#ror2-feedback-and-ideas

1 messages · Page 34 of 1

soft mural
#

!feedback

Aren't legendary chests supposed to spawn outside of Abyssal Depths and Sundered Grove? I literally never see any legendary chests outside of those two stages. I remember a time when you'd get one to spawn randomly on abyssal depths along with the guarenteed one almost 100% of the time, but now seeing one outside the guaranteed spawns is like spotting a unicorn. Could the spawnrate be increased just a smidge so people actually have a chance to find one in their runs?

solid radish
#

!feedback perhaps let Slicing winds also scale with attack speed like eviscerate

drifting jasper
#

!feedback
make phase round have a b0re type effect where it gains 50 to 100% more damage on penitrating an enemy

mental citrus
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!feedback Artificer's flamethrower animation should shorten based on attack speed, just like nano bomb and ice spear

deep jungle
#

!feedback
Remove Beads of Fealty from item pool in eclipse

past ermine
#

||!feedback||
Press (keybind) to remove equipment

glacial token
#

!feedback

Artifact of Equality

You can only get one stack of an item, until you've collected all items of that color, then the item can be recieved again.

Say you get a Crowbar, Crowbar will no longer appear until you get all other white items. Once you have all other white items, the loot pool for whites gets reset back to normal and the process begins again.

versed sandal
#

!feedback
Blue Whip (lunar)
become too fast

glacial token
#

!feedback

Artifact of Hunger

All healing items are no longer in the loot pool for the rest of the run.

Your only form of healing is by killing enemies. 10% max health healed per kill, reduced to 3% max health heal on kill over time.

edgy plover
soft mural
#

!feedback

Lunar Item Concept: Runic Timepiece

Lowers the movement and attack speed of all characters, including Monsters, Bosses, and Survivors.

boreal slate
#

!feedback Lunar Item Concept: Multi-Dimensional Megaphone, all attacks have a high chance (not 100%) to stun enemies, even bosses (with a cooldown between boss stuns of course) but, taking a hit has a 70% chance to stun you, and a 20% chance to slow and bleed you. (only one of these downsides can be active at a time). And yes, i made a picture to go with it (actually good art of the concept coming soon)

neon sundial
#

!feedback
The reason Gesture of the Drowned is so busted is that the upside stacks but the downside doesn't, unlike every other lunar item. Here's my proposed solution: instead of activating instantly, gesture makes it so your equipment can't be activated manually and instead activates at random. With only one Gesture, proc chance is 75%, rolling to proc 4 times pre second - effectively guaranteed at that rate - but as you stack them, the proc chance drops and the item becomes much less reliable.

This gives an actual penalty to having 20 gestures up, but still preserves and even reinforces the basic idea of "faster cooldowns, but you don't choose when they activate". In addition:

  • the downside is felt more harshly on items with shorter cooldowns - an average wait time of 5 extra seconds to activate is a lot more troublesome when your cooldown is 5 seconds vs. when it's 45
  • it turns the infinite spinel trick into a high-stakes game of "I sure hope gesture procs before this comes off cooldown and hits me with 20 afflictions at once in the middle of a teleporter event"
  • it makes royal capacitor and other targeted equipments less of a free pick since they're not guaranteed to activate the frame you mouseover a valid target anymore
  • it preserves the original functionality of gesture in the case where you only have one, where it's much less broken
little barn
#

!feedback
Experimental Hover Boots
Lunar item
Increases movement speed, increases jump height, decreases gravity, etc. at random.
The benefit of course is increased mobility. The downside is that the benefit is unpredictable. You might suddenly speed up and ruin your groove, only to slow down later messing you up. You might jump with lower gravity, only to be left hanging in the air within the line of fire.
Edit: Could also reduce friction as one of the effects

shadow yacht
#

!feedback
can we get back the mechanic on ror 1,where if you loop,all the tp can brings you to the final stage?

fallen rock
#

!feedback
People want benefits for using shields and I think adding an innate armor bonus to shield health could be a pretty good benefit. You'd have to commit to a pretty beefy shield build in order to make the most of it and it gives some reason to use shield outside of more health

edgy plover
#

!feedback
I'm surprised that there isn't a C4-type equipment item.
Something like a remote explosive isn't terribly original, but it is a useful kind of item

mortal coral
#

!feedback
add a different m2 to captain.
here's my idea, just make him have a lazer instead that can be charged up before firing, for example if you instantly fire you do only 100% damage, but if you do fully charge it up it will remain charged untill firing. the full charge damage should be about 1000% or something similar to that.
the proc coefficiency should be about 0.7, considering that the attack will be fairly powerful already.

pale meadow
#

!feedback
would be cool if the final boss had some specific lines to some items (not all) when they proc like if you die and proc dio's the text will say "how can you return back to life", or interstellar desk plant "how can you have the most powerful item in this universe" (just a joke dont take it srsly) but those are just examples, it will give the boss more interaction with the player and more depth to its character

scarlet apex
#

!feedback
If you press the tab, you can see the descriptions of all items, skills, equipment, artifacts, etc. when you hover over the icons. I suggest introducing the same function for status effects.

short palm
#

!feedback
If a elite stone titan exists, it's ground punch animation should be colored to match its elite aspect.
Aka. Red Fist from Blazing
Blue Fist from overloading etc.

ivory flint
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!feedback because captain lacks mobility and his m2 isn't used for all that much, make his alternate m2 an adrenaline syringe that increases his speed and attack speed by 25% for a short time

merry trail
#

!feedback
Terraria is a good game, and Terraria doesn't have purity
just saying...

ivory flint
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!feedback might be a bit strong so I don't expect this to do well but maybe like with captains beacons allow engi to choose between which turrets he chooses, so you could have 1 mobile turret and 1 stationary turret

little barn
#

!feedback
Skins you can buy with mooncoin

boreal slate
#

!feedback Multi-Dimensional Microphone is back, crustier than ever. Description: All attacks (kinda) explode! Upon hitting an enemy, you get an explosion like the Brilliant Behemoth but with less damage, and a larger explosion radius. "Wait, why give it a large explosion radius? doesn't that make it better than B.B.?" Well my dear gamer, the main draw is the explosion can also damage you if you get too close to it, and ALL hits taken will slow you down for about 5 seconds (the time slowed down doesn't stack when getting hit multiple times it just resets). But here's the (((((cool))))) part, shooting the ground will let you preform a high jump at the cost of self damage, and as a bonus for the melee characters, doing these jumps costs less hp that ranged characters. Enjoy, and don't use close to eardrums.

latent portal
#

!feedback This should not be able to happen. IDK if this is a bug or something (which it probably is) but this is kinda important IMO, so I'm putting it in here as well as in the bug reports just in case. For whatever reason ||the escape sequence|| can start during ||Mithrix's phase 4|| . I've been watching Woolie's streams on E8 god runs, and this has happened multiple times. In this clip, he got hit by a blazing void reaver and flying Lunar Chimichanga and died. https://clips.twitch.tv/RelatedDependableYamThisIsSparta

Twitch

Watch WoolieGaming's clip titled "???????"

▶ Play video
wet obsidian
#

!feedback
Change ally AI (this is a big one)

Drones, Beetle guards, Drone call, Happiest mask etc. They have pretty good potenial but they are just kinda dumb or tend to break themselves, which only gives us a meat sponge\distraction than an allie. Ex. Moonwalking guards, drones ramming into walls, firing at seemingly random enemys.. If they aimed for the target closest to you, or the one you were attacking with some better pathing etc, items like happiest mask would be really good, drones would be worth the same as an item but rn I buy them when theres no chests left

Btw this is a Repost.

full mauve
#

!feedback

hallow egret
#

!feedback
New Game Mode - Horde Mode

This is a tweak to an idea I posted some time back. The basic idea is that it's a new mode that takes place inside a small arena, similar to the one where you fight the final boss, where you fight endless waves of enemies until you finally get taken down. Waves would start small and easy, like a few lemurians, but they would quickly start to become similar to teleporter events, with a boss or two and a bunch of minions. Enemies would drop items between waves, so you'd still get that aspect of gameplay, but obviously compared to the main game it would be much faster-paced. Like the main game, it would keep getting harder and harder, but at a much quicker rate compared to the main game.

Every so often, you'd probably get to visit the shop, where you could buy lunar items or use the cauldrons before heading back into the fray. The mode would also save how far you made it with each survivor and there could probably be some unlockables tied to this.

latent portal
#

!feedback

[FINAL BOSS SPOILERS]

||It is obvious that phase four has generated a bit of controversy. It pains me to see how some vehemently despise the last phase so much to the point where they avoid commencement like the plague. I love this fight so much and I personally think the final phase is the most fun for my personal runs. I think the "oh shit" moment that happens every run is definitely something that feels great to overcome, and makes every one of my runs feel earned (I don't tend to ramp-camp, but no shame in playing the fight how you want). This suggestion is mostly for our friendly acrid, loader, arti, and maybe merc players (how many stacks of items he should use at a time and the issue with multiplayer is another discussion). The problem with the majority of burst survivors is the lack of constant damage not allowing them to get items very well, if at all. Many acrid runs I've seen can get less than 5 or 6 items back if the player is lucky. I know this to be the case due to only hits with a >0 proc coefficient giving items back. To fix this, I propose a guaranteed item to return based on a % of Mithrix's missing health, on top of the already existing mechanic. This could fix many problems some may have, would scale well into later runs, and would reward more aggressive play especially while staggered, which I know is part of this phase some really would like be pushed more. Additionally, I feel like this could truly bring the phase down, at least for the most part, to not being the hardest phase (as you all intended). Not only would our beautiful acrid buddies have a much better time during this phase, but those like captain with lower PC's on available attacks could get back more items than they would currently. In terms of playing more aggressively, this could allow better and more consistent snowball effects to happen, as the player would get items to help them get more items. I hope you consider this change, and take care!||

safe prairie
#

!feedback
Currently, Shrines of Chance are blacklisted from Siren's Call, while Shrines of Blood are blacklisted from Abyssal Depths. Given the methods of acquiring the guaranteed red items on each stage, I feel these should be swapped so that grinding the legendary chest on Abyssal Depths isn't such a slog. They may end up feeling more in-theme for each map too.

rotund root
#

!feedback
I would love if D-pad worked for menus on consoles. Its annoying and un-intuitive

soft mural
#

!feedback

Lunar Equipment Concept:

TV Remote

On activation, makes the difficulty timer run backwards for 8 seconds, but also 'rewinds' the charge rate of teleporters and cell vents.

Would also make music play backwards temporarily.

dusky egret
#

!feedback i think a new boss with more dynamic/active movement would be cool. as of right now, the only bosses that have some form of unique movement is imp overlord (teleport), ||mithrix, and even that's a little bit of a reach|| and magma/overloading worm, but for a lot of the other bosses they simply tend to float/stand around and be a damage sponge while firing abilities, and only really chase you if it's necessary. while i think this whole damage sponge design is fine, especially in a game where some characters are melee and getting to some bosses to fight them can be a pain in the rear, i still think a boss that has more interesting movement would be a nice change of pace, especially in later difficulties. maybe the boss could have similar combat design akin to the random dragon encounters in skyrim?

fallen rock
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!feedback
I would love if D-pad worked for menus on consoles. Its annoying and un-intuitive

hollow dust
#

!feedback

Personally, some new modes would be nice due to current lack of content, maybe a boss rush mode that puts you in different areas each time and you can set what kind of difficulty or mountain shrines they're in and then you get to choose one item of each rarity? Or a mode that would be (and this is a bit of a strech but..) platforming or parkour challenges that are set monthly or something and you get rewards for beating them on certain times.

austere oracle
#

!feedback
When looking at monster logs, it tells us how their health and "damage" scale, but nothing about the actual skills they use. I should be able to know which monsters in the void are actually able to use the wedding bands.

scarlet apex
#

!feedback
Shaped glass rework. Glass no longer removes OCP, but reduces all healing by 50 percent (-50 per stack) and reduces the health stored by OCP by 50 percent (-50 percent per stack). With glass, all healing above the maximum HP continues to fill the health scale (moreover, this healing does not directly affect the character and does not increase his HP, does not reduce the damage received). If this HP bar is completely filled, one-shot protection is activated. Each time a player takes damage, the "additional healing" accumulation is reset and the player takes full damage from the enemy attack.
Important note: OSP with glass is rounded down. That is, if the player has one HP, then the defense against one-shot will be rounded to zero and will not work.
This rework will simultaneously increase and decrease survivability with glass, making it less survivable in the early game and more in the late game, and will not allow OSP protection with multiple glasses to be abused, as it could have been done before the game was released from Early Access.
(I have not yet thought about the work of the new glass with a dirty urn, but I think the developers will take this into account and refine my concept)

deft path
#

!feedback

Comedy mode:

Is always rainstorm mode,

Mithrix's appearance is changed to be more comedic,
Ending is more comedic, actually in fact everything is changed to be more hilarious and make you laugh your ass off throughout the playthrough, and a mode exclusive item that does nothing, cant be scrapped or used for 3d printers, and will sometimes annoy you.

Weeping and Gnashing is replaced with "bruh."

Exceeding a certain amount of damage when fighting a boss plays a sound file once during the fight:
"nooo u cant just break the game with broken stats!!!"
"haha breaking the game go brrrrr"

slate glade
#

!feedback
I’m requesting a very small change to artificer’s primary attack. It’s no secret that her primary hits like a wet noodle and has the proc chance of weighted dice that always throws snake eyes. To say that it sucks is an understatement. I’m requesting that it works more along the lines of visions of heresy, where it only takes 2 seconds for all stacks to cooldown. This would make the primary more impactful in the late game without changing her more ability based gameplay. Would it fix the proc issue? Not necessarily, but at least players would be able to use it more as a primary than just a way to apply burn for death mark.

atomic peak
#

!feedback

Make escape close the scrapper menu. Idk if anyone else feels this way but I'm very used to hitting escape to exit game inventories and menus so I often accidentally open the pause menu when trying to get out of a scrapper quickly - sometimes this ends up killing me in multiplayer 😅

hot barn
#

!feedback

Could drones be a bit more useful on Commencement? They're kind of good at drawing Mithrix's aggro, but they don't even get to the arena until I'm halfway through phase three. Maybe they could gain increased movement speed in reduced gravity?

(also, I find that Equipment Drones in particular get stuck on arches and almost never make it to the arena)

solid radish
#

!feedback test

dusky egret
#

!feedback i think a new boss with more dynamic/active movement would be cool. as of right now, the only bosses that have some form of unique movement is imp overlord (teleport), mithrix, and even that's a little bit of a reach and magma/overloading worm, but for a lot of the other bosses they simply tend to float/stand around and be a damage sponge while firing abilities, and only really chase you if it's necessary. while i think this whole damage sponge design is fine, especially in a game where some characters are melee and getting to some bosses to fight them can be a pain in the rear, i still think a boss that has more interesting movement would be a nice change of pace, especially in later difficulties. maybe the boss could have similar combat design akin to the random dragon encounters in skyrim? (repost, trying to get the bot to notice me)

solid radish
#

!feedback i think a new boss with more dynamic/active movement would be cool. as of right now, the only bosses that have some form of unique movement is imp overlord (teleport), mithrix, and even that's a little bit of a reach and magma/overloading worm, but for a lot of the other bosses they simply tend to float/stand around and be a damage sponge while firing abilities, and only really chase you if it's necessary. while i think this whole damage sponge design is fine, especially in a game where some characters are melee and getting to some bosses to fight them can be a pain in the rear, i still think a boss that has more interesting movement would be a nice change of pace, especially in later difficulties. maybe the boss could have similar combat design akin to the random dragon encounters in skyrim? (repost, trying to get the bot to notice me)
From @dusky egret because it aint working for him

vague hamlet
#

!feedback
TR58 Carbonizer Turret: While frenzied (Berserker's Pauldron / Gorag's Opus), allow sprint item effects.

abstract dirge
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!feedback The biggest pet peeve I have with the Moon stage in general, is a lack of connection between the main route and the island to the left which holds the cauldrons. While the island on the right is easily reachable, the left restricts any players who don't have any kind of mobility on them via items or abilities. It's not only inconvenient, but can even ruin runs just from the fall damage. Adding a few floating stones that fit the map, that forms a staircase of sorts, would be a dramatic QoL for the stage in general. I also suggest adding some downward from the boss arena that appear after Mithrix is beaten, so fall damage is not an issue here too.

alpine swan
#

!feedback
Spoilers:|| I think on Commencement drones should be teleported to the player when they start the fight with Mithrix||

slim timber
#

!feedback
Change Leeching Seed to restore health based on a small percentage of damage dealt, instead of the 1hp per hit (multiplied by proc coefficient) it currently restores.
Doing so would make the item less just a worse version of Harvester's Scythe (which heals 8hp per crit) once you have those crits. Even if it remains not as powerful generally speaking, it would at least give leeching seed a bit more of a niche for characters like loader who tend not to deal a large amount of hits/procs per second and would benefit more from a percentage-based heal.
It might also be more intuitive, because honestly for a long time I assumed that this was what leeching seed already does, based on the description "dealing damage heals you". If you decide not to change how leeching seed works I at least think the description should be adjusted to reflect that its a flat amount of healing per hit.

iron crater
#

!feedback I think that it would be cool if the cool down timer for abilities had a soft cap instead of the 0.5 hard cap.

olive nymph
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!feedback let us scrap lunar items and add lunar printers only in the market 😔

latent cypress
#

!feedback it would be nice if the Urn didn't attack friendlies. It makes it a pain when you're playing multiplayer. Also it's really cursed on Engineer

vernal grail
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!feedback sometimes when starting a game as acrid you get spawn killed. this is probably due to his spawn animation. maybe add some invincibility when spawning in.

split plume
#

!feedback
A new lunar (idk what to call) That will cause you to permenatly lose 1 health (infusions can anti this) on hit however will double all stats while a boss is in view.

Hidden by the achievement "My Collection" Kill 1 of every type of boss (except mithrix and awu) in one run

candid grove
#

!feedback
no it's an idea
REX m4 alt idea
DIRECTIVE: siphon
the idea is that it is a turret like sentry with a 40 sec cooldown (works for 30 sec) ((maybe even less like 20))
as enemy's walk into the area that is sits it will grab with mechanical arms and weaken them.
it will slowly drain health from enemy's caught in the area. it also increases the effectiveness of weakened debuff by 50%
there is no health benefit to the player in regards to healing
(also maybe a bigger aoe grab are would be good as well)

calm shore
#

!feedback the hitlist from ror1. functions the same way with killing a marked enemy giving you a damage boost. The damage boost for each marked kill would be large but the item would decrease luck. this would be to make the item focus more on base damage instead of being nothing more than a damage+ item

soft mural
#

!feedback
red item that has a chance to double any attack, like the beating embryo from ror1 but for survivor abilities instead

crisp coral
#

!feedback while playing engineer, if you have turrets down and you ping an enemy, they will target that enemy and will keep targeting them until it is dead or until you ping something else

crisp coral
#

!feedback loader can pull items towards her with her secondary

versed sandal
#

!feedback
give sentries oneshot protection

lone raven
#

!feedback something should be done about magma worms leaving the teleporter zone to kill a lone turret on the other side of the map, when the player is actively shooting at it

versed sandal
#

!feedback
make stacking corpsebloom increase max healing/sec and slightly increase healing buff

novel glade
#

New Character. Ghost/Phantom type of character. Uses a scythe as weapon. Left click swings scythe dealing damage. Right click does Curse. Curse creates and area around enemies which cuts all of the enemies health down by 15%-25% and slows them. Shift teleport the character to an area the player is looking at, but only to a certain range. R causes a rage for 5-10 seconds that causes the character to go into a frenzy, which causes an increase in attack speed and damage. The characters passive ability would cause enemies to have their defense lowered anytime the character attacked them. I feel a good way to balance this character would be to not give them an insane amount of health.

fallen rock
# novel glade New Character. Ghost/Phantom type of character. Uses a scythe as weapon. Left cl...

!feedback
New Character. Ghost/Phantom type of character. Uses a scythe as weapon. Left click swings scythe dealing damage. Right click does Curse. Curse creates and area around enemies which cuts all of the enemies health down by 15%-25% and slows them. Shift teleport the character to an area the player is looking at, but only to a certain range. R causes a rage for 5-10 seconds that causes the character to go into a frenzy, which causes an increase in attack speed and damage. The characters passive ability would cause enemies to have their defense lowered anytime the character attacked them. I feel a good way to balance this character would be to not give them an insane amount of health.

hot isle
#

!feedback
I refuse to consider this game finished until the lore entries for the items, characters, levels, and so on, are all filled out. I love this game, but the fact that there are empty lore entries is really disappointing.

barren trellis
#

!feedback make an item that boosts drone health damage and speed

full mauve
#

!feedback since someone else deleted it

Remove Unstable Tesla Coil from the Void Fields AI whitelist. There's no possible counterplay to it and everytime it appears, the game just forces you to exit the stage prematurely. Even if Void Fields is mostly on the easy side right now, having a literally impossible challenge only at the very end of it that you can just skip anyway doesn't do anything to fix that at all and only makes the stage more tedious and infuriating.

flint abyss
#

!feedback Bosses spawn far away from the Teleporter or behind obstacles, depending on it's location. This happens a lot on Sundered Grove near the cliff-end of the map. In Wetland Aspect the Teleporter was just in front of the wall located right next to the cliff (above the hidden alcove), and it's Stone Titan boss spawned just behind it, meaning time had to be taken to circle around the area to get to the boss and back to finish the event.

distant rivet
#

!feedback

On PS4...

  1. Allow gyro aim with Dualshock 4 controllers.

  2. Remap menu controls to navigate with D-pad or LS. In character select screen, use ⬅️ + ➡️ to navigate survivors/difficulty/artifacts, ⬆️ + ⬇️ to switch between survivor/loadout or difficulty/artifact menus, and L1 + R1 to switch between survivors/settings menus.

crisp coral
#

!feedback commando’s grenade should explode on impact or kinda be like a remote detonation kind of thing

crisp coral
#

!feedback a lunar item that when picked up, decreases your jump height, and multiplies fall damage by 50%, but increases movement speed by maybe 75%? maybe 50%?

somber crypt
#

!feedback
after beating commencement, you can instead choose to go back to the teleporter ||with the frog|| and use the teleporter to go back to the planet. just a way to fight mithrix for the fun, while not ending a good run you are enjoying. could also give an achievement, name could be something like "Self Imposed Exile" with an item as a reward. not gonna get into what the item could be, just gonna go one step at a time, first step being a way to continue a run after commencement.

tropic vessel
#

!feedback
I was really surprised to see this didn't get an artifact! Please make a future artifact use this code. I thought I was smart for catching this. :'D

crisp coral
#

!feedback a new kind of portal, it could be like a red portal that takes you to a place FULL of cauldrons-the ones that you sacrifice items too. it could be kind of like the aurelionite shrine and it costs normal money, and quite a lot of money.

iron crater
#

!feedback an item sacrificer where you put in white items that you don’t want and you have a chance of getting a stat increase (like + 80 HP, or + 0.5 damage) it would add a way to remove your unwanted white items in the late game for something useful.

hexed herald
#

!feedback
A new area: the infernal plains. To access it you have to find a special shrine in sky meadow that would spawn a crimson orb on the teleporter with a corresponding portal, the plains themselves would be a mostly open area, where you can already see the exit in the distance, but its gonna be a long, long walk. when you finish fighting through the enemies and try to use the exit the areas boss spawns. Varanoth, Herald of flame. The boss item he drops will provide immunity to fire damage, attacks have a chance to inflict a very high damage fire, and enemies inflicted with that debuff can now ONLY do fire damage, which you are immune to. Keep in mind the debuff wears off rather quickly and will have about the same chance to proc as a sticky bomb, maybe lower.

fleet rover
#

!feedback
Have a "Defend the point" game mode where you pick up items to restore the points health just like the keys in the artifact realm. Have special modifiers to the waves that come. I would love a point defend mode.

calm shore
#

!feedback Host of multiplayer game can set the game to any eclipse difficulty they have unlocked, does not count towards eclipse progression for any players, but would count for mastery achievements

lavish dune
quartz basin
#

!feedback

a way to access the "Red Plane" through a red and black portal. That place is mentioned multiple times, and I really wanna see what it looks like.

little barn
#

!feedback add 🫑 to risk of rain 2

iron crater
#

!feedback add chef to ror2

glacial token
#

!feedback

Red item
Chef's Cleaver

Every 15 seconds the Cleaver charges, launching itself at an enemy and ricocheting to 4 more targets (+2 per stack) within 10m of each other, procing burn for 10 seconds dealing 300% damage (+100% per stack)

Unlock
Kill 100 enemies in a single run with burn damage.

Why
We can all agree burn isnt a very reliable damage dealer. It scales off late game and doesnt do too much. It requires you to either get a boss item for a chance at proccing it, or a white item that requires a kill and only boosts duration.

With the new red, it procs off of just a timer, as well as increases the number of victims and the damage it does in general.

crisp coral
#

!feedback an alternate ability for artificer’s utility a slow moving, big fire ball that when fired, homes in on the nearest enemy and explodes when it gets into a certain range. applies burn, and has big aoe

little barn
#

!feedback
a pepper themed item could work as the burning equivalent to bleed's shatterspleen

latent portal
#

!feedback
After seeing the great feedback regarding the stairs to soup island, I got thinking about the final stage quite a bit. I don't need to state here how much I love it, as that has happened plenty in other conversations here on this server, but speaking less subjectively there are the big flaws of a lack of intractables on the stage, and sometimes zero incentive to kill the chimeras. I mean, the ones on the bridge don't even drop money and the closest thing you get to a chest is a lock-box. I think at the very least a few scattered chests or shrines (maybe not 3d printers or scrappers) around the stage is most welcome. Nothing crazy like legendary chests and stuff, but just something else for the players to explore and look for. Lore wise, it doesn't make sense but enemies drop gold so it's not too big of a deal. Doing this will kill two birds with one stone, as the chimeras would give you money for your last chance at getting items before you fight the big man upstairs. One of the worst feelings is going to Commencement lacking on key stats (like hooves) and having no way to remedy it. A little would go a long way for sure. Furthermore, money could be used to solve another problem some have: static map layout and traversal. If you added bounce pads (like the ones on Rallypoint) or short-cuts that could be purchased with cash, it would allow those lacking on mobility to move efficiently and safely, it would provide another incentive to kill enemies of course, and it would allow players to manage resources on whether to buy chests or maybe buy a launch pad to soup island if needed. I'm sure many have suggested similar things to me, but I wanted to just get what I had to say out there.
Take care!

glacial token
#

!feedback

Red item
Artificer's Jetpack

Holding the jump button charges the jetpack, launching you into the air depending on how long it was charged, up to 100m (+50m per stack) upward. Has a 30s cooldown. Holding the jump button slowly let's you drift downward.

Unlock
Kill a boss with H3AD-5T v2

Why
I feel as though vertical mobility is helpful in some cases and should have an item tailored around going far upwards in a short amount of time.

lucid trout
#

!feedback
ive had many of runs killed by getting trapped in the scrapper menu, because pressing escape doesnt stop it

change is this: pressing escape gets you out of the scrapper menu, and moving too far away automatically exits you out as well.

lone raven
#

!feedback
make twisted scavengers drop lunar coins for each player in multiplayer instead of a fixed 10 (no i will not edit my files

boreal slate
#

!feedback let bundle of fireworks have your turrets launch the fireworks for each consumable opened alongside you

scenic viper
#

!feedback Make the chat scrollable

raven jacinth
#

||!feedback||
Normal skin Mercenary is a dark blue with grey with a light blue sword.
Oni skin Mercenary is dark red with lighter red with the same light blue sword.

The Oni skin needs a more fitting sword for its color, so it should akin to something like a bright red+orange colored sword.
The colors are just my idea, but Oni should have a more fitting sword in general.
Be it greyscale, red-orange-yellow, or something else entirely.

median gazelle
#

!feedback Hello
Please, add botton mod in game menu please!
I love the game, and I play in Cloud machine
I would like to play with Akali or Twitch from lol
Or goku, new maps, coop local with my girlfriend
I don't have a good PC
And that plataform, I can click only in steam or in the game
If i click to open any archive, the game close...
Please, add mod menu in the game!!!

dull jolt
#

!feedback
The red item Dios Best Friend feels underwhelming compared to almost every other red due to the one key difference: other reds can be used an infinite amount of times per run while dios will over ever be used up once and that’s that.
A few things you can do to buff this without making it overpowered would be to:
•make it a one time use equipment that is removed upon death
•dios best friends becomes reusable once per loop
•Dios best friend will function as a stronger tougher times with a %10 chance to block dmg before and after the resurrection ability of the item goes into play.

Don’t get me wrong, being revived after death is an amazing ability but the fact that instead of getting a red that couldve prevented that death like a clover or meathook, it would save you once and it’s gone.

calm shore
#

!feedback
Make it easier to kick players from your own multiplayer lobby.

fallen rock
#

!feedback
Artificer's Flamethrower is a very powerful skill in the early game but the later on you go the more likely the skill is to kill you rater than help you out, since your mobility is limited while you're using it and it takes a while to get any meaningful damage out of it. So why not let the ticks per second scale with attack speed and let Flamethrower become a stronger burst damage option later in the run

sinful crystal
#

!feedback
The legendary chests in abysmal depths and sundered grove should drop a red item for each player in the game because sirens call is pretty much a direct upgrade as far as red items go in multiplayer.

crisp coral
#

!feedback a new equipment that buffs stats for 8 seconds. alternate between attack speed, health and damage, every time you use it

vague hamlet
viscid yew
#

!feedback
ui tweaks!!!

  1. advanced item/equipment descriptions in the mouseover tooltip, including calculated stack totals (basically like itemstatsmod)

  2. show buff/debuff duration, and informative tooltip on mouseover

  3. scrapper and command menu improvements: show item stack size, show the description tooltip on mouseover, allow exiting menu with escape, movement, or jump.

