aqueduct having an abandoned temple like teleporter and so on.
would give each environment more uniqueness

jovial sierra
#

!feedback
Slightly rework the Beetle Queens BeetleQueen "debuff bugs" to have them act more like the Archer Bugs of Risk of Rain 1 (they could also potentially spawn as normal enemies in the Beetle family).
If left alive for too long, the bugs would begin to periodically shoot a spread of three projectiles that travel about the same rate as a Lemurian fireball.
This could serve as a method of spicing up the Beetle Queen fight and making it just a bit more engaging, as well as potentially adding more enemy variety.
This would be really cool to see!

Edit: The image below is the logbook entry for Archer Bugs in Risk of Rain 1.

bright nacelle
#

!feedback

A new utility/secondary for engineer (the secondary version would be lees powerful). Throw out a mine that deals x amount of dmg on impact. In 2 second intervals it sends out shocking and damaging pulses in a large sphere for 5-10 seconds. I feel this would help engi lock down targets and better be able to hit them with his grenades.

halcyon wigeon
#

!feedback

Sundered Grove needs to be changed up a little (not completely reworked, it's still good). The stage really feels like a stage 1 or 3 map, in terms of color and variety, and could heavily benefit from some changes. Also, it is pretty small and should be expanded a little.

ivory quarry
#

!feedback

Stage 4 Bazaar Between Time should have 3 lunar seers to accommodate for the new stage 4 map, as opposed to only having two lunar seers currently.

bleak hedge
#

!feedback
If you have drones, beetle guards from gland, or mask ghosts. When you ping an enemy they focus that enemy, it would make pings actually useful

supple crypt
#

!feedback
New surviour, The Disciple
Max health: 120 (+30 per level)
Damage: 12 (+2.4 per level)
Health regeneration: 1.5 (0,2 per level) hp/s
Speed: 7 m/s
Armor:0

Passive (Burning heart)
Every attack she does builds up heat which takes away your health until you have cooled, you will cool down over time but also deal more damage depending how much heat you've built up to a maximum of 100% = to half ­­your hp aka shaped glass.
primary (Flaming skull)
fire a flaming skull for %200 damage that ignites enemies, builds up 10%heat per use
Secondary (Ring of fire)
Send out a medium sized ring of fire that hits all enemies in a line for 270% percent and igniting all enemies it hits, has a timer of 4 seconds. builds up 20% heat per use
Utility (Lava spill)
Spew lava all over the floor in front of you dealing 80% damage, igniting them and slowing any enemies besides bosses for -65 movement speed for 3 seconds will stay on the field for 5 seconds. has a timer of 8 seconds, note the timer will start after it has been spewed out, so it would be possible to have multiple at once. Builds up 30% heat per use.
Special (Eruption)
Explode into a massive aoe damage ball dealing 400% damage per 10% of heat build up and igniting all enemies. -100% heat build up and causes your moves to turn cold for 5 seconds which means you can not ignite them nor build up heat. after the explosion you will have 1 second of invincibility but healing items like leaching seed, med kit, harvester scythe etc etc. will not work on the blast. has a timer of 12 seconds which will only begin once you have heated up. if your curious about the blast radius i would say about the size of a war banner or maybe a little smaller.
I hope you liked this idea. sorry if my grammar is a bit off and thanks for reading, If you want to know what she would look like a mix of the antiquarian from darkest dungeon and sienna from warhammer and would obviously look more robotic.

flat hinge
#

!feedback

Make Headstompers V2 prioritize the most dangerous enemy rather than some random beetle 5 meters away

plucky fern
#

!feedback Make Scrappers just a little more uncommon? I love the idea but I personally find them so often that it seems like I have no chance to be screwed over by rng

unreal parrot
#

!feedback teleport drones into the final boss arena when all players arrive there, else they kinda dont show up until theyre rendered useless by the blue fire attacks

dusty flame
#

brilliant

white tartan
#

!feedback
Item suggestion
Red item type
Gold key 🔑
Golden chests have a 30% chance to spawn on any stage from this point on +10% chance per stack
Enables entrance to an alternate stage for void fields only accessible via being detained by void reavers with golden key 🔑 in your inventory otherwise your considered detained indefinitely as you do not have a key to escape. Stage operates as normal with cell vents 1-9 but with a hidden boss void reaver (clay dunestrider sized)called Void Warden at ninth cell vent activation.

pallid thistle
#

Good idea

versed sandal
#

!feedback make drones follow you and not be stupid

modest linden
#

!feedback a new elite. Ravenous, an enemy that poisons and jumps, leaving a puddle of poison similarly to acrids jump. I mainly want this elite to be a thing because i could get the equipment and that would be neat

lost python
#

!feedback
Artifact of Mutation

Random mutators will be applied at random at the end of stages, these can include good or bad effects (labelled "Powerful" and "Corrupted" respectively), here's a couple of examples.

Powerful Mutators Examples:

  • All attacks inflict poison.
  • Jumping heals all nearby allies for a portion of their health.
    Corrupted Mutators Examples:
  • Monsters deal more damage to shields.
  • When activating skills (not M1), lose a portion of your health.

**Side notes: **
Luck can affect how often the mutators spawn, so with enough luck you could get a Mutator every stage, or make it very rare, this will not affect if you get powerful or corrupted mutators though
These mutators are not to just be a "Increase in health" or "Lower damage", these are supposed to change how you decide to go about your run giving each run with this Artifact a different taste. (For example, in one of the Powerful Mutators, you get attacks inflict poison, possibly making you want to pick up a death mark.)

azure wasp
#

!feedback
Buff all Elite Aspects so that they're worth your Equipment Slot on the off chance that you actually get one of them.
I've come up with ideas of my own, but I am fully aware that buffing these things is a really tricky thing to do without making Elite enemies incredibly busted.
Potential Elite Aspect Buffs
- Blazing
Killing an enemy allows ALL attacks to inflict an extra stack of Burn for 3 seconds. Stacks infinitely.

  • Blazing Enemies will only be stronger after they off an ally, and even then, slower-attacking enemies won't be able to benefit in time.

- Overloading
Hits that deal over 400% damage calls forth a Lightning Ball instead of the usual Overload bomb. This ball strikes lightning down 1 second after landing on the ground, dealing 250% TOTAL damage in a 4m radius.

  • L.B. Proc Coefficient: 0
  • These Lightning Balls fly out like the fireballs from the Molten Perforator; they do NOT stick to enemies, instead passing through.
  • They have NO cooldown, much like the usual bombs; as long as you can keep printing out big hits, you can keep striking down on your foes.
  • Overloading Enemies do get a huge buff out of this; however, the Lightning Balls are incredibly avoidable, unlike the Overload bombs that would normally be stuck to you. This would help against things like Overloading Stone Golems, who would normally be guaranteed to bypass your One-Shot Protection with a strong-enough hit thanks to the bombs.

- Malachite
Enemies killed while inflicted with HealingDisabled leave behind a damaging cloud of toxins that deals 300% TOTAL damage every second to enemies inside of it for 10 seconds.

  • T.C. Proc Coefficient: 0.3
  • This effect is on-kill, so it'll only come into play against Malachite enemies if they break a drone or kill an ally.

- Glacial & Celestine
See the link below. Skip to Slow80.
https://discordapp.com/channels/417739215355510784/559901472339525644/760334140540583947

  • Character limit; ask if you have ❓s.
marsh terrace
#

v o t e

harsh torrent
#

!feedback
Re-introduce the completed-but-unused Archaic Wisp into the monster pool rotation, starting at stage 4 on the Abyssal Depths map. However; also give him the Grovetender's wisp barrage attack ontop of his upgraded version of the Greater Wisp attack.

This would take very little work to do and almost not worth a full scale update; inserting the attack from the Grovetender, and adding them to the spawn queue; Running the mod which re-enables them with other mods gives me a skewed perspective so they might need a look at their stats for where they are; and their attack doesn't really seem to catch players off guard in comparison to Greater wisps. (it's a projectile that creates a small shockwave that travels across ALL surfaces for a distance and leaves a short-lived damaging trail in it's wake),

To buff it which would take considerably more work; on impact AND across at it's lifetime, it causes a splash damage explosion, with greater chance to proc every time it hits a target; lethal against clustered objects as it explodes multiple times and travels across ALL surfaces.; Alternatively, give it a spread-shot of six projectiles with very inaccurate cones of fire; three per 'hand'

https://www.youtube.com/watch?v=bbArcu6w8GQ
https://www.youtube.com/watch?v=Wj3vV3MzIbk includes other unused contents
Unlocked at 1000+ deaths to Wisps

cosmic remnant
#

!feedback Stage 1 of the final boss has the intro tune, but then jumps directly to the slower part of the song. I at least want the 13 seconds of heavy metal to play at the beginning of the song, since the slower part kind of kills the mood at the beginning of the song.

See https://www.youtube.com/watch?v=r2JeL1ibBI0. At 0:09 is the current start of the song, but at 0:13 it jumps straight to 0:26. I'd rather it play through 0:13-0:26 because the final boss's charge at you plus the sheer speed of his first attacks, before you adapt to his skillset, really complement the heavy metal rather than the slow part.

Album out now: https://smarturl.it/ror2ost
Get the vinyl : https://smarturl.it/riskofrain2vinyl
Get the album on STEAM: https://smarturl.it/ror2oststeam

Composed, performed & produced by Chris Christodoulou
©℗2020 Chris Christodoulou

Artwork by Nicole Dorosh

Risk of Rain ©2...

▶ Play video
safe prairie
#

!feedback
All of MUL-T’s primaries encourage usage of the swap feature in some way... except Nailgun.

– Rebar Puncher fires immediately after swapping, leading to an artificially quicker firing rate (this is intentional, as stated by Ghor).
– Scrap Launcher sits on a cooldown, swapping can allow you to keep your damage up.
– Powersaw is melee-only and drags you inwards, meaning you want to swap off it when dealing with Blazing or flying enemies.

It would be nice if Nailgun had some feature that encouraged swapping as well, to keep consistency with MUL-T’s design.

It feels like the shotgun burst at the end of Nailgun’s fire was added for this purpose, but if it was, it does not function properly with Retool.

hollow carbon
#

!feedback
the shrine at commencement should have infinite uses or at least 4 different shrines next to each other for multiplayer!

cosmic patrol
#

!feedback
New Yellow (Boss) Items/Buffs/Nerfs

NEW!
Solus Battery (Solus Control Unit)
Has a chance to drop from teleporter event if teleporter event boss is a Solus Control Unit
Falling below 25% Health causes you to Overcharge
Overcharge causes you to gain 40% Movespeed and a Shield equal to 20% of your current Health for 6 seconds
(+4 Seconds for each)

NEW!
Electric Perforator (Overloading Worm)
Enemies Hit Above 50% Health have a 7% Chance to Summon a StormCloud above them.
Storm cloud releases 3 Electric Balls.
after the electric ball comes in contact with anything it will summon a bolt of lighting dealing 600% (+300% each)

Yellow Item Changes

Buffs

Titanic Knurl
Reason: Titanic Knurl at the moment does not feel impactful enough in the late game
Titanic Knurl no longer increases max health by 40HP
Titanic Knurl now increases Armor by 5 (+5 each) for ref 5 armor is a 4.67% dmg reduction
Regen part is unchanged

Queens Gland
Reason: The beetle summoned from this item suffers late game due to the amount of elite enemies spawning later on
The Beetle summoned by Queens Gland now has a chance to spawn as a elite.
the chance of it spawning as a elite increases as diffculity increases

Nerfs

ShatterSpleen (adjustment)
Reason: (i love this item) This item is WAY too strong atm,its stronger then alot red
Bleeding enemies now explode on death for 300% (+300% each) instead of 400%
plus an additional 15% of their max health,Removed 15% max hp per stack

Mired Urn (healing halfed)
Reason: it heals too much to the point where other healing items become printer food once you obtain one
While in combat, the nearest 1 (+1 per stack) characters to you within 13m will be 'tethered' to you,
dealing 100% damage per second, applying tar, and healing you for 50% of the damage dealt.

The rest of the Yellow items feel they are in a good spot,so this is the end of this suggestion.
Thank you for reading my suggestion!

wanton thorn
#

!feedback
Item suggestion.
Red item - Scout's bat
A baseball bat that adds [heavy] to attacks. And it would increase your mov speed on crit.

Or change knuckleboom to "lariat" and add [heavy]

winter berry
#

!feedback

Add bots to make the game Intresting when you are alone

Give a new tab called (Bots) And you select what bots you want

sonic cave
#

!feedback New equipment: As you wish... A counterpart to the Forgive me please that repeatedly triggers all “on interact” items, it is a voodoo doll resembling captain that has a push to talk button on its stomach.

vocal flower
#

!feedback
relating to all these suggestions about buffing Aspects, to buff aspects, you would have to buff elites themselves. fire elites are already scary enough, and I still get 1-shot by an overloading clabong.
tl;dr please don't buff aspects

fresh crater
#

!feedback
The ability to control where your drones, beetle and ghost minions go by using the markers, it like you could use a beetle guard to stay on one of the aqueduct buttons

harsh torrent
#

!feedback
This one might seem a bit unusual; but Unlockable Enemies/Bosses, Elite Types and Stages usually after certain conditions; Often this means obtaining an artifact, looping X times, obliterating with certain items, reaching a certain stage number WITHOUT ITEMS etc.
Artifacts & Unlocks hidden on the maps.

One such possible new elite is an elite that prevents damage to all nearby enemies; but takes on that damage itself; It however gets a multiplier based on how many enemies are nearby; which stack their own healthpool ontop of it. The inverse can also apply.

Gold elites inherit gold over time and steal money while in proximity to you; but offer 2-4x the money when killed. They often try to avoid the player.

Yellow/Spirit elites attack and move faster, depending on how much health is missing. Unlocked by getting the Artifact of Spirit; which will allow these elites to spawn on future runs regardless of the artifact.

Glass Elites are self explanatory but also damage enemies with bleed when they are hit passively (shards of glass and all that). Their aspects are different in that they can be activated like a reverse spinel tonic: You temporarily get all your health back and get a full bar of topaz/aegis barrier back for the health you would have had once it wore off

Artifact of Fractal-Recursion: Entities of the same type combine into a single larger entity of the parent entities when close enough together; Provided enough damage; even basic enemies will split apart into smaller ones; One wisp into two, into four, into eight, etc. Each time this happens has a chance to roll for an Elite. This can also apply to player's allies; but not players themselves for obvious reasons.

Artifact of Kleptomania: Enemies hitting you steal items. Damage them to retrieve your items.

Artifact of Trade: BiggerBazaar, BazaarStart, BazaarPrinter and BazaarExpand mods, basically. Needs balancing, esp against those with huge existing lunar coin deposits

unreal parrot
#

!feedback if the player takes too long to find the teleporter ~10 minutes without passing it, ping it once to avoid frustration and allow the player to learn the new different location

grim crest
#

!feedback Allow to view more messages in the chat log (and to go back in chat)

merry trail
#

||!feedback||
New Lunar Item
Reduce damage taken by 25%, but reduce movespeed by 25% (stacks hyperbolically like tougher times)
Why?
Lunar items are made to solve problems. Right now there are some (fun) balancing issues lategame, and people really want a damage reduction item. This would provide a fun and interesting way to add that item, as you will have oodles of movespeed by lategame anyway.

Additionally, this new lunar would enable a fun tanking playstyle early and late game, for any character but especially those with lots of health anyway like mul-t and melee acrid.

Side note: to make this lunar not feel terrible to use (reducing movespeed for a hard to see stat to go up is yuck), maybe make the first stack remove knockback on the character and give the character a custom hit-noise. Would make it feel like you are reducing the damage you are taking.

tough pendant
#

!feedback Pearl and Irradiant Pearl Change

Provide more ways to attain pearls.

Why?
Firstly, to help people get the Irradiant Pearl without the intense suffering of finding a Cleansing Pool with all the lunars they need to get the pearl. Secondly, to help the game feel a bit more intertwined, if that's the right word. If there were more ways to get Pearls, it would feel as if pearls are an actual part of the game, instead of a part by the wayside that everybody ignores. This would help encourage tanky builds, as people would now consider that they could get pearls to increase their health instead of ignoring the existence of Cleansing Pools.

unreal parrot
#

!feedback
A "most damaged by" category that shows what monster type did most of your "total damage taken" category in the post run report
and then come to terms with the fact that you were most damaged by beetles

hearty compass
#

!feedback
Backup magazine should also increase the charges (+1 per) of cooldown-based primaries (artificer, mul-t).

This buffs them while retaining their identities. It also makes cd-based primaries a more viable option to consider for new survivors/alternate skills.

There's already a way to increase visions of heresy charges, so I'm not sure if it should be included or not.

versed sandal
#

!feedback
amount healed in the end screen

formal fossil
#

!feedback
Right now, sticky bombs are mostly useless in the late game since monsters usually die before the bomb goes off. So:
Make Sticky Bombs explode immediately if the monster it is attached to dies (similar to Will O' The Wisp, but with a much smaller range).

jovial sierra
#

!feedback
Have Mul-T's weapon displayed on its model in the lobby be based on the most recently selected primary.
At the moment only Nailgun is displayed no matter the loadout. It would be a neat detail to see it change!

meager light
#

!feedback
Instead of getting a whole new skin for beating Eclipse 8, their weapon or skills change get a skin (e.g. Mercenary gets a red sword and skills to match Oni)

fickle temple
#

!feedback
a shrine that gives legendaries based on how many players there are in the game, costs same as a legendary chest and only appears in sundered grove and abyssal depths

currently abyssal depths and sundered grove are worse off for multiplayer, they provide 1 legendary compared to their alternative, which provides 1 legendary for everyone
(this means removing the chest and replacing it with the shrine)

harsh torrent
#

!feedback
When mod support rolls around; maybe some features in regards to it would be interesting. "Featured Mods" would be a way for Hopoo to have a rotation of mods on showcase that they think make good alternatives to the gameplay when used together. Obviously things like "top rated, newest, least viewed, most downloaded, development status, version info" would also factor.

AE: a mod that has had updates within the past 2 weeks would be considered "active" while one within 2 months would be "updated", etc. going until 2 years at which point a mod is no longer considered in development.

Mods can have their own sub-hubs where devs can show what they're working on and have discussions.

Most important; mods can have a "Server-side, Client-Side or All-Parties" flag; so that people know what is what.

The game should automatically try to download "basic" mods (no new assets like models/icons/etc.); but otherwise asks the player before downloading mods.

grave plaza
#

!feedback
For this RoR2 discord, have a channel called "poll-suggestion." I have ideas for polls and the poll channel is sitting forlorn and empty :(.

chilly crag
#

!feedback Rework bleed to deal total damage instead of base damage. Numbers will have to be adjusted

dusk hamlet
#

!feedback drill please, need some pierce

trim solstice
#

!feedback Grove stuff
||I really like the aesethic of Sundered Grove from what I've seen so far. However, I would personally make two minor changes to keep stage variety fresh. About the music, I would prefer Nocturnal Emission or Evapotranspiration. Enter the Doldrums is one of my favorite tracks do not get me wrong, I just think having Rallypoint and Grove have different themes would be slightly better since they can be played back to back. I also think having a different boss instead of magma worm would be better as well. All stage 4s have magma worm currently and there is also Rallypoint and Sky Meadows so you can have the chance to chain 3 magma worm tele bosses in a row if you start at Rallypoint which isn't that great. Having a different boss in place of magma worm would not only break that chain but also increase player agency on boss items when choosing the newt location (Since both abyssal and grove have legendary chests, boss items and enemy choice will decide which one you want to go to). I would suggest grove tender the most since it would make the most sense and he only spawns in Acres. These suggestions are based on the gameplay I have seen so far so correct me if I am wrong.||

velvet ginkgo
#

!feedback
Instead of giving abyssal depths and sundered grove extra reds, make alloy worship unit drop only one red. It would be easier to implement, and would encourage strategic distribution of items (giving nkuhana’s to an engi, giving an afterburner to a loader, etc.)

cedar meadow
#

!feedback
As a small quality of life change, when selecting artifacts in singleplayer or in multiplayer when rule voting is set to off as host, consider making it so that enabling and disabling artifacts is a simple on/off toggle instead of having to click through them multiple times to enable, vote against, and disable them.

marble light
#

!feedback Artificer alternate utility ideas:

Blazing whirlwind: create a large tornado of fire at the targeted location. (Looks similar to a kjaro’s band tornado, but maybe bigger) Does no damage on its own, but applies stacks of burn to affected enemies, and pulls them toward its center. - Would be useful to set up nano bomb/spear or even plasma bolt plays and I think it would be an interesting addition to arti’s playstyle.

Electron rail: Target an enemy, creating a [shocking] explosion around it. Then dash toward the target, giving yourself high armor for a period of time. (The dash wouldn’t put you right face-to-face with the enemy as that would likely result in death, but maybe instead in a fixed position roughly the length of flamethrower’s range.) - This would help to increase the aggressiveness of arti’s playstyle, and make flamethrower more usable (especially in comparison to ion surge, which works much better with the other skills currently in game and is also currently the only true defensive option in arti’s kit.)

jovial sierra
#

!feedback
Rework Rose Buckler Rose_Buckler to give armor based on your current movement speed, as opposed to just activating when hitting the sprint button.

little barn
#

!feedback
Huntress mastery skin should make her naked

compact onyx
#

!feedback
A small and simple suggestion for a change to MUL-T's mastery skin. Could we switch out his hard hat on that skin, for a certain Janitor's cap?

alpine swan
#

!feedback: Changes for fourth stages:

Make it so that if you are playing in multiplayer in risk of rain 2 and your on Abyssal Depths or Sundered Grove change it so that instead of 1 legendary chest spawning make it according to the player amount, but the chest locations would be different instead of being jumbled together. (But they would still be hard to find/hidden)

harsh torrent
#

!feedback
newt do something say something thank you.

crude brook
#

!feedback - How about making the Teleporter able to appear on the uppermost ledge of Siren's Call. It would certainly add some more variety to the stage's Teleporter locations.

Edit - Clarified that I was referring to the ledge, not on the crate itself.

stark comet
#

!Feedback
Can we get an short indication for what direction the AWU and its lesser counterpart decides to shoot it's spread fire so that dodging is more possible in mid range combat? I cant tell ya how many times I guessed wrong for which direction I had to dodge in.
It would just make the fight more consistent feeling.

fading parcel
#

!feedback Make cleansing pools more common/reliable to find by guaranteeing at least one of them on the maps they spawn, and maybe an extra one in a specific place on Wetland Aspect because of both lore reasons and timing

harsh torrent
#

!feedback
why not make aspects their own slotted item if/when more elite types? equip item slot and now aspect slot

spice onyx
#

!feedback

can we move the layering of visions to be behind the glasses on acrid?

little lava
#

!feedback Make risk of rain 1 available for mobile, and let mobile players play 4 person multiplayer

limpid blaze
#

!feedback Sundered Grove should stay Stadia exclusive. That blurry-textured labyrinth combines the worst parts of alternate distant roost, wetland aspects, and blighttown

flat hinge
#

!feedback

Bring me HAN-D or i will nail my balls to a cross

dim hamlet
#

!feedback
A boss fight with N'Kuhana
This is purely how to access the fight

When entering the Altar of N'Kuhana, you can find a grey item called the Jar of Souls. This jar fills up on kills, requiring 500 souls to be filled to the max. When the jar is full, you have to return to the altar, where you jump down the pit where the corpse is hanging. Instead of being teleported back, you are granted an audience with her...