  4. show ability cooldowns in lobby and calculated cooldowns on mouseover in game

  5. dps meter

  6. total item counters in tab menu

some of these could be optional settings :)

scenic viper
#

!feedback give the ability to un-ready in lobbies

viscid yew
#

!feedback give arrow rain 1.0 proc coefficient

quick swan
#

!feedback
Idea: Artifact of Extermination
Back to the ror1 times, you have to kill every enemy on stage before you can go through the teleporter. This also removes the TP radius.

sleek ocean
#

!feedback Add the sniper to ror2 plz

merry trail
#

||!feedback||
Reviving with dios should be an option you have while spectating rather than forced, unless you are the last playing remaining on your team.
Might make the item a bit more use-able in multiplayer.
Credit to @full mauve for the original idea here

boreal slate
#

!feedback reduce the cooldown of frenzied leap to 8 seconds, 10 seconds seems way too harsh, making caustic leap better in almost every way with it's poison puddles and shorter cooldown.

lone raven
#

!feedback
make squid polyp leave a turret when u scrap it Acrid

hexed topaz
#

!feedback In multiplayer if you die early on in a stage then you can get steamrolled hard by the game since you can’t obtain any items after death. Here’s a solution that sounds good in my head:

If a player in multiplayer dies early on into a stage then they will be offered 3 regular chests that only they can open at the start of the next stage. This can be easily abusable so let’s add the caveat that the amount of chests you obtain is dependent on how fast you die. If you die one minute into a level you get 3 pity chests, 2 if you die 2 minutes into a level, and 1 if you die 3 minutes into a level, and after 3 minutes you won’t get anything. On top of this, players will not receive any pity chests whatsoever if they die after the teleporter has been activated on the prior stage. I main feel the need for a mechanic like this existing since it’s not very fun to get left behind while all your friends get extra items and stuff and when my friends are the ones getting owned it makes me wanna restart until all of us are having a decent enough run to stay alive.

charred ermine
#

!feedback be able to recycle a lunar coin into a lunar item using the recycler

lone raven
#

!feedback
when corpses disappear there should be an option for them to fade out if settings are on immediate, normally corpses disappearing is unnoticeable but when the limit is 0 its just jarring

covert arrow
#

!feedback have deathmark apply the fear debuff from risk of rain one, for those who don't know deathmark is a green item that makes the player do 50% more damage when the enemy has 4 or more debuffs, the effect of this item is fine but I feel like unless it is an extremely long run its hard to proc deathmark because it is unlikely that the player will have a consistent way to apply 4 debuffs and if you cant apply 4 debuffs the item doesn't do anything so by adding the fear debuff that will add one debuff to the total of 4 needed. its off of the same mindset that predatory instincts and harvester scythe both give a hidden 5% chance to land a critical hit making it so the item can be used right away but still needed a fair amount of lens maker glasses to be a significant help in a run.

ripe patrol
#

!feedback add a way for survivors with no mobility like captain to leave the moon shop. If im not mistaken unless you have feathers and movement items as captain and intentionally or accidentally fall of the bridge and end up on the shop area at the moon there is no way to continue your run.

alpine swan
#

!feedback block unstable Testa coil in ||void fields||.

calm shore
#

!feedback optional forced item sharing in multiplayer

unborn glade
#

!feedback A box over your health bar (similar to the box when you have the Old Guillotine) when you have the Fuel Array (Edit because I accidentally said Fuel Cell instead of Fuel Array)

scenic arrow
#

!feedback
we really need an anti-aliasing option, AMD GPUs don't have AA configuration for DirectX 10+ games in their driver software so we AMD users have to stick to the jagged lines.

scenic viper
#

!feedback Option to have a sound/stinger play when a player joins the lobby before the beginnging of a run to, for example, let the host of a new lobby know that players have joined if they happen to be tabbed out or have the steam overlay up

tranquil wing
#

!feedback switch R2/L2 on the ui to be L2/R2 it just reads as backwards right now

gilded zinc
#

!feedback
the ability to destroy the crystals that Imp Overlord throws

minor stirrup
#

!feedback

cross play between PC and consoles

crisp coral
#

!feedback huntresses’s skin is kind of boring. it’s just white. I think that we could kind of spoof it up a little. the ideas I have in mind, are keeping the color, adding a hood, making the goggles red, maybe some more detail just in general

crisp coral
#

!feedback in role assignment there should be a command to choose your platform, just so people know what you’re playing on

gritty pilot
#

!feedback
Swap ||void reaver|| and ||lunar chimera wisp's|| positions in the logbook

merry trail
#

I think old commando needs a buff, he is currently the worst character in the game (which doesn’t mean he’s bad but everyone else is better) and I think things like his frags should be buffed. Make them have a bigger radius and impact or something. I just think commando needs some love
!feedback

somber crypt
#

!feedback
New equipment item, Rusty Top (Its a beyblade)
Like the name suggests it is a beyblade, and so it spins rapidly on use, and moves across the stage randomly dealing decently high contact damage, then bouncing away after hitting the enemy. Lasts for 30 seconds (changed as needed) and has a 30 second cooldown (changed as needed). Basically an automatic, but random enemy damager that can help clean up mobs of enemies on characters better at single target damage. Description can be something about L Drago or Pegasus. If you know you know.

dusky egret
#

!feedback new lunar item: void striders. greatly increase mid-air speed but half jump height. the idea here is to create some form of bunny-hopping outside of wax quail

lone raven
#

!feedback goat hoof clips through admiral captain's leg and probably normal captain

alpine swan
#

!feedback
Artifact of disorder
Code:
||🔴 🟥 🔺
♦️ 🟥 🔴
🔴 🟥 ♦️ ||
What it does:
Makes stages go out of order.
Stages it can go to:
All base stages (Not including Commencement), ||Bazaar Between Time (Uncommon), and Gilded Coast (Uncommon)||.
Where to find:
||On Commencement under the arena where you do the mithrix battle.||
Small visual change:
The teleporters will be damaged-looking.

gritty pilot
#

!feedback add splitscreen co op on consoles

boreal slate
#

!feedback reduce the power of malachite enemies, rather then buffing celestines. The elites should make you think "wow this is gonna be a challenge but it's k i can do this in the end" and not "FUCK FUCK FUCK FUCK NO NO NO NO" it is awful to get a god run as rex and get sniped across the map by a malachite wisp and having your only healing and damage capabilities cut off completely, in other words you instantly die. They have so much going for them, they leave mines behind, give you the worst debuff in the game, and have an on death effect so they can still kill you even if you thought you won. This might just be me being salty, but I feel that the celestines do need a slight buff, but the malachites need a slight nerf in some way, like greatly reducing your healing rather than cutting it off. And they really don't need the on death effect, its complete overkill imo.

drifting jasper
#

!feedback buff purity to also show whats in chests as well as cooldown reduction
this could be a cool buff as chest loot is already prerolled and this could give an incentive to also take purity

proven pecan
#

(I’m not gonna explain every single stat) Gonna post this here because I can’t find anywhere else to.
Character concept: Bard

Wears a red coat with white buttons, with purple flaps at the bottom of his coat, and brown boots, and wearing a red hat with a purple feather.

Abilities:

High note (Regular attack): Hold the attack button for 7 seconds, than release an attack for 70 damage.

Pied piper’s song: Charm an enemy near you making them attack other enemies, won’t work on bosses, lasts for 5 seconds. 20 second cool down

Brown note: Stun the enemy that last attacked you for 8 seconds, 15 second cool down

Strum: Buff all allies’ attack (and yours) by 20%, lasts for 5 seconds, 20 second cooldown

Starts with 130 hp, gains 22 each time he levels up, has medium speed.

merry trail
# proven pecan (I’m not gonna explain every single stat) Gonna post this here because I can’t f...

(I’m not gonna explain every single stat) Gonna post this here because I can’t find anywhere else to.
Character concept: Bard

Wears a red coat with white buttons, with purple flaps at the bottom of his coat, and brown boots, and wearing a red hat with a purple feather.

Abilities:

High note (Regular attack): Hold the attack button for 7 seconds, than release an attack for 70 damage.

Pied piper’s song: Charm an enemy near you making them attack other enemies, won’t work on bosses, lasts for 5 seconds. 20 second cool down

Brown note: Stun the enemy that last attacked you for 8 seconds, 15 second cool down

Strum: Buff all allies’ attack (and yours) by 20%, lasts for 5 seconds, 20 second cooldown

Starts with 130 hp, gains 22 each time he levels up, has medium speed.
!feedback

sinful crystal
#

!feedback
Celestine enemies should do something besides slow you on hit. Ice enemies already do that. Maybe a damage vulnerability or a weakening effect might make them more of a unique challenge.

merry trail
#

||!feedback||
I am not totally sure if I even support this idea myself, but I am interested to see the general reaction.
How would you feel about crit chance being unaffected by luck, in the same way it is unaffected by proc co?

quick swan
#

!feedback
unpopular opinion: we need a stone colossus. Stone Titan is pathetic.

tropic gazelle
#

!feedback
mainly here for the suggestion as a custom palette maker for characters. wouldn't even care if it was DLC or an unlock

gritty pilot
#

!feedback
Eclipse 8 mastery skins: top hats

little barn
#

!feedback You know, I'd actually like to see a scythe user in the survivors.

vague hamlet
#

!feedback
Cleansing Pool: If a Cleansing Pool spawns in the stage, it has a 1/3 chance to become Cleansing Pool (Irradiant Pearl). If this type of Cleansing Pool spawns, the chances of it spawning again is halved for the rest of the run.

iron crater
#

At least play through all the content in the game before you recommend these things

boreal slate
#

!feedback Artifact Of Decay: Status effects such as poison, bleeding, burning, etc. are doubled in effectiveness from both the player and the elites or bosses that cause them

somber crypt
#

!feedback
Since celestine enemies mess with stuff by hiding enemies, maybe make them remove your ability to see any enemies when they hit you for a little bit. like you just cant see any enemies

hard gate
#

!feedback
Make Energy Drinks give +30% movement speed when stacking as opposed to +20% right now. This would make the drinks more on par with goat hoofs, which increase when stacking the same amount as the first pickup.

iron crater
#

!feedback new shrine that randomizes all items in inventory, this would be fun to do late game when you one shot every thing

marsh terrace
#

!feedback

Artifact of the peak
Teleporter event always starts with 1 mountain shrine buff and mountain shrines are more common

Would be so much fun! (yes I know this has been requested a lot, but for good reason)

boreal slate
#

!feedback make the vines rex leaves behind while he sprints with his alt skin green and yellow to match his color, and not purple and white

minor stirrup
#

!feedback crossplay pog?

digital sigil
#

!feedback
So anyways crowdfunder.
Crowdfunder is a D tier equipment, 100% per shot is extremely low and is basically a lunar item it costs you money.
-now activates warhorn per shot, for better item synergy
-for every 10% attack speed, deal 10% more damage so it also scales with attack speed
-for every 10% cooldown reduction deal 100% more damage so it also scales with cooldown reduction
-always costs 1$ scaling money is stinky
-proc coefficient of 2.0, interesting idea never done before and would be unique
-homing shots because it's inaccurate smh
-damage increased to 3000% to match royal capacitor because 100% is extremely low

viscid wagon
#

!feedback
Eclipse tiers award 1% permanent base damage increase per tier for that character. Completion of tier 8 awards small black smoke trails on movement (aesthetic only).

gritty pilot
#

!feedback
Remove limit of 3 hit on slicing winds

wraith canopy
little barn
#

!feedback add boxing gloves so loader can punch better

blazing sinew
#

!feedback make loader faster cause she is slow

little barn
#

!feedback
new lunar equipment idea: crowdfunder but instead of eating your money it adds 1 second to your timer each shot, deals 200% dmg per shot and caps at 10 shots per second

gritty pilot
#

Buff commando by making double tap do 120%x2 damage

merry trail
little barn
#

!feedback add supreme crowdfunder that shoots equipment drones that have crowdfunder and inherit your items

mossy snow
#

!feedback

New character: FROGG-R

Primary: Tongue Whip
Whip your tongue at an enemy for 400% damage
Alt Primary: Bubble
Shoot green bubbles of acid for 300% damage

Secondary: Frog-Fu
Charge up a powerful kung fu attack that does 1200%x4 damage

Utility: Super Jump
Jump high into the air and land dealing 600% damage
Alternate Ultility: Alternate Super Jump
Acrids utility

Special: Idk this one, let me know your ideas In the replies!!!

Why do we need this: ever since Konami killed the frogger series, he has been struggling N to get representation. In gaming. By adding FROGG-R he will be popular again and maybe even make it into smash

scenic viper
#

!feedback Allow modded players to do the Prismatic Trials, but void their records from the leaderboards

gritty pilot
#

!feedback
Let engi choose what the turrets shoot by pinging an enemy

ionic gate
#

!feedback Proposed change: Let time progress normally in Void fields (and possibly Gilded Coast).
Reason: Right now the game forces the player to enter Void fields for optimal play; most of the time quite early since it is easily available. This becomes boring very quickly.
Upside: Void fields become a challenge level.

fossil wharf
#

!feedback Mithrix becomes a rare enemy spawn in stages 50+

Loader god runs get way too easy, even if everything were malachite. Mithrix poses a challenge only once at the end of the game, and I struggle to find that challenge after stage 14 or so.

scarlet apex
#

!feedback
Hybrid Elites appear in the later stages of the game. The higher the difficulty, the more dangerous types of elite are combined in one enemy

drifting jasper
#

!feedback make cooldowns visible on the start screen for skills

gritty pilot
scenic viper
#

!feedback
In the current meta, drones and turrets serve little purpose as their potential as allies are pretty slim and next-to-nothing in the late game which makes them not that fun or worth-it to use or purchase. I think one way you could help fix this is by making new items or altering existing ones to affect drones in some way, shape, or form. I'm not going to list any specific ideas since I have very little knowledge in terms of game balance, but I think if there were more items that could increase the potential of drones, then it could help them become more relevant and maybe even have builds around them, making them more fun to use.

gritty pilot
#

!feedback
Purity discord emote

hard gate
#

!feedback
Adding on to what shinies said, make drones scale like enemies so they are useful at all stages of the game. Maybe increase price or something else to compensate for this. Also, some more variety between the drone types would be cool, as there really isn’t much difference now (maybe one increases proc chance against enemies it hits, idk just spitballing)

vital rain
#

!feedback
Please, add workshop in the game on steam!

lone raven
#

!Feedback
make the chance for artifact keys to drop increase the more enemies you kill without one dropping because sometimes it just takes ages for one to show up

past ermine
#

||!feedback||
Item idea: Delayed Magnetic Field
Tier: red
Unlock: unlocked at start
In-game text: after a short time, your projectiles return to you
Effect: after 3(-0.33) seconds, projectiles return to you, regardless if they were destroyed, with a 30%(+10%) damage increase

safe prairie
#

!feedback
Large scale hidden realm and/or Mithrix-tier boss that would require you to destroy multiple parts of it to weaken and defeat it.
Artifact Reliquary is a neat boss in the sense that it deviates from the game’s standard boss design, and I would love to see other creative bosses.

lone raven
#

!Feedback
add a stacking status icon for rex that shows how much HP you are healing off tangling growth (each stack is 1.5% max hp)

cunning ivy
#

!feedback
Being able to put off your run and resume it at a later time.

The Binding of Isaac: Rebirth does this same thing. At any point in your run, you can pause and leave the run entirely and resume it at a later time. I would really like to see this implemented into ROR2 one day. I'm not sure how it is for other players, but for me, sometimes runs can take a little while. Sometimes I'll grow bored and I'll wish to play another game and resume the run later, but I can't. I'd have to ether end the run completely or keep going until I reach an end. If I need too, at any time, go and do something else, I'd have to pause the game and leave it paused for however long I'd be away. I love this game, I really do, it's really fun. So I'd love to see this feature one day by a thing so that I can conviently play the game when I have the time.

lone raven
#

!Feedback
hide status effects and healthbar when monsters become invisible to actually make them scary

limpid monolith
#

!feedback
I've done some extensive play on Artificer and find her a bit lacking, even with RNJesus on my side. The ability I propose a change to is her Ion Surge

Ion Surge: it's a terrible sidegrade IMO. It should be a utility because of the movement it provides. But the issue is the surge sends you WAY too high in teleporter fights. Proposition: change it so Ion Surge is a CHARGE like Nano Bomb. So this way players can release and control how high the burst sends them. This will make it a mucher nicer sidegrade for players wanting a more aerial run and allow them to burst at chosen height rather than yeet up in the sky lol

alpine swan
#

!feedback
Artificer's Plasma Bolts (Her Alt Primary) should have 5-8 charges instead of 4.

gritty pilot
#

!feedback
Add a scrapper to soup island

little barn
#

!feedback
Really happy to see an update (and an expansion 👀) in the works! Looking forward to both playing the update and buying the expansion! I'll admit I've been unhairly harsh about my feelings with 1.0, this year being absolutely terrible and all. Should have taken a step back, sorry for that.

violet cape
#

!feedback
Idk if its been spoken about but with the new expansion packs being released will there be a content share type thing. In multiplayer say one player has just the base game and 2 others have the expansion pack, will the expansion content just not be in that run or will it allow the person with the base game to play the extra content. The same question goes to later down the line when there are multiple expansion packs where one person has Expanion 1 but the other just has expansion 2 what will be the system in place for that?

stray wyvern
#

!feedback

For the ACU, add the room behind the door in Siren's Call. I have been dying to know what it is ever since it was confirmed that there was supposed to be something behind it.

boreal slate
#

!feedback turn up the brightness of sundered grove, when you activate the teleporter the stage becomes so dark you cant even see anything for about 8 seconds, its also just hard to see around the map in general (among many other issues with the map) EDIT: ok i just posted this right when i saw the new bux fix update and oh my god yes thank you but the lighting is still kinda bad

safe prairie
#

!feedback
Huntress Strafe 150% -> 200% damage

Would still be comparable to Flurry, and she could use a slight damage boost on it right now.

lone raven
#

!feedback
paul's goat hoof clips on mercenary too

quaint mirage
#

!feedback for ACU, engi's mobile turret's AI should be buffed

wraith canopy
#

!Feedback
New stage called "Ancient Ruins" like commencment with a different overall look and feel and at the end "boss arena" type thing there'll be the colossus, the giant stone gaurdian from the first game, just dont let him aimbot like normal stone titans, his laser(s) could have interesting attack patterns combined with him being able to make shockwaves, clap, and punch or anything of the sort. He should be an almost entirely stationary boss. idk when or how you would get to the new stage but ye

dusky egret
#

!feedback i think item sets could be cool. in the binding of isaac getting certian combinations of items will give you special buffs but only if you have the complete set. in particular, a heresy item set would be cool

lone raven
#

!feedback
in multiplayer let players obliterate alone, while the others can continue the run if they want

oblique jasper
#

!feedback Add a button to manually delete profiles in the profile selection menu, as certain keyboards that lack a 'delete' key will be unable to delete profiles otherwise

elder island
sinful crystal
#

!feedback Kjaro’s band should inflict fire debuff on enemies

little barn
#

!Feedback New Hero - Knight Protector
Would start with a great sword - Primary would be a slash - secondary would be a heavy sweep that has small chance to prog bleed.
Utility would be a falling strike that is amplified by height fallen from, additionally would heal for a portion of damage dealt to compensate fall damage.
Special could be a AOE ability that gives increased armour within the circle for a duration, call it stand ground.

Secondary Load out would be sword and shield. Grants a faster but shorter range primary slash, Secondary would be a forward facing generated shield granting massive damage reduction for 5 seconds which severely slows movement for the duration active. Intial 500ms of ability ricochets range attacks back towards enemies with limited accuracy.

Passive aspect could be that when he is within close vicinity of an ally (excluding drones) he pulls agro but gains +100 armour rating. When he is a severe distance from allies in multiplayer he gets a speed boost for 15 seconds with a 60 second cool down. In single player he is given a token increase of armour rating

The general concept of the hero would be focused around being a body guard for other players. Would be a great carry hero for players that have fallen behind on items/ levels/ dps ect. Balancing aspect could be a slower starting move speed.

little barn
#

!feedback
I want a few tweaks to enemies...
Wisp: Make them only fire one bullet, make them more accurate, slightly faster, and double the damage of the bullet.
Beetle. Make them attack and move faster, while having a slightly more devastating attack.
Golem: This unit should make the player regret coming up close without being fast, by making them turn much faster and do a laser clap stronger.
Hermit crab: Should be bigger and tank more damage, while being able to do more damage. However, they are much more trackable, they can't fire as fast, and they don't move as fast. Also. The area where the rocks will hit should be given a warning, similar to the stone titan pillar.
Just some ideas that would make the player pay slightly more attention to how they position to lesser units, and make the nuisance known as hermit crabs more of a mortar than a fly that spits rocks.

pure wagon
#

!feedback My probably(definitely) terrible idea:
[This first bit just explains the naming I've gone with, it is not necessary in the slightest to read.]

A few people have suggested Solar Items, but they have been closer to "lunars but stronger" than to a genuine item tier.
My idea is similar to an idea I had before about "Solar Items" being an inverse of Lunars, however, I don't think this constitutes an entire item tier, with them being essentially reversed Lunars, rather than new items.
Some sort of "Blighted" version of Lunars seems more accurate namewise, so whether they're a new tier, sprite recolors, or simply a modifier on the sprite, I will henceforth be referring to them as "Blighted" Lunars.
Obviously, you could still go with calling them "Solars", but you might have to rename the "Pool of Blighting" to "Shrine of the Sun" or something.

[This is where the "good"(bad) stuff begins.]

A "Blighted Lunar" is a lunar item that has been "Blighted" somehow, possibly through an interactable similar (in looks, not function) to the Cleansing Pool.
What this theoretical "Pool of Blighting" would do is convert a random Lunar Item to a "Blighted Lunar," whether that be a new tier or just a sort of modifier.
The effect the "Blighting" would have on the Lunar is that its effect would become inverted, with its effect being balanced or changed slightly to make more sense.
An example of an item that doesn't need a lot of balancing post-inversion is the Focused Convergence, whose "Blighted" form would make the teleporter range much larger, but increase the time it takes to charge (Could be useful if you're playing a high mobility character and don't want to have to sit in the teleporter for 30 seconds to charge it after you kill the boss way outside of the zone).
An example of one that does need a lot of balancing is Brittle Crown, whose inverse would give you money upon being hit, but not take it when you hit enemies, since getting hit is already decently risky.

gritty pilot
#

Make kjaro’s band burn enemies

elder island
little barn
#

!feedback
This is a suggestion for the paid expansion further down the road. In Payday 2 there's lots of paid content but the game's had a pretty sizeable community regardless, because people without paid content can play the paid content with people who do. Perhaps this can also be done for the upcoming expansion? It keeps the playerbase up because f2ps can still enjoy the new content, even get to basically "demo" it, and pay for the expansion in the future when they can.

hot barn
#

!feedback

As I understand it, Forgive Me Please is partly intended to make up for the uselessness of on-kill items on Commencement. However, I think it misses out on a few items; the three (normally very strong) on-Elite-kill items are unaffected by it, and do literally nothing against Mithrix.

What if each tick of Forgive Me Please had a smallish chance of emulating the kill of a random type of Elite? It would make Wake of Vultures and Brainstalks actually do something on the final stage, which would be nice, even if it wasn't often enough to be strong. This could even be extended a bit further, with each tick emulating the kill of a random monster, letting it (rarely) proc the Happiest Mask.

gritty pilot
#

!feedback
Eclipse 9 & 10: All damage is permanent and permanent damage is carried over between stages (I’m not sure which should be which)

cyan parrot
#

!feedback

When choosing an item via the command artifact, Make the esc key exit the item selection menu rather than pause the game.

tender bison
#

!feedback
Make it so instead of having to click the Pencil button that opens a window to choose Artifacts, just let us click the artifacts where they are. Just seems like an unnecessary extra step that could be removed.

charred ermine
#

!feedback healing drone but instead of healing it makes you do more damage

torn bramble
#

!feedback oneshot protection should clear debuffs/make you immune for a very short time. getting one shot by normal elder lemurians is still a very common occurrence because of the fire debuff.

dim hamlet
#

!feedback

Give elite variants some unique sound/color pallets for their attacks. For example, when a Blazing Golem does the clap attack, you can hear/see some lava, or when a Malachite does anything, the sound is inverted.

scenic viper
#

!feedback
I think lunar coins should be shared (or have a host-toggleable option to be) when they're collected in multiplayer lobbies in order to prevent animosity because a loot goblin got to it first even though you were the person that killed the monster that dropped it. I don't mind if drop chances were altered to compensate, I just think it would keep people from getting annoyed/angry becausue they weren't fast enough to collect it.

hidden plank
#

!feedback
I think the freezing mechanic is great, except for the fact that it only kills under 30% IF the target is hit again, even if the attack that froze them put them under 30%. I think that either 1, if the ice attack puts the target below 30%, it should kill them instantly, or 2, if the ice attack puts the target below 30%, it should kill them as soon as the effect wears off.

mystic gorge
#

!feedback
I have an idea to make on-kill items do something on the boss fight. What if Mithrix had little divisions or idk yellow lines (just like the ones on the youtube video bar that indicates there is an add coming) in its health bar and each time you reach one it works as a kill and might proc some of those items. It doesnt have to be much, maybe 2 or 3 per phase. It shouldn't make much of a difference but it would make such on-kill items not completely worthless.

hallow egret
#

!feedback
Change to the functionality of the Transcendence Item. New effect is: "Converts X% of your health to shields. On stack, converts an additional X% of the remainder to shields" (X is probably 40 or 50. Note that this means you can never get 100% of your health as shields since you keep converting less and less)

I feel like it's sort of obvious why this is needed, Transcendence is a tremendously powerful item that's virtually always worth taking since it has no real downside. It allows you to scrap all of your healing items and convert them into other things since it provides an extremely reliable method of healing. It also makes you immune to fall damage. It's a virtual necessity in Eclipse, and an almost no-brainer pickup in all other modes save for very specific builds, like Tincture.

There are various ways you could change it, but I think this is best, because now your healing items don't instantly become useless upon picking it up, since with just 1, you now have a mixture of regular health and shield health. Of course, this makes Eclipse substantially harder, so some tweaking may be needed there.

split plume
#

!feedback
Have the void fields have a dopleganger fight on the 9th cell to provide an actual challenge for the reward and those weird shiny rocks should reflect projectiles idk why but that should fit the area.
!feedback

boreal slate
#

!feedback make shooting the purple smooth glowing rocks make a boioioioing sound in void fields so you have something to do while waiting

mighty echo
#

!feedback
Kinda on topic with the above transcendence feedback of some lunars have no real downside, Gesture of the Drowned needs a more impactful downside imo.

Maybe in addition to its current effect, every activation of equipment gives a debuff that increases the base cooldown for your equipment by a very small amount that would stack. This debuff would go away upon picking up a different equipment (debuff would go away if you found a duplicate of your same equipment, but won't allow swapping twice to just pick up the same one again).

This would make it so gesture's positive would be that initially your equipment will be on low cooldown, but keeping the same equipment for a while will make it weaker over time by slowly creeping your cooldown up and eventually keeping the exact same one will only give you the downsides of higher than normal cooldown and no planning on when it goes off. It would incentivize changing your equipment regularly to keep at gesture's current power level.

Picking up gesture could be a choice of "do i want to be constantly swapping equipment to have low cooldowns and take gesture? Or do I want to always keep this specific equipment that I have so I should not take gesture?"

swift pasture
#

!feedback I agree with the above but I think that the stacking downside should only occur when more than one gesture is picked up

fallen rock
safe prairie
#

!feedback
Despite the fact that alternate stages, such as what Distant Roost and Titanic Planes got, were not listed on the roadmap, I still hold out hope that they will be considered more in the future.

It’s good to have more variety while playing through the game, and I find it fun to imagine alternate stages being a different location in the environment. It gives you a larger view of the world we play in.

obtuse hedge
#

!feedback
I think it would be cool if there was a way to take the HUD to take prints

stray wyvern
#

!feedback

please add the rest of the stage variants (like what titanic plains and distant roost have)
It feels like they were forgotten since hidden realms, and wouldnt be right to lock them behind a dlc.

gritty pilot
#

!feedback
Make a lunar item that has the functionality of “Equipments activate automatically” and make gesture of the drowned decrease cooldown and activate equipments randomly automatically (taken from another idea)

Gesture would take priority over the other item for obvious reasons

hard gate
#

!feedback

So a lot of people seem to be posting their takes on gesture balancing here, here’s mine:

Gesture should reduce cd and activate equipment automatically but inconsistently. Each gesture/fuel cell would reduce average activation time. For example, one gesture on something gives it a chance to take much less time to activate but also has a chance to take much longer. With a few gestures, a preon might take 30s - 250s to activate activate, etc.

What this does is keep the automatic activation and cd reduction while adding more of a downside, and giving you more incentive to choose fuel cells for a safer but less drastic cd reduction.

quick swan
#

!feedback

Bad idea on my take of the gesture:
1: Disable manual activation, and make gesture take 1-10 extra seconds to activate, making it a gamble.
2: Since automated activation is pretty epic: Gesture has 10% longer cooldown.
3: Keep it the same, except the Gesture weakens the Equipment by 25/50. Ex: Spinel has 50% less buff strength, DML shoots half the rockets (or half damage per rocket) Royal Capacitor takes 2x longer to shock, or has less damage, Forgive me please is half as fast.
Like I said, bad ideas.

gritty pilot
#

!feedback
Make phase round do 700% damage
Edit: too easy to proc bands

little barn
#

!feedback

I love this game 😄 and I love almost all of the characters! But I wish they had more skills to make sets (sort of like tf2, with its weapon sets mostly affecting the player or adding a new playstyle) this is just a suggestion

thick whale
#

!feedback
TL;DR Acrid dies during wake-up animation

Make Acrid invulnerable during it's wake-up animation, I love doing Acrid + Blight w/ Glass and I just spent the last four restarts getting one-shot during the wake-up animation. While normally just an annoyance without Glass, it becomes very frustrating, as unlike most of my deaths, it doesn't feel like it was my fault in any other stage than selecting Glass.

slim timber
#

!feedback
The visibility on Sundered Grove feels considerably lower compared to other stages - I have to strain my eyes more than usual to look for chests and such which can be physically uncomfortable sometimes, particularly in longer runs or in multiplayer sessions where i can't pause to rest my eyes. Increasing the gamma makes it more bearable but it also makes the other stages disproportionately bright, and while I do appreciate the mood you're going for with Sundered Grove, I think it'd be worth making some sort of visual adjustment (brighter lighting?) to make the visibility at least a little more consistent with the other stages.

lone raven
#

!feedback
blazing enemies should not hurt you before theyre done spawning
this just punishes the player for existing
this especially hurts on long loops when a bunch of blazing bosses spawn and nearly kill the player outright just for being in the same space for a second

quick swan
#

!feedback
The Aspects are a bit weak as they are now. Sure, they're cool and all, and overloading is pretty nice, but for how rare they are they're a bit underpowered. Maybe add an ability so they're actually equipment. a few (bad) takes:
Overloading: Either fire a lightning bolt, or just a royal capacitor effect.
Malachite: Shoot one of those malachite urchin spikes.
Blazing: Fire a fireball.

lone raven
#

!feedback
allow engineer spider turrets to use hopoo feathers to reach places players can normally reach with hopoo feathers, let them throw themselves off cliffs to follow players instead of following long routes around

zenith slate
#

!feedback
Spoiler Alert for those who haven't beaten the game:
||I think that to come so far and manage to actually beat Mithrix, but fail to escape the Moon before it implodes should still warrant a consolation prize for players, especially if it's their first time getting to Commencement. Perhaps having the run end in the same way as obliterating at the Obelisk but you perhaps get a smaller Lunar Coin prize.||

||At the least, give the player an alternate ending and cinematic showing the survivor(s) being left stranded on the Moon as it implodes. Even though they didn't make it, from a lore and story perspective, they still technically 'won'. They defeated Mithrix, the King of Nothing. Having it so uneventfully end like that after what you accomplished just makes it feel a tad stale imo.||

scenic viper
#

!feedback
Ability to chat during cutscene sequences and credits

white perch
#

!feedback since you guys are giving modding some light, it would be nice if we could get mod integration similar to factorio. There, they allow you to download and update mods in the game (seems to just like link back to their modding website). You can also enable and disable mods with just a click and reload

safe prairie
#

!feedback
Allow Artifact of Dissonance to affect interactables.

dim hamlet
#

!feedback
Let us change the title screen page to that of previous updates, and perhaps a random button that changes it everytime you open the game

safe harness
#

!feedback
New Artifact
Allows teleporter event to work like in the first game

No tp radius but requires to kill all enemies

Allows the player to use all interactables (chests, mult shop, and etc)

pale meadow
#

!feedback
Change the position of the elite icon and separate it from debuffs. Sometimes i just mix between them when the elite icon just goes between all the other debuffs and it creates a bit of confusion

eager dagger
#

!feedback
Gesture of the drowned could use a better downside but without changing its core functionality its hard to balance properly. I suggest making it add a flat 5-10 seconds to cooldowns after percentage reductions to make it work better on high cooldown equips like preon but less beneficial on low cooldown equips like capacitor while hard limiting the potential boost that automatic activation can provide with a 50% cooldown reduction.

fossil lintel
#

!feedback
I'd like to see the ability to make different control schemes for different characters. I like the control scheme but characters like loader make me want a different one.

elder island
#

!feedback
Ok but what if there was a risk of rain 1 arcade machine
All characters unlocked, difficulty locked on monsoon, no artifacts, 25 cents per game

split plume
#

!feedback
Yes I know I've done this before hand and I promise it's the last time.

Artifact of Friends
Fills the remainder of the lobby with NPCs.
If 4 players are in the lobby this has no effect and if one of the NPCs die with artifact of death you will also die.
The NPC itself will be any random Character currently unlocked by the player hosting however it will have randomizer skills whether or not the host has them unlocked has no effect.
In terms of gameplay it's fighting AI should be similar to as such of the doppleganger. The NPC will also ALWAYS (2 exceptions) stay within 100m of any single player.
The first exception being that when the AI has X amount of Gold it will actively seek out a chest. Once the AI finds a chest it will buy it and pick up the item.
If the player pings an item the AI will simply run and take it. With sacrifice the NPC will take items from its kill only. And with command it will pick an item at random.
The AI will also never leave the teleporter zone while it's charging if they are pushed off they will continously try to get back in.
If a player pings the ground an object the NPC will temporarily head over there.
The NPCs will also activily try to focus enemies with higher director cost before taking on the lower. NPC will respawn if they die on the next stage like players.
After 10 minutes If all non NPCs have died the NPCs will head to the Teleporter and activate it
The NPCs will also cause players scaling so more Chests enemies boss items etc

brisk bronze
#

!feedback
Engineer's turrets don't get tonic affliction

merry trail
#

!feedback
Buff purity basically lunar corpsebloom, falls off due to extremely low 100% per shot scaling. Especially good in eclipse, bad in eclipse tho so idk probably needs pre 1.0 bleed and maybe more logbook

hollow nimbus
#

!feedback
Raise the damage of Phase Round to 500% and increase the size of the bullet a bit so it can compensate for tracking (and for newer players).

boreal slate
#

!feedback make acrid's idle animation him stopping, and spinning in a circle trying to catch his tail

jade ember
#

!feedback Ghor mentioned Captain's Resupply Beacon gains charges over time, but in actuality it doesn't do that. It'd be a lot better if it did since it's one of the less desirable beacons currently.

dim hamlet
#

!feedback
Let Captain charge up his beacons by killing enemies.
Healing: After [x] kills, release a healing nova that heals and grants attack speed
Shock: After [x] kills, release a giant shockwave that shocks enemies and slams all flying non-boss enemies to the ground
Resupply: After [x] kills, recharges an equipment reset
Hacking: -unaffected as all but TC-Drone and Legendary chest hacks are super fast-

safe prairie
#

!feedback
New item idea

Name: Cursed Spire
Rarity: Lunar
Effect: Activating an interactable summons a vortex in a x meter area around it (+x meters per stack), dealing strong damage over time and slowing enemies inside it. But... Purchasing an item has a x% (+x% per stack) to give another Cursed Spire instead.

I like items that activate when you interact with things, as well as cursed items in games that punish greed if you choose to take too many. This would do both, while somewhat keeping a theme between the effects.

dire anchor
#

!feedback
While most characters have one or two status effects they can use, Huntress kinda falls behind with her mediocre damage and range. I get that "sprinting and shooting" is strong, but most characters can cancel their animations and sprint while attacking anyway making it not unique to huntress as the game implies.

Arrow Rain is 19 x 110% (2090%) and slows an area (which stacks with chrono, and works well with other on hits like Leeching Seed). It'd be nice if Ballista which is 3 x 900% (1800%) would at least pierce enemies along it's path similar to Rebar Puncher (short charge then 600%) Making the longer cooldown more worth it, as it is an okay burst but honestly isn't doing much more damage overall than your strafe over 12 seconds anyway. (150 x 2 (0.5s shots) x 12 = 3,600

hushed grotto
#

!feedback make me a developer for risk of rain 2 i will add all sorts of great things

full mauve
#

!feedback
So as we all know, Gesture is in an overpowered state right now, but everyone disagrees on how to actually nerf it. But I think I got a pretty good idea.

Instead of actually nerfing Gesture or even certain interactions that Gesture has with equipment, we should instead just nerf Royal Capacitor baseline. That's going to be the absolute best way to balance out Gesture's pure power.

In fact, if we just nerf all equipment, then Gesture will be made indirectly worse because Gesture will have less of an effect than it does now. You'll get less impact out of Gesture if it only reduces a 30% damage equipment cooldown by half than if it reduces a 3000% damage equipment cooldown by half.

little barn
#

!feedback Risk of Rain 3 LOL

quick swan
#

!feedback
Bad Idea: buff Phase Round. Doesn't really matter how you do it, maybe make it shock things around it like a preon, maybe make it track, maybe make it have a ukelele effect, whatever. It's just a bit underpowered (compared to phase blast) as it is now.

little barn
#

!feedback
I wonder if drones are buffed yet...
HEY why not buff drones to go with enemy scaling so they aren't bad for spoiler boss?

little barn
#

!feedback
It's me again...
I wanted to include something else on my drone feedback, but since they have to be on the same topic, I waited for the slowmode to let me send a different one.
So... Drones.
I feel like they should be more diverse? As in, there should be more drones, with diverse effects, separated into categories.
For example, what if there were 2 new drones that could give you barrier and/or armor temporarily, sorted into defense, and a drone that could make you faster which would be sorted into mobility. Something else that'd be cool in that category, would be one that makes you jump higher. Lots and lots of uses for that.
Just a thought, but it'd be fun for more drones imo.

knotty chasm
#

!feedback
I agree with Bumber's idea here: #ror2-feedback-and-ideas message As it happens, Woolie proposed a similar idea where the Lepton Daisy takes health from your enemies and gives it to you. Whatever the case, giving it more utility during Teleporter fights would be great.

scarlet apex
#

!feedback
Instead of healing at a certain percentage of the teleport charge, lepton daisy will be activated every time with some kind of cooldown, when the player has low HP. The more daisies all players have in the inventory, the less this cooldown. I propose to make it so that the trigger of daisy imposes a buff on the player who had low hp, giving a small amount of armor

jolly gazelle
#

!feedback
new survivor idea: Fiend
So I had a random idea for a survivor a few days ago. It was supposed to be a one-off joke: a character that loses health over time, instead of gaining it. But then I realised I would actually love a character like that. So I spent a few days developing him and his abilities: his animations, what he looks like, even how to unlock him. It’s still work in progress, and as I am a pretty new player I doubt it is well balanced, but I think it’s worth sharing what I’ve got because, to be frank, I think it’s pretty cool.

Summary of his abilities if you don't want to read the link:
Passive:

Hell's Curse: Fiend LOSES health over time, instead of gaining it. DoT stops at 1/5th health. Fiend loses 5.6 health a second at level 1.

Sundering Flames: Fiend's attacks can inflict "Sundering Flames", which burns enemies and heals Fiend for half the damage inflicted.

M1: Blazing Spear: A basic m1 attack, with surprisingly long range for a melee attacker, but a narrow "cone" of damage.

M2: Eldritch Flames. Fiend Throws a fireball of Eldritch energy onto the ground. It explodes, and sets the ground around it on fire.

Shift: Demonic Grasp: Fiend leaps at an enemy and mawls them with magical claws, directly leaching life from them.

R: Hell’s curse: Marks an enemy with a curse. Once the curse is placed, Fiend's DoT stops affecting him, and instead affects the enemy. The DoT stops as soon as the enemy reaches one third health, and then sucks in all nearby enemies, before exploding.

That's the basic rundown of his abilities, but there are more details and other information in the doc.
https://docs.google.com/document/d/1v7dqv3nZOUTUbyLRQLtcs7rf7dg_gV45xi5KEwhSF6k/edit?usp=sharing

outer rock
#

!feedback how about no more joke feedbacks

merry trail
#

!feedback

hushed grotto
#

!feedback clearly im not a developer right now so you guys should make me a developer for risk of rain 2 i will add all sorts of great things

boreal slate
#

!feedback if you choose commando and wait at the character select for 10 minutes he takes his helmet off but there's another helmet underneath

little barn
#

!feedback
Small idea for a lunar equipment.
Name: Malachite syringe
Effect: Regain 90% of your hp and give you an extra instance of one shot protection (Will only last for 3 seconds). However, you can't heal or regenerate hp for 40 seconds.
Cooldown is 65 seconds.
Lore: "Sir, we've recovered a blueprint from the wreckage of the survivor camp in Petrichor V!"
"What did you get from it?"
"We've discovered how to treat wounds instantly with this blueprint... However, it weakens water flow and blood flow to wounds for a while... This has been recovered from the 'unique' enemies, and their ability to do this without healing."
"Why prevent the natural ability to recover from wounds?"
"It helps those creatures imply that same effect to others, sir. With some genetic modifications, we've managed to make this out of it. Imagine wounds being healed in seconds, and a rather small downside... This is what it is!"
"And you are certain this will prove to be useful?"
"I am certain, sir. Our soldiers and contracted men being sent to Petrichor V can use this if they find themselves almost doomed..."
"Very well then. Try fitting as many of these as possible into future camps in Petrichor V. Good luck."

Why?
Well, It's a good risk versus reward scenario.
Gestures and fuel cells will be ineffective, since even if you put up perma uptime, the minimum cooldown will still be 60. The effect to put on the "forced" cooldown won't be a debuff, it can't be removed.

Edit: removed some of the "why" part, and adjusted a few numbers

rocky ridge
#

!feedback
this just popped into my head so it prob aint too good of a idea but what about a lunar item which spreads damage taken out over time but increases it by 20 percent

safe prairie
#

!feedback
Small, in-theme Crowdfunder buff

If an enemy that has recently been damaged by The Crowdfunder is killed, they drop some extra money.

dire anchor
#

!feedback
Drones and so on should prioritize our pings, this would be particularly nice for the Captain even if it's just a passive for him instead of everyone.

elder island
#

!feedback
I made a character idea, but it was too long for Discord. So I put it in a Google Doc. if you can, please take some time to read through the idea and give me feedback on it. I put quite a bit of time into the idea, and I believe that the Pilot would be a very unique and fun character.
https://docs.google.com/document/d/10rIRKwspaG-czM7ORhzFEA04OI7SL5RKjoy9i3FuM2U/edit

scenic viper
#

!feedback
Concept idea for lunar item:
Chests you open will contain a higher chance for rare loot..
.. but less chests will appear per stage and the cost of each chest increases

outer rock
#

!feedback
idk how good this is but:
new lunar equipment idea:
lunar crowdfunder
throw random items at enemies, dealing 500% (or something else) damage. The enemy gets the item and the effects of it, but when you kill it you regain your items absorbed by the enemy.

this is a kinda bad idea lol so maybe don’t implement this into the game

zealous swan
#

!feedback
“Arms race”

knotty chasm
#

!feedback
Either rename the Hardlight Afterburner to the Hardlight Afterburners or change the model so that we only get one instead of two. This discrepancy shall not stand.

stray wyvern
#

!feedback

I know this has been requested a lot, but I think it's a good UI change that should be bumped/restated.

Let us enable and disable artifacts from the side panel

They're about the same size as the difficulty buttons, and you can put the description of the artifacts into a box when you hover over the divider. (additionally, you could also do the same to the difficulty divider)

quick swan
#

!feedback
can we like fix the AI on drones please? Maybe make them something like ror1's drones, I want the drone near me not flying around on the other side of the map. Personally, RoR1's drones were WAY better than RoR2's. TCsmol would be a problem, but it could just stay farther behind.

elder island
#

!feedback
Electromagnet
White item, increases the radius that you can pick up things like monster tooth orbs, ammo boxes, and treasures by 10 units(+5 per stack)

gritty pilot
#

!feedback
Scale arming time on pressure mines with attack speed

little barn
#

!feedback
Either change the model of Lepton Daisy from a lily to a daisy, or rename it to Lepton Lily

viscid yew
#

!feedback
drone buffs!
-better health/armor scaling
-have drones attempt to stay near the player
-allow ALL drones to be repurchaseable (including tc-280, equipment drone, and gunner turrets)
-add some cool drone items (eg. arms race, repair kit)

elder island
#

!feedback
Remove the hit box of the TC-280 Prototype’s engines. This would help prevent it from getting stuck on or in cave walls and small obstacles, making it much easier for our big friends to get around maps like Abyssal Depths and Rallypoint Delta.

dawn cliff
#

!feedback
Just an idea for an alternate utility for Captain. No working name yet (maybe Orbital Kinetic Blast or something idk)

The basic idea for this ability is that it swaps the stunning and some damage (Maybe decrease the damage to 800% or so) and instead give the explosion a larger radius that pushes things away. It will also be able to be used to perform a rocket jump if you're in the blast radius and in the air when it lands, working kind of like Rex's utility skills.

Edit: The damage change could be more significant given that captain is getting a potentially powerful movement option, but it should probably stay above 600% damage so it can keep its use as a powerful aoe burst damage tool

raven jacinth
#

!feedback
Fix the name or image of "Lepton Daisy" so that they resemble their icon better. "Lepton Lily" even has alliteration.

This feedback been posted for every single update since Lepton Daisy, each time getting to #top-feedback-archive, but not having been fixed.
The feedback itself that I said above is word-for-word the original post of Lepton Daisy needing a change.
So, this time, for the anniversary content update, please?

barren crane
#

!feedback Engineer abilities.

tiny iris
#

!feedback
I think it would be nice if there were little counters next to our item lists in multiplayer that tallied up how many items we each have (to make it easier to guilt the hoarders). Ideally multiple numbers, white, green, and red for instance would say how many items of each variety we had on us at the time, but even a single "number of items: 20" would be very helpful.

vital phoenix
#

!feedback

To give bandolier a little more usage, maybe have it give up to 1 additional charge (max) of all skills (+1 per stack) if you collect an ammo box if you have any cooldowns complete. It seems disappointing when you kill a mass of enemies and a ton of ammo boxes drop, but only one fills up all skill cooldowns. Then the rest are wasted. It seems like it'd be more worthwhile if it could give you an additional charge for your abilities if they're already full, but cap it at only one additional charge max per bandolier. This way it's not insanely strong and gives more incentive to stack it.

glacial token
#

!feedback

Equipment
Hologram Array

On use, go invisible for 7 seconds (deactivating on shooting an enemy) and send out 8 holograms, each in a different direction (N S E W NE NW SE SW). Each hologram has 100 health (cant be instantly one shot by smaller enemies) and attracts the aggro of enemies nearby.
Cooldown of 100 seconds

Why?
Whereas stealthkit is a VERY helpful item late game, giving you a chance to reposition when most times critically injured. I felt as though having an on command stealth item would benefit well.
Say you pop a Shrine of Combat (with a few too many Defiant Gorge) you've suddenly spawned basically a few minibosses and want a chance to get away and hit from a distance. This is your way of doing that.

Now most elite players wont think its worth it, since movement is everything. And you'll only need an item like this if you're in the wrong spot at the wrong time often. But it's a good get out of jail free card for newbies and others alike.

glacial token
#

!feedback

Equipment
Explosive Decoy

On use, deploy an obviously fake stationary decoy (changes with character) that takes aggro of enemies in a 20m range around it.
After losing its health equal to the player's health, it explodes dealing damage to anything in 10m, equal to its health but as a percent.
If the player has 1234 health, the decoy has 1234 health, and explodes for 1234% damage.
Cooldown of 120 seconds.

Why?
Whereas the last item I suggested "Hologram Array", is a survivability defense item, focused on keeping you alive longer. This item is an offensive defense item, keeping enemies off of you by making them attack something else, but punishing them for being stupid enough to attack it.

scenic viper
#

!feedback
Allow Huntress to shoot Arrow Rain directly below herself (as in the center of the bubble is aligned with the crosshair when you look directly down)

rain lance
#

!feedback
Red Item:
Kinetic Generator

• Grants 200 Shields (+50 per stack)
• Regenerates shields while walking or Sprinting, based off movement speed (+50% stacking bonus)

The idea is to give shields a "Healing" option that is different to normal HP (Killing/damaging) while providing another source of shields.
In my opinion, this should only effect that are walking or sprinting, as its the most "dangerous" way to move and doesn't make characters like Loader overpowered and unavailable.

frank plinth
#

!feedback

I think that Transcendence,as a lunar item,should have a stacking downside,like almost all lunars do. I propose this:
Reduce shield recharge rate by 10%,multiplicative stacking.(means it will take 10% out of current shield recharge rate)

brisk saddle
#

!feedback
Gaming platform roles so its easier to know who you can play with or with what context suggestions are being made

gentle path
#

!feedback
my take on a gesture nerf: just make it 15%(+15%) reduction; it would still keep it's functionality but make it a lot more difficult to stack and get perma uptime on most equips. it would also make auto activation more of a problem for the first couple stacks since hitting a beetle with your capacitor now actually matters.

boreal slate
#

!feedback in void fields, if jellyfish spawn the game refers to them as "jellyfishes" which angers me on a personal level that it's an incorrect plural for "jellyfish" minor grammar error but whenever i'm in void fields and they spawn and i look in the chat a small part of me dies

glacial token
#

!feedback

Gesture otD nerf

Gesture does what it normally does now, but with each use has an increasing 5% chance to destroy the current equipment.

1st use 0% chance to destroy
2nd use 5% chance to destroy
3rd use 10% chance
Etc etc

Why
Gesture is a tough item to nerf as it's "negative" (auto activate) is deemed more as a positive for most equipments people pick up.
Giving it an "actual" negative while not messing with the item's current rates seems like a better approach.

brisk saddle
#

!feedback

Shrine of Cleansing

Appears at level 10 and once every 5 stages past that point until the run ends.

Upon activation you can choose a single lunar item in your possession to discard permanently. This will be helpful late game especially if you pick up a lunar item you dont want or you picked one up that has become a burden. The cleansing will clear any effects given by the item and will delete it from your item inventory. This includes both effects of the tonic, and any other buffs/debuffs. Activating this shrine costs 2 lunar coins.

gritty pilot
#

!feedback
Increase cleansing pool spawns

gritty pilot
#

!feedback
Add a role to the discord based on the platform people play on

boreal slate
#

!feedback add an option to have your role be HAN-D, Chef, Bandit, Sniper, or Miner (and enforcer sorry awittyusername)

lone raven
#

!feedback
add an option to move the HUD closer to the center of the screen, or even customize all aspects of it, letting you use smaller HUD sizes without having to pause and look in corners

mystic gorge
#

!feedback
Add an option to the command artifact item selection menu to select a random item, I know it kind of goes against what command artifact is but there’s a point in the game that you wanna stack any item or you just don’t know what to choose

sour hemlock
#

!feedback
The Altar of Regret, located in the bazaar. Offer X lunar coins to the shine to cleanse a lunar item of your choosing. Receive nothing but relief in return.

merry trail
#

||!feedback||
Gunner Turrets should apply slow50 on their attacks, to prevent from from getting swarmed by beetles and such as well as to give them a use besides just flat damage.

barren trellis
#

!feedback
each drone should benefit from one particular item. The incinerator drone gets more damage from gasoline, the missile drone gets more damage from atg, the gunner turret and gunner drone get attack speed from soldiers syringe, and the emergency and healing drone increase healing from cautious slug or medkit

hard gate
#

!feedback
So the most powerful damage source by far in this game is proc chains, which isn’t necessarily a bad thing but it would be nice to have more options. One of the areas with a lot of potential that doesn’t have too many synergistic/powerful items is DoTs and debuffs. The death mark, bleeds, etc are really cool but just make me want to have more items to help me build around them. So my main suggestion is add more debuff related items, here are some random ideas I had(not very well thought out but whatever)

  1. Make dots more unique. Bleed has a really cool special ability where if a new stack is applied all the other stacks are refreshed, and having an ability like this on debuffs like fire or any other added dots would add some depth and variety.

  2. More items that make use of debuffs. For example, a healing item based off of debuffs would be interesting, lunar items or legendary items that radically change how you use debuffs would be cool, and just more debuffs with more ways of applying (ex how tri tip and shatter spleen can both apply bleed but in different ways)

  3. Some debuffs that are potentially more suited to certain builds or characters. Kind of like how bleed works well with high attack speed characters and builds, it would be cool to see other items that work well with, say, loader, who historically isn’t too good at proccing things.

  4. Give some love to existing debuffs. Things like slows and fire could really become fun and powerful items if their debuffs were more interesting and unique, and/or had more ways of being applied. Tar is a really cool debuff concept but is only applied by mired urn and pots, while fire has many sources but is pretty boring and doesn’t scale well at all.

So that’s about it. This would also serve as a decent buff to purity and play styles that rely less on proccing items, which I think would be nice to see more in the game. Thanks for reading this far and have a great day.

vague hamlet
#

!feedback
Resonance Disc and Mired Urn: Should not target explosive Clay Pots or Rallypoint explosives.

cedar anvil
#

!!feedback White item: piercing damage/abilities drop 1 (+1 per stack) landmine that detonates for 50% damage in a small explosion.
The idea behind this item is rewarding a well placed shot, by letting you create clusters of mines in small groups of foes.
Sskills like phase round or charged gauntlet will proc these

boreal slate
#

!feedback something really needs to be changed about arti's m1, as right now it feels like actual garbage to use and makes hitting wisps a nightmare without uncanny aiming skills or just a lot of luck. I feel like the projectile doesn't need a dmg or recharge buff, but rather a projectile buff to make hitting smaller targets a little less infuriating

rugged granite
#

!feedback Make the sparks from Artificers Nano-Bomb not trigger Kjaro and Runalds Band. Right now, if you fully charge a bomb, the sparks from the Nano-bomb deal 400% damage, making them proc the bands. This means that charging for the full amount of artificers Nano-bomb is detrimental when you have bands, since there is a very high chance that the bands will proc on a spark instead of the full hit, meaning the bands will do way less damage. Right now, you need to let go of the bomb right before it fully charges to get the most damage out of the attack with bands. It feels really weird to use, and gimps the full potential of Nano bomb at the moment.

lone raven
#

!feedback
add the current eclipse level icon on each character's portrait, makes it much less confusing

lone raven
#

!feedback
brass contraptions are too tanky and feel extremely unsatisfying to kill, especially as acrid mercenary and commando
they are in a weird spot because they are tanky, they have high damage, are a huge threat, and yet theyre ALSO flying. It just has too much going on
i would actually like their damage to become even STRONGER at the expense of a health readjustment. they feel like monsoon elites from ror1, waaaay too much health on them

viscid yew
#

!feedback

Have equipment drones carry stuff like glowing meteorite in their claw like the other equipment

fossil lintel
#

!feedback
Make a random character button. It would be cool if you don't know who it is until the pod opens.

gaunt delta
#

!feedback
New Red quality item/s
"insert lore God's name's gift"
All your minions gain an elite Aspect.
-Fire minions do double damage, increased attack speed and apply burn dots. Does not apply to Engi turrets.
-Ice minions periodically slow and then freeze mobs in a moderately large space around them. Damage taken by minions is halved.
-Overloading minions gain a shield for half your max hp(and shields) and when Interacted with (e) transfer's the shield onto you as Barrier.
--Malachite minions distribute mines that do a percentage of the victim's health in damage and Roots any (1) mob from moving when afflicted by the mine.
--Celestine minions have a large aura that slows enemies, and turns allied minions within the bubble invisible. Applies to engi turrets(if code allows)

brisk saddle
#

!feedback

This is an expansion on an earlier post I made with some small changes to it and a visual description. Link to original post is below.

#ror2-feedback-and-ideas message

This is the Shrine of Cleansing

Appears at level 10 and once every 5 stages past that point until the run ends, and upon activation, for three lunar coins, you can choose a single lunar item in your inventory to remove from your character entirely and permanently. Choosing a lunar item in this shrine will remove the item from your inventory and all of its effects from your character, whether that be buffs or debuffs, “permanent” or not.

I believe this would serve as a more accessible version of the Cleansing pool, making it easier for players who picked up lunar items earlier in runs but eventually began to not need them anymore, or for players that haven’t memorized what the lunar items do (like myself) and sometimes pick up the wrong item. This shrine costing three lunar coins I believe makes it more balanced due to the fact that you can select the item to choose rather than remove a random one, and the fact that it removes any permanent debuffs attached to that item as well, sort of making it like a counter-lunar. The first two coins are equal to the item, buff is no more debuff, and the debuff is no more buff, and the third coin is for the right to choose the item to delete.

Visual description time

This shrine would, on a basic level, be three smallish lunar newt shrines stacked on top of eachother progressively getting smaller going up. These newts (or the frogstack, more adorably) will be sitting in a wide bowl. This bowl would have growths on it similar to what the lunar shrines have around them, and with light blue, translucent, glowing water inside the bowl all around the frogstack itself.

christmasfrogobj
frogobj
frogobj

mystic gorge
#

!feedback
Add a some more stuff to do in the bazaar, maybe a couple of chests that can be opened with 5 lunar coins or maybe even add more buyers (as it is a bazaar, newt should have more clients than only us, maybe some newt like creatures) and maybe they could offer randomly generated trades like 1 white for another white and so

mystic gorge
#

!feedback
To avoid item stealers the item you buy should be only your to take unless you pin it, that enables other players to take it

scenic viper
#

!feedback
Ability to track achievements during runs

stray wyvern
#

!feedback

Allow the option to disable "walk over to pick up" in multiplayer.

boreal slate
void chasm
#

!feedback

The descriptions for slows right now are a bit inconsistent and can be misleading as a result.

Chronobauble is described as 'Slow enemies on hit for -60% movement speed'. In reality, Chronobauble slows by -37.5%.

Ice bands face a similar issue, saying 'slowing them by 80%', when in reality the speed change is -44.44%.

Effigy of grief is true to its final effect, claiming 'ALL characters within are slowed by 50%', and it does indeed reduce speed by -50%, however it does so by applying a 100% slow.

As a final note, engineer and huntress' slow50 does not list an amount, and REX's weaken says 'Reduce movement speed by 40%', which is true.

Its possible these were done on a case by case basis to prevent weird numbers in the item descriptions, especially with cripple, where listing a 100% slow is a bit misleading. However, now there is a bit of confusion where by the descriptions both bands and chrono appear to have a stronger effect than Effigy's cripple. My proposal would be some form of consistent format for slows, that would be applied to all slow descriptions to prevent confusion. I would suggest just using a 'Speed reduced by x%', where x is the final speed change. Rounding is probably acceptable to prevent odd numbers, and the ballpark would be more accurate than it is now.

lone raven
#

!feedback
Add a winstreak counter, and if you want to keep in theme with the death messages, it can also double as a loss streak counter

split plume
#

!feedback
A new survivor idea "Ranger"
Unlocked by killing 10 tier 2 elites.
His normal skin is like a basic western cowboy and his monsoon skin a renaissance musketeer hybrid cowboy.
Passives
Default: Turning Tides
Gain +50% to all stats when below 10% health and will form a red line around the edge of the screen. And the music will get louder and bg noises get quieter
Alternative: The First Strike
Gain 10% more damage to enemies that haven't hit you. Once being hit the bonus is removed.

Primary
Default: Shattered Rapier
Lunge forward with a rapier and reach forward "5ish metres" dealing 300% damage and every third hit the blade flashes deals 500%. Attacks with similar speed to loader. With a proc coe of 1.0 per hit. Since this attack lunges forward with enough attack speed in theory you could fly.
Alternative: Pin Musket
Shoot a musket ball for 1000% damage with great accuracy with a proc coe of 1.5. This attack is incredibly slow.

Secondary
Default: Reposte Slash
Do a back flip or back roll based on if you are on ground or air. Then dash forward with a slash dealing 500% with a 5 second cool down. A proc coe of 1.0.
Alternative: Six Shooter
Shoot a burst of six bullets each dealing 70% with a 0.7 proc coe. Its has a cools down of 4 seconds. The burst shots at very fast so attack speed u effects .
Utility
Default: Escape Run
Gain 200% movement speed and 100 armour for 5 seconds. This also increases jump height by 50%.
Alternative: Tether Revovler
This is literally loaders hook however if it's hits an enemies you will Always go to them and it deals not damage. It has only a 3 second
cool down.

4th thing
Default: Realm shatter
Stand still for 2 seconds then slash forward until you hit either a boss terrain or invisible wall and everything hit gets dealt 5000% damage and has 10 proc coe. However it has a 60 second cool down.
Secondary: The Hunt
Jump into the sky and hit 10 enemies with a gun for 1000% each. The always hit with 5 sec cool down.

mystic gorge
#

!feedback
Make the match (go to character selection room) start as soon as four players are in the room, waiting 40 sec is unnecessary

little barn
#

!feedback
I understand this is very low priority, but please make Metamorphosis "fake" random.
The current system allows you to get the same character 3 times in a row, as I just experienced. I'd like a system which allows me to play a random character every stage as it implies, even if it means overriding true randomness.

boreal slate
#

!feedback let acrid bark Acrid

edgy plover
#

!feedback let other players pet acrid

lost grove
#

!feedback
New Yellow/Boss Item: Legion's Bane
Dropped by any Horde Of Many teleporter event
Effect: Every stage after killing 25 of the same type of enemy, you deal 100% more damage to that enemy type. Resets every stage.
Stack Bonus: Each additional stack reduces the number of enemies that you need to kill by 2, cannot fall below 5 total needed enemies to kill.
I feel like this could fit thematically as the chosen survivor has killed the enemy type enough times to learn their weakspots. As for the reset per stage it can be that each region the enemies evolved in a different way so they'd have different weakpoints.

full mauve
#

!feedback (thanks to @digital sigil for this magnificent idea)

Playable Woolie:
Woolie uses his expert knowledge of UES cargo items and epic gamer skills to obliterate the stage in 2 minutes!

Passive: Activating the teleporter within 2 minutes every stage will remove D tier cringe like crowdfunder and forgive me please from your item pool.

Primary: Genning. Throw Personal Shield Generators at enemies for 380% damage (0.8/sec, 2 proc coeff)
-Genning: Removes enemy one shot protection

Secondary: Start a ritual that summons a ghost huntress above you that inherits your items for 10 seconds, also gives you shaped glass during the duration. (22 second cooldown)

Utility: Rush Hour! Gain a speed boost based on how far away from the teleporter is from your location, and set nearby enemy damage to 100% which is extremely low. Costs 1 item.

Special: Create a tierlist, putting yourself and your items in S tier buffing yourself and increasing item stats temporarily, put the enemies in F tier so when they see they've been placed in F tier they'll just spontaneously combust.

hidden bane
#

!feedback SNIPER WOO :D

So... i kinda hope hopoo still looks for sniper solution and for it i made this art and description on skills:
How to make Sniper as fun in 3d as he was in 2d? well i think i might have good approach. Sniper in such game as Risk of Rain 2 should have role of guy with huge ass hand cannon (like in RoR1 tbh) and not literal sniper. (I post basically only an idea, all that what dmg and such I leave for interested)
First skill (autoattack) should be like in RoR1, no change there just like in that Sniper mod for RoR2.