Note: Small monsters get 1 soul, champions grant 3 and boss monsters grant 5.
Credit also goes to @wise pier for thinking this up

waxen surge
#

!feedback
Make👏 more👏 polls👏
they are awesome

waxen surge
#

!feedback
Make that if you beat eclipse 8 with any character , you get another skin for that one
That could be awesome

simple frigate
#

!feedback
Glowing Meteorite Meteorite currently doesn't pose a huge threat neither to player nor to the enemies, compared to extremely long cooldown.
Main reason to that is explosion damage has a falloff from promising 600% all the way down to 0%
Not to mention, due to how circle areas work, the lower damage zones are a lot larger
Adding a minimum threshold (e.g. 200%) will help to negate that effect, as well as properly damage enemies and players alike

molten tree
#

!feedback
Add a speedrun clock setting. It can be a second (smaller) clock in addition to the default one but this one doesn't pause so it still keeps running while you're in the BBW or any of the Hidden Realms where the timer is paused

eager plume
#

!feedback QOL changes to Primordial teleporter. Allow changing of location even after the teleporter is done. Primordial teleporter now appears in all levels after your Loop, thus making it like the first game.

molten tree
#

!feedback
Accessibility feature for people who can't hear/are hard of hearing:
Replace (or supplement) audio cues like Void Reavers dying or enemies spawning with visual ones that show an icon on your screen and an arrow to show where it's coming from

little barn
#

!feedback
Shaped Glass - I feel like it got nerfed too hard. It's almost worthless now. Perhaps change it to have a lower OSP threshold, as well as halving regen as well as health?

marsh terrace
#

!feedback I already brought this idea up but i think i made it to specific so here is an edited version: Give engineer an alternate primary that is like a slow firing cannon. The overall DPS would be a little less but it would make a more aggressive less defensive engineer very viable. Ex: Boom (1 sec) Boom (1 sec) Boom (1 sec) etc. You could charge up to shoot two cannon balls at once which would deal more damage and have piercing.

opal vigil
#

!feedback
As artificer when you are floating in the air and press the dash button she leans back, when you are "Walking" or moving without dashing she leans forward, I think these should be switched, leaning forward the jetpack would be producing more forward thrust, or "Dashing"
This would visually look a lot nicer imo.

fierce rivet
#

change the image of the mobile turret, her have the basic turret image on the life bar

vocal flower
#

change the image of the mobile turret, her have the basic turret image on the life bar
@fierce rivet !feedback :/

eager plume
#

!feedback seeing as how Hoppoo has stated they're doing "DLC's" for the future, here's an idea for the first one. Create an alternate final level(which can be turned on before the game begins) that would mirror the UES light from the first game, and changing it to that level would cause a 3d Cutscene of the first games intro. The level would include everything that was in the final level of ror1, Providence, Young vagrants, Purple greater Wisps, etc.

craggy flax
#

!feedback
Equipment idea
Soul Husk/Hollow Soul
Basically, an equipment that you can't obtain normally, getting one requires some hoops, like for a certains shrine to spawn, or it appears in the Lunar shop after some conditions are met.
In effect, deals very low damage to a single enemy. If the enemy was an elite and dies, it turns into the appropriate elite aspect.
Since the power of aspects is debatable, getting one semi-regularly (maybe at the cost of lunar coins) does not seem overpowered to me

little barn
#

!feedback
I'm sure people have talked about Captain and his abilities in Hidden Realms. What if he had a different set of abilities that could only be used in Hidden Realms to compensate for the loss of his other kit?

#

!feedback
One way to have Captain be able to use all of his abilities in hidden realms in a lore friendly way is to have Satellites or something that had gotten caught in said hidden realms. When Captain enters said realms, the Satellite recognizes his authority and assigns him as its new captain, granting him the use of his abilities.

unreal parrot
#

!feedback
put some chests, shrines, printers, and/or scrappers in the moon level, it makes it a little less boring to go through and gives you an actual reason to not just run past all of the enemies if/whenever youre capable of doing so, there also literally is loot in the finale level of the first game, so i don't see why there isnt any on here...

unreal flicker
#

!feedback
The ability to change the color of loot would be nice. I am colorblind and cannot tell the difference between a boss (yellow) item and a green item. One problem I can think of with this however is identifying loot to other players could be confusing.

woven lynx
#

!feedback
Proposed Corpsebloom rework (cause it desperately needs one):
Reduce healing received by -10%(-10%) [multiplicative].
Gain Root charge equal to healing received up to 100% of total health.
Upon taking fatal damage consume all Root charge and restore that much Health and/or shields [not affected by healing increases/reductions]
"Revive" has a 300s ||Maybe 600 if it's too strong||(-10%) [multiplicative] Cooldown. Cannot gain Root charge while on cooldown.

This would keep the original idea of the item of reducing your immediate healing and regaining it later but instead giving you the healing when you need it the most, while making it a viable item to keep and stack.
It would thematically fit the name Instead of becoming a corpse you bloom at full strength.
Stacking it would allow you to trade more healing for a shorter cooldown on your revive, for those runs where you have tons of healing and can't really use it.
It would also still be good for shorter runs. 10% reduction in healing is not that noticeable early on where healing is low anyways and a revive is always useful.

unreal flicker
#

!feedback
TC-280s should drop scrap if they are destroyed.

unreal parrot
#

!feedback allow playing prismatic trials without the leaderboard when modded

little barn
#

!feedback
I myself am not deaf or hard of hearing, but I think that a closed captioning system, similar to what Minecraft has, would help a lot of people. It would provide necessary context clues for a lot of things that people would otherwise miss.
For example, when a Golem starts charging up it's laser, on the side it could say Golem laser charging, or say Brass Contraptions ring when the toning drone of spawning brass contraptions plays

sacred hornet
#

!feedback
Maybe I'm just garbage, but twice today I activated the teleporter and magma worms spawned directly underneath me, killing me instantly. I am not exaggerating when I say that I had no time to react. This does not seem fair, but again, perhaps I'm simply bad at the game.

lethal axle
#

!feedback the vignette effect from having low health messes with my eyes a little when paired with medkit (it causes a very very sudden shift in brightness around the edge of the screen with no lead in), maybe make the vignette transition more smoothly from lower to higher health instead of happening instantly? it's a minor change but it'll make my eyes happier

harsh torrent
#

!feedback
Make The Director feel more "Alive"; Most players aren't even aware the game series has an AI director ontop of the Time Difficulty basis that hates them and is out to make their life pain
In Essense, "The Directors" would be RoR's version of "Devils" (to Mithrix and Providence being 'gods') and also "The Employers" from Madness

Yes, there's multiple; Each would have their own '"quirks" to set them out from the others
https://i.imgur.com/VHbbFxI.png

hexed topaz
#

!feedback one of my favorite posts in here was the one that suggested that the late game should be more like you're fighting the strongest beasts that the planet has to offer rather than enemies that are simply in the way of the player. The most exciting way to accomplish this would be to add more later game monsters. Once you've looped for the second time I think the game should really just give you hell. Right now the coolest super threats are the overloading worm and the scavenger, along with the occasional elite boss. I think id really like to see more powerful creatures that appear at around the second loop specifically that can threaten you, especially since the scavenger is designed in a way where hes kind of a "win more" creature, where if you're already doing well you'll kill him pretty fast and get 7 items for free which i feel makes the late game a lot easier.

Something I would like to add onto my post with an edit. I think the ancient wisp mod is a really good example of a cool late game exclusive baddie thatll push your build to its limits.

hushed breach
#

!feedback Make a Halloween update with special skins for characters maybe? Or maybe dress up some monsters in costumes.

little barn
#

!feedback
Allied Aurelionite and Beetle Guards should not be able to agro on you when you hurt them with effects that can damage your allies. I can understand that happening with the friendly fire artifact, but having them just try to wail on you rather than your enemies when they can't even hurt you is a waste of time at best and detrimental at worst, since they are not trying to kill the reason you got them to try to kill: things that are not you.

rose garden
#

!feedback (Create a spooky space folklore version of Halloween to fit into the game's universe.) Seeing as the setting of this game should more than likely not take place in the 20th or 21st Century, it would make more sense to have an in-universe reason to celebrate a newly existing holiday. Especially because the fake boogeymen on Earth can't reach you if you're on another planet, it would be cool knowing that there is or once was a very real boogeyman that could reach you from anywhere across multiple galaxies. Perhaps the execution of a war-mongering space spectre? Or you could just turn Clay Dunestriders into Jack O' Lanterns, that's cool too. 🎃 ClayDunestrider

mossy carbon
#

Make Mercenary's alternate skin carry a red sword. It bothers me to no end that his sword doesn't match his armor anymore

little barn
#

!feedback

Make Mercenary's alternate skin carry a red sword. It bothers me to no end that his sword doesn't match his armor anymore
@mossy carbon

stoic zenith
#

!feedback
In later stages where Overloading Magma Worms spawn at the start, I sometimes load into the stage inside of them, dying instantly. This brings a very unengaging end to runs and needs to be addressed somehow.

boreal ingot
#

!feedback Make elite equipments (Spectral Circlet, N'kuhana's Retort etc.) more stronger, since it is very rare to obtain.

green vault
#

!feedback The prongs on the primordial teleporter (when aligned with the moon) should sink/move out of the way after starting the teleporter event, since they're really obnoxious. They can catch your items and you have to jump on top, or, if you have 3 Focused Convergence, you're basically in a cage. Mushroom attacks can melt you in that spot and you're stuck in between the prongs.

hidden hedge
#

!feedback

This has probably been said multiple times but Mercenary's Special ability ,Eviscerate, gets stuck on allies ALL. THE. TIME. By that I mean the dash itself stops if, during your travel time, you hit a friendly target. Whether it's drones, ally's drones, allies themselves, the HUGE model of Aurelionite (I love the model btw), Ghosts from Happiest Mask (red) basically everything that you can see on the ally health frames on the left side of your screen. If you R ,Eviscerate, anywhere near them, you will get stuck and essentially waste the one cast unless enemies are nearby.

This is just a really big inconvenience but it could lead to potential death because the duration of the Invincible window depends on the duration of Eviscerate itself, and if it hits an ally, it doesn't do damage and therefore you are only Invincible for 0,6 seconds vs the 1.3s + 0.6s (total 2.1s).

I've played over 600 hours of RoR2, have 100% achievements on Steam and still love the game but this one bug has been bugging me (pun intended) for a while now.

steep nest
#

!feedback
I think Elite Aspects deserve log entries, maybe not Steam achievements attached to them due to rarity but at least some flavor text for those who find them

smoky mural
#

!feedback

reiterating the call to buff elite aspects simply by making them considered red or boss tier items instead of equipment.

void pollen
#

!feedback in a content pack or free update, make some new stages that have optional minibosses in them. they would be tough and would require skill moreso than OP items, but would give red items or some new yellow items as a reward. they would be able to boost a run forward just as easily as end a run. this would make the games stages more thought out instead of just kill everything and hope you get a good item

honest carbon
#

!feedback The end portal music should change slightly when using Focused Convergence, perhaps with a bit of a warble or other distortion.

white tartan
#

!feedback bring the original chargefield generator from ror1 before crashfix that had unlimited expansion capabilities. Not a chance in hell it's gonna crash ror2 for that same reason.

unreal parrot
#

!feedback a Halloween event 👻👻👻

(seasonal events in general would be fun)

strong spruce
#

!feedback
Halloween skins unlockable by finding hidden jack-o-lanterns around the maps during October.

marsh terrace
#

!feedback New Lunar item: Vanity (based off MajorArmbreak's idea)

Basically the lunar item increases your damage by 1% for each basic chest you have money to buy. Ex: (on stage 1) 50 coins = 2% damage increase. However when ever you spend money equivalent to 1 basic chest you get -1% damage. Ex: (on stage 1) purchasing 1 thicc chest (50 coins) = -2% damage.

Basically this would be nice when farming for the legendary chest on abyssal depths but suck when ever you are staying on a stage to farm. It would also promote going fast and not buying every chest.

dapper pollen
#

!feedback New Keyword: **Reload **

Can reload all your ammo by pressing "R", automatically reload when you're out of ammo. (the reload time could be unique depending on the Skill)

This could be used for Mul-T's Scrap Launcher, maybe for Artificer's Flame/Plasma Bolt (with a longer reload time then the Scrap Launcher) and for future survivors/skill alternative.

also since Commando is like the good old basic character he could get a reloadable primary alt to have a regular shooter games feel.

next ravine
#

!feedback

Option for random artifacts per stage, rather then just one set of random artifacts for a run

unreal parrot
#

!feedback
Audio visualization similar to https://discordapp.com/channels/417739215355510784/559901472339525644/761332464751738910
but rather than showing it via text in a corner like how minecraft does it, how about like how its done in the image below?
They display audio in a much quicker to understand format, using icons and different indicator colors around the crosshair pointing to the direction the sound comes from. The indicator also vibrates in different ways depending on what sound it was. I feel like it would be much more fitting for this game because of how much more faster paced it is.

A downside is that it may basically buff the players who can hear just fine, but having it displayed as text would put those who can't hear as well at a huge disadvantage having to look at a text box all the time to know whats going on. Using icon and color based indicators around the crosshair instead would help more than harm.

hushed breach
#

!feedback
Cross platform multiplayer

jovial sierra
#

!feedback
Let barrels have a 1/4 chance of dropping a healing orb on top of the currency they provide as well as having a tiny chance to drop an item, like in the first game!

hushed breach
#

!feedback Change the Mythrix 4th stage where he fights the survivor with barely any life left, meaning he does significantly less damage. Then, the shadow of Providence from ror1 gets rid of your items. (not steals!) Providence shadow would walk slower, and deal a little less damage than Mithrix. It would be cool if this stage was more of a fair fight than an instant death. Also it would be cool if the shadow of Providene's discription in battle was just "Fallen bulwark" or something like that. Just a cool little thought.

prime basin
#

!feedback
Add frogs to ror2. I find myself quitting out of the game after just a run or too because I just get bored, but I think adding frogs such as tactical toad would really spice up the game and make things a lot more interesting.

unreal parrot
#

!feedback
Display in some form the amount of mines Engineer has active on the map

hearty peak
#

!feedback

Have a command or just after a while of standing still without interacting with the character, have a small dance that they can do (unique if possible for each skin)

earnest finch
#

!feedback Item Idea: Billowing Flare

Effect: Minions have x% chance to shoot a homing flare on hit that deals x% total damage (+x% total damage per stack). When a flare hits an enemy they receive a debuff that causes them to receive x% more damage for x seconds, this debuff can stack. This item is meant to be a spiritual successor to the Arms Race from ROR1.

Application: Pretty much all allied minions in the game are underwhelming due to their inability to scale with items. This item would allow minion to not only deal more damage but also support the player's damage output, giving them a much larger chance of contributing something worthwhile in combat scenarios. Stacking swarms of drones and other minions would be more incentivized with this item due to the stacking debuff they can inflict.

Synergies: All types of Drones, Happiest Mask Mask , Halcyon Seed Halcyon_Seed , Queen's Gland Queens_Gland , Squid Polyp squid_polyp , The Back-up Backup (all of these items are pretty bad and indirectly buffing them would be a very cool thing) Engineer Turrets probably shouldn't be compatible with this item because they could become overpowered but the developers can decide that for themselves.

paper snow
#

!feedback

i spend alot of time speedrunning the game with various completions, now i have one main account and a billion under an hour accounts. can we please have an option to delete profiles? thank you!

cosmic remnant
#

Captain Rework ||!feedback||
Right now, Captain is arguably the best survivor for a plethora of reasons. His primary is both one of the most versatile weapons as well as one of the highest DPS weapons, his early-game utility is unmatched, and his passive make a lot of encounters trivial. He also has the major issue of most of his kit not being useful in 95% of situations past stage 4.

Defensive Microbots
If an attack is blocked, the next attack will instead have its damage reduced to 20% of the attack's original damage briefly. More consecutive shots will each deal 20% more until the microbots become useless until you are no longer being shot at.

Offensive Microbots (new)
Nearby friendly projectiles are amplified, dealing +100% total damage and travel 50% faster.

Vulcan Shotgun

  • Damage dealt: 120% 100%
  • Proc Coefficient: 0.75 0.25
  • Twice as accurate, but cannot be choked

Power Taser
Instead of having an impact AOE, the hit enemy fires mini-tasers at all nearby enemies in a radius a lot larger than it currently is.

Power Bolt (new)
Fire a hitscan bolt of energy that deals 800% damage. Any hit enemies (ignores resistance to stuns and shocks) are briefly stunned. This is both a long-range weapon and an attack canceller for enemies.

Orbital Probe
Instantly place the probe when the ability button is pressed. The probe fires a singular strike that deals 3000% damage. This is to make the probe not clunky to use late-game, making it more worthwile to actually use the ability.

Special Abilities (complete rework)

Support Beacon

  • Combination of Healing and Resupply beacons. Each beacon is both.

Hack

  • Hacking beacon, but it is hand-held. You must stay within a medium radius to hack. 30s cooldown.

Hellfire

  • Rain power bolts in a large area. Basically, it's arrow rain but it is in a larger AOE, deals more damage, lasts longer, and can only be used once per stage.
azure wasp
#

!feedback
Make a change to Silence Between Two Strikes (the Overloading Elite Aspect) so that enemies like Brass Contraptions or Stone Golems aren't eventually just guaranteed to bypass your One-Shot Protection.
I have an idea for a fix of my own, which I've shown as part of another feedback idea, but I want to throw this out on its own because I think this change is the most needed one from that bunch. I've also adjusted it a bit from the initial post.

Change to Silence Between Two Strikes
Hits that deal 250% or more damage call forth a Lightning Ball instead of the usual bombs Overloading Elites leave. This ball strikes lightning down 1 second after landing on the ground, dealing 100% TOTAL damage in a 9m radius.

  • L.B. Proc Coefficient: 0
  • These Lightning Balls fly out like the fireballs from the Molten Perforator, but more resemble and function like the energy balls of the Overloading Worm. Unlike either, they pass through enemies, instead sticking to terrain before striking lightning down.
  • They have NO proc cooldown, much like the usual Overload bombs.
    This change makes Overloading enemies LOOK much more intimidating, but you should now be able to avoid the second hit entirely if you're careful. To compensate, however, the actual second hit is much more punishing.
    EDIT: Better formatting.
cosmic remnant
#

!feedback spider boss

thin dust
#

!feedback
Make changes to Mithrix final phase. Puninshing people for having a really amazing run is not a fun final boss concept and it makes so that players have to rely on cheesing him way too much.
Make so that he steals your items but doesn't use them against you, while increasing his health as a counterbalance. The scary and intense feeling of not having your items still remains, but it isn't followed by the frustration of losing the entire fight because a single one of his bullets hit you and proced his entire set of missiles.
Having to avoid fighting him on moonsoon if you decide to go past 1 loop is really annoying and not really fun game design.

paper snow
#

!feedback Have Mithrix take your equiptment too, easy just to send a dispo missile or the weird radio shock thing to get all that garbage back

outer jacinth
#

!feedback Can we have the ability to unanimously vote to rehost the multiplayer matches? I hate it when I'm doing poorly in a run when one specific guy is doing well and I don't want to end his run... but I want to start another one. This could also help with host-related lag issues.

unreal parrot
#

!feedback can we get more frogs, we have the glass frog but there must be more

weak sparrow
#

!feedback Please add split screen multiplayer

winter galleon
#

!feedback Save system or some kind of auto save which gets deleted once you die so you can't just cheese it, but it's there when you wanna turn off your pc maybe powercut, maybe some emergency or something

jolly plinth
#

!feedback make the laser sword for the mercenary oni skin red.

eager plume
#

!feedback In future updates, bring back the frenzied elite, and the Frenzied Vagrant. They were really cool, it made the vagrant a very fast moving creature.

jolly plinth
#

!feedback new loader primary

Challenge
mach 10
reach a melee and movement speed of 300% and defeat a boss in under 10 seconds of it spawning in the same life

The primary would be a barrage of punches dealing 50% damage each punch, this would go on until you overhear which would take 6 seconds to recover from.

Notes about the primary

•every 10% of movement speed you have shaved 0.1 seconds of the cooldown off.

•I don’t literally mean “in the same life” dios best friend is allowed.

•if you have any questions or concerns about this idea please let me know in #ror2-feedback-discussion. Enjoy!

hushed breach
#

!feedback since people didn't like or understand my previous idea I have another to propose. What if there was a darker part of the void fields called the "Dark fields" after you beat the normal fields. Like the next time you go to Newt, the null portal becomes the "void portal" or something. And when you get there it's some sort of final stage like the moon where at the end of the level there is the shadow of Providence which you fight. The darker and older part of the void fields would be almost pitch black. Like some sort of purgatory. In place of the lunar chimeras, there would be the old broken down temple gaurdians instead. Epic Providence music included. (Edit: the difficulty level would scale up from, "I see you," "I'm coming for you," "HAHAHA," to "I FOUND YOU")

jolly plinth
#

!feedback

A new primary for engineer, I already posted this once but I wanted to make some changes/ buffs to it.

Challenge name
“And another one bites the dust”
kill 10 enemies in a single burst of bouncing grenades

The new primary will be called

“corrosive sabot rounds”. This is a slow firing cannon dealing around 50% damage that strip armor and explode after 2 seconds dealing 400% damage.

The primary shoots three times out of each cannon before having to reload. They both shoot out of different cannons but at the same time dealing 400% combined damage.

The shots stick to target and then explode into a green explosion like the mines, bombs and everything else.

Some notes about it

•this idea was heavily inspired by the corrosive sabot rounds from borderlands 3 that do almost the same exact thing.

•with ukulele the shock will probably want to come when the shot hits and not actually when it explodes, this also goes for tri-tip dagger, flashbang grenade, harvester scythe, leaching seed, chronobauble, sentient meat hook and other on hit items excluding the elemental bands and brilliant behemoth.

If you have any questions and/or dislikes about this idea, please let me know in #ror2-feedback-discussion. Thank you have a nice existence!

cosmic remnant
#

!feeback standing still on the bungus that naturally spawns on Siren's Call should heal you

uneven badger
#

!feedback primordial teleporter
new players dont know that the prongs on the primordial teleporter are how you change going from the moon to the planet, as they see it as just decor or a warning that its the final stage before the moon. There should be a way for them to recognize that they are interactable (ie an "are you sure you want to go to the moon" or dont have them interactable but instead have the ror1 method and depending on what you choose to do, they do the animation so it still shows you moving to the planet) or something along those lines

full cove
#

!feedback Artificer Ability
Rewind. (Replaces Icewall)
While having this ability, a faint circle follows the artificer 6 (or so) seconds ago from where he was. Upon pressing the ability, the artificer jaunts to the location and emit a freezing explosion.

Reason I want this is to give artificer a bit more quirky mobility and this synergizes well with the lightning leap R.

gaunt delta
#

!feedback add guaranteed ways to obtain Elite Aspects from mobs.
I'd suggest a method akin to Kyjaro and Runald, where you need to go to a specific location within a stage and defeat the respective Aspect's elite/s.
Could be as simple as bringing the Fuel Array to the respective zone and putting it into a machine that is set out of the way, or performing some act to unlock a door to the mobs.
Fire aspect- Abyssal Depths
Overloading aspect- Siren's Call
Frost aspect- Rallypoint Delta
Celestine aspect- Sky Meadows
Malachite- Void Realm

raven jacinth
#

||!feedback||
Allow us to go to and play older versions of the game.

barren trellis
#

!feedback items that decreases equipment cooldown should increase the crowdfunder attack speed so they aren't entirely useless when you use the crowdfunder.

hybrid lodge
#

!feedback Remove or Change the No-Hit Mercenary Challenge.
I know it is supposed to be hard. But its a bit too Hard for a Melee Survivor.
I'd suggest to change it into any of the 'normal' levels. Not the Prismatic Trial. So you can atleast prepare for a no hit level or two.

My idea for a challenge would be: "Beat two Stages in a row without falling below 100 % of your maximum health." This would be way easier since you would actually be able to prepare for it.

cosmic remnant
#

!feedback the void cells should be affected by focus convergeance

bright nacelle
#

!feedback

I’ve seen that many people want new skins for characters so here’s an idea for that. Whenever you pickup a elite aspect you get a dope looking skin so what if we made it so there is a way to unlock those skins through challenges like killing 1000 of that elite type or something. It would be a easy way to add more skins to the game as they are already part of the base game and look awesome (fire rex looks crazy)

pallid thistle
#

!feedback When you use the sacrifice artifact elites should have a higher chance to drop items

hushed breach
#

!feedback
I know nobody on this server likes my ideas but I'll post them anyways.

Make a stronger Imp Overlord boss that is as strong as Mythrix. Has slow speed but teleports like the normal imp overlord. Has his own final boss stage to fight him in as well. Why? In the predatory Instincts log it says:

"A demon, fallen from the Sky, mighty enough to slay Providence and his Wurms. Only two arms, two legs - but with 22 unblinking, crimson eyes.

Saw this in game and I thought that this was too good of an idea to not put in game.

unreal parrot
#

!feedback A third engineer turret type that functions similar to the first mine type, when you first place it the turret is "incomplete" and has less health and DPS than the normal turret at first, but if the turret stays alive long enough to finish building itself itl be faster and more durable than the standard turret

marsh terrace
#

!feedback make the 'pocket barrel' idea by BloatedNonce an equipment with same cooldown as wood sprite.

little barn
#

!feedback
[The short version]:
ROR2 doesn't have a degree of choice that other good roguelikes have, and there should be a change to fix that.

[The LONG version/Explanation:]
There's a glaring problem in the core of ROR2. Good Roguelikes typically give you plenty of choice.
(For example: Hades gives you at least 3 choices for any viable boon/hammer upgrade, Synthetik has 4 items per shop, and 3 per weapon mod.)

ROR2 doesn't allow that degree of control over your runs, and it's taking away what could make the game more interesting. Sure, there's the occasional multishop, and colored chest, but other than those (that appear at random, mind you), you have little to no choice on what items you get.

This wouldn't be a big problem on it's own, but paired with how difficulty scaling works, and the overall dependence on items for a run to succeed (Specifically damage items), this can result in situations that cause runs to be slow, therefore creating a downward spiral of:
[Tankier Enemies > Slower kills > Slower money gain > Less time to get items > Repeat].

This cycle of course is broken by the fact that you can get greens from small chests, and reds from small/large chests, but who wants to rely on rng to save a doomed run?

This kind of change would be big, and many fans are content on the current state of the game. Though, while I understand that making big changes to a game's core mechanics could alienate fans, it would be overall better for the game's health in the long run to allow these linds of big changes to at least be thought over.

There are plenty of other issues I would love to bring to the idea table, but for now this is too long.

raven flower
#

!feedback Shrines of chance should be renamed to "Shrine of fireworks" when carrying more than 3 Bundles of fireworks.

safe prairie
#

!feedback
When the new hires are finalized, please post a dev log introducing them to us. I’m sure many of us would love to meet them!

merry forge
#

!feedback
Make the stunning effect a debuff.
This would help by indirectly buffing Death Mark which at the moment is in a bit of a weird spot where the item is basically useless unless you're either late into a run or you're playing Rex. It would also help by making the stun grenade a little more desirable.

unreal parrot
#

!feedback
A setting to make sprinting hold-to-sprint instead of tap-to-sprint

OR

If you tap sprint key, sprinting is toggled on as it normally does.
If you hold sprint key, always sprint until you let it go.

cosmic remnant
exotic creek
#

!feedback - Add a (mabye hidden) setting for us OST freaks that adds Werner Herzog's monologue into the Void Fields music. Maybe it could be made quieter and more distorted so that it isn't too jarring.

flat hinge
#

!feedback the character in the opening cutscene should be the last character you played, excluding modded characters

vale kernel
#

!feedback
Make turrets and drones scale more because in lategame they are nearly useless
Add item/equipment that buff them in some way
Maybe they should gain items as you but they work twice as worse as on you

flat hinge
#

!feedback the character in the title screen should be the last character you played like in risky 1

harsh ore
#

!feedback For the love of god, please make Mired Urn an actually decent item in multiplayer.

indigo axle
#

!feedback, Please add some Halloween themed skins, I need a pirate outfit or Captain, or a jack o lantern head for Commando

barren trellis
#

!feedback allow hoard of many bosses to drop boss items so people playing with artifact of kin can still have access to them early on.

whole rock
#

!feedback Possible date for consoles update besides general fall statement 😭 this month? Next? I’m dyinggggg

fervent kettle
#

!feedback

Be able to name turrets and drones as soon as you pick them up, or be able to hover your mouse on the list of drones and turrets you have to change the name

queen plover
#

!feedback

Please give Commando some flair when selecting the character. A sound effect, a more evocative animation, something? At least a sound effect like everyone else

cosmic remnant
#

!feedback
One of the DLC's should be about the void and expanding on what the void fields are, if there's a place where you go when detained, who or what leads the reavers, why the reavers hate newt and avenge mr. moon, etc. It would be interesting to see one of the factions expanded upon beyond crab police and weird kelp island.

hexed topaz
#

!feedback Since the future dlc is planned to have certain themes such as an Imp dlc, void dlc, etc I think it would be really neat to have a classic dlc that brings back alot of stuff from risk of rain 1. Some of the mods that bring back old characters are some of the most fun ive had with the game recently. The Enforcer mod is particular was fantastic since I feel having a toggleable shield works sooooo well for this game and I would love to see how the devs go about porting him to the second game. Both the Bandit and HAN-D are both partially worked on and are tucked away in the games files. My guess for why they arent fully implemented could be that Bandit plays a little bit like a Commando Echo and MUL-T is the same for HAN-D. Still, there are plenty of ways to go about differentiating characters even if they are similar in basic concepts. Finally theres plenty of decently interesting items from the first game that could very well have a place in Risk of Rain 2, though not every item would be worth adding since the devs are interesting in not overly bloating the item pool to allow more meaningful decision-making. Theres also potential for an artifact that makes the teleporter event function like in the first game where you simply kill the boss and all the remaining enemies before you can progress to the next stage.

flat hinge
#

!feedback

Since its been proven characters can have their model changed with a skin

I would adore if commando had his risk of rain 1 design as a skin

abstract halo
#

!feedback give legendary items stacking effects to make it less dissapointing when you find 2 of one legendary instead of finding a second new one

safe prairie
#

!feedback
New item idea

Name: Obsidian Carapace
Rarity: Lunar
Effect: A portion of allied damage taken [x% + x% per stack] is dealt to you instead.

I wish I could have saved you when I had the chance.

Classic paladin shield type item. Maybe damage you absorb could be reduced? But not necessary I feel. I imagine it would work on both players and minions.

unreal parrot
#

!feedback
pinging an enemy will cause ai companions to prioritize it (if the companions themselves aren't in serious danger)

meager light
#

!feedback
Add more skins besides just the Monsoon Mastery ones. These could be unlocked through certain challenges, beating Eclipse, etc. It seems like quite a lot of other people want more character skins especially ones that aren't just a colour change.

rocky peak
#

!feedback
Add more Side Objectives/Secrets into the Maps that dont have one. Like how Siren's Call has Alloy Warship Unit, Tea Time with the two Lemurian Bros in Abandoned Aqueduct, Bulwark's Ambry in Sky Meadow.

Gives the players other choices of how to play the map than scanning the area for Chests/Shrines/Etc and helps diversify the maps even more.

Like maybe a suggestion of Repairing a Mining Drone that moves on it's own to Minable Rocks that unfolds an item, or finding a Timed Bomb that you must pick up and take to a Door/Blockade that opens more of the Map. Doesnt have to be these, these are like ideas of what I'm proposing.

boreal ingot
#

!feedback Add the environment Temple Of The Elders from the first game to Risk Of Rain 2, maybe make it a more "destroyed and ruined" version because in the first game the characters were there before and massacred the monsters there, maybe call it "Temple Ruins" or something, it would be cool to see another returning map

little lava
#

!feedback
Item idea

Rarity: Red
Object: Caffeine patch with an IV that goes into your head
Name: Speedsters Fix
Description: Increases movement speed by 25% and attack speed by 50% for 10s after killing an enemy.

little lava
grim crest
#

!feedback

Alright, so it's been 2 months since i own the game, and i have to say the game is funny as hell. However i think there is a slight problem regarding some people from the community.
To be more precise, i'm talking about :

  • People who think trolling (meteorite spam, artifact of death > SD, changing primordial teleporter's destination, forcing teleportation, attacking newt on purpose so the store gets closed, etc...) is fun.
  • People who think it's fine to just be rude with literally everyone (may it be taunts or slurs).

Actually, it seems this is, in my case, happening even more than before. Which is why i thought about some ideas to, i hope, improve some parts of the game :

  • Make votekicking an option for any lobby : i actually don't know if that's already a thing (since i don't host a lot of lobbies), but if that's not the case, please make it a thing.

  • Reduce the amount of necessary votes to votekick someone : That concerns most of the PYRE servers (so i don't know if the mods or devs have any influence on it, or if they even made the votekick system in these servers), but if the previous idea was implemented, please reduce the amount of necessary votes. I often see ridiculous votes count (such as 10 votes out of 12 people to kick someone), which results in the person never being kicked, thus continuing their annoying behaviors.

  • Blacklisting/Friendlisting/Reporting people from servers : I think blacklisting, especially as a host, is an efficient way to prevent any troller to join in. I added the friendlisting & reporting parts since i think this should be part of a bigger system where you could do all of these things in game (whether it be while playing or while looking for lobbies).

I know this is a weird feedback, but i think it was necessary to talk about it.

I also know people can (and will) abuse these features if they were to be implemented, but i think the devs will be able to make them work somehow.

gleaming folio
#

!feedback

Can you make the escape key function as the back button in menus please. It would be so much better than clicking.

fickle flint
#

!feedback
small idea, but make engis turrets have an auto inherit for your items so that you don't have to place one every time you get an item.

mild wing
#

!feedback It would be cool if Rex could climb walls while sprinting. At least earthen ones. No mechanical reasoning, and I don't know if Rex is considered strong or not, but it just really feels like something he should be able to do.

warm yew
#

!feedback
It would be nifty if the Commando could airburst the grenades. Perhaps by shooting it, or maybe by charging it for a couple of seconds.

rocky peak
#

!feedback
Have Elite Aspects also have a 'Use' Feature to them. Picking them up alone is a nice little gimmick at best, not something you would bring along for multiple runs plus it's already super rare and most players have probably stacked Fuel Cells/Gestures for their Equipmens. Elite Enemies may also use their Aspect as 'having an additional attack', which could have player rethink new strategies to tackle these Elite Threats.

How it would work is that upon Using the Aspect Equipment, a flash of the Aspect Icon is shown above the Survivor/Elite then perform the following effect. Examples like:

  • Blazing: Launch a ball of magma into the air that upon landing, leave behind a lingering lava pit
  • Glacial: Similiar to a Stone Titan's Fist but now sprouts up a Pillar of Ice, when near it slows the target down. If caught in the initial sprout, knocks the target upwards.
  • Overloading: Charges and prepares three lighting strikes on random close by the targeted location, before then striking down.
  • Malachite: Detonate all Malachite Mines that leave a Damaging Cloud, does not apply Anti-Heal
  • Celestine: All enemies within the aura are slowed in Movement and Attack Speed

It doesnt have to be these but I still believe that Elite Aspects should have a Use Feature of some kind to make them more viable to keep

versed sorrel
#

!feedback
More stages beyond initial loop. To make it more interesting maybe taking a gold portal puts you into a completely different loop of maps, kinda like a new dimension, and have more than just say gold/blue/celestial, like green/orange etc. (i know its probably a lot of development to make a ton of new stages) Maybe to make it easier you could base them off the original stages and have, for example green dimension takes you through a loop where their all the maps are based around swamps like wetland, orange everything is fiery like hell stage and you complete a full loop through those stages and then 2 or 3 different colored portals spawn making more like choose which dimension to go to next or just hit tp to do another loop.

little barn
#

!feedback
Add agile to Loader's utility skills. They scale off of movement speed, so it seems odd to me that you stop sprinting while doing them, meaning you have to finagle your hand in order to quickly start sprinting again.

wispy vault
#

!feedback

Attack speed should have some kind of interaction with Artificer's Flamethrower, either by having it tick more quickly or increasing the total amount of ticks dealt. It's complete lack of speed scaling makes it feel almost suicidal in later loops.

cosmic remnant
#

!feedback

Above, but with captain probes. 1000% per mash click isn't as useful as 960% with high proccing power. Maybe holding m1 during probes autoplaces them?

shell solstice
#

!feedback as rex i feel like you should have more defense. I am getting a little tired of getting killed by tinker bells in one shot because i am just below full. same with the flying kimuras. I dont think it is like that with all characters but if it is then I feel like they should be nerfed all together.

ionic ember
#

!feedback Add a save run option so you can save your current run progress so you can come back to it if you need to go for whatever reason.

hexed topaz
#

Melee Acrid is kinda bad right now so here’s some cool buffs to that play style:

Make each hit of his M1 proc his poison. This will make the bad, alternative version of the poison (forgot the name) much more appealing since you have more methods of putting it into enemies, scaling even better with attack speed.

Make the alternative bad poison (Still do not know the name lol) stay on a target for a longer period of time, making it easier to stack. Im not sure if I’m against having a new stack refreshing the duration of all previous stacks. Honestly that might be way too strong though. We want both poisons to be viable, not for the bad one to be buffed so it blatantly does more damage AND actually kills things.

Finally, make it so that the Bite M2 has the healing and the damage scale with the amount of poison stacks the enemy has. Biting an enemy will cause them to instantly take all the damage that the DOT would have done plus a bit of extra damage since it takes time to build poison stacks back up. The bite would also heal a lot more depending on how many poison stacks were expunged from the enemy, possibly with some kind of armor or something idk.

Maybe also buff Acrids alternate shift since it’s a direct downgrade unless you’re jumping directly into enemies as a sub par melee character that doesn’t wanna be a melee character

Edit: Can someone just copy paste my post and put “!feedback” in front of it. My 3AM brain can’t handle something so complex

compact hawk
#

Melee Acrid is kinda bad right now so here’s some cool buffs to that play style:

Make each hit of his M1 proc his poison. This will make the bad, alternative version of the poison (forgot the name) much more appealing since you have more methods of putting it into enemies, scaling even better with attack speed.

Make the alternative bad poison (Still do not know the name lol) stay on a target for a longer period of time, making it easier to stack. Im not sure if I’m against having a new stack refreshing the duration of all previous stacks. Honestly that might be way too strong though. We want both poisons to be viable, not for the bad one to be buffed so it blatantly does more damage AND actually kills things.

Finally, make it so that the Bite M2 has the healing and the damage scale with the amount of poison stacks the enemy has. Biting an enemy will cause them to instantly take all the damage that the DOT would have done plus a bit of extra damage since it takes time to build poison stacks back up. The bite would also heal a lot more depending on how many poison stacks were expunged from the enemy, possibly with some kind of armor or something idk.

Maybe also buff Acrids alternate shift since it’s a direct downgrade unless you’re jumping directly into enemies as a sub par melee character that doesn’t wanna be a melee character

Edit: Can someone just copy paste my post and put “!feedback” in front of it. My 3AM brain can’t handle something so complex
@hexed topaz

alpine swan
#

!feedback: New engineer special alt: New special alt name: TR93 Gauss Auto-Drone

Stats:
Health 130 (+39 per level)
Health Regen 1.5/s (+0.3 per level)
Damage 16 (+3.2 per level)
Speed 7 m/s
Armor 0

Information:
This new special alt uses a flying drone that can move, and it attacks similar to the TR12 Gauss Auto-Turret. The mobile drone that inherits all your items. The player can place up to 2 of these drones.
How to unlock: Engineer: Flying With Friends: As Engineer buy a total of 2 TC-280 Prototypes in one run.

Visuals:
This drone would look like a smaller TC-280 Prototype but, with an engineer color scheme (For both engineer skins) and 1 turret in the middle (No missiles).

polar matrix
#

!feedback

Stage 5 is the only stage with only one variant. I think two great potential stage 5 alternates would be either the temple from ror1 (I can't think of its actual name) or maybe even the UES Contact Light remains from ror1. I really do think the Contact Light would be the right move because our survivors ARE on a rescue mission after all and if they were to check out anywhere in particular it would probably be the ship. Not to mention it would be a great opportunity to see how everything fell apart on the planet once Providence was killed by the original player. I imagine it would be a great opportunity to fulfill a similar purpose to sky meadows, to show that there was a lot more going on here before you landed. (as shown by the many opened chests and the lab with the artifact portal under the stage)

compact hawk
#

!feedback

Stage 5 is the only stage with only one variant. I think two great potential stage 5 alternates would be either the temple from ror1 (I can't think of its actual name) or maybe even the UES Contact Light remains from ror1. I really do think the Contact Light would be the right move because our survivors ARE on a rescue mission after all and if they were to check out anywhere in particular it would probably be the ship. Not to mention it would be a great opportunity to see how everything fell apart on the planet once Providence was killed by the original player. I imagine it would be a great opportunity to fulfill a similar purpose to sky meadows, to show that there was a lot more going on here before you landed. (as shown by the many opened chests and the lab with the artifact portal under the stage)
@polar matrix

azure wasp
#

||!feedback||Allow the Frost Relic to chill all enemies in the snowstorm, slowing them by 80% like the Runald's Band or Glacial Elites.
Along with the mobility decrease, this change would get you one debuff closer to activating the Death Mark.

marsh terrace
#

!feedback

New item: Baseball bat (Green)
Adds a small amount of nock back to your primary attack, scales hyperbolically (less and less benefit per stack)

blazing tulip
leaden notch
#

!feedback
A new artifact that makes it so every single item can spawn from any item source (chests, luck shrines, killing the solos control unit) at an equal chance, including yellow, blue, and orange items

unreal parrot
#

!feedback a skin for fully completing eclipse with a character

cosmic remnant
#

!feedback make beads of fealty say what they do after going to moment whole

earnest finch
#

!feedback Happiest Mask Mask ghosts should get some form of bonus to movement speed and attack speed.

Ghosts do not struggle with dealing sufficient amounts of damage, their huge weakness is poor AI which leads to them inconsistent hitting enemies or even being in a position to hit enemies in the first place. Improving their movement speed lets them get near enemies quicker to deal damage instead of wandering aimlessly, while improving their attack speed improves their chances of landing their attacks instead of missing constantly.

thorn wadi
#

!feedback
There are two options for this item but basically it would be a counter deathmark
The first way it could be done is as a green or red item where when you have 4 or more buffs on you you get some sort of mega-buff
The alternative is a lunar item where when you have 4 de-buffs on you, you get the mega-buff

fickle yarrow
#

!feedback

There are two options for this item but basically it would be a counter deathmark
The first way it could be done is as a green or red item where when you have 4 or more buffs on you you get some sort of mega-buff
The alternative is a lunar item where when you have 4 de-buffs on you, you get the mega-buff
@thorn wadi

cosmic remnant
#

!feedback lunar item that interacts with crits and crit chance somehow

cosmic remnant
#

!feedback a secret superlategame elite type, similar to phantasms from ror1 who'd only spawn after like 5 hours

little barn
#

!feedback
Going off @cosmic remnant suggestion lunar crit item suggestion:

A lunar item which cancels all crit chance and replaces all "on-crit" effects with "on-proc". Also increases the proc chance of the player.

Essentially, removes double damage crits in exchange for higher proc chance on items like ATG Missile. Still allows Harvester's Scythe and Predatory Instincts to be useful by turning them into Proc items.

Since procs are very strong already, the reduction of damage from no longer critting should balance this a bit.

open tartan
#

!feedback
The current Corpsebloom is almost entirely beneficial to start, then slowly converts to 100% downside as you get more healing (or more Corpsebloom), with a limited window where it has a meaningful benefit-versus-drawback lunar choice. Depending on whether the player is going for a short run or looping, it's hardly a choice at all. I propose a change to ensure that every stack, from 1 to infinity, increases total healing and decreases healing per second.
Corpsebloom: Heal +100% (+50%/stack) more. All healing is applied over 3s (+3s/stack). Other numbers work so long as (100% / healing per stack) > (initial time / time per stack).

Mechanically, converting every Leeching Seed proc into a heal-over-time effect would be problematic. Instead, the item could store healing and update the healing-over-time periodically. For example, every 0.4s it converts stored healing to heal/s that lasts 2.8s; the duration is 2.8s-3.2s instead of a solid 3s, but it only has to track up to 7 values and durations at a time instead of nigh-infinite.
acoustic valve
#

Add a frog chat pls, pls, pretty pls.

wanton thorn
#

!feedback

Artificer.
Is she supposed to be a hard character?(if she is then its fine)
nothing about her kit stands out as "wow thats really good" maybe nano bomb but you need to charge it for multiple seconds to get the dmg out. ~Loader does that only better/faster AND he generates a shield from dealing damage AND he has so much mobility that lets him cross maps with one grapple fist no-one can hit him.
Mul-T has 2 equimpent slots a 1000%dps ability and a dmg reducing dash.
Merc has 3 dashes and 2 jumps and an air stall (whirlwind).
Engi has a shield and 2 turrets that doubble/triple the value you get out of some items.
Acrid has high aoe and short cooldowns.
etc.
arti has high cooldowns no mobility to reposition when enemies spawn on top of you. The "high dmg" she's supposed to deal is negligible, when you're ALMOST stationary either charging or waiting for skills. Its like she has one rotation of skills and thats it. freeze threats flamethrower clumps of groups and don't miss primary? i dont get it...
Loader has high dmg, moves around fast no-one touches him and he generates shield for himself.
Huntress has dash running+attacking and 2nd jump/aoe in arrow rain.

When she came out she didnt even have the jetpack hover we asked for so she also constantly took fall dmg if you had to cliff jump.(oh btw loader takes no fall dmg, and neither does the rest of the dash characters if you dash correctly)
Her design resembles a mage that is as threatening as a support class.

If she had a nano shield ability(reducing incoming dmg and) strikes lightning to nearby enemies or charges up as its sustaining damage then explodes or just giving arti a brust of movement. That might make her more interesting to do no item first stage boss.

You can say she gets good with items, yea so do the rest of the survivors.

dusty flame
#

U mis gender a character from da video game?!?!?!??????? 🤬🤬🤬🤬🤬🤬

wanton thorn
#

!feedback
Loader
Thunder Gauntlet + Hardlight Afterburners
Right now when you get multiple charges of utility skills, Loader will do 2 punches if you release the button after you see the dash start.

Can you make it so that the button input doesn't buffer at the start of the punch dash animation? But rather the end of it?
This would just make it cleaner in execution.