Second skill which was a charge skill in RoR1. In RoR1 it was 1d attack in 2d game, how to make it into 3d game? move skill one dimension higher as well like i showed in drawing (hope its clear). Instead of point shot, it should pull behind it a shock wave that would damage enemies as good as shot itself.

For Third backfilp should stay.

And for forth skill it should be a spotter (There is no Sniper without a Spotter)
You would send it by targeting enemy (so no auto target the toughest enemy) and it would mark spot on it and for hitting spot you would make bonus damage (in meaning its weak spot). Movement of drone could be implemented the same way was implemented Resonance disk (i know it was big challenge for Hopoo, but now they can copy it for Sniper drone :d)
And i think thats about it.
I hope you will find this idea a fun solution, i wanted to transfer what made sniper fun in Risk of Rain (1)

lone raven
edgy plover
#

!feedback
So I had to fight some big horns with focus crystals and goat hoofs in the void cell area or whatever and despite being in absolute terror it was kinda fun

What if there was an elite variant that sped up nearby enemies?

Benefits:
-Makes chronobauble feel less mundane
-more variety to loop elites
Possible issues:
-Horrific synergy with malachites
-Makes late game visual clutter worse

safe prairie
#

!feedback

Bandolier is too quiet. Gameplay is too loud and requires too much attention from the player to realize their abilities randomly reset. It would feel a lot more useful if you actually realized it was working.

Find some way to make it more noticeable when you pick up an ammo pack, by making the pickup sound louder or finding some other way to emphasize its effect.

open tartan
#

!feedback
After having set my graphics very low to improve late-game performance, I stumbled upon something only visible with the camera in the dirt. Looks like a very low-resolution flower bud or something. I feel like loading things just to hide them defeats the purpose of disabling them.
Late into the game all the monsters spawning and items exploding really slows the framerate, and I'd like if the game were a little more streamlined to mitigate that.

vast gate
#

!feedback commando's default M2/Phase Round is way too underpowered.
Base damage is horrible, basic attacks are close to overperform the damage/animation scale.l

lone raven
#

!feedback
When you fall, there should be a hidden overlay that becomes more visible the closer you are that indicates where the map bounds end, so you don't have to gamble Eclipse 3+ runs on certain characters on a single Hopoo feather off what you THINK the bounds are

drifting jasper
#

make drone items (if added) spawn 2 respawning gunner drones !feedback

sinful crystal
#

!feedback
||Can we have some more lore about why the survivors have to fight mythrix. There is basically none currently.||

gilded zinc
#

!feedback
If you use Newt's altar on the 5th floor and go to Bazaar, you will not get to the Mithrix
My idea: if you switched the teleporter to the loop and went to the bazaar, then you went to the loop after that, respectively, if you switched the teleporter to Mithrix and went to the bazaar, then after that you will go to the moon

stiff finch
#

!feedback
Item idea: “Friend Like No Other”

An active frog pet that follows the player, doing ranged tongue attacks on enemies and hopping around being cute.

The items effect is that the frog creates a pond/swamp area around itself which leaves a trail where the frog goes, always shrinking the further away the frog goes, which when the player enters, gains an increased health regeneration effect, NOT a heal. This effect also gives increased regen to other allies the player has, like drones and turrets or other pets, and when the frog is killed the pond will disappear until the frog comes back from a death cooldown.

Getting multiples of this item will increase its health, damage, and pond radius by a small amount.

gilded zinc
#

!feedback
•Everyone says how bad the commando is with standard skills, but look at the standard engineer:
-Engineer's standard mines are terrible, if they go off right away, they either do no damage or do not touch the enemy at all. They can only be used adequately after the mine is fully charged. It seems to me it is necessary to remove the possibility of a mine explosion without charging
-Another problem for an engineer is his shield. The skill has a large cooldown and is almost useless (most enemies will just go into the shield and kill you). This skill needs a buff or its complete change. I have an idea that the engineer will be able to generate shields or armor to allies.

dim hamlet
#

!feedback
New Engineer Special
TG-Auto Missle Turret

Place down a turret that inherits all of your items. The turret fires slow, but big explosive missles at enemies for [x] damage. Whenever a missle fires, the turrets knock back all nearby enemies. Critical hits are converted guided missles. If a missle hits terrain, it automatically explodes. Can hold/place up to two.

boreal slate
#

!feedback make the razorwire instead of being wrapped around your arm, be a light colored spiky circle around you that grows larger per stack, because i don't know about you guys, but in ror1 i stacked razorwire just because it was satisfying to watch the circle grow. This change should be purely cosmetic.

gritty pilot
#

!feedback
Reduce artificer’s ice wall cooldown and/or make the wall longer

solid radish
#

!feedback Patcrid

lone raven
#

!feedback
for the 1923912390 billionth time make the ice wall stop projectiles, and so allies can use it to boost themselves and jump higher

sinful crystal
#

!feedback It would be great if there was a way to activate on death effects (besides forgive me please) on Mythrix and Lunar Scavengers. Considering how on kill items suddenly become completely useless and the amount of on kill items a player likely has if they are fighting either of these bosses, making a way to activate these effects would make fighting the bosses a bit better since you can actually use more of your items.

eager knot
#

!feedback

The game seems to suffer performance-wise with all the enemy spam, especially in multiplayer with 3 or more players. I've done some Unity stuff mostly on the side with my main job and it just does not scale well to large entity counts barring some creative optimization. Anyway, maybe beyond a certain point the game should focus less on spam and more on stronger/more complex enemies to keep the stakes high without overloading the engine.

Ill throw my two cents in anyway. I did an RTS demo project awhile back and managed to get really high entity counts running in Unity with a lot of general optimization and smart ticking of entities in batches at some acceptable interval. I don't doubt you guys are extremely talented and have maybe looked into this already. Either way, I think it would make things more interesting if tougher enemies spawned and just started scaling harder instead of 80% being one-shot cannon fodders that end up degrading the performance. Most engines just aren't well suited for what this game seems to aim for in longer runs with more players. I'd love to be able to do 4-man monsoon runs again.

lone raven
#

!feedback
more visual item synergies like the rose buckler + power crystal on artificer (this one's not that good of an example since the crystal is offcenter, but still)

lone raven
#

!feedback
Unstable Watch / equipment

  • Lasts 7 seconds, freezes all enemies, projectiles
  • Randomly activates itself
  • Has a hidden cooldown taking between 7 seconds to 3.5 minutes until it can reactivate
  • Fuel cells and gestures hyperbolically reduce maximum wait time
  • Difficulty timer will be stopped temporarily

It could also be a red item with a smaller wait time (between 3-4 seconds to 1.5 minutes maximum, maybe), but only lasts 3-4 seconds
Possibly a lunar item with the added effect of only stopping the player's movement, but letting them fire, lbeit with an even shorter time: 2 seconds
Could even stop the player's movement AND firing, being entirely a "Take a breather and notice wtf is going on around you" item

distant rivet
#

!feedback

Make Scavenger bags randomly contain a Thwibb equipment item (~5% chance).

safe prairie
#

!feedback
Possibly a poll, similar to the survivor poll, for DLC content theme(s)?

distant rivet
#

!feedback

New survivor

Name: Tracker or Poacher

Appearance: Brown/tan color scheme. Safari hat, cargo vest and pants, combat boots.

Appearance 2: Ghillie suit

Passive: Silent Stalker
Turn invisible outside of combat. Cannot be targeted while invisible. Invisibility is removed 3s after contact with an enemy (“contact” = 25m or less).

Primary: Bowie Knife
Melee. Stab an enemy for 250% damage. 1.0 proc. Refreshes existing bleed stacks.

Primary 2: Long-barrel
Ranged. Charge a shot for up to 2 seconds, firing a bullet for 100-300% damage. 5-15% chance to stun enemies. 0.7 proc.

Secondary: Tranquilizer
Fire a tranquilizer dart for 200% damage, stunning an enemy for 5 seconds. 0 proc. 7s cooldown.

Secondary 2: Elephant Gun
Fire a heavy slug dealing 500% damage. 1.0 proc. 8s cooldown.

Utility: Vanish
Drop a mine and turn invisible for 5 seconds. Cannot attack while invisible. Mine stuns enemies for 3 seconds and refreshes bleed stacks. 0 proc. 12s cooldown.

Special: Track
Mark an enemy for 5 seconds. Deal 100% bonus damage and heal for 25% of damage dealt to marked enemies.

Special 2: Trophy
Mark an enemy for 5 seconds. Killing a marked enemy will “capture” it, applying elite aspects for 8 seconds and replacing your secondary skill with a single charge of the enemy’s secondary skill.

lone raven
#

!feedback
Bandolier should restore a charge to skills that have charges instead of refreshing the current charge cooldown

alpine swan
#

!feedback
The elemental aspects should be boss items instead of equipment items. It don't see why they are equipment items.

gritty pilot
#

!feedback
Make chronobauble slow stackable, contributing to both the duration and intensity of the slow.

Each stack will last 1s, and will NOT refresh when a new one is applied, unlike bleed. Each stack of the item will make another debuff apply per hit (1 would apply 1 per hit, 2 would apply 2, etc)

The amount of slow per stack would probably have to be changed, or made multiplicative.

open tartan
#

!feedback
I had a run where (because of Swarms) I wound up with 4 Beetle Guards following me around. With that many, the chittering was constant and overlapping; the noise got really old, really fast, and it was a very long run.
Give Queen's Gland an internal cooldown for beetle noises, so that they take turns speaking instead of constantly shouting over each other.

safe prairie
#

!feedback
Make a more noticeable overlay for Mithrix’s dialogue and decrease the frequency of it. I rarely notice he actually talks, and when I do, the guy talks way too much.

gilded zinc
#

!feedback
Shrine of Woods needs a buff. This shrine is almost never used, it needs to be changed. I have a few ideas that can improve this shrine:
-after the shrine is fully upgraded, you get the active item - Gnarled Woodsprite
-after the shrine is fully upgraded, all allies get the passive effect of Gnarled Woodsprite until the end of the stage
-shrine should spawn more often
-after the shrine fully upgraded, you get random healing item

lofty gazelle
#

!feedback
An artifact of exclusion, allowing certain enemy spawns to be banned, would be useful for testing or if you just want to see how long you can survive vs hordes of beetles

boreal slate
#

!feedback Mithrix sometimes gets stuck on a rock and just keeps walking forward while you can take a few potshots at him. He does eventually figure out how to move left or right, but its really silly to watch and prob needs a fix

carmine sage
faint brook
#

!feedback

fan submitted language supports

as a turkish player enjoying the game i am thankful to you for adding turkish language support. but game's turkish language is like thrown to google translate and copy-paste'd. if you allow not only me, every player from different languages can perfect the languages in the game, game will be more enjoyable for everyone.

(i am assuming there is other languages are like turkish. if they are made good it is not really much a problem. but turkish language in the game is really poorly made and i want to help. because it is a beautiful game and i want everyone to enjoy it.)

split plume
#

!feedback
New Equipment Idea
Sack o' Money
Upon you use the player with the equipment receives the amount of gold equivalent to a chest. The equipment has 40 second cool down. Visually it will be a big sack hung on the players back and on use explodes into coins.

spiral pecan
#

Have Lunar coins unlock permanent game progression such as skins or loadouts. Grind progress helps mitigate the frustration of challenge based unlocks when hitting a personal skill wall. You feel like your making progress in the game even if you feel like you are not getting any better at it.

boreal slate
hexed topaz
#

!feedback for @spiral pecan

Have Lunar coins unlock permanent game progression such as skins or loadouts. Grind progress helps mitigate the frustration of challenge based unlocks when hitting a personal skill wall. You feel like your making progress in the game even if you feel like you are not getting any better at it.

crisp pilot
#

!feedback

bring back the Rex LSD skin

undone trellis
#

什么

limpid mulch
#

!feedback warbanner should work when fighting against mithrix

true pawn
#

!feedback

Add an achievement for crashing the game, it is imo, the third victory condition, if you dont want to kill mithrix or obliterate, you go until either you die, or the game does

lone raven
#

!feedback
Make cleansing pools more consistent (and indirectly buff lunar items like Defiant Gouge, which fall off in the late game) by adding a guaranteed spawn to some map, probably Sky Meadow

cinder steppe
#

!feedback, minimal visual issue
Teleporter particles only appear on Merc's sword

||the TeleportOutController sets this particle system's MeshRenderer using the last item in the CharacterModel's BaseRendererInfos. Would probably be better to use its MainSkinnedMeshRenderer instead||
||if you read all this you're awesome||

boreal slate
#

!feedback New lunar item that functions very similar to the projectile repulsion field from Noita. Projectiles veer away from you (not hitscan) but those same projectiles if they do manage to hit you hit much harder.

silk dawn
hard gate
#

!feedback
Captains taser should interrupt boss attacks, since it can’t stun them. It should not stop attacks that are already happening such as stone titan laser beam, but if you hit something like a beetle queen while they’re charging up an attack such as the acid spit the attack should be canceled.

lone raven
#

!feedback
don't remove merc's ability to instantly kill alloy units and rarely vagrants with enough practice, its an extra layer of depth

kindred holly
#

!feedback
This probably isn't the correct place to post this sorry but I would just like to say that this server is something that I've needed in my life lol, so many nice people this community is so great
Keep up the amazing work!

lone raven
#

!feedback

Personal Satellite / Lost Glasses / Telescope Lens
White Item
Increases the range of your attacks by 15%.
Lore: Similar to the shield generator / Personal note, like Wax Quail / The supplier asks why they need 60,000 of these things (for lasers of mass destruction, of course)
This includes making damage fall-off less severe, increasing the hitbox of Commando's grenades, making Glaive bounce to further targets, extending the mobile turret beam, and so on
The only issue would be with melee survivors, where it would be a great help to their lategame viability but it'd look odd without special VFX.

little barn
#

!feedback
Please buff Scrap Launcher and the Saw Blade.
There is little reason to use them as opposed to the Nailgun and the Rebar Puncher
Also, let us rocket jump with the Scrap Launcher

tropic hill
#

!feedback
Give loader a monkey skin they are quite literally a monkey when you think about it

round wave
#

!feedback
have a double XP weekend

gray basalt
#

!feedback
a double XP weekend would be a very funny weekend

lone raven
#

!feedback
Getting lucky and finding a powerful printer like lensmaker, tri-tips, hooves, ATG, ukulele, etc makes the game extremely easy. Other than the randomness, which is offset by the sheer power, there is no penalty to overusing a printer

true pawn
#

!feedback

Add the timer back to void fields, with Sacrifice and maybe command, i can just get razorwire, bungus, sit in the fields, and take a 3 hour nap with no repercussions. Theres no reason to not go at stage 1 and get that easy red item

gritty pilot
#

!feedback
Happiest mask stacking should increase both the time ghosts are alive and the chance to summon a ghost

devout mulch
#

!feedback
Inspired by Plantboi's "Sack of Money"
Equipment Name: Bounty Sheet
On use, marks up to ten random enemies currently on the stage, favouring those closest to the survivor (potentially, instead fires a small projectile that marks all enemies within the radius of it's otherwise harmless explosion?). These enemies take 15% more damage from said survivor, but have a high chance to drop a few chunks of gold on kill, with their worth scaling over time. Stacks with the effects of Ghor's Tome. Activation only lasts a few seconds, but the marks stay for 15-20 seconds, and count as de-buffs.

dim hamlet
#

!feedback

Have Aurelionite spawn during the 4th Phase of the Mithrix fight. It would make sense lore-wise, as Aurelionite may hold a grudge against Mithrix for imprisoning him, and he would try his best to protect the survivor from Mithrix. It would also make the 4th phase in longer runs a lot more consistent as Aurelionite is very tanky and can take/block some of Mithrix' attacks.

limpid mulch
#

!feedback
ALSO inspired by Plantboi's "Sack of Money"
idk the equipment name but upon use, all enemys drop x times the amount of money they would usually drop.

timid mango
#

!feedback
bring back the 56 leaf clover from risk of rain 1
56 Leaf Clover
Elite mobs have a 4% chance to drop items
+1.5% item drop chance, up to a maximum of 100% at 67 stacks

lone raven
#

!feedback
make acrid's albino skin have purple glowing claws, eyes and mouth acid
it will be the blight counterpart to default acrid's poison and give that skin the oomphf it lacks from not having cool glowing acid

scarlet apex
#

!feedback
make the color of the slime that oozes out of the acrid purple if the player chooses blight instead of poison. Also make a purple caustic leap puddle if the player uses a blight

little barn
#

!feedback I understand this has been suggested a trillion times by now, but please make the Magma Worm prioritize players or being in the teleporter zone.
I understand that harder bosses give better items, and Perferator is a hell of a good item, but time =/= difficulty.

plain valve
#

!feedback Charging artificer's right click will cancel your run, however, you can tap run again to continue running it while charging the right click. This is clunky, just make the ability not cancel run in the first place.

vocal flower
#

Charging artificer's right click will cancel your run, however, you can tap run again to continue running it while charging the right click. This is clunky, just make the ability not cancel run in the first place.
!feedback

raven jacinth
#

||!feedback||
A way to play a small bit of Risk of Rain 1 ingame as an easter egg.
Like on the laptop in Sky Meadows, in some fashion.

For example: Being able to play only stage 1, be it if you die or complete the stage.

eager wyvern
#

!feedback
small happiest mask adjustment:
the clay dunestrider ghost does too much damage to the player.
I assume there are values that allow the clay dunestrider to do more damage to it's allies and less to the enemy, which is most cases, is the player. Under 2 instances of damage, I was instantly killed by my own clay dunestrider ghosy, while it was sucking health off surrounding enemies.

This inconvenience doesn't happen too often, however it still happens, and I don't believe the player should refrain from getting a red item because this issue can definitely occur.

safe prairie
#

!feedback
Make Caustic Leap puddle damage ticks proc poison.

boreal slate
#

!feedback idea by @kind ivy allow players to spray images on the ground in multiplayer? (i see NOTHING wrong that could happen if this gets added)

lone raven
#

!feedback
drones would be perfectly fine if they were glued to you like in ror1

split plume
#

!feedback
A new item Midas Glove
It is a common item. The appearance is of that of a big golden glove.
This item will increase all gold received by 10% +5%per stack. This includes ghors treasure blood shrines and not just enemies.

oblique sail
#

!feedback
Run restart button at death screen/menu. Having to go to char screen / prismatic trial section to restart is kinda painful. Specially if it doesn't remember your choices.

brisk saddle
#

!feedback make monster spawning and artifact drops more consistent in the Bulwark Ambry. There are many times where there are no monsters spawning for minutes on end and then no drops when they do appear. Occasionally two or three artifacts will drop at once an then render all but one useless. I think if the monsters spawned in a more organized fashion, maybe as waves, and if the artifacts only appeared one at a time and a bit more consistently, maybe one every two waves, the area would be not only more challenging but also more fun as a whole.

pale meadow
#

!feedback
for the new "alternative final boss" i wish it would be something huge, as in literally, like a massive creative that will give the feeling of intimidation, because take a look at mithrix (im not saying he is bad or anything) but when you compare his size to yours it kinda feels like some normal enemy, and if the fight has phases, maybe the size of the boss will get smaller through them or the other way around

sinful crystal
#

!feedback
Make Solus Control Unit spawn at teleporter events more often. I'm not sure if it is supposed to be a really rare boss to get for the teleporter, but it seems to be. It's a pretty fun boss to fight, not being too powerful or too weak (it also looks really nice), and I think it deserves some more appreciation, maybe by making it actually having a decent chance to spawn, since I've gotten it only like 2 times in my over 400 hours of this game. On a side note, I think that the Solus Control Unit could have a neat boss item, such as maybe a way to do one of those ground circle blasts whenever you complete a certain thing, like maybe racking up a certain amount of damage, and the amount you need to activate it increases as time progresses. A different idea I had was maybe to have the ground circle activate after you do a certain amount of critical damage. I don't know, maybe it could make an interesting and fun to have item. Food for thought.

pale meadow
#

!feedback
give huntress a passive ability, either the one from the old game where she increases her movement speed by a very small percentage each level, which will help her surviving since she got lowest hp
or maybe increase her crit chance by each level by maybe 0.7% or less

unkempt imp
#

!feedback
Buff captains taser ability. It is very weak right now and it needs a buff. Plus like 70% of the time, it doesn't stun or do damage.

stray wyvern
#

||!feedback||

The rest of the stage variants should come in the anniversary update (or in a seperate free update). They were added in the Hidden Realms and since then there has been little to no talk about them.

They should be added outside of a paid expansion, having them be part of a DLC after being in the game with the expectation of more for so long just doesn't feel right. Someone at hopoogames should at the least comment on their development.

boreal slate
#

!feedback really bad clipping with goat hoof on captain and a few others i forget, i think i remember it being especially bad on acrid.

charred ermine
#

!feedback Im just brainstorming an idea here but for an alternate M2 for captain you could make him shoot a little drone that attaches to an enemy and makes a shocking aura around them?

pale meadow
#

!feedback
would love to see the heresy set be completed,
and getting a special lunar based for beating the game on monsoon with all the set on, would be nice if it had a special model and not just a recolor

unique ruin
#

!feedback aspects are... Really dumb rn. Rarest items in the game aside from Irradiant pearls(and those need to be less rare, maybe by making cleansing pools less rare, or making lunar items scrappable. That last one would also make run killer items not as impossible to counter). Or maybe by changing what they do, or maybe just making them a REALLY rare boss drop, and an item instead of an equipment. As it is now theres never a reason to pick it up outside of stage 1-3 and its a shame

gritty haven
#

!feedback
Alternate primary weapon for captain
Boomstick
a large spread of pellets that cannot be condensed
fires extremely slowly
would deal moderate damage when only hitting with a few pellets, but when all hit would deal a high amount
while grounded, has slight player knockback, and a point blank shot would create space between the survivor and an enemy
while airborne, has greatly increased player knockback, granting mobility that captain sorely misses

Edit: added everything, accidentally pressed enter lol =P

ivory flint
#

!feedback pretty sure it been put in here already but an alternate molten perforator for the overloading worm

austere oracle
#

!feedback
New artifact idea
The curse of knowledge
Gain a random lunar item every stage. Cleansing pools cannot spawn.

supple spear
#

!feedback
New Artifact idea.
You cant use your reserve of lunar coins for runs while active. Lunar coin drop rates will stay at 1/200 and not reduce after receiving coins. All lunar coins collected this way do not add to your reserve of coins outside of that run.

split plume
#

!feedback
A new gamemode/set
Training
In other game modes and selecting training will bring you to a gridded area with basic obstacles and will let players spawn enemies they've got the log for and items they've picked up.
This will just let players test builds and enemie strategies.And even give enemies items.

faint arch
#

!feedback
A report of each item effect during the game (damages, meter travelled, stunning time, etc)

mystic gorge
#

!feedback
Make a way to activate beads of fealty when you defeat mithrix, maybe waiting for the moon to explode or an alternate portal beneath the arena or near the ship

pearl tiger
#

FONT SIZE: please dear Devs, increase the font in general ( from log/details items/enemy/lore ecc... menu, to general description and details, the menu also) , it's REALLY too small and I can't enjoy the game like this-SWITCH VERSION.

smoky hull
#

!idea

artifact
king's crown

description:
weak vermin

effect:
converts mithrix, the king of nothing to Mithrix, the king (of petrichor v) increasing health, damage, changes chimera design, stronger chimeras(maybe different ending?)

eager wyvern
#

!feedback
Have there be a limit to how close elder lemurians can spawn to the player, or have a timer that delays the elder lemurian from attacking upon spawning

I'm sure the amount of damage elder lemurians are capable of are very well known amongst the community, I've had several runs end because elder lemurains have spawned around me or behind me while I was walking backwards, if I'm unlucky enough, they will be elites. I don't believe this change is necessary, but when I get instantly killed by an elder lemurian spawning right next to me, and doing it's melee attack, it gets annoying, specially for slower survivors.

austere oracle
#

!feedback
Custom crosshairs.

boreal slate
#

!feedback change the way you can get mercs alt special, ethereal currently, is an actual rng nightmare to get, and is the only challenge left i am unable to beat, and its honestly annoying that i will always be at 99%, among many other people. On days where artifact of command isn't an option, and you get purely negative artifacts, you might as well just give up and wait a few days until you get either glass or command, and even with those, it's hard to get.

lilac silo
#

!feedback I don't see this feedback anywhere(then again I' not good at looking for the teleporter so more than likely I missed this) but crossplay would be nice.

merry trail
#

!feedback Slicing Winds is really cool and good but I have noticed a lot of filthy casuals unlocking it so I think the unlock requirement should probably be made more difficult. Thanks in advance! 😉

full mauve
#

!feedback I think that Artifact of Command should be removed from the Prismatic Trials pool. Currently it both makes unlocking Ethereal too easy for those that aren't skilled enough as Mercenary to truly master his character and it adds an unnecessary level of optimization in the form of having to navigate the Command menus on top of everything else.

boreal slate
#

!feedback add slicing winds irl

rapid beacon
#

!idea
allow us gamers to use the ESC key to help navigate menus, and maybe even exit the scrapper interface during runs.

wind bison
#

!feedback a lunar item which increases attack speed but lowers damage like soy milk from isaac just less extreme

lilac silo
#

!feedback holding down buttons to leave game lobbies. It is very easy to accidentally press the B button and leave a queue.

safe prairie
#

!feedback
While Artifact of Evolution is active, enemies should gain a passive Lunar item for each visit to the Bazaar Between Time.

lone raven
#

!feedback
make acrids shift count as out of combat, red whip constantly resets if you use it and it's annoying and unfun

split plume
#

!feedback
Slicing Wind buff
Let's be straight here slicing winds is a pillow fight compared to eviscarate and not to mention how hard it is to unlock.
I propose that slicing winds should hit all enemies it goes through with no limit and will not stop until it hits terrain.
A small but essential change.

lone raven
#

!feedback
give acrid HP regeneration when using shift
it works both for when it's used to retreat and to leap into combat

dusky lintel
#

!feedback
make us able to view elite versions of enemies in logbook entries

empty flax
#

!feedback
The ability to play older versions of the game

quick otter
#

!feedback
Mired Urn should not drain health of other players/drones unless you have the Chaos artifact on

gentle path
#

!feedback
mired urn can be a pretty annoying item in multiplayer, but i don't think stopping it from targeting allies entirely would be a good change; it allows for some interesting synergies with razor wire and even happiest mask. the change i would propose would be to make it so that it doesn't apply tar slow to allies since the damage it does is often not very high and you most often end up dying to enemies due to the lowered movement speed. it would also make it a lot easier to dodge enemies in void fields and make it easier to move between cells if one of your mates has a urn.

narrow zephyr
#

!feedback

I think it would be pretty cool if REX spawned at the beginning of a run similar to how beetles do, by pulling itself out of the ground. I don't feel like it makes much sense for it to be in a pod, since it is a robot (well, half anyway) and was also found on the planet in Abyssal Depths.

pale meadow
#

!feedback
im not sure if this idea is too hard to implement, or might take a lot of work, but it would be fun if there was something like a battle simulator, basically like TABS, you can place enemies or even survivors on a side of the field, while the other player does the same thing, there can be a cost limit set by the players, and each enemy/survivor costs a lot, and then the enemies would fight until one of the teams survives, i dont know but i think this idea can be fun as an extra mode in one of the upcoming dlcs

lone mango
#

!feedback this is probably a bitch to do but, in the next update or dlc, add some sort of mod support for console? Seeing some of these modded characters would be really cool. If not its understandable, probably just too difficult or not worth the time

past thicket
#

!feedback not enough newt altars spawn on the first variant of Distant Roost. Its set up so that one different location is avaliable to you every time, either the bridge to the distant part of the map or the door to the cave. i'd like to think that this is unintentional, but that also means that there are only 2 possible newt altars the player has access too without unrealistically getting to these blocked off parts of the map where nothing spawns anyway. after a punnett square which actually came in handy after biology, there's a 1/4 chance that you will not have a newt altars avaliable to you. Aqueduct, Rallypoint, and Scorched also have only 2 newt spawn locations, but they also have a newt that is guaranteed to spawn, albeit difficult to reach. that is what my proposed solution to the issue is, which would allow the stage layout to stay different every time you play it. other fix for the issue is to have both the cave and the bridge open each time, but in my opinion that will draw from the stages gameplay.

fast cloak
#

!feedback

this has probably already been suggested multiple times but I think it would be cool if the main menu would randomly cycle through the different ones we've had from the past updates

compact hawk
#

!feedback not enough newt altars spawn on the first variant of Distant Roost. Its set up so that one different location is avaliable to you every time, either the bridge to the distant part of the map or the door to the cave. i'd like to think that this is unintentional, but that also means that there are only 2 possible newt altars the player has access too without unrealistically getting to these blocked off parts of the map where nothing spawns anyway. after a punnett square which actually came in handy after biology, there's a 1/4 chance that you will not have a newt altars avaliable to you. Aqueduct, Rallypoint, and Scorched also have only 2 newt spawn locations, but they also have a newt that is guaranteed to spawn, albeit difficult to reach. that is what my proposed solution to the issue is, which would allow the stage layout to stay different every time you play it. other fix for the issue is to have both the cave and the bridge open each time, but in my opinion that will draw from the stages gameplay.
@past thicket

cyan flint
#

!feedback

I think it would be cool if we could have different control schemes for different characters. In my mind, shift = movement ability so I constantly waste Captain's shift, for example

compact hawk
#

!feedback

I think it would be cool if we could have different control schemes for different characters. In my mind, shift = movement ability so I constantly waste Captain's shift, for example
@cyan flint

little barn
#

!feedback make the water on Wetland Aspect reduce fire damage or something, give someone a reason to actually like the stage. It's competing with Aqueduct which has the potential to give you 2 free bands every visit.

drifting jasper
#

!feedback
make the ways you unlock items (ex, nukahanas) give you that item but also make those kinds of things (ex, nukahanas again) harder to unlock

jolly scaffold
#

!feedback
make every enemy as a playable character. I think it would be cool if there's a playable lemurian. 😛

little barn
#

thanks for the repost buddy

boreal slate
#

!feedback either make the aspects not equipment, and just items in your inv with the passive effects, or give the aspects some type of ability on a cooldown, since it is "equipment"

fiery fjord
#

!feedback
A change to mercenary's alt especial
"The enemies being attacked by this skill can't hurt you, this also applies to 5 other enemies close to the skill"

calm shore
#

!feedback i think it's dumb that one of the newt altars on distant roost will kill you on eclipse 3 or higher on almost every character (the location that you have to jump off the map into a hole to get)

That location should be removed altogether

vague hamlet
#

!feedback
A more dedicated Model Viewer for Monsters. The main features should allow the following:
-Option to show the monster's individual animations (i.e. idle, attack 1, attack 2, death, etc.)
-Option to inspect Elite versions of the monster
-Option to hear the sounds made by the monster (not necessarily priority, but would be a welcome addition)

little barn
#

!feedback
mouse raw input

vague hamlet
#

!feedback
When a Newt Altar is purchased, all Newt Altars on the map emit an "aura". If a blue orb is naturally spawned, apply the aura by default.