Like so:

  • I charge -> he starts punching -> I release the button -> punch ends -> no new punch starts charging -> me happy
cosmic patrol
#

!feedback allow captains healing and shock beacons to be moved.
heal and shock beacons can have a cooldown to stop spam moving beacons
equipment and hacking beacons will not be able to do this to prevent unlimited hacks/equipmentcharges.

mortal moss
#

!feedback "Disable Start Intro" in game settings

jade ember
#

!feedback With the new printer changes, I feel white printers are far too common to the point where Tri-Tip/Syringe/Glasses printers are a regular occurence, green printer rate is fine, and red printers are still exceptionally rare, essentially making red scrap worthless. Making white printers less common and red printers more common would be appreciated.

covert arrow
#

!feedback add a lunar item that gives a 50% longer uptime but a 50% longer cooldown on equipment items, I will use ocular HUD for the example because it has easy numbers to work with so the base cool down for ocular HUD is 60 seconds with an effect time of 8 seconds and with one of this lunar items it would make the cool down 90 seconds with an effect time of 12 seconds and this would scale just like gesture of the drowned where the first stack if 50% and then every additional stack would be 15% after on the cooldown and 25% on the effect time to make it so equipment items that give buffs can compete( tonic is the exception) with equipment that does damage like if i see an ocular HUD and a disposable missile launcher I will take the missile launcher almost every time and the way this lunar item would work with damaging equipment would shoot of 50% projectiles so for the disposable missile launcher would shoot of 18 missiles and have a 67.5 second cool down

west nexus
#

!feedback engineers primarily skill idea. Swarm missiles. Fire a endless micro missiles that deal 50% or 100% damage. But the missiles will spread out more the longer they travel. Swarm missiles will stay togather in a swarm for 15 feet from the engineer once that range pass they will fly in different directions.

jade ember
#

!feedback
White item idea: Miniature Supercharger. Increases the size of the Teleporter zone by 10% (+10% per stack, additive).
This would increase the effectiveness of Lepton Daisy, Focused Convergence, help counter an Eclipse modifier, and generally give you more breathing room during the boss fight on each stage.

pallid thistle
#

!Feedback. Long range survivor(sniper?)

azure wasp
#

||!feedback|| Halve the chance bonuses granted by the Lens Maker's Glasses and Tri-Tip Dagger, making them grant 5% Critical Strike chance per stack and 7.5% Bleed chance per stack, respectively.
They are easily the strongest damage items in the game, yet are also some of the easiest to max out.

  • Predatory Instincts, Harvester's Scythe, and Shatterspleen's Crit Chance bonuses should be left as-is.
vestal jacinth
#

I think you should add a bot mode, so if you are playing single player you don’t have to play alone, also you could choose how many there would be/ what characters they would be and what kind of difficulty setting they would be set at

compact hawk
#

I think you should add a bot mode, so if you are playing single player you don’t have to play alone, also you could choose how many there would be/ what characters they would be and what kind of difficulty setting they would be set at
@vestal jacinth !feedback

trim star
#

!feedback Make void damage non-lethal

atomic fjord
#

!feedback
Was listening to Coalescence when I came up with this random idea.
You ever think of making a Risk of Rain 1 remaster? With Risk of Rain 2 introducing a lot of people to your work, maybe it'd be a neat idea to remake Risk of Rain with the experience and tools you have now. Whether it be in a charming 16 bit style, a 2.5D style like how RoR2 was early in development, or just straight up using the RoR2 Engine, I think you guys at Hopoo would be able to pull it off.

Alternatively, you've spoken of making paid DLC packs that will be multiple content updates in size, so perhaps you could make one themed after returning content from RoR1.

I'm aware that making a whole remaster is a big suggestion, so I don't expect this to really go through, but it's something I wanted to throw out there.

azure wasp
#

||!feedback|| Revision of an earlier post
Reduce Tri-Tip Dagger's chance bonus to +15% Bleed chance, +7.5% per extra stack, and Lens Maker's Glasses' bonus to +5% Critical Strike Chance per stack, but increase base Critical Strike chance to 5%.
Predatory Instincts, Harvester's Scythe, and Shatterspleen, in turn, should each be able to grant +2.5% Critical Strike chance with extra stacks.

earnest finch
#

!feedback Ghor's Tome Ghors_Tome Rework:

-Gold nuggets are a guaranteed drop from every 20th enemy killed
-Gold nuggets are worth 25 gold (+25 gold per stack), gold amount scales over time
(any numbers can be adjusted as the developers see fit)

Ghor's Tome usefulness in a given run varies wildly because of RNG, pure and simple. Sometimes it provides a steady stream of money to noticeably shorten the time you spend on a stage, sometimes it never activates and might as well not exist. Having the nugget drop from enemies at a consistent rate gives the item a reliable benefit to your run instead of feeling like a complete hit-or-miss due to factors out of your control.

eternal stump
#

!feedback As fun and rare as the Aspect "Equipment" is, I think it needs a slight rework in regards to MUL-T; I propose that Aspects always apply to it, regardless of whether the Aspect is in the active equipment slot. The primary reason being that, if MUL-T gets Silence Between Two Strikes (electric Aspect), if he has taken damage, swapping via Retool to the Aspect will grant him the half-max-HP shields out of thin air, which, when swapping off of the Aspect, remains as normal HP. Essentially, MUL-T with this Aspect can heal half its HP every second for free. This strikes me as a bug, not a feature.

tawdry torrent
#

!feedback
New commando passive: "Ambidextrous"
After any successful item proc, significantly increases the chance of that same item proccing again on the next roll.

Since commando is meant to be sort of an "all-rounder" character, to me it makes sense to give him a passive that improves his interaction with items in some way. Plus I think this would fit really well with his kit, given that all of his attacks are in some way able proc more than once on each use.

hushed breach
#

!feedback Make it so we can scroll through chat

brittle pollen
#

!feedback For the expansions in the future, maybe you can include a music pack that you can switch out in the settings. These music packs could something simple as the OG RoR music to popular artists being hired to make some tracks (if that is a feasible thing).

covert arrow
#

!feedback adding a shrine of metamorphosis which costs 1 lunar coin and randomizes the character that you are playing

robust vault
#

!feedback
Artificer has become a favorite of mine, but I find that she doesn't scale very well. at least SOME kind of defense or counter-attack would be nice in my opinion. Maybe like a passive that increases movement speed or damage based on how much damage you're taking, something in that area. Also the Ion Surge scaling with movement speed should have a cap. It becomes almost useless and a pain to utilize late game, because nobody wants to fly upwards 3x the vertical height of the map border.

flat hinge
#

!feedback

Alright guys time for an original idea

What if we make huntress thicker?

frail panther
#

!feedback Any chance we could get logbook entries for engineer's turrets?

frail panther
#

!feedback

Revised alternate Engineer turret concepts (part 1)

Default turret stats for comparison:

Health: 130 (+39 per level)
Regen: 1.5/s (+0.3 per level)
Damage: 16 (+3.2 per level)
Speed: N/A
Armor: 0
Deals 210% damage per second (70% damage per shot) with a moderate attack range; is stationary.
Proc coefficient: 1.0
Cooldown: 30 seconds
(can place up to 2)

Carbonizer turrets are the same except they have a shorter range, move, deal 200% (?) damage per second, and slow enemies. (Proc coefficient: 0.6)

Info gathered here: https://riskofrain2.gamepedia.com/Engineer

Concept 1: Missile Turrets

Health: 130 (+39 per level)
Regen: 1.5/s (+0.3 per level)
Damage: 16 (3.2 per level)
Speed: N/A
Armor: 0
Range: 150% of default turrets
Proc coefficient: 1.0
Cooldown: 30s
Fires a burst of 6 homing missiles, dealing 50% damage each, every 2s. Missiles explode in a very small area on impact. Missiles will acquire a new target if their original target dies before they reach it. The missile turrets would look kind of like a disposable missle launcher mounted on the default turret legs. Colors would match the current turrets depending on which skin you use.
(can place up to 2)

Concept 2: Tesla Turrets

Health: 130 (+39 per level)
Regen: 1.5/s (+0.3 per level)
Damage: 16 (+3.2 per level)
Speed: 7 m/s
Armor: 0
Range: same as the unstable tesla coil item (cannot attack through terrain)
Proc coefficient: 0.5
Cooldown: 30s
Shocks up to 3 enemies for 70% damage every 0.5 seconds. Tesla turrets are mobile turrets that hover along the ground through the use of 3 thrusters attached to its base where a turrets legs would normally be. A smaller version of the unstable tesla coil is mounted where the gun of the turret would be.
(can place up to 2)

Risk of Rain 2 Wiki

Engineer is a playable character in Risk of Rain 2.

pallid thistle
#

!feedback Make engineers mobile turrets fly so they can get around easier

frail panther
#

!feedback

Alternate revised Engineer turret concepts (part 2)

Concept 3: Bunker Turret

Health: 160 (+48 per level)
Regen: 2/s (+0.4 per level)
Damage: 16 (+3.2 per level)
Speed: N/A
Armor: 20
Range: 125% of default turrets
Proc coefficient: 1.0
Cooldown: 45s
Fires HE rounds once every 1.8 seconds, dealing 650% damage to the enemy hit and 300% to everything in an area around it (slightly smaller than land mine explosion radius). This turret is stationary. This turret looks like a beefed up version of the default turret, with additional armor plating.
(can place up to 1)

Concept 4: Chrono turret

Health 130 (+39 per level)
Regen: 1.5/s (+0.3 per level)
Damage: 16 (+3.2 per level)
Speed: N/A
Armor: 0
Range: 75% of default turrets
Proc coefficient: 0.2
Cooldown: 45s
Projects a field of selective temporal disruption around it, slowing the movement and attack speed of all enemies in range by 30% and dealing 20% damage every .2 seconds (100% damage per second). Allies are not affected.
(can place up to 1)

simple frigate
#

!feedback
Secondary effect for Aegis Aegis: X% of damage taken transforms into Barrier (1st stack only)

That allows Aegis to have a use before extreme healing sources are obtained, and gives player a certain grace period after being heavily hurt to let them recover

azure wasp
#

||!feedback||Buff Commando’s Phase Round, as well as BOTH of his Specials, all of which are very lacking in either damage output or reliability (or both).
Ideas for Changes:
Phase Round
Damage: 300%->350%x2
-Now fires twice, just like Phase Blast.

Deals over double damage in total, but is still incapable of channeling the Runald’s and Kjaro’s Bands.

Suppressive Fire
-Damage: 100%x6; each subsequent bullet deals 25% more damage than the last one, with the final bullet instead dealing an additional 100% (additive).
When starting a run, damage should progress as follows:

100% + 125% + 150% + 175% + 200% + 300%
This ability fires more bullets as you increase your attack speed; with 4 more bullets (10 in total), the final bullet would now deal 400% damage, allowing Suppressive Fire to activate Runald’s and Kjaro’s Bands.

Frag Grenade
-Damage: 175%, or 700% at point-blank->350%, or 700% at point-blank
-Fuse: 1 second->1 second, or 0.5 seconds on a direct hit

Should now be a lot more usable on not-massive flying enemies, while also dealing some actual damage if you don’t get an enemy at point-blank.
Edited to fix formatting.

dim hamlet
#

!feedback
Returning Equipment: Shattered Mirror
Cooldown of 120 seconds

Create an umbra of yourself for 15 seconds. This umbra inherits all of your items and health. Umbra's can freely move away from you, and gain 50% movement speed when out of combat. If the umbra dies before it expires, it creates a poisonous fog that lasts for the remaining duration it should have lived.

Notes:

The poisonous cloud it creates does damage over time, does not apply any debuff.
Umbra's do not inherit the following items: Focused Convergence, Halcyon Seed, Lepton Daisy.

open tartan
#

!feedback
Right now, small amounts of barrier blip out of existence before they're useful. You grab more Topaz Brooch, and maybe it sticks around a bit. Once you're getting barrier faster than you lose it, it immediately jumps to being a x2 health multiplier.

Instead of one steady rate that either deletes your barrier or leaves it up perpetually, have barrier decay by a % of the current amount.

This way, a low rate of barrier gain means it'll stay at low numbers, but actually stick around. Getting barrier twice as fast means it'll hover around twice as much, and three times the rate gives three times the average. There won't be some magic point where a switch is flipped and you have full barrier all the time, though you could still achieve that eventually; instead, barrier will have a nice even scaling proportional to the items you get.
serene pasture
#

!feedback Might be nice to be able to have an alternate means to unlock survivor abilities. Perhaps with a fist full of lunar coins, even if that unlock is only temporary so the achievement still means something.

merry trail
#

!feedback
Add an immediate, easy to see screen effect upon dying with a dios available.
I don't think I have ever once remember I had a dios, and I often go to grab a drink or switch tabs etc without realizing I am still alive haha.
The existing effect is nice, but is delayed and hard to spot. This would serve as a quick reminder you have a dios before you think about going to do something else.

stuck osprey
#

!feedback
Make it so the ghost of the clay dunestrider can't kill you with the succ move when you have the Happiest Mask

Seriously, it's a legendary item, and being able to summon an enemy with increased damage and one of the most powerful moves kill you is kinda cheap. Dying to your own items should not be possible unless you have artifacts, lunar items, or the item clearly says that it hurts you

lusty lantern
#

!feedback

Acrid's Alternative Primary: Vicious Strikes

Swing your poisoned claws toward your enemy, sending out a ranged attack that strikes in a pattern for ?% damage. Every 3rd hit crosses the pattern from both claws, dealing ?% damage.

This is a suggestion, because Acrid all though having melee abilites, feels more like a awkward, strange range/melee hybrid. Later into the game your melee attacks start to feel a bit useless due to the main damage coming from your R and your M2. Having a new ranged M1 I think could turn Acrid into more of a true ranged survivor. Of course, this new M1 would not be near as strong as his melee M1, but it would fit much more nicer into his playstyle for those that like using his default M2.

red wyvern
#

!feedback
Maybe have an artifact that makes chests free but buying them skips ahead on the timer? This is my first feedback so I’m not sure how to format this

inner marlin
#

!feedback
I'd like to be able to see keyword descriptions on the loadout page, where I can see all of a character's abilities in one place, but currently I have to select the ability and go back to the previous screen in order to view them. This can get annoying when I've forgotten what several mechanics like "Exposed" or "Shocked" do.

wooden prism
#

!feedback
Double drone movement speed. It'd be nice to see them every once in a while late into runs, particularly during the Mithrix fight.

inner marlin
#

!feedback
The friendly Aurelionite from the Halcyon Seed still has red circles around it's abilities. If I get the item I find myself jumping out of the way of the aoes even though they don't damage me. It can get extra confusing when I'm fighting Stone Titans which also have red aoe markers. Can these be changed to distinguish them better ( like to green ) ?

vivid relic
#

!feedback
Give malachite spikes a different colored circle or some visual distinction based on whether they're spawned by player team or monsters team, to avoid much confusion and paranoia

junior cipher
#

!feedback
The friendly Aurelionite from the Halcyon Seed still has red circles around it's abilities. If I get the item I find myself jumping out of the way of the aoes even though they don't damage me. It can get extra confusing when I'm fighting Stone Titans which also have red aoe markers. Can these be changed to distinguish them better ( like to green ) ?
@inner marlin !feedback

hushed grotto
#

!feedback
Add mod support because it has a slim chance of making the game good but probably not

flat hinge
#

!feedback

New lunar item

Her burden

Increase health but decrease movement speed

cough

golden field
#

!feedback

Hear me out. How about eclipse 8 skins where its a mini you.

Whichever survivor you beat eclipse 8 as has a mini them as a skin/pet. They can mimic you but it doesn't do anything.
They can even do stuff, such as the mini loader which grapples onto the ankle of the loader when she starts swinging around. It'll be funny seeing tiny loader flop around like a wet noodle when the big loader flies.
Or the REX one where it's basically REX but tiny and it's plant hasn't bloomed yet.

I reckon this could reshape reality as we know it

merry trail
#

!feedback
Add back the ability for merc to splat flying enemies
Was super fun, and difficult to pull off, perfect for merc
I know it is still possible, but inconsistent to the point of worthless now I think
In addition, it would be nice if players other than the host could perform it

safe prairie
#

!feedback
Bands should only activate off skills or equipment, not other items.

Edit: and Headstompers, courtesy of @earnest finch

Technically a nerf, but would only serve to boost consistency of the items

I often find myself increasingly reluctant to grab items like ATG because it often results in bands unexpectedly activating on a random Lemurian or Beetle, when I was about to use an ability that would activate them on a boss. The cooldown system added to the item was intended for more skillful play, and this change would make that a little more possible.

cosmic remnant
#

||!feedback|| Captain M1 nerf. I'm a cappy main and I can confirm he definently needs an M1 nerf.

Issues: Too versatile for its DPS (960%), has among the best procs/sec as well (6.0/s)

  • Damage per pellet: 120% 80%, still a decent DPS
  • Proc coefficient: 8x0.75 8x0.5, more in line with other M1's
dim hamlet
#

!feedback
Repost because the bot didn't work yesterday
Returning Equipment: Crudely Drawn Buddy
Cooldown: 90 seconds (can have up to two buddies out at a time)

Effect: Place down a decoy that taunts all nearby monsters. After 8 seconds, the decoy blows up, dealing damage based on the amount intercepted. Looks just like you.

velvet scaffold
#

!feedback

Add options, perhaps in the artifact menu of the lobby screen (as an artifact people can vote on perhaps?), to change the spawnrate of individual things.
Example: to be able to lower printer spawns, increase cleansing pool spawns, etc etc.

Player agency is a hot discussion, and divides a lot of people. Tons of people like scrappers, tons hate them. So, it'd be nice to have control over what spawns in our runs, how often etc etc as then we could tailor our runs more towards the experience we want to get from the game.

raven jacinth
#

||!feedback||
Replace the black bubble in the arena of commencement with the was-planned Stone Throne that Mithrix would sit on (not used because they couldn't find a way to remove it from the arena nicely).
There's many ways for it to disappear from the area:

  • Mithrix deconstructs the chair, basically removing its design, as he readies his hammer.
  • Mithrix shoves the throne through a portal.
  • Mithrix stands up and walks towards the player, converting the throne into his hammer.
  • Mithrix destroys the throne with his hammer.
nova kiln
#

!feedback. Instead of Acrids third attack giving him regeneration on hit, what if all of his m1 attacks gave him a stacking regeneration for each stack of poison or blight on the enemies he hits? This would improve his melee capability and make blight great for melee fighting.

flat hinge
#

!feedback

If sniper ever gets back into the game make spotter make you do double damage rather than 100% crit so it doesn't become useless after you get capped crit

nova kiln
#

!feedback making the three targeting lines on the Captains shotgun only return to position when you can shoot again would be nice. Especially with higher attack speeds.

little barn
#

!feedback
Potential final boss spoilers.
Some monsters need serious buffs or nerfs, so here are the ones that I thought that needed some tweaking.
Beetle: This one needs to be buffed urgently. It can only attack you if you let it. Make it a little more tanky, super fast, and just something a bit more to worry about rather than a walking dummy.
Wisp: Needs a minor tweak. Make it's "bullets" deal twice the damage, but it only fires one, nerfing it's damage by one third. Since it's only firing one, the shotgun effect will be removed and will be able to hit the player from far away.
Imp: Needs a nerf. Make it's bleed chance only have a chance to be inflicted (Say, 30% or 45% chance, not 50%). This would make them a bit less intimidating when they prepare to strike. Also remove their iframes when dashing.
Hermit crabs: Needs a tweak. Make their rocks deal more damage, but predictable, more trackable, and less consistent fire rate.
Big lizard bois (I forgot their name): Make them trackable, their moves heavily telegraphs, and much more predictable.
Final boss spoilers (Here we are)
||Mithrix: Needs a HUGE tweak. Make his first phase more tense to those even with god runs or insane mobility by having Mithrix adapt his playstyle to counteract the player's. Make him even faster, and without a strong AND proper defense, extremely risky to take on. Increase his scaling to be similar to the AWU, making his hp go even higher if the player doesn't go fast enough.||
Edit: Accidently released the post early lol.

atomic quest
#

!feedback
Give alloy worship unit and solus control unit a spotlight on their "eye" so they become more intimidating when you're in their line of sight.

somber tendon
#

!feedback
Stop bosses from healing when the difficulty goes up.
The difficulty = time mechanic is amazing, but when fighting a (teleporter) boss takes a long time (for example, not everyone is alive in multiplayer, so difficulty scaling is quicker, or early bad RNG), its healing can often either completely negate your damage, or slow your damage to the point of questioning why you're still playing. It is painful to be fighting a boss and every time you chip away a decent chunk of health, it just regenerates it back due to its current health increasing proportionally to its maximum health.

obsidian jacinth
alpine swan
#

!feedback New Boss Items:

Electric Perforator: This item has 10% chance on hit to call forth 3 thunder bolts from the sky (They target enemies), dealing 500% (+300% per stack) damage each. Belongs to the Overloading Worm (This boss uses the Molten Perforator as its boss item but it would be great if it had its own boss item.)

Portable Launchpad: Once the player drops below 20% of the players maximum health, the player will spawn a large blue circle will appear on the ground around a random enemy, applying the "Slow" debuff for those inside it. This circle explode after a delay of approximately 5 seconds, dealing 400% damage in a very large area to any enemies left inside, as well as launching them into the air. Has a cooldown of 25 seconds. Belongs to the Solus Control Unit.

little barn
#

!feedback
When you select a map you want to go to next in the Lunar Bazaar by paying coins, then go to void fields, the game ignores your choice and determines where you go randomly. This feels extra bad when Aurelion's Realm is an option.
It'd be nice if the game remembers your choice

strong hinge
#

!feedback
Would if certain items gave specific characters small little buffs for lore and variety? It would encourage players to pick different character or try not as amazing items. For example, would if Gasoline gave Mul-T a 2% speed buff (not stackable) or something like that? Not super powerful so it doesn't feel broken and lame but just a little nod like "yeah, that makes sense."

crude brook
#

!feedback - My own version of a SCU Boss Item:

Solus Battery*
Gain x% shield. When Shield is depleted, emit a shockwave that deals x% damage & knock enemies away. Shockwave has 30 secs cooldown.

*Name still pending

flat hinge
#

!feedback

Idea for the model for Atg missle launcher Mk.3 design if it ever returns (i hope it does)

Just have a normal Atg but with 2 mini Atgs on it since it launches 3 rockets instead of the normal 1

pure marsh
#

!feedback add more duo chat rooms pls.

tough pendant
#

!feedback Fresh Meat Change

Change fresh meat to now allow one extra stack of the buff per stack. In exchange, to keep it from scaling too hard, it wouldn't increase the duration of the buff as much per stack. However, duration would still stack.

Why?
To give stacking fresh meat a bit more of a purpose, without it being blatantly overpowered. This change allows it to scale better, considering you get a few fresh meat. And it would still be a pretty good item to get a few stacks of early game.

hushed grotto
#

!feedback
make the game good, or at least decent that will satisfy me

safe prairie
#

!feedback
"Reversed" alt Captain primary. Starts in rifle mode and spreads on hold into a shotgun. To encourage charging, it could start with a little less damage than Vulcan Shotgun but gain more damage on charge (because otherwise, who would ever actually charge it?).

meager pulsar
#

!feedback upon completing eclipse 8 with all survivors (or on that specific one whichever is more fair/fun) it should allow you to obliterate and use artifacts

fickle flint
#

!feedback
equipment printers

unkempt depot
#

!feedback lunar item idea: +1 charge on your special, but +1 second cooldown
Cooldown could be a percentage rather than a flat value

wild junco
#

!feedback add monkey survivor, and please make sure it goes ung ung ung ung oooh ooh ohh AAAHHA HAHAHAHA

flint gust
#

!feedback please put bandit in next update (still fave since ror1)

flat hinge
#

!feedback

Massive fan of ror1

Please buff engineers turrets

They do literally no damage late game

tough pendant
#

!feedback Armor Change

Change armor to give both a flat reduction in damage and a percent reduction in damage. Consequently, change Repulsion Armor Plate to give armor, although probably less than it currently gives.