It can be easy to miss the blue orb message if you're not paying attention - having a visual cue for the Newt Altars could potentially stop most players from wasting a Lunar Coin.

pale meadow
#

!feedback
I feel the moon detonation part is a bit easy i think, like the only time you could die is when u go to see froggy, what im thinking is this : in the final phase of mithrix the countdown will start but itll have extra minutes so maybe 5-7 and then u have to kill him and escape, this will make it much more intense and challenging for the player and can be fun, because 99% of the time the moon detonation part isnt even considered dangerous

dim hamlet
#

!feedback

After Mithrix is defeated, have the air bounce bubbles that shoot you up into the arena explode and create a gravity pool where you can safely land on. This would not only fix the fact Captain and friends without fall damage mitigation can leave without specific items, but it would also show how Mithrix' power cannot hold the moon together anymore (which is also the reason Void Reavers spawn after he is killed)

fast cloak
#

!feedback

buff the radar by faintly showing a silhouette of the interactable (or longer tbh)

shell forge
#

!feedback

Due to the pots on Aquaduct being made of weightlifting iron, its extremely difficult to set them ontop of pressure plates. It's frustrating and has little counterplay other than the very akward "grazing the sides so physics actually push it somewhere" part. A solution could either be to make the objects behave more round so it is easier to move them, and tone back the pot spawn locations, so it could still be a bit time consuming if a pot is far away from a pressure plate. I like the concept of simultanious pressure plates & pots, especially in multiplayer, but in singleplayer it's agonizing find 2 pressure plates alone, and attempt to shimmy the pots anywhere to little avail.

bold geyser
#

!feedback

for console make the cursor a togglable thing in setting

scenic viper
#

!feedback
Make Radar Scanner not mark interactibles that can no longer be interacted with

eager plume
#

!feedback Add Lines for Brass Contraption attacks, the color would be electric lines, and it would be only for about 10-20 meters before it stopped. Just to give a palpable build up for their attack.

stray wyvern
#

!feedback make the director an alternate final boss i've never wanted to pulverize something more in my life

vague hamlet
#

!feedback
Brass Contraption: For a brief moment, the spiked ball will start spinning before it is fired.

rain edge
#

!feedback mode where the difficulty stays on the second to last difficulty, so you can see how powerful you can get

bronze latch
#

!feedback being able to save selections of artifacts and naming them similar to a loadout, so you can have specific playstyles saved for later

boreal slate
#

!feedback bring back the child enemy from the first game, as they were a neat addition that made you feel like an awful person, and it would make more sense to have them in, as it gives the parents a valid reason to attack you in the first place

little lava
#

!feedback

Survivor specializing in fire damage with a small pet magma worm that follows them

soft mural
#

!feedback

Lunar Item Concept: Equiwatch

Increases the movement speed of ALL characters by 40% (+20% per stack), including yourself, Enemies, Bosses, Drones, and other players. Would stack similarly to Key or Lepton in that all stacks for all players are cumulative.

jolly gazelle
#

!feedback
Lunar Item idea
"Blighted Choice" (If you have a better name, tell me, lol)
This item allows you to choose your next five items, the way you choose items with the Artifact of Command. After using it five times it becomes "hollow" like Dio's Friend, and has no effect. However, while it is still active, every item you get is the most likely item a chest can drop: Regular chests, terminals and adaptive chests only drop whites and large chests only drop greens. For Scavenger packs and shrines, any item that would be a red becomes a green and any item that would be a green becomes a white.

soft mural
#

!feedback

Get a Voice Actor for Mithrix. I wanna hear his voice, not read it.

nova kiln
#

!feedback Alternate Special for Multi that turns his secondary ability button into your second weapon(so dual wielding weapons instead of swapping between them), and then the special ability button will trigger your secondary ability instead.

red adder
#

!feedback Gup?

raven jacinth
#

||!feedback||
A compendium, similar to the Legend of Zelda Encyclopedia, full of:
the many different types of art from both games (sprite, concept, in-game, etc.)
interviews with the design processes of the enemies, players, locations, etc.
discussion, collectivization, unused+scrapped, and current lore and their general connections and ideas
a list of every single item, enemy, ally, location, and their general stats, definitions, and the like (i.e what an Encyclopedia would do)
etc.

Be it a limited time physical copy or permanent digital copy, this'd be a great thing to generally just have.

open tartan
#

!feedback
Let survivors use both arms (or similar appendages). For example, Captain could charge Vulcan Shotgun and fire off Power Taser without interrupting the charge, or Rex could fire Inject continuously and begin aiming a Seed Barrage without stopping.
It would make the controls react more smoothly when the game gets fast-paced. Rex I find particularly clunky as firing the primary too quickly can cancel the Seed Barrage.

A change like this can indeed affect dps by a few percent, but I'm not going to speculate on which abilities would need a sliver shaved off for being made more usable.
tawdry torrent
#

!feedback
Let AtGs and similar weapons (like engineer's missiles) pass through terrain for the first second or so after they initially spawn, so that they aren't useless in cramped areas with low ceilings.

austere oracle
#

!feedback
Give the distant roost stage director like 50 more credits, or some amount more. The loot density on stage 1 roost always feels so terrible.

fallen rock
#

!feedback
Turrets should have some way to proc bands, they look so sad because they have fancy band but no way to proc it 😔

rocky ridge
#

!feedback
make lemurians and elder lemurians scaly they look real derpy atm

lilac silo
#

!feedback A way to access console commands on switch and other platforms that don't have it. Being able to access splitscreen would be nice.

umbral charm
#

!feedback give the mercenary's skill "whirlwind" the attribute of heavy while in the air. Think it might give the achievement "demon of the sky" its propor title. That or give the mercenary a third skill with a heavy attribute. What I'm trying to say that I feel that the mercenary may be interesting with a heavy attribute because he is so fast.

wicked hinge
#

!feedback make a steelseries key board app that displayss risk of rain stuff on your keyboard

open tartan
#

!feedback
I have an idea to make the Commencement bridge a little less boring, in both directions. First, make it shorter; this makes the enemies less spaced out and the travel less tedious.
However, once the escape sequence begins, create a slowly intensifying gravity well effect centered on the arena as the reavers attempt to contain the situation. The player is pulled ever so gently, slowing their escape and making the environmental effects and reaver attacks harder to dodge.
Once they turn the corner for the final sprint, that same gravity well pulls them sideways, so they have to sprint diagonally or be pulled off the platform.

If tuned correctly, the journey both to and from the final battle will keep the player engaged, without even changing the escape timer.
vernal grail
#

!feedback

What it does: Gives acrid some spawn vulnerability on stage 1.
Why: When playing as acrid you can get hurt by enemies on stage one during the initial spawn sequence. (due to his unique spawn animation) I once had a run that ended before I could even move. I was playing as acrid with the artifact of glass. (some of you can see where this is going) I was killed by a wisp because acrid's hit box was there. I couldn't yet move due to his spawn animation and him "waking up". Adding this is important because it makes the beginning of each run a easier for acrid.

hard gate
#

!feedback

Idk if console porting team reads these, but it would be nice if achievements could be updated to be more accurate. At least on ps4 achievements haven’t changed since the launch of the game (I think) and at least some achievements such as ethereal, the calm(purity unlock) and Washed Away(captain unlock) should be added.

loud anvil
#

!feedback Add an option to lock the framerate to 30fps on switch from the very start. I am glad the game runs at 60fps, but it doesn't stay at 60. The drop in framerate from 60 to 30 is massive, but 30 to 20-25 is less harsh. gdi bot's broken

scarlet apex
drifting jasper
#

!feedback fix the hit list

frail moth
#

!feedback
If HAN-D were to return, I had an idea as to a possible rework to make him more viable in 3D.

Passive: Immovable
-HAN-D is immune to knockback and slowing status effects
Primary: Sweep
HAN-D swings his hammer in a wide area, dealing 380%
Secondary: Waste Ejection
Fire a ball of trash dealing 200% with an AoE of 6m. Each kill increases the damage by 50% and the AoE by 2m. This resets upon using it (4 second cooldown)
Utility: Overclock
For 4 seconds, increase your speed, attack speed and damage by 20% for every nearby enemy. (8 second cooldown that starts upon the skill ending)
Special: Forced Reassembly
Pull enemies nearby for a brief moment, and then slam the ground, dealing 600% in a large area around you. (6 second cooldown)

The idea of the rework is to make HAN-D a crowd control tank that struggles against single targets. I do think that numbers would have to be shifted to make it more balanced, but I am confident that the moveset would make HAN-D a unique and fun addition to the game.

crisp storm
#

feedback! I think you need to give one-shot protection for engineer turrets, because on loop them killing by one-shot. Even with fungus and aegis.

P.S. sorry for my English, i speak it very badly...

full mauve
#

I think you need to give one-shot protection for engineer turrets, because on loop them killing by one-shot. Even with fungus and aegis.

P.S. sorry for my English, i speak it very badly...

!feedback

little barn
#

!feedback
Turrets should not inherit Tonic Affliction. either that, or they should have it suppressed when their engineer uses a tonic.

crisp storm
#

!feedback

I think need to do yellow item for trader in lunar shop. Kill he very hard, and i think what its worthily to item. you can do this item just cosmetic

umbral charm
#

!feedback being able to see your stats. I'm talking dps, speed, and damage. All thats stuff being displayed on the side of the screen. Of course, this is optional.

crisp storm
#

!feedback

concept:

Item of location

On location can spawn unique chest with unique item of location. He spawn like newt altars: have a some place were he can spawn, but chest didn't spawn always.

little barn
#

!feedback
i have no idea where to post this so i'll post this here and on the bugs report channel
the italian translation is incomplete as some things appear in german (e.g. commando mastery unlock description)

dim hamlet
#

!feedback

When pinging a Drone/Ally, have the list on the left show which one it is. This is helpful for things like Woodsprite usage and Engineer Turret replacement

boreal slate
#

!feedback it would be neat to see the unused newt text make a return, as the only messages that appear in the chat are either from mithrix yelling at you, or from the rare chance of a random event.

spiral monolith
#

!feedback so I don’t know if this has been said before. But what if there was a mod menu on console, similar to what Skyrim did. It could have set restrictions for certain content. But it would open up such a larger loving for the game on console

fallen rock
#

!feedback engineer turrets should get something in some way from your equipment

vague hamlet
#

!feedback
Drones defeated in combat have a holographic wrench icon floating above them to indicate it's a drone the player has previously bought.

This visual can be toggled on and off in Settings.

lavish sigil
#

ADD RANDOM SURVIVOR BUTTON

scarlet apex
#

!feedback
If several different bosses appear at the location, make a separate health bar for each of them (for example, a separate health bar for AWU)

alpine swan
ivory flint
#

!feedback new red item, old rogues note. every 20 kills you get on an enemy adds 1% (percent based damage so like an atgs 300% based off the hit) extra damage to that enemy. caps at a max of 10% each stack increases the cap by 5%. i kinda worded this weird so if it doesnt make sense then i get it.

fallen rock
#

!feedback
You should be able to rotate Artificer's wall by pressing the utility button again or something

little barn
#

!feedback
Commandos other utility (the slide), does not go down when you use it on slanted terrain, but just goes straight. Just something I noticed when I played as him.

full mauve
#

!feedback

Revamp the Shrine of the Woods to instead give the player purchasing it 1 passive Woodsprite for the remainder of the stage (healing for 1.5% of your max health per second, similar to the Gnarled Woodsprite equipment), granting up to 3 passive Woodsprites before the shrine is fully used.

This would give the shrine more of a purpose and a neat niche compared to the other shrines in the game, as currently the small Bustling Fungus effect has next to no benefit for the player.

sharp field
#

!feedback

Please give some love to Commando hes on the front of the box please god. PepeHands

fleet moat
#

!feedback

+Make the Malachite debuff stacking, and each stack reduces healing by a multiple of 1/2. (1/2 healing, 1/4 healing, etc).
-Reasoning: This will make it better for players that are better at dodging constant attacks while lowering the punishment for getting hit a single time
sinful crystal
#

!feedback
Make Arti's ice wall ability hit enemies on the way down, this may maybe it will be a bit better against flying enemies. It should also do more damage (200% per rod?) so that its not a relatively weak ability that can only be used against 1/2 of the enemies you are fighting.

little lava
#

!feedback

Minimized enemies made into pet cosmetics that will follow you

little barn
#

!feedback
Support stretched resolution

cyan dock
#

, !feedback

In my 350 hours of Risk of Rain 2, I've probably obtained less than 20 of the elites equipment (Aspect of fire, ice, lightning, etc.) , and I've started to wonder, How many have I missed out on from not picking it up?

What if there was a beam of light that came from the sky, maybe an effect similar to how the obelisk looks when you go to activate it to obliterate, maybe something as simple as a different color for the extremely rare drop that is the elite equipment.

With as rare as these drops are, It'd be really cool if we could see changes to make sure they're known when they happen to drop.

earnest kayak
#

!feedback

Have the " You only celebrate in the light, because I allow it" text show up after you've beaten eclipse 8, not when you just unlock it. Additionally, add one new skin per survivor that is unlocked when you beat all eclipse levels with them.

solid radish
#

!feedback it would be interesting if the Newt said things like "Welcome" when the player enters the bazaar or "who is there" when he comes trough the portal and also could warn the player when attacking him or going near the null portal. It would probs sounds similar to the mumbling he normaly does. It could also only be text

short palm
#

!feedback
Whenever you pick up an elite aspect, allow the skin for that aspect to be equipped in the pre-game lobby for its respective character.

sharp field
#

!feedback

Heres some feedback that might notve been suggested before. Assuming youre allowed to do it, because im not sure how copywright works with music and licensing (id assume itd be okay since Chris did the music for both games), id like to see Risk of Rain 1 music get added into the mix with Risk of Rain 2s music since theyre both so fantastic. Modding is unfortunately not able to properly replace the music, the only thing we really have right now is a dll that tries to play music from files, but this isnt really the same thing as having the music work properly.

TLDR: Risk of Rain 1s OST mixed in with Risk of Rain 2s OST, probably by a setting in the menu.

boreal slate
#

!feedback reduce the damage enemies can do with tesla coil, so it isn't an instant lose if they get it

earnest kayak
#

!feedback

Make Elder Lemurians not able to breathe fireballs through their necks when you're behind them

lament kestrel
#

!feedback allow acrid to cast skills during his leap and give him more in air control of his leap

onyx hull
#

!feedback
The engineer dash animation is amazing but please add a transition animation when jumping while dashing as his boosters/launchers don't move smoothly when jumping but teleport back to their original position. You could alternatively have a different jumping animation when dashing compared to walking.

earnest kayak
#

!feedback

Make it so that you can see what equipments you used during the victory/defeat screen after a run.

viscid yew
#

!feedback
add tesla to the general aiblacklist but allow scavs and mithrix to still wield them.
I know that enemies getting Tesla is "memorable" but after the first time it's just kind of a pain in the ass and a run ender. it's only really possible to play around the 10 second timer if it's on an enemy or two

scarlet apex
#

!feedback
Add a Disposable Missile Launcher the ability to select one or more targets to attack so the missiles don't fly towards a random enemy

indigo nacelle
#

Hi is there a wqay to see Highscores and stats like in ROR 1 ?

hard gate
#

!feedback
A few of the elite aspects you get from wake of vultures have on death effects, however these are very inconvenient to trigger because dying is a bit suboptimal. Because of this, I propose that when the elite buff from WoV runs out the on death effects of glacial and malachite aspects trigger. It wouldn’t even make a massive difference, but would give those pretty cool and helpful effects more chances to happen

jolly anchor
#

!feedback
Semi-personal opinion but I feel like the Parent enemies could use a bit of a bloom/light filter on them as to make them appear closer to how they looked in RoR1 with their ethereal glow (pic related)
It'd also make them fit in more, as there's plenty of bio-luminescent plants around that have bloom to them in Sky meadow. Right now they look too defined for being made of light in wax form, and giving them some light effect would help make them feel more at home in the very alien environment of Sky meadow.

umbral charm
#

!feedback lunar coins should be picked when you walk over them, similar to items.

safe prairie
#

!feedback
Change the character portrait to match your selected skin.

dry acorn
#

!feedback
Make it so that if you would land on a bubble shield from the top, you don't take fall damage. This way, engi and any teammates without a fall damage mitigation skill can avoid it without specific items. You wouldent actually LAND on the shield, you would just fall through it and it would slow you down. I feel like a cool animation could go with this.

copper meteor
#

!feedback
i feel like people have said this alot already but adding crossplay would be great lol. also i feel like captain is too op. i get that its a reward for beating the game and that the hardest character to unlock would also be the best but goddamn his m1 is soooo much better than everyone else

little barn
#

!feedback a way to turn off dynamic FOV e.g Frost Relic

rocky island
#

!feedback allow Engineer's mobile turrets to follow to where Engineer pings.

dry acorn
#

!feedback
New red item idea.
Not good with names so you can think of something but basicly what it would do is something like +5%~10% chance per stack (hyperbolic staking) to instant kill any normal (non-boss) enemy you hit. Could also be 10%+5% per stack, up to 20%, affected by proc coeff.

gaunt delta
#

!feedback give all Aspects an on-use effect, add a line in monster AI/directer AI that enables monsters the ability to toggle the on-use after a certain level of difficulty is desired. ie;
level 5 elites are not allowed to use aspect on-use, lvl 60 elites are allowed to use Aspect on-use.
Make make a new difficulty level when elites with on-use equipments come out, and satisfy player's want to have an on-use effect

scarlet apex
#

!feedback
Change the physics of the trampolines so that the character does not become uncontrollable while using them. Sometimes this leads to unpleasant situations when, when falling, it is impossible to budge in the air.

dusky egret
#

!feedback there should definitely be a skin for each character as a reward for completing eclipse 8. maybe a void/lunar theme skin?

crisp pilot
#

!feedback

acrid's claws glow green when swinging.... doesn't inflict poison 🤔
make acrid m1 inflict poison would make melee acrid make a little more sense

dusky egret
#

!feedback make queen’s gland into an equipment that summons beetles and beetle guards akin to the backup. would give it a better use and would be the first boss/yellow item equipment

raven jacinth
#

!feedback
A lunar item based on Providence.

I don't know what it would do, but I don't really care about that. What I want is to see Mithrix having made some sort of relic for or of his brother, seeing as he still loved him and hated him later, possibly even cracking whatever relic that was made. Be it a similar looking hat, sword, scarf, or something else.

light pulsar
#

!feedback

gritty sand
#

Can we add a pause system to the game? If their are 4 players then 3 need to accept pause; 3 players would need 2; 2 players can be either 1 or both that need to accept pause

tawdry torrent
#

!feedback
Item idea: Shadow drone (name WIP)
Tier: Red
Gives the player a unique drone that follows them closely (like drones in ror1). Whenever the player uses their primary attack, the drone will also fire, attempting to aim at the same target/towards the crosshair.
Deals the same damage as the player's primary and fires at 30% (+30% per stack) of their current attack speed. Proc coefficient is fixed at ~0.3.
Stats are just suggestions and can be adjusted, obviously.

TL;DR it's basically incubus from The Binding of Isaac.

viscid yew
#

!feedback
make using a fuel array on rex summon him as an ai companion on your team

little lava
#

!feedback (About the new rarity coming out next update)

Make the new rarity be items that drop specifically for each character, those items will improve one of their four abilities.

Edit: Bot was down

charred ermine
#

!feedback Im not sure if this is a feature or not but when you are a glacial elite (from the aspect or WoV) have Forgive me Please trigger the on death effect

chilly crag
brisk saddle
lofty onyx
#

!feedback
No clue if someone else mentioned it, but could the Infusion item get fixed? Once you get about 7 or 8 of them, you can no longer get more health from it no matter how many more stacks of it you get

hidden ferry
#

!feedback for the love of all things good and decent, make it so the esc key kicks you out of the shredder menu instead of putting you 2 menus deep mid-combat

loud anvil
#

!feedback Add an option to limit the framerate on consoles, Switch mostly. I'm glad it runs at 60fps now, but I'd rather have constant 30fps than a "variable" framerate

merry trail
prisma flume
#

!feedback
Exitsave.

surreal umbra
#

!feedback
Let us have a squishy acrid plushy

elder island
gentle path
#

!feedback
Deskplant doesn't have the "on kill" tag which can lead to enemies getting it with evolution or in void fields. since they have very few ways of actually using it, it would probably be a good idea to give it that tag.

young mist
#

!feedback

violet fulcrum
#

!feedback

mac os support

pale scroll
#

!feedback

is crossplay a thing that could be added?

dusky egret
#

!feedback make commando's phase ricochet that explodes after a set amount of jumps. would make commando's base kit more interesting + give him a natural way to use bands without having to pick up items like atg

alpine swan
#

!feedback
Item: Mirror of reflection
What it does: When the player gets a debuff from a enemy the enemy will also get the debuff that it applied. When stacked the debuff enemy gets will be more potent.
How to unlock: Already unlocked

little barn
#

!feedback
add voice chat as an in-game feature so that the people playing the game don't have to use discord voice channels

fervent quail
#

!feedback TL;DR: Make fungus activate instantly when standing still.

Bustling fungus is in a weird place. It's only really good on engineer, and almost never used on other characters (the only time I've ever used the item was as a safety net when travelling in the void fields). I feel like this should be fixed by making the fungus a little more viable on other characters without making it any stronger on engie.

I've always thought the best way to do that would be removing the amount of time you need to stand still before it activates. Standing still is already a death sentence in this game, so making the fungus activate the moment you let go of all directions (on the ground, of course) would give it a niche use, and make standing still a risky tradeoff instead of an inherently bad idea. Imagine: You're fighting enemies (lemurians?) that are shooting projectiles at you, and you're at low health. You can strategically stand still, and tap the strafe keys at the perfect time to dodge the projectiles while you heal up between dodges. I feel this would give the fungus more of a skill ceiling to utilizing it properly, which doesn't exist at all in the current implementation. Imagine the bustling fungus having a skill ceiling. Imagine standing still as non-engineer characters actually being an option in this game. Imagine having to time your movement to actually dodge things instead of just trusting that constant movement will make lemurians useless.

Better yet, this wouldn't affect engie's turrets at all since the few seconds between placing them and seeing the healing circle is negligible. If anything, the only way this would change engie's turrets would be making the mobile carbonizer turrets more viable, as they can heal themselves and others during the brief moments they're not chasing enemies.

full mauve
little barn
#

!feedback make an anti-piracy system so that the game could not be downloaded for free, the anti-piracy will affect the game (if pirated) there will be no music, no main menu background, no settings, no multiplayer, only a singleplayer button when in match you will spawn but the capsule will not allow you to open putting the user that pirated the game in a soft lock also you cannot unlock new classes (survivors would be deleted if game is pirated exept for commando because if the survivors remain the user would easily modify the in-game files to unlock the survivors) and when pressing e when in match it will pop up a message about piracy and that stuff the devs will decide what the message will say

molten viper
#

!feedback My feedback is a minor issue, but since im playing on switch, Drift is common with Nintendo controllers, and since Nindindo doesn't want to make deadzones a option by default, maybe a patch in the future could add joystick deadzone options for the switch in the game? cause i don't know if that option is included in other consoles, so i hope for the best

mortal wharf
#

!feedback Assuming that you can give feedback for the server as well, I would suggest adding a #risk-of-rain-1 channel for people to discuss Risk of Rain 1.

worthy patio
#

!feedback if there is a way to do it can there be a group pause feature for private matches so when the host pauses the game pauses for everyone

copper meteor
#

!feedback make it so pressing escape at a command essence takes you out of it instead of entering the pause menu. i died so many times accidentally pausing in multiplayer lol

true harbor
#

!feedback Mercenary: Ethereal
Make it so that taking damage from personal shield doesn't count as taking health damage. That would make the challenge way more manageable and way less luck based in terms of getting Topaz or Aegis

safe crow
#

!feedback
This might just be a simple one since it's a QoL change but maybe we could add a Quick Restart button, other rogue-likes that I've played have them but for some reason this one doesn't. I was wondering it could be added so that if you were speedrunning, you wouldn't have to go through all the menus when you reset. All of the settings would stay the same and it would reduce the time between runs.

outer rock
#

!feedback
so, last night I had a really strange dream.

basically you could combine items you found in a run at a certain shrine to get specific skins or more items, and only certain combinations worked.

the item(s) would be used up upon using the shrine, and it would either result in a failure or a skin/item dropping out of the shrine.

I’ll admit this is a pretty far-fetched idea but it would be an amazing way to implement skin(s) and item(s) unlocks.

edit: maybe there could also be stickers that you can attach onto your characters, like stickers of items or stickers of funny little doodles or something

edit: if you fail the shrine, the items do NOT get consumed

fresh frost
#

!feedback I picked this game up for not a week from now and i have already 35 hours "spent" on this amazing masterpiece. I´ve read the suggestions from dev-team for the next character and thought: "How fun would it be to have a character on sorta like a vehicle or like "horsy"-animal from that planet, ride it and fight with it and maybe a melee or ranged main weapon. An Idea would be that the "horsything" spawns at every stage but can die and would take damage for you if you are on its back. If it dies it wouldnt respawn until you use the teleporter to get to the next stage. I have a lot more ideas to this concept but let´s see how you find it. Greetings from Germany btw! ^^

dim hamlet
#

!feedback

New Engineer Utility: Nano-Glass Barrier

Place down a flat, rectengular barrier. This barrier reflects projectiles for 150% of their damage on the front, and allows projectiles to go through at the back. Engineer and his allies can also use the barrier to reflect and power up their own projectiles.

Cooldown/Duration are the same as the bubble shield. Reflected attacks do NOT damage you or your allies, regardless of source (unless Artifact of Chaos is involved)

dry acorn
#

!feedback
A green item tht gives plus 5 to 10 armour per stack. This way, survivors that don't have an agile skill can have decent armour while in combat. Rose bukler is fine and all, but if I have to stop shooting and sprint to gain like about 150 armour on average (5 bucklers) im not solving my problem, im just prolonging it.

true pawn
#

!feedback

Risk of Rain 2: VR.

Because moving at a billion miles per hour in a twitchy shooter is very motionsickness friendly

boreal slate
#

!feedback where in gods name are the break dancing golems this is unacceptable

little barn
#

!feedback
"Risk of Rain" map in Risk
of Rain 2

so i had an idea in my head "how would it look like if the final map of ror1 was in ror2"
so i come up with some ideas for that map to be in ror2
the cargo hold would have all of the cargo big doors open because of the first game and what you did in the final stage
some cargo hold doors will be detached from the door frame because of how long its been there
the whole construction of the cargo hold would be rusty and had holes in the whole ship
there could be a providence statue in the boss part of the stage since you defeated providence in ror1
there would be the sky meadow portal that leads to mythrix but the effect of the portal would not be blue but slightly red to orange color
also the machines that teleport to the boss part of the stage will be already there but broken and rusty

and with the risk of rain map idea there will be a skill for commando
"Imperial Teleport"
Teleport a short distance

Achievement name
Raining Memories...
visit the cargo hold ship as commando on monsoon

it would be a 25% chance to spawn in this map

Enemies that can spawn:
Solus Control Unit
Lemurian
Elder Lemurian
Wisp
Greater Wisp
Archaic Wisp (New)
Scavenger
Wandering Vanguard
Stone Titan
Void Reaver
Jellyfish
Stone Golem
Imp
Imp Overlord
Magma Worm

it would be stage 5

!IMPRORTANT NOTE!
the devs will decide what will the map look like and what enemies will spawn this is just a concept

||pls upvote this it took me an hour to write this||

dusky egret
#

!feedback what about a character skin as a reward for being in the top 15% of prismatic trials? would give more reason to play it outside of unlocking mercenary alt.

outer rock
severe salmon
#

!feedback
Adding onto dongo’s idea, how about to unlock the prismatic skins for the characters you’d have to clear it in a set amount of time that would be different for each character.

wet cave
true pawn
#

!feedback

Steam workshop support

lament kestrel
#

!feedback special events should not be represented by a single line in the text chat I should get a more prominent notice about the 2% chance event happening in my game :)

safe prairie
#

!feedback
Special family event featuring Solus Probes and possibly Alloy Vultures as the basic enemies, and Solus Control Unit as the boss enemy. I’m surprised they don’t have one yet when even Mushrums and Parents do.

[Warning!] Machinery echoes through the sky...

scenic viper
#

!feedback
Ability to save server filter settings

hard gate
#

!feedback

A couple of changes to sundered grove.

  1. Replace the guranteed legendary chest with a guranteed legendary printer.
  2. Sundered grove will not appear before the first loop, so you still have a guranteed legendary on the first stage 4.

Right now, sundered grove is one of the most hated maps. Adding a legendary printer would make it more unique, having its own gimmick like sirens call and depths. Legendary printers are also really rare and it would be nice to see them more often just because of the nutty builds they can make possible. Finally, Sundered grove has very challenging enemies, so moving it to the first loop would make it more manageable and also make mithrix runs more consistent. And as icing on the cake, this change would make the Rex unlock achievement 10x easier to get.

Bonus idea:maybe grove is impossible to get normally before loop but can be chosen through the seers, if you for some reason have nutty rng and got some legendaries on the first stages.

lofty gazelle
#

!feedback

i feel loader is a tad too powerful at early stages, even if you aren't incredible at the game. my idea is to nerf her charged gauntlets MINIMUM (not max) output. so if you don't have any velocity, you deal 400% base instead of 600%. this would still allow band activation at all times, BUT makes using the grapplehook to get the most damage more important, giving her a slightly higher skill floor.

little lava
#

!feedback

Emotes for characters by using Number bindings?

wraith grove
#

!feedback

It would be nice if Captain wasn't half a character in the non-time zones. Losing orbital strike is a huge impact when you're trying to do void fields or Aurelionite.

little barn
#

!feedback make eclipse multiplayer

forest wind
#

!feedback
Release content for console at the same time as pc

gritty pilot
#

!feedback

make eclipse multiplayer @little barn

full mauve
#

!feedback
It'd be neat if Steam Trading Cards (and by proxy, badge, profile background and emote) support was added for Risk of Rain 2, as it was present for both Risk of Rain and Deadbolt.

merry trail
#

||!feedback||
Raise the proc coefficient on rex's primary. 0.5 proc co per shot is extremely low.

fervent quail
#

!feedback Either change flying (with milky chrysalis for example) back to how it was before (hold jump to go up, way less annoying than what we have now), or give people the option to let them choose. I've never picked up milky chrysalis since the change.

forest valve
#

Hey, sending this through here since your spam filter killed me when trying to send this to your contact@hopoogames.com email 😂


Greetings Hopoo Games!

My name is beatstar. I represent the Vidya Gaem Awards. I am proud to inform you that RISK OF RAIN 2 has received nominations in the following categories:
For Best New Implementation Of An Old Franchise
For Best Soundtrack
For Best Gameplay

Additionally, (You) have been nominated for these awards:
For Biggest Redemption In Gaming (for coming out of early access with Risk of Rain 2)

Each year, our team bands together to develop an award show recognizing the remarkable games, events, or people within the video game industry. No appearance or participation is required from you. Instead, we aim for these awards to be an opportunity to reflect on the state of the industry, as well as the quality of its products.

You may notice that some of our award categories are positive, while others are negative. If you or your game were nominated for a negative award, we ask that you not take it as a personal attack, but as constructive criticism that can guide you or your studio going forward.

With that in mind, we invite you to participate with your fans in our stream, currently targeted to air in February. We plan to send you a second email once we have finalized our stream date.