Why?
This makes armor play a more integral role than essentially increasing health and damage by a ratio. This makes it more important to note on certain survivors and bosses, although the values they currently have might need to be reduced slightly. This also makes items that affect armor more integral, such as Effigy of Grief, Shattering Justice, and others. Stronger, burst damage attacks would be better on enemies with positive armor, and weaker, quick attacks would be better on enemies with positive armor (which would happen if you had an armor decreasing item).

Just note that a few items and enemies would need to be rebalanced if armor was changed in this way.

tl;dr Makes armor a more important stat.

EDIT: The flat reduction would probably take place before the percent reduction. This prevents armor from becoming too good.

jade ember
#

!feedback Something that could prevent the one shot-y nature of RoR 2 would be bringing back RoR's armor scaling per level. While the first game had more, stronger defensive items, they weren't the sole factor in preventing being immediately annihilated by a single foe. Increasing each survivor's armor each level would reduce reliance on getting certain items to take less damage, and could prevent the need to rely so heavily on OSP.

pale scroll
#

!feedback Crossplay since Risk of Rain 2 now has a release date on consoles is Crossplay a possibility?

forest hornet
#

!feedback
Twitch Intergration Chat can do things to manipulate the run: Give items, choose bosses, cause spawn events, choose the map. RoR2 is the perfect setup for some livestream chaos

tough pendant
#

!feedback OSP Change

Change OSP to give the player at least 0.25 seconds to react, which is the average human reaction time.

Why?
A oneshot feels like a oneshot when you can't react in time to your health going down. The current 0.1 second invincibility timer can prevent you from getting two or three-shot, but it doesn't allow you to react after the invincibility timer wears off. This change would allow you to react after almost dying to play a bit more defensively. I also wouldn't mind if they changed a few other things about OSP, but this suggestion is just for the player being able to react specifically.

tl;dr This change would allow players to react defensively when their health goes down.

flat hinge
#

!feedback

New item idea: The child body bag

Green item

Chance to spawn a child on kill who will live until they die

little barn
#

!feedback
Item idea:
'Missing Barrel'
Lunar Item
Decrease damage by 30% (exponential scale) but double the number of projectiles fired at once (linear scale).

sick fiber
#

!feedback
Give the Imp Overlord his laser attack from the first game as a desperation attack. It can function similarly, with the Imp Overlord firing a non-damaging laser at the ground that marks the areas it hits with glowing spots. These glowing spots then explode a second or two after appearing, dealing damage to the player.

eternal stump
#

!feedback
When the player(s) go to the Bazaar Between Time and between Cells in the void area you can go to from there, all equipment charges should be regained in full, and HP regeneration should be boosted (when not in the damaging area outside the Cell bubbles, anyway).
The min-maxing player can and perhaps will just stand in one place, waiting for everything to go back to full in these spots, where the timer is paused, to get everything back to full, anyway. Adding these features would save a lot of time for many players, and shouldn't negatively impact game balance, since it is again something players can already do, just in exchange for a lot of their time.

restive citrus
#

!feedback
allow us to quickly double-click past the intro like in the first game, rather than having to wait a couple seconds while spamming the space bar.

plucky fern
#

!feedback For one of the expansions I could see some Throwback DLC that provides a secret ending stage on the contact light with some variation of Providence. Id love to see the fight and the stage all in a big 3d environment

plucky fern
#

!feedback I still would love to see some of the enemies from ror1 readded. Like Children, Clay Men, Sand Crabs, Gups, maybe some Imp variations (Black/Purple)

sage loom
#

Solus Battery*
Gain x% shield. When Shield is depleted, emit a shockwave that deals x% damage & knock enemies away. Shockwave has 30 secs cooldown.

*Name still pending
@crude brook
slight modification, make damage increase with the amount of shield you have in porportion to your health to make it worth getting more shield, also make this thing give you a small amount of shields so it has use even without psg
!feedback

rocky peak
#

!feedback
Just, remove the "Pick Up Item upon Touching" Function in Co-Op, have it only upon "Interacting" to pick up items. I'm getting fed up with players that would just blindly walk into items to pick up from enclosed teleporters or whatever other cases may be. Them walking into the cluster of boss items or walk into a chest opened by another player only to say its by "Accident"

little barn
#

!feedback
Some form of gambling with lunar coins could be very fun

azure wasp
#

!feedback Allow Cautious Slug’s regeneration bonus to accelerate over time in proportion to your total regen; the more regen you have, the faster it’ll speed up.

green vault
#

!feedback Bustling Fungus needs a change to become viable on other survivors besides Engineer. I have 2 potential ideas. Both of them add a mechanic, meaning that Bungus works the same as it does now, it just does more.

Change 1: When you move while the healing is activated, instead of completely destroying the heal zone, the zone stays, but decays for a few seconds, since the Fungus starts to die. Maybe give Bungus a cool down of 5 seconds after the zone is gone?

Change 2: When you move while healing is activated, the zone is destroyed, but any allies that were in the healing zone receive a boost in health regen for a few seconds.

still garden
#

Just wanna give an unabashed "Thank you" to the Devs for giving us a solid console port. Playing on PS4 and having a hella good time. Cheers mates from Western Australia!🤙

weak sparrow
#

!feedback allow engie turrets to take on passive use items like elite drops and wood sprite

still dirge
#

!feedback
Event stages, where elites can be only same type

tough pendant
#

!feedback MUL-T Equipment Change

Make it so that both of MUL-T's equipment count as active. For example, if you had a woodsprite and a blazing aspect but had just the woodsprite selected, you'd still be blazing.

Why?
MUL-T can hold two equipment at once, so it would be cool to build on that mechanic and make it funner to have on him. This change would make his "hold two equipment" mechanic funner. I don't know how it would interact with Gesture, though. Would both equipment activate automatically? I guess that's up to the devs to decide.

earnest laurel
#

!feedback

ITEM CONCEPT
Numbers Not Final

War Medal "What doesn't kill you makes you stronger"

Rarity: Red/Boss

Effect: For every time that you drop to or below 10% HP, gain a permanent +4%(+2%) bonus to max health and damage (not compounding, but takes into account all other damage and health buffs or penalties). 5 second cooldown.

TL;DR almost dying gives you a bit more health and damage.

Explanation: Considering that OSP is less of an exploit and more of a general game mechanic now, I thought some items that use it would be a good idea. This item rewards playing a risky game, activating OSP again and again and again. Five OSP hits with one stack gives a 20% bonus to health and damage, something that is helpful but not game-changing. Personally, I think it's power is in line with the infamous clover.

Reposting to change some of the idea: now instead of activating with OSP, activates on drop to or below 10% HP.

@Drizzle shrooms Engineer in #ror2-feedback-discussion with constructive criticism!

Edit: added a cooldown to avoid abuse

safe prairie
#

!feedback
As much as I enjoy the Milky Chrysalis rework, I feel I would benefit the item greatly if holding space still lifted you upward.
Currently, flying up can be very difficult, especially while in battle where you need to be focused on enemies to avoid them.

azure wasp
#

||!feedback||Revised Idea: Rebalance Leeching Seed and Harvester's Scythe, and make them more unique from one another.
Currently, the two have extremely similar effects, with Harvester's Scythe being outright better in most cases.
I have ideas for possible changes to the two below.
Leeching Seed

  • Heals up to 1 HP on every hit, depending on proc coefficient 1 HP on every hit.
  • Attacks also send little healing pickups (maybe seeds that grow into little fruits?) flying out from the target in random directions, each restoring a tiny amount of HP (possibly percentage healing).
    ~ Extra stacks would grant an additional 1 HP on hit, and would slightly improve the healing from the enemy-dropped pickups.

Previously a bit lacking, the Leeching Seed now provides more consistent on-hit healing, and can provide some additional healing if you can grab the scattered healing pickups.

Harvester's Scythe

  • Critical attacks now cause a scythe slash to appear at the target, dealing 175% TOTAL damage* and healing for a tiny amount for every enemy hit.
  • Scythe slash has a Proc Coefficient of 0, so it can't activate Runald's and Kjaro's Bands.
  • Critical hits no longer directly heal; only hits from the scythe slash will restore health.
  • Health restored per enemy hit is reduced.
  • Size of scythe slash would be dependent on the attack's Proc Coefficient; with a P.C. of 0, the slash wouldn't appear at all.
    ~Extra stacks would slightly increase damage and HP restored from scythe slashes.

The Scythe goes from a usually-better Leeching Seed to an offensive item that grants a bit of health back as a bonus. The healing received per-hit is reduced, but each slash can hit multiple enemies, allowing you to restore pretty meaty chunks of your health when attacking crowds.

*This number can be changed around by the devs; don't worry about them too much.

winter berry
#

!feedback

Make it so when one shot protection gets triggered, you know that it did, i was trying to unlock the mastery for huntress yesterday and i got hit by a vagrant that just spawned, it exploded i did not realize that my OSP was used and got shot in the back by 5 elder lemurians and ended my run.

meager light
#

!feedback
So I recently realised that you can colour your name in game by adding a colour code to the beginning of your steam name. It's a fairly small feature but I think it's pretty cool, only problem is, it affects steam and every other game. I think it'd be cool if in the settings you could just choose a colour so you don't have to change your steam name. I doubt this feature was properly intended to be used like this but I still think it's nice either way

bright nacelle
#

!feedback add the ability to type chat in game

dusty flame
#

k

safe prairie
#

!feedback
While I can understand the reasoning behind avoiding different cooldowns between alternate skills, I feel the best way to close the gap between Rex’s Directive: Disperse and Bramble Volley would be to lower the cooldown of Directive: Disperse.

deep jungle
#

!feedback
This isn’t really an important thing that needs to be added into the game, but it would be interesting if there were little holiday changes. Like during December the chests design would be present colored or during Halloween there are pumpkins scattered throughout the map. Just a thought.

chilly crag
#

!feedback A suspend game option, so you can suspend a run and pick up the run when you open the game again.

indigo axle
#

!feedback: This is mainly based off of the ROR 1 main cover and ROR 1 "engineer edition" cover models, but I would absolutely love it if we eventually got the original ROR1 survivor skins sometime in the future, as I absolutely love the designs from the first game, and would really like to see an accurate recreation of all of the original survivors skins in their ultimate glory in 3D in ROR 2 eventually.

woven lynx
#

!feedback allow us to kick and/or block people from a lobby. Cause this is just not okay

marsh whale
#

!feedback Can there be a choice in singleplayer to make us able to make lobbies with bots / a.i and make a skill level (e.g. rookie)

safe prairie
#

!feedback
Steam cards/badges/backgrounds would be nice, if they're not already planned.

Risk of Rain 1 had them, so why not add them for Risk of Rain 2 as well?

waxen surge
#

!feedback
make that when everyone in a lobby pauses the game , the game stops

delicate pewter
#

!feedback The Hermit v2: Featuring edits to the primary and passive, added damage numbers and stats, and wisp details such as skills and blacklisted items. By @delicate pewter and @open edge

tough pendant
#

!feedback Shrine of Order Change

Make it so that the Shrine of Order can't turn all of your items into scrap, unless you only have scrap of that tier of item.

Why?
Shrine of Order is funny. It's meant to be the funny thingy. However, getting all of your items turned into scrap, something you could just get normally from a scrapper, that can sort of ruin it. It's far funnier to get 100 of some white item than to get 100 scrap that you probably won't even find the time to print off.

All in all, this doesn't really affect the balance, it just makes Shrines of Order more reliably funny.

tough pendant
#

!feedback Switch Settings Change

Allow Switch players to set different sensitivity settings for handheld and tv mode.

Why?
Because chances are, I'm not going to want the same sensitivity on the tv as when I'm holding the screen. This change would allow players to switch between playing on handheld and tv easier if they have different preferred sensitivities between the two.

dim hamlet
#

!feedback
New Green Item: Blighted Centipede

Effect: Dealing 500% damage to an enemy in a short duration attaches a toxic centipede to them, dealing 10% damage per second, stacking up to 20x for 200% damage per second. This critter stays on the enemy until it dies. Once the enemy has died, the centipede returns to you, and you can re-apply it again. Can have up to 1 [+1] out at a time.

Notes:
The centipede applies constant stacks of Chem, one stack per second
The 500% damage over a short period is done so most hits don't automatically trigger the centipede to attach to an enemy where you don't want it to be.

weak sparrow
lost python
#

||!feedback||
Artifact of Light
All enemies killed drop life, a resource that can be spent at a "Light Altar", found only when this artifact is on. All life collected will then be transferred into buffs, including health, movement speed, and luck. After a "Light Altar" is activated, life will no longer be able to be collected, and "Light Altars" no longer spawn. A door in the "Bazaar between time" will open, allowing you to spend 5 lunar coins to refresh the artifact, allowing you to gain life and find "Light Altars" again.

Artifact of Darkness
All enemies killed drop souls, a resource that can be spent at a "Sacrificial Altar", found only when this artifact is on. All souls collected will then be transferred into damage, attack speed, and proc chance. After a "Sacrificial Altar" is activated, souls will no longer be able to be collected, and "Sacrificial Altars" no longer spawn. A door in the "Void Fields" will open, allowing you to sacrifice 10 white items, 6 green items, 2 yellow items, or 1 red item, in order to refresh the artifact, allowing you to gain souls and find "Sacrificial Altars" again.

What happens when you have both on?

  • Monsters will drop life and souls on death
  • A text reading "The planet has become enveloped by light/darkness" (50% chance for each) at the start of the game will define how monsters react.
    Light Monsters will have more health, more movement speed, and will have OSP.
    Dark Monsters will deal extra damage, have more attack speed, and won't spawn in the void fields.
rugged hare
#

!feedback

Should Sniper be added, I believe there is a way to keep the feel of a sniper shooting in the distance, while still having the character function with the games mechanics.

Using the spotter drone Sniper had in the first game, you could be able to charge the teleporter from a distance, by choosing to hook your spotter to the teleporter, instead of a monster. Sacrificing your extra damage, but allowing you to charge the teleporter from far away.

tawdry torrent
#

!feedback

Buff/rework for missile drones, giving them new abilities focused on crowd control. Numbers can be tweaked as needed.

Primary: Fire an unguided rocket that explodes for 60% damage in an 8m radius. Deals 2x damage to enemies hit directly.
CD: 0.8 seconds.

Secondary: Target up to 4 nearby enemies and fire a seeking missile at each, dealing 80% damage.
CD: 2 seconds.

In risk of rain 1, missile drones not only dealt a respectable amount of damage, they were also able to hit enemies that were otherwise out of the players' reach, potentially making them a significant time saver.
These advantages are lost in ror2 however, making them feel like a slight improvement over gunner drones at best. Changing their kit to focus on crowd control would give them more of a distinct purpose, as well as hopefully making them worth their relatively high cost.

compact solstice
#

Being able to obliterate just yourself and not the whole party (you will also go to a moment whole alone and only if YOU have the item)

velvet ginkgo
#

Being able to obliterate just yourself and not the whole party (you will also go to a moment whole alone and only if YOU have the item)
@compact solstice
Remember to use !feedback

jade ember
#

!feedback Bring back forced item sharing as a multiplayer option. Every group has the item hog, and that option in 1 prevented one person from scooping up every drop and becoming 4x as strong as everyone else. It'd be a good way to make everyone's builds relatively equal without forcing everyone's inventory to be homgenous.

little barn
#

!feedback
An item counter would be very helpful in multiplayer. It would help prevent infighting and also make catching up for dead players easier.
I personally love the setup of the counter in the BetterUI mod by XoXFaby. It will not only tell you how many items every player has, but how many of each rarity. It also has a counter for the approximate value of the items each player has, with reds counting more than greens and so on

chilly crag
#

!feedback Add Ancient Scepter back (upgrades your 4th skill). Since devs said they don't want to add more items to the basic item pool, maybe it can be found in a hidden realm you can only access once, similar to void fields?

open tartan
#

!feedback on the Souls artifact
Have elites spawn Soul wisps of the same elite type, but also let the wisps grant xp. It feels thematically appropriate, and would make the artifact more interesting.

wispy vault
#

!feedback

Let Acrid charge Neurotoxin over ~1.5 seconds to increase its projectile speed, damage, and radius. Neurotoxin becomes your main source of damage as runs progress, but it doesn't feel very satisfying to use.

open tartan
#

!feedback
While the Death artifact is active, give survivors one combined health bar. Most effects still work the same, using individual health totals, except the team only dies if their combined health equals zero or lower.
This allows for greater teamwork as players defend and heal each other, but still allows them to die horribly if one gets caught in a powerful attack.

tough pendant
#

!feedback Environmental Hazards and Attacks

I'd love to see more environmental hazards and attacks that affect the environment. Examples would be like Lava in Abyssal Depths, Arcing Electricity in Siren's Call, Slippery Ice in Rallypoint Delta, Fires in Scorched Acres, stuff like that. And for enemy attacks, examples would be like the Grovetender creating a patch of rooting chains on the ground, the Clay Dunestrider splashing tar pools on the ground, the Vagrant creating a shocking zone in the air, stuff like that.

However, these examples aren't part of my suggestion. They're just examples of things that would fit into what I'm suggesting.

Why?
To add a bit more depth to exploring the environment and fighting enemies. I feel like bosses could use these special environment-affecting attacks especially, so that their battles are more interesting. Environments would also benefit, by allowing the player to use the environment to their advantage if they tried or have the environment go against them when they aren't paying attention.

tl;dr Adding environmental hazards would add more depth to exploring and battling.

tough pendant
#

!feedback Mercenary Ethereal Change

Change the unlock condition to "Complete a Prismatic Trial without taking more than 10% (or some other number) your max health in damage." In other words, you have a little bit of leeway on a non-glass trial, and you still have to be pretty perfect on a glass trial. And, this change would make barrier not as needed for the trial. However, little hits would still work towards invalidating your trial, even if you never fall below 90% max health.

Why?
Mercenary Ethereal is cool, and it requires some serious skill and planning with Mercenary to get it. However, I find it kind of unfair to demand absolute perfection rather than to demand minimizing losses on the player's part. This change would allow more people to get the achievement without it being too easy.

However, I can see some people wanting to have the Mercenary Hitless trials continue. A possible change would be to add a hitless% category to Prismatic Trials so that they can continue the trend. However, that's not part of the suggestion. Just the change to the achievement itself is what the votes are about.

pale meadow
#

!feedback
It would be cool if you stun the brass contraption while it is on its “setting the projectiles” animation, would cancel the animation, because it is always weird when u stun then and they keep continue attacking unlike some other enemies

compact solstice
#

!feedback Mithrix should steal your speed & movement items before the others, so you can remember how to play with low mobility in the time he finishes stealing the other items

little barn
#

!feedback Tone down bleed in general. Tri-tip percent chance per stack should be lower(maybe 12.5%, or maybe nerf base damage percentage), and Shatterspleen should be toned down. Reason being is that i feel like bleed stacking turns the game into something very trivial. One can build very defensive early game until they find a tri-tip printer annnnd bam, god run.

tough pendant
#

!feedback Nerf Will-o-Wisp

I understand that you can't really use Will-o-Wisps on Mithrix. But that doesn't mean getting 3 should trivialize the game up to that point. I've been able to instantly kill teleporter bosses because there were a few trash enemies around them that Will-o-Wisp activated on. Will-o-Wisp really shouldn't be that powerful, to be able to kill bosses because a few trash mobs were around them.

Now, as to how it gets nerfed, I really couldn't care less. It just needs a nerf of some sort, because in its current state, it does its job too well.

little barn
#

!feedback make a preset settings for a potato computer so anyone can enjoy risk of rain 2

compact solstice
#

!feedback [Little visual detail] Make custom ''escape capsules'' for more characters, actualy MUL-T fall directly to the ground and Acrid spawn in some kind of resting spot, Making this 2 characters unable to unlock REX in solo, Add diferent looking capsules for diferetn characters for example: Artificer capsule is just a crystal prision she breaks (like the way to unlock the character), Loader make a superhero landing (considering she dont have fall damage it makes sense), Captain have some ''luxury capsule'' and REX is just a plant in the floor and wakes up when you start. This is just a extremely small visual detail, but i am definetly sure a detail like this is realy easy to implement

earnest laurel
#

!feedback

ITEM CONCEPT
Numbers Not Final

War Medal "What doesn't kill you makes you stronger"

Rarity: Red/Boss

Effect: For every time that you drop to or below 10% HP, gain a permanent +4%(+2%) bonus to max health and damage (not compounding, but takes into account all other damage and health buffs or penalties). 5 second cooldown. Does not apply to fall damage or environmental damage (i.e. voidfields).

TL;DR almost dying gives you a bit more health and damage.

Explanation: This, to an extent, benefits from OSP, but it also benefits when you don't have OSP. Other than number of items, any scaling the character gets tends to drop off drastically as the run gets longer. This could combat that. The cooldown and the fall damage/environmental damage exception avoid abuse.

@Drizzle shrooms Engineer in #ror2-feedback-discussion with constructive criticism!

Reposting with feedback taken into account.

chilly crag
#

!feedback Enemies with 5 stacks of burn damage explode, depleting all of the burn stacks and applying the total damage of the 5 stacks at once. Burn doesn't have anything unique going for it, compared to bleed with infinitely stackable DoTs. I think this would make burn more unique.

void pollen
#

!feedback please give sundered grove a hidden boss/miniboss that gives 4 red items instead of a chest that only gives one. playing multiplayer, we never go to abyssal depths only because we cant all get a red item. either that, or create 4 different legendary chest locations, with +1 spawning per player.

marsh terrace
#

!feedback Make leeching seed** heal for 1 HP each time you deal damage**. Normally it is based off your proc coefficient, I had an amazing MUL-T run and i had 3 leeching seeds, but i still only gained 1 hp per hit.

rigid zenith
#

Allowing D-Pad inputs to navigate menus would be a nice QoL change. Feels weird using toggles.

merry trail
#

!feedback

Allowing D-Pad inputs to navigate menus would be a nice QoL change. Feels weird using toggles.
@rigid zenith

tough pendant
#

!feedback Commando Grenade Change

Have the light following the grenade change to a different color like red after being triggered from touching something.

Why?
Firstly, as visual feedback to the player that the grenade will explode soon. Secondly, so that it's easier for players starting to use the grenade to understand how it works. Thirdly, because it could look cool.

leaden violet
#

!feedback** Remove Instant Worm Spawns**

Currently worms have the tendency to just appear instantly upon spawn with their ability to attack already active.

I had an incredible run robbed from me when I turned on the moon portal and the very instance the overloading worm spawned, I took a ton of damage and then flopped over from a tick of burn before I could blink.
It spawned at my feet and deleted me before I had even realized what the boss was.

Solution
Worms need some sort of start up animation to their spawn so players have a chance to react to their appearance.

compact solstice
#

!feedback Change the game logo on the Desktop, the Planet & moon collision we can see in the main menu will look way better than the chest with the number 2 we already have

dusty flame
#

!feedback add back thallium from risk of rain it was a cool item and it would help with death mark

tough pendant
#

!feedback Bleed Changes

Make Shatterspleen Not Function On Crits
Make the bleed effect from Shatterspleen not proc on crits. A different proc condition would make it more interesting, such as having a 10% chance of inflicting the bleed when inflicting a debuff.

Reduce Bleed Chance from Tritip
It wouldn't have to be by much. Perhaps the scaling type could also be changed to hyperbolic, but that isn't really necessary.

Slightly Increase Duration, Reduce Damage
This makes it a bit easier to keep up bleed stacks on an enemy, but it'll require a lot more focusing to get the stacks dealing ridiculous damage.

Why?
These changes would make bleed a bit harder to get very reliably, while also making it a bit easier to keep up reliably once you can. However, you'd also have to focus more on one enemy to get ridiculous bleed stacks that deal big damage.

trim valley
#

!feedback Allow controller users to navigate the artifact of command menu with the D-pad.

jolly plinth
#

!feedback

An ammo/durability system (maybe for higher difficulties if you want)

For commando, huntress, engineer, captain, MUL-T, they....

Require ammo boxes that can drop from mobs and maybe new creates that are also just ammo boxes.

Mercenary, Loader and acrid (along with MUL-T with sawblade) require a new item called the whetstone. This item drops from mobs and can be found in those small money crates.

Artificer does not require either because magic.

Some notes about my idea

•for characters that require whetstones, when a weapon drops to zero durability won’t actually do zero damage, it would just have significantly reduced damage. Maybe around 80% of the damage you would do if you have full durability including items would be gone until your weapon is sharpened again.

•Abilities that do not have to do with weapons are still at there prime. This includes commando role, loader swing and others of its kin.

•Items can contribute to the durability/clip. For example, backup mag would increase reload speed, maximum clip and ammo size and focus crystal would increase sharpness/durability as well.

I’d love to hear some feedback on this so let me know at #ror2-feedback-discussion!

long kiln
#

!feedback
Hello I would like to ask the Develoers about adding RoR2 to GeforceNow?

I would love to play RoR2 but my pc cant run it. I use GeforceNow to play my games. It doesn't cost any development time it is just a simple switch on their steam developer options.
https://partner.steamgames.com/doc/features/cloudgaming

I played a lot of RoR 1 and would love to play the second game and get my friends to play it too !

polar oracle
#

!feedback
One of the means through which players can “up the heat” and make the game harder in rogue-like game “Hades” is through the perks, “Extreme Measures” and “Middle Management”. These perks increase the difficulty by expanding on the boss and mini-boss encounters, making them harder by adding additional attacks to the enemies, changing the layout of the arena to be harder, or expanding on the base set of attacks to make them more challenging.

This mean of difficulty increase, from my browsings on the game’s local subreddit, has been received very well, and considering how some players of the RoR2 community have wanted some bosses, like the Beetle Queen, to be more challenging, maybe this concept of expanding on the TP bosses and Mithrix can be made into an Eclipse modifer? Or part of a difficulty above Monsoon?

cosmic remnant
#

!feedback Shrine of Trials: Instantly increase difficulty as though you just started a new stage; about 2-3 enemy levels on monsoon.

keen forge
#

!feedback
Make the magma worm steam avatar frame high quality so it looks nice. Or, add an overloading worm one I would totally buy that. I think it's cool that ror2 is one of the only games that has a frame and I think if they made a really cool one that would be sick.

little barn
#

!feedback
Artifact of the Mountain: Every teleporter starts with 1 level of challenge of the Mountain.
Would have a consistent risk reward element. Might be fun.

white tartan
#

!feedback
Elite type suggestion
Earthen elites
Earthen elite's have earthen shell (damage negation) that starts off at 0 and slowly builds to the size of hp bar the longer the elite remains in contact with the ground. Once damage negation bar is removed the elite can take hp damage.
Melee attacks only by earthen elites bind entities to the floor for 2 seconds, during those 2 seconds any entity affixed with earthen bind debuff cannot be affected by additional earthen bind for an additional 1 second beyond that of the original debuff wearing off.
Ranged attacks do not proc earthen bind.
I know some of you are going to sadface me about ranged characters getting shafted on this elite suggestion but, I think this could be an amazing addition to elite types in the sense that on some particular enemies it will be trash and some others it will be crazy difficult to deal with if you get caught slipping.

rocky peak
#

!feedback
Please bring back the Childs, it feels weird to have only the Parents in Sky Meadow; it feels incomplete and confusing of why they are called Parents, bringing back the Childs would also make the Family-Event Stages more interesting than having only Parents spawn.

austere oracle
#

!feedback
Remove falloff

open tartan
#

!feedback
Currently, Shattering Justice is unwieldy and uninteresting.

  1. You need to hit the target 5 times within 2s to get any benefit, or even shorter depending on the attacks’ procC. This creates an unnecessary bar for entry not all survivors can hurdle, and makes it meaningless against some of the most frequently-spawning enemies.

  2. If a survivor can’t pull that off, this legendary item is worthless. If they can, all stacks after the first are worthless. Stacking is a lose-lose situation.

  3. In theory, reducing armor is an interesting way to increase damage by varied amounts against different opponents. In practice, with a non-scaling amount and most enemies with 0 or 20 armor, it only grants either +37.5% or +54.3% damage.

    Shattering Justice: “Shatter enemies on hit for -X (-X/stack) armor.” Amount is permanent, stacks, and affected by procC.

    With how armor works, this will never grant more than +100% damage, and most enemies will die before you get near that amount. With each stack increasing the armor shattered per hit, overall dps increases as you approach +100% more quickly. With each hit shattering more armor, it still has greater effect against tougher enemies. However, the damage bonus becomes more of a gradient than a binary boss/nonboss amount, now affecting weaker enemies at all, and having greatest effect on self-healing striders and scavs.
    Most importantly, this allows all survivors to use Shattering Justice. It’s definitely better on some survivors than others, but now the Acrids and Loaders of the world won't feel deflated when that glowing red orb turns into a hammer.

little barn
#

!feedback I'm sure it's already on the bucket list but I'd really like to see the enemy pool evened out. Adding a heavy variant to Jellyfish, Imps, etc, whilst also adding a light variant to Brass contraptions, Templars, Parents and so on.
for more variety and consistency primarily, but also for the sake of the family [warning] events.

wanton thorn
#

!feedback
Acrid - vicious wounds
Make third hit of mb1 delayable for longer or let him attack one while sprinting for one cycle
Or
Make his 3rd atk a mini jump.
The delay and mini jump is for early game to be able to clear better, but first and foremost to be able to proc the 3rd hit healing effect in the early game more consistently when the packs are just out of range

plucky fern
#

!feedback Bring back Spirit, Distortion and Origin (RoR1 Artifacts). Im sure almost everyone misses them

Spirit: All entities move faster at low health
Distortion: Randomly locks an ability periodically
Origin: Imps invade the map every 10 minutes

Maybe change Origin up a bit so it doesnt collide with Vengeance? Like change the time frame or have it every teleporter event

Edit: Artifact Desc.

wanton thorn
#

!feedback
Acrid slam attack(shift)
Give him an extra braincell so that he can spit whilst doing the slam attack mid air.

fading parcel
#

!feedback Expanded artifacts
Some people may wish certain artifacts were a certain way, or maybe just want to mess with a different take on the same artifact...
So, why not introduce 'alternate artifacts'?

For example, you could choose a version of Kin that's all family events instead, an Enigma more like the first game such as replacing equipment drops with a fuel cell equivalent item, a Vengeance that activates 5min. into a stage rather than 10min. on the timer, sky's the limit.~

If there were to be an unlock method, it could involve challenges with the artifact equipped, new trials by using some extra doo-dad or just having it active and going into its trial, whatever.
I just think this may be a good way to expand upon the artifacts as they are.

alpine swan
#

!feedback: New Artifact
Name: Artifact of Family. Description: Makes every stage have a family event.
If you use this with the artifact of kin, then the monster that you get with be part of the family event you get.

Location: ||On the sundered grove map next to the legendary chest on the highest point of the environment.
||
Code: ||🟥 🟥 🔴

        🔴    🟥    🟥

        🔴    🔴    🟥||
jolly plinth
compact solstice
#

!feedback
Add a ''precision'' stat and related items to it, reducing spreading in machineguns or shootguns, also increasing the range of the attack and the speed of the bullet and larger hitboxes for melee characters.
This way it is usefull for all the characters but some of them get better use of it like Engenier with mushrooms.
This will have some efects like:
»Captain shootgun already partialy charged
»Huntress can lock on enemies in a longer distance
»MUL-T machinegun more acurate
»Artificer AoE ball travel a longer distance and Fireballs are not too slow
»Commando shootguns have higher reach and accuracy and the main aytack have less spreading
»Mercenary katana slash have a larger hitbox
»Acrid jump and smash in the ground have a larger explosion and larger poisonous creep, also spit can benefict a lot from speed buff
»Loader grapple have higher reach and punch have a larger AoE hitbox
»REX main attack will be more usefull at longer distances and, the Flower will have a larger range for catch enemies

This are just a few examples of what this stat do, this stat will obiously be less efficient each, time you take another for not breaking the game with just 5 accuracy items.
This stat will cap, at 200% the hitbox original size, speed unnafected after having a instant full map travel (each attack have a diferent scaling with the speed) range unnafected after a range of the sice of the map for not breaking the game
As a example:
MUL-T beam attack is almost unnafected by this stat.
Infinite range, instant speed, no spreading and a great hitbox arround the beam.
This is what the cap of this stat looks like.

flat hinge
#

!feedback

after the first loop allow us to enter the final stage in any stage instead of having to go to sky meadow to go there

plucky wagon
#

!feedback I think it would be a cool to have an item just like Lepton Daisy but instead of healing it stuns all enemies in the tele circle. Posted 9 months ago but think its still a good idea

alpine swan
#

!feedback: A small change to purity

Every time you stack purity it decreases the cooldown and luck of the player. I noticed that while the cooldowns decrease by 1 for every stack, but the luck decreases by 1 just as if you only had 1 purity. This means that you have a bigger negative outcome than a positive outcome. You should change purity by either making it that every time you stack this item decrease the players luck by 0.5 instead of 1, or you could make the cooldown reduction 2 for every stack instead.

buoyant loom
#

!feedback
Disease change for Acrid:
Give the Disease ticks a 0.3 or a 0.4 proc coefficient. This will provide a very low chance for your disease to proc things like ATGs, crits, leeching seeds, and the like. While the proc chances would be super small, this will all but garenteed that those will proc due to his ultimate, and how fast he can send out those spots.

Reason for Change: There are many people whom feel Acrid's disease is a straight up worse poison. While this won't fix the damage on short runs, what this will do is provide sick potential in much longer runs with the Acrid. When the run shifts from it's too dangerous to use melee attacks, your Proc chance for items will just start becoming reliable by spreading and stacking your disease buffs.
Also, since disease damage stacks with itself it lends itself to a fun synergy with ATGs, Sticky Bombs and the MeatHook, that deal damage as per the initial hit.
Adding meathook to Acrid will pull enemies into his ultimate too, allowing you to get those SICK 20 chains of affecting up to 20 enemies. It will also be the only DoT in the game with a Proc Coefficient highlighting Acrid's natural strength of being the "poison doggo". It also means that acrid still isn't a "tank" so you still have to focus on that hit and run playstyle to remain effective.

robust vault
#

!feedback

artifact idea: an artifact of switfness, increases movement speed for ALL entities, including monsters and projectiles, maybe decrease cooldowns?

^

^ ^ ^

#

little barn
#

!feedback
The idea of having a primary attack that is a constant beam like that of the mobile turrets seems very fun. It could offer a more ranged alternative for engineers that don't like how his normal primary works in exchange for lower damage to compensate for the increased accuracy and range.
This could either be for a new survivor, an alternate primary for a current survivor (probably fits engi the best) or an item that replaces your primary much like Visions of Heresy does.

dim hamlet
#

!feedback
QoL for doggo Acrid_Meat

Passive: Poison is just better, especially in multiplayer due to monsters having a lot more health. Blight only starts to rack up once you get a purity going which allows you to spread it super easily with M2. The fact Blight can kill is pretty much irrelivant as soon as you get a single Gasoline, Will-o-the-Wisp, Ceremonial Dagger, Alien Head or Purity.
Solutions: Increase the raw damage blight can do, or have it be granted an alternative scaling potential. For example, Blight now deals the greater value of either 60% of your base damage, or 1% of the enemies' missing health per stack.

M2 (Bite): Bite is an extremely wacky ability. I'd say it is in a pretty good spot, especially since the addition of Purity and Regenerative, however, it still lacks a few things here and there.
Solutions: Bite should not cancel sprint like Neurotoxin does. It removes a ton of movement speed which is something Melee Acrid relies on a lot, especially if you lack core defensive items/healing. Moreover, the inability to aim it upwards really hinders it with killing airborne targets, specifically wisps. The hitbox is fine as is, but vertical aim would really make bite a more reliable ability early on.

Shift (Both): The jumps are a good example of an ability that requires good skill to use. However, both leaps fail in what they are meant to do. Both landings have offensive power, but more often than not, you just use them to get around the map or dodge threats. This isn't bad per se, but granting the jumps a bit more offensive power would perhaps make them more usuable in combat.
Solutions: Reduce the base damage of both jumps by a bit (about 30%), but grant them Heavy. This way, the damage they provide is still strong enough late game. As for the default jump, have the pool constantly re-apply Poison/Blight. This would not only boost Blight's usage, but also reward offense.

rocky peak
#

!feedback
When you die in Co-op, unless everyone is dead, you can respawn in like 30 seconds or something but have a stackable stat debuff applied to you that is removed upon advancing to the next stage.

weary musk
#

!feedback
Add a map called cheese where everything is made of/was made of cheese and if you press interact you can begin eating the cheese but there’s a whole stomach fullness system where you you can only eat a certain amount of cheese at a time before you need to go to the bathrooms that are on the map (made of cheese) where you can empty your stomach if you know what I mean and this also adds a stinky system where you have to clean the bathroom using the cleaning supplies found in the bottom right drawer so that you can learn to clean up your messes you have to learn to clean up after yourself at some point in your life you rat (this should take about 8 - 7 hours or more )

So anyways once you are satisfied with the Eating Cheese that you’ve had and/or you’ve died because your cholesterol got so high that you had twelve heart attacks at once and died you can head over to the teleporter and go to the next stage

dusty flame
#

!feedback let effigy of grief be thrown like forgive me please so you can get things like the wandering vagrant with it

tough pendant
#

!feedback Mithrix Fight Change

Give Mithrix an "inverted" Vagrant Nuke of sorts, where it goes from the outside of the arena in, being blocked by obstacles. To make it easier to survive, more cover would need to be added, such as floating rocks, ruined structures, or of the like.

Why?
As an anti-air attack of sorts, plus to get players moving towards Mithrix instead of away from him. It would make it less of a "Stand on the ramp and play optimally" fight because you wouldn't be protected on the ramp.

white tartan
#

!feedback
Chargefield generator
Chargefield generator
Chargefield generator
Chargefield generator
...........
Chargefield generator!

tough pendant
#

!feedback Lunar Chimera Change

Give the Lunar Chimeras more attacks. For being endgame enemies, they don't seem very endgame-y except they have really powerful attacks. In fact, it would be cooler to have attacks that aren't direct attacks, such as buffs to the chimera or nerfs to the player. Or, they could have attacks close to the enemies they resemble, such as the Golem-Type Chimeras creating a turret like the Titans.

Why?
Firstly, to give the Golem-Type Chimera more attacks than a Lemurian. Secondly, to make these endgame enemies feel more interesting to fight for being in the endgame.

tough pendant
#

!feedback Mithrix Change

Change the final phase so that Mithrix doesn't use your items. Instead, he would use a lunar item (or two, or three) and a lunar equipment, chosen at random.

Why?
To make the final fight more skill based, but not make it the same every time. Also, it would fit with the lore, with Mithrix using the lunar items he created. Unless newt stole them all. Then I guess it wouldn't fit so well. But mainly, so that it's more fair, but still different every time.

EDIT: Clarified

EDIT 2: Perhaps Mithrix could get different attacks based on what lunars he gets... That would certainly spice it up.

flat hinge
#

!feedback

Since Commando mains have the biggest dicks

Give commando a bulge

azure wasp
#

||!feedback||
Change to Mithrix's Final Phase
In an attempt to make a compromise between the devs and players...
When Mithrix takes your items, make it so he only actually uses a small portion of your items, instead saving the rest for Lunar Chimeras that he summons in as a last resort.
Mithrix himself would be a lot weaker in power than he currently is because of this, but his Lunar Chimeras, each with a few of your items, would somewhat make up for this. Attacking Mithrix would give you back the few items he kept, but if you still have trouble taking him out, destroying the Chimeras should give you a bit more of your firepower back.

~ Here, unlike how Mithrix currently steals and returns items by the stack, items would be given to Mithrix and his Chimeras individually.
~ The amount of items each target gets should be a flat, unchanging number, regardless of your total item count. If it were %-based, players who go for multiple loops would be at a disadvantage.
~ If needed, there could be max number of Chimeras present at any one time to prevent the player from getting too overwhelmed.
EDIT: The point of this change is to split up the item distribution between multiple targets. This should hopefully make Mithrix less unfair, as his power would be thinned out into multiple targets, while never having ALL of your items out on the field at once.

rough quartz
#

!feedback
Without radically changing any of the current gameplay of Mithrix Phase 4 - the item return mechanics should be made more robust.

An updated return system could have 4 "failsafes".

They would be, each time you hit Mithrix check to see:
(Numbers subject to change)

  1. If the attack deals at least 1000% of your base damage, return an item.
  2. Then, if no item has been returned, if you've dealt 3000% total base damage cumulatively, return an item.
  3. Then, if no item has been returned, if you've hit Mithrix with 20 cumulative hits each multiplied by proc coefficient, return an item. (detailed explanation below)
  4. Then, if no item has been returned, if it's been at least 90 seconds since the last item has been returned, return an item.

Once an item is returned, all counters/timers reset to zero.

This gives every character/playstyle their own avenue to getting items back in a fair, timely manner, prevents softlocking and ensures the fight progresses at a reasonable pace/accelerates nicely.

Have any questions? Feel free to ask me.

(Edit) A note regarding step 3.
This is a hidden gauge that fills based on the proc coefficients of attacks, so an attack with a coefficient of 1 adds 1, of 0.5 adds 0.5 and of 0 adds 0. While this sounds complicated, it's an elegant way of ensuring certain items/attacks don't contribute in a disproportionate way or otherwise make the phase autocomplete.

sage ravine
#

!feedback
Commando Alternate M1 Idea: Laser Rifle

  • Holding down M1 fires a heat ray at the target
  • Focused fire on a single target slowly adds stacks of burning to the target
  • Sustained Laser Rifle usage causes weapon to overheat
  • While overheated, Laser Rifle has reduced range, and shoots out a spread of sparks. Similar to a shotgun.
  • Weapon cools after a short period of not using the M1 ability
safe prairie
#

!feedback
Changing how items are received in Mithrix’s fourth phase:

Return 1 item after Mithrix receives Health/Item Count in damage. This would include damage dealt to himself through his orb attack.

Simplest and most straight forward way I can think of to return items, hopefully making it both easy to change and for the user to understand.
Personally I’m ok with not necessarily getting all of my items back before the fight ends, so I wouldn’t mind it being over a portion of your total items, but for now I think this is fine. Ping me if you have questions... if you can even do that with my name.

little barn
#

!feedback
Item Idea: Horseless Head
A lit Jack O' Lantern
Rarity: ¯_(ツ)_/¯
Adds a chance to apply burning on hit. When X amount of burn stacks are applied on a target, the burn stacks combust, dealing Y% (+Z% per stack).
There doesn't seem to be many items that apply burning so you do not see the effect often, and two of them are on kill options. Having the ability to passively add stacks of burn damage as well as making a rather boring debuff more interesting would be neat. I also really think that putting a Jack O' Lantern on characters would look really spooky.
Edit: Alternatively each stack increases the chance of burning rather than increasing the damage of combustion. Also, ideally the damage of the combustion would be more that if you let X amount of stacks burn for their entire duration

white tartan
#

!feedback
Suggestion
Hardcore mode
If you die in multiplayer you lose all of your items, regardless of your team beating the stage you have to start a fresh slate character of the same type at the beginning of the next stage.

cosmic remnant
#

!feedback
Make phase round an alt primary rather than a secondary. Everyone can agree round is bad, and there are a lot of suggestions on alt primaries, so why not combine the two? This would also mean blast is the default secondary.

  • 220% per 0.6 sec
  • Penetrates enemies
  • Can wallbang, but has massive dropoff (0 damage through a medium thickness wall) to prevent cheese
dense token
#

!feedback

If possible, it would be nice if the medkit symbol above your healthbar filled up with green over the course of the two seconds, to show you how long until you receive your medkit heal.

It wouldn't be a game-changer, most people know how to count to 2, but it was nice in RoR1, and I feel like it might help out a little here.

open tartan
#

!feedback

If possible, it would be nice if the medkit symbol above your healthbar filled up with green over the course of the two seconds, to show you how long until you receive your medkit heal.

It wouldn't be a game-changer, most people know how to count to 2, but it was nice in RoR1, and I feel like it might help out a little here.
@dense token

white tartan
wild pilot
#

!feedback
Lunar Item: Authentic Katana

Replaces your primary skill with a quick-firing short range combo sword.

"You bought it, so you feel obligated to use it."

Not sure how Rex would hold this, maybe by their vines. It'd be pretty cute seeing Acrid use a sword in combat.

vocal sinew
#

!feedback a secret cosmetic item somewhere that makes a little baby acrid follow you around and sit on your shoulder and stuff

white tartan
hushed breach
#

!feedback

This isn't really my idea but it's a good one. Add back in the repulsion armor into ror2. It would be cool to have a full set with the chest piece and the plate. I would give it one change though. Instead of negating 83% damage after 6 hits, maybe make it after you get hit 3 times by something big like a beetle gaurd or a stone golem laser. (Rebuffs don't count) Since late game everything kills you so quickly, 6 hits would kill you anyways. The "high hitting enemies" would scale on difficulty so that it can't be abused late game. It would be cool if it also had a small hidden stat I'd paired with the repulsion armor plate.

Edit: it would probably stack by giving you 5% more defense each stack (scaling down) that way getting more than one might be useful at giving you near total damage reduction, but not a stack priority

barren trellis
#

!feedback the focus crystal could decrease damage falloff. If not the crystal maybe a new item could do that.

little barn
#

!feedback Hey can we maybe get like. a slightly larger ice spear projectile for Artificer ? Doesn't have to be a big increase but something to let you better and more consistently hit targets with.

robust vault
#

!feedback

Leeching seed maybe could grow into a leeching vine after 3-5 stages, leeching vine slows enemies on hit and has x5 healing from leeching

dusty flame
#

are u the real commando

nova leaf
#

!feedback I would like a run history where it shows the stages, the items you got on each, and the time for each stage. Thanks.

little barn
#

!feedback
Commando should get a buff. He just feels like a stepping stone character for beginners to unlock everything and then abandon, but he’s a part of the roster so he should feel like a character you can always play. His default skills are awful and only used until you get the alternates save for his special. It’s just not fair that commando gets left in the dirt while everyone else thrives

compact solstice
#

!feedback
Change the mexican flag for the spanish translation to a Spanish flag.
The translation can confuse at first, it says spanish with a mexican flag and after reading almost everything in this game I saw zero mexican expresions or words, so this is incorrect.
And if you are asking:
No, spanish and mexican are not the same language, similar with the other spanish languages, they have some diferences and the spanish in RoR2 is spanish from Spain.
Is like if i place a Canadian flag for representing english, and this is even worse considering there are a considerable amount of diferences between the spanish in Europe and America.

robust vault
#

!feedback
Idea for equipment, laser charger, allows all projectiles to ignore terrain (save for AOE attacks) and boosts damage for a short time

flat hinge
#

!feedback

Give us a 'best of' section somewhere in the menu like in ror1

It would contain you longest run, most items collected in a run, most played character and such

I just want a neat little thing like that

robust vault
#

!feedback

just a little pet peve i have where merc's sword goes through his torso when he begins his sprint animation.

uneven slate
#

Add sans

stable temple
#

!feedback

do a crossover with fornite

flat hinge
#

Add sans
@uneven slate

!feedback (and yes please)

nova leaf
#

!feedback since Hopoo games is partnered with gearbox can we have claptrap MUL-T. I'd pay for it.

cosmic remnant
#

||!feedback|| Survivor: Trapper
Uses her traps, stealth, and stuns to win fights before they begin.