Thank you for taking the time to read this letter, and we hope to see your games featured in our award show soon.

Sincerely,
**beatstar and The 2020 Vidya Gaem Awards Team **

cyan flint
#

!feedback
Pause the game in singleplayer when selecting an item with Artifact of Command

hard gate
#

!feedback

Allow Optical HUD to make you “hyper crit” if you proc a normal crit during the duration. Note that I am not suggesting to take away the crit cap of 100%, just to make normal crits hyper crit while in the duration of optical HUD.

Here’s Why:

  1. A buff to the equipments viability as a whole.Right now Optical HUD is only really good in the early game, and even then it’s not that amazing. Allowing the effect to compound with crits makes it scale much better.

  2. More synergies.Hyper crits should trigger items such as predatory instincts and harvester scythes twice, making new builds possible. Additionally, maybe another crit item could be added at some point to make this build category more diverse. Perma uptime optical hud could be a really interesting equipment.

  3. It’s literally in the log. In the log, it is stated that the HUD compounds with other precision enhancing items, which it just doesn’t do in game. This isn’t a huge reason, but lore consistency is always a nice bonus.

safe prairie
#

!feedback

Alternate Captain utility idea

Name: Pulsar Beam
Effect: Activate to open a targeting system that would function similar to Royal Capacitor and M1 to fire.
After a short windup (about the same as Thunder Gauntlet?), fire a high damage beam through the targeted enemy, piercing it and any enemies behind it and explodes for some AoE if it hits a surface. Can be used in hidden realms.

Probably much lower DPS than Orbital Probe, but can be used in hidden realms and may feel much more wieldy. Think of it like a Spartan laser.

austere oracle
#

!feedback

I personally feel that things that scale off of "green/red health" and not "total health", like fall damage, as well as eclipse 1, should be changed. Everything like that should scale from total health. In my opinion, one item, (transcendence) should not grant you an instant eclipse win. I've played a lot of eclipse 8, and any time I want to win a run guaranteed, I just eat a bug or 2, and I can tell you from experience it is a free run, and I personally think that shouldn't be the case.

Tl;dr, fall damage, E1, and similiar effects should scale off total health, not green/red health, making transcendence balanced specifically in eclipse.

green vault
#

!feedback
When Infusion is in your inventory, it turns your health bar red. How about, when you can’t gain anymore health from it, it turns your health bar back to green, but gives it a red border?

dusky egret
#

!feedback a new red item, named the R. N. G. (Really Neurotic Gizmo). on hit, it has a chance to apply any random on-hit debuff (even ones not normally obtainable through items, like beetle queen's debuff or malachite healing debuff)

maiden kernel
#

!feedback Steam Trading Cards for RoR2

dim hamlet
#

!feedback
Some Scavenger interactions

Wax Quail: They cannot sprint and thus cannot use this item, but I personally think it would be hilarious if they could use the hop.

Eccentric Vase: 99% of the time they use this item, they look straight at the ground that results in a portal of 3m in length, and they cannot use it themselves. It would be awesome to see them use it to actually chase you down with it rather than just create a funny portal for you to use.

Radar Scanner: We get a free radar scanner until it dies. But since it is a radar scanner, why would it not reveal the survivor to the monsters? Monsters within a certain radius would notice you until the effect wears off. It means that the Scavenger itself isnt dangerous, but still on your threat list.

outer rock
#

!feedback since bot wasn’t working

light pulsar
full mauve
gentle path
fallen rock
hard gate
#

!feedback

Artifact of Inheritance(maybe heritage or something else instead)

Bosses always drop their item, but have a chance (maybe 20-35%) to not drop anything at all. A horde of many drops a random boss item or the one most suited to the theme(i e horde of many beetles would drop queens gland)

could potentially be a lunar item instead

loud osprey
#

!feedback
The A Glacier Eventually Farts track from the Void Fields has a monologue in it's OST version that I find quite interesting, and I feel like it could be implemented well in the game in some way. Maybe after you activate all cell vents, the music jumps to the start of the monologue or something?
Of course, it would be tiring to hear it all the time, so maybe make it an one-time thing by a hidden variable in the profile file, or be connected to Acrid's unlock achievement?

boreal slate
#

!feedback stop things like royal capacitor from locking on to a random flying rock in the distance when im trying to shoot a boss

hushed fox
#

!feedback
An enemy/mob in between the Jellyfish and Vagrants that pursues you like a jellyfish, shocks the player when close but doesn't explode on contact. Upon shocking, the enemy would be knocked back and restart the pursuit. The enemy can periodically shoot orbs (one or a few) that shoot towards the players last position. Size of the new mob would be smaller than an Elder Lemurian, but larger than a Jellyfish. The mob would be a nice change up from baiting jellyfish to explode and die.

crude brook
cunning crow
#

!feedback item idea: warriors syringe.

Increases damage by 10%. Stacks linearly. White rarity. (I didn’t give it the 15% damage increase that soldiers syringe has because that would be op.)

alpine swan
#

!feedback Note: some spoilers ||I think it would be nice if the glass frog could be implemented as an item, NPC, or something else besides just being a cool little Easter egg (Although it is nice that it is in-game)||.

austere oracle
#

!feedback
New item idea
Red item
"One for all"
Damaging an enemy increases your damage by 5% (+3%), lasting for 3 (+1) seconds. Damaging a different enemy adds a stack and refreshes duration. Stacks can only be gained from unique new enemies. Activating blast shower increases the max duration to 10 (+1) seconds, for 10 seconds. Grants an invisible 5% crit and bleed chance.

cunning crow
#

!feedback

Picking up an elite aspect unlocks the skin correlated with that aspect for all survivors. Reasons why it’s a good idea:
. More skins
. Gives aspects more purpose
. Textures are already in game
. Who doesn’t want to be a flaming poison doggo?

fickle parcel
#

!feedback Just a commando buff. He is the worst character in the game now, not that he is bad by any means but he simply hasn’t received the buffs and updates/item synergies as the other characters, and he is needing some love. Would especially like a frag grenade buff, since it is a lot of time for an ability that is directly inferior to the default

boreal slate
#

!feedback ok, this may be either my worst, or best suggestion i have made to date, so forgive me if this makes you seethe and have the instant urge to throttle me into the mini mushrum dimension but i think it would be a neat idea if there was like gummies or any kind of candy you could buy that looked like and were colored like certain artifacts in the game. I would stockpile them, and this may just be me thinking the artifacts look really tasty in game, but idk it would be a good way for hopoo to make a quick buck without the dreaded in game purchases like skins (not counting dlcs of course i will buy all of them for you hopoo).

kindred silo
#

!feedback An idea for a new gamemode that’s harder than Eclipse, and more prestigious than Prismatic Trials.

Basic summary: instead of having to beat the game 7 times to unlock the true difficulty, you gain a negative modifier every stage. Instead of competing for time, you compete for score and you fight for positions on leaderboards, obtaining medals for high ranks.

This also features looping after defeating the final boss, making the run endless and in turn infinitely difficult, hopefully leading to players actually struggling to get farther into runs.

Read more in my 1000 word document, and please feel free to @ me with any suggestions for balance! Not too much though please :(

https://docs.google.com/document/d/1-MlnbCi2H-uVw0vYIUKE0uTUhv-V4rIW841Uc9Z4gSU/edit

little barn
#

!feedback
Dousing Rod
Points you towards the nearest chest within range. Further stacks increases the range
Alternately, make it an equipment that has this as a passive effect. Don't know what it's active effect might be.

austere oracle
#

!feedback
Just add the above as a passive for radar scanner. With a radius of about 30m.

little barn
#

!feedback
I think that drones should have better scaling, imo. Aside from the healing drones, a lot of them tend to lack use by the first or so loop.

lament monolith
#

!feedback
I used to enjoy playing mercenary for hours and hours, it was my favorite character and by far !
I Agree that he was really really REALLY strong, but he still had weaknesses, I won't say that I don't like the ideas and the motivations behind the changes, but to me, they feel incomplete and I want to explain why :
The goal was to make merc more like a skilled glass canon characrer and less like a brain dead sweeper BUT in early game you struggle a bit compared to before and then comes the late, when u got attack speed and eventually cooldown reduction, you just spam Evicerate and gg wp you're almost unkillable!
The character still struggle at fighting Magma Worms and Evicerate still triggers on random hitboxes or allies (dunno if it's intended)
Btw I really like the fact that u can apply expose if you use a skill right after your 3rd Slash (only consistent with secondary tho)
A good idea to make Mercenary more multitask and more a thinkable character IMO would be that Expose would do different things while u triggers it with differents ability (and pls make it so only mercs attacks and maybe vision of heresy can triggers it) like
Primary (bleeding effect or smthing like that would be able to rack up damages quickly)
Basic secondary (movement and attack speed buff)
Alternate secondary (stunning effect)
Utility (cooldown reduction)
Basic Special (adds duration)
Alternate Special (execute low health)
Those are just exemples and ideas something that would give regeneration or armor could be great too

atomic night
scarlet apex
#

!feedback
Make the eccentric vase more useful. Add the ability for a quantum tunnel to pass through walls and carry player through walls

little lava
#

!feedback

Anniversary skins anyone?

quartz basin
#

!feedback

can we get a level aboard the UES Safe Travels?
or a hidden realm type thing somehow? i wanna walk around in an environment that isnt ruins, or mostly nature, i think it would be SICK!

merry trail
#

||!feedback||
Make attack speed a more desirable stat

vital phoenix
#

!feedback

To give bandolier a little more usage, maybe have it give up to 1 additional charge (max) of all skills (+1 per stack) if you collect an ammo box if you have any cooldowns complete. It seems disappointing when you kill a mass of enemies and a ton of ammo boxes drop, but only one fills up all skill cooldowns. Then the rest are wasted. It seems like it'd be more worthwhile if it could give you an additional charge for your abilities if they're already full, but cap it at only one additional charge max per bandolier. This way it's not insanely strong and gives more incentive to stack it.

shell eagle
#

!feedback Getting Visions of Heresy on Mul-T only replaces the primary attack you're using right now.

boreal slate
#

!feedback when you enter aurelionites personal mansion and then so happen to get the snow level right after, the music from aurelionite doesnt stop, and just continues into the next stage idk why this happens

glossy scroll
#

maybe not make the wandering vagrant do 300 dmg and have almost infinite range, thats so BS especially when 2 spawn, its guaranteed death when 2-3 wandering vagrants spawn as the boss

lusty flume
#

!feedback

The ability to seed runs.
Like Minecraft worlds. Allow players to enter a number/string at the character selection screen and have the game generate a world from that seed. In addition, a command in-game (or in the UI/menu) to view the current run's seed.
This allows players to retry unique scenarios (such as four mountain shrines on stage 1) and share their runs with friends to experience the same thing.
Prismatic trials are already seeded, so part of this is already implemented.

gritty pilot
#

!feedback
Give captain alternate, weaker attacks in hidden realms. Make his radio a weapon or something idk

rocky charm
#

!feedback - When I was on the Sprite Meadow and I was facing the boss. I spent a long time killing him. I'm walking on a standard large piece of Earth and then all of a sudden, I fall through a random hole placed in the level and it was instant death. It's one of those things where newer players caught in the moment are generally not going to see unless they get lucky. I understand walking off a cliff should be instant death but having a random small hole? Turning an hours progress into scrap? The game is hard enough without stuff like that. It seems unnecessary.

bright turtle
#

!feedback
could we get more bosses and secret areas and maybe a really hard boss. a flying character maybe,i character that uses a water like power. can we have more achievements on steam,sorry i really like hard bosses and lots of boss. oh and btw could you add more skins for the characters not just change the colour. on steam could you create a badge and some cards. sticks and some profile pictures. some backgrounds and emojis. More equipment please. More upgrades for characters (captains primary and secondary). thx for look at my post. might update in the future

molten viper
#

!feedback A new artifact idea: i don't know what to call it, but it would be pretty fun to have. its mainly a team based artifact where if you pick up a item, the rest of your team gets it as well, basically a shared inventory. it can work out in your favor, could possibly go for god runs, or it could go against another players play style for the character they are playing. and if you use a printer, everyone loses a item. i feel like it could add a new sense of strategy to your party and a lot of planning, which could be a fun challenge.

boreal slate
#

!feedback it would be neat to see ror2 go the way of deadcells, and add an 8 bit version of the soundtrack you can turn on or off in the menu, always liked the concept

viscid yew
#

!feedback swap out dunestrider for grovetender in the sundered grove boss pool

hard gate
#

!feedback

Increase the spawn rate of legendary printers and legendary chests. IMO these appear far too little in runs for the impact they have, (especially the militech printers) besides the guaranteed spawns. A general buff to the weight (chance of it being picked when generating stage loot) and/or a reduction to how much the director has to pay(directors use a unit called credits when spawning in loot, some loot costs more than others) would be very nice. Also, a buff to the spawn rate on certain stage would be nice, specifically stage 5 since it is the penultimate stage and also probably the hardest. Other stages could have an increased spawn rate too, or maybe it could just go up over time.

outer rock
#

!feedback I know this has been suggested before but custom crosshairs

calm shore
#

!feedback

increase the spawnrates of enemies in the gilded coast in the early game. on the off chance you go to the aurelionite realm off of stage 1-2, enemies take a long time to spawn after activating some of the halycon beacons resulting in a boring experience as it takes much longer to activate all 7 beacons

split plume
#

!feedback
New Boss Idea
The Man Between
The Man Between would be a boss avaible to players above the second loop of a run. Upon activating the teleporter the player will stick to the ground and the world tip upside down showing inverted version of the world. In this world everythings stats are increased by 20%.
As for visuals
The Man Between would be silver and black armored in traditional Knight armour and 3 ish players tall.
Upon killing his boss item is the mirror of vanity.
This item has 5% to reflect projectiles +5% per stack max 50%

loud osprey
#

!feedback
Maybe give Mithrix a voice actor? Probably has been suggested before, but I feel it'd be way more cooler than hear what he says instead of him having messages on the chat.

little lava
#

!feedback Item idea

Object: Black Roll of tape
Name: Electrical Tape
Rarity: Green
Description: Chance to bind an enemy for 5 seconds (Immobilizing) and shock nearby enemies for X% amount of damage.
Unlock: As artificer get 10 kills with one Nano-Bomb.

little lava
#

!feedback Item Idea

Object: Sand block
Name: Grieving Sandstone
Rarity: Green
Description:After killing an enemy increase health regeneration for 5 seconds.
Unlock: Kill a Clay Dunestrider before it heals.

hard gate
#

!feedback

Object:gun
Name:gun
Rarity:common, at least in America
Description:more damage
Unlock: click as commando

little barn
#

!feedback
Revert attack speed scaling to linear.

slim torrent
#

!feedback
Items that fall off the map should reappear on the nearest ledge; have lost too many items due to chest/printer being too close to a bottomless pit.

dim hamlet
#

!feedback

A special boss fight idea

Something that I think would be cool is a boss fight that restricts your basic movement to only left or right and jumping, and in this kind of circle arena. Picture included is purely for reference.

How would it work?
The boss could use a variety of attacks, from large laser/beam attacks to a sweeping arm strike, maybe even stage hazards/manipulation. Its health is brought down and becomes stronger halfway.

How can we actually damage the boss?
Since your movement would be limited to left or right, there would be two ways you could attack the boss. Either attack its limbs/blind spots when/after it attacks, or hold the up key to shoot directly upwards. Melee characters like Mercenary, Loader and Acrid can still use their mobility skills vertically, and in Loader's case, she can use her gauntlet to reach the ceiling and dodge attacks that way. Engineer's turrets will automatically shoot upwards.

On the current maps we have, where could we find this boss?
I personally would love to see this fight include N'Kuhana on Wetland Aspect, at the bottom of the Altar, but it could also become the challenge on Sundered Grove for the legendary item. The unused Giant Crab from Risk of Rain 1 could also potentially be used for this boss fight.

edit: mentioning you can jump since i forgot to include that

wise saddle
#

!feedback
The 'Gilded Wurms' from RoR1 should spawn as optional bosses on the Gilded Coast.

Edit: could spawn anywhere, but the Gilded Coast seems like a potentially reasonable place.

patent flower
vernal island
safe prairie
#

Wandering vagrant is honestly the best designed boss IMO

vivid relic
#

Much of sundered grove has these render culling errors, perhaps enough to merit a full second pass on the bounds for such:

pastel niche
#

!Feedback

Risk of rain multiplayer competitive mode
- Makes game replayability infinitely better
- adds a whole new way to play game/playstyle with minimal to no in game differences
- Whole new audience of competitive players

Basic ideas behind this mode:

2 teams of 2 players (could increase team limit and/or player limit) will compete against eachother on each stage for resources, money, points.
seperate hidden realms for each team.
items only able to be picked up by team that bought chest/shrine/lunar pod.
both teams have to "ready up" at the stage teleporter event, items are split between both teams.

((potential idea, teams could fight eachother at the end instead of mythrix.  both teams would have to ready up to fight eachother, if one team does not ready up, you start another loop.))

This is just a rough idea of a competitive mode for ror2.
There are many other ways to go about it, but a competitive mode in general would be a great addition that not would bring in a new audience of people, while at the same time increasing the replayability of this game... but also adds whole new strategies and ways to play this game.

wanton sun
#

!feedback

More (and better) information in the Survivor section of the Logbook.
Information such as "Farthest Stage Reached" and "Times Completed/Obliterated" might be helpful, as well as possible indicators of difficulty and artifacts (e.g. "Farthest Stage Reached: 12 - Rainstorm GlassCommand").
This information could also be split between multiplayer and singleplayer data.

Also, remove the Speed statistic. It's the same value for every character, and doesn't even scale with level.

versed sandal
#

!feedback
Give Commando's Phase Round 600% damage instead of 300%
It sucks.

gentle path
#

!feedback
so basically, i did a bit of testing on the wanderlust achievement for captain to find out which stages do not count towards it, since the wiki said some hidden realms didn't. turns out that was wrong and the game instead didn't count the first stage you enter. this only happens when you enter it through the escape pod though, after looping it will still teleport you in normally and count towards the achievement. this is most likely just a bug and should probably be fixed.

flat halo
#

!feedback
Give Acrid an alternate Ultimate that supports his melee play style, something like enemies who die while poisoned leave a pool of poison for x amount of time (similar to his shift ability)

austere oracle
#

!feedback
I think we can all agree that captain is a pretty terrible character. Garbage damage, a trash passive, but amazing mobility, and his M2 is kinda OP. But I think he would be a lot more bearable if you gave him a giant laser beam that one shots everything and made him fly and also he has more microbots

gritty pilot
#

!feedback
I think we can all agree that huntress is a pretty OP character. Amazing damage, no passive, but horrible mobility, but ballista is kinda horrible. But I think they would be a lot more bearable if you gave them 3 charges on their big blink and reduced the cooldown to one second and also made arrow rain cover the entire stage

merry trail
#

!feedback
I think we can all agree that loader

fallen rock
#

!feedback
I think we can all agree that Purity in Eclipse scales with 100% which is incredibly low and scrap barrier. Elite Aspects should become lunar pools and Mithrix should get a dog he could really use a friend

loud osprey
austere oracle
#

!feedback
I am so proud of this community.

dull stratus
#

!feedback
I know this has been suggested before, but I very much think the aspects should be overhauled. They're such a sweet idea and the idea of turning into essentially a monster for the rest of the run sounds really sweet.

I feel like the equipments could act possibly somewhat like lunar equipments, where there is a downside however is ridiculously strong. A sort-of challenge run would be a really sweet idea.

Take it like this: You just picked up the Malachite elite aspect. You now become a vessel of N'kuhana, forced to kill quickly or be killed yourself. Essentially, it turns the run into a sort of challenge run, where you have to progress through stages very quickly to escape a constantly depleting healthbar, however in the process are extremely powerful and deal significantly more damage and have a much bigger healthbar, just like elites do. The more damage you take from N'kuhana, the more damage you deal to enemies, and maybe only restore health by killing more enemies?

For Glacial, you have to progress quickly as your movement speed continues to decrease. If you spend too long, you become frozen and you die on the spot. For Celestine, in order to keep the effects of your aspect, you have to keep allies within your field, or risk deteriorating fast. Health, damage, and such decreases if there aren't enough allies within your field, and the required number of allies quickly increases as you hold on to the aspect. For Blazing, you scorch everything, including yourself and allies. If you ignite too many enemies, it causes a wildfire, dealing huge damage to yourself and all allies. For Overloading, you excite yourself, moving faster and faster the longer you're on a stage. However, if you move too fast and hit a wall, you deal huge damage to yourself and may even die.

This is just an idea, but making a rare run where you die or become godly would be sick. Also, maybe bump the spawn rate? Just a smidgen? Like 1/2000 rather than 1/4000

wintry ibex
#

!feedback
Spawn a legendary chest for each player in Abyssal Depths and Sundered Grove. It seems unfair that Siren's Call guarantees red items for each player but the other two levels don't

little barn
#

!feedback
Add unique bosses to all of the 4th stages. AWU is really cool, and makes both Sundered Grove and Abyssal Depths superfluous. The Direseeker mod adds a boss (that is a recreation of the Direseeker from ROR1) that can be spawned on Abyssal Depths after finding a series of buttons and when killed, acts like AWU. I really like that and if something similar was done for Sundered Grove and something official for Abyssal Depths, it'd make both stages more enjoyable and worthwhile.

distant hedge
#

!feedback
New lunar item increases healing during teleporter event but half healing when teleporter event isn't going on. This item can be fixed to your desire so it's balanced but the idea is good (DOESN'T STACK WITH CORPSEBLOOM/Can't have both at once)

hot barn
#

!feedback

Add something during the fight with Mithrix that can proc the Lepton Daisy effect. For example, the item effect could proc at even intervals as you deplete his health, the same as how it procs at even intervals as you charge a teleporter.

In general, it would be nice to patch how some items are entirely useless on Commencement. What if the scope of Forgive Me Please was expanded? Instead of just triggering on-kill effects, it could simulate a random monster kill (so as to proc Happiest Mask), with a chance to be elite (for Brainstalks and Wake). It could also trigger on-hit effects (making strong multi-target items like Ukulele and Meathook more useful), as well as on-interact effect (from Fireworks and Polyp).

Alternatively, normal opportunities to trigger these items could be added. A small third Chimera variant that spawns in larger numbers could make multi-hit more useful and Happiest Mask more consistent; Elite Chimeras could proc Guillotine and Wake and Brainstalks; making the Lockbox spawn inside the arena could give at least one use of Fireworks and Polyp. It's just irritating to have so many items, many of which are usually good, become worthless at the climax of a run.

jagged knoll
#

!feedback A new artifact that tethers all players together with a chain. Good luck making that work with Loader tho. Ha.

delicate pewter
#

!feedback To make blight less useless, i propose that blight gets a 0.05 - 0.03 proc coefficient, making it an option for better lategame damage at the cost of poor scaling on the base damage

hard gate
#

!feedback

I know this has been suggested a million times, but it seriously needs to happen. Blacklist Tesla coil, at least on “basic” mobs that aren’t scavengers or mithrix. There is literally zero counter play as mobs are usually all over the map, and it just makes going to void fields or using the artifact of evolution really frustrating.

true harbor
#

!feedback
I was thinking about all the challenges and we have items, characters and equipment unlock but why not stages.
Therefore i suggests making certain stages unlockable

gritty pilot
steel lodge
#

!feedback
Make turrets spawn near the teleporter, rather than the player spawn point.

earnest wren
drifting jasper
#

!feedback remove crowbar from the original ror when half life 3 comes out
context:

loud osprey
#

!feedback
The aspects that drop from Elites rarely should probably be reworked to be more rewarding to hold other than literally just give you the same buffs they receive. They get overshadowed later on in the game and most of them aren't even as useful. Such as Malachites and the cloak ones.
They're not really worth wasting an equipment slot at the moment, I believe.

dire abyss
#

!feedback
The Mastery skins look cool but I think having the skins with an addition of changing the looks and adding effects to each survivor's abilities and gadgets would be that much more rewarding for completing monsoon.

old blade
winter aspen
#

!feedback acid doggo weak in melee, pls help acid doggo be a good boy and an even better melee fighter, thonks

crisp pilot
#

!feedback make a reward for beating eclipse 8

covert tide
#

!feedback risk of rain 2 steam cards and badges

hard gate
#

!feedback

Make Acrids Caustic Leap a little more consistent in ending when leaping onto enemies, as half of the time right now you just kind of bounce off with no control over where you’re going. Maybe not as important for those using poison, but for blight where you want to apply every stack possible it’s frustrating when caustic leap just doesn’t hit the AWU or something.

boreal slate
#

!feedback

To solve the issue of how annoying it could be to find a pearl dispenser, when you kill newt, a small hole appears in the floor, entering the hole takes you to a lunar cauldron. Since it is impossible to kill newt before at least loop 2 or 3, this makes finding a cauldron easier, but only after a few loops.

rapid creek
hardy wharf
#

JavAngle-SoraKH2 mod Should have kh1 and kh3 skins,
and maybe limit atacks like sonic blade ragnarok etc...
as a option in loadouts...

loud osprey
#

!feedback
Add a 'Random' character option, which chooses, well, a random character for each run you pick it with.
Can be done with an external RNG, but it'd be a nice addition nonetheless.

little barn
smoky mural
#

!feedback

right now blazing and overloading elites feel a bit too similar, since getting hit by each is just a variation of "you take more damage than a regular hit" and in the lategame both basically mean a guaranteed osp bypass if you get hit.

instead of sticking to the player and basically guaranteeing damage, what if overloading elite bombs instead tapped into the "aoe damage" nature of electricity and instead stayed wherever they made contact with the player/ground, but also had a wider aoe?

little barn
#

!feedback
As the next content update approaches us in march, I wanted to talk about the current state of Commando. I don’t think Commando is weak, but I believe that he is in need of a rework of sorts, if not a touch up. In part, because of Captain's introduction. Captain occupies the same niche as the Commando; they are both close-range, rate-of-fire survivors. Captain's just a more successful iteration, sharing a lot of the same issues. He also struggles a tad with Aoe. Vulcan shotgun faces the same 50% damage reduction at anything further than half a teleporter radius or that of the eclipse 2 modifier that all of Commando's kit does, excluding phase round. Despite expectations, their overall damage per second of their kits isn't too dissimilar, if Commando is using phase blast. The luxury that Captain has is that his power is mostly concentrated into one skill, Vulcan shotgun, so it makes that skill feel really sublime; also the ability to reduce weapon spread at the cost of damage per second which can be done while sprinting. In contrast, Commando has it split between phase blast and double tap. Furthermore Commando's entire kit feels like raw single-target damage, especially his base kit. His close range requirement lowers his survivability as well as having to hold down the primary key and lock onto enemies--without the benefit of a defensive passive to cover him. I think some small changes to the Commando could go a long way. Transferring some power from phase blast to double tap would be a start; it wouldn’t have to change his dps, and it would also help phase round compete as an alternative. Another potential option is reducing his fire spread because Commando is currently out-ranged by the Captain.

sinful crystal
#

!feedback
Going off what is above me, I think command should become more of a medium range survivor like huntress so that he doesnt have to be right next to things to do decent damage. Reducing spread and damage falloff of his primary could be good to make him a bit more versatile, which seems to be what hopoo want him to be. Phase blast is good as is, but I think phase round should definitely deal more damage so that it can proc bands, maybe around 400-600% total damage from the blast? Having it go faster could make it more usable against moving things with small hitboxes, and since commando struggles with aerial AOE things maybe have it zap enemies close to it (like the phase round lightning mod) so that you can kill groups of elite wisps more easily. This way commando could become a more reliable survivor with more balance and AOE control. Roll also needs to be changed, but I don't really have any ideas on that yet.

little barn
#

!feedback
Local multiplayer!

empty orbit
#

!feedback
Some idle animations for survivors after standing still for a while?
For example, an engineer could tinker with his wrist computer, some ammo checking/gun spinning animations for commando as his idle animation, you get the idea.
It's not a game-changer, but it would be a nice touch.

boreal slate
#

!feedback the overloading worm boss item art concept has come a long way folks, i remember when it was just a doodle in ms paint i made in 5 seconds but we got a full model made by yours truly :) enjoy!!!!!!1!! (its still being worked on but here's a beta) still dont know what it would do in game though

jolly gazelle
#

!feedback
New Survivor Concept: Hybrid
Hybrid is a human survivor who has been possessed by an interdimensional monster, who lives in the Void. He's a soldier, so he's equipped with futuristic military equipment and armour. However, his right arm has been unnaturally mutated. It is large, and a dark blue in colour, covered in hardened scales, and his hand has large dark claws. Hybrid has a close-fitting helmet, which is half-broken. The revealed part is scaled and coloured like his arm, with a glowing purple eye.

M1: Tracking Bullet. Fires a small bullet, which tracks an enemy and transmits its location to the Beast. After a small delay, a crack opens, leading to the void, and a dark, liquid spike impales the enemy, and shoots back through the tear.

M2: Aberrant Missile. Imbues a missile with the Beast's power and fires it where aiming, dealing High AoE damage and burning the ground.

Shift: Cursed Maelstrom. Summons a Whirlwind of Souls, sucking in nearby enemies and cursing any that reach its centre, making them take 50% more damage. Killing cursed enemies increases its duration.

R: Feral Charge. The Beast takes control, transforming the Soldier into a raging monster. The monster charges forward, dealing high damage. You remain in Beast form for 8 seconds, gaining a speed buff, and changing your M1 into a very high damage melee attack.

For more specific information (stats, damage percentages, alt skills and a whole lot more) look at the Google Doc: https://docs.google.com/document/d/17L-HAC9oQ2dq291IHglRnRP1VqYE8lkg4v3uxAkuSdA/edit?usp=sharing

Edit: Added a drawing to the Google Doc!
Any suggestions/feedback in general is welcome. Thanks for reading!

safe prairie
#

!feedback
It would be nice if the Artifact of Metamorphosis also shuffled any unlocked skills on the survivor you spawn into the stage with.

It would be very in-theme for the artifact, and the player wouldn’t need to check to see if every survivor has the correct loadout before starting the run, because it would be random anyway.

broken perch
#

!feedback
make escape close menus when you're in the command/scrapper interface, instead of opening the escape menu

jolly anchor
#

!feedback
With a new programmer on the team, can we please get new and unique enemy AIs? Many enemies such as beetles, lemurians, and imps are generally the same AI-wise, making them boring to fight against. I’m pretty sure I heard the reason why Lemurians got the fireball attack was because their AI was poor, so a ranged attack was added as a compromise. I’d be a fan of Beetles utilizing pack behavior, or Imps utilizing their teleport in better ways (like immediately following up the teleport with a melee attack for example, kind of like they did in ror1.) It’d spice things up for sure, with how bland some stages can be with poor enemy variety.

austere oracle
#

!feedback
Add a percentage of completion over the logbook on the main screen. A small but welcome change.

fleet compass
#

!feedback
A new artifact where all survivors share an amount of health and goes down when either one gets hit. The amount of hp depends on which survivor is used (just add together each survivor's hp to get the shared amount). This artifact would mainly be used in multiplayer mode tho

viscid yew
little barn
#

!feedback
New Artifact: Dov

+Items cost less
but
-you are unlucky

(lunar items cost the same)
slim torrent
#

!Feedback
Rework Squid Polyp to evolve every few stacks of the item and gain new effects, also remove the constant health drain and just set the base timer to 30 seconds, the health drain is unnecessary.