Passive: Peekaboo
Standing still for 2 seconds while not visible to enemies will turn you invisible. You stay invisible until you either move or use an ability. Damaging an enemy with your abilities while invisible will grant you a 100% crit chance for 1 second and 100% stun chance for 1 second.

Primary: Blinding Light
Fire a medium range constant beam that deals 300% base damage per second. When not used for 1 second, Blinding Light becomes charged, dealing an instant burst of 200% base damage plus a mild stun in a short-range cone alongside the beam. Both forms of damage are affected by attack speed.

Secondary: Tripwire
Place up to 3 laser tripwires at both your current position and where you are aiming. Enemies that touch the wire will activate it, knocking back the enemy away from the tripwire and dealing 150% damage. Activated wires will break after 3 seconds, but unless activated they last forever.

Utility: Ghosted
Spawn a decoy and become invisible for 2 seconds. The decoy attacks like the player, but damage is halved and leaves enemies at 1 hp. Attacking or using skills other than Tripwire while invisible will reveal you. If you were visible to enemies when Ghosted was activated, you won't gain Peekaboo buffs, otherwise you will. Your decoy will detonate if either you are revealed or the decoy takes at least 1 damage, dealing 500% damage to any nearby enemies.

Special: Bola Gun
Fire a bola that ensnares an enemy. They are immobilized and enemies that use their arms to attack are unable to attack. The bola until 5 seconds have elapsed or if the enemy takes 50% of their max health as damage. Damage dealt against bolaed enemies are guarenteed crits. Ineffective against boss enemies.

robust vault
#

!feedback

Aspect equipment could be unlockable via natural drop (if someone uses command to obtain one, it won't unlock it if you pick it up)

sage ravine
#

!feedback

your game is pretty good

pastel palm
#

!feedback

Vampire/leech character

spice quest
#

!feedback
mercenary item position change.
when you find the shattering justice, the model clips through your sword.
this (in my opinion) doesn't really look the best, and i think it could be improved by placing the shattering justice in mercenarys other hand.

open tartan
#

!feedback
Leeching Seed and Harvester’s Scythe are far too similar, one always being better than the other depending on crit chance (usually Scythe). If they each had their own mechanical niche to occupy, they’d be less comparable and make the gameplay more diverse.

***Leeching Seed: “Leech enemies on hit for 3% (+2%/stack, hyperbolic) of your maximum health over 3s.”*** Leech damages the debuffed enemies (doesn’t stack, duration **not** affected by procC) and heals the survivor the same amount. Instead of having individual healing ticks per enemy affected, the survivor simply multiplies the base heal/s by the number of affected enemies (fewer green numbers on screen).

Early game, Seed remains the top pick for reliable in-combat healing, while Scythe gets better once you have high attack speed or crit chance. However, the two now play to different survivors and strategies: Scythe remains the better healing option for more fast-attacking or hail of bullets builds (MulT's nailgun/saw), while Seed is better for slow-hitting or kiting survivors (MulT's rebar/launcher). The two items also carve their own niche between types of attacks; Scythe works best on fast-attacking primaries, while Seed excels with multitarget abilities like Acrid’s epidemic or Loader’s pylon.
This change also helps runs with few offensive items stay alive, giving tank builds (whether by choice or by luck) a way to deal reliable damage besides getting hit (Razorwire) or hoping for one specific legendary (N’kuhaha’s Opinion). We could use more viable strategies besides “stack crit and Tri-Tip”.
flint grail
#

!feedback

Beating the 8th level of an eclipse is anti-climatic. After finishing it no indication shows you've beat it. The way it appears in the menu is the same as it appeared before. My suggestion would be to add a check mark (or any other subtle indication) to the top right of the specific character after completion of the 8th eclipse.

little barn
#

!feedback
add to the game the letters ě, š ,č, ř ,ž ,ý á, í, é, ů, ú, ň,

sage reef
#

!feedback

While I'm not entirely sure on how the dlcs will eventually work/turn out, I think there's definitely a big opportunity for an entertaining RoR1-type dlc. It takes a big play on lore, which I think could be built upon.

It would be a Moon alternative map, either accessible by a different path in Commencement (would be rather time-consuming to make though) or by trying to use the final teleporter after killing Mythrix, sending you to a mini stage.

This mini stage would be a final wreckage of the Contact Light cockpit, broken apart with scattered chests, many opened and rusted. Now I know mentioning the Contact Light would be difficult since "hey, didn't the RoR1 survivor take the ship and leave the planet?" Well, what if he did, but the ending had a slight twist. He could only make it to the moon with what remained of the ship he took off Petrichor. This meaning that your only encounter in this Contact Light area being the old survivor, sitting in the wreckage while playing the ukulele. Once you get close enough to the older commando, still covered in items, the boss fight starts up.
I'll just label this boss as The Survivor, Lost Humanity. His lore reason for fighting you would be simple, he could not differentiate you from the other monsters. He's already lost his mind.
Now enough about lore, what would this survivor actually do? Having the mobility of a player and maneuverability of Commando would definitely be used, but rather than his pistols, he'd use his ukulele like how Providence and Mythrix use their heavy weapons. Heavy attacks which end with him slamming down, causing an Overloading Worm effect of bolts of lightning in the radius around him. This, with a combination of his dodging abilities would make it a real interesting fight.
(Sorry for typing so damn much-)

little lava
#

!feedback Can we get any hints as to what the next update will include? (Next big update for Risk of rain 2)

mystic gorge
#

!feedback ROR 1 IDEA

Add and adapt Risk of Rain 1 to mobile devices. I know it deviates form hopoo's current goals but I would love to have ror1 in my pocket and be able to play wherever I want. It could look like "Dead cells", which works pretty good in my phone.

full coyote
#

!feedback
When players regain control over their characters after the Mythrix spawning cutscene, make Mythrix stay in place for 1 second. This would prevent him from insta killing the player when they are close and can't react cause they have no control over their character.

covert arrow
#

!feedback
sort items by rank and in the artifact of command list order to make it easer to scrap things

brazen comet
#

!feedback
New M1/R for Acrid
because Acrid is a "pseudo melee" survivor most people play him as a ranged survivor and because he has a melee M2 you should give him:
a) a ranged M1(so he can be true ranged): Deadly Quills: Acrid throws his quills at enemies(the ones on his back)
b)a melee R(so he can be true melee): Toxic Secretion: Acrid's skin secrets a toxin which infects enemies touched by Acrid(by his melee attack by simply walking into them or by being hit with a melee attack). Those enemies take 150% initial damage and are poisoned.

little barn
#

!feedback
Fix glacial and blazing (Blazing is not shown) texture being stretched sometimes on Sky Meadows.

dusty flame
#

no its funny

jolly plinth
#

!feedback holiday themed events

Like Easter, Christmas, Halloween, thanksgiving etc.

(Idk how that would work it would just seem cool, maybe like custom skins and map/enemy retextures?)

amber perch
#

Acrid the Acidic Reindeer

marsh terrace
#

!feedback give commando a passive that increases his chance to proc an item the more times he hits a target (it has a hard cap at +X%) this would make commando feel more powerful and make him more viable. The passive would be called Tactical Vision and it would stack much like shattering justice (the more debuffs the more percent chance to proc an item while hitting that target).

vast gate
#

!feedback Make an option to turn cutscene off when starting the game.
It hogs my cursor after alt+tabing while game starts. (win10 fullscreen)

chilly crag
#

!feedback holiday themed events

Like Easter, Christmas, Halloween, thanksgiving etc.

(Idk how that would work it would just seem cool, maybe like custom skins and map/enemy retextures?)
@jolly plinth
Building onto this, the risk of rain 2 title on the main menu should be changed to "probability of precipitation" during April 1st

neon wyvern
#

!feedback When holding the tab key during a run the player opens the "info screen" where they gain access to the information about their items, and other players items. I think that previous text logs, not the ability to type, but previous text logs should appear visible in the bottom left when opening the info screen as well. I got this idea when i was doing a teleporter and i wanted to see a printer i wanted to return to and that i previously pinged, but to see its information, like the printers item rarity and the item the printer would print, i had to completely stop moving and enter text mode. This change would stop players from having to completely stop movement to view world messages, previous pings, or other players' previous messages.

tough pendant
#

!feedback Artifact of Frailty Change

Currently, Artifact of Frailty isn't a very widely used artifact, except on Loader. I propose that the effect should be changed to something that changes gravity, such as by increasing it or decreasing it, or possibly changing its direction. It could make gravity stronger or weaker, possibly choosing a random gravity value every stage or every time a certain amount of time passes. Or, it could have something to do with changing how gravity works, such as slightly tilting gravity in the direction you and your teammates are moving in or just having gravity tilt randomly.

Why?
Personally, I believe there should be a way to unlock the Eclipse modifiers to be used in the main game by yourself or with friends. This change would A) Make it so that we wouldn't have two Frailties if that were to happen, and B) Make it a more unique and fun artifact than just "Die from hitting ground". I would mostly just want this change if we could unlock Eclipse modifiers for regular use, though.

EDIT: Forgot to say that the name should also be changed, perhaps to Artifact of Gravity

tough pendant
#

!feedback Loader Change

Make it so that Loader's passive simply reduces fall damage instead of completely negating it. It could reduce fall damage by 80%, which I think would be a reasonable amount, and it could also require a greater fall in order to actually take damage than from the other characters.

Why?
So that Loader requires a bit more thinking to reduce damage taken from great falls, and so that things modifying fall damage correctly apply to her. It wouldn't be very punishing if the player doesn't predict their momentum, but it would reward players with no damage taken if they plan it out. This keeps it from being the main thing you're thinking about when using Loader, thus preserving her "punch go brr" playstyle, while adding a bit of reward for those that plan ahead a bit in less damage taken from falling.

EDIT: Added a bit more to the "Why" section.

austere kestrel
#

!feedback
mobile turret movement should count as sprinting so they can use rose buckler and little disciple

hard star
#

!feedback when i try to command jump to scroll down, the char jumps only when i scroll up instead. Can it be a thing where scroll up and scroll down are two different things?

tough pendant
#

!feedback Eclipse Change

Allow Eclipse modifiers to be unlocked for personal use. However, they'd be split into two groups of modifiers: Personal and Group. Modifiers such as Decreased Maximum Health, Increased Fall Damage, Decreased Healing, and Permanent Damage would all be considered Personal modifiers. Modifiers such as Increased Enemy Speed and Decreased Enemy Cooldowns would be considered Group modifiers.

Personal modifiers could be used whenever you want to, even in online lobbies with random people. They could be considered a handicap of sorts, and instead of handicapping your whole team, they'd just handicap you and your minions.

Group modifiers* (look below) would have to be voted on in online lobbies. As for how it would work if somebody didn't have the modifier, I think the devs can figure that out. I'd guess that it would just disable that group modifier, though.

Unlock Condition
As for how you'd unlock modifiers, you just have to beat the Eclipse level with that modifier. Whether the modifiers should be character specific, that's up to the devs. And whether the Personal modifiers would be character specific and the Group modifiers wouldn't be character specific or not is also up to the devs.

Weird Modifiers
The decreased gold gain modifier is a weird case. Should it be Personal, or Group? That decision would probably be best left to the devs. Same goes for the decreased teleporter radius modifier.

*Alternate Route
Alternatively, all modifiers could be Personal modifiers, and the would-be Group modifiers would only kick in when enemies target you or a minion of yours. Again, the devs should decide that.

Why?
So that players can try out pseudo-Eclipse runs online with their buddies, or just alone with the other artifacts they might want on. This would also allow players who are especially good at the game to gimp themselves when playing with less experienced players, if they so chose.

EDIT: Clarified

alpine swan
#

!feedback More buyable stationary turrets
I feel like the game has a lot of buyable drones, but not a lot of buyable stationary turrets (Ex. Gunner Turret). I think the game devs should introduce more to make the game have a bigger variety.

Turret Concepts (The devs don't have to implement these turrets but the are kind of cool):

Ballistic Turret
Health 200 (+60 per level)
Health Regen 7.5/s (+1.5 per level)
Damage 30 (+3.6 per level)
Speed Stationary
Armor 20
Base Cost $45
This turret shots a high powered bolt that is capable of piecing up to 5 enemies and that has a cooldown of 6s for every bolt.

Missile Turret
Health 200 (+60 per level)
Health Regen 7.5/s (+1.5 per level)
Damage 14 (+2.8 per level)
Speed Stationary
Armor 20
Base Cost $50
This turret shots 8 homing missiles at enemies that have a cooldown of 2.4 seconds.

tough pendant
#

!feedback New Engineer Passive

Name (Whatever that may be, could possibly include "Toolkit")
All mechanical minions have increased health regeneration.

Why?
To encourage grabbing minions such as gunner turrets and drones as the Engi. I'm also all for other items that would encourage getting any minions at all.

alpine swan
#

!feedback Small captain change
I think a nice change to the captain would be that if a player is player him in multiplayer, then any drones he does not repair get the defensive microbots despite the fact he did not repair them. I find it a little irritating that if your playing catain in multiplayer then you have to basically repair every drone so a small change like this would be nice.

elder island
#

!feedback artifact of tunes When activated in a run the background music is replaced with the most fitting music from the original game. Code would look like a music note.

north lynx
#

!feedback Allow purchased gunner turrets to be carried (and later dropped) by pressing E. While carrying a turret, your utility skill is disabled. Engineer gains a passive, Hardware Interface, that allows him to carry two turrets at a time without disabling his utility skill (his skill turrets can be carried, but only by him), and marking enemies with MMB locks all turrets and drones the Engi owns to focus fire on the target. Interactables can't be activated while carrying a turret, Engi or not. Carried turrets do NOT fire until a short delay after they are placed.

white tartan
#

!feedback
Secret bazaar interaction
Killing newt replaces shopkeeper with a lemdog cart suspiciously run by a lemurian with a large moustache. lemdog

chrome geyser
#

!feedback

After nanobomb buffs nanospear feels like a downgrade. Would love to see it be able to freeze flying enemies and when they are frozen they drop to the ground.

hushed breach
#

!feedback

Bring back the Ancient Scepter, it was a really good item in the first game and deserves to be featured in the 2nd game as well. For those who don’t know how the item works, it upgrades your 4th ability (R attack) and makes it super op. As for stacking, I say that it is an item that you can only get in one special map like the Halcyon Seed, and cannot be stacked as the map can only be accessed once. I do not know how the Scepter will work on the characters but I have some rough ideas: (Note that the item is gonna be hard to get, so some might be a little op)

Commando: Uses both his guns in his machine gun attack, dealing double damage

Huntress: Fires a volley of angelic arrows which do fire damage as well

MUL-T: Able to use both of its equipment at the same time without the need to switch

Engineer: Turrets are upgraded to a double barrel turret which fires super fast

Loader: Tesla now does chain damage, meaning the shocks travel double the length

Mercenary: Can move while slashing, and does small bleed damage

Rex: Fires a giant plant that drains health as well as eating smaller enemies, gaining more hp

Acrid: Initial hit explodes into a splash of acid, which melts enemies that walk over it

Captain: All beacons now have double the effect: Healing beacon heals faster, taser beacon deals more damage and fires faster, equipment beacon has double the charges, hacking beacon hacks at double speed.

I have no clue how to buff some of the alt abilities so I won’t put them in, leave it up to the devs. Again, these are just rough ideas on how to buff these abilities and can (and might) be changed.

grave plaza
#

!feedback
I don't think this would be completely necessary, but it would be really cool if when a family event happens, the warning put in the text box would be displayed in big letters on the screen at the beginning of the stage. For instance, for the Golem family event the text: "WARNING: The Earth shifts and groans with mysterious energies" would be displayed on the screen when you enter the stage.

hollow sky
#

!feedback **When a teammate dies **
Since it's very annoying seeing your friend playing for more than 5 minutes when u are dead I would suggest to let the dead player play in another "dimension" and if he manages to survive or beat the stage ( so enemy's horde or a final boss ) he will be brought back to life otherwise he will just spectate; obviously this stage has to be really long or very tough.

alpine swan
#

!feedback New Equipment Item

Gravity inverter: Makes random enemies float up.
Info.
The bigger the enemy the less likely it is to float up. Cannot effect bosses things friendly to the player.
When enemies are floating they will gain a debuff that makes them take more fall damage once they hit the ground the debuff is removed.
Has a cooldown of 45s.
How to unlock: As any character nock a total of 20 enemies of the map.

plucky fern
#

!feedback Your next update seems to be finishing anything you werent able to during Early Access and 1.0, which is awesome. What about some point readding stuff that was scrapped from ror1? Maybe stuff that would fit better in ror2 along with its 3d environment?

pale meadow
#

!feedback
would be nice if the UI had a slight update, for example :
the alternative modes tab should be a screen divided by two, one half has the Eclipse mode with its lunar logo there, and the other half for prismatic trials with its own logo there, rather than just two small tabs for those options, its kinda too basic
as well as how it works : esc to go back, restart run, go back to character select screen...

merry trail
#

!feedback
Add a guaranteed legendary chest hidden away on the arches/rings above gilded coast.

tough pendant
#

!feedback Mithrix Fight Change

Give Mithrix's attacks more arena-affecting effects. The big hammer swing that leaves behind a pillar of flame is pretty cool, and I'd like to see more stuff like it. Examples are:

  1. When Mithrix does the ground pound, some pillars around the arena rise up. When he does it again, those break and new pillars rise.
  2. The Visions of Heresy attack leaving behind crystals for a long period of time, similar to the Imp Overlord's Shard Throw.
  3. The Star Explosion attack leaving behind lasting areas of flame.

Of course, those are all just ideas, but you get the idea.

Why?
To make the fight more dynamic. If the arena changed as the fight went on, it would make up for how massive it is. The final boss arena in RoR1 was great, as it was just the right size for the fight. It feels like the arena in RoR2 is just too big for the fight, so by making it more dynamic, it could feel less like wasted space. Alternatively, you could just make the arena smaller. But having the big arena does make the final fight more grandiose, so it'd probably be better to keep it around the same size.

limber coyote
#

!feedback

Currently it's impossible to recycle the same item twice. Using the recycler on an item that's already been recycled could scrap the item instead

tough pendant
#

!feedback Commencement Change

Make those structures on the main path that you have to jump through less tedious to jump through. You practically can't jump through them unless you get onto the slightly raised part of the path or have a vertical movement ability. This can be infuriating, as you're so close to getting through on the lower part of the path. The two possible solutions are:

a) Lower the structure so that you can jump through anywhere.
b) Make it more obvious that you need to use the raised part of the path to jump through, perhaps by raising it more at the structures.

Right now, these structures artificially increase how long you spend getting to the final fight, and it really hurts how close you are to jumping through but can't when you use the regular part of the path.

Why?
As stated, you're infuriatingly close to jumping through on the non-raised part of the path. Either you should be obviously too low down to jump through or you should be able to jump through just fine. This would make it less annoying to get through these parts and also make it quicker to get through Commencement if you wanted to go fast.

gleaming cairn
#

!feedback Steam trading cards
I want to show off my love for the game on my profile!

echo apex
#

!feedback new lunar item : blue scope : -50% damage, crit damage multiplier multiplied by 3 (times 3 per stack), and crit chance set to 95%(unaffected by luck but effected by glasses) (-5% [linear] per stack), could be unlocked by having masteries on 3 or 4 characters or something

knotty chasm
#

!feedback
I don't normally like to provide item ideas but I had one that I think is good, which is of course something that everyone thinks. Still, I figured I might as well throw my hat in the ring.

Sonic Jets
Upon jumping from the ground, the survivor emits a sonic boom around themselves that pushes back nearby enemies and destroys nearby projectiles. Sonic boom size scales with multiple copies as well as movement speed, so the Wax Quail buffs it even more.

tough pendant
#

!feedback Mithrix Fight Change

This is building off of one of my previous feedbacks to add more arena-affecting effects to Mithrix's attacks.

Make Mithrix's ground-pound attack raise pillars from the ground around the arena. These pillars can be destroyed by Mithrix's more powerful attacks. However, some of the pillars are set to explode when destroyed. These explosions would hurt both the player and enemies. If Mithrix is near a pillar when it explodes, he'll be stunned for a short period of time. When Mithrix does his ground-pound attack again, all remaining pillars will be broken (the exploding ones will explode) and new ones will rise.

Whether or not players should be able to destroy the pillars, that's up to the devs. Lunar Chimeras would most likely be able to destroy the pillars with their bomb attacks.

Why?
To give the arena a constantly changing landscape throughout the battle, as the arena is a bit big for the fight and doesn't have much cover. These pillars would give the player a way to hide from some of Mithrix's weaker attacks, and possibly stun Mithrix with an exploding pillar so they can stack up more damage. Perhaps Mithrix would also raise some pillars for the part where you fight the Lunar Chimeras, too.

flat hinge
#

!feedback

Oh this game becomes such a bore

Maybe something more

Oh i have an idea that will be pretty sweet

The perfect treat

Some Halloween skins to suit the time of spooks and scares

This will probably get nowhere because nobody cares

prime basin
#

!feedback Duck Source

Source of Duck, new stage, it will have ducks and the source of ducks

tough pendant
#

!feedback Headstompers Change (the red jumpy one)

Headstompers can feel kind of clunky right now. Here are a few possible changes to make them feel a bit better:

a) Have them only decrease gravity when you're holding the jump button.
b) Instead of having them reduce gravity, have them allow you to retain your initial jump velocity for longer by holding the jump button.
c) Have them just increase initial jump velocity instead of decreasing gravity.

Definitely not all of these changes should happen. But if one of them were to happen, you'd feel less floaty when using Headstompers, or at least be able to control your floatiness more.

Why?
Headstompers feel clunky. One of these changes would help the gravity reduction they give feel more within the player's control. They could also help Headstompers feel less like a small downside when you get the sometimes unwanted gravity reduction.

flat hinge
#

!feedback

Since you crettin dont like rhymes

Add a new difficulty. Monsoon gets too boring after the 3000th run

dusty flame
#

Theres this thing it's called eclipse

little barn
#

!feedback
I think the modded difficulty Diluvian provides a nice median between Monsoon and Eclipse 8, and Syzygy (unlocked by beating Diluvian) is a true challenge for people.
Might be a good idea to introduce to the game in some way

spring spruce
#

!feedback
Headstompers give armor while preforming its ground pound
Headstompers against monsters like elder lemurians, brass contraptions or solus units can result in your death if you happen to pound while said monsters are in the middle of an animation, making their misuse a game-ending risk in some situations. Most people avoid their use entirely even with melee survivors because of this in late-game situations. Having an armor/Damage reduction attached to them like Mul-T's dash could easly solve this.

pale meadow
#

!feedback
it would be cool if depending on your last run, the main menu background will change, if you successfully defeated mithrix/obliterated, the background will be the survivor you used standing up doing their unique pose, and if you died, it would be the survivor's body just laying somewhere there (like commando in the current main menu background)

compact solstice
#

!feedback
I wanted to epicly slide under the legs of a stone golem with commando only to realize the hitbox dont want you to do this.
Fix this pls

river wadi
#

!feedback Make thermal harpoons either lock onto enemies at a faster rate or make them do more damage. As they are, they take too long to lock on, often have to restart because someone killed your target, gets canceled if you try to sprint, and the damage they do is minimal for the effort involved.

tough pendant
#

!feedback Sound Change

Make it so that when using surround sound, the majority of sounds will still be coming from the front speakers, and sounds coming directly from your character always come from the front. I'm pretty sure this is a console specific thing, but I can see it happening if you hook up your pc to a surround sound system.

Why?
Right now, I play on Switch on a surround sound system. However, this makes a good majority of sounds come from behind me, which is where the weaker speakers are. This causes the sounds to sound weak and muffled. If most sounds were directed to your sides if they would have come from the back, that would be one issue solved. Plus, whenever you use a character ability and move forward, it causes the sound to play from the back speakers. All sounds caused by the character model should come from the front speaker for the best quality sound. I notice it especially when using Wax Quail, as the sound will always come from behind you, and it sounds poor.

wooden zealot
#

!feedback Commando M1 change

Remove the damage fall off and accuracy spread on M1, when a new player enters commando, they notice

"huh, my main damage attack looses damage when i'm far away AND it looses accuracy so I miss most my shots? huh. I should get right up close to the enemies then!"

This discourages them from taking cover from enemy attacks as.. you loose a lot of your damage by not being right up close to them~
This then further results in playing dying to seemingly unfair deaths like the titan's laser and vagrant's nova explosion as they feel like they had no where to safely run towards, being close to enemies usually results in you being surrounded quickly and being close to a vagrant or titan laser also leaves you with much less opportunity than normal to find a safe place to avoid it generally~

I mentioned those two attacks specifically as those are the ones new players seem to complain about the most when they die on the first stage or later~
And those complaints are what made me realise this potential issue when I was in a discussion about commando skills with others~

tl;dr; Commando's M1 as is teaches bad habits in my opinion, due to the damage fall off and accuracy spread, potentially encouraging players to do a head on charge to maximize their damage output with their "primary" ability and as a further result of that results in players dying to seemingly "unfair" deaths as a result of their "I should get close to enemies to get the most reward out of my M1's damage" thinking~

tough pendant
#

!feedback Commando Primary Changes

Here is a list of changes I would make to Commando's Double Tap:

  1. Increase the distance at which falloff occurs
  2. Make it so that each individual shot increases bloom (spread) less
  3. Make bloom reduce more slowly
  4. Raise the cap of how bad the bloom can get
  5. Increase damage

Now as for why I would do each of these changes...

Change 1 (Increase falloff distance)
This change would increase Commando's effective range, thus allowing him to be a more mid-range survivor than he is right now. In his current state, you have to get really up-close-and-personal to deal the most efficient amount of damage.

Change 2 (Reduce individual shot bloom)
This change allows you to shoot for longer without having as bad of bloom, at least until you reach the cap. This helps keep Commando's Primary at a reasonable efficiency when not using any other abilities.

Change 3 (Bloom reduction speed reduction)
That's kind of confusing, but essentially, it'd take longer for the bloom you've gained to decay away. This would make it so that once you do get a lot of bloom, you have to wait longer to get your accuracy back.

Change 4 (Raise bloom cap)
Now, your accuracy can get even worse when using Commando's Primary for really long periods of time.

Change 5 (Increase damage)
To counteract some of the other changes I've made. Greater reward for skillful play with his Primary.

Why?
You're probably wondering why I'm making Commando even worse. Well, I'm not actually making him worse. These changes would make Commando a more skillful character. Remember, using any of his other abilities resets his bloom. So when shooting for a long period of time, you can use one of his other abilities to reset that bloom, and these changes would encourage that type of play. If you make sure to do that, you'll on average have greater accuracy, which pairs well with the decreased falloff, thus higher dps.

EDIT: Fixed

tough pendant
#

!feedback Acrid Blight Change

Make Acrid's Blight spread to nearby enemies on death, minus one stack but with a refreshed duration.

Why?
This would provide an actual benefit to stacking Blight. At the moment, Blight is really just 300% extra damage to your Poison attacks instead of Poison. This change would make stacking it provide not only more damage, but allow you to deal more damage to other enemies on death. It could also cause little chain reactions in Blight stacks that could end up clearing a horde of enemies if you get enough stacks. This would be the extra push Blight needs to be on-par with the utility of Poison.

versed sandal
#

!feedback make skipping the end scene in multiplayer less painfully slow when someone is afk

dense orbit
#

!feedback I dont know if this would count as a bug or not, but I'd like it if my ping didn't stop in the middle of the air nowhere near what I'm trying to ping. It happened a few times on Wetland Aspect so far.

latent valve
#

I have a idea for a lunar item equipment with let's you tame an enemy but that torn elete for x amaunt of time depending on the enemy

merry trail
#

!feedback

I have a idea for a lunar item equipment with let's you tame an enemy but that torn elete for x amaunt of time depending on the enemy
@latent valve

proven wagon
#

I want void reavers to be needed please

jolly widget
#

!feedback

Just listened to the Risk of Rain 2 album commentary and it was very insightful and overall enjoyable good job Chris 👍

flat hinge
#

!feedback

I would adore if Instant minefield returned from risk of rain

Its such a unique equipment and i dont know why it hasn't returned yet

white tartan
#

!feedback
RoR1 soundtrack accessible in RoR2
I wants it. I needs it. It must be done.
Don't make me take this blue frog hostage frogobj I'll do it!

hollow tree
#

!feedback
This discord needs proper warning system.

dim hamlet
#

!feedback
New Acrid M1

Tearing Maul:
Swipe in front of you for 150% damage. On hit, grant 3% attack speed for 3 seconds, stacking up to 10 times. On reaching max stacks, every 3rd strike applies poison and regenerative

edit: typo

pale meadow
#

!feedback
aegis is one of those items that cant be used until the late game which is kinda inconvenient,
so a small buff is to add like certain amount of armor to the survivor (i dont know if it should scale or not) but since it is a shield, it should give u also some protection

flat hinge
#

!feedback

Idea for alternative stage 5: Dissolute Forest from risk of rain 1

You may be wondering "ugh more ror1 content in ror2 time to hit ⛔" but i have an idea on how it can work

Since it was one of the few stages with the moon in the background. It would work with the Moon teleporter having to be close to the moon in order to work

We could have some returning enemies such as the Archaic wisps and possibly Ancient wisp

And if we're counting in a way of getting to the artifact teleporter. We could have it in the wall like in ror1

Also the new stage would bring a new artifact

Artifact of spirit Characters run faster on low health (typo)

sacred hornet
#

!feedback Shrine of Order should have multiple charges. Me and my friend were doing a run where we fought Mithrix after using the Shrine of Order but we didn't realize it could only be used by one person, kinda spoiling the point of the run. I can't think of any reason you shouldn't be able to use it more than once.

pale meadow
#

!feedback
in multiplayer abyssal depths is the least wanted map due to the existence of only one guaranteed legendary item unlike siren's call where you can get items up to the number of players.
to fix this i suggest adding 4 spots that the legendary chest can spawn in in abyssal depths, in normal runs it can rotate between these 4 spots, but in multiplayer more spots will be taken by a legendary chest

somber tendon
#

!feedback

Give Captain an alternate to, or change, the Taser.

Besides canceling delay on his M1, the Captain's secondary is pretty useless. It does very little damage, and its stun effect is not very useful.

Some suggestions:

  • Increase the damage of the taser. Simple enough.
  • Increase the duration/effectiveness of the stun.
  • (alternate) Replace the taser with a flare gun. If it hits an enemy or the ground, it does 100% damage and lights the ground around it on fire. If it doesn't hit the ground or an enemy within 10 seconds of firing, a random chest will be sent down instead (this chest will cost money (dependent on the type of chest) to open). This effect can only happen once per stage, and will be signified on the icon of the skill (like Mercenary's dash).
marsh terrace
#

(I like the flare idea, but getting a chest is a bit op, and doesn't fit the lore)(also to make this viable you would need to have a ridiculously long cooldown, which defeats the purpose of the taser alt.)

scarlet apex
#

!feedback ice storm slows down enemy projectiles

dim hamlet
#

!feedback
Give Captain a medal akin to the Captain's Brooch from ror1. The log said it's passed down from generation to generation of Contact Light captains, and as Captain is also part of the UES/Colony ships, specifically the Safe Travels, this would be a pretty cool easter egg.

edit: additional context

crisp slate
#

!feedback
Small change to Commando's frag grenade alt ability.

Currently the frag grenade is used as a type of crowd control that rewards the player for accurately placing these grenades while removing Commando's stunning and farther reaching rapid fire.

The main issue I have found is the that grenades don't detonate in the air, only a few moments after landing on the ground, essentially making one of your abilities useless against the plethora of airborne enemies in the game. Putting these grenades on a timer after being thrown would allow players to skillfully time and aim the grenades to hit multiple airborne enemies in a sphere.

The grenades could also just be made to stick to airborne enemies or simply explode on impact with enemies.

distant rivet
#

!feedback Allow an option for thermal harpoons to fire upon release of the command. Having to press a second key/button is clunky compared to other skills.

crisp slate
#

!feedback
Have Engineer's thermal harpoons hold the skill key and then click on the individual targets to highlight them, then release the skill key to fire (like Bluesox said).
I have had too many issues with the harpoons locking on to the enemy behind the target I actually want to hit, as well as too many harpoons being sent to an enemy by accident.

flat hinge
#

!feedback

Rename the characters of the game to something other than survivors.

Since there is no crashing ships in ror2 and the fact the character you pick is willingly entering the planet it just doesn't make sense to call them survivors outside of Ror1

livid abyss
#

MORE BOSSES also good game

fervent kettle
warped night
#

!feedback

Put Shrines of order on the lunar pod island before mithrix. It would either damn you or turn the final fight with Mithrix into a stompfest.

pastel palm
#

!feedback

add the option to play "multiplayer" in singleplayer, basically just raising chest count and enemy cap, similar to if you were playing 4 player and everybody else left cuz they died

cloud bloom
#

hello! ⬆️ this idea was from me on Reddit. I didn't think to post here until now, but it appears I've been beaten :)

proven pollen
#

Will there ever be any voice lines for charicters in the future if so hit me up so i can voice mercenary btw im being serious in any future projects if you need a voice for mercenary please hit me up and btw same with bandit in any future projects if you need a bandit voice hit me up

drifting hazel
#

@cloud bloom for real dude im thevone who wants you to try to make this cool character into the game wassup.

proven pollen
#

!feedback

Ok ok what if there was an update called new beginnings and it would bring back sniper and bandit and a new artifact the new artifact would if toggled on would replace the ror2 soundtrack with ror1's bandit would be his ole bandit self and be stupid cool and instead on a greanade he could have a smoke bomb that while slightly hinders the players sight in in the smoke it completly blinds enemys and on the sniper side it would be a sick if he had a grapling hook not like loaders but it would just zip you to were you hooked it to i like the idea of the camra when your playing sniper to be over his shoulder aswell.

dim hamlet
#

!feedback
New Equipment: Terrial Force
Effect: Create a shockwave by smashing two pieces of earth together. Knocks enemies back, increasing distance if they are closeby. Spawns a friendly Rock Golem that fights alongside you for 30 seconds.

Unlock
Dormant Observer
Stare into the eye of the Colossus

hollow vapor
#

!feedback

New Item: Delayed Clock

Category: Lunar.

Utility: Using an ability will reduce the cooldown of all other abilities by 1 second (not including equipment) but increases the cooldown of the used ability by 3 seconds. Seconds add per stack.

How to unlock: Kill a boss on Monsoon while only using abilities, no primary.

I like this because it makes you think about what abilities you use and which ones you want to prioritize while also worrying about others.

still thistle
#

!feedback

i feel like in multiplayer the chat isnt used often enough or is inconvenient to use lategame as when you stand still to type you get mauled by hundreds of enemies but thats not the point.

i feel like there should be like a quick messaging system that you can put custom phrases into for quick speech like "item here for you" or "lets do teleporter now".

this would encourage players to use the chat more and it would work like an emote wheel where a little menu shows up and you can select the text. if there was no ability for custom prompts make it so its a couple common phrases used by the community as stated before.

although its not a very creative idea, it would help players that arent in a voice call to communicate to the other player(s) without getting deleted by enemies.

(edit extra context)

final matrix
#

Oh you know what’s needed? Captain needs to be able to do something with his beacons in the void realms and such. Either replace them temporarily or do something IMO. He loses a huge part of his skillset. Also <@&559786374228738069> that guy above me

random duneBOT
#

dynoSuccess Flayyd#7505 was banned

somber tendon
#

!feedback

Oh you know what’s needed? Captain needs to be able to do something with his beacons in the void realms and such. Either replace them temporarily or do something IMO. He loses a huge part of his skillset.
@final matrix

austere oracle
#

!feedback
Something that I appreciate from a lot of games, is a daily challenge system, where it gives you a reason to come back every day. The daily challenges could range from all sorts of things like "kill a magma worm with a capacitor" or "complete a prismatic trial" or "obliterate within 30 minutes" or anything really, but the point would be someone like me who's completed the logbook would have a reason to come back every day, aside from the fun gameplay. Now the reward for dailies wouldn't have to be anything crazy, maybe a unique currency for cosmetics, maybe a new item locked behind doing 7 dailies, or maybe simply lunar coins, or even no reward at all (like eclipse). But this would be a feature I would love to see added

hollow vapor
#

Prismatic Trials are basically that, but that sounds like a good idea.

final matrix
#

!feedback I've had some enemies doing this recently (Stone Golems and Elder Lemurians mostly) where they turn their entire head and just shotgun me, Stone Titans they turn rapidly and clap, and it doesn't make sense to me in the way the game is played.

The point is that enemies are always consistent right? Cause this happens and it's frustrating. It seems like once they acquire a target they aim at it before firing, period. Cause he was facing the other way when I died.

EDIT: Because apparently it can't play MKV's
https://streamable.com/173nwi

silver swan
#

!feedback New artifact! Where if you leave the teleporter area during the event, you get the same effect as the void sickness in the void fields.

past ermine
#

!feedback dpad being usable. Please

marsh terrace
#

!feedback
Possibly change Artificers flamethrower to a piercing heat laser, same damage but it allows Artificer to have more range on her special, which would make it usable late game when its suicide to get near anything. It would also scale off attack speed. I feel like it would also fit her kit better in some ways because the ion bomb and nano spear seem pretty futuristic, which a laser definitely fits with.

fervent kettle
#

!feedback

Add more unlockable skins. Maybe also add halloween, maybe Thanksgiving, and Christmas themed skins.

past ermine
#

!feedback risk of rain 2 characters in Smash Ultimate

karmic otter
#

!feedback Squid Polyp QoL

This will do nothing to help squids perform better but it feels like a good change for those who want to do squid runs.

Make it so that squids ignore the ally cap that was introduced to prevent The Back-up equipment from breaking the game.

If you've tried to do minion captain runs you might've noticed that after you obtain 20 drones you can't have any temporary minions. So Squid Polyp becomes a dead item until some drones get destroyed

Not only do squids last a short amount of time they are very limited. So they wouldn't have too much of an impact on performance.
This change would at the very least allows squids to do something when the soft ally cap is reached.
(Soft cap = You can have more than 20 Purchased minions)

flat hinge
#

!feedback

Console andy here

Im really exited for 1.0 tomorrow and i hope a few things are fixed before so

  1. The artifacts that are enabled dont show up on the side of the screen. Only at the end of the run on the results screen

  2. Acrids projectiles dont show up in multiplayer

Really exited for fighting Mithrix and trying out the new items. Thank you Hopoo and whoever worked on the ports (also thanks chris for making train rides home alot less boring)

vast gate
#

!feedback Make some LFG emotes to use with servers player search, like 🎙️/:nomic:, America/EU/Asia, :command:/:nocommand: etc

wispy coral
#

!feedback make some sort of “helper” role that people who need help can ping to get quick responses, and there could be some sort of application process to make sure people don’t just screw with the new people.

proven pollen
#

!feedback please bring back bandit

little barn
#

!feedback remove 1% crit or somehow make it consistent in prismativ trial because if you get lucky with crits you get seconds above the same run because of pure luck

blazing tulip
#

!feedback remove 1% crit or somehow make it consistent in prismativ trial because if you get lucky with crits you get seconds above the same run because of pure luck
@little barn

cosmic remnant
#

Artifact of Wounding ||!feedback||
Natural health regen is disabled, meaning you must use items that heal (i.e. medkits or scythes) to heal.

flat hinge
#

!feedback

For Halloween turn commando's helmet into a pumpkin

little barn
#

!feedback
Cloning Coupon - lunar item
When Cloning Coupon is obtained, a cloning pod appears on the stage, taking a sample of your flesh and reducing your max health by X%. This flesh sample grows into a copy of your character upon heading to the next stage.
Whenever you teleport to another stage, the pod goes to the next stage with you.
If you die with an active cloning pod, you respawn from the pod and regain the X% health lost. The pod is irreparably damaged on your departure, consumes your coupon, and cannot be used again. Every time you use a pod, you feel stretched thin. [XP gain is reduced and/or lose some levels] You can have multiple active pods at once, losing X% health (per stack hyperbolically) per pod. [If you have 5 pods and die, you gain back the difference between having 5 pods and 4 pods.]
If you lose a coupon for any reason outside of redemption, a UES representative terminates one of your clones at random. Your lost flesh (and it's X% of your health) is gone forever along with it.
Edit: removed thinking it might be a good red item, maybe add a chance of failure/success where you aren't sure if it will work or not for better balancing

silver swan
#

!Feedback Make Ocular HUD increase critical hit damage during it's duration to make it reasonable to use when you have 10 Lens-maker's Glasses. (That gives you 100% crit chance, just like the HUD)

safe prairie
#

!feedback
Discord Suggestion:

Add a bot that provides an appropriate logbook on command. Ex: Typing !Jellyfish would provide the Jellyfish logbook entry.

This is suggested mostly with #theorycrafting in mind, since I often see people (myself included) who forget or don't know logbook entries off the top of their head. This would allow easy access to them in Discord without needing to pull up a browser or rely on somebody else being there who knows it.

supple kelp
#

!!feedback
While scrap printing is nice, I can't help but feel relying on randomly generated interactables can get a bit annoying, what with how rare red and yellow printers are.

A nice little solution for this could be that the more scrap of a certain kind you have, the greater chance a printer of that rarity will appear.
This, I feel, would be fairly balanced as well. Mostly because you still can't guarantee the item you want from a printer will be there.

past ermine
#

!feedback Make enabled artifact float around the player, similar to Soulbound Satalyst

alpine swan
#

!feedback
I think it would be cool if the artifacts had their own logbook entries, as it would be a great way to get info on the artifact or other stuff about them

jolly plinth
#

!feedback
Give the cautious slug facial expressions

Happy: 75% health and higher
Concerned: 50%-60% health
Worried sobbing: 40%-20% health
Balling it’s eyes out: 15% or lower

covert arrow
#

!feedback
add shrines of condemnation where it will randomly apply 4 artifacts to the current run, note this i will only appear when the player has at least 8 artifacts

ionic gate
#

!feedback
Problem: Void Fields: The** randomness factor** in Void fields right now seems too high: Armor Plate, Teddies, Tesla Coil and Dio's (among others) make the stage basically impossible to complete (depending on player level) while others make it a walk in the park.
Possible Solution: I think the most sensible solution is to limit the items monsters can recieve, so that they will not receive useless items nor overpowered ones.
Alternative Solution: Lessen the effect of items (or just certain items)

TLDR+Clarification: Void Fields should have a more **consistent **difficulty.

wet crescent
#

!feedback
So I'm encountering an annoying problem. A couple of updates ago on consoles you were able to move a cursor around like a mouse, even though it had a limited speed. It was a little bit janky sure. But it was preferably a better option to what we have now. Now no matter what system it's on or what controller you're using if your opting for the controller support on PC you have to use the analog stick just to select things. You really should be able to use either the analog stick or the d-pad depending on what each player is comfortable with. I find it quite annoying to have to flick the stick every time I want to select something or go over an option. I would honestly much rather have the cursor back or just let me use the d-pad. As it stands I believe pretty much every controller has a d-pad of some sort so removing the option to use it seems arbitrary.

TLDR: Please let us use the d-pad for easy selection

green vault
covert arrow
#

!feedback
add some scrappers onto the soup island on the moon, lets say you have items that are good for the teleporter event but not good for mithrix for sake of argument I will say the lepton daisy. now a lepton daisy will never go off when fighting mithrix so add some scrappers to the soup island. it would make sense in the lore because some scrappers could have landed on the moon

past ermine
#

!feedback Enemies get Mastery skins when yours is active

outer rock
#

||!feedback||
I don’t know if this is a bug or not but with mired urn it can damage your drones and turrets and it’s kinda useless to have them if you have mired urn, so I think it would be a bit more useful with drones and turrets if you made it so that drones and turrets don’t take damage from mired urn

atomic night
#

!feedback Bring back the skeleton key from ror1 but with a minor change, instead of unlock all chests within your view it should unlock only one chest that you are directly looking at

hasty arch
#

!feedback So Minecraft is adding Axolotl into the game next year. I just saw someone modded one with abs. I think ROR2 should add an area with pink Axolotl Lemurians into the game

bright nacelle
#

!feedback
Commando special rework idea

So one thing I think we can all agree on is that commando's frag grenade is lacking the flexibility that suppressive fire has. You lose your ablity to stun and lose some decent dps on flying enemies all for some meager aoe dmg at most that you can't even hit flying enemies with. So imo I think one of two things need to happen.

1: Allow commando to charge his grenade for increased dmg and quicker blow up time. This would solve the issue of his grenade just bouncing harmlessly off of enemies such as vagrents or just straight up missing your target.

2: Make it so that you can overload his grenade by hitting it with a type of phase ability such as phase round or blast that makes it deal a lot of damage. I think this would be a cool idea for his grenade as it would encourage using a combo of attacks to boost dmg similar to arti's freeze and blast combo.

I had to edit cause I hit the enter key without holding shift

hollow brook
#

!feedback

I think chimera should be added to the pool of monsters stages can have if you enable Dissonance. A small change, sure, but I think it would be cool 🙂

velvet ginkgo
#

!feedback
Lower the rebar puncher’s volume because double rebar mult kills mY EARS

flat hinge
#

!feedback

Finally beat the game but the "and so he left" message doesn't show up

polar oracle
#

!feedback

Make portals loop you or send you to the moon depending on the orientation of the sky meadows TP. I just threw my Eclipse run by taking a free blue portal on stage 5, which then teleported me to stage 6 instead of the moon

ed. pressed enter too early, so i added my feedback in 😅

uneven heron
#

!feedback

On PS4, Captains supply drop R2 and L2 on the HUD are backwards, as in R2 is on the left side and L2 is on the right side, I feel like this should be changed.

austere oracle
#

!feedback
If you die to stage 4 mithrix please let it show all of your items

hollow brook
#

!feedback

In addition to the daily challenge with its leaderboard and such, there should be a seeded challenge where you type in whatever as a seed and generate a trial from it. These trials dont have leaderboards but you can generate as many as you want per day and play them with friends.

tawdry salmon
#

!feedback

Some friends and myself have brainstormed some ideas over a long period of time and are always adding more, but we are about ready to share! I would like to fit it all here but there probably wouldn't be enough room so I'll link the doc we made for it. We think a number of these ideas/items could be real keepers so we also encourage players to leave comments on how we could improve current concepts!

https://docs.google.com/document/d/1DzUv9j7wRRqT0Nn7acjLtUrcSowxL3xhtije_U4LYHg/edit