Example:
x1 unchanged
x5 upgrades to giant squid turret: extra barrel + more health
x10 upgrades to man'o war turret: grows tentacles that hit and stun nearby enemies, duration increased to 45 sec
x15 upgrades to Kraken turret: gains a 3rd barrel, fires exploding shots with small AOE and tentacle range increased, duration increased to 1 min.

gritty pilot
#

!feedback
Make stacking squid polyps increase attack speed of the polyps AND summon more of them when you interact with things. Also increase their base range and increase their range per stack.

fossil sierra
#

!feedback any sort of multiform survivor would be fun, especially one that swaps between melee and ranged attacks.

latent root
#

!feedback more rare bosses like overloading worm, possibly more small hidden realm stages with unique bosses as well. It's incredibly exciting to discover new areas and new bosses, but there's sadly not that much discovery in the game at the moment. Some kind of void reaver boss could be nice, for example.

open tartan
#

!feedback
Add an optional setting where players can cap their maximum attack speed for the sake of their graphics card. When they hit this limit, every hit is doubled but attack speed is halved. Increase the multiplier/divisor by 1 each time they hit the limit; this means the dip in attack speed stays closer and closer to the limit each time.

To let these players also cut down on animations, a double-hit gets x2 damage/healing/gold (Seed/Scythe/Brittle Crown/etc) and applies twice the effect of things not based on total damage (bleed stacks/Predatory Instincts/etc). Things like AtG only happens once, based on the doubled damage. Triple-hits and so on multiply these things appropriately.
vivid relic
#

!feedback Make artificer secondary skills require separate button press for each cast to avoid low charge misfires with large amounts of attack speed and backup mags

austere oracle
#

!feedback
Once one person receives all of their items from mithrix he should start giving other people their items when that person hits him. It would help some players not feel as useless while one person is solo killing the boss on the last phase

rocky charm
#

!feedback Why do the stone colossi cause so much knockback? I get hit once and it sends me straight off the level.

ashen kiln
#

!Feedback
Monsoon+ MonsoonSaiyan

dreamy carbon
#

!feedback
I have a difficult time seeing drones on maps. Maybe this is partly my fault for playing on the Switch's small screen, but sometimes the things blend way too well into the terrain, especially on dark-colored maps. This is especially annoying when it's my drones being downed, because chances are low I'll be able to find them again without running around in circles wasting time. Could they have something like a softly blinking light, or occasional sparks flying out to make them easier to notice?

jolly gazelle
# jolly gazelle !feedback **New Survivor Concept: Hybrid** Hybrid is a human survivor who has b...

Survivor Concept: Hybrid (continued)
here are the Alts I imagine for Hybrid (default skills and concept linked/replied to):

Alternate M1: Corrupted Bullet: fires a bullet which has been altered by the Beast's power. It explodes with purple energy on hit, dealing 150% AoE damage. However, it fires slower than Tracking Bullet.

Alternate Shift: Abduction- A portal opens on the ground (identical in appearance to the Void Fields portal, but circular, larger and horizontal) and two gigantic claws come out, smashing enemies and pulling them in to the portal. Deals 150% damage to up to 10 enemies, who are dragged inside the portal and are abducted for 5 seconds. On returning, all enemies who were abducted receive the “Terror of the Void” debuff, which reduces their damage by 25% for 3 seconds. Cool down is 16 seconds.

Oh, and thanks for so many upvotes guys! Honestly surprised I got over 10 😂.

Edit: I also had a drawing done (not mine lmao) of what I think Hybrid would look like! I think the arm is a little too big, but otherwise it's what I'd imagine he'd look like in game. Drawing of Hybrid:
#ror2-feedback-discussion message

little barn
white ivy
#

!feedback I think a practice range would be a nice addition, just to try out a survivor before jumping into a run. I know part of the fun is experimenting and just trying things out, but I feel like it wouldn't hurt to have something like this. And it wouldn't have to be something super fancy, just spawn the player on a map of their choice, and with settings such as if enemies spawn or not, how many of them, stuff like that. just an idea!

white ivy
#

!feedback dunno if this has been suggested yet, but if the player is holding one or several fuel cells, would be really helpful to show the cooldown for the other uses of the equipment that the player's carrying. and above that display the number of uses available, of course, which is already in the game so

viscid yew
little barn
#

!feedback I think there should be cross-platform because it will attract more players to the game. If it becomes cross-platform then a in game friend system should be made

solar geyser
#

!feedback
Quick buff to Artificier and slight one to Commando as a suggestion... let Artificier sprint with her flamethrower ability and make Commando's damage fall-off slightly better? Idk, wdy think

white ivy
boreal slate
#

!feedback allow some multiplayer customization other than skins, like ranks based upon mithrix kills or obliterations or something completely different

obsidian mantle
#

!feedback buff warbanner stacking. No matter how many you get, it’s only as effective as like 2-3 goat hooves and 2 syringes, while also being totally inconsistent. Either giving it an additional stat boost with each stack (like 5% movement and attack speed) each stack or making multiple placed banners stack would give it an actual purpose without completing breaking it.

loud osprey
#

!feedback
Mercenary's Eviscerate shouldn't target allies while there is no friendly fire enabled. It's a bit annoying to try and go for a bunch of enemies and there happens to be a drone in the way, stopping me completely.
Maybe not even allow it to happen with friendly fire on, since i feel that'd be way more annoying to deal with than anything.

charred ermine
#

!feedback
Make warbanner an equipment or make an equipment that places the warbanner

loud osprey
#

Also, when you buy something on the Bazaar, there's a blank line that appears. Not sure why.

versed sandal
#

!feedback
make equipment dropped with command on be lower priority than other items when you try to pick items. It's so annoying when you get an equipment as your first item from a chance shrine drop and then you have to spend way too long trying to select the white item because you already have an equipment.

sand moss
#

!feedback
New lunar item: tungsten ball
+15% base damage (+5% per stack)
-1 jump (can not go below 1 jump)
Fall 1% faster per stack

Looks like a large metal ball

sand moss
#

!feedback
New sidegrade for mul-t's retool:
Dual built
M2 becomes your second weapon
R ability becomes your grenade
1 equipment instead of 2 because you can't retool
Firing both m1 and m2 stop your movement

The idea behind this is to let mult use both of his weapons with out any of the wait time to retool

gentle path
#

!feedback

Alt Utility for Mul-t:
Turret Mode
Cd: probably 6s? no idea lol
Swap into turret mode to gain 100 armor and replace your secondary with your second primary weapon. Both weapons can be fired at the same time. Movement speed is reduced to 0 and gain knockback immunity. The ability can be canceled at any time and doesn’t have a maximum duration.

The knockback immunity might be absolutely busted with bustling fungus and could probably be replaced with a stronger armor buff. I just thought it would be more in flavor. If the damage from the ability isn't worth the loss in movement gaining an attack speed boost for the duration would be an option. I mainly just wanted to share this general concept since I thought it was cool; it would definitely need a lot of testing.

solar geyser
#

!feedback
This one is gonna have mixed opinions; the ability to choose where you go after you complete the teleporter event with a menu or something, because so often I've hit the teleporter just out of instinct and accidentally had to go fight Mithrix, or have hit the teleporter instead of a blue portal or celestial portal meaning I won't be able to go to the bazaar, or have to do another 3 stages before I can obliterate. Sometimes you can be quick and hit 'e' on the other portal and save it, but sometimes too much time has passed and you're stuck going to somewhere you didn't mean to go to... could just be me, and there is always the 'git gud' excuse but still, just think it would be a good quality of life change

jolly gazelle
hexed topaz
#

!feedback Make an Alt for multis R that allows him to duel wield two primary’s at the cost of the ability being put in a cooldown and not being able to free switch between two of his primaries. I just really love duel wielding classes in games like borderlands and gunfire reborn and I find the concept fun.

sand moss
#

!feedback
New lunar equipment:
Faulty credit scanner
10-30 sec cool down
The next chest you open is either completely free (75% chance) or it becomes locked and cant only be opened by anything (25% chance)

candid mural
#

!feedback make attack speed decrease the recharge time of artificers M1s

keen nymph
#

!feedback add drone scaling with stages and damage. They become nearly useless after one loop or so and get one shot by anything and everything. still a great early game tool tho

keen nymph
#

edit: I then would reduce the drone spawn rate a little for balance purposes

old blade
#

Hello. Yes. I have a skin suggestion. I will take no questions, thank you.

swift lodge
#

!feedback add more acheivements that can keep long term players more engaged between major updates

swift siren
#

!feedback When inside of the next cell in the void fields, before it is activated, you should gain a lot of health regen so you don't have to wait for your base regen if you have no cautious slugs/bustling fungus.

idle marten
#

!feedback
Maybe a twitch integration setting that allows viewers to mouseover items to see their effects

cunning crow
#

!feedback Change to the death mark. It’s effect starts at 1 debuff but it’s effect is weaker. The effect gets stronger as you add more debuffs. Stops getting stronger at 4. Additional stacks will increase the amount of maximum debuffs.

For example, say you had 1 death mark and inflicted 4 debuffs. Then you pick up another one and inflict a fifth debuff making the death marks effect stronger

This makes it useful before the second loop and you would actually feel the effect better

keen nymph
#

could we get more void related enemies? I find the void reavers a nice challenge and a cool mechanic for end game /god runs. For instance a void jellyfish that would do one of those void explosions on death. Or a void lumerian that fires the void bubbles? or a void boss?

slim torrent
#

!feedback
Commando skill buffs:

Phase Round: Increase projectile size by 15% and add increases damage by 100% for each enemy the projectile passes through up to 700% total damage (4 monsters hit).

Frag Grenade: Up damage from 175% to 200%, change grenade to explode on impact instead of after 1 bounce.

viscid yew
#

!feedback
make eccentric vase come out from a little higher up, I can't tell you how many times I've jumped and pressed q only for it to hit a rock at like waist height on my character

jolly gazelle
# jolly gazelle !feedback **New Survivor Concept: Hybrid** Hybrid is a human survivor who has b...

I also had a drawing done (not mine lmao) of what I think Hybrid would look like
I think the arm is a little too big, but otherwise it's what I'd imagined (check replied comment for skills + concept of Hybrid)
Edit: I'd just like to thank everyone who's upvoted again. The amount is getting unbelievably high now (for me, at least), and it would friggin amazing if Hybrid got on top feedback. Thanks!
Hybrid:

keen nymph
#

!feedback what about a drone scrapper and printer? Sometimes you might get too many like health drones or something and you need attack. some stronger drones (misile drones, tc 280) will give more scrap, which can be used to purchase drones with instead of money. The printer can be used for printing some more attack or healing if you need it.

vestal iris
#

The bot's down and we know, y'all. Nothing we can do about it. Please save your feedback in a little text file on your computer and just wait until it's back up to post it. Thank you!

fervent quail
#

!feedback
It'd be nice if elite enemy projectiles (vulture, brass contraptions, greater wisps, vagrant, beetle guards) were visually changed so they fit the elite that's firing them. Using brass contraption as an example, the spikeballs they throw could be orange and glowing if it's blazing, glacial could be white and maybe leave a trail of snowflake particles when thrown, something to that effect.

Not only would it look nice (I had this idea when I saw that blazing vultures are orange but throw blue projectiles which really doesn't fit at all), but it might help players tell there's an elite around just by seeing the projectiles. Like how sometimes you don't notice a brass contraption's behind you until its projectiles hit the ground in front of you. If those projectiles were bright orange, I'd know right away that I should be afraid.

Plus it'd give some attacks (like beetle guard's projectile that moves along the ground and vulture's projectiles) some nice contrast with the colors of the stage they spawn on, which isn't the most important thing in the world I guess, but good projectile/background contrast would be a nice touch for enemies that are supposed to demand more respect than the ones you delete instantly late-game.

flat sage
#

!feedback A way to save the current run and continue later

vocal flower
wanton venture
#

!feedback
It would be cool if in the Prismatic trials leaderboards we had something more than just comparison of our score to friends' and option to check our global place in the ranking. Right now we can't even see the first place or for example how well we have performed among other players who completed the Trial as the Artificer. I really like the idea of the Trials but there's little to no feedback upon completion and not many people play them.

little barn
#

!feedback this is more of a question, but will you be adding more artifacts to the game for the dlc? I was wondering since the artifacts really shake up the game, and were fun to unlock!

royal moon
#

!feedback Artifact of Exchange
Able to play as any monster in the game, however, all the spawned enemies are the survivors, and the final boss is a random survivor.

fallen rock
#

!feedback a slight alteration of this but make it so Aurelionite can spawn during the Mithrix fight if you have the seed, but when Mithrix steals the seed during phase 4 the seed is crushed and Mithrix says something about "weak creatures" or whatever. This would not only allow for a more interesting fight but also be pretty neat lore wise since the Aurelionite could be fighting for revenge on Mithrix for banishing him to the Guilded coast, and it could introduce more dialogue lines from Mithrix

scarlet apex
#

!feedback
Add a "silence between two strikes" proc to Electric Bombs to make this item more useful

boreal slate
#

!feedback ignore my previous suggestion and vote for @fallen rock

fallen rock
worn token
#

!feedback I think the brass contraptions need a nerf to their elite form because they are way to tanky and do way to much damage for how frequently they spawn. I usually find myself being sandwiched by multiple of them as well as having a variety of other enemies also attacking. I also think that converting the enemy to a boss would also be an idea worth considering.

flat sage
sterile pelican
#

!feedback steam workshop?

tepid harbor
#

!feedback allow multiplayer eclipse runs to spice up the difficulty with friends

candid mural
#

!feedback Not a huge fan of sundered grove. My main gripe is with the enemy choice, if I'm playing a melee character, or haven't gotten many dps items, I'm basically screwed because I can turn around at any point on stage 4 and there will be at least 5 jellyfish behind me. Always. I can deal with anything else, but the sheer volume of jellyfish this stage spawns is unbearable.

Also not a fan of legendary chests but that's more of a side complaint.

full mauve
#

!feedback remove this wall in wetland aspect pls, makes the stage a whole lot more annoying to navigate when it's already one of the harder stages to do so

blissful finch
#

Make commando’s grenade sticky, have no bounce and roll, or explode on impact. I think it would be balanced because the suppressive fire is just better imo, grenade is too hard to aim during intense fights and can’t hurt air monsters like wisps and brass contraptions

loud osprey
#

!feedback Maybe more of a personal thing, but maybe make the Rusty Lockbox a tad bit more easier to find. Later in the game things might get way too quick to properly find it.
Sometimes it even blends in with the background, making looking for it very time consuming for a reward that might not be that good to begin with.

static valve
#

!feedback make captains airdrops moveable but on a long cooldown like engineer turrets like a 120 or 180 seconds or something maybe longer

Edit: I just find it annoying having 1 ability locked for a whole level while engineer can have healing turrets that can be moved frequently, maybe just make the healing and/or shock beacon moveable

candid mural
#

!feedback magnet style item that pulls in things like Ghors Treasure and Bandolier drops within a certain radius

keen nymph
#

!feedback can we get more synergy items like runald and Kajro? I find these items really useful on earliers stages and when in stacks it becomes god-like? Can we get more “duality” items like this? for instance two pieces of something that have different affects?

candid mural
#

!feedback Remove the friendly fire aspect of the Mired Urn. It's a boss item and not a lunar item. No other boss item has a downside, mired urn shouldn't either. I get that it's the whole point of the item being the dunestrider boss drop, but it's not really fitting for boss tier.

gaunt delta
#

!feedback increase the proc cooef. of Commando's Grenades to Guaranteed(sweetspot hit) and 2.0(sourspot hit) as well as increasing the base damage to 300%

keen nymph
#

!feedback there should be a shrine on multiplayer that is called like “shrine of equality” that would evenly split all the item between all characters. “but what about different builds” idk man it would be cool and be good for some gooninghappiesttroll

sharp condor
#

!feedback add an artifact that boosts the amount of Shrine of the Mountains or at least guarantees 2 on each map, or have an artifact that guarantees an elite teleporter boss each stage

sterile pelican
solid radish
#

!feedback I think Irradiant pearl should be a little less rare to get from cleansing pools. Some white items give better stat boosts for example soldier syringe making it often not worth it to get irradiant pearl

little barn
#

!feedback
I feel like cleansing pools should be more visually distinct. They are rare enough as it is, but I never actually see them. Even when I do see them, I either have no lunars or the lunars I have are necessary for my build.

fallen rock
#

!feedback
Just make it so Mired Urn doesn’t slow down your allies, it can still damage your allies for “consistency” purposes. The slow is just the worst thing about it the damage is manageable

earnest kayak
#

!feedback

After the first stage when you enter the next one you kinda get beamed down, the problem with this is that enemies can still damage you before you even spawn. I almost lost a good eclipse run due to a fire elite beetle that just happened to be where I spawned and I lost almost half my health at the beginning without being able to do anything.

My suggestion is that the temporary invincibility buff you get when you first enter a stage actually enables before you spawn to prevent this from happening.

civic laurel
ruby verge
#

Cool idea for a character
heretic/newt

Primary: vision of heresy
Is vision of heresy and starts with 24 shots
(Cooldown can be shortened by picking up vision of heresy)

Secondary: Time bomb
A bomb is thrown out (slows enemies)
Has a spread of 7m and cooldown is 7s

Utility: Strides of shield
Is the same exact same as strides of heresy but heals shield
(Again can be improved with actual strides of heresy)

Special: Time stop: As the newt in the bazaar between worlds stops time: the newt/heretic’s special can stop time for a short time
Stops everything (except you and allies) for 5s
Cooldown: 25s

Passive: Transcended
All health is shield except one: just like transcendence

Sprite is just the newt from the bazaar between worlds and the mastery variation is like the purple and black from the heresy items

Unlocked by getting the newt from the bazaar between worlds to 1 health without him teleporting you out

raven jacinth
#

!feedback
Some more items related to everyday technology would be cool

Like home appliances, video game consoles, thumb drives, etc. It'd allow for more worldbuilding :).

dim hamlet
#

!feedback
New Equipment: Recorder Tape
Effect: Target an item on the ground. Copies that item after 3/20/60 seconds depending on rarity (White/Green,Yellow/Red). Disappears after use. Items already copied and copies cannot be targeted again by both itself and Recycler.

boreal slate
#

!feedback during the mithrix fight, allow lepton daisy to proc so it doesn't just become completely useless during the fight

gritty pilot
candid mural
#

!feedback maybe add a cap to the amount of times a shrine of chance can give you nothing in a row, because getting nothing 5 times in a row is lame

full mauve
#

!feedback
If an alt variant of Sky Meadow were ever to be added, I think it'd be really cool if that variant had a nighttime setting/skybox instead of the daytime skybox. It'd make the variant much more distinct and unique to go through, and it'd invoke a similar aesthetic that Desolate Forest offers in the first game as well (which was a fairly requested variant for stage 5).

shell forge
#

!feedback If an item falls off the map (Which happens far too often), then have it spawn on the edge of the map, so it's not lost to the nether demons that continuously laugh at our pain and frustrations. 😂 😭

rose garden
#

!feedback Give Loader a cool thoom sound effect whenever her utility skill makes contact with an enemy.
Mercenary has cool hacks/slashes and Acrid has chain links/acid gooey noises, but when Loader's massive anime punch does not set off the expected sonic boom whenever she removes a fifth of the boss' health bar it leaves me feeling empty :(

versed mason
#

!feedback Add video options to disable full screen flashes and reduce contrast / gamma intensity of explosions, characters, and other effects. The eye strain and headaches from this game are really bad. I don't experience them with any other games.

keen nymph
#

!feedback this might be a really stupid idea but when you get the queen’s gland, could you be able to pet the beetle guards? I know it sounds stupid but i just really want to for some reason pet_beetle

ruby verge
#

!feedback idk a rain forest level

loud osprey
earnest kayak
#

!feedback

Give us a reward of some kind for completing Eclipse 8 with any survivor. It's kinda unsatisfying when you get nothing out of such an intense challenge

austere oracle
#

!feedback
Make lunar coins go to all players when picked up. This would make things fair against goblins, and would make the lunar scavenger worth going to in multiplayer.

long bobcat
#

!feedback
Theres a lunar newt, why not a lunar frog?

copper lark
#

!feedback Add the Ancient Scepter from the first game, was one of the most fun legendaries to get, and this sequel would benefit a lot from an item like it I think! 😄

flat sage
gritty pilot
#

!feedback
Make ancient scepter into a heresy item? The ability could depend on the character you’re playing. (Idea partially stolen from Symbols of Heresy)

fervent quail
#

!feedback
Since we're all throwing out our mountain shrine ideas, here's mine. Make it so, even without any artifacts, whenever you activate mountain shrines, the number of shrines you've activated are guaranteed to spawn on the next level. So if you activate a mountain shrine on stage 2, one is guaranteed to spawn on stage 3. If there's another director-spawned mountain shrine on stage 3 and you activate both it and the guaranteed one, 2 are guaranteed to spawn on stage 4. And so on. Would make the mountain shrine into even more of a fun risk/reward option, as you not only need to decide whether you should activate them, but also at what point you should stop activating them, if ever.

loud osprey
#

!feedback
I've had some ideas that I'll throw out here for discussion, in case they turn out to be interesting enough.
Shrine of Karma [best name that isn't simply luck imo.]
A shrine that costs lunar coins to use once. Using it will either raise or lower your Luck stat by a small number, maybe 0.1 or 0.2.

Why? Because there's literally nothing else that chances this stat other than two items, and I feel it'd be interesting to flesh it out a bit more.
I'll leave another idea when the message cooldown wears off, to leave separate voting for them.

austere oracle
#

!feedback

There should be some kind of "boss item" from hordes.

gritty pilot
#

!feedback
Buff energy drink or nerf goat hoof so goat hoof isn’t objectively better than energy drink

loud osprey
#

!feedback
Lunar Item suggestion, after discussing a tad bit on the other channel:

Crystal Wishbone / Fragile Horseshoe:

Increases luck over time by 0.05 each second to a max of 0.5 [+0.25 per stack],
if hit decreases it to negative -0.5 [+0.25 per stack]

fervent quail
weak quail
#

!feedback
there is no logbook entry for sundered grove, like there is no space for it in the logbook. there is no way to unlock it

vocal flower
#

!feedback more risk of rain plushies when?

harsh ice
#

!feedback
can we get a graphical setting for antialiasing? (It smooths out the jagged edges everywhere) I think the game would look a lot better, smoother and the artstyle would be more consistent

jade violet
#

!feedback
spawn protection for a few seconds in later stages so we dont get one shotted right after spawn?

timid trail
#

!feedback
let other survivors pet acrid

winter berry
gritty pilot
#

!feedback
I think we can all agree that acrid needs to be pet

flat sage
#

!feedback Prismatic skins.

A skin for each survivor that would feature prismatic crystals covering the body, and a few color changes to match the purple style of this alternative mode.
If you get high enough in the leaderboard, the skin will only be granted for the survivor with which you got the lowest time.

timid trail
#

!feedback
a new kind of elite monster type called Prismatic (ie Prismatic Lemurian)

Their ability makes it so that 1-2 prismatic crystals appear on the stage and you have to break them before hitting the teleporter
Since there's already the Prismatic Trials, maybe this could be a rare event with a special line in the chat saying something like "You feel uneasy as a powerful force leaks into this dimension"

This could also get people interested in Prismatic Trials if they haven't seen them before
idk if this would defeat the purpose of Prismatic Trials but it seems like an interesting idea

little barn
#

.

spiral thicket
#

!feedback

I want the children enemies from ror1 to return they complement the parents and gives more variety in enemies

hard gate
#

!feedback

Make the healing zone for interstellar desk plant more of a cylinder or oblong sphere so that you can still heal if you’re a bit above the ground. It shouldn’t extend too far into the air but you also shouldn’t have to be rubbing your cheeks on the plant to be healing.

slate glade
#

!feedback Make an “OOPS! ALL LEGENDARIES” mode where all items in chests are replaced by red items. White items, green items, yellow items, and blue items no longer spawn. I feel like this actually wouldn’t be as op as it sounds, as you wouldn’t be able to have ATGs, Crit Chance, or on hot healing. Equipments are still fine tho

kindred aspen
#

!feedback

Please make void realms shorter, I dont care if it's 20x harder, void fields is the most tedious part of any run. I understand that its an "option" but if you want a much higher chance of beating the final boss on monsoon you kinda have to take it. void fields as a stage is beautiful and i hope more is done with it in the future but it just takes too long.

earnest wren
#

!feedback A Labyrinth/Maze level

merry trail
#

!feedback
Saw? Saw!? You want me to use that skill??? No, I'll stick to double nailgun thank you very much. Mul-t isnt a melee character, dont try to make him one. Saw is stupid, barely any damage and it makes you basically guaranteed to get hit. Because. Its. Melee. Rebar? Maybe. Scrap even I would take over that garbage excuse of a skill. If you think saw is good, you are a gesture spamming, merc loving, sacrifice farming, worthless waste of oxygen and you deserve to know it. If saw was even, in any way, viable, woolie would have mentioned it. But did woolie mention it??? NO. and woolie is always right, look at his tierlists for goodness sake. I would sooner play commando than mul-t with saw, and commando is at the literal BOTTOM of woolies character tierlist. Saw literally might as well be the same as not taking an m1 at all. It only does 100% damage per hit. Nailgun does 840% DPS! why does this skill even exist. 100% damage per hit is extremely low compared to literally any other primary. Yeah, sure you can sprint while using saw. But you know what else you can sprint while using? Retool. And retool is completely useless, the optimal mul-t loadout is literally 2 of the same skill anyway. Why would you ever swap them. So next time you try to explain to me, convince, even make me CONSIDER taking the worst m1 in the game, maybe just go and play your command/sac/swarms game instead. A melee ability on a character who isnt loader? Literally never going to work

little barn
#

!feedback add saw synergy between powersaw where with retool and double saw on MUL-T activate sawmerang on the first use of powersaw after retooling

static valve
#

!feedback playable teddy bear named toughest times

vague hamlet
#

!feedback
Beetle: Change its melee attack into a short distance lunge.

Beetles make small hops to get around, so it'd make sense if it used a slightly more aggressive leap to bruise its targets. Furthermore, this would make Beetles slightly more dangerous, as they're currently the only small mob that require standing still and winding up to finally land their melee attack.

flat sage
west creek
#

It's not even a feedback it's just a rant
if you're gonna post here at least suggest a change 🤨

winter aspen
#

He's not wrong though, I'll give him that.
Move to #feedback-discussion

flat sage
hard gate
#

He suggests that saw should get a 2.0 proc coefficient to balance it

boreal slate
#

!feedback hopoo bleeeeeeease bleeeeease add the arms race from ror1 back into ror2 it was so cool and it would make drones good in certain situations

static valve
#

!feedback a support character with at least one ability that's dedicated to healing himself and other characters

viscid yew
#

!feedback
give rising thunder a secondary activation that slams down (nerf the damage or whatever as needed of course)

lament elm
#

!feedback
Add Sunset Titanic Plains (which is in the game files) as an alternative Lightning.

It may be behind some condition like clearing the plains a number of times.

sinful crystal
#

!feedback Make the intro cutscene NOT freeze your mouse please.

finite glen
#

!feedback new skill for re-tool:
Overheat: repeatedly attacking with the same primary fills a gauge, this gauge progressively fills higher and higher making mul-T's weapon glow orange and show smoke. As the overheat gauge fills up you gain higher attack speeds and a minor increase in damage, above 75% of the gauge and you will gain a chance to apply a fire procs(less often for nailgun and saw. 100% for rebar and scrap launcher). Once you reach 100% your weapon will Jam and be unable to use for ten seconds unless you activate Overheat which retools your abilities, sets your overheat gauge to zero and attacks all nearby enemies with a heat wave.

I think this would be a great add on as an alternate skill for mul-t
it breaks away from the constant use of a nailgun in almost all mul-T builds, and it gives more synergies to his other abilities and playstyles. (ie: max heat gauge using saw and you re-tool burning all nearby enemies). It also brings a bit of a reference to Han-D's old skill overdrive (or over heat? I kinda forgot...)

Essentially this skill is supposed to reward you for retooling frequently and punishes you for constantly using one weapon, you get bonuses for building up the heat gauge and you can still deal damage when you re-tool with overheat.

little barn
#

!feedback
Please add an option to disable the intro cutscene. Kind of annoying to have to spam a button in order to skip it every time

finite glen
#

!feedback like gonk said either we should get the option to disable the cutscene or at least make it like ror1 where any input would skip it (so we dont have to always click the button at the bottom left)

fervent quail
# finite glen !feedback new skill for re-tool: **Overheat**: repeatedly attacking with the sam...

!feedback Talking about this idea in #ror2-feedback-discussion got me thinking of how I'd do a similar concept and was recommended to put it here, so...

Alternative to MUL-T's retool:

Firing your weapon increases its heat bar by an amount depending on the weapon (maybe have a different colored segment on the bar that determines how much heat would increase if you fired it, for burst damage weapons like scrap or rebar). The bar decays at a rate of around 20% every 3 seconds.

Above 50% (or maybe more, I wouldn't know what's more balanced without playing it myself, and it'd highly depend on how fast heat fills up), your shots apply burn depending on the weapon's proc coefficient. At 100%, the weapon jams, making it unusable until the bar hits 0%. If you press R (to use the retool replacement skill), you swap to your other weapon, which has its own heat bar. However, if the weapon you're swapping from still has over 80% heat, you get a burn debuff on yourself. If you're low on health and don't want to die, it's recommended to wait until your current weapon's heat bar gets below 80% before switching (maybe the bar changes color if it's above 80%, so there's a clear indication of when you can switch safely). However, if you're at full health and not expecting to get hurt much, you can switch to your other weapon immediately, just treating the health loss from the burn as a price for maintaining good DPS.

Speaking of DPS, you could just hold down the mouse button and press R every time you're about to overheat, and this would increase your DPS by a lot since you'd never need to wait for your weapon to cool down, but you would keep losing health from this. Risk reward tradeoff kind of thing.

If balanced poorly it could be better than retool, but there's a lot of numbers that could be tweaked, and by some combination of making jamming a big risk or changing damage numbers or changing heat increase rates or something, I believe the devs would know how to balance it.

marble light
#

!feedback give captain’s utility (orbital strike) the ability to knock himself back. if used properly it would allow him to use it as a boost, which i think would add more depth to his kit and make it more interesting to use. Alternatively, this self knockback mechanic could be built into an alternate utility for him.

hearty void
#

!feedback Probably has been suggested before, but have equipment show the recharge bar when you have multiple charges, similar to when the secondary ability has more charges from the magazine.

vague flame
#

!feedback new character

Alchemist or Chemist.

Chemical throw - Does 100% damage leaving acidic AoE, The AoE will put a debuff on the enemy(s) that does a DoT dealing a third of the base damage, AoE will be increased by attack speed. (M1)

Glass shatter - Does 45% of player damage, Once killing an enemy with this skill you will gain a buff that increases HP regeneration by 10%, increases attack speed by 15% and gives the player a 5% movement increase. (M2, The timers for the buffs are 5 seconds to 8 seconds)

Energy spike - Increases player's movement speed by 5% and allowing them to jump higher (jump will not be affected by wax quill unless it's the base jump).

Concoction mix - The player mixes a concoction that is allowed to give to the player or a friend, The buff or debuff will be unknown until used (This is affected by 57 leaf) The buffs can vary from, movement speed increases to defense increases, (Buffs will not be permeant but they will last 15 seconds).

shut aurora
#

!feedback skins that lightly change the model: commando in an old diving suit (think nautilus or big daddy), Rex with a real cabbage or a raflesia, Mercenary with a scythe and so on

copper meteor
#

!feedback
make it so shrines can block wandering vagrant

weak prawn
#

!feedback I think that Milky Chrysalis should have a meter to show remaining duration. Small QoL change.

hard gate
#

!feedback

The mountain shrine spawn rate on distant roost should be upped, and/or there should be a guranteed spawn.

Why:

  1. Loot
    Distant roost is notorious for a lack of loot, and shrines of the mountain could help a lot with that problem. Additionally, the potential to get a few game changing boss items is there.

2.Challenge
Stage 1 boss fights are pretty easy, so having the option of more challenge could be an interesting trade off and start to the run.

3.Variety
A lot of stages have their own unique gimmick or trend in loot spawning, like the preon chest on rallypoint or the quantity of combat shrines on abyssal depths. The two stage ones don’t have much to differentiate them beside the aforementioned loot problems, so adding more mountain shrines to distant roost would add more variety to those 2 stages. This is especially important seeing as the stage 1s are the stages which we see the most.

4.Theme
Mountain shrines fit the theme of distant roost. Their coloring is similar, the shape of the shrine is a claw and the stage is called distant roost, and it is more of a mountainous stage. I’ll admit it’s a bit of a stretch, but I think that mountain shrines would look good on distant roost and fit there.

copper meteor
#

!feedback

Ok so imagine as an april fools event they made a new gamemode called Oops! All Lesser Wisps! where the only mobs that can spawn are lesser wisps. The bosses would be replaced with Overloading Lesser Wisp, Horde of Lesser Wisps, and of course, Greater Lesser Wisps. Mithrix should be replaced by a Mother Lesser Wisp who shoots out lesser wisps. (credit to @hot sinew for the last one lmao)

This will be the best update of all time

copper meteor
#

anyone who disagrees with this is objectively wrong

gritty pilot
spice nymph
#

!feedback

New Engineer Achieve: "Lazy Bastard: Complete the game without using any skill other than your turrets"

whole rock
#

!feedback

Change up the way the lobby works for finding people - list of servers of people. Be able to join a lobby with banned artifacts for normal run, or for finding specific ones. Something even cool as joining in mid game with people (only up to say 10 minutes ? But also have a chance to join longer if you want a challenge ) also a thing where you can find friends lobbies easier or find people searching for people to make friends (lobby title - looking for friends) creating a lobby title would be cool too for people looking for random people to join to help them unlock stuff (coin farming, need help getting Rex, help with unlocking 4leaf clover)

whole rock
#

!feedback

Hold down both joycons or any other series of some button combo for in game chat for console. Easy little keyboard pops up & you can send a message. Switch has ports for wireless keyboards & Xbox & ps4 as well can do stuff. It’s mostly built in to switch for other things so I figured that would be an easy coding of paste & copy. Piggy back off pc as well as I believe they have in game chat

lime finch
#

!feedback
Make a multiplayer version of Eclipse that tracks independently from the solo version.

shut aurora
#

!feedback

Rex new M1: a whip strike, in a horizontal cone in front of Rex. Deal 100% dmg, and pushes enemies on the side, while hit-stunning them. Procs Weaken and Heals for (idk) 40% of dmg(?)

shut aurora
#

!feedback

maybe add command lines like !unstuck or something like that to tp back to spawn location, to prevent the bug i had in #ror2-bug-reports-pc

boreal slate
#

!feedback add some emotes of items from the first game since we got emotes of the ror1 survivors already, i also want to use the burning witness eye as an emote for reasons

tepid harbor
#

!feedback allow multiplayer eclipse runs to spice up the difficulty with friends

copper meteor
#

!feedback make it so you can use qol mods that dont affect gameplay in multiplayer. Its really annoying to not be able to use mods like itemstats when I'm playing with people on discord. I know that you can just share mod profile but thats inconvenient and makes it so everyone has to use the exact same mods

deep jungle
#

!feedback
Probably been suggested before but the time of day on stages should change each loop. So first loop is daytime, the second loop is middle of the day, then third loop is nighttime, then repeat or something like that.

hard gate
#

!feedback

If more skins are added, make the skins that actually change the models and aren’t just recolors to the monsoon skins. Skins like loaders “classic” should be unlockable through challenges. For example, the unlock for loaders classic skin could be something like Deja Vu - Visit sky meadows x amount of times as loader.

restive citrus
# lament elm !feedback Add **Sunset Titanic Plains** (which is in the game files) as an alte...

!feedback
Adding onto this, perhaps certain stages could have a day/night cycle depending on how many loops you've done? Like going through just 5 stages would provide the usual time of day for each, but as you progress through the loops the stages could go between sunset, night, sunrise, and then day again.
This would probably only apply to the first three stages since there wouldn't be a huge change in stages 4 and stage 5 kinda needs the moon in sight, but either way it'd be super neat as a little visual change.

safe prairie
#

!feedback
Allow better angled aiming for melee attackers, most notably Acrid. This way you would be able to hit enemies directly above or below him much more consistently, such as Wandering Vagrant.

pine zodiac
#

!feedback
what if t he game had a boss based of the tar

candid mural
hexed herald
#

!feedback A new lunar item, Greedy automaton (couldn’t really think of a better name so I’ll change that if someone thinks of one) Summons a powerful flying companion with high dps that gets the benefits of some items you have, but when it gets hit it will take the players health to slowly heal

stray wyvern
#

!feedback

Allow Lepton Daisy to be used in the Mithrix fight. Preferably, with a visual representation, like a field of flowers growing from the middle of the arena. I think this would also fit the lore since the arena is (as far as I know) a very large teleporter.

raven jacinth
#

!feedback
Fix the name or image of "Lepton Daisy" so that they resemble their icon better. "Lepton Lily" even has alliteration.

This feedback been posted for every single update since Lepton Daisy, each time getting to #top-feedback-archive, but not having been fixed.
The feedback itself that I said above is word-for-word the original post of Lepton Daisy needing a change, which is from 10/8/19.
So, this time, for the anniversary content update, please?

gentle path
#

!feedback
So I did a bit of testing on the preon accumulator and noticed that the damage numbers in the description are wrong. It actually deals 8000% in a 10m radius, but only 2000% in the 10-20m range due to falloff. The tendril damage seem to be wrong as well, it shoots out 3 tendrils per second for each enemy in range, each dealing 400% for a total of 1200%/s per enemy. I would probably recommend fixing this to better reflect preons damage potential in the description.

charred ermine
#

!feedback
Make shrines of chance explode like in ror1 after all rolls are used

umbral rune
#

!feedback
Mo' items mayne

charred ermine
#

!feedback
I wanna take a shot at an alternate Re-Tool for Mul-T
How about fusing weapons?
When you take this skill your R becomes another equipment slot and your primary becomes a unique combination of weapons.
Nailgun+Rebar=Slower firing Nailgun with less spread and further travel time for bullets
Nailgun+Saw=While damaging enemies with a saw they shoot out nails that hurt other enemies nearby
Nailgun+Nailgun= Fast firing Nailgun with more spread less damage and maybe an occasional shotgun shot that it does when first firing the nailgun
Nailgun+Scrap=Not too sure about this one but maybe just a fast firing scrap launcher that shoots small scraps? So like a slow AoE nailgun
Rebar+Saw=Shooting saws like a Sawmerang but the saw doesnt boomerang back, they could implement something like the saw doing more damage the higher the attack speed is
Rebar+Rebar= a long charging attack that pierces enemies and does massive damage and maybe has crit damage multiplied
Saw+Scrap= An arching Saw full of scrap that hits the ground explodes and then rolls forward more maybe the more attack speed the further it goes
Saw+Saw=Just two saws that hit everything around you in a small radius kind of like frost relic or hellfire tincture
And finally Scrap+Scrap=An attack that rapidly launches a bunch of scrap in an arc and the longer the scrap travels the more damage it does

lament granite
#

!feedback
This game is great good job

alpine mural
#

!feedback Game feels like some survivors like artificer and REX got power creeped with buffs while others like acrid got left in the dust. I think it would be cool to see a patch that ups the game difficulty across the board since frankly, the powerful stuff feels extremely good, followed by character tweaks accordingly.

charred ermine
#

!feedback
An artifact that gives you a random buff and gives all enemies a debuff for 10 sec, after 10 sec you get a debuff and all enemies get a buff

echo apex
#

!feedback
Command runs get a little boring picking up all the items after a while, so I think being able to turn that off by redoing the reliquary would be a good idea. So you could start a run with no artifacts, but after 16 reliquaries, you'd have all the artifacts. The exception to this would be when you first unlock the artifacts

compact hawk
#

!feedback
Command runs get a little boring picking up all the items after a while, so I think being able to turn that off by redoing the reliquary would be a good idea. So you could start a run with no artifacts, but after 16 reliquaries, you'd have all the artifacts. The exception to this would be when you first unlock the artifacts
@echo apex

timid trail
#

!feedback
if there are mini mushrums, then there should be normal-sized mushrums and a boss fight versus a massive mushrum

little barn
#

!feedback
A healing item that heals per second squared (hp/s^2) so you gain more the longer you allow it to heal.
This could also just be a buff to the cautious slug, if new healing items aren't wanted.
In general, I was thinking +0.5 per second per second, and then lose all healing when hit making it almost a "when out of combat" item

boreal slate
#

!feedback when the engineer turrets aren't firing, can they do the funny look around and squeak they do in ror1 it melts my heart each time they did it

static valve
#

!feedback an option for a 3-5 second timer where only the person who bought an item from a chest can pick it up

shut aurora
#

!feedback

There's a way to power-cheese the game: with sacrifice (and command), going to the void after looting a bit and doing the first cell, you can get an armor plate, reduce void dmg to 1, and powerfarm the enemies for infinite item drop, while difficulty doesn't scale, amking the game post void extremely easy. You can get in with little items and get out with 10 broches, 10 tedddy bears, 40 will-o' wisp, 50 fuel cells, and so on.

Maybe add either a way for the cell to charge itself even when there is no player, to stop infinite charging, or reduce item drop in the void.

boreal crag
#

!feedback Please let us turn off cutscene after start of the game. Same with cutscene after defeating moonboss. Just let us get to endgame screen 🙂

austere oracle
#

!feedback
Once your run gets to the point that the director can make scavengers elite, aspects should be added to the equipment pool for scavengers.

boreal slate
#

!feedback adjustment to my previous suggestion: poison is fine in it's current state, but please make it do more damage against elite enemies, as currently the poison ticks elites as if they were a normal enemy

polar olive
#

!feedback when jellyfish have been released from the cell, make it say “jellyfish have been released from the cell” and not “jellyfishs have been released from the cell”

stray wyvern
#

!feedback

Bring the alternate layouts for Aqueducts, Wetland, Rallypoint, Scorched Acres, Depths, Siren's Call, Sundered Grove, and (maybe) Sky Meadows.

They were talked about way back in CU3 , with the first two layout variants being "testing grounds". Since then, it's as if they have disappeared entirely, as none have been added since and there has been no comment on it. If they were a planned feature, are they not just as missing as the logbooks? At the very least they should comment on the state of them.

hardy gust
#

!feedback Lets say that if the developers bring miner in ror2 what if your pickaxes were thrown and came back like the chef in ror1. And his secondary was a dig into the ground and burrow up creating a shockwave in a 15 meter area and would do more damage based on the speed your digging at. Then his utility would be his uppercut and slam attack that would also create a shock wave but would do damage in a 20 meter area and would do damage based on how fast your going down. Then his special would be burrow into the ground and place dynamite and the more you dig down the more boulders you could bring up in the explosion but then in turn that would do area of affect damage but the closer it is to the surface it will just put all the enemies/monsters flying and will do a single target damage. this is purely just an though that came to me, so if you guys don't like it that's fine.

copper meteor
#

!feedback

make it so when you ping near a chest or teleporter or whatever it pings the chests. sometimes i will try and see how much a chest is but its so far away that its really hard to ping it properly. then it will say "pLeAsE wAiT bEfOrE iSsUiNg MoRe PiNgS"

charred ermine
#

!feedback
Artifact that randomizes your allies each stage. For example you have 2 healing drones and a gunner turret now you go to next stage and get like 2 incinerator drones and a beetle guard

boreal slate
#

!feedback if the newt kicks you out 3 times in a row, make getting kicked out a fourth time instantly kill you

fickle yarrow
#

!feedback
New shrines like Shrine of The Woods that give different buffs in their areas, like an attack speed boost and whatnot. I love me some pretty statues with colorful auras.

An achievement involving the new shrines could be:
"Taste the Rainbow: Be inside of 6 different auras at once (engie shield, warbanner, tele circle count, anything that's a full bubble)"

trail tangle
#

!feedback

The laser turrets on switch don't walk like they're supposed to.

Also, setting up online matches is very finicky. Friends and I have had to close game and reset to get it to work.

safe prairie
#

!feedback
Make Malachite Urchins immune to damage for 1-2 seconds on spawn, so they don’t get instantly killed from an on-kill effect activated from the Malachite elite it spawned from.

gritty pilot
#

!feedback
Make spinel tonic unaffected by luck

sand moss
#

!feedback
I'm redoing a artifact Idea I had a long time ago like september is how long

Artifact of spread: all allies get any items you pick up but there will always be 1 players worth of chests.

The point of this artifact is to remove the issue of being carried by one guy bc the other people died
Yes I know having sacrifice gets rid of the downside
Artifact trial code:
:large_blue_diamond: :blue_square: :large_blue_diamond:
:blue_circle: :large_blue_diamond: :blue_circle:
:large_blue_diamond: :blue_square: :large_blue_diamond:

gilded zinc
polar olive
#

!feedback
Tweak magma worm/Overloading worm AI to target players rather than turrets/drones, since they regularly travel across the map in order to attack a single turret on the ground, forcing the player to chase it during a teleporter event and wasting precious time.

dense shoal
#

!feedback
Can we get a toggle to turn off the 'Low Health Darken of the Screen Effect"? It's very obstructive.

Edit: I like to play through Remote play on Vita with low brightness to help with eye strain at night and due that "effect" it makes it very difficult to see what's on screen.

austere oracle
#

!feedback
A small change that I think everyone would love, is at least make mired urn not cause allies to target you. They can't hurt you so what's the point?

As it stands it's a BOSS item that makes another BOSS item, the beetle gland, an already questionable item, literally useless.

If there was a lore reason behind allies attacking you because you've been taken over by the tar or something, then let them damage you. But I sincerely doubt it's not just a bug. Anyway pls fix

Note, I'm probably just adding to the hundreds of people asking for urn changes LUL

pseudo shuttle
#

!feedback
Pressing Tab should also display the in-game chat.

cunning gate
#

!feedback

Add some random events link to elite state:
-> Fire Event, all mobs are blazing elite monsters
-> Freezing Event, all mobs are glacial elite monsters
-> Celestine Event, all mobs are celestine elite monsters
-> Malachite Event, all mobs are malachite elite monsters
-> Thunder Event, all mobs are overloading elite monsters

Theses events can mix-up with special events like stone golem, lemurian (Yeah! Jellyfish malachite everywhere !)...
When an event is active, spacial item like "Spectral circlet", "Ifrit"s Distinction" & Cie see theirs dropping rate go up (from 1/4000 to 1/1000 ?).
And if possible, the "weather" accord to the event.

ocean anchor
#

!feedback

It would be cool if some items change your weapon. Example: harvester scythe turns mercenary's sword into a scythe or molten perforator turns acrids claws into perforators.

timid trail
#

!feedback
An item called something like "Kinetic Winder" or smtg i'm not good with names

Movement (or maybe distance traveled) charges this item and builds up damage, releasing it on your next attack
Great synergy for movement-based survivors and can give a small boost in damage to survivors that have less mobility

viscid yew
#

!feedback
an artifact that increases interactible prices but spawns multistops instead of chests and barrels

rugged trench
#

!feedback
Red Item - MiliTech Locker (or something better if you have ideas)
Effect - Allies (Beetle Guards, Drones, Bought Turrets) are promoted into improved variations. Something unique, like drones getting little laser guns or something for each type of non playable ally. Maybe Beetle guards get a vest with shield charges to tank. The item would also give them a small damage boost on top (15%?). Stacks increase the damage of your minions (15%).

I think something like this would change how we view the purchase able drones and turrets. I like them early on but they compete with the chest items which you need most at that time, and then as you progress their usefulness dies as they are easily killed later in the stages past 5-6 or so. While they were buffed a few months back for survival, that was just health and regeneration so they are still not great for damage. They might need a Green or White small buff item as well that does something minor to improve them and stacks. I just like drones and want a reason to use them more!

As a side note: TC-280 is flipping amazing, however I think we all know they are not worth because of the AI and flight physics engine of this game he struggles in places like the Abyss and usually ends up stuck or spinning somewhere not helping much. We need this guy to be a more reliable flying turret bro!

charred ermine
#

!feedback
Im probably gonna get downvoted into hell but here it goes
Lunar Drones
These Drones have been found and repaired by Newt, the ways to obtain them would be through the Bazaar or rarely found near lunar pods or Newt Shrines. The drones are stronger versions of regular drones with negative effects, the stronger the drone the more coins it will cost so a TC-280 will cost more then a Healing Lunar Drone.
Lunar Healing Drone-Sucks health out of allies and you in exchange it powers you up
Lunar Gunner Drone- Regular Gunner Drone but with a Shaped Glass effect on it
Lunar Gunner Turret- Teleports randomly has increased knockback
Lunar Incinerator Drone- When attacking attacks in an AoE damaging enemies and allies
Lunar Missile Drone- Has bigger rockets that hit in a wide area, never directly shoots the enemy rather around the enemy, the missiles of this drone hurt enemies and allies
Lunar Emergency Drone- Constantly has a healing aura, this aura can also heal enemies
Lunar Equipment Drone- Can only take Lunar Equipment, use time greatly reduced
Lunar TC-280- A stronger version of a TC-280 but when your health goes below 40% it starts attacking you instead of enemies.

drifting jasper
#

!feedback make the void cell keep charging when you exit it
This would fix the sac issue, as well a s making melee more viable in the void

jolly anchor
#

!feedback
One of the biggest problems with the Mithrix fight (excluding the 4th phase of "bippity boppity your build is now my property" shenanigans) has to be the fact that every time he uses his special shockwave jump attack, he returns to the center of the arena. This makes the fight painfully non-intensive, as every time Mithrix is in close quarters, where most of his attacks are effective, he immediately gives that advantage up every time that attack is available. A way to solve this is having the shockwave jump not focused on the center of the arena, but rather one of the survivors with a loose amount of tracking before actually coming down. This'd greatly emphasize the "1-on-1" feel that the fight has, as all of his attacks would be centered on the player, alongside making the distance between him and the survivors when he does the shockwave jump far shorter, and thus allowing him to use his melee attacks more often.

alpine swan
#

!feedback
Boss item concepts

Overloading Worm Boss item concept: Electric Perforator: 10% chance on hit to call forth 5 lightning bolts from the sky near an enemy, dealing 300% (+300% per stack) damage each.

Solus Control Unit Boss item concept: Solus Control Panel: Every 20s (-0.5s for every stack) you will summon a large blue circle that applies slowness and launches enemies high up, dealing 800% base damage.

slate glade
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!feedback

Rename Eclipse to Typhoon to fit with the theme of storms. That is all.

mighty kite
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!feedback

Add a chest in the portal region where players can add their items and where others can take items from it. This way if someone in the match dies and has too few items compared to the others it is possible to balance the items with each other. It would be cool if this "chest" was present in each region so that it's possible to do this at the end of each round instead of just inside the portal region thingie.

subtle herald
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!feedback

Please consider getting all the platforms to the same version, and add crossplay. my friends have console versions and we want to play together, and crossplay would be an incredible feature. you could use a room code system so you dont need new accounts, and call it the together update or something.

loud osprey
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!feedback
Make us able to see our allies' health numbers?
It's nothing too game changing, but not a bad addition either in my opinion.

lost crown
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!feedback

How about something for engineer's turrets to match that of Captain's beacons? I would love to have the option to not only have a stationary but also a little follower turret.

charred ermine
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!feedback
Solus boss item that summons a probe to fight for you, so basically like the Queen Gland but instead of the Beetle Guard it the Solus unit probe, by doing this you can have the Worship Unit give you a Vulture Egg which summons a Vulture to fight for you, maybe this way you can have a legendary chest for the 4th stage so it matches and killing the Worship Unit can give you an extra item to help?

trim star
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!feedback
I believe this has been suggested before, but I need to address it again as it is a necessary QoL that only a sadomasochist would downvote.
Certain spots on maps need to be blocked off from having chests spawn on them so we don't have to watch the item we were gonna get fall off the map. As shown in this gif, I would've had another red item if it wasn't for the fact that the chest was spawned on this small thin af piece of terrain. I wouldn't even wish this fate on the worst trolls I meet in Quickplay.

charred ermine
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!feedback
Have the beetles from Queens Gland and any other monster minion items in the future have a chance to spawn that monster as an elite, the longer you are in the run the higher the chance. Artifact of honor would affect this

slate glade
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!feedback
Make it so that Mired Urn no longer damages allies. The damage not only slows other players down, but the damage Mired Urn deals also scales with crits, focus crystals, and other damage increasing items. This becomes absolutely insane on characters like loader, merc, and acrid who almost always have focus crystals in the late game and can easily kill you without even meaning to.

obsidian mantle
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!feedback
I’m sure this has been suggested before, but I was wondering if something could be done to prevent ghost clay dunestriders/void reavers from damaging you when they’re spawned by the happiest mask. Currently in the very late game the happiest mask can be more harm than good, which is a shame for a legendary.

eager plume
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!feedback an item which is polymorphic, its' form is decided by the character you're playing on, its rarity would be consistent across the board. These items build upon that characters strengths or limit their weaknesses. Plus they can be custom tailored to fit that character and would provide an interesting "Hey, that's my signature." Type of feel. A few examples here:
Light Constructed Boots(Huntress, Rarity: Rare): While Sprinting your movement and attack speed are each increased by 100%(+50% per stack).
Fast Growth Fertilizer(REX, Rarity: Rare): You take 50%(+10% (Logarithmic) per stack) less damage for 1 second after dealing damage to yourself.
Ancestral Token(Mercenary, Rarity: Rare): Your weapon reach is increased by 5m(+5m per stack) and you deal an additional 50%(+25% per stack) damage with your abilities.

little barn
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!feedback

Hold to sprint option for keyboard.

crisp pilot
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!feedback

idk how it would work but its a lunar that would stop a item from spawning... maybe like a random chance for each item?
so like if you pick it up it could stop you from getting sticky bombs for the whole time you have it but it could also get rid of buabble

tawdry torrent
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!feedback
Rework for MUL-T's powersaw;
Holding the primary fire button charges up the saw. While charging, it deals damage in melee range (like it does now.)
Releasing the fire button launches the saw as a projectile, which bounces off of terrain until it hits an enemy and becomes stuck to them. While stuck, the saw continues to rapidly deal damage to that enemy until it expires, with its duration depending on how much it was charged beforehand. If the enemy dies before the saw expires, it bounces to another nearby enemy.
(The saw's damage and tick rate would also likely have to be adjusted by Hopoo, of course.)
This would make the powersaw into a more unique and useful weapon, and it gives MUL-T a decent "fire and forget" option, which he currently doesn't really have.

wanton sun
little barn
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!feedback make the sprint actually work. My character just keeps walking

little barn
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!feedback I love artifacts so much, and in case we are getting more, I would like one that makes all players share items. It would be so fun!

supple galleon
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!feedback
Option for multiplayer lobbies to only include items and artifacts that the host has unlocked

timid trail
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!feedback
Change how brass contraptions work so when they huck their balls of death at you, you don't have to walk to the left the whole time
Also please get rid of their stun immunity mid-animation (or at least let stun slow down their attacks), it's very painful

tropic gazelle
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||!feedback||
a green item that is a scope and makes you do bonus damage the further away from an enemy you are

boreal slate
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!feedback mobile turrets really need a change, they got stinky poo poo a.i. and dont even get bungus. But hey! At least you got a cool laser that does more damage! (that misses constantly, is laggy, has lower dps and proc rates than the standard fire). Really the only reason to use them right now is because they do the funny walk

fair wagon
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!feedback Bring back Hellfire Tincture's old graphics as a select-able option.

slate glade
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!feedback Bring back Wicked Ring from Risk of Rain 1. For those who never played Risk 1, it was an item that would reduce your cooldowns by 1 second every time you crit. I think instead of this, it should have its own scaling, potentially a 10% chance per stack, and also scale with 57 Leaf Clover. This would allow the item to retain its godliness from RoR1 but also balance it out a bit to RoR2 standards.

rocky widget
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!feedback Could we maybe get an option to pick a role(what we play on) on the discord so that we can see who is online on a certain console? And maybe to help people know what a certain vc is looking for.

frail moth
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!feedback
If HAN-D were to return, I had an idea as to a possible rework to make him more viable in 3D.

Passive: Immovable
-HAN-D is immune to knockback and slowing status effects
Primary: Sweep
HAN-D swings his hammer in a wide area, dealing 380%
Secondary: Waste Ejection
Fire a ball of trash dealing 200% with an AoE of 6m. Each kill increases the damage by 50% and the AoE by 2m. This resets upon using it (4 second cooldown)
Utility: Overclock
For 4 seconds, increase your speed, attack speed and damage by 20% for every nearby enemy. (8 second cooldown that starts upon the skill ending)
Special: Forced Reassembly
Pull enemies nearby for a brief moment, and then slam the ground, dealing 600% in a large area around you. (6 second cooldown)

The idea of the rework is to make HAN-D a crowd control tank that struggles against single targets. I do think that numbers would have to be shifted to make it more balanced, but I am confident that the moveset would make HAN-D a unique and fun addition to the game.

warm path
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!feedback add four skins for multiplayer

tired plaza
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!feedback
crossplatform multiplayer plz T^T

lament elm
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!feedback
Improve Drones AI specifically so they can make it to the arena in Commencement

naive stratus
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!feedback yes please make minions AI better, like they can follow u, and/or a way to call them.

smoky mural
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!feedback i'm sure something similar has been suggested a thousand times already but make grapple fist apply the shock debuff to make it even slightly competitive with spiked fist

little barn
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!feedback
Add some item displays for enemies. doesn't need to be too fancy but it'd make void fields and artifact of evolution more interesting

naive stratus
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!feedback
It would be cool if there were items that affect only minions, so that they have a purpose lategame.
Could be items from their own tier or own shop.
You have minions buy minion's items, u don't, then don't. (like this only engineer gets survivor's item plus minion's item and keep his identity). as examples from modded i have arm's race from classic item and gradius option from chengradius mod.
And with this a way to make minion target(ping ?)
Maybe also equipement(or item) that have the ability to call turrets and minions(1 or a few depending of stacks)

boreal slate
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!feedback allow mithrix to turn into an elite version of himself on artifact of honor for the true everything is an elite enemy experience

eternal rover
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!feedback an item/artifact that highlights chest thru walls so you dont have to look everywhere

celest glade
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!feedback mired urn affects teammates in multiplayer. could this possibly be fixed?

shell heart
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!feedback maybe add some sort of variation of the void reaver (rouge void reaver perhaps) which only spawn from the cells in the void fields if you were to clear that area in a late game run, which could also be tied to an achievement or a special yellow item you only get after completing the cell event which spawned them. This could bring a bit more purpose to this hidden realm, and you would additionally avoid it in early game to even achieve so you have to balance between trying to encounter them and getting good items in the early run

vast gate
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!feedback
Wait, being invisible is a thing done by one item?? Why not gameplay strat?

Add stealth equipment that gives invisibility and maybe some bonus damage when coming out stealth

vital phoenix
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!feedback

Since Acrid wears two Happiest Masks upon picking it up (one for each pair of eyes), make one of them sad to emulate the Comedy and Tragedy masks. This would also tie into the lore of the masks from the first game.

vast gate
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!feedback In addition, a white item that increases damage of the second strike on enemy.. ofc both of these would be little overkill?

paper flower
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A projectile velocity item as well as an artifact that increases ally speed and monster damage, and the artifact of origin

azure plaza
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!feedback

Make it so that after completing Artifact of Metamorphosis you return the the survivor you were originally playing as. I remember the first time I went for incorruptible I decided to kill two birds with one stone and get an artifact one or two rounds before I would get the achievement and then I was stuck as rex and had wasted all the time I had spent up to that point. Or at least offer the player a choice to remain as new character or revert.

tepid eagle
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Make captain have some sort of buff or ability when in a place where he can’t use his beacon or orbital strike

karmic haven
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!feedback
Probably has been said a million times now, but while in a hidden realm, you probably know that Orbital Strikes and Beacons don't function. While it makes sense, it also cuts half of Captain's kit. My proposal is to give him an alternate Utility and Special in place of the Strike and Beacon while in a hidden realm.

Concept (Utility):
Vulcan Laser
A laser that can charge up, dealing 400% minimum damage and an upwards of 1500% maximum damage. The laser has a 9 second cooldown, and you can sprint while charging if you hit sprint when you start the charge, similar to Artificer and Loader. The laser lasts for 1.5 seconds, so there is a little end lag.

Concept (Special):
Beacons: Lite/Portable Beacons
Building on the Beacon idea, Captain instead carries a few personal beacons instead, which are 3: Quickheal, Implsion, and Reduce. Each beacon lasts for 15 seconds, and you hold 6 total charges, 2 per beacon.
Quickheal tosses down a weaker version of the Heal beacon, healing at 3% of your max health per second, to a total of 15x3% max HP (45%), assuming you stand in the radius the entire time.
Implosion tosses a beacon that pulls in enemies for the 15 second duration in a medium radius, before exploding to quickly stun all enemies caught in the explosion.
Reduce reduces the price of anything in its radius for 15 seconds by 20%

As per @slate glade's suggestion in #ror2-feedback-discussion , these abilities can also be selected on the loadout as well. In the case of this, the game will not replace that selected skill since it would then function in the hidden realms.
Further clarification example: If you selected the laser for your utility but left the beacons as is, while in a hidden realm it would only replace the beacons since you are using a utility that functions in the hidden realms.

Edits: 3
(Allowing to be selected in Loadout menu by GunkTheUnk)
(Altering Portable Beacons from being unlimited to 2 uses per beacon per level by DEXTERITY)

loud osprey
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!feedback
When Captain has no access to his beacons (or maybe even after he used both of them), replace the ability with another one?
My only thought would be a grenade, but Commando has one already.

keen nymph
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!feedback new lunar item zoom-in scope increase your damage when farther from an enemy (10% ( 10% per stack) when 30m away from an enemy, distance doesn’t scale) but decrease it when closer to an enemy (0.5% per meter closer than 30m)

little barn
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!feedback
Imo, aspects should be buffed or modified to be more useful to the player. Becoming an elite is nice and all, but I think that all of the aspects should at least be worth considering over certain equipment, seeing how rare they are.

worldly shard
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!feedback

worldly shard
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Acrid should have a primary that inflicts poison/blight to increase the aspect of him who uses blight. Right now blight is very underpowered because of Acrid's inability to apply a big enough number of stacks onto targets, so more abilities to apply blight could make blight more viable. Thoughts